"The Fall of the North Kingdom" campaign resources and rules
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- Posts: 12
- Joined: Thu Sep 18, 2014 6:48 am
"The Fall of the North Kingdom" campaign resources and rules
Hi all! I'm gearing up to run a game of The One Ring. The campaign will be set about 1000 years before the time of The Hobbit/The Lord of the Rings. Like the title suggests, the primary focus of the game will be the last days of the North Kingdom of the Dunedain, Arnor.
As part of this, I've been creating a bunch of new material, since many of the cultures in the core One Ring book either aren't around during the time in question, or they don't adequately represent the focus I want in the game.
I figured I'd post them here, 1) for comment and criticism, and 2) so that anyone who's interested in using them can have them available.
I'll put them up in a series of posts here, since they're a bit big to all go in one post anyway, and it will hopefully be easier for people to comment on that way.
The cultures I've created are the Dunedain of Arnor, the Dwarves of the Blue Mountains, the Dwarves of Khazad-Dum, and the Elves of Lindon (I offered Free Men of Eriador as a cultural option, but no one was interested in it so far, so I've held off writing the whole thing up). I've also written up a new Calling, the Captain (I know, it's supposed to come out with the Adventurer's Companion book, but I couldn't wait). I've also included some new Virtues that Captains can take (I found some fan-made Virtues for other Callings, liked them, and wrote some up for the Captain).
As part of this, I've been creating a bunch of new material, since many of the cultures in the core One Ring book either aren't around during the time in question, or they don't adequately represent the focus I want in the game.
I figured I'd post them here, 1) for comment and criticism, and 2) so that anyone who's interested in using them can have them available.
I'll put them up in a series of posts here, since they're a bit big to all go in one post anyway, and it will hopefully be easier for people to comment on that way.
The cultures I've created are the Dunedain of Arnor, the Dwarves of the Blue Mountains, the Dwarves of Khazad-Dum, and the Elves of Lindon (I offered Free Men of Eriador as a cultural option, but no one was interested in it so far, so I've held off writing the whole thing up). I've also written up a new Calling, the Captain (I know, it's supposed to come out with the Adventurer's Companion book, but I couldn't wait). I've also included some new Virtues that Captains can take (I found some fan-made Virtues for other Callings, liked them, and wrote some up for the Captain).
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- Posts: 12
- Joined: Thu Sep 18, 2014 6:48 am
Re: "The Fall of the North Kingdom" campaign resources and r
First, the Dunedain of Arnor!
Dunedain of Arnor
"Of Numenor he spoke... and the return of the Kings of Men to Middle-earth out of the deeps of the Sea... Then Elendil the Tall and his mighty sons, Isildur and Anarion, became great lords; and the North-Realm they made in Arnor..."
Elendil the Tall founded the realm of Arnor in the north of Middle-earth, after the fall of Numenor. Arnor was ever smaller than its sister kingdom in the south, Gondor, but the Dunedain of Arnor have preserved their lineage and the wisdom of Numenor, perhaps even better than Gondor, despite there being fewer of them in the North-Kingdom. However, the fortunes of Arnor have waned over the passing centuries. After the death of the tenth King of Arnor, Earendur, his sons disputed the kingship, and the ancient realm was divided into three lands: Arthedain, Cardolan, and Rhudaur.
Arthedain belonged to the oldest son of Earendur, and the royal line of Arnor was strongest there. Indeed, it is the only one of the three where the line survives at all. The lines of the King soon died out in the other two countries. In Cardolan, the realm was ruled by princes of Dunedain lineage, but not of royal blood, while in Rhudaur, the Dunedain were entirely forced out and the kingdom ruled by Men of other blood, soon turned to evil.
After the breakup of Arnor, a new enemy of the Dunedain arose in the North - the kingdom of Angmar, ruled by a sorcerer of dark power, the Witch-King. In the seven hundred years since its founding, Angmar has launched two great assaults on the Dunedain. Rhudaur has been conquered and absorbed into Angmar, and the people of Cardolan have been devastated by war, plague, and evil spirits sent by the Witch-King.
Now, only the kingdom of Arthedain, ruled from the ancient city of Fornost Erain, the North-Fortress of the Kings, still stands as a remnant of Arnor. But the Dunedain of the north have not given up hope. They still possess some measure of the pride and wisdom of Numenor, and are still ruled by the line of Isildur and Elendil, who could trace their ancestry back to mighty warriors and great elven lords of the First Age. The Dunedain may be weary, but they are not yet ready to surrender in battle against the Shadow.
Description
Dunedain are taller than other Men, usually six feet or more in height. They have proud, noble countenances and are dark of hair and eye. Young men of the Dunedain usually shave, while the older men let their beards grow, though they usually keep them trimmed short. Men and women allow their hair to grow, though men often keep it trimmed just below the shoulder, while women allow it grow much longer.
Dunedain usually dress in plain clothes of dark colors, though even the plainest of dress can be distinguished from common clothing by the fine quality of its fibres and weave. The noble colors of the Dunedain are black and silver, and deep blue for Arthedain, and Dunedain often dress in these when being "official". The symbols of Arnor are seven silver stars around a silver crown, on a black field, and the banner of Arthedain is seven silver stars surrounding the Star of Elendil, the circlet that the King bears, on a deep blue field.
Standard of Living
In this time of decline for their realm, the Dunedain of Arnor devote much time to crafting and practicing with arms, and comparatively little to creating or buying more frivolous items. As such, their standard of living is Martial, though their gear of war is usually of notably high quality.
Dunedain Adventurers
In this dark time for the Dunedain, the King needs every man or woman to do what they can to battle the Shadow. Every Dunedain with any proficiency in the skills required to survive in the Wild and battle the Enemy may find themselves being called on by their kingdom.
Suggested Callings: Captain, Scholar. The North-Kingdom needs every soldier it can have, and it needs skilled leaders for these soldiers even more. But even though battle is necessary, the Dunedain have not forgotten that it was wisdom as much as skill in battle that made Numenor great, and many still seek to learn the lore of olden days.
Unusual Calling: Treasure-Hunter. The Dunedain respect the heroes and great works of the past too much to find the idea of looting burial mounds and ruins very attractive. Those who would defile the treasures of Arnor should beware the swords of its living defenders!
Cultural Blessing
- Foresight of their Kindred -
(This is as per the blessing of the Rangers of the North, from the Rivendell sourcebook)
Starting Skill Scores
Common Skills
Awe 2 Inspire 1 Persuade 1
Athletics 2 Travel 0 Stealth 0
Awareness 2 Insight 1 Search 0
Explore 0 Healing 2 Hunting 1
Song 1 Courtesy 2 Riddle 0
Craft 1 Battle 3 Lore 2
Weapon Skills
Choose one of the following two Weapon skill sets, and record it on the character sheet:
1) (Bows) 2, Spear 1, Long sword 1, Dagger 1
2)Great Bow 2, (Swords) 1, Spear 1, Dagger 1
Specialties
Choose two traits from:
Horsemanship, Leechcraft, Lore of Arnor, Lore of Numenor, Smith-Craft, Stone-Craft
New Trait: Lore of Arnor
Though the Kingdom of Arnor has declined since the high days of old, your line still maintains much of its wisdom. You have learned from the old maps and tales of the great days of the Kingdom, and you know the crossing paths of Eriador like the back of your hand. Lore of Arnor bestows the benefits granted by both Old Lore and Region Lore (Eriador).
New Trait: Lore of Numenor
You know the ancient tales of Numenor, the Isle of Westernesse, and can both tell the tales of its mighty glory, and sing sad songs of its decline and fall. Your knowledge can lead you to treasures of the Men of the Sea, and perhaps guide you away from the dark path many of them trod. You gain the benefit of the Old Lore trait, and can speak the ancient tongue of the High Elves of the West, Quenya, which was used as a language of lore and scholarship in Numenor.
Backgrounds
1 - Herald
In these dark days of the Kingdom of the Dunedain, those who can brave the dangers of the empty lands and deliver news and messages between the lords of Arnor are greatly valued, and you have served thus since your youth. Many miles andmany weeks spent in the Wild have made you strongand fit. Your talents have been noticed, and you havebecome a carrier of tidings, a King's Messenger knitting the remaining Dunedain together. Your vigour assures that news of the Enemy’smovement and purpose is known to all who serve the kingdom, no matter how scattered they might be.
Basic Attributes
Body 8, Heart 6, Wits 3
Favoured Skill
Athletics
Distinctive Features:
(choose two Traits from those listed)
Energetic, Fierce, Hardened, Keen-eyed, Lordly,Secretive, Tall, Wary.
2 - Counsellor
(As per the background of the same name of the Rangers of the North)
3 - Dreamer of Portents
(As per the background of the same name of the Rangers of the North)
4 - Exile of a Fallen Land
Though the Kingdom of Arthedain still stands, the other two successors to Arnor, Cardolan and Rhudaur, have fallen to the assaults of evil. Your family originally came from one of the fallen kingdoms, and were forced to flee to Arthedain. The hatred of the servants of the Shadow thus engendered has been passed down to you, and you have honed yourself to battle against the foes of the Dunedain, hoping ever to reclaim your clan's lost home.
Basic Attributes
Body 7, Heart 6, Wits 4
Favored Skill
Battle
Distinctive Features:
(choose two Traits from those listed)
Bold, Determined, Fierce, Grim, Hardy, Steadfast, Vengeful, Wary
5 - Elf-Friend
Though the years lengthen, and the First-born and Men become ever more separated, still there are some among the Dunedain who remember their old alliance. You come from one of the families that still cherish the elves, and when you were a child, you were sent to foster in the Elven kingdom of Lindon, where you learned much. Now, the light in your eye and the ring of your voice marks you as an elf-friend to those who can see, and you bring the wisdom of the elder race to raise the spirits of Men.
Basic Attributes
Body 4, Heart 7, Wits 6
Favoured Skill
Song
Distinctive Features:
(choose two Traits from those listed)
Adventurous, Clever, Fair, Fair-Spoken, Generous, Merry, Swift, True-Hearted
6 - Noble Lineage
(As per the Kingly Voice background of the Rangers of the North)
Dunedain of Arnor Names
Male Names: Adrahil, Amlaith, Anardil, Anárion, Anborn, Angbor, Arador, Araglas, Aragorn, Aragost, Arahad, Arahael, Aranarth, Arannel, Aranuir, Araphant, Araphor, Arassuil, Arathorn, Araval, Aravir, Aravorn, Argeleb, Argonui, Arvedui, Arvegil, Arveleg, Baranor, Belecthor, Beleg, Belegorn, Beregond, Beren, Bergil, Boromir, Celepharn, Cirion, Damrod, Denethor, Derufin, Dervorin, Dírhael, Duilin, Duinhir, Ecthelion, Egalmoth, Eldacar, Eradan, Faramir, Findegil, Finduilas, Forlong, Golasgil, Halbarad, Hallas, Hirgon, Hirluin, Húrin, Ingold, Iorlas, Mablung, Malbeth, Malvegil, Ohtar, Orodreth, Thorondir, Thorongil, Turgon.
Female Names: Averith, Firiel, Finael, Gilaren, Gilraen,Ioreth, Ivorwen, Ivoril, Lalaith, Lothíriel,
Morwen, Nilufiel.
Adventuring Age: 18-70
Previous Experience
(As per the Rangers of the North)
Endurance and Hope
Endurance: 23 + Heart
Hope: 8 + Heart
Cultural Virtues - Dunedain of Arnor
Against the Unseen
(As per the Rangers of the North)
Heir of Arnor
"Already you have raised the banner of the Kings and displayed the tokens of Elendil's House. Will you suffer these to be challenged?"
(As per the "Birthright" Barding Cultural Virtue, except that standard of living is only raised to Prosperous)
Deadly Shafts
"The Men of the Sea send before them a great cloud, as a rain turned to serpents, or a black hail tipped with steel."
(As per the "Fierce Shot" Barding Cultural Virtue)
The Dignity of Numenor
"...you have an air too, sir, that reminds me of... wizards."
"Maybe you discern from far away the air of Numenor."
The pride and wisdom of the Men of the West is revealed in you. You gain strength of spirit from your heritage, and others who you speak with are impressed, giving your words more weight.
Add 1 to your starting Hope score.
Instead of using Wisdom or Valor when calculating the starting Tolerance for an encounter, add both virtues together and use the total to calculate the Tolerance.
Steeds of the West
"And indeed the love that the horses of the Rangers bore for their riders was so great that they were willing to face even the terror of the Door..."
You possess one of the mighty horses of Arnor, descended from sires brought from Numenor, and they from steeds brought by the High Elves from the Blessed Realm. Such beasts are more intelligent and hardy than any on Middle-earth, and will face dangers with their riders and aid them in times of strife.
Your steed is sure-footed, and possesses great endurance. It can follow you on any terrain you can travel across, and bear the weight of some of your gear. You may either reduce the Encumbrance of your gear by 6, or reduce the Encumbrance of both your gear and a single companion's by 3, for travel purposes.
If you use your mount in combat, you put it at risk. When you are engaged in battle, if an attack aimed at you produces an Eye of Sauron result, the blow hits and automatically wounds the horse instead (in place of the effects of a normal hit). You may prevent this by taking the automatic wound yourself (you cannot roll for Protection). A wounded horse is put out of combat forthe remainder of the scene, and will return at your side at the start of the next session only if you succeed in a Healing roll with a TN of 16. If you fail, the horse will not recover until the next Fellowship phase.
The training of a Steed of the West is an endeavour in itself. When you first choose this Virtue,your mount learns one particular tactic to aid you in battle as described under War-Trained below, without paying the Experience point cost. You can train him in additional combat maneuvers, as well as to Support you in the use of certain skills, as a separate undertaking during later Fellowship phases, as follows:
War-Trained
These abilities represent training in specific tactics of mounted combat that your steed has received. Your mount knows one for free when you receive him. You can train additional tactics by spending 3 experience points and using an undertaking, as described above.
Trample Foes: While fighting mounted in a Close stance, your mount has been trained to support your attacks with its own. When you successfully make an attack, you may add your Valour rating to your Damage rating.
Quick-Hooved: Your mount has been trained to make quick dashes in to bring you closer to a foe, then carry you back out to safety. When making close combat attacks from Open or Defensive stances, you may reduce the combat TN by 3.
Stable Gait: Your steed is an exceptionally smooth runner, allowing you to make accurate shots from further away. When making a ranged attack from the Rearward stance, reduce your combat TN by 2.
Support
You can train your steed to assist you in one activity. A horse can be trained to support you when making any one of the following skill rolls: Awareness, Awe, Inspire, or Travel. It takes a Fellowship phase and one Experience point to teach your horse to complete an additional task.
When you are making a roll using one of the skills imparted to your horse, you may roll the Feat die twice, and keep the best result.
Cultural Rewards - Dunedain of Arnor
Lord Elrond of Rivendell has made sure that wisdom is not neglected among the heirs of Elendil the Fair, but a valiant man is given great praise and reward by his peers in the North Kingdom, as theirs is a world at war.
Heirloom of Fallen Numenor
(As per the "Heirloom of Lost Arnor" Rangers of the North Cultural Reward)
Steel Bow of Numenor (Great Bow)
For many long centuries, the “Men of the Sea” sent cohorts of archers to deluge their enemies under a rain of steel. Some lineages of Dunedain have preserved the great hollow steel bows that the Numenoreans bore, and the great arrows can sometimes be found in ancient armouries and treasuries. You have been entrusted with one of these great bows, and can acquire the arrows from time to time.
When you get a Rune of Gandalf on the Feat dice using the Steel Bow of Numenor, the target rolls one Success die less on his Protection test.
(In addition, this virtue gives the same arrows as the "Numenorean Arrows" Rangers of the North Cultural Reward.)
Shield Of The Star (great shield)
The soldiers of the Dunedain bear great shields emblazoned with the Star of the North, the emblem of the North Kingdom.
When you are using a Shield of the Star, your Parry bonus gets an additional +1. In addition, once per combat, you may attempt the Intimidate Foe combat task in addition to your attack roll (instead of forfeiting your action for the turn).
Dunedain of Arnor
"Of Numenor he spoke... and the return of the Kings of Men to Middle-earth out of the deeps of the Sea... Then Elendil the Tall and his mighty sons, Isildur and Anarion, became great lords; and the North-Realm they made in Arnor..."
Elendil the Tall founded the realm of Arnor in the north of Middle-earth, after the fall of Numenor. Arnor was ever smaller than its sister kingdom in the south, Gondor, but the Dunedain of Arnor have preserved their lineage and the wisdom of Numenor, perhaps even better than Gondor, despite there being fewer of them in the North-Kingdom. However, the fortunes of Arnor have waned over the passing centuries. After the death of the tenth King of Arnor, Earendur, his sons disputed the kingship, and the ancient realm was divided into three lands: Arthedain, Cardolan, and Rhudaur.
Arthedain belonged to the oldest son of Earendur, and the royal line of Arnor was strongest there. Indeed, it is the only one of the three where the line survives at all. The lines of the King soon died out in the other two countries. In Cardolan, the realm was ruled by princes of Dunedain lineage, but not of royal blood, while in Rhudaur, the Dunedain were entirely forced out and the kingdom ruled by Men of other blood, soon turned to evil.
After the breakup of Arnor, a new enemy of the Dunedain arose in the North - the kingdom of Angmar, ruled by a sorcerer of dark power, the Witch-King. In the seven hundred years since its founding, Angmar has launched two great assaults on the Dunedain. Rhudaur has been conquered and absorbed into Angmar, and the people of Cardolan have been devastated by war, plague, and evil spirits sent by the Witch-King.
Now, only the kingdom of Arthedain, ruled from the ancient city of Fornost Erain, the North-Fortress of the Kings, still stands as a remnant of Arnor. But the Dunedain of the north have not given up hope. They still possess some measure of the pride and wisdom of Numenor, and are still ruled by the line of Isildur and Elendil, who could trace their ancestry back to mighty warriors and great elven lords of the First Age. The Dunedain may be weary, but they are not yet ready to surrender in battle against the Shadow.
Description
Dunedain are taller than other Men, usually six feet or more in height. They have proud, noble countenances and are dark of hair and eye. Young men of the Dunedain usually shave, while the older men let their beards grow, though they usually keep them trimmed short. Men and women allow their hair to grow, though men often keep it trimmed just below the shoulder, while women allow it grow much longer.
Dunedain usually dress in plain clothes of dark colors, though even the plainest of dress can be distinguished from common clothing by the fine quality of its fibres and weave. The noble colors of the Dunedain are black and silver, and deep blue for Arthedain, and Dunedain often dress in these when being "official". The symbols of Arnor are seven silver stars around a silver crown, on a black field, and the banner of Arthedain is seven silver stars surrounding the Star of Elendil, the circlet that the King bears, on a deep blue field.
