Swords For Hire
By William E Wilson & Gary D. McClellan


Abstract

This game aid provides a set of non-player characters to enrich a Game Master's campaign. A selection of characters from many of the classes detailed in the various Rolemaster and MERP game systems are included. The characters are grouped by the region that they inhabit in Middle-earth.


Table of Contents


1.0 Introduction

2.0 Angmar

Garroc
Jeshan
Peltadh the Peddler

3.0 Eriador

Frost
Wide Thumb Steelmaster
Oana Sauter
Oana's Troupe
Lâci
Durward
Hack
Tarah
Mablon
Lok
Taurolor (S. "Forest Vision")
Nólamanka
Ariella
Robin Smallburrow

4.0 Rhovanion

Thorold Wollas
Ithilhîr Mithlas (S. "Moonlord Greyleaf")
Cariodoc
Truldar
Dînlalaith (S. "Silent Laughter")
Lokish Kiddell
Tasarë

5.0 Rohan

Wídfara Deneson
Vês-Ora-Vês

6.0 Gondor

Esta
Alcar
Anaristar Mîrdan
Silmariel
Melia
Branadil
Rilotë

7.0 Umbar

Darvi Zint
Tarancar

8.0 Far Harad

The Relortin Brothers
Tar Maltiri
Jehm Ramek

9.0 Greater Harad

Sabakalil
Laknûk
Neddet Hisab
Wahzutti

10.0 Other Areas

Kâmak Tâmak
Valläs


1.0 Introduction

GM Note -- The numbers reflected in the Skills charts only include the skill level bonus. For an accurate accounting of the skill, you must add the stat bonus, level bonus for profession and any magical or special bonuses. The melee charts reflect the skill bonus, stat bonus for the stats given and also the profession level bonus. Add any magical bonuses for weapons, etc.

The professions listed are MERP/Rolemaster/Rolemaster Companions.

MovM -- Movement and maneuver is the movement and maneuver bonus from MERP.

Spells -- The spells listed at each level are those new spell lists added by that level. Unless otherwise noted, the individual knows the list to 10th level.


2.0 Angmar

The Kingdom of Angmar was founded around T.A. 1300 by the Witch-king, the lord of the Nazgûl. This evil realm is surrounded by twin spurs of the Northern Misty Mountains. The vast crescent shaped bowl comprising the land of Angmar is called Iron-home Valley, Nan Angmar, by its inhabitants.

Unlike the majority of Eriador to the south and west, the Nan Angmar is mostly heath, with coarse grasses and other plants indicative of a transition area leading to tundra. Bare rock and scree cover a majority of the landscape. Some scattered woodlands may also be found to the south of the plateau.

The myriad cultures that make up the inhabitants of Angmar, bespeak the far reaching hand of the Witch-king. Sagath and Asdriag tribes from Rhûn, Dunlendings, Hillmen, Northmen, errant Dúnedain, Haradrim from the south and even men from the Utter East bow to the power of their evil Lord. Many live within the borders of Angmar while even more live outside of the realm.

Garroc

Aka: Gursûl (S. "Death Wind").

Race: Son of Urd.

Profession: Warrior/Fighter.

Home: Angmar.

Appearance: Dark, auburn hair, woven into small warrior braids that hang against his face and back of his neck; dark brown eyes the color of polished walnut; 6'1", 205 lbs.

MERP Stats: St 98; Ag 94; Co 99; Ig 80; It 75; Pr 74; Ap 83.

RM Stats: Ag94; Co99; SD84; Me70; Re89; St98; Qu100; Pr74; Em62; In75.

Languages: Westron 4; Sindarin 1; Dunael 2.

Born to the howling wind of Urd's harsh winters, Garroc learned early that Middle-earth was a hard world where only the fittest survive. At the age of five he helped care for the small herd of goats kept by his family; at six, he could chop wood, build a fire and help skin the small animals his father killed in the mountains. At seven, he helped bury his younger brother, Charl, who had not been as sturdy as Garroc and had succumbed to the long months of cold and wind. At eight, Garrock buried his older brother Sleel, after a band of roving Orcs attacked the small village that was his home. His father returned from a hunting trip to listen to Garroc's tale of Sleel's death. After comforting Garroc's mother as best he could, his father retrieved Sleel's vûk (see principle items) and hard leather armor and presented them to Garroc. "Seems time you best learn to use them," said his father. "Both are a bit large for you, but you'll grow into them."

Under his father's tutelage, and later, the war leader of the village, Garroc learned the art of combat. Faced by a future of a goat tender or simple hunter, Garroc channeled all his attention to the study of arms, seeing it as a way to at last strike back at the land he had been born into. By the age of 14, Garroc served as a day guard with the village warriors, perched on one of the several short platforms built behind the staked walls that surrounded the village. He was almost spit by an arrow when he had the chance to sound his first alarm. What he took to be a band of attacking marauders instead turned out to be a small group of Elves from the forests to the south. The Elven band were on their way north into the mountains in search of a rare herb reported to grow along the mountains' flanks. Well equipped with maps and instructions for locating the herb, they none-the-less wished to hire a guide familiar with the countryside to accompany them further north. After two days of bartering, arguing, and threatening all to no avail, the Elves were preparing to leave in disgust. Garroc's father was the most likely candidate for the job, but refused, as did the other able bodied men of the village. Finally, in half jest, half seriousness, Garroc's father approached the Elves as they were readying their horses and said, "Here, take my boy. He has the weather eye and knows the rocks and trees well as any. He can fight, too."

