Variant Cultures
Posted: Fri Mar 13, 2015 4:46 pm
Inspired by the variant cultures in Heart of the Wild (i.e. the Wild Hobbits and the Woodmen of Mountain Hall), I had some fun developing these additional variant Cultures based on those present in the Adventurer’s book.
Ideas were mainly given by the folks described in the aforementioned Heart of the Wild, and in some cases the variations are very soft, though well motivated.
Enjoy and comment, please!
Ideas were mainly given by the folks described in the aforementioned Heart of the Wild, and in some cases the variations are very soft, though well motivated.
Enjoy and comment, please!
DWARVES OF THE IRON HILLS
Base Culture: Dwarves of the Lonely Mountain
The Dwarves of the Iron Hills fought several battles during the War of the Dwarves and Orcs, and they are known for being some of the most fierce and elite of all Dwarf armies. After the Battle of the Five Armies, Dàin Ironfoot became the new King under the Mountain and he relocated to Erebor with many of his people, but not all. The folk still living in the Iron Hills mines iron, not gold; for this reason the Dwarves of the Iron Hills, although prosperous, are not as wealthy as their other cousins.
Change their skills as follows: Battle 2, Riddle 1.
Change their Standard of Living to Prosperous.
WAYWARD ELVES
Base Culture: Elves of Mirkwood
While most of Thranduil’s subjects heed their king’s commands, some Elves are loath to leave their play. These Elves are unwilling to fight, preferring to melt away into the woods and hide. They delight in trickery, in bewitching or befuddling mortals, and in petty-magics and illusions.
Called Wayward Elves, they are a small but growing faction within the Woodland Realm. They devote themselves to the pursuit of pleasure and amusement, and their japes are often cruel. So far, their jokes have all been harmless fun, but the wilder the Elves grow, the less care they have for the safety of mortals.
The Wayward Elves chafe under Thranduil’s rule, believing that he is too solicitous of Men and too worried about the shadow of things to come.
Change their skills as follows: Battle 0, Hunting 2, Lore 1, Riddle 2, Stealth 3.
Change their Standard of Living to Frugal.
Wayward Elves cannot ever choose the Shadow Bane Cultural Virtue, nor can they choose the Fellowship phase undertaking Study with the Lampmaker (The Heart of the Wild, page 79).
In addition, when spending Hope to activate effects from the Cultural Virtues Wood-elf Magic or The Call of Mirkwood (The Heart of the Wild, page 77), they can choose to immediately recover the Hope point they just spent and gain a Shadow point instead.
BREE HOBBITS
Base Culture: Hobbits of the Shire
Bree is a very ancient township of Men. The first Hobbits came there from the east in about the year 1300 of the Third Age, making Bree the only place in the world where Hobbits and Men live together side by side. Their interaction with the Tall Folk made them more open to the outside world than their parochial cousins in the Shire.
Change their skills as follows: Explore 1, Insight 2, Stealth 2.
RESPECTABLE HOBBITS
Base culture: Hobbits of the Shire
A respectable Hobbit is exactly how a Hobbit is expected to be within his society: a well-ordered gentleman who has never left the Shire, with a love for strong traditions and a dislike for anything out of the ordinary – especially adventures.
Change their skills as follows: Craft 1, Travel 0, and Courtesy 4.
In addition, you must choose one of the following weapon skill sets:
1) Short sword 1, Bow 1, Dagger 1
2) Bow 1, Short sword 1, Dagger 1
MEN OF THE RIVER RUNNING
Base Culture: Men of the Lake.
Men of the River Running are rugged frontier-men living on the banks of the Celduin river, in the eastern outskirts of Mirkwood and farther in the south-eastern part of Rhovanion. They are merchants like Esgaroth’s folk but more used to live through the harshness of the wild.
Change their skills as follows: Awareness 2, Courtesy 0, Craft 1, Explore 2.
In addition, change their Standard of Living to Martial.
MOUNTAIN-MEN
Base Culture: Beornings.
Men dwell in small numbers in the mountains between the High Pass and the Eyrie. These folk are as hard and stern as the places they call home, and speak their own strange tongue as well as the Common Speech. They serve Beorn, but remain suspicious and private even when among fellow Beornings. “As tough as the Mountain-men,” say the Beornings, but when they are gone they also say “as cold as the Mountain-men”.
Change their skills as follows: Awe 1, Inspire 0, Riddle 3, Travel 1.
Change their Standard of Living to Frugal.
In addition, you must choose one of the following weapon skill sets:
1) Great axe 2, Spear 1, Dagger 1
2) (Spears) 2, Axe 1, Dagger 1
WOODMEN OF MOUNTAIN HALL
Base Culture: Woodmen of the Wilderland
See Heart of the Wild but in addition, they must choose their Traits from the following list, which replaces that described in the Adventurer’s book:
Anduin-lore, Fishing, Herb-lore, Leechcraft, Mountaineer, Stone-craft
WOODMEN OF RHOSGOBEL
Base Culture: Woodmen of the Wilderland
The presence of Radagast the Brown Wizard has been greatly beneficial to the Woodmen dwelling in Rhosgobel, and his teachings and sage advices have made them a more peaceful and wise folk.
Their skills change as follows: Battle 0, Lore 1.
WOODMEN OF WOODLAND HALL
Base Culture: Woodmen of the Wilderland
The Woodmen of Woodland Hall represent the “base” Woodmen of the Wilderland as described in the Adventurer’s book.
WOODMEN OF WOODMEN TOWN
Base Culture: Woodmen of the Wilderland
With a history going back for more than nine hundred years, the House of Woodmen-town reunites the most prominent families of the Woodmen (even if Woodland Hall is the largest dwelling of their folk). Its council of Elders is given precedence in all folk-moots, and many war-leaders have been chosen among its warriors and chieftains.
Their skills change as follows: Awe 1, Riddle 0.