Standard of Living
In this time of decline for their realm, the Dunedain of Arnor devote much time to crafting and practicing with arms, and comparatively little to creating or buying more frivolous items. As such, their standard of living is Martial, though their gear of war is usually of notably high quality.
Dunedain Adventurers
In this dark time for the Dunedain, the King needs every man or woman to do what they can to battle the Shadow. Every Dunedain with any proficiency in the skills required to survive in the Wild and battle the Enemy may find themselves being called on by their kingdom.
Suggested Callings: Captain, Scholar. The North-Kingdom needs every soldier it can have, and it needs skilled leaders for these soldiers even more. But even though battle is necessary, the Dunedain have not forgotten that it was wisdom as much as skill in battle that made Numenor great, and many still seek to learn the lore of olden days.
Unusual Calling: Treasure-Hunter. The Dunedain respect the heroes and great works of the past too much to find the idea of looting burial mounds and ruins very attractive. Those who would defile the treasures of Arnor should beware the swords of its living defenders!
Cultural Blessing
- Foresight of their Kindred -
(This is as per the blessing of the Rangers of the North, from the Rivendell sourcebook)
Starting Skill Scores
Common Skills
Awe 2 Inspire 1 Persuade 1
Athletics 2 Travel 0 Stealth 0
Awareness 2 Insight 1 Search 0
Explore 0 Healing 2 Hunting 1
Song 1 Courtesy 2 Riddle 0
Craft 1 Battle 3 Lore 2
Weapon Skills
Choose one of the following two Weapon skill sets, and record it on the character sheet:
1) (Bows) 2, Spear 1, Long sword 1, Dagger 1
2)Great Bow 2, (Swords) 1, Spear 1, Dagger 1
Specialties
Choose two traits from:
Horsemanship, Leechcraft, Lore of Arnor, Lore of Numenor, Smith-Craft, Stone-Craft
New Trait: Lore of Arnor
Though the Kingdom of Arnor has declined since the high days of old, your line still maintains much of its wisdom. You have learned from the old maps and tales of the great days of the Kingdom, and you know the crossing paths of Eriador like the back of your hand. Lore of Arnor bestows the benefits granted by both Old Lore and Region Lore (Eriador).
New Trait: Lore of Numenor
You know the ancient tales of Numenor, the Isle of Westernesse, and can both tell the tales of its mighty glory, and sing sad songs of its decline and fall. Your knowledge can lead you to treasures of the Men of the Sea, and perhaps guide you away from the dark path many of them trod. You gain the benefit of the Old Lore trait, and can speak the ancient tongue of the High Elves of the West, Quenya, which was used as a language of lore and scholarship in Numenor.
Backgrounds
1 - Herald
In these dark days of the Kingdom of the Dunedain, those who can brave the dangers of the empty lands and deliver news and messages between the lords of Arnor are greatly valued, and you have served thus since your youth. Many miles andmany weeks spent in the Wild have made you strongand fit. Your talents have been noticed, and you havebecome a carrier of tidings, a King's Messenger knitting the remaining Dunedain together. Your vigour assures that news of the Enemy’smovement and purpose is known to all who serve the kingdom, no matter how scattered they might be.
Basic Attributes
Body 8, Heart 6, Wits 3
Favoured Skill
Athletics
Distinctive Features:
(choose two Traits from those listed)
Energetic, Fierce, Hardened, Keen-eyed, Lordly,Secretive, Tall, Wary.
2 - Counsellor
(As per the background of the same name of the Rangers of the North)
3 - Dreamer of Portents
(As per the background of the same name of the Rangers of the North)
4 - Exile of a Fallen Land
Though the Kingdom of Arthedain still stands, the other two successors to Arnor, Cardolan and Rhudaur, have fallen to the assaults of evil. Your family originally came from one of the fallen kingdoms, and were forced to flee to Arthedain. The hatred of the servants of the Shadow thus engendered has been passed down to you, and you have honed yourself to battle against the foes of the Dunedain, hoping ever to reclaim your clan's lost home.
Basic Attributes
Body 7, Heart 6, Wits 4
Favored Skill
Battle
Distinctive Features:
(choose two Traits from those listed)
Bold, Determined, Fierce, Grim, Hardy, Steadfast, Vengeful, Wary
5 - Elf-Friend
Though the years lengthen, and the First-born and Men become ever more separated, still there are some among the Dunedain who remember their old alliance. You come from one of the families that still cherish the elves, and when you were a child, you were sent to foster in the Elven kingdom of Lindon, where you learned much. Now, the light in your eye and the ring of your voice marks you as an elf-friend to those who can see, and you bring the wisdom of the elder race to raise the spirits of Men.
Basic Attributes
Body 4, Heart 7, Wits 6
Favoured Skill
Song
Distinctive Features:
(choose two Traits from those listed)
Adventurous, Clever, Fair, Fair-Spoken, Generous, Merry, Swift, True-Hearted
6 - Noble Lineage
(As per the Kingly Voice background of the Rangers of the North)
Dunedain of Arnor Names
Male Names: Adrahil, Amlaith, Anardil, Anárion, Anborn, Angbor, Arador, Araglas, Aragorn, Aragost, Arahad, Arahael, Aranarth, Arannel, Aranuir, Araphant, Araphor, Arassuil, Arathorn, Araval, Aravir, Aravorn, Argeleb, Argonui, Arvedui, Arvegil, Arveleg, Baranor, Belecthor, Beleg, Belegorn, Beregond, Beren, Bergil, Boromir, Celepharn, Cirion, Damrod, Denethor, Derufin, Dervorin, Dírhael, Duilin, Duinhir, Ecthelion, Egalmoth, Eldacar, Eradan, Faramir, Findegil, Finduilas, Forlong, Golasgil, Halbarad, Hallas, Hirgon, Hirluin, Húrin, Ingold, Iorlas, Mablung, Malbeth, Malvegil, Ohtar, Orodreth, Thorondir, Thorongil, Turgon.
Female Names: Averith, Firiel, Finael, Gilaren, Gilraen,Ioreth, Ivorwen, Ivoril, Lalaith, Lothíriel,
Morwen, Nilufiel.
Adventuring Age: 18-70
Previous Experience
(As per the Rangers of the North)
Endurance and Hope
Endurance: 23 + Heart
Hope: 8 + Heart
Cultural Virtues - Dunedain of Arnor
Against the Unseen
(As per the Rangers of the North)
Heir of Arnor
"Already you have raised the banner of the Kings and displayed the tokens of Elendil's House. Will you suffer these to be challenged?"
(As per the "Birthright" Barding Cultural Virtue, except that standard of living is only raised to Prosperous)
Deadly Shafts
"The Men of the Sea send before them a great cloud, as a rain turned to serpents, or a black hail tipped with steel."
(As per the "Fierce Shot" Barding Cultural Virtue)
The Dignity of Numenor
"...you have an air too, sir, that reminds me of... wizards."
"Maybe you discern from far away the air of Numenor."
The pride and wisdom of the Men of the West is revealed in you. You gain strength of spirit from your heritage, and others who you speak with are impressed, giving your words more weight.
Add 1 to your starting Hope score.
Instead of using Wisdom or Valor when calculating the starting Tolerance for an encounter, add both virtues together and use the total to calculate the Tolerance.
Steeds of the West
"And indeed the love that the horses of the Rangers bore for their riders was so great that they were willing to face even the terror of the Door..."
You possess one of the mighty horses of Arnor, descended from sires brought from Numenor, and they from steeds brought by the High Elves from the Blessed Realm. Such beasts are more intelligent and hardy than any on Middle-earth, and will face dangers with their riders and aid them in times of strife.
Your steed is sure-footed, and possesses great endurance. It can follow you on any terrain you can travel across, and bear the weight of some of your gear. You may either reduce the Encumbrance of your gear by 6, or reduce the Encumbrance of both your gear and a single companion's by 3, for travel purposes.
If you use your mount in combat, you put it at risk. When you are engaged in battle, if an attack aimed at you produces an Eye of Sauron result, the blow hits and automatically wounds the horse instead (in place of the effects of a normal hit). You may prevent this by taking the automatic wound yourself (you cannot roll for Protection). A wounded horse is put out of combat forthe remainder of the scene, and will return at your side at the start of the next session only if you succeed in a Healing roll with a TN of 16. If you fail, the horse will not recover until the next Fellowship phase.
The training of a Steed of the West is an endeavour in itself. When you first choose this Virtue,your mount learns one particular tactic to aid you in battle as described under War-Trained below, without paying the Experience point cost. You can train him in additional combat maneuvers, as well as to Support you in the use of certain skills, as a separate undertaking during later Fellowship phases, as follows:
War-Trained
These abilities represent training in specific tactics of mounted combat that your steed has received. Your mount knows one for free when you receive him. You can train additional tactics by spending 3 experience points and using an undertaking, as described above.
Trample Foes: While fighting mounted in a Close stance, your mount has been trained to support your attacks with its own. When you successfully make an attack, you may add your Valour rating to your Damage rating.
Quick-Hooved: Your mount has been trained to make quick dashes in to bring you closer to a foe, then carry you back out to safety. When making close combat attacks from Open or Defensive stances, you may reduce the combat TN by 3.
Stable Gait: Your steed is an exceptionally smooth runner, allowing you to make accurate shots from further away. When making a ranged attack from the Rearward stance, reduce your combat TN by 2.
Support
You can train your steed to assist you in one activity. A horse can be trained to support you when making any one of the following skill rolls: Awareness, Awe, Inspire, or Travel. It takes a Fellowship phase and one Experience point to teach your horse to complete an additional task.
When you are making a roll using one of the skills imparted to your horse, you may roll the Feat die twice, and keep the best result.
Cultural Rewards - Dunedain of Arnor
Lord Elrond of Rivendell has made sure that wisdom is not neglected among the heirs of Elendil the Fair, but a valiant man is given great praise and reward by his peers in the North Kingdom, as theirs is a world at war.
Heirloom of Fallen Numenor
(As per the "Heirloom of Lost Arnor" Rangers of the North Cultural Reward)
Steel Bow of Numenor (Great Bow)
For many long centuries, the “Men of the Sea” sent cohorts of archers to deluge their enemies under a rain of steel. Some lineages of Dunedain have preserved the great hollow steel bows that the Numenoreans bore, and the great arrows can sometimes be found in ancient armouries and treasuries. You have been entrusted with one of these great bows, and can acquire the arrows from time to time.
When you get a Rune of Gandalf on the Feat dice using the Steel Bow of Numenor, the target rolls one Success die less on his Protection test.
(In addition, this virtue gives the same arrows as the "Numenorean Arrows" Rangers of the North Cultural Reward.)
Shield Of The Star (great shield)
The soldiers of the Dunedain bear great shields emblazoned with the Star of the North, the emblem of the North Kingdom.
When you are using a Shield of the Star, your Parry bonus gets an additional +1. In addition, once per combat, you may attempt the Intimidate Foe combat task in addition to your attack roll (instead of forfeiting your action for the turn).
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Re: "The Fall of the North Kingdom" campaign resources and r
Next, the first of two dwarven cultures.
Dwarves of the Blue Mountains
"...for the Naugrim learned many secrets of craft in those days, so that the smiths and masons of Nogrod and Belegost became renowned among their kin..."
The Dwarves of the Blue Mountains come from two Houses of the Dwarves who have traditionally allied with one another, the Firebeards, Uri's folk, and the Broadbeams, the people of Linnar. They have lived in the Blue Mountains (the Ered Luin in the elven tongue) for years uncounted, for their fathers first awoke there, in the ages before ever the Sun or Moon arose. But the history of the Dwarves of the Blue Mountains has oft been troubled. In the First Age, they battled against Morgoth, the first Dark Lord, but they also fought the Elves, beginning a feud that has lasted ages. In the tumults at the end of the First Age, their greatest mansions, Nogrod and Belegost, were destroyed, and many of the people left to swell the folk of Durin, in Khazad-Dum.
Through the Second and Third Ages, the Dwarves of the Blue Mountains have fought to avoid being destroyed. They founded new mines and fortresses, both in the Blue Mountains, and eastward in the northern spurs of the Misty Mountains. The mines in the Ered Luin have been worked for centuries now, and are running out. The delvings founded in the Misty Mountains were prosperous for many years, but the Witch King conquered them when he founded his dark land of Angmar, and now one, Mount Gram, is the home of countless orcs, while the other, Carn Dum, is the very capital of Angmar itself.
But the Houses of Uri and Linnar will not go quietly into the darkness. The fires of their hearts are hot with anger at the wrongs done to them, and the fires of their forges still burn, producing armor and weapons of surpassing skill. King Eitri rules the Firebeards from the mansion of Kalbarazud (called Tumnogoth Iaur in the tongue of the Elves), in the southern Blue Mountains. King Linnar III, held to be the Father of the Broadbeams returned, rules in the north of the Blue Mountains in the ancient mansion of Buzdum-Mazar, the original awakening place of both of the Fathers of the Blue Mountain Houses.
The Blue Mountain Dwarves guard their home range, ensuring that no evil things take root there to threaten them, ensuring that the Elves of Lindon may live at peace, and that the western borders of the North Kingdom are secure. The dwarves focus most strongly on the northern end of the Ered Luin, where their sacred awakening place lies, and the monsters that populate the northern waste come closest to their home. But the Kings of the Dwarves have great ambitions, not wishing to merely defend their old homes, but to expand outward again and perhaps gain revenge on the evils that have brought their Houses low.
Description
Even more than most dwarves, those of the Blue Mountains are secretive and untrusting of other races, nurturing ancient grudges and bitter over the loss of so much of their heritage. They keep their dealings with Men short and only what necessity dictates, and try not to associate with Elves at all if it can be helped. However, the Dwarves of the Ered Luin are as fast in friendship as they are in enmity, and someone who wins their trust, difficult as that may be, could have no firmer friend. Woe to those would betray such a bond, though, for the anger of a dwarf betrayed burns hotter than dragonfire.
Dwarves of the Blue Mountains are, like all dwarves, short and stocky, with long beards and thick frames. Those from the Firebeard house often have red or auburn hair and hotter tempers, while the Broadbeams are commonly even broader than other dwarves, stronger of arm and leg.
Standard of Living
The Dwarves of the Blue Mountains do not have rich mines like their cousins in Khazad-Dum, and their ancient treasures are largely plundered or lost in the collapse of old mansions. However, they still find metals in the dark places beneath the mountains, and their skill in smithcraft is not lost. Dwarves of the Blue Mountains are well armed, and bear little that will not directly help them in their battles with their many foes. Their standard of living is Martial.
Dwarves of the Blue Mountains Adventurers
When the Dwarves of Uri or Linnar's Folk leave their homes, they usually do so to avenge some wrong done to their House, either a recent slight or an ancient grievance. Often, as the Westlands darken, the Kings send out young dwarves to seek out the servants of the Shadow and deal a blow to them before they can attack the dwarves once more. Other people of the Blue Mountains see little prospect in the old, played-out mines of their ancient homes, and roam the world hoping to find a new place where the dwarves of their House might make their fortune.
Suggested Callings: Slayer, Treasure-Hunter. Similar motivations make both these Callings attractive to the Dwarves of the Blue Mountains, as they seek to destroy the foes who have brought them low, and recover the ancient treasures of their Houses that have been stolen.
Unusual Calling: Warden. Though they may defend their own mansions fiercely, few Dwarves of the EredLuin care for what happens to other folk, and many would say that all should suffer as the dwarves have, so that they might understand what has befallen the Dwarves.
Cultural Blessing
- Ancient Hatred -
"A warlike race of old were the Naugrim, and they would fight fiercely against whomsoever aggrieved them: servants of Melkor, or Eldar, or Avari, or wild beasts, or not seldom their own kin, Dwarves of other mansions or lordships."
The Dwarves of Ered Luin are heir to many ancient feuds and disputes. You have learned to forge your hatred from these old grudges into a weapon that can strike at your foes.
• Choose one category of enemy (see the Enemy-Lore trait for appropriate size of categories). When attacking this category of enemy, or using Common skills to harm or discomfort them, a Dwarf of the Blue Mountains' Attribute bonuses are based on their favoured rating. Every time their Valour increases, add one additional category of enemy that this bonus applies to.
Starting Skill Scores
Common Skills
Copy the following skill ranks onto the character sheet and underline the favoured skill:
Awe 0 Inspire 1 Persuade 0
Athletics 1 Travel 3 Stealth 1
Awareness 0 Insight 0 Search 3
Explore 2 Healing 0 Hunting 0
Song 0 Courtesy 0 Riddle 1
Craft 3 Battle 2 Lore 2
Weapon Skills
Choose one of the following two Weapon skill sets, andrecord it on the character sheet:
1) (Hammers) 2, Axe 1, Dagger 1
2) Great Axe 2, (Hammers) 1, Dagger 1
Specialties
Choose two traits from:
Fire-making, Mountaineer, Old Lore, Smith-craft, Stone-craft, Tunnelling
Backgrounds
1 - A Life of Toil
(As per the Dwarves of the Lonely Mountain background)
2 - Ancient Delver
Though the dwarves have been forced to leave many of their old homes over the millennia, they rarely forget where they were, and sometimes return to try to recover some old treasure or re-open an ancient lode. You were part of several such expeditions, and have studied old books, pieced together references from songs, and deciphered broken runes to find their secrets and protect your companions from protective wardings.
Basic Attributes
Body 3, Heart 5, Wits 6
Favoured Skill
Riddle
Distinctive Features
(Choose two Traits from those listed)
Clever, Curious, Determined, Grim, Keen-eyed, Patient, Secretive, Wary
3 - Wandering Exile
Your clan lived in one of the great dwarf holds in the Misty Mountains, Carn Dum or Mount Gram. When the Witch King overcame their defenses and claimed them for his own, the dwarves were forced out. Unlike other families from these delvings, your family never joined one of the other mansions, not wishing to sacrifice their independence. Instead, they have kept on the move, seeking either a new place to found a fortress the clan can call its own, or an opportunity to reclaim the ancient holds. You are heir to this tradition, and know the ways of the world.
Basic Attributes
Body 7, Heart 3, Wits 4
Favoured Skill
Travel
Distinctive Features
(choose two Traits from those listed)
Fierce, Gruff, Hardened, Robust, Secretive,Stern, Wilful, Wrathful
4 - Guardian of the Place of Awakening
Your clan has had a hereditary duty to guard the halls of Buzdum-Mazar, the ancient awakening place of the Fathers of the Broadbeams and the Firebeards. Their task has been complicated, since they could not simply forbid everyone to enter - dwarves of other families have always wished to make pilgrimages to see the sacred site, and your clan had to balance the site's security against the wishes of the pilgrims. This has become even more complicated since Buzdum-Mazar became a major mansion again, as now Men and sometimes even Elves come here to trade as well. You have inherited your clan's skill at diplomacy and ability to perform your duty while offending none.