The Elves cast belittling glances at Garroc, hardly concealing their laughter at the sight of the lad. Garroc's vûk was nearly as tall as he was. Several woolen shirts and a bulky sweater kept the hard leather breastplate and greaves from falling from his body. Perhaps Garroc's stern countenance persuaded them as he returned their stares, or perhaps it was simply Elven humor at the ways of men. The reason was never known, but Garroc's father was as amazed as any of the bystanders when the leader of the Elves simply pointed to one of the spare horses, and said, "Let us be off, then. The Mistress will not wait for Elves or Men."

Several months later, Garroc and the Elven band returned to the village, the sought after herbs secure in the leader's saddlebags.

The party had been beset by numerous denizens of the mountains during the journey and had lost two of their original number. They rested for a day and then readied their mounts for the return home. Before leaving, the Leader of the Elves approached Garroc and handed him a small pouch, a long bow and a small wooden flute from one of the fallen Elves. "Here," said the Elf, "payment for your services. You've earned them." Garroc bowed stiffly in acknowledgment, and then hurried off to his family's hut to find out what was in the pouch. Garroc's eyes went wide as he discovered the pouch held eight silver pieces, more wealth than he had ever dreamed of. Far easier to fight for those who would pay well, rather than spend a life herding goats or waiting for disaster. Outside, his father quizzed the Elf on the bow and flute that had been presented to Garroc.

The Elf regarded Garroc's father with a lifted eyebrow, and explained why he had given the items to the boy. "He fought well, saving the herbalist of our party at least twice from certain death. We assigned the lad to him, you see, to keep him out of mischief. Sûnor, one of our fallen, took a liking to the lad and taught him the bow and let him give us all headaches in safe camps with his flute. We lost Sûnor to Orcs, six weeks into our travels. Your son took to playing the flute after we successfully killed or drove off any marauding bands that took us for easy marks. He was ever beside us in the fray. A rare attainment for one so young. Toward the end, he would play the silly thing in the first hour of dawn, to herald in the morning. And I can't say why, for sure, but the Orc bands seemed to simply avoid us soon after. We saw none at all during the last four weeks."

Garroc spent four more years at the village, serving the militia. Some said that Garroc was the best watch the village ever had, simply because he wanted the first chance of speaking to any travellers that passed by. Several times, he succeeded in hiring himself out as an extra warrior to accompany them through the vicinity. At the age of nineteen, when most young men turn to serious pursuits of their chosen craft, Garroc was already a warrior to be reckoned with. He headed south, after saying goodbye to his mother and father, drawn like a lodestone toward any area where fighting and small wars were breaking out and one side or the other would pay for his blade. He finally made his way to Rhûn and took positions with several factions of that area continually engaged in petty wars. The Asdriags, followers of the Witch-king, became his friends and always told him of the magnificent warrior kingdom in the northwest called Angmar. As his skills continued to increase, he at last traveled to that realm, where he never lacked for work or gold as a freelance warrior. Garroc will hire himself out to anyone with enough gold to pay his asking price. The terms good and evil mean little to him. Good is a full belly and a full purse, while evil is the lack of both. He prays to no deity, and looks only to himself for advice.

Garroc will often relax after a day's battle, or prepare himself for an upcoming attack during the first hour of dawn by playing his flute. He only knows a few, slow, dirge-like tunes, and this practice has earned him the nickname of Death Wind. It has been said that ambush parties have deserted their placements and retreated, rather than become the subject of the next evening's melody.

Features:

Of the seldom seen peoples of the Urd, Garroc is a strange sight even among the varied warriors of Angmar. He wears heavy woolen garb and fur boots at all times of the year, which he claims is extra padding for his hard leather breastplate and greaves that cover his arms and legs. His head is covered by a half helm of steel lined with heavy felt, that just covers his ears. From beneath the helm, tiny war braids ring his head from temple to temple. A full shield bearing the sigil of a single flame against a field of black, is carried slung across his back.

Garroc's helm and thick garb frames a wide, ruddy face that seems almost red in hue. His eyes appear as two dark brown pools set in a host of deep wrinkles left there from years of watching the flocks in inclement weather under cold winter skies. His short, flattened nose and thin lips add to the look of one of the carved totems held in respect by his people.

Principal Items:

Vûk (1st Lvl)

+10. This weapon is favored by the goat herders of Urd. At first glance it appears to be a shortened shepherd's crook that is truncated halfway through the arc. Upon further inspection, a row of steel teeth may be seen along the inner surface of the crook. A steel spike used to help in treacherous footing is placed at the bottom of the staff. When not used in combat, a specially constructed sheath is placed over the teeth, thus enabling this end of the vûk to be used as a handle. The vûk does damage as a hand axe.

Flute (1st Lvl)

+15 Magic. Unbeknownst to Garrock, when played, this cursed item casts Fear (6th level, Mind Control list) on any listeners (up to three times a day). The spell affects all creatures except Elves, to whom the instrument sounds dull and out of tune.

Sling (3rd Lvl)

+10 Magic. A favored weapon of the Urd, the sling was presented to Garrock as a going away present from the town militia when he left the village. Treated with a magical solution, the leather will not distort or deteriorate in the rain, yet it imbues the sling with an increased elasticity that adds 50 feet to the normal range.

ûsriev (5th Lvl)

+5. This standard weapon of the Asdriags is eight foot in length and a cross between a spear and thin two-hand sword. (See Mirkwood)

Compound Bow (6th Lvl)

+15. Received as partial pay for a special assignment in Angmar.



SKILLS



Skill

Level

1 3 5 7 10

MovM

vûk

Sling

Long Bow

ûsriev

Climb

Ride

Swim

Ambush

Stalk/Hide

Perception

Play Instrument

Foraging

Weather Watching

Navigation

Tracking

Herding

First Aid

Stunned Maneuver

Leather Working

-10

20

15

5

-

5

5

-

2

5

5

5

5

10

5

5

5

-

-

5

-5

35

25

10

10

10

15

5

4

10

15

10

15

20

10

10

5

5

10

15

0

50

35

15

25

15

25

10

6

20

25

15

25

30

20

15

5

10

20

20

5

56

45

25

35

20

35

15

8

30

35

15

35

40

30

25

5

15

30

25

5

64

52

35

50

25

45

20

11

45

45

15

45

50

40

35

5

20

40

25



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

27

48

69

99

119

RL RL

RL

RL

RL

45

45

45

45

45

Y

Y

Y

Y

Y

A/L

A/L

A/L

A/L

A/L

50

65

80

86

94

35

45

55

65

72

-10

-5

0

5

5




Jeshan

Aka: Wildman of Ahûs, Kordin's Son, The Clever, Grishâktur of Morkai.

Race: Eriadoran Northman.

Profession: Scout/Rogue.

Home: Ahûs (Fell-man hamlet of Angmar); then Barad Morkai.

Appearance: sandy, blond hair, hanging in tangles to the shoulders; cold, blue-grey eyes; 6'2"; 160 lbs.

MERP Stats: St96; Ag98; Co84; Ig90; It67; Pr91; Ap 73.

RM Stats: Ag98; Co84; SD82; Me89; Re91; St96; Qu92; Pr91; Em70; In67.

Languages: Blarm 4; Dunael 2; Mos-gûjâb 2; Orkish 3; Sindarin 2; Urdhno 4; Westron 4.

Jeshan passed through childhood under his granny's eye while his father, one of the moor-men of Angmar, foraged and worked at odd jobs from dawn until sundown. The trio were happy despite their simple lifestyle and the death of Jeshan's mother at his birth. A thick wood encircled their small cottage, hiding it from the spies of the Witch-king and enabling Kordin, Jeshan's father, to remain free of the military regime. He harvested wheat in the nearby hamlet of Ahûs for a wage, chopped wood in the forest to supply the cottage's hearth, set snares on the game trails, or fished and gathered berries in the wild as it suited him. His mother and his son never went hungry, and no one save himself ordered his days.

Soon after Granny began to teach Jeshan his letters, Kordin started to take the boy with him on his daily rambles. Without formal lessons, the child learned the ways of the hawk and the titmouse, the proper method for setting a rabbit snare, and which fungi and roots made good eating. Father and son hunted together in the woodlands, swam in the foaming cascades of the moors, and raced each other through the meadows. Footsore and weary, but filled with the satisfaction of freedom well used, the pair would return home only when the shadows lengthened and the light failed. Books read by the fireside with Granny, though thick and lacking in illustration, stirred his imagination with hero's deeds in far away lands and forgotten times. Though roughly clothed and unaccustomed to luxury, the boy was not uneducated.

His untrammeled childhood ended abruptly when a travelling peddler informed the Ashâktur at Barad Shedûn of the isolated cottage where three Fell-men dwelt without paying taxes or rendering the obligatory military service. A company of soldiers arrived the next day, killing Jeshan's grandmother and removing Kordin to Carn Dûm where he would be trained for active duty. Jeshan eluded the soldiers, but freedom alone could no longer provide the contentment it once had. The youth boarded up his granny's cottage and took to the foothills. Sheltered by caves, the thick boughs of pines, or a fallen log, he lived a life more suited to a mountain cat or a wolf than a man. His rage against the Witch-king and the Nazgûl's troops smoldered and smoked in the isolation, but never abated.

For many years undisturbed by the Angmarean regime, he hunted, fished and roamed the highlands of the Hithaeglir while observing the wildlife. Then he unintentionally became involved in repulsing a Dunadan attack, and his strategic and tactical talents came to light. Like his father, Jeshan was drafted into the army where he soon made Grishâktur of 100 foot soldiers.

Despite his hatred for the Lord of the Morgul and all his works, Jeshan continues to do well in the military milieu. Perhaps the most eccentric of Barad Morkai's captains, he wears a plaid kilt, a reinforced breastplate, greaves, helmet of skunk fur, and thong sandals. He wields a baw and cabis. Although he refuses to conform by using more standard garb and gear, none of his acquaintances suspect that Jeshan merely awaits the proper opportunity to escape the Witch-king's grasp.

Features:

Jeshan is a tall, wiry man with aquiline features and a beak of a nose. The gaze of his cold, blue-grey eyes is piercing, but his grooming leaves much to be desired. Abandoned during his adolescence due to the diligence of the Witch-king's soldiers, his idea of cleanliness consists of a plunge in the icy waters of a mountain stream followed by a brisk run in the sun to dry off. Soap has not touched his skin in years, nor has a comb passed through his sandy blond hair. It hangs in tangles well past his shoulders. He wears a loose cotton blouse tucked into a kilt whose plaid displays the same weave worn by his father (forest green, navy, crimson, white, and black). His shield bears the family symbol, a mountain cat in silhouette, poised to spring. Jeshan's breastplate, greaves, and helmet are constructed of reinforced leather obtained from the hides of skunks. The black fur with its white stripe remains on the outermost surfaces of this battle regalia along with the creature's scent. The warrior wears only thong sandals on his feet, except in the coldest of weather, preferring agility over the protection lent by boots.

Principal Items:

Baw (1st Lvl)

+15; wielder may strike twice in a round every 2 rounds; grip is wrapped with scarlet cord; the axe shaft is forged of steel; the striking edge is mithril; Jeshan was given the weapon by his father.

Cabis (3rd Lvl)

+10; returns to the wielder's hand; range is 100'; grip is covered with black cord; the axe shaft forged of a steel/aluminum alloy; the axe head and striking edge is a steel/mithril alloy; Jeshan acquired this weapon from a defeated foe.

Typh (7th Lvl)

+15; fumbles only on a roll of 01-02; delivers double concussion damage; carved of dirwood impregnated with black laen; Jeshan inherited it following his father's death.