Basic Attributes
Body 4, Heart 5, Wits 5
Favoured Skill
Courtesy
Distinctive Features
(choose two Traits from those listed)
Determined, Forthright, Honourable, Lordly, Proud, Steadfast, Trusty, Wary
5 - A Lesson in Revenge
(As per the Dwarves of the Lonely Mountain background)
6 - Envoy to Men
Beyond the gates of the mansion of Kalbarazud lies the small country of Men now called Galattar. Once, this was part of Arnor, but in the waning of the realm of the Dunedain, it has become independent. Dwarves normally care little for changes in the politics of Men, but your line has long been charged with dealing with the human traders who come to the gates of what they call Tumnogoth Iaur to bargain for dwarven goods, so they have tried to keep up with the times. Your experience with merchants from other cultures has given you a persuasive tongue and the skill to make others see your way.
Basic Attributes
Body 4, Heart 3, Wits 7
Favoured Skill
Persuade
Distinctive Features
(choose two Traits from those listed)
Cunning, Eager, Proud, Secretive, Suspicious, Trusty, Vengeful, Wilful
Dwarves of the Blue Mountains Names
All Dwarves receive a true name at birth that they do not reveal to members of other races. In their dealings with other people, they adopt personal names in the language of other friendly cultures. The Dwarves of the Blue Mountains are no exception, and commonly use names after the fashion of the Men of the North. This custom has been in use for so long that anumber of names have become traditionally associated with Dwarves of a particular House, and are used almost exclusively by them. Dwarves of renown are sometimes given a byname,usually an honorific title celebrating an exceptional deed or distinctive quality (eg. Thorin Oakenshield, Dáin Ironfoot).
Male Names:
Firebeards: Abbi, Áni, Ati, Bifur, Begi, Bofur, Bógi, Bombur, Brodir, Dari, Éldi, Erlend, Flain, Fúlnir, Garni, Girgir, Grepi, Gurthir, Hamarr, Hani, Hildir, Kani, Kúsi, Munán, Óli, Ragi, Rithir, Róin, Sefi, Skúti, Stóthi, Thrand, Túni, Vani,Víti
Broadbeams: Afi, Anki, Aunn, Belir, Bóla, Brúni, Dómi, Endrith, Erli, Flár, Fúsi, Gási, Gísli, Grími, Guthi, Handi, Hár, Hior, Kári, Lafsi, Nafni, Omun, Randi, Róar, Róin, Róki, Selvi, Slóthi, Styrmir, Tindr, Ubbi, Varr,
Female Names:
Firebeards: Ádís, Birna, Ethný, Gróa, Holma, Leith, Rótha, Uth
Broadbeams: Aerin, Bolla, Eyild, Gufa, Ithun, Lúta, Signý, Valka
Adventuring Age: 50-100
Dwarves generally start their life on the road in their fifties, and do not usually consider retiring before their nineties. Around that time, they feel they can no longer stay away from their family, or want to dedicate themselves solely to the perfection of their crafts. But Dwarves can remain active until they are more than two hundred years old, and may return to adventuring if a great need arises, like the opportunity to avenge an old insult or injury, or to recover a treasure or reclaim a long-lost dwarf-hold.
Endurance and Hope
Endurance: 30 + Heart
Hope: 5 + Heart
Cultural Virtues - Dwarves of the Blue Mountains
Broken Spells
(As per the Dwarves of the Lonely Mountain Cultural Virtue)
Battle in the Mines
"That was the beginning of the War of the Dwarves and the Orcs, which was long and deadly, and fought for the most part in deep places beneath the earth."
(As per the "Durin's Way" Cultural Virtue of the Dwarves of the Lonely Mountain.)
Old Hatred
(As per the Dwarves of the Lonely Mountain Cultural Virtue)
The Stiff Necks of Dwarves
(As per the Dwarves of the Lonely Mountain Cultural Virtue)
Lore of Fallen Mansions
"In the ruins of the Dwarves, a dwarf's head will be less easy to bewilder than Elves or Men or Hobbits."
Many of the mansions of the Dwarves of the Blue Mountains now lie in the hands of servants of the Shadow, the lairs of orcs, trolls, and other, fouler things. But the Dwarves keep records and tell tales of their ancient homes, and do not forget easily, and a dwarf finds it easy to understand the structures of the Dwarves even if he has never heard of it before. When you are in any structure that dwarves once built, you reduce the TN for all Travel, Stealth, Awareness, Search, Explore, Riddle, and Battle skill rolls by two difficulty levels (subtract 4).
Cultural Rewards - Dwarves of the Blue Mountains
Mask of Gabilgathol (Helm)
In the First Age, the Dwarves of Gabilgathol, the mansion remembered as Belegost in the Elven tongue, wore great and hideous masks into battle. They won renown during the Fifth Battle of the wars of Beleriand thus, for the masks resisted flame and warded off the gaze of the dragons that the Enemy sent into the field.
Add two extra dice of Protection when rolling to resist the effects of flame. In addition, if a dragon uses a special ability on you that requires spending Hate to activate, it must spend one additional point of Hate beyond the normal cost.
Knife of Azaghal (Dagger)
Glaurung the Golden, father of all dragons, struck down Azaghal, Lord of Belegost, in the Fifth Battle of the wars of Beleriand. But even as the worm crawled over him, with his last stroke the lord drove a knife into his belly, and Glaurung fled the field. In his memory, the Broadbeams still make cunning knives that can slip through a creature's armor and deliver a cruel stroke.
When you get a Gandalf Rune on the Feat die using a knife of Azaghal, the target rolls two Success dice less on his Protection test.
Kheled-uzn Coat (Leather Corslet)
Galvorn was the name of a new metal devised by the Dark Elf, Eol, as hard as dwarven steel, but so malleable that it could be made thin and supple, yet still resistant to all blades and darts. The Elves never learned its secrets, for Eol was an outlaw among them, but he was in great friendship with the Dwarves, and they preserve the techniques of making it. They call it kheled-uzn, "mirror-shadow", and make of it a thin coat that is marvelously light.
This armor has only an Encumbrance rating of 2 (which can be further reduced to 0 by the Cunning Make reward), and it is so light that it can be worn under clothes, so that you appear unarmoured unless someone touches you.
Dwarves of the Blue Mountains
"...for the Naugrim learned many secrets of craft in those days, so that the smiths and masons of Nogrod and Belegost became renowned among their kin..."
The Dwarves of the Blue Mountains come from two Houses of the Dwarves who have traditionally allied with one another, the Firebeards, Uri's folk, and the Broadbeams, the people of Linnar. They have lived in the Blue Mountains (the Ered Luin in the elven tongue) for years uncounted, for their fathers first awoke there, in the ages before ever the Sun or Moon arose. But the history of the Dwarves of the Blue Mountains has oft been troubled. In the First Age, they battled against Morgoth, the first Dark Lord, but they also fought the Elves, beginning a feud that has lasted ages. In the tumults at the end of the First Age, their greatest mansions, Nogrod and Belegost, were destroyed, and many of the people left to swell the folk of Durin, in Khazad-Dum.
Through the Second and Third Ages, the Dwarves of the Blue Mountains have fought to avoid being destroyed. They founded new mines and fortresses, both in the Blue Mountains, and eastward in the northern spurs of the Misty Mountains. The mines in the Ered Luin have been worked for centuries now, and are running out. The delvings founded in the Misty Mountains were prosperous for many years, but the Witch King conquered them when he founded his dark land of Angmar, and now one, Mount Gram, is the home of countless orcs, while the other, Carn Dum, is the very capital of Angmar itself.
But the Houses of Uri and Linnar will not go quietly into the darkness. The fires of their hearts are hot with anger at the wrongs done to them, and the fires of their forges still burn, producing armor and weapons of surpassing skill. King Eitri rules the Firebeards from the mansion of Kalbarazud (called Tumnogoth Iaur in the tongue of the Elves), in the southern Blue Mountains. King Linnar III, held to be the Father of the Broadbeams returned, rules in the north of the Blue Mountains in the ancient mansion of Buzdum-Mazar, the original awakening place of both of the Fathers of the Blue Mountain Houses.
The Blue Mountain Dwarves guard their home range, ensuring that no evil things take root there to threaten them, ensuring that the Elves of Lindon may live at peace, and that the western borders of the North Kingdom are secure. The dwarves focus most strongly on the northern end of the Ered Luin, where their sacred awakening place lies, and the monsters that populate the northern waste come closest to their home. But the Kings of the Dwarves have great ambitions, not wishing to merely defend their old homes, but to expand outward again and perhaps gain revenge on the evils that have brought their Houses low.
Description
Even more than most dwarves, those of the Blue Mountains are secretive and untrusting of other races, nurturing ancient grudges and bitter over the loss of so much of their heritage. They keep their dealings with Men short and only what necessity dictates, and try not to associate with Elves at all if it can be helped. However, the Dwarves of the Ered Luin are as fast in friendship as they are in enmity, and someone who wins their trust, difficult as that may be, could have no firmer friend. Woe to those would betray such a bond, though, for the anger of a dwarf betrayed burns hotter than dragonfire.
Dwarves of the Blue Mountains are, like all dwarves, short and stocky, with long beards and thick frames. Those from the Firebeard house often have red or auburn hair and hotter tempers, while the Broadbeams are commonly even broader than other dwarves, stronger of arm and leg.
Standard of Living
The Dwarves of the Blue Mountains do not have rich mines like their cousins in Khazad-Dum, and their ancient treasures are largely plundered or lost in the collapse of old mansions. However, they still find metals in the dark places beneath the mountains, and their skill in smithcraft is not lost. Dwarves of the Blue Mountains are well armed, and bear little that will not directly help them in their battles with their many foes. Their standard of living is Martial.
Dwarves of the Blue Mountains Adventurers
When the Dwarves of Uri or Linnar's Folk leave their homes, they usually do so to avenge some wrong done to their House, either a recent slight or an ancient grievance. Often, as the Westlands darken, the Kings send out young dwarves to seek out the servants of the Shadow and deal a blow to them before they can attack the dwarves once more. Other people of the Blue Mountains see little prospect in the old, played-out mines of their ancient homes, and roam the world hoping to find a new place where the dwarves of their House might make their fortune.
Suggested Callings: Slayer, Treasure-Hunter. Similar motivations make both these Callings attractive to the Dwarves of the Blue Mountains, as they seek to destroy the foes who have brought them low, and recover the ancient treasures of their Houses that have been stolen.
Unusual Calling: Warden. Though they may defend their own mansions fiercely, few Dwarves of the EredLuin care for what happens to other folk, and many would say that all should suffer as the dwarves have, so that they might understand what has befallen the Dwarves.
Cultural Blessing
- Ancient Hatred -
"A warlike race of old were the Naugrim, and they would fight fiercely against whomsoever aggrieved them: servants of Melkor, or Eldar, or Avari, or wild beasts, or not seldom their own kin, Dwarves of other mansions or lordships."
The Dwarves of Ered Luin are heir to many ancient feuds and disputes. You have learned to forge your hatred from these old grudges into a weapon that can strike at your foes.
• Choose one category of enemy (see the Enemy-Lore trait for appropriate size of categories). When attacking this category of enemy, or using Common skills to harm or discomfort them, a Dwarf of the Blue Mountains' Attribute bonuses are based on their favoured rating. Every time their Valour increases, add one additional category of enemy that this bonus applies to.
Starting Skill Scores
Common Skills
Copy the following skill ranks onto the character sheet and underline the favoured skill:
Awe 0 Inspire 1 Persuade 0
Athletics 1 Travel 3 Stealth 1
Awareness 0 Insight 0 Search 3
Explore 2 Healing 0 Hunting 0
Song 0 Courtesy 0 Riddle 1
Craft 3 Battle 2 Lore 2
Weapon Skills
Choose one of the following two Weapon skill sets, andrecord it on the character sheet:
1) (Hammers) 2, Axe 1, Dagger 1
2) Great Axe 2, (Hammers) 1, Dagger 1
Specialties
Choose two traits from:
Fire-making, Mountaineer, Old Lore, Smith-craft, Stone-craft, Tunnelling
Backgrounds
1 - A Life of Toil
(As per the Dwarves of the Lonely Mountain background)
2 - Ancient Delver
Though the dwarves have been forced to leave many of their old homes over the millennia, they rarely forget where they were, and sometimes return to try to recover some old treasure or re-open an ancient lode. You were part of several such expeditions, and have studied old books, pieced together references from songs, and deciphered broken runes to find their secrets and protect your companions from protective wardings.
Basic Attributes
Body 3, Heart 5, Wits 6
Favoured Skill
Riddle
Distinctive Features
(Choose two Traits from those listed)
Clever, Curious, Determined, Grim, Keen-eyed, Patient, Secretive, Wary
3 - Wandering Exile
Your clan lived in one of the great dwarf holds in the Misty Mountains, Carn Dum or Mount Gram. When the Witch King overcame their defenses and claimed them for his own, the dwarves were forced out. Unlike other families from these delvings, your family never joined one of the other mansions, not wishing to sacrifice their independence. Instead, they have kept on the move, seeking either a new place to found a fortress the clan can call its own, or an opportunity to reclaim the ancient holds. You are heir to this tradition, and know the ways of the world.
Basic Attributes
Body 7, Heart 3, Wits 4
Favoured Skill
Travel
Distinctive Features
(choose two Traits from those listed)
Fierce, Gruff, Hardened, Robust, Secretive,Stern, Wilful, Wrathful
4 - Guardian of the Place of Awakening
Your clan has had a hereditary duty to guard the halls of Buzdum-Mazar, the ancient awakening place of the Fathers of the Broadbeams and the Firebeards. Their task has been complicated, since they could not simply forbid everyone to enter - dwarves of other families have always wished to make pilgrimages to see the sacred site, and your clan had to balance the site's security against the wishes of the pilgrims. This has become even more complicated since Buzdum-Mazar became a major mansion again, as now Men and sometimes even Elves come here to trade as well. You have inherited your clan's skill at diplomacy and ability to perform your duty while offending none.
Basic Attributes
Body 4, Heart 5, Wits 5
Favoured Skill
Courtesy
Distinctive Features
(choose two Traits from those listed)
Determined, Forthright, Honourable, Lordly, Proud, Steadfast, Trusty, Wary
5 - A Lesson in Revenge
(As per the Dwarves of the Lonely Mountain background)
6 - Envoy to Men
Beyond the gates of the mansion of Kalbarazud lies the small country of Men now called Galattar. Once, this was part of Arnor, but in the waning of the realm of the Dunedain, it has become independent. Dwarves normally care little for changes in the politics of Men, but your line has long been charged with dealing with the human traders who come to the gates of what they call Tumnogoth Iaur to bargain for dwarven goods, so they have tried to keep up with the times. Your experience with merchants from other cultures has given you a persuasive tongue and the skill to make others see your way.
Basic Attributes
Body 4, Heart 3, Wits 7
Favoured Skill
Persuade
Distinctive Features
(choose two Traits from those listed)
Cunning, Eager, Proud, Secretive, Suspicious, Trusty, Vengeful, Wilful
Dwarves of the Blue Mountains Names
All Dwarves receive a true name at birth that they do not reveal to members of other races. In their dealings with other people, they adopt personal names in the language of other friendly cultures. The Dwarves of the Blue Mountains are no exception, and commonly use names after the fashion of the Men of the North. This custom has been in use for so long that anumber of names have become traditionally associated with Dwarves of a particular House, and are used almost exclusively by them. Dwarves of renown are sometimes given a byname,usually an honorific title celebrating an exceptional deed or distinctive quality (eg. Thorin Oakenshield, Dáin Ironfoot).
Male Names:
Firebeards: Abbi, Áni, Ati, Bifur, Begi, Bofur, Bógi, Bombur, Brodir, Dari, Éldi, Erlend, Flain, Fúlnir, Garni, Girgir, Grepi, Gurthir, Hamarr, Hani, Hildir, Kani, Kúsi, Munán, Óli, Ragi, Rithir, Róin, Sefi, Skúti, Stóthi, Thrand, Túni, Vani,Víti
Broadbeams: Afi, Anki, Aunn, Belir, Bóla, Brúni, Dómi, Endrith, Erli, Flár, Fúsi, Gási, Gísli, Grími, Guthi, Handi, Hár, Hior, Kári, Lafsi, Nafni, Omun, Randi, Róar, Róin, Róki, Selvi, Slóthi, Styrmir, Tindr, Ubbi, Varr,
Female Names:
Firebeards: Ádís, Birna, Ethný, Gróa, Holma, Leith, Rótha, Uth
Broadbeams: Aerin, Bolla, Eyild, Gufa, Ithun, Lúta, Signý, Valka
Adventuring Age: 50-100
Dwarves generally start their life on the road in their fifties, and do not usually consider retiring before their nineties. Around that time, they feel they can no longer stay away from their family, or want to dedicate themselves solely to the perfection of their crafts. But Dwarves can remain active until they are more than two hundred years old, and may return to adventuring if a great need arises, like the opportunity to avenge an old insult or injury, or to recover a treasure or reclaim a long-lost dwarf-hold.
Endurance and Hope
Endurance: 30 + Heart
Hope: 5 + Heart
Cultural Virtues - Dwarves of the Blue Mountains
Broken Spells
(As per the Dwarves of the Lonely Mountain Cultural Virtue)
Battle in the Mines
"That was the beginning of the War of the Dwarves and the Orcs, which was long and deadly, and fought for the most part in deep places beneath the earth."
(As per the "Durin's Way" Cultural Virtue of the Dwarves of the Lonely Mountain.)
Old Hatred
(As per the Dwarves of the Lonely Mountain Cultural Virtue)
The Stiff Necks of Dwarves
(As per the Dwarves of the Lonely Mountain Cultural Virtue)
Lore of Fallen Mansions
"In the ruins of the Dwarves, a dwarf's head will be less easy to bewilder than Elves or Men or Hobbits."
Many of the mansions of the Dwarves of the Blue Mountains now lie in the hands of servants of the Shadow, the lairs of orcs, trolls, and other, fouler things. But the Dwarves keep records and tell tales of their ancient homes, and do not forget easily, and a dwarf finds it easy to understand the structures of the Dwarves even if he has never heard of it before. When you are in any structure that dwarves once built, you reduce the TN for all Travel, Stealth, Awareness, Search, Explore, Riddle, and Battle skill rolls by two difficulty levels (subtract 4).