SKILLS



Skill

Level

1 3 5 7 10

MovM

Baw (1-He)

Typh (1-Hc)

Cabis (Thrown)

Hand-axe (Thrown)

Climb

Ride

Swim

Track

Ambush

Stalk/Hide

Perception

Caving

Cookery

Foraging

Leadership

Star-gazing

Strategy & Tactics

Weather Watching

5

20

--

--

20

10

5

15

10

2

5

5

20

5

10

--

5

--

10

10

40

--

20

20

15

10

20

15

4

10

10

25

10

15

--

10

--

15

10

54

--

40

20

20

10

25

20

4

10

15

30

15

20

10

15

10

20

10

62

10

54

20

25

10

30

25

6

15

20

35

15

20

20

15

20

25

10

74

20

66

20

35

15

40

35

10

25

30

45

25

25

35

25

35

35



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

26

47

68

89

110

RL/10

RL/10

RL/10

RL/10

RL/10

35

35

35

45

45

Y

Y

Y

Y10

Y10

A/L

A/L

A/L

A/L

A/L

55bw

75bw

89bw

97bw

105bw

35ha

45cs

65cs

79cs

87cs

5

10

10

10

10




Peltadh the Peddler

Aka: The Pot-man.

Race: Northman.

Profession: Scout/Rogue/Trader.

Home: Angmar.

Appearance: Greying shoulder-length hair and beard; grey eyes; 5'10" tall; 163 lbs.

MERP Stats: St 82; Ag 100; Co 88; Ig 81; It 79; Pr 98; Ap 54.

RM Stats: Ag100; Co88; SD91; Me86; Re83; St82; Qu68; Pr98; Em68; In79.

Languages: Westron 5; Dunael 5; Black Speech 2.

Peltadh was born into a long line of traders and warriors in Rhudaur. However, being the youngest son, his share of the family's business was meager at best. As a young lad, he would peddle pots and pans for his father to the settlements near his family's home. As his trading skills matured, he branched out by delivering milk and eggs picked up from local farmers early in the morning. This he did on some days of the week while on the others he continued to visit the outlying households to peddle whatever wares his father would commission him to sell. By the age of 22, Peltadh yearned for more adventure; his desires were to see the world.

Leaving home with but a large pack and an old sock filled with an odd assortment of coins (together with a motley collection of items to sell), Peltadh roamed throughout Rhudaur, Cardolan and Arthedain buying and selling in every manor and town that he came upon. A number of years and many coins later, the young man turned his eyes towards the North and decided that a small fortune could be made trading in Angmar.

In the late spring of T.A. 1641, a weary traveller and a lone mule pulled into Carn Dûm, capitol of the Witch-king's realm. Peltadh set up shop at a small Inn near the gates to the city and began to trade pots, pans, small blades and other curios that he had collected over the years. He had finally found a niche for himself. Every warrior state requires goods for the troops and Peltadh was the one to deliver.

During the winter months, Peltadh (who now owns a shop in Carn Dûm) sells principally to the warriors and other inhabitants of the city. During late spring through early autumn, he travels the countryside (leaving the business in the capable care of his assistant Greelok) trading with the many people that he meets along the way. Peltadh is a shrewd trader and will haggle for as long as necessary to make a healthy profit.

Features:

Peltadh is nondescript to say the least. In a group, one would hardly notice him. He is medium build and not overly tall. This is not to say that he is a weakling, though. His years of travel have hardened him, and although he prefers to avoid a fight, he can fight adequately if cornered. The trader's garb is much different at home than on the road. When travelling he wears loose woolen pants and a muslin shirt. His pants he tucks into high, sturdy, black boots. Over this he always drapes a battered old traveller's cloak. On sunny days he allows the cloak to hang open with the hood thrown back. At home he dons bright colors, preferring reds and yellows.

Principal Items:

Papers from the Witch-king (4th Lvl)

After he set up shop and established himself in the city, Peltadh obtained a set of papers from the Court of the Witch-king giving him free reign to travel throughout the realm trading his wares. These papers are cursed to all but the original recipient. If stolen and then shown to an emissary of the Witch-king, the papers will instruct the emissary to take the holder into custody and deliver him or her to Carn Dûm.

*** Note Peltadh never keeps anything for himself as personal items. He views the world as a collection of trade goods that may pass through his hands for profit.

SKILLS



Skill

Level

1 3 5 7 10

MovM

Dagger

Quarter Staff

Crossbow

Climb

Ride

Swim

Track

Ambush

Stalk/Hide

Perception

Trading

Appraisal

Public Speaking

First Aid

10

15

5

20

5

10

10

5

--

10

15

5

--

--

5

10

25

15

30

15

20

20

15

5

20

35

20

10

10

15

10

35

25

40

25

35

30

25

15

30

50

35

20

25

25

10

45

35

50

30

45

40

35

20

40

56

50

35

35

40

10

54

50

56

40

54

50

50

20

54

64

58

52

50

52



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

18

32

45

61

83

No/1

No/1

No/1

No/1

No/1

0

20

20

20

20

N

Y

Y

Y

Y

N

N

N

N

N

21

33

45

57

69

46

58

70

82

91

10

10

10

10

10





3.0 Eriador

Eriador is the name given the lands between the Misty Mountains and the Blue Mountains. Generally speaking, much of the territory is composed of a series of uplands whose longitudinal axes form concentric rings. Many of the uplands are called downs by the local inhabitants. These include the Far Downs, the White Downs, the North Downs, the South Downs and the Barrow Downs. In the far east of Eriador are the Weather Hills, the Midgewater marshes and the Trollshaws. To the west, the downs rise up to the Tower Hills and the Hills of Evendim. Lake Nenuial bounds Eriador to the north and the river valleys of the Gwathlo and the Baranduin form a watery boundary in the south.

A number of political entities exist within Eriador. Dúnedain, Dunlending and Northmen groups vie for control of the resources of the area. Arthedain, Cardolan and Rhudaur comprise the Dúnedain Kingdoms of Arnor. To the south lie the Dunlending lands of Dunfearan.

Frost

Aka: Indorin (S. "Heart's remembrance"), The Gentleman Thief of Tharbad, Kyle.

Race: Half-elf (Northman/Sinda).

Profession: Thief.

Home: Tharbad.

Appearance: dark, wavy hair shot through with early silver. Appraising eyes the color of worn steel. 5'11" tall, 155 lbs.

MERP Stats: St 59; Ag 101; Co 87; Ig 89; It 99; Pr 65; Ap 80.

RM Stats: Ag 101; Co 87; SD 76; Me 90; Re 87; St 59; Qu 93; Pr 65; Em 53; In 99.

Languages: Westron 5, Sindarin 4, Silvan 1, Adûnaic 2.

Born deep within the forest of Mirkwood in T.A. 1636, Indorin spent the first few early years of his life amongst the Wood-elves. He remembered little of that time in years to come, knowing only that his mother's name was Narmirë (S. "fire flower"), and that she refused to speak of his father. At the age of 6, Indorin was separated from his mother and taken out of Mirkwood by a band of Wood-elves following the direct orders of King Thranduil. The young boy was transported over the Hithaeglir (S. "Misty Mountains") into Rhudaur and left with a Mannish family in Talugdaeri, a village by Cameth Brin. His past life and his mother's voice became fleeting memories when his new guardians gave him the name of Kyle and beat him severely for speaking in any tongue but Westron. Until the age of 15, Kyle spent every day working as a servant in the inn owned by his wards. A quick study, Kyle loved to listen to the bards and entertainers that passed through the town and would badger them to teach him juggling, slight of hand tricks, and acrobatics. Born ambidextrous, he easily learned to juggle and before long could deliver a throwing knife with surprising accuracy with either hand. He continued to learn all that he could from anyone that would teach him, although he knew any such kindness would result in another beating when he was caught not working.

On Kyle's 15th birthday, he gave himself the ultimate gift of freedom and during a moonless night, snuck away from the inn and fled into the wilds of Rhudaur. After nearly starving in the wastes, he made his way down the Mitheithel River to Fennas Drúnin. With his bones chilled and his belly growling in hunger, he begged for meals from passerbyes. He chose the name Frost when he was quizzed by a merchant that he tried to beg a meal from. This from his frigid travel through the wastelands. In desperation, he found that his natural agility and dexterity could be turned to other uses. He began a career as a minor thief and cutpurse, until he was nearly caught one night by several angry travellers he had stolen his next day's meal from. As he turned down an alley that led to a dead end, his heart nearly stopped as a murky doorway opened and he was grabbed by the collar and dragged inside. An older man dressed in the attire of a baker held him at arms length and eyed him sternly. "I've been watching you," the man threatened.

Frost prepared to aim a kick at the man's shin to aid him in an escape, and then stopped suddenly as the man continued speaking. "You have talent. Raw, and untutored, but none-the-less, a talent." Those words were the beginning of a six year apprenticeship to Labdo the Baker, one of the finest second story men to ever work the towns of northern Endor.

Frost learned quickly, especially since he had food enough to fill his belly and a warm place to sleep. Under Labdo's tutelage, Frost studied the fine arts of breaking and entering, appraisal of stolen goods (especially jewelry), and the patience and concentration needed to plan and then execute a "job." Frost was forced to leave Fennas Drúnin after he returned from a theft early one morning, discovering the bakery door burst from its hinges and the building ransacked. He later learned that Labdo's career had at last caught up with him and he had been taken in his sleep by the city fathers to be hung at noon in the town square. Saddened by his tutor's death, and even more saddened by the thought of his own possible demise, Frost left town quickly and for a time worked the road between Fennas Drúnin and Tharbad. He developed a knack for furtively infiltrating groups of travellers as they camped along the road at night. He became quite adept at relieving the sleepers of a portion of their wealth without causing alarm from any of the guards.

After a particularly successful night's outing, he began an overland journey to Ost-in-Edhil, thinking to avoid pursuit by skirting along the banks of the Sirannon river. This mistake nearly cost him his life when he was overtaken by a small pack of wolves near the Sirannon. Trusting to his instincts, he went for the highest ground and only accomplished being treed by the wolves. He successfully dodged the first attack but took a severe bite in the leg before pulling himself high enough into the tree to avoid their next rush. Throwing sticks down at the wolves in a hopeless attempt to drive them off, he prepared to die an ignoble death and was somewhat shocked to suddenly see two of the wolves fall to the ground in quick succession with crossbow bolts sprouting from their chests. A Dwarven war cry shattered the stillness of the scene, and one wolf in near panic tried to climb the same tree that Frost held. He dispatched the climber with a lethal toss of his throwing dagger and smiled in relief as the last wolf tried to turn and run, only to crumple to the ground with a crossbow bolt in his back.

Frost slowly made his way to the ground as a Dwarf appeared from behind a pile of jumbled boulders. He eyed the dead wolves, spat once in their general direction and then bowed, while proclaiming, "Wide Thumb Steelmaster, at your service."

Frost regained his composure slowly after the Dwarf bandaged his wounded leg. The Thief nearly started his leg bleeding again from laughter after finding that Wide Thumb had been forced to leave Khazad-dûm for having the nasty habit of unfastening locks on doors that didn't belong to him and then 'borrowing' the contents to study. With passage through the mountains cut off due to Wide Thumb's past, and passage to the north in peril from Frost's similar pastimes, the pair teamed up and traveled to Tharbad, where they found an environment well suited to their liking.