Cultural Rewards - Dwarves of the Blue Mountains
Mask of Gabilgathol (Helm)
In the First Age, the Dwarves of Gabilgathol, the mansion remembered as Belegost in the Elven tongue, wore great and hideous masks into battle. They won renown during the Fifth Battle of the wars of Beleriand thus, for the masks resisted flame and warded off the gaze of the dragons that the Enemy sent into the field.
Add two extra dice of Protection when rolling to resist the effects of flame. In addition, if a dragon uses a special ability on you that requires spending Hate to activate, it must spend one additional point of Hate beyond the normal cost.
Knife of Azaghal (Dagger)
Glaurung the Golden, father of all dragons, struck down Azaghal, Lord of Belegost, in the Fifth Battle of the wars of Beleriand. But even as the worm crawled over him, with his last stroke the lord drove a knife into his belly, and Glaurung fled the field. In his memory, the Broadbeams still make cunning knives that can slip through a creature's armor and deliver a cruel stroke.
When you get a Gandalf Rune on the Feat die using a knife of Azaghal, the target rolls two Success dice less on his Protection test.
Kheled-uzn Coat (Leather Corslet)
Galvorn was the name of a new metal devised by the Dark Elf, Eol, as hard as dwarven steel, but so malleable that it could be made thin and supple, yet still resistant to all blades and darts. The Elves never learned its secrets, for Eol was an outlaw among them, but he was in great friendship with the Dwarves, and they preserve the techniques of making it. They call it kheled-uzn, "mirror-shadow", and make of it a thin coat that is marvelously light.
This armor has only an Encumbrance rating of 2 (which can be further reduced to 0 by the Cunning Make reward), and it is so light that it can be worn under clothes, so that you appear unarmoured unless someone touches you.
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Re: "The Fall of the North Kingdom" campaign resources and r
Second dwarf culture.
Dwarves of Khazad-Dum
"There hammer on the anvil smote,
There chisel clove, and graver wrote;
There forged was blade, and bound was hilt;
The delver mined, the mason built."
"...Unwearied then were Durin's folk;
Beneath the mountains music woke:
The harpers harped, the minstrels sang,
And at the gates the trumpets rang."
The Dwarves of Khazad-Dum for the most part are of the people of the Longbeards, the House descended from Durin, the eldest of the Seven Fathers of the Dwarves. Some, however, come from the folk of the Broadbeams and Firebeards, Houses whose traditional mansions lie to the west, in the Blue Mountains. When the mansions of these folk were destroyed at the end of the First Age, many came to Khazad-Dum, swelling its numbers.The Dwarves of this great city have built and smithied for three ages of the world, and move ever on to new and greater works. The Dwarves of Khazad-Dum are the most powerful kingdom of the Dwarves upon Middle-earth, and they know it well.
Khazad-Dum itself is the greatest mansion of the Dwarves in the world, and the oldest continuously occupied by them, for it was Durin's first dwelling after he left his place of awakening at Mount Gundabad. In the common Westron tongue of Men it is called the Dwarrowdelf, and the Elves speak of it as Hadhodrond (it is purely an Elvish insult to call the great city of Khazad-Dum by the name Moria, "black pit"). The city is vast beyond imagining, with enormous halls that masses of dwarves can gather in, vast smithies where they can forge great works, and mines that stretch in all directions, seeking the riches of the earth.
Though no land is perfectly safe as the times darken, the Dwarves of Durin's Folk are among the most secure of the Free Peoples of Middle-earth. Their great gates and strong halls are thought to be impenetrable by any seige, and no orc dares lair within a hundred miles of their deep passageways. The King of Khazad-Dum is now Durin VI, held to be the return of the Father himself, a good omen. The mines produce great riches, including mithril, truesilver, which every other land greatly values. The Longbeards fear little, and see no end to their good fortune.
Description
The Dwarves of Khazad-Dum are considered the most open of all the dwarven Houses, more friendly to both Men and Elves than any others of their kind. Of course, this is matter of degree - few dwarves even of the Longbeards are quick with a kind word to an Elf, or generous when lending to a Man. But the bonds of ancient alliances are still acknowledged by many of the people of Durin, and they are more likely to make new bonds than many other dwarves.
In personality, Dwarves of the Longbeards are confident and ambitious. Their realm is strong and prosperous, and they know it well. The Dwarves of Khazad-Dum are always looking for new challenges and works to accomplish, and they are courageous and hardy in peace or war.
Like all dwarves, those of Durin's Folk are short but broad and strong. The Longbeards are slightly taller than dwarves of other Houses, and, as their name suggests, have longer, more luxuriant beards. Their hair is usually black or brown, like their skin.
Standard of Living
The mines of Khazad-Dum are vast and seemingly-inexhaustible, yielding iron, the servant of the dwarves; and gold, silver, and gemstones, their playthings. Most of all, the lodes beneath the Redhorn, Caradhras, bear mithril, that all other people will pay dearly for. The Dwarves of Durin's Folk need not till the soil or hunt beasts, for all food and goods can be theirs in trade for mithril. Dwarves of Khazad-Dum have a Rich lifestyle.
Dwarves of Khazad-Dum Adventurers
Suggested Callings: Captain, Scholar. Durin's Folk value skilled commanders in battle, for while their great halls have known peace for many centuries, they know well that this is only true because of the skill of the warriors who defend their borders. Their long peace, however, has also given many dwarves the chance to study the lore of their fathers and recount the tales of the glories and tragedies of old.
Unusual Calling: Wanderer. The Longbeards are secure in their ancient mansion, and few among them feel the need to venture out simply to see the world. If they travel, it is because they have some purpose to achieve.
Cultural Blessing
- Redoubtable -
(As per the Dwarves of the Lonely Mountain blessing)
Starting Skill Scores
Common Skills
Copy the following skill ranks onto the character sheet and underline the favoured skill:
Awe 0 Inspire 2 Persuade 1
Athletics 1 Travel 1 Stealth 0
Awareness 0 Insight 1 Search 3
Explore 0 Healing 0 Hunting 0
Song 2 Courtesy 2 Riddle 1
Craft 3 Battle 2 Lore 3
Weapon Skills
Choose one of the following two Weapon skill sets, andrecord it on the character sheet:
1) (Axes) 2, Short Sword 1, Dagger 1
2) Mattock 2, Short Sword 1, Dagger 1
Specialties
Chose two Traits from:
Fire-making, Smith-craft, Lore of the Earth, Story-Telling, Trading, Tunnelling
New Trait: Lore of the Earth
The Dwarves were made by the ValaAule, who they call Mahal, the Maker, and he taught them much lore concerning his province, the substance of the Earth. This trait includes everything in the Stone-Craft specialty, and it also includes knowledge of creatures that live in the earth, both natural and those corrupted by the Shadow.
Backgrounds
1 - Far Trader
(As per the Dwarves of the Lonely Mountain background)
2 - Minstrel of the Longbeards
You are one of the skilled musicians of your folk, memorizing the ancient songs of glory and of sadness, and becoming skilled on the finely-crafted instruments of your folk. Your lays and ballads have brought the joy of music to many a shadowed hall, and now you wish to spread the songs of Durin's Folk to other lands, so that all might know the story of the Dwarves and the things they love.
Basic Attributes
Body 5, Heart 6, Wits 3
Favoured Skill
Song
Distinctive Features
(choose two Traits from those listed)
Eager, Energetic, Fair-Spoken, Merry, Nimble, Quick of Hearing, Trusty, Wilful
3 - Mithril Seeker
At an early age you were enrolled in the guild of the mithril miners, the most respected of the dwarves who delve for materials in Khazad-Dum. Your long hours of seeking through the dark in quest of the most valuable metal have given you a keen eye for small details, and a quick sense of things that are out of place, for these signs can lead to great finds, or warn you of dangers under the earth.
Basic Attributes
Body 5, Heart 3, Wits 6
Favoured Skill
Search
Distinctive Features
(choose two Traits from those listed)
Bold, Clever, Curious, Energetic, Hardy, Keen-eyed, Patient, Wary
4 - Eloquent Orator
(As per the Dwarves of the Lonely Mountain background)
5 - Bone-setter
Hardy as the dwarves are, they still suffer injury that needs healing from time to time. Your grandmother was skilled in this trade, and you learned at her knee, gaining great respect for her steady hands and unflinching approach to the grievous wounds she saw every day. You have tried to emulate her as you set out on your own adventures, and you have found that many people welcome the hands of a healer, no matter what race they may be.
Basic Attributes
Body 3, Heart 6, Wits 5
Favoured Skill
Healing
Distinctive Features
(choose two Traits from those listed)
Clever, Determined, Gruff, Hardened, Merciful, Nimble, Patient, Stern
6 - A Penetrating Gaze
(As per the Dwarves of the Lonely Mountain background)
Dwarves of Khazad-Dum Names
All Dwarves receive a true name at birth that they do not reveal to members of other races. In their dealings with other people, they adopt personal names in the language of other friendly cultures. The Dwarves of Khazad-Dum are no exception, and commonly use names after the fashion of the Men of the North. This custom has been in use for so long that a number of names have become traditionally associated with Dwarves of a particular House, and are used almost exclusively by them. Dwarves of renown are sometimes given a byname,usually an honorific title celebrating an exceptional deed or distinctive quality (eg. Thorin Oakenshield, Dáin Ironfoot).
Male Names: Agi, Balin, Benir, Bóli, Dain, Dori, Dwalin, Evi, Fili, Flóki, Fundin, Geda, Gimli, Gloin, Hara, Holfi, Kapi, Kili, Láki, Nagli, Nori, Oin, Ónar, Ori, Rangi, Róki, Sibbi, Slóra, Tiorvi, Thorin, Ubin, Vathi
Female Names: Áfrith, Borga, Dis, Eyfura, Gulla, Jódís, Mábil, Sítha
Adventuring Age: 50-100
Dwarves generally start their life on the road in their fifties, and do not usually consider retiring before their nineties. Around that time, they feel they can no longer stay away from their family, or want to dedicate themselves solely to the perfection of their crafts. But Dwarves can remain active until they are more than two hundred years old, and may return to adventuring if a great need arises, like the opportunity to avenge an old insult or injury, or to recover a treasure or reclaim a long-lost dwarf-hold.
Endurance and Hope
Endurance: 28 + Heart
Hope: 6 + Heart
Cultural Virtues - Dwarves of Khazad-Dum
Mithril Crafter
"The wealth of Moria was not in gold and jewels... nor in iron... all things that they desired they could obtain in traffic. For here alone in the world was found Moria-silver... Its worth was ten times that of gold..."
Among the many dwarves of Khazad-Dum who are skilled in crafts, you are the elite - a worker of truesilver, mithril as the elves call it. Your status among your people is high, and you never run short of wealth, for the dwarves say that those whose hands shape mithril will ever run with gold.
Add +2 to your Standing. Your Standing will not decrease below 2 during a Fellowship phase.
Additionally, during any Fellowship Phase that you spend in Khazad-Dum, you may perform the Forge Mithril undertaking, described below.
New Undertaking: Forge Mithril
You retire to the great forges in the halls of Durin, and endeavor to shape mithril, the wondrous metal of Khazad-Dum, into forms both beautiful and functional. If successful, you will be richly rewarded.
Make a Craft roll, TN 16. If you succeed, you are awarded with Treasure, 5 points with a success, 10 points with a great success, and 15 points on an extraordinary success.
The Craft of Narvi
You have studied from one of the last masters of the line of Narvi, the dwarven crafter of the Second Age who worked with the elf-smith Celebrimbor, creator of the Rings of Power. Narvi’s secrets lend your works an even greater degree of potency than even the usual standard of the Dwarves of Durin’s Folk. You learn how to Evaluate Treasure when you first select this virtue. You may later master the secret of how to Enhance Equipment as your undertaking, and spending 1 Experience point during a Fellowship phase; finally, you discover how to Forge New Wonders by spending another Experience point as another undertaking during a later Fellowship phase.
Evaluate Treasure
(As per the Evaluate Treasure feature of the "Artificer of Eregion" Cultural Virtue of the High Elves of Rivendell.
Enhance Equipment
Choose the Dwarven-smithing undertaking to retire to your smithy and improve a weapon to make it more deadly.
• If the weapon has one of the following quality applied to it, you may improve it even further, adding the following bonus:
Cunning Make: The encumbrance of the item is reduced by 3, instead of 2.
Close-Fitting: The protection of the item is increased by +2, instead of +1.
Reinforced: The shield’s parry bonus is increased by +2, instead of +1.
Grevious: The weapon’s damage rating is raised by +3, instead of +2.
Keen: The weapon’s edge is reduced by two, instead of one.
Fell: The weapon’s injury rating is raised by +3, instead of +1.
Even if an item has a quality applied to it more than once, you can only improve one instance of the quality. For example, if you improve a suit of armor with the Cunning Make quality applied twice, its encumbrance is only reduced by 5 – 2 for one “normal” Cunning Make quality, and 3 for an improved Cunning Make quality.
• You can improve a weapon so that it gains the ability to have four qualities applied to it, instead of the usual three.
• You can improve a weapon a second time, either to enhance a second quality, or to add an additional quality. You cannot improve a weapon more than twice, however.
Such fine craftsmanship, however, is also more vulnerable than more common work. If a foe makes a successful called shot, and then spends a point of Hate, the weapon is damaged and loses some of its effectiveness. It immediately drops to the normal number of qualities (3), and any improved qualities lose their bonus. The player who owns the weapon chooses which, if any, qualities are lost.
Note that while certainly skillful, you cannot improve the craftsmaship of old: you may only enhance a weapon that does not possess Enchanted Qualities.
Forge New Wonders
Choose the Dwarven-smithing undertaking to use all your cunning as an artificer and create a new Wondrous Artefact. You can choose the general form of the item to be made, and the Loremaster should choose a single Blessing appropriate for the type of item you have made (see Rivendell, p. 94 and 95).
Such an item must be paid for with Experience Points. The intended user of the item must pay 4 experience points for it, whether the user is the crafter who made it, or someone he intends to gift it to.
New Fellowship Undertaking: Dwarven-smithing
“Telchar first wrought it in the deeps of time.”
A companion with the Craft of Narvi may retire to his smithy in Khazad-Dum to give himself unto the hammer and anvil to either enhance a piece of equipment or to enchant it.
To complete his work, an artificer must accumulate 6 Craftsmanship points, in one or more undertakings. To gain Craftsmanship points, during the same Fellowship phase the companion may make a Craft roll, spend Experience points or gain Shadow, or a combination of the three.
• Gain 1 Craftsmanship point on a successful Craft roll, 2 points on a great success, and 3 on an extraordinary result.
• Spending Experience, you gain 1 Craftsmanship point for each Experience point you choose to spend.
• Finally, you may acquire Craftsmanship points by gaining Shadow, at the cost 1 Shadow for each two Craftsmanship points gained. This carries a risk that the item will be cursed, however – see below.
In addition, for each Craftsmanship point gained, you must also spend 10 points of Treasure, representing the acquisition of rare materials and the price of skilled assistants.
If the artisan doesn't succeed in accumulating 6 points in the same Fellowship phase, take note of the number of points gained so far, to resume the work at a later Fellowship phase (the companion will have to choose the Dwarven-smithing undertaking again).
It is possible to improve an item for someone else. In this case, the companion who will receive the item will have to stay in Khazad-Dum for the Fellowship phase and take part in the making of the artefact by renouncing to choose another undertaking. The artificer will still make the Craft roll, but it is the other companion who will eventually spend Experience or gain Shadow to complete the work.
Cursed Items: If the artisan or the eventual owner of the item spent any Shadow points to gain Craftsmanship points when creating or improving an item, the darkness of the work may taint the item, creating a curse. The Loremaster will check in secret, rolling the Feat die a number of times equal to the number of Craftsmanship points gained from Shadow points. If the Eye of Sauron comes up on any of the Feat die rolls, the item is cursed. The Loremaster should design a curse(using the rules in Rivendell, p. 101), and let the players discover its nature in play.
Fast Friends
The Dwarves are bitter foes, it is known. But they are also firm in friendship to those who they have given their trust to. You are known as one who gives their heart deeply when they form bonds of fellowship. Raise your starting Hope score by 1. In addition, your Fellowship Focus is improved. You gain one extra point of Hope whenever you would gain Hope from your Fellowship Focus, either at the end of a session when they are unharmed, or when you spend Hope on an action to defend them.
The Mountain Race
The Longbeards have lived in the hearts of the mountains for thousands of years, and though they love to light their halls with magical lanterns, they are not afraid of the darkness. You never suffer a penalty to any rolls due to darkness. In addition, while in darkness, you may add your Wisdom to your Awareness, Search, and Explore skill rolls.
Cultural Rewards - Dwarves of Khazad-Dum
Durin’s Axe (great axe)
(As per the "Axe of the Azanulbizar" Cultural Reward of the Dwarves of the Lonely Mountain)
Dwarf-wrought Hauberk (mail armour)
(As per the Cultural Reward of the Dwarves of the Lonely Mountain)
Helm of Awe (helm)
(As per the Cultural Reward of the Dwarves of the Lonely Mountain)
Dwarves of Khazad-Dum
"There hammer on the anvil smote,
There chisel clove, and graver wrote;
There forged was blade, and bound was hilt;
The delver mined, the mason built."
"...Unwearied then were Durin's folk;
Beneath the mountains music woke:
The harpers harped, the minstrels sang,
And at the gates the trumpets rang."
The Dwarves of Khazad-Dum for the most part are of the people of the Longbeards, the House descended from Durin, the eldest of the Seven Fathers of the Dwarves. Some, however, come from the folk of the Broadbeams and Firebeards, Houses whose traditional mansions lie to the west, in the Blue Mountains. When the mansions of these folk were destroyed at the end of the First Age, many came to Khazad-Dum, swelling its numbers.The Dwarves of this great city have built and smithied for three ages of the world, and move ever on to new and greater works. The Dwarves of Khazad-Dum are the most powerful kingdom of the Dwarves upon Middle-earth, and they know it well.
Khazad-Dum itself is the greatest mansion of the Dwarves in the world, and the oldest continuously occupied by them, for it was Durin's first dwelling after he left his place of awakening at Mount Gundabad. In the common Westron tongue of Men it is called the Dwarrowdelf, and the Elves speak of it as Hadhodrond (it is purely an Elvish insult to call the great city of Khazad-Dum by the name Moria, "black pit"). The city is vast beyond imagining, with enormous halls that masses of dwarves can gather in, vast smithies where they can forge great works, and mines that stretch in all directions, seeking the riches of the earth.
Though no land is perfectly safe as the times darken, the Dwarves of Durin's Folk are among the most secure of the Free Peoples of Middle-earth. Their great gates and strong halls are thought to be impenetrable by any seige, and no orc dares lair within a hundred miles of their deep passageways. The King of Khazad-Dum is now Durin VI, held to be the return of the Father himself, a good omen. The mines produce great riches, including mithril, truesilver, which every other land greatly values. The Longbeards fear little, and see no end to their good fortune.
Description
The Dwarves of Khazad-Dum are considered the most open of all the dwarven Houses, more friendly to both Men and Elves than any others of their kind. Of course, this is matter of degree - few dwarves even of the Longbeards are quick with a kind word to an Elf, or generous when lending to a Man. But the bonds of ancient alliances are still acknowledged by many of the people of Durin, and they are more likely to make new bonds than many other dwarves.
In personality, Dwarves of the Longbeards are confident and ambitious. Their realm is strong and prosperous, and they know it well. The Dwarves of Khazad-Dum are always looking for new challenges and works to accomplish, and they are courageous and hardy in peace or war.
Like all dwarves, those of Durin's Folk are short but broad and strong. The Longbeards are slightly taller than dwarves of other Houses, and, as their name suggests, have longer, more luxuriant beards. Their hair is usually black or brown, like their skin.
Standard of Living
The mines of Khazad-Dum are vast and seemingly-inexhaustible, yielding iron, the servant of the dwarves; and gold, silver, and gemstones, their playthings. Most of all, the lodes beneath the Redhorn, Caradhras, bear mithril, that all other people will pay dearly for. The Dwarves of Durin's Folk need not till the soil or hunt beasts, for all food and goods can be theirs in trade for mithril. Dwarves of Khazad-Dum have a Rich lifestyle.
Dwarves of Khazad-Dum Adventurers
Suggested Callings: Captain, Scholar. Durin's Folk value skilled commanders in battle, for while their great halls have known peace for many centuries, they know well that this is only true because of the skill of the warriors who defend their borders. Their long peace, however, has also given many dwarves the chance to study the lore of their fathers and recount the tales of the glories and tragedies of old.
Unusual Calling: Wanderer. The Longbeards are secure in their ancient mansion, and few among them feel the need to venture out simply to see the world. If they travel, it is because they have some purpose to achieve.
Cultural Blessing
- Redoubtable -
(As per the Dwarves of the Lonely Mountain blessing)
Starting Skill Scores
Common Skills
Copy the following skill ranks onto the character sheet and underline the favoured skill:
Awe 0 Inspire 2 Persuade 1
Athletics 1 Travel 1 Stealth 0
Awareness 0 Insight 1 Search 3
Explore 0 Healing 0 Hunting 0
Song 2 Courtesy 2 Riddle 1
Craft 3 Battle 2 Lore 3
Weapon Skills
Choose one of the following two Weapon skill sets, andrecord it on the character sheet:
1) (Axes) 2, Short Sword 1, Dagger 1
2) Mattock 2, Short Sword 1, Dagger 1
Specialties
Chose two Traits from:
Fire-making, Smith-craft, Lore of the Earth, Story-Telling, Trading, Tunnelling
New Trait: Lore of the Earth
The Dwarves were made by the ValaAule, who they call Mahal, the Maker, and he taught them much lore concerning his province, the substance of the Earth. This trait includes everything in the Stone-Craft specialty, and it also includes knowledge of creatures that live in the earth, both natural and those corrupted by the Shadow.
Backgrounds
1 - Far Trader
(As per the Dwarves of the Lonely Mountain background)
2 - Minstrel of the Longbeards
You are one of the skilled musicians of your folk, memorizing the ancient songs of glory and of sadness, and becoming skilled on the finely-crafted instruments of your folk. Your lays and ballads have brought the joy of music to many a shadowed hall, and now you wish to spread the songs of Durin's Folk to other lands, so that all might know the story of the Dwarves and the things they love.
Basic Attributes
Body 5, Heart 6, Wits 3
Favoured Skill
Song
Distinctive Features
(choose two Traits from those listed)
Eager, Energetic, Fair-Spoken, Merry, Nimble, Quick of Hearing, Trusty, Wilful
3 - Mithril Seeker
At an early age you were enrolled in the guild of the mithril miners, the most respected of the dwarves who delve for materials in Khazad-Dum. Your long hours of seeking through the dark in quest of the most valuable metal have given you a keen eye for small details, and a quick sense of things that are out of place, for these signs can lead to great finds, or warn you of dangers under the earth.
Basic Attributes
Body 5, Heart 3, Wits 6
Favoured Skill
Search
Distinctive Features
(choose two Traits from those listed)
Bold, Clever, Curious, Energetic, Hardy, Keen-eyed, Patient, Wary
4 - Eloquent Orator
(As per the Dwarves of the Lonely Mountain background)
5 - Bone-setter
Hardy as the dwarves are, they still suffer injury that needs healing from time to time. Your grandmother was skilled in this trade, and you learned at her knee, gaining great respect for her steady hands and unflinching approach to the grievous wounds she saw every day. You have tried to emulate her as you set out on your own adventures, and you have found that many people welcome the hands of a healer, no matter what race they may be.
Basic Attributes
Body 3, Heart 6, Wits 5
Favoured Skill
Healing
Distinctive Features
(choose two Traits from those listed)
Clever, Determined, Gruff, Hardened, Merciful, Nimble, Patient, Stern
6 - A Penetrating Gaze
(As per the Dwarves of the Lonely Mountain background)
Dwarves of Khazad-Dum Names
All Dwarves receive a true name at birth that they do not reveal to members of other races. In their dealings with other people, they adopt personal names in the language of other friendly cultures. The Dwarves of Khazad-Dum are no exception, and commonly use names after the fashion of the Men of the North. This custom has been in use for so long that a number of names have become traditionally associated with Dwarves of a particular House, and are used almost exclusively by them. Dwarves of renown are sometimes given a byname,usually an honorific title celebrating an exceptional deed or distinctive quality (eg. Thorin Oakenshield, Dáin Ironfoot).
Male Names: Agi, Balin, Benir, Bóli, Dain, Dori, Dwalin, Evi, Fili, Flóki, Fundin, Geda, Gimli, Gloin, Hara, Holfi, Kapi, Kili, Láki, Nagli, Nori, Oin, Ónar, Ori, Rangi, Róki, Sibbi, Slóra, Tiorvi, Thorin, Ubin, Vathi
Female Names: Áfrith, Borga, Dis, Eyfura, Gulla, Jódís, Mábil, Sítha
Adventuring Age: 50-100
Dwarves generally start their life on the road in their fifties, and do not usually consider retiring before their nineties. Around that time, they feel they can no longer stay away from their family, or want to dedicate themselves solely to the perfection of their crafts. But Dwarves can remain active until they are more than two hundred years old, and may return to adventuring if a great need arises, like the opportunity to avenge an old insult or injury, or to recover a treasure or reclaim a long-lost dwarf-hold.
Endurance and Hope
Endurance: 28 + Heart
Hope: 6 + Heart
Cultural Virtues - Dwarves of Khazad-Dum
Mithril Crafter
"The wealth of Moria was not in gold and jewels... nor in iron... all things that they desired they could obtain in traffic. For here alone in the world was found Moria-silver... Its worth was ten times that of gold..."
Among the many dwarves of Khazad-Dum who are skilled in crafts, you are the elite - a worker of truesilver, mithril as the elves call it. Your status among your people is high, and you never run short of wealth, for the dwarves say that those whose hands shape mithril will ever run with gold.
Add +2 to your Standing. Your Standing will not decrease below 2 during a Fellowship phase.
Additionally, during any Fellowship Phase that you spend in Khazad-Dum, you may perform the Forge Mithril undertaking, described below.
New Undertaking: Forge Mithril
You retire to the great forges in the halls of Durin, and endeavor to shape mithril, the wondrous metal of Khazad-Dum, into forms both beautiful and functional. If successful, you will be richly rewarded.
Make a Craft roll, TN 16. If you succeed, you are awarded with Treasure, 5 points with a success, 10 points with a great success, and 15 points on an extraordinary success.
The Craft of Narvi
You have studied from one of the last masters of the line of Narvi, the dwarven crafter of the Second Age who worked with the elf-smith Celebrimbor, creator of the Rings of Power. Narvi’s secrets lend your works an even greater degree of potency than even the usual standard of the Dwarves of Durin’s Folk. You learn how to Evaluate Treasure when you first select this virtue. You may later master the secret of how to Enhance Equipment as your undertaking, and spending 1 Experience point during a Fellowship phase; finally, you discover how to Forge New Wonders by spending another Experience point as another undertaking during a later Fellowship phase.
Evaluate Treasure
(As per the Evaluate Treasure feature of the "Artificer of Eregion" Cultural Virtue of the High Elves of Rivendell.
Enhance Equipment
Choose the Dwarven-smithing undertaking to retire to your smithy and improve a weapon to make it more deadly.
• If the weapon has one of the following quality applied to it, you may improve it even further, adding the following bonus:
Cunning Make: The encumbrance of the item is reduced by 3, instead of 2.
Close-Fitting: The protection of the item is increased by +2, instead of +1.
Reinforced: The shield’s parry bonus is increased by +2, instead of +1.
Grevious: The weapon’s damage rating is raised by +3, instead of +2.
Keen: The weapon’s edge is reduced by two, instead of one.
Fell: The weapon’s injury rating is raised by +3, instead of +1.
Even if an item has a quality applied to it more than once, you can only improve one instance of the quality. For example, if you improve a suit of armor with the Cunning Make quality applied twice, its encumbrance is only reduced by 5 – 2 for one “normal” Cunning Make quality, and 3 for an improved Cunning Make quality.
• You can improve a weapon so that it gains the ability to have four qualities applied to it, instead of the usual three.
• You can improve a weapon a second time, either to enhance a second quality, or to add an additional quality. You cannot improve a weapon more than twice, however.
Such fine craftsmanship, however, is also more vulnerable than more common work. If a foe makes a successful called shot, and then spends a point of Hate, the weapon is damaged and loses some of its effectiveness. It immediately drops to the normal number of qualities (3), and any improved qualities lose their bonus. The player who owns the weapon chooses which, if any, qualities are lost.
Note that while certainly skillful, you cannot improve the craftsmaship of old: you may only enhance a weapon that does not possess Enchanted Qualities.
Forge New Wonders
Choose the Dwarven-smithing undertaking to use all your cunning as an artificer and create a new Wondrous Artefact. You can choose the general form of the item to be made, and the Loremaster should choose a single Blessing appropriate for the type of item you have made (see Rivendell, p. 94 and 95).
Such an item must be paid for with Experience Points. The intended user of the item must pay 4 experience points for it, whether the user is the crafter who made it, or someone he intends to gift it to.
New Fellowship Undertaking: Dwarven-smithing
“Telchar first wrought it in the deeps of time.”
A companion with the Craft of Narvi may retire to his smithy in Khazad-Dum to give himself unto the hammer and anvil to either enhance a piece of equipment or to enchant it.
To complete his work, an artificer must accumulate 6 Craftsmanship points, in one or more undertakings. To gain Craftsmanship points, during the same Fellowship phase the companion may make a Craft roll, spend Experience points or gain Shadow, or a combination of the three.
• Gain 1 Craftsmanship point on a successful Craft roll, 2 points on a great success, and 3 on an extraordinary result.
• Spending Experience, you gain 1 Craftsmanship point for each Experience point you choose to spend.
• Finally, you may acquire Craftsmanship points by gaining Shadow, at the cost 1 Shadow for each two Craftsmanship points gained. This carries a risk that the item will be cursed, however – see below.
In addition, for each Craftsmanship point gained, you must also spend 10 points of Treasure, representing the acquisition of rare materials and the price of skilled assistants.
If the artisan doesn't succeed in accumulating 6 points in the same Fellowship phase, take note of the number of points gained so far, to resume the work at a later Fellowship phase (the companion will have to choose the Dwarven-smithing undertaking again).
It is possible to improve an item for someone else. In this case, the companion who will receive the item will have to stay in Khazad-Dum for the Fellowship phase and take part in the making of the artefact by renouncing to choose another undertaking. The artificer will still make the Craft roll, but it is the other companion who will eventually spend Experience or gain Shadow to complete the work.
Cursed Items: If the artisan or the eventual owner of the item spent any Shadow points to gain Craftsmanship points when creating or improving an item, the darkness of the work may taint the item, creating a curse. The Loremaster will check in secret, rolling the Feat die a number of times equal to the number of Craftsmanship points gained from Shadow points. If the Eye of Sauron comes up on any of the Feat die rolls, the item is cursed. The Loremaster should design a curse(using the rules in Rivendell, p. 101), and let the players discover its nature in play.
Fast Friends
The Dwarves are bitter foes, it is known. But they are also firm in friendship to those who they have given their trust to. You are known as one who gives their heart deeply when they form bonds of fellowship. Raise your starting Hope score by 1. In addition, your Fellowship Focus is improved. You gain one extra point of Hope whenever you would gain Hope from your Fellowship Focus, either at the end of a session when they are unharmed, or when you spend Hope on an action to defend them.
The Mountain Race
The Longbeards have lived in the hearts of the mountains for thousands of years, and though they love to light their halls with magical lanterns, they are not afraid of the darkness. You never suffer a penalty to any rolls due to darkness. In addition, while in darkness, you may add your Wisdom to your Awareness, Search, and Explore skill rolls.
Cultural Rewards - Dwarves of Khazad-Dum
Durin’s Axe (great axe)
(As per the "Axe of the Azanulbizar" Cultural Reward of the Dwarves of the Lonely Mountain)
Dwarf-wrought Hauberk (mail armour)
(As per the Cultural Reward of the Dwarves of the Lonely Mountain)
Helm of Awe (helm)
(As per the Cultural Reward of the Dwarves of the Lonely Mountain)
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Re: "The Fall of the North Kingdom" campaign resources and r
Finally, the elves.
Elves of Lindon
"...the last whose realm was fair and free
between the Mountains and the Sea."
Lindon has been home to Elves for three ages of the world, and it has rarely even been threatened by the Shadow, let alone invaded. The Elves of Lindon combine the wisdom and skilled craft of the High Elves, the beautiful song and love of water of the Grey-Elves, and the care for the woodlands and wild places of the Green-Elves. Blending together as the centuries pass, these elves, perhaps more than any other still in Middle-earth, earn the name of the Fair Folk.
Lindon has been a kingdom without a King since the end of the Second Age, when Gil-Galad fell overthrowing Sauron in the War of the Last Alliance. Since then, the Elves of Lindon have relied on their lords and ladies for guidance, not caring to take another king. Cirdan the Shipwright, Master of the Grey Havens, however, is the highest among equals, as he is now by far the oldest elf in Middle-earth, and renowned for his wisdom.
The Elves of Lindon are content to live in their peaceful land, for the most part, and none have ambitions of conquering or expanding the Elven-Kingdom. However, they know that as long as they dwell in the lands of Middle-earth, they are under threat to from the Shadow. Some take ship when the Shadow grows darker, as it is doing now, abandoning the lands of exile for the Blessed Realm, forever. But most are not yet ready to leave the Hither Lands or forsake its forests and streams, and many remember the ancient alliances between Lindon and the Kingdoms of the Dunedain, and are ready to fight the Shadow once again to prevent its final victory over the world.
Description
The Elves of Lindon, often called the Lindar, “the Singers”, are a peaceful, merry people. They often have no fixed abode, rather wandering from place to place in their land, revelling in the joy of Middle-earth. Sometimes such bands range outside the borders of Lindon, and grace a passing hobbit or human with a night of dancing and song that will remain a beautiful memory for the rest of their lives. Others settle in one place for some time, a season or a year or a century, losing themselves in the natural beauty of a grove of flowering trees or flowing spring.
The Lindar can seem so carefree to others as to be irresponsible, but the Elves of the seaward country feel deeply the hurts of the world that the Shadow has inflicted, and when it comes time to hunt the servants of the Enemy, they put aside the harp and pipe, and wield the bow or sword with as much skill as they devote to their playing.
The Elves of Lindon have mixed the various elven peoples more than anywhere else in the world, and it shows in their features, which have a greater range than other elves. Elves of Lindon can have hair of deep black, silver, gold, or brown, and their frames range similarly, from over a foot taller than mortal Men, to more than a foot shorter. Like all elves, however, their faces are neither old nor young, but always beautiful and full of wisdom, and they are subject to no age or sickness.
Standard of Living
The Elves of Lindon take little heed of material possessions, since they so often live on the move. What they do have is made with elven-skill, however, and is, without exception, beautiful. Elves of Lindon have a Frugal lifestyle, but what possessions they do have is of the finest quality.
Elves of Lindon Adventurers
Few of the Lindar ever leave their beautiful land for more than a few months at a time. Lindon is a safe haven, but outside its borders, wolves howl and orcs gather in dark lairs, and it is a dangerous time to be abroad. Nevertheless, some elves do venture out from Lindon, whether to assuage their curiosity about the wider world beyond their bounds, or out of a sense of duty, a belief that the Firstborn people of the world should help to defend it before they leave it or fade away entirely.
Suggested Callings: Scholar, Wanderer. The memories of the Elves of Lindon are long, and they hold many songs and stories of the ages past, but many hunger for more. And for a people who are ever travelling in any case, the idea of travel to new places and seeing new sights has a strong appeal.
Unusual Calling: Captain. The Lindar have little need for commanders of great companies of soldiers. Even when they do fight, they fight in small bands or each alone, trusting to their own skills.
Cultural Blessing
- The Land of Song -
"He stood as he had at times stood enchanted by fair elven-voices..."
Elves have the fairest voices of any of the peoples upon Middle-earth, and the Elves of Lindon have the fairest voices among elves. Even the hardest of hearts can hardly help being moved when the Lindar speak.
• When an Elf of Lindon is involved in an encounter, add a bonus equal to 2, or their Wisdom, whichever is higher, to the Tolerance of the encounter. In addition, whenever an Elf of Lindon spends Hope to add an attribute bonus to an Awe, Inspire, Persuade, or Song roll, they may add their Wisdom score in addition to the attribute bonus.