After several years of 'odd jobs' in and around Tharbad, Frost and Wide Thumb opened the Warrior's Anvil weapon shop. It is rumored that most of the weapons sold there are beyond Wide Thumb's limited smithing ability to produce. Still, the inhabitants of the city recognize a good bargain on a weapon when they see one, and the pair is seldom asked about the origin of any item sold within their shop.

Frost trusts no one other than Wide Thumb and Lâci the Dream Speaker, his only close friends. He gets along easily with Dwarf Folk and mannish races, and suffers from a certain attraction to Silvan and Sindarin Elves, though he barely hides his distrust of them. He is known for occasionally hiring out to recover items that are 'lost' by their original owners. Frost will take no unnecessary risks however, and will only engage in activities for hire that he has had time to thoroughly research and plan.

Features:

Frost is of medium height, and looks almost Elven when his face is crossed by a rare smile. Eyes the color of worn steel appraise anyone he meets with the same calculating glance he uses to determine the worth of jewels or weapons. Dark, wavy hair touched with early silver falls to his shoulders, and he has the habit of running his right hand through his hair, displaying the ebony handle of a throwing dagger that glints in an arm sheath against his wrist. He wears dark red, knee-high boots and a brace of jeweled fighting daggers that gleam from within the folds of his smoke-grey cloak. If encountered during the hours of darkness, he will always be found carrying a light crossbow that has been modified to hang from a shoulder sling at waist level. The weapon may be fired with one hand, and is made from dark wood and darker metal that seems to suck light into its surface rather than reflect it.

When relaxing in a tavern or at the Warrior's Anvil with his back to the wall and Wide Thumb close at hand, he will sometimes remove his cloak for added comfort. Under the cloak, he wears loose fitting trousers of grey silk and a midnight blue, silk shirt.

Principal Items:

Throwing daggers (1st Lvl)

+5. These three throwing daggers were presented to Frost by Labdo after the completion of Frost's third successful job.

Fighting daggers (3rd Lvl)

+15 magic. A brace of jeweled daggers acquired from the trunk of a wealthy arms merchant. One dagger has a large emerald set into the pommel, and its twin sports a ruby of equal size. The emerald dagger turns an attackers blade as though it were a full shield (+25 to DB). The ruby dagger glows a bright blue when it is held over a surface that conceals a trap, and glows a soft red if a human presence is within 100 feet of the wielder and the dagger is removed from its sheath.

Lock pick kit (3rd Lvl)

+10. The lock pick kit was made by Wide Thumb. It was a gift to Frost when the two reached Tharbad unscathed.

Light Crossbow (7th Level)

+30 magic. The bow of the weapon is crafted from Black Eog, and is rumored to be a gift from an unknown benefactor at Khazad-dûm. It is further rumored that the crossbow was payment for a recovery mission that neither Frost or Wide Thumb will acknowledge in any way (could it have been something that Wide Thumb made off with?).

SKILLS



Skill

Level

1 3 5 7 10

MovM

Dagger (Thrown)

Dagger (1-HE)

Crossbow

Climb

Ride

Swim

Ambush

Stalk/Hide

Perception

Disarm Trap

Pick Locks

Acrobatics

Appraisal

Contortions

Juggling

Public Speaking

Rope Mastery

Trickery

10

20

10

--

15

5

10

2

20

15

5

5

5

--

10

10

5

5

20

10

40

20

--

20

10

15

4

30

25

10

10

10

--

15

15

10

10

40

10

54

30

10

30

15

20

6

40

35

15

20

15

10

20

20

15

15

54

10

62

40

20

35

20

25

8

45

50

20

30

20

15

25

20

20

20

62

10

74

50

35

50

30

35

10

50

56

30

40

25

25

30

20

30

30

74







MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd

OB
Mov

M

1

3

5

7

10

20

35

58

72

95

SL/5

SL/5

SL/5

SL/5

SL/5

23

23

23

45

50

N

N

N

N

N

N

N

N

N

N

15Da

25Da

35Da

45Da

55Da

40Da

60Da

74Da/45cb

82Da/58Cb

94Da/80cb

10

10

10

10

10




Wide Thumb Steelmaster

Aka: Grimbold, Fencrist (S. "Door Cleaver").

Race: Dwarf.

Profession: Scout/Thief.

Home: Tharbad.

Appearance: Dark brown hair and beard. Coal black eyes. 4'9" tall, 155 lbs.

MERP Stats: St 85; Ag 90; Co 93; Ig 90; It 100; Pr 57; Ap 60.

RM Stats: Ag 90; Co 93; SD 60; Me 83; Re 97; St 85; Qu 93; Pr 57; Em 75; In 100.

Languages: Westron 5, Sindarin 3, Khuzdul 5.

Wide Thumb was born in the quiet of the early morning hours in Khazad-dûm in T.A. 1617. Several of the Dwarf keep's inhabitants have been noted to say that the night of Wide Thumb's birth was the last quiet night in the city until 1657, the year Wide Thumb left Khazad-dûm to seek his fortune and avoid the dungeons deep within the mountain.

Wide Thumb displayed a curiosity and vocal ability that drove his mother to tears and his father to long trading journeys until the Dwarfling had reached adolescence. Always inquisitive, the young Dwarf would constantly harangue any listener, or the very air itself, about the nature of things. Not content with answers when he received them, Wide Thumb always had to explore things himself. Anywhere a bowl was found overturned, a forge door left open, drawers rummaged, or a trap sprung and not reset, Wide Thumb was sure to be found close by. During weapon training practice, the older Dwarven warriors were said to often cover their ears in response to Wide Thumb's aggressive lungs. His war cry easily reduced the shouts of the other young Dwarves to mere whispers in comparison to his own vocal symphony. Wide Thumb soon showed ability in the use of the mace and the crossbow. He favored the weapons for their direct, straight-forward approach. He was often heard to comment that "You just bash it!" when speaking of the former, and that "You just pull the trigger!" when speaking of the latter.