Starting Skill Scores
Common Skills
Copy the following skill ranks onto the character sheet and underline the favoured skill:
Awe 0 Inspire 1 Persuade 1
Athletics 0 Travel 2 Stealth 2
Awareness 2 Insight 1 Search 0
Explore 1 Healing 2 Hunting 2
Song 3 Courtesy 1 Riddle 0
Craft 1 Battle 0 Lore 2
Weapon Skills
Choose one of the following two Weapon skill sets, and record it on the character sheet:
1) (Spears) 2, Sword 1, Dagger 1
2) Bow 2, and Sword 1, Dagger 1
Specialties
Choose two Traits from:
Boating, Elven-lore, Herb-Lore, Story-Telling, Swimming, Woodwright
Backgrounds
1 – Wandering Companion
For many lives of men you have been part of one of the Wandering Companies, bands of elves who not only travel through Lindon, but beyond its borders. The world beyond the realm of Lindon is wide and, whilefull of hidden threats, is also populated by other valiantpeoples, enemies of the same Shadow that your kin hasfought for centuries. It could well be your mission to findworthy and trusted allies to join you in your fight...
Basic Attributes
Body 5, Heart 2, Wits 7
Favoured Skill
Travel
Distinctive Features
(choose two Traits from those listed)
Clever, Determined, Merry, Patient,Quick of Hearing, Swift, Wary, Wilful
2 - A Musical Legacy
(As per the Elves of Mirkwood background)
3 – Mariner of Cirdan
You are one of the people of the Grey Havens, the port Cirdan the Shipwright maintains on the Gulf Of Lune, one of the last places the Elves can come to set sail into the West. For years uncounted, your skilled hands have smoothed the planks for elven-hulls, and wove the white cloth for elven-sails. Now, however, you wish to go out into the wide world at least once more, before you take ship yourself, to see how the world has changed and to spread the word of the Havens to any of the Elven-folk that you can.
Basic Attributes
Body 6, Heart 5, Wits 3
Favoured Skill
Craft
Distinctive Features
(choose two Traits from those listed)
Adventurous, Generous, Hardy, Keen-eyed, Nimble, Patient, Steadfast, Trusty
4 - Noble Blood
(As per the Elves of Mirkwood background)
5 –Greenwood Hunter
You are one of the Laiquendi, the Green-Elves, and have walked the woods of Lindon since the First Age, when it was Ossiriand, Land of Seven Rivers. In that time, you have gained great skill with the bow and the hunt. In the past, you hid yourself when tales of servants of the Shadow were told, and trusted to secrecy and your own knowledge of the ways of the forest to guard you. But no more. You have seen too much of darkness overrunning the lands to think that hiding yourself while others fall will save you in the end. Now, you turn your skill at hunting the beasts of the woods to hunting the fell servants of the Enemy.
Basic Attributes
Body 4, Heart 3, Wits 7
Favoured Skill
Hunting
Distinctive Features
(choose two Traits from those listed)
Clever, Determined, Elusive, Keen-eyed, Nimble, Quick of Hearing, Secretive, Wary
6 –Harper of Gil-Galad
You once served Gil-Galad, King of Lindon and High King of the Noldor in Middle-earth, as a harpist of renown. Though Gil-Galad fell, you still live, and keep alive the songs of the ages that are now past, ensuring that all still remember the mighty deeds of old, and can take heart in songs both joyful and full of sorrow.
Basic Attributes
Body 3, Heart 5, Wits 6
Favoured Skill
Lore
Distinctive Features
(choose two Traits from those listed)
Cunning, Fair-spoken, Hardened, Lordly,Merciful, Nimble, Quick of Hearing, Secretive
Elves of Lindon Names
For the most part, the Lindarbear names fashionedin the Grey-elven language.
Male Names: Aerandir, Amras, Amroth, Aredhel, Caranthir, Denethor, Edrahil, Elladan, Erestor, Galdor, Galion, Guilin, Haldir, Legolas, Lindir, Orophin, Oropher, Thranduil.
Female Names: Finduilas, Míriel, Nimrodel.
Adventuring Age: 50-100
Elves are invulnerable to age, and may become adventurers at any time after they reach adulthood (at about a century of age). Considering the level of ability of a starting hero, players should avoid choosing an excessively venerable age for their character – heroes older than 300 years old should definitely possess the Elven lore speciality, to reflect their deeper knowledge of the past.
Endurance and Hope
Endurance: 22 + Heart
Hope: 8 + Heart
Cultural Virtues –Elves of Lindon
Deadly Archery
(As per the Elves of Mirkwood Cultural Virtue)
Elvish Dreams
(As per the Elves of Mirkwood Cultural Virtue)
Shadow Bane
(As per the Elves of Mirkwood Cultural Virtue)
The Speakers
(As per the Elves of Mirkwood Cultural Virtue)
Elf-Song
"But at that moment came a sound like mingled song and laughter. Clear voices rose and fell in the starlit air. The black shadow straightened up and retreated."
You have learned the arts of elven-song, which can bring the light of the Blessed Realm and the love elves hold for all the things of the world untouched by the Shadow into your words. With the right song, you can lift the spirits of others, turn back the servants of the Enemy, and call forth the images of your thought. When you first take Elf-Song, you learn the secrets of Songs of Hope. You may later master the art of Fair Visions, as your undertaking, and spending one Experience point during a Fellowship phase; finally,you discover the secret of Songs Against the Shadow by spending another Experience point as another undertaking during a later Fellowship phase.
Songs of Hope
When you make a successful Song roll to Rally Comrades (Adventurer’s Book, p. 162), you may spend a point of Hope. If you do so, the number of Endurance recovered by your comrades is doubled.
Fair Visions
You can cause the visions of your mind to be revealed to others, whether as images in their minds eye, or as the semblance of true objects in the world (though they lack substance). This can be used for many purposes, such as aiding in accurate descriptions of people or objects you are searching for, but it can be of great help when communicating, as those you speak to can read the thoughts behind your words, even if they do not understand your language.
If you know how to create Fair Visions, you may make a Song roll at TN 14 to communicate with any creature who can speak and hear your words.
Songs Against the Shadow
Before combat begins, if all potential foes have attribute levels equal to your Heart or lower, you may make a Song roll at TN 10 plus the highest Attribute value among the enemies, plus an additional +1 to the TN for every 3 foes, to drive them back. If successful, the foes will retreat for a time, although determined enemies may track you and attempt to attack later, if you cannot lose them.
In combat, you may make an Intimidate Foe action using Song instead of Awe or Battle. If your roll is successful, you may spend a point of Hope and add 1 to the Hate points lost by the foes.
Cultural Rewards –Elves of Lindon
Laiquendi Mask (cap of iron and leather)
The Green-elves have lived in Lindon for three Ages of the world, and they know its woods and groves well, and how to hide within them. These soft masks are dappled with the colors of the forests, and help the elves hide until it is time to strike.
When you make a roll using Stealth, you may roll the Feat die three times, and keep the best result.
Woodland Bow (bow)
(As per the Elves of Mirkwood Cultural Reward)
Silver Harp
Among the Lindar are many elves who still maintain the skilled craftsmanship of the High Elves of the West, and everything they produce is laden with some of their enchantment. This small silver harp can be carried lightly in the crook of an arm while walking or riding, and keeps itself in perfect tune.
When using the harp to accompany yourself, you automatically succeed on Song rolls if you roll a Gandalf Rune or an Eye of Sauron roll on the Feat die.
Elves of Lindon
"...the last whose realm was fair and free
between the Mountains and the Sea."
Lindon has been home to Elves for three ages of the world, and it has rarely even been threatened by the Shadow, let alone invaded. The Elves of Lindon combine the wisdom and skilled craft of the High Elves, the beautiful song and love of water of the Grey-Elves, and the care for the woodlands and wild places of the Green-Elves. Blending together as the centuries pass, these elves, perhaps more than any other still in Middle-earth, earn the name of the Fair Folk.
Lindon has been a kingdom without a King since the end of the Second Age, when Gil-Galad fell overthrowing Sauron in the War of the Last Alliance. Since then, the Elves of Lindon have relied on their lords and ladies for guidance, not caring to take another king. Cirdan the Shipwright, Master of the Grey Havens, however, is the highest among equals, as he is now by far the oldest elf in Middle-earth, and renowned for his wisdom.
The Elves of Lindon are content to live in their peaceful land, for the most part, and none have ambitions of conquering or expanding the Elven-Kingdom. However, they know that as long as they dwell in the lands of Middle-earth, they are under threat to from the Shadow. Some take ship when the Shadow grows darker, as it is doing now, abandoning the lands of exile for the Blessed Realm, forever. But most are not yet ready to leave the Hither Lands or forsake its forests and streams, and many remember the ancient alliances between Lindon and the Kingdoms of the Dunedain, and are ready to fight the Shadow once again to prevent its final victory over the world.
Description
The Elves of Lindon, often called the Lindar, “the Singers”, are a peaceful, merry people. They often have no fixed abode, rather wandering from place to place in their land, revelling in the joy of Middle-earth. Sometimes such bands range outside the borders of Lindon, and grace a passing hobbit or human with a night of dancing and song that will remain a beautiful memory for the rest of their lives. Others settle in one place for some time, a season or a year or a century, losing themselves in the natural beauty of a grove of flowering trees or flowing spring.
The Lindar can seem so carefree to others as to be irresponsible, but the Elves of the seaward country feel deeply the hurts of the world that the Shadow has inflicted, and when it comes time to hunt the servants of the Enemy, they put aside the harp and pipe, and wield the bow or sword with as much skill as they devote to their playing.
The Elves of Lindon have mixed the various elven peoples more than anywhere else in the world, and it shows in their features, which have a greater range than other elves. Elves of Lindon can have hair of deep black, silver, gold, or brown, and their frames range similarly, from over a foot taller than mortal Men, to more than a foot shorter. Like all elves, however, their faces are neither old nor young, but always beautiful and full of wisdom, and they are subject to no age or sickness.
Standard of Living
The Elves of Lindon take little heed of material possessions, since they so often live on the move. What they do have is made with elven-skill, however, and is, without exception, beautiful. Elves of Lindon have a Frugal lifestyle, but what possessions they do have is of the finest quality.
Elves of Lindon Adventurers
Few of the Lindar ever leave their beautiful land for more than a few months at a time. Lindon is a safe haven, but outside its borders, wolves howl and orcs gather in dark lairs, and it is a dangerous time to be abroad. Nevertheless, some elves do venture out from Lindon, whether to assuage their curiosity about the wider world beyond their bounds, or out of a sense of duty, a belief that the Firstborn people of the world should help to defend it before they leave it or fade away entirely.
Suggested Callings: Scholar, Wanderer. The memories of the Elves of Lindon are long, and they hold many songs and stories of the ages past, but many hunger for more. And for a people who are ever travelling in any case, the idea of travel to new places and seeing new sights has a strong appeal.
Unusual Calling: Captain. The Lindar have little need for commanders of great companies of soldiers. Even when they do fight, they fight in small bands or each alone, trusting to their own skills.
Cultural Blessing
- The Land of Song -
"He stood as he had at times stood enchanted by fair elven-voices..."
Elves have the fairest voices of any of the peoples upon Middle-earth, and the Elves of Lindon have the fairest voices among elves. Even the hardest of hearts can hardly help being moved when the Lindar speak.
• When an Elf of Lindon is involved in an encounter, add a bonus equal to 2, or their Wisdom, whichever is higher, to the Tolerance of the encounter. In addition, whenever an Elf of Lindon spends Hope to add an attribute bonus to an Awe, Inspire, Persuade, or Song roll, they may add their Wisdom score in addition to the attribute bonus.
Starting Skill Scores
Common Skills
Copy the following skill ranks onto the character sheet and underline the favoured skill:
Awe 0 Inspire 1 Persuade 1
Athletics 0 Travel 2 Stealth 2
Awareness 2 Insight 1 Search 0
Explore 1 Healing 2 Hunting 2
Song 3 Courtesy 1 Riddle 0
Craft 1 Battle 0 Lore 2
Weapon Skills
Choose one of the following two Weapon skill sets, and record it on the character sheet:
1) (Spears) 2, Sword 1, Dagger 1
2) Bow 2, and Sword 1, Dagger 1
Specialties
Choose two Traits from:
Boating, Elven-lore, Herb-Lore, Story-Telling, Swimming, Woodwright
Backgrounds
1 – Wandering Companion
For many lives of men you have been part of one of the Wandering Companies, bands of elves who not only travel through Lindon, but beyond its borders. The world beyond the realm of Lindon is wide and, whilefull of hidden threats, is also populated by other valiantpeoples, enemies of the same Shadow that your kin hasfought for centuries. It could well be your mission to findworthy and trusted allies to join you in your fight...
Basic Attributes
Body 5, Heart 2, Wits 7
Favoured Skill
Travel
Distinctive Features
(choose two Traits from those listed)
Clever, Determined, Merry, Patient,Quick of Hearing, Swift, Wary, Wilful
2 - A Musical Legacy
(As per the Elves of Mirkwood background)
3 – Mariner of Cirdan
You are one of the people of the Grey Havens, the port Cirdan the Shipwright maintains on the Gulf Of Lune, one of the last places the Elves can come to set sail into the West. For years uncounted, your skilled hands have smoothed the planks for elven-hulls, and wove the white cloth for elven-sails. Now, however, you wish to go out into the wide world at least once more, before you take ship yourself, to see how the world has changed and to spread the word of the Havens to any of the Elven-folk that you can.
Basic Attributes
Body 6, Heart 5, Wits 3
Favoured Skill
Craft
Distinctive Features
(choose two Traits from those listed)
Adventurous, Generous, Hardy, Keen-eyed, Nimble, Patient, Steadfast, Trusty
4 - Noble Blood
(As per the Elves of Mirkwood background)
5 –Greenwood Hunter
You are one of the Laiquendi, the Green-Elves, and have walked the woods of Lindon since the First Age, when it was Ossiriand, Land of Seven Rivers. In that time, you have gained great skill with the bow and the hunt. In the past, you hid yourself when tales of servants of the Shadow were told, and trusted to secrecy and your own knowledge of the ways of the forest to guard you. But no more. You have seen too much of darkness overrunning the lands to think that hiding yourself while others fall will save you in the end. Now, you turn your skill at hunting the beasts of the woods to hunting the fell servants of the Enemy.
Basic Attributes
Body 4, Heart 3, Wits 7
Favoured Skill
Hunting
Distinctive Features
(choose two Traits from those listed)
Clever, Determined, Elusive, Keen-eyed, Nimble, Quick of Hearing, Secretive, Wary
6 –Harper of Gil-Galad
You once served Gil-Galad, King of Lindon and High King of the Noldor in Middle-earth, as a harpist of renown. Though Gil-Galad fell, you still live, and keep alive the songs of the ages that are now past, ensuring that all still remember the mighty deeds of old, and can take heart in songs both joyful and full of sorrow.
Basic Attributes
Body 3, Heart 5, Wits 6
Favoured Skill
Lore
Distinctive Features
(choose two Traits from those listed)
Cunning, Fair-spoken, Hardened, Lordly,Merciful, Nimble, Quick of Hearing, Secretive
Elves of Lindon Names
For the most part, the Lindarbear names fashionedin the Grey-elven language.
Male Names: Aerandir, Amras, Amroth, Aredhel, Caranthir, Denethor, Edrahil, Elladan, Erestor, Galdor, Galion, Guilin, Haldir, Legolas, Lindir, Orophin, Oropher, Thranduil.
Female Names: Finduilas, Míriel, Nimrodel.
Adventuring Age: 50-100
Elves are invulnerable to age, and may become adventurers at any time after they reach adulthood (at about a century of age). Considering the level of ability of a starting hero, players should avoid choosing an excessively venerable age for their character – heroes older than 300 years old should definitely possess the Elven lore speciality, to reflect their deeper knowledge of the past.
Endurance and Hope
Endurance: 22 + Heart
Hope: 8 + Heart
Cultural Virtues –Elves of Lindon
Deadly Archery
(As per the Elves of Mirkwood Cultural Virtue)
Elvish Dreams
(As per the Elves of Mirkwood Cultural Virtue)
Shadow Bane
(As per the Elves of Mirkwood Cultural Virtue)
The Speakers
(As per the Elves of Mirkwood Cultural Virtue)
Elf-Song
"But at that moment came a sound like mingled song and laughter. Clear voices rose and fell in the starlit air. The black shadow straightened up and retreated."
You have learned the arts of elven-song, which can bring the light of the Blessed Realm and the love elves hold for all the things of the world untouched by the Shadow into your words. With the right song, you can lift the spirits of others, turn back the servants of the Enemy, and call forth the images of your thought. When you first take Elf-Song, you learn the secrets of Songs of Hope. You may later master the art of Fair Visions, as your undertaking, and spending one Experience point during a Fellowship phase; finally,you discover the secret of Songs Against the Shadow by spending another Experience point as another undertaking during a later Fellowship phase.
Songs of Hope
When you make a successful Song roll to Rally Comrades (Adventurer’s Book, p. 162), you may spend a point of Hope. If you do so, the number of Endurance recovered by your comrades is doubled.
Fair Visions
You can cause the visions of your mind to be revealed to others, whether as images in their minds eye, or as the semblance of true objects in the world (though they lack substance). This can be used for many purposes, such as aiding in accurate descriptions of people or objects you are searching for, but it can be of great help when communicating, as those you speak to can read the thoughts behind your words, even if they do not understand your language.
If you know how to create Fair Visions, you may make a Song roll at TN 14 to communicate with any creature who can speak and hear your words.
Songs Against the Shadow
Before combat begins, if all potential foes have attribute levels equal to your Heart or lower, you may make a Song roll at TN 10 plus the highest Attribute value among the enemies, plus an additional +1 to the TN for every 3 foes, to drive them back. If successful, the foes will retreat for a time, although determined enemies may track you and attempt to attack later, if you cannot lose them.
In combat, you may make an Intimidate Foe action using Song instead of Awe or Battle. If your roll is successful, you may spend a point of Hope and add 1 to the Hate points lost by the foes.
Cultural Rewards –Elves of Lindon
Laiquendi Mask (cap of iron and leather)
The Green-elves have lived in Lindon for three Ages of the world, and they know its woods and groves well, and how to hide within them. These soft masks are dappled with the colors of the forests, and help the elves hide until it is time to strike.
When you make a roll using Stealth, you may roll the Feat die three times, and keep the best result.
Woodland Bow (bow)
(As per the Elves of Mirkwood Cultural Reward)
Silver Harp
Among the Lindar are many elves who still maintain the skilled craftsmanship of the High Elves of the West, and everything they produce is laden with some of their enchantment. This small silver harp can be carried lightly in the crook of an arm while walking or riding, and keeps itself in perfect tune.
When using the harp to accompany yourself, you automatically succeed on Song rolls if you roll a Gandalf Rune or an Eye of Sauron roll on the Feat die.
-
- Posts: 12
- Joined: Thu Sep 18, 2014 6:48 am
Re: "The Fall of the North Kingdom" campaign resources and r
Here's the Captain Calling, along with the Virtues I made for it.
New Calling: Captain
"He knew now why Beregond spoke his name with love. He was a captain that men would follow, that he would follow, even under the shadow of the black wings."
You are a leader of men, ready and willing to challenge the armies of the Shadow to defend the peaceful peoples of Middle-earth. You have studied tactics and strategy, the art of constructing engines of war, and old tales of battles and wars. You have also learned much of how to stir the spirits of your men, and convince them to follow you into even the darkest of fields. You are always seeking to know more about the movements and military strengths of your foes, the better to bring their defeat.
Favoured Skills Groups: Personality, Vocation
Trait: Lore of Battle
Shadow Weakness: Lure of Power
New Trait: Lore of Battle
You have studied the ways of war extensively. You know tales of famous battles of old, stratagems and tricks both successful and failed, and the theories of warfare as expounded by the sages of old. This trait can be used in place of Old Lore to know about history as related to warfare.
Calling Virtues - Captain
Leader of Men
"And as a great captain may to a young soldier he seemed to you admirable."
While a captain can succeed with even a small group of close companions, they truly become a threat to the Enemy when they can command a group of loyal soldiers. You have been recognized as being worthy of leading such a troop. To raise a company, you must attempt to Raise a Company as your Fellowship phase undertaking. If successful, you receive troops of the number and quality as described in the undertaking below. The troops stay with you until the end of the current Adventuring phase, though if you are separated from them for any significant length of time (usually more than a day, unless you have given them appropriate instructions), they will return to their homes and become unavailable until you can make a new undertaking to raise more troops.
Having such a company with you, however, has drawbacks as well as benefits. It is much more difficult to move secretly in such a large group. When using the Hunt rules from Rivendell, each officer adds to the Starting Eye Awareness score of the company as other companions (officers from cultures with higher starting Eye Awareness do add the increased amounts, as per usual). Meanwhile every five soldiers, or fraction thereof, in the group adds 1 to the Starting Eye Awareness.
New Undertaking: Raise a Company
“ Aragorn has need of his kindred. Let the Dúnedain ride to him in Rohan!”
A companion who is a Leader of Men may go among the fighting men of any region where he has Standing (this includes their home region, and any other region where they have successfully taken the Receive Title undertaking), and try to recruit a company of fighters to support them in their upcoming battles. This requires an Inspire or Persuade roll, TN 14. Add 2 to the TN for every previously-recruited soldier who was killed or abandoned during a previous Adventuring phase. This TN increase can be eliminated by performing the Honour the Fallen undertaking after the soldier dies. The Loremaster may impose other TN increases if they feel that the recruiting companion has been more wasteful of previous recruits’ lives or particularly callous towards their well-being.
The number of troops recruited depends on the Valour of the companion raising the company, as more men will be inspired by someone known for their bravery and skill in battle, and on the degree of success achieved on the roll to recruit them:
Valour 1: (Standard Success): Soldiers: 1; Officers: 0
Valour 1: (Great Success): Soldiers: 2; Officers: 0
Valour 1: (Extraordinary Success): Soldiers: 3; Officers: 0
Valour 2: (Standard Success): Soldiers: 3; Officers: 0
Valour 2: (Great Success): Soldiers: 4; Officers: 1
Valour 2: (Extraordinary Success): Soldiers: 5; Officers: 1
Valour 3: (Standard Success): Soldiers: 5; Officers: 1
Valour 3: (Great Success): Soldiers: 8; Officers: 1
Valour 3: (Extraordinary Success): Soldiers: 10; Officers: 2
Valour 4: (Standard Success): Soldiers: 10; Officers: 1
Valour 4: (Great Success): Soldiers: 15; Officers: 2
Valour 4: (Extraordinary Success): Soldiers: 20; Officers: 2
Valour 5: (Standard Success): Soldiers: 15; Officers: 2
Valour 5: (Great Success): Soldiers: 20; Officers: 2
Valour 5: (Extraordinary Success): Soldiers: 30; Officers: 3
Valour 6: (Standard Success): Soldiers: 30; Officers: 2
Valour 6: (Great Success): Soldiers: 40; Officers: 3
Valour 6: (Extraordinary Success): Soldiers: 50; Officers: 3
“Soldiers” above represent the number of normal troops recruited. “Officers” are more potent fighters, who will be capable of commanding men themselves and acting independently. They are always named Loremaster characters. The statistics of the soldiers and officers a companion attracts depends on their Wisdom – an individual known for cunning and intelligent decisions will attract a higher quality of fighter.
Individual soldiers in a troop have ratings in various skills based on the recruiting companion’s Wisdom. Weapon skill is equal to (Wisdom/2)+1, rounding up. Their Parry rating is equal to Wisdom. Their Endurance is equal to 12 + Wisdom.
Officers, as named Loremaster characters, have an attribute rating. This is equal to Wisdom. Their weapon skill is the same as soldiers, their Parry rating is Wisdom+3, and their Endurance is equal to half the normal Endurance bonus of an adventurer from their culture, plus Wisdom. In addition, an officer will have some Common skills, chosen from Awe, Inspire, Awareness, or Battle. The Loremaster will assign skills based on the recruiting companion’s Wisdom.
Wisdom 2: One skill at level 2.
Wisdom 3: One skill at level 3; or two skills at level 2.
Wisdom 4: Two skills at level 3; or three skills at level 2.
Wisdom 5: One skill at level 4; or two skills at level 3 and one at level 2; or four skills at level 2.
Wisdom 6: Two skills at level 4; or one skill at level 4, one skill at level 3, and one skill at level 2; or two skills at level 3 and two at level 2
New Undertaking: Honour the Fallen
"Then the Riders of the King's House upon white horses rode round about the barrow and sang together a song of Theoden Thengel's son that Gleowine his minstrel made, and he made no other song after."
A companion may publically pay their respects to those who have died, speaking of their deeds or singing songs of praise and mourning. Make a Custom, Inspire or Song roll, TN 14 plus the Standing of the fallen you are honouring. Multiple fallen can be honored at once. Use the Standing of the highest individual to set the TN, and add 2 for every additional person being honored.
Costly grave goods can give a bonus: every 5 points of Treasure gives a +1 bonus, a precious object gives +1 and additional +1 for every 5 points of Treasure it is worth, a Wondrous Artefact gives +10 if it has one Blessing, or +15 if it has two Blessings or a Greater Blessing, and a Famous Weapon or set of Amour will give +20.
If you gained Shadow points as a result of the death of the person being honoured, a success on the roll above heals two Shadows point on a success, four on a great success, or six on an extraordinary success. Alternatively, a companion who succeeds on a roll with a great success can heal one Shadow and allow another companion participating in the Honor the Fallen undertaking to succeed without rolling, or heal one Shadow and allow two other companions to succeed on an Extraordinary success. Shadow healed from this undertaking can never exceed the amount gained from the deaths of those being honored.
Fell The Black Captain
"There was a flash like flame and the helm burst asunder. The orc fell with cloven head. His followers fled howling..."
The servants of the Enemy are rarely courageous. When their leaders fall, the lesser minions can be induced to flee the revealed prowess of their foes. Once per combat, if you wound or kill the enemy with the highest attribute rating, you may immediately attempt an Intimidate Foes action on the same turn, regardless of whether you were wounded previously or which stance you are in.
Stir the Spirit
"'To me! To me!' cried Theoden. 'Up Eorlingas! Fear no darkness!'"
When the Darkness lies most heavily over the souls of weary warriors, then a captain must stand forth most bravely, to turn the tide of battle and win the day.
When you take a Rally Comrades action, you add 1 to the Endurance restored to your companions.
In addition, when a companion is hurt or tired, you can encourage them to overcome their disability and fight on. This is a special variant of the Rally Comrades action. You must choose one companion who is Wounded or Weary. Make an Inspire or Song roll, TN 10 + their Shadow score. If you succeed, that companion can ignore the effects that the Wounded and Wearied conditions have on success dice for the next turn. On a great success, they can ignore the conditions for the next two rounds, and on an Extraordinary success, they can ignore the condition for the rest of the battle.
New Calling: Captain
"He knew now why Beregond spoke his name with love. He was a captain that men would follow, that he would follow, even under the shadow of the black wings."
You are a leader of men, ready and willing to challenge the armies of the Shadow to defend the peaceful peoples of Middle-earth. You have studied tactics and strategy, the art of constructing engines of war, and old tales of battles and wars. You have also learned much of how to stir the spirits of your men, and convince them to follow you into even the darkest of fields. You are always seeking to know more about the movements and military strengths of your foes, the better to bring their defeat.
Favoured Skills Groups: Personality, Vocation
Trait: Lore of Battle
Shadow Weakness: Lure of Power
New Trait: Lore of Battle
You have studied the ways of war extensively. You know tales of famous battles of old, stratagems and tricks both successful and failed, and the theories of warfare as expounded by the sages of old. This trait can be used in place of Old Lore to know about history as related to warfare.
Calling Virtues - Captain
Leader of Men
"And as a great captain may to a young soldier he seemed to you admirable."
While a captain can succeed with even a small group of close companions, they truly become a threat to the Enemy when they can command a group of loyal soldiers. You have been recognized as being worthy of leading such a troop. To raise a company, you must attempt to Raise a Company as your Fellowship phase undertaking. If successful, you receive troops of the number and quality as described in the undertaking below. The troops stay with you until the end of the current Adventuring phase, though if you are separated from them for any significant length of time (usually more than a day, unless you have given them appropriate instructions), they will return to their homes and become unavailable until you can make a new undertaking to raise more troops.
Having such a company with you, however, has drawbacks as well as benefits. It is much more difficult to move secretly in such a large group. When using the Hunt rules from Rivendell, each officer adds to the Starting Eye Awareness score of the company as other companions (officers from cultures with higher starting Eye Awareness do add the increased amounts, as per usual). Meanwhile every five soldiers, or fraction thereof, in the group adds 1 to the Starting Eye Awareness.
New Undertaking: Raise a Company
“ Aragorn has need of his kindred. Let the Dúnedain ride to him in Rohan!”
A companion who is a Leader of Men may go among the fighting men of any region where he has Standing (this includes their home region, and any other region where they have successfully taken the Receive Title undertaking), and try to recruit a company of fighters to support them in their upcoming battles. This requires an Inspire or Persuade roll, TN 14. Add 2 to the TN for every previously-recruited soldier who was killed or abandoned during a previous Adventuring phase. This TN increase can be eliminated by performing the Honour the Fallen undertaking after the soldier dies. The Loremaster may impose other TN increases if they feel that the recruiting companion has been more wasteful of previous recruits’ lives or particularly callous towards their well-being.
The number of troops recruited depends on the Valour of the companion raising the company, as more men will be inspired by someone known for their bravery and skill in battle, and on the degree of success achieved on the roll to recruit them:
Valour 1: (Standard Success): Soldiers: 1; Officers: 0
Valour 1: (Great Success): Soldiers: 2; Officers: 0
Valour 1: (Extraordinary Success): Soldiers: 3; Officers: 0
Valour 2: (Standard Success): Soldiers: 3; Officers: 0
Valour 2: (Great Success): Soldiers: 4; Officers: 1
Valour 2: (Extraordinary Success): Soldiers: 5; Officers: 1
Valour 3: (Standard Success): Soldiers: 5; Officers: 1
Valour 3: (Great Success): Soldiers: 8; Officers: 1
Valour 3: (Extraordinary Success): Soldiers: 10; Officers: 2
Valour 4: (Standard Success): Soldiers: 10; Officers: 1
Valour 4: (Great Success): Soldiers: 15; Officers: 2
Valour 4: (Extraordinary Success): Soldiers: 20; Officers: 2
Valour 5: (Standard Success): Soldiers: 15; Officers: 2
Valour 5: (Great Success): Soldiers: 20; Officers: 2
Valour 5: (Extraordinary Success): Soldiers: 30; Officers: 3
Valour 6: (Standard Success): Soldiers: 30; Officers: 2
Valour 6: (Great Success): Soldiers: 40; Officers: 3
Valour 6: (Extraordinary Success): Soldiers: 50; Officers: 3
“Soldiers” above represent the number of normal troops recruited. “Officers” are more potent fighters, who will be capable of commanding men themselves and acting independently. They are always named Loremaster characters. The statistics of the soldiers and officers a companion attracts depends on their Wisdom – an individual known for cunning and intelligent decisions will attract a higher quality of fighter.
Individual soldiers in a troop have ratings in various skills based on the recruiting companion’s Wisdom. Weapon skill is equal to (Wisdom/2)+1, rounding up. Their Parry rating is equal to Wisdom. Their Endurance is equal to 12 + Wisdom.
Officers, as named Loremaster characters, have an attribute rating. This is equal to Wisdom. Their weapon skill is the same as soldiers, their Parry rating is Wisdom+3, and their Endurance is equal to half the normal Endurance bonus of an adventurer from their culture, plus Wisdom. In addition, an officer will have some Common skills, chosen from Awe, Inspire, Awareness, or Battle. The Loremaster will assign skills based on the recruiting companion’s Wisdom.
Wisdom 2: One skill at level 2.
Wisdom 3: One skill at level 3; or two skills at level 2.
Wisdom 4: Two skills at level 3; or three skills at level 2.
Wisdom 5: One skill at level 4; or two skills at level 3 and one at level 2; or four skills at level 2.
Wisdom 6: Two skills at level 4; or one skill at level 4, one skill at level 3, and one skill at level 2; or two skills at level 3 and two at level 2
New Undertaking: Honour the Fallen
"Then the Riders of the King's House upon white horses rode round about the barrow and sang together a song of Theoden Thengel's son that Gleowine his minstrel made, and he made no other song after."
A companion may publically pay their respects to those who have died, speaking of their deeds or singing songs of praise and mourning. Make a Custom, Inspire or Song roll, TN 14 plus the Standing of the fallen you are honouring. Multiple fallen can be honored at once. Use the Standing of the highest individual to set the TN, and add 2 for every additional person being honored.
Costly grave goods can give a bonus: every 5 points of Treasure gives a +1 bonus, a precious object gives +1 and additional +1 for every 5 points of Treasure it is worth, a Wondrous Artefact gives +10 if it has one Blessing, or +15 if it has two Blessings or a Greater Blessing, and a Famous Weapon or set of Amour will give +20.
If you gained Shadow points as a result of the death of the person being honoured, a success on the roll above heals two Shadows point on a success, four on a great success, or six on an extraordinary success. Alternatively, a companion who succeeds on a roll with a great success can heal one Shadow and allow another companion participating in the Honor the Fallen undertaking to succeed without rolling, or heal one Shadow and allow two other companions to succeed on an Extraordinary success. Shadow healed from this undertaking can never exceed the amount gained from the deaths of those being honored.
Fell The Black Captain
"There was a flash like flame and the helm burst asunder. The orc fell with cloven head. His followers fled howling..."
The servants of the Enemy are rarely courageous. When their leaders fall, the lesser minions can be induced to flee the revealed prowess of their foes. Once per combat, if you wound or kill the enemy with the highest attribute rating, you may immediately attempt an Intimidate Foes action on the same turn, regardless of whether you were wounded previously or which stance you are in.
Stir the Spirit
"'To me! To me!' cried Theoden. 'Up Eorlingas! Fear no darkness!'"
When the Darkness lies most heavily over the souls of weary warriors, then a captain must stand forth most bravely, to turn the tide of battle and win the day.
When you take a Rally Comrades action, you add 1 to the Endurance restored to your companions.
In addition, when a companion is hurt or tired, you can encourage them to overcome their disability and fight on. This is a special variant of the Rally Comrades action. You must choose one companion who is Wounded or Weary. Make an Inspire or Song roll, TN 10 + their Shadow score. If you succeed, that companion can ignore the effects that the Wounded and Wearied conditions have on success dice for the next turn. On a great success, they can ignore the conditions for the next two rounds, and on an Extraordinary success, they can ignore the condition for the rest of the battle.
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Re: "The Fall of the North Kingdom" campaign resources and r
Miscellany.
High Elves of Rivendell
Cultural Virtues - High Elves of Rivendell
Wisdom Learned in Sorrow
"...for though the beauty of the Quendi in the days of their youth was beyond all other beauty..., it has not perished, but lives in the West, and sorrow and wisdom have enriched it."
The High Elves of the West know the Shadow well - it has weighed on their souls since they came to Middle-earth, and often, the weariness and despair it fosters is the cause of their leaving Middle-earth again. But the wisest of the Elves have learned that even darkness can be turned to beauty, and evil deeds nonetheless good to have been. They can take heart that, in the darkest night, light shines out the clearer.
To take this Virtue, you must have at least one Common skill already marked. Choose one skill you have marked. From now on, when you roll an Eye of Sauron on the Feat die when rolling that skill, you still automatically fail, but you no longer gain Shadow points. In fact, the first time you roll the Eye of Sauron on the marked skill during a session, you lose Shadow points equal to your Wisdom. Further Eye of Sauron results on the same skill in the same session do not heal more Shadow points, but they never result in Shadow gain.
This virtue can be taken multiple times, once for each marked skill you have.
New Virtues
Defining Trait
"Then Beren put forth his left hand, slowly opening its fingers; but it was empty. Then he held up his right arm; and from that hour he named himself Camlost, the Empty-handed."
Every adventurer has traits that make them distinctive, but for some, these traits go beyond the level of simply distinguishing them from others, and raise to the level of an essential feature. You have one such trait, and when the minstrels sing of your deeds, you will undoubtedly be known for it.
Choose one of your Traits. From this point on, you can no longer change this Trait as an undertaking, it becomes a permanent fixture of your character. You gain benefits from integrating a feature so firmly into your legend. Once per session, you may improve the bonus gained from the Trait. If you invoke a Trait to automatically succeed on a Common skill roll, you receive a Great success, instead of a normal success. If you invoke the trait to allow you to make a roll you would not otherwise be allowed to, you may choose to simply have a normal success on the roll, instead of rolling. Finally, if you invoke a Trait after making a successful roll, the Loremaster should treat the roll as one step more significant when it comes to deciding whether to award you an advancement point.
New Masteries
Secretive
"You are not wise to be glad of the Yellow Face. It shows you up. Nice sensible hobbits stay with Smeagol. Orcs and nasty things are about. They can see a long way. Stay and hide with me!"
You know how to keep hidden and not attract attention while travelling, and how to avoid speaking of matters that would draw dangerous attention while in company.
Reduce the amount you contribute to the company's Starting Eye Awareness Score by 1. This cannot reduce your contribution below 0, but it can compensate for the increased Eye Awareness from having high Wisdom or Valour, or from carrying a Famous Weapon or suit of Armor.