While reasonably proficient in the use of arms, crafting was nearly Wide Thumb's undoing. He dreamed of being a smith, but his lack of concentration for repetitive tasks and the dedication required of a smithing apprentice was at odds with his inquisitive mind. His concentration would slip at the most inopportune moment, resulting in poorly tempered blades, misshaped weapon blanks, poorly heated forges, and a number of missed hammer strokes that gained him his name. It was during a convalescence period with his thumb swathed in a thick bandage that he discovered his true calling. The master smith of the training forge approached him in disgust. "Perhaps you can repair this" he muttered, tossing a broken padlock onto Wide Thumb's work bench. "It requires only the smallest tools to repair, and please try not to damage yourself too badly." Here at last was a project to capture Wide Thumb's attention, where his natural curiosity was brought to bear. The small hammers, rasps, and punches used to create and repair locks became his forte. He devoted himself to the locksmith's craft and, always desirous of better tools, perfected the manufacture and smithing of various lock picks, and other helpful devices to aid him in lock mastery.

Wide Thumb's growing passion for locks developed into an equal passion for small, concealable traps. He became noted for crafting the finest spring traps and trigger devices for inclusion into boxes, trunks, and doors for one at his level of development. His growing skill, coupled with his still unchecked curiosity led him to explore other masters' lock work and traps. Unfortunately, these locks and traps were usually on doors or chests belonging to other inhabitants of Khazad-dûm. After defeating a lock, he would usually find himself borrowing what was behind the door or inside the chest for some time to glean why the object or item needed to be locked away in the first place. At first viewed as simple practical jokes, it soon became obvious that Wide Thumb could simply not resist a lock that presented itself to his attention. At first his actions were referred to by others as his passion, then as his problem, and finally as his curse. When the word 'thief' started to become synonymous with his name, Wide Thumb was asked in no uncertain terms to either cure his bad habit, or seek habitation elsewhere, with long term habitation of Khazad-dûm's dungeon mentioned as a possibility. In T.A. 1657, Wide Thumb was escorted to the west entrance of Khazad-dûm by two Dwarven watchers, and was advised to never darken the Hold with his talents again.

Several days later on the way west along the Sirannon river, he encountered and rescued Frost the Half-elf from a wolf attack. Discovering Frost's ability to relieve the unwary of their earthly goods, a friendship developed between the two that grew into a lifelong partnership of creative acquisitions. The two

traveled to Tharbad, and quickly became known amongst the lesser elements of the city as ones who could acquire the unacquireable. As owners and operators of the Warrior's Anvil weapon shop, the two fence stolen arms and armor, and take recovery jobs on assignment.

Wide Thumb can usually be found in the shop, talking to himself as he creates or studies a new lock design in the workroom in the back. Unlike most Dwarves, he will talk to anyone that will listen, although most of his comments are actually questions to the listener. His stout countenance and ability with the mace that swings from his belt is all that saves him from those who believe him to be too inquisitive for his own good; that and the rumors that surround his friend Frost. When someone takes offense at Wide Thumb's questions, rather than responding with silence, he is more likely to instruct the listener that "Not even the ears of owls hear the sound of a dagger in the night." Laughing to himself, he will avoid the person that took offense from this point on, and refuse to be involved with any jobs that concern them regardless of any offered price.

Features:

Wide Thumb is on the tallish side for a Dwarf, at 4'9". His coal black eyes dart in all directions, taking in everything. Dark brown hair falls to below his shoulders, and his long beard is braided in the manner of the warriors of Khazad-dûm. He wears an old, leather jerkin with many pockets over a chain shirt. A mithril mace is slung from his belt, and he toys with the handle as he mutters to himself about what he sees, the weather, or a multitude of other unrelated topics.


Principal Items:

Lock pick kit (3rd Lvl)

+15. The lock pick kit is Wide Thumb's finest work.

Light Crossbow (3rd Level)

+15 magic. Acquired from the armories of Khazad-dûm during one of Wide Thumb's practical jokes.

Mace (5th Lvl)

+20 magic. The mace is made of mithril, and will rend all non-magic doors or gates. On doors formed from enchanted material, the mace adds +30 to pick lock attempts three times a day.

SKILLS



Skill

Level

1 3 5 7 10

MovM

Mace (1 HC)

Crossbow (Miss.)

Climb

Ride

Swim

Ambush

Stalk/Hide

Pick Lock

Disarm Trap

Perception

Appraisal

Caving

Detect Traps

Lock Lore

Set Traps

Smithing

Trap Building

-25

30

5

5

--

--

--

--

10

5

5

--

10

--

15

5

5

--

-15

40

10

10

--

--

--

5

20

15

15

5

15

5

25

10

10

5

-5

50

15

15

5

--

1

5

30

25

25

10

20

10

35

15

15

10

0

54

20

15

5

5

2

10

40

30

35

15

20

15

45

20

20

20

0

60

35

15

5

5

2

10

54

40

45

20

20

20

60

25

25

35



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

24

36

48

60

80

13

13

13

13

13

30

30

30

30

30

Y

Y

Y

Y

Y

N

N

A/L

A/L

A/L

43

59

70

84

100

8

16

25

39

55

-25

-15

-5

0

0




Oana Sauter

Aka: The Mistress, Caunther (D. "The Songstress").

Race: Eriadoran Northman.

Profession: Scout/Rogue/Trader.

Home: Tharbad.

MERP Stats: St 56; Ag 103; Co75; Ig 89; It 86; Pr 101; Ap 98.