High Elves of Rivendell
Cultural Virtues - High Elves of Rivendell
Wisdom Learned in Sorrow
"...for though the beauty of the Quendi in the days of their youth was beyond all other beauty..., it has not perished, but lives in the West, and sorrow and wisdom have enriched it."
The High Elves of the West know the Shadow well - it has weighed on their souls since they came to Middle-earth, and often, the weariness and despair it fosters is the cause of their leaving Middle-earth again. But the wisest of the Elves have learned that even darkness can be turned to beauty, and evil deeds nonetheless good to have been. They can take heart that, in the darkest night, light shines out the clearer.
To take this Virtue, you must have at least one Common skill already marked. Choose one skill you have marked. From now on, when you roll an Eye of Sauron on the Feat die when rolling that skill, you still automatically fail, but you no longer gain Shadow points. In fact, the first time you roll the Eye of Sauron on the marked skill during a session, you lose Shadow points equal to your Wisdom. Further Eye of Sauron results on the same skill in the same session do not heal more Shadow points, but they never result in Shadow gain.
This virtue can be taken multiple times, once for each marked skill you have.
New Virtues
Defining Trait
"Then Beren put forth his left hand, slowly opening its fingers; but it was empty. Then he held up his right arm; and from that hour he named himself Camlost, the Empty-handed."
Every adventurer has traits that make them distinctive, but for some, these traits go beyond the level of simply distinguishing them from others, and raise to the level of an essential feature. You have one such trait, and when the minstrels sing of your deeds, you will undoubtedly be known for it.
Choose one of your Traits. From this point on, you can no longer change this Trait as an undertaking, it becomes a permanent fixture of your character. You gain benefits from integrating a feature so firmly into your legend. Once per session, you may improve the bonus gained from the Trait. If you invoke a Trait to automatically succeed on a Common skill roll, you receive a Great success, instead of a normal success. If you invoke the trait to allow you to make a roll you would not otherwise be allowed to, you may choose to simply have a normal success on the roll, instead of rolling. Finally, if you invoke a Trait after making a successful roll, the Loremaster should treat the roll as one step more significant when it comes to deciding whether to award you an advancement point.
New Masteries
Secretive
"You are not wise to be glad of the Yellow Face. It shows you up. Nice sensible hobbits stay with Smeagol. Orcs and nasty things are about. They can see a long way. Stay and hide with me!"
You know how to keep hidden and not attract attention while travelling, and how to avoid speaking of matters that would draw dangerous attention while in company.
Reduce the amount you contribute to the company's Starting Eye Awareness Score by 1. This cannot reduce your contribution below 0, but it can compensate for the increased Eye Awareness from having high Wisdom or Valour, or from carrying a Famous Weapon or suit of Armor.
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Re: "The Fall of the North Kingdom" campaign resources and r
Overall, these are very well done.
A few thoughts:
Regarding "Raise a Company" - it seems like there is too much calculating needed. If a PC is wanting soldiers to fight a huge battle (and not a combat encounter), then this will create too much for the LM or player to keep track of. Imagine trying to keep track of the endurance of 10 extra PCs?
Have you checked out the rules for "Mythic Battles" - they are located in the Stickied Topic for TOR Resources. I don't think you have to get rid of the idea of "Raising a Company", but if you look at these great fan-made rules for mass battles, you can probably get some good ideas for how a Captain can help in such a battle with this Virtue. These rules are very well-written, create an epic feel for a battle, and keep calculations to a bare minimum. They are brilliant.
Elves of Lindon
In general, I think there are too many possibilities for putting all of your advancement points into Song, and depending on that one skill alone for too many things. I love that you've created this culture with a specialty in Song, but overall, it feels like a powerful one-trick pony.
"Land of Song" - could be too good; always having +2 Tolerance or more (automatically) and getting a bonus of Wisdom when spending Hope seems like a lot.
Songs of Hope - just be sure to clarify that it doesn't work in conjunction with a Famous Weapon with the quality "Flame of Hope", otherwise it will be too powerful. Otherwise, it is good, as long as the starting Heart scores for Elves of Lindon are similar to Elves of Mirkwood.
Fair Visions - very cool! One of the best abilities you've thought of, imho.
Songs Against the Shadow - the first ability is neat, and I don't think overbalanced but perhaps it is slightly complicated in figuring out whether it will work or not. Why not simply grant a bonus to all Companions on an Escape Combat roll?
The second ability is one reason these Elves can become a one trick-pony. I really think Song should not be able to intimidate foes; it feels like it encourages power gaming.
Laiquendi Mask - too good - make it the same as the Woodmen reward, roll Feat twice, not thrice
Silver Harp - very cool idea, this should only apply out of battle.
Dwarves of K-D
They should have 1 in Explore, and 1 less in Battle; I don't believe they had to fight much; if threatened by Sauron they just shut themselves up.
At least, they should have some skill in survival as no other culture has 0 in one category.
Forge Mithril
Seems like a little too much treasure? Not sure, but it is a lot to earn.
Enhance Equipment
I see that you balanced it by making so a PC can lose these enhanced abilities. I think it would be better to have this ability copy Artificer of Eregion completely (bonus to hit), BUT, I think it could probably be balanced to also have Close-Fitting and Cunning Make. Lowering Encumbrance by 1 or raising Protection by 1 is not huge. Lowering Edge or Raising Injury, or Reinforced is over-powered, imho.
Also, it is quite time-consuming to do an enhancement, but if it can be lost in battle, that doesn't really balance it, it just makes a player wonder if it's worth the investment.
Forge New Wonders
Perhaps the Blessing should max out at +2, so it mirrors what players can get from the Market-Pool in Laketown.
It will also make finding Wonderous items less exciting, if you can just make them.
Fast Friends
So if you choose Defend Companion, you actually gain Hope (up to your max starting)? That is a problem. Why not spam Defend Companion on every attack? However, you could say that at the end of a session if they are unharmed, you recover a bonus point.
Dwarves of Blue Mts
Ancient Hatred
Cool, but maybe not allow them to add additional categories with increased Valour. With a Valour of 3-4, you will cover most any enemy in the game, and that seems OP, again imho.
Lore of Fallen Mansions - love it!
Mask of Gabilgathol - great idea, but perhaps too situational?
Kheled-uzn Coat - great idea, perhaps Encumbrance is 4, rather than 2. That way it gives the protection of Corslet, but has encumbrance of a Shirt.
Dunedain
Perhaps 1 in Travel, 1 less in Athletics or Awareness? Didn't they sail a lot (even after the fall of Numenor), and didn't they travel a lot in Arnor and Gondor?
Dignity of Numenor - awesome
Steed of the West
War-Trained - why not make it mirror Men of the Lake's "Shield Fighting" Virtue? On successful attack, roll Fate again, on 8+ add 5+Valour rating to damage done.
Deadly Shafts & Steel Bow - I think together, this might be too powerful, at least if Steel Bow also gives you the Numenorean Arrows Virtue, too.
Shield of the Star
I think a bonus to Parry OR letting you make an attack & Intimidate. The current Dunedain culture has this latter ability, as you know but it is very costly/dangerous. This has extra benefits and no drawbacks.
Overall, these are very cool!
A few thoughts:
Regarding "Raise a Company" - it seems like there is too much calculating needed. If a PC is wanting soldiers to fight a huge battle (and not a combat encounter), then this will create too much for the LM or player to keep track of. Imagine trying to keep track of the endurance of 10 extra PCs?
Have you checked out the rules for "Mythic Battles" - they are located in the Stickied Topic for TOR Resources. I don't think you have to get rid of the idea of "Raising a Company", but if you look at these great fan-made rules for mass battles, you can probably get some good ideas for how a Captain can help in such a battle with this Virtue. These rules are very well-written, create an epic feel for a battle, and keep calculations to a bare minimum. They are brilliant.
Elves of Lindon
In general, I think there are too many possibilities for putting all of your advancement points into Song, and depending on that one skill alone for too many things. I love that you've created this culture with a specialty in Song, but overall, it feels like a powerful one-trick pony.
"Land of Song" - could be too good; always having +2 Tolerance or more (automatically) and getting a bonus of Wisdom when spending Hope seems like a lot.
Songs of Hope - just be sure to clarify that it doesn't work in conjunction with a Famous Weapon with the quality "Flame of Hope", otherwise it will be too powerful. Otherwise, it is good, as long as the starting Heart scores for Elves of Lindon are similar to Elves of Mirkwood.
Fair Visions - very cool! One of the best abilities you've thought of, imho.
Songs Against the Shadow - the first ability is neat, and I don't think overbalanced but perhaps it is slightly complicated in figuring out whether it will work or not. Why not simply grant a bonus to all Companions on an Escape Combat roll?
The second ability is one reason these Elves can become a one trick-pony. I really think Song should not be able to intimidate foes; it feels like it encourages power gaming.
Laiquendi Mask - too good - make it the same as the Woodmen reward, roll Feat twice, not thrice
Silver Harp - very cool idea, this should only apply out of battle.
Dwarves of K-D
They should have 1 in Explore, and 1 less in Battle; I don't believe they had to fight much; if threatened by Sauron they just shut themselves up.

Forge Mithril
Seems like a little too much treasure? Not sure, but it is a lot to earn.
Enhance Equipment
I see that you balanced it by making so a PC can lose these enhanced abilities. I think it would be better to have this ability copy Artificer of Eregion completely (bonus to hit), BUT, I think it could probably be balanced to also have Close-Fitting and Cunning Make. Lowering Encumbrance by 1 or raising Protection by 1 is not huge. Lowering Edge or Raising Injury, or Reinforced is over-powered, imho.
Also, it is quite time-consuming to do an enhancement, but if it can be lost in battle, that doesn't really balance it, it just makes a player wonder if it's worth the investment.
Forge New Wonders
Perhaps the Blessing should max out at +2, so it mirrors what players can get from the Market-Pool in Laketown.
It will also make finding Wonderous items less exciting, if you can just make them.
Fast Friends
So if you choose Defend Companion, you actually gain Hope (up to your max starting)? That is a problem. Why not spam Defend Companion on every attack? However, you could say that at the end of a session if they are unharmed, you recover a bonus point.
Dwarves of Blue Mts
Ancient Hatred
Cool, but maybe not allow them to add additional categories with increased Valour. With a Valour of 3-4, you will cover most any enemy in the game, and that seems OP, again imho.
Lore of Fallen Mansions - love it!
Mask of Gabilgathol - great idea, but perhaps too situational?
Kheled-uzn Coat - great idea, perhaps Encumbrance is 4, rather than 2. That way it gives the protection of Corslet, but has encumbrance of a Shirt.
Dunedain
Perhaps 1 in Travel, 1 less in Athletics or Awareness? Didn't they sail a lot (even after the fall of Numenor), and didn't they travel a lot in Arnor and Gondor?
Dignity of Numenor - awesome
Steed of the West
War-Trained - why not make it mirror Men of the Lake's "Shield Fighting" Virtue? On successful attack, roll Fate again, on 8+ add 5+Valour rating to damage done.
Deadly Shafts & Steel Bow - I think together, this might be too powerful, at least if Steel Bow also gives you the Numenorean Arrows Virtue, too.
Shield of the Star
I think a bonus to Parry OR letting you make an attack & Intimidate. The current Dunedain culture has this latter ability, as you know but it is very costly/dangerous. This has extra benefits and no drawbacks.
Overall, these are very cool!
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Re: "The Fall of the North Kingdom" campaign resources and r
Agree with BB about Raising a Company. I would use Woodman's Hound as a model: describe the benefit without creating stat blocks.
The Munchkin Formerly Known as Elfcrusher
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
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Re: "The Fall of the North Kingdom" campaign resources and r
Thanks, and thanks for the commentary!Blubbo Baggins wrote:Overall, these are very well done.
If I didn't include an item you commented on, assume it's because I agree with you.

Thanks for the reference, I hadn't checked them out yet, but they definitely look like they'll be useful!Blubbo Baggins wrote: Regarding "Raise a Company" - it seems like there is too much calculating needed. If a PC is wanting soldiers to fight a huge battle (and not a combat encounter), then this will create too much for the LM or player to keep track of. Imagine trying to keep track of the endurance of 10 extra PCs?
Have you checked out the rules for "Mythic Battles" - they are located in the Stickied Topic for TOR Resources. I don't think you have to get rid of the idea of "Raising a Company", but if you look at these great fan-made rules for mass battles, you can probably get some good ideas for how a Captain can help in such a battle with this Virtue.
That said, I'm not sure they mesh perfectly with what I want to do here - this Virtue is supposed to represent the assistance of a smaller band of men, but over a longer term than just a single battle. It's supposed to be the Rangers of Arnor showing up in the Two Towers and helping out Aragorn from that point on, if you see what I mean.
That said, I do agree that it's probably too complex. What if I boiled it down to a few sizes of group ("Tiny, small, medium, large", perhaps), and just abstracted the bonus in combat they give you, rather than rolling for each individual soldier? I think I'd prefer to keep the officers as individual characters, but since there's a lot fewer of them, I don't think that would be as disruptive.
I understand the concern, but only one of their Virtues focuses on Song - does that mitigate this?Blubbo Baggins wrote: Elves of Lindon
In general, I think there are too many possibilities for putting all of your advancement points into Song, and depending on that one skill alone for too many things. I love that you've created this culture with a specialty in Song, but overall, it feels like a powerful one-trick pony.
Would requiring spending a point of Hope to get the Tolerance bonus balance this better?Blubbo Baggins wrote: "Land of Song" - could be too good; always having +2 Tolerance or more (automatically) and getting a bonus of Wisdom when spending Hope seems like a lot.
I think you're right on both counts. For the Intimidate thing, what if, instead of just straight-up acting as an Intimidate, it gave a bonus on the next attempt to intimidate foes - something like +2 on a success, +4 on a great success, and +6 on an extraordinary? That way, Song could still be useful for these purposes, but the party still has to invest in Awe/Battle.Blubbo Baggins wrote: Songs Against the Shadow - the first ability is neat, and I don't think overbalanced but perhaps it is slightly complicated in figuring out whether it will work or not. Why not simply grant a bonus to all Companions on an Escape Combat roll?
The second ability is one reason these Elves can become a one trick-pony. I really think Song should not be able to intimidate foes; it feels like it encourages power gaming.
Hmm. I was comparing it to the Dwarves Helm of Awe reward, and I increased the bonus compared to that because this provides less armor. Would it be balanced if it reduced to only rolling the Feat die twice, but provided +3 protection instead of the normal +1 for a leather cap?Blubbo Baggins wrote: Laiquendi Mask - too good - make it the same as the Woodmen reward, roll Feat twice, not thrice
Perhaps, but I've added a couple of big treasure-sinks (Dwarf-smithing, Honor the Fallen undertaking), and I figured it was appropriate to add a way to get some back in. Also, Treasure doesn't seem to do much, besides letting you live at a higher standard of living and raise your Standing, so I didn't feel like adding more Treasure would seriously break things. That said, am I missing something? Does a bunch of Treasure have potentially-unbalancing effects that I'm missing?Blubbo Baggins wrote: Forge Mithril
Seems like a little too much treasure? Not sure, but it is a lot to earn.
As in, provide the equivalent of those qualities even if the companion doesn't have them normally? Or just provide the improved effect if the character has those qualities, and leave out the other enhanced qualities?Blubbo Baggins wrote: Enhance Equipment
I see that you balanced it by making so a PC can lose these enhanced abilities. I think it would be better to have this ability copy Artificer of Eregion completely (bonus to hit), BUT, I think it could probably be balanced to also have Close-Fitting and Cunning Make.
I take your point. Would it be better if the enhanced qualities took up additional "slots" on the weapon? So, for example, you could have the increased Cunning Make, but then you could only apply one other quality to the weapon, rather than two?Blubbo Baggins wrote: Also, it is quite time-consuming to do an enhancement, but if it can be lost in battle, that doesn't really balance it, it just makes a player wonder if it's worth the investment.
I don't have the Lake-Town supplement, unfortunately (it's included in the Loremaster's Screen, right?). Are you saying that characters can buy items in the Market that can give them a bonus of their Wisdom, or +2, whichever is lower? If so, that might work, but I think the Experience Point cost should be reduced or eliminated in that case (no fair paying points for an item you could just buy with Treasure, I feel). What if the bonus was capped at +3 (so, a bit better than what's commonly available for sale), and you paid 2 XP for it?Blubbo Baggins wrote: Forge New Wonders
Perhaps the Blessing should max out at +2, so it mirrors what players can get from the Market-Pool in Laketown.
It will also make finding Wonderous items less exciting, if you can just make them.
Blubbo Baggins wrote: Fast Friends
So if you choose Defend Companion, you actually gain Hope (up to your max starting)? That is a problem. Why not spam Defend Companion on every attack? However, you could say that at the end of a session if they are unharmed, you recover a bonus point.
The latter is already part of it, since you gain extra Hope every time you'd gain Hope from your Fellowship focus, which includes the "your focus is unwounded" gain. But I take your point about spamming Protect Companion. I was thinking of it in terms of only getting the Hope point back if you succeeded, but on re-reading the Protect Companion action, I see success or failure doesn't really enter into it. Would just recovering the extra point of Hope at the end of a session be enough to make this Virtue worthwhile?
What about allowing only one category at a time, but allowing it to change as an undertaking?Blubbo Baggins wrote: Ancient Hatred
Cool, but maybe not allow them to add additional categories with increased Valour. With a Valour of 3-4, you will cover most any enemy in the game, and that seems OP, again imho.
Would expanding it out to more types of foes needing to spend extra Hate cover this?Blubbo Baggins wrote: Mask of Gabilgathol - great idea, but perhaps too situational?
Are you suggesting replacing all the War-Trained tricks with just this one? Or adding it as an additional option? Or suggesting it replace one of the tricks?Blubbo Baggins wrote: Steed of the West
War-Trained - why not make it mirror Men of the Lake's "Shield Fighting" Virtue? On successful attack, roll Fate again, on 8+ add 5+Valour rating to damage done.
Would requiring an extra expenditure of Experience Points to pick up the arrows balance this?Blubbo Baggins wrote: Deadly Shafts & Steel Bow - I think together, this might be too powerful, at least if Steel Bow also gives you the Numenorean Arrows Virtue, too.
I was thinking that the limitations on this ability (only use it once per combat) balanced out the benefits (doesn't inspire hatred in enemies), and that lacking the "upgrade a success by one step" benefit warranted adding something extra to the weapon stat. Would making the intimidation attempt even more limited (Only after an enemy unsuccessfully attacks you, for example) balance this?Blubbo Baggins wrote: Shield of the Star
I think a bonus to Parry OR letting you make an attack & Intimidate. The current Dunedain culture has this latter ability, as you know but it is very costly/dangerous. This has extra benefits and no drawbacks.
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