RM Stats: Ag103; Co75; Sd81; Me86; Re92; St56; Qu87; Pr101; Em89; In86.

Languages: Westron 5; Dunael 4; Sindarin 2; Adunaic 2.

Oana was born in Tharbad to the Northman couple, Britny and Turloch Carlon. Turloch, a travelling Bard, was saddened at his return after a long sojourn, to find that his only child had been born in his absense and that his beloved Britny had died during the birth. Wishing to provide a warm and caring environment for his daughter, Turloch hired a Sinda nursemaid to care for his child. As one of the finest bards in the land, Turloch was able to provide the best for Oana and her nanny.

At the age of 17, Oana left her home to start a life of her own, although she still keeps ties with her father. She joined a group of performers and in essence followed in her father's footsteps. Over the space of five years she progressed from a simple entertainer to the owner of the company. Seeking greater fortune, she decided to branch out and take her company to the road. With the profits that she had squirreled away for later use, she bought a large gypsy wagon and formulated a plan to provide an increased income for herself and her aging father.

Many individuals from the original troupe decided to leave when the announcement was made to take to the road. She hired a number of new players to take their places who would provide just the skills she needed to entertain in the many different localities that she desired to visit.

Today, Oana manages her troupe of entertainers and often helps in the productions. As a side line, she moves information for individuals that lie along the troupe's route. Oana's information services come dearly, and, she does not work with just anyone. She is very discriminating and must always have money up front in any enterprise.

Features:

Oana is a tallish woman of striking beauty. She relies on her wit and guile to help her in her profession. Her long blond hair hangs loosely down to mid back and her deep brown eyes bespeak a friendliness that few can resist. Her long, nimble fingers allow her to play the lute with extreme delicacy, while her voice enthralls even the most hard hearted. Oana prefers bright clothes. She wears loose fitting pants and tight blouses, over which she wears an emerald green cloak.

Principal Items:

Lute (1st Lvl)

+10 Magic. This musical instrument was a present to her from her father. Its magical abilities help augment any musical arrangement.

Cloak (4th Lvl)

+15 magic. Cloak of Protection. The emerald green cloak subtracts 15 from any attacks against Oana. It was given to her by a forlorn suitor.

Wood Chest (6th Lvl)

This high quality travelling chest is used to hold her fine garments and other assorted belongings. The chest has a secret compartment in the lid that is extremely hard to detect (-30).



SKILLS



Skill

Level

1 3 5 7 10

MovM

Dirk

Climb

Ride

Swim

Ambush

Stalk/Hide

Perception

Leadership

Public Speaking

Seduction

Trading

Navigation

Singing

Music (Lute)

Bribery

Region Lore

Administration

35

10

--

10

10

--

10

15

--

--

5

--

5

15

10

--

--

--

35

20

5

20

15

1

15

30

5

5

15

--

15

20

20

--

--

5

35

30

10

30

20

2

25

40

15

15

25

5

20

30

30

5

5

15

35

40

15

40

20

2

35

50

25

25

35

15

30

45

45

15

10

25

35

50

20

50

25

3

45

56

35

40

50

30

45

60

60

30

20

35



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

22

34

49

66

88

None

None

None

None

None

5

5

5

5

5

N

N

N

N

N

N

N

N

N

N

11

23

35

47

60

35

35

35

35

35




Oana's Troupe

Oana and her troupe of actors travel the lands in two large, wooden wagons. Oana uses the first wagon as an office and living quarters while on the road. The wagons look like two small wooden shacks on wheels. At the top of each wagon are side boards (1-1 ½ feet tall) that completely surround the top of the wagon. Extra supplies and equipment are normally stored there. When attacked while traveling or camping, the troupe members on watch lie behind the side boards and loose bolts at the attackers. The members of the troupe generally spend the night in, on top of, or under the wagons when camped. For longer stays or when the troupe sets up a show at the outskirts of a town, two large tents are set up behind the wagons. Oana's wagons are heavy enough to secure and hold a tightrope in place between them when there is not a suitable performing area available. The second wagon sports fold down sides that open into a stage for performances.

Over the years, many individuals have joined and later left the troupe. Of these, only Lacî, Tarah, Durward, Mablon, Hack, and Lok have made the Troupe their family. A few travel frequently with the troupe but leave for extended periods of time. Varnum, a thief by trade, travels a few times a year with Oana. He poses as the magician of the troupe, performing slight of hand tricks and other "magical" feats. The only actual magic that Varnum possesses is his set of nimble fingers, which he uses to relieve unsuspecting townspeople of some of their wealth. The self-proclaimed mother of the troupe is Llyn. Llyn is the real mother of Arla and the adopted mother of the boy Lok. When Arla travels with the troupe she acts as second acrobat. Both nimble and quick, she can be devastating when armed with either her longsword or crossbow. She is fond of Durward and allows him to try to be a father to her daughter Arla and the boy Lok.

** GM Note If the troupe is to be used with the characters on the higher end of their levels, the troupe will have been travelling together for 5-10 years.


Lâci

Aka: The Dream Speaker, Diva the Diviner.

Race: Half-elf (Easterling/Silvan).

Profession: Scout/Rogue/Gypsy.

Home: Tharbad.

Appearance: Sandy, golden hair, covering her shoulders. Green, almond shaped eyes. 5'10"; 130 lbs.

MERP Stats: St 84; Ag 101; Co 87; Ig 91; In 100; Pr 87; Ap 93.

RM Stats: Ag101; Co87; Sd89; Me88; Re95; St84; Qu90; Pr87; Em61; In100.

Languages: Logathig 5; Westron 5; Dunael 3; Sindarin 4; Éothraic 3; Adunaic 2.

Lâci was born a Sagath, a member of one of the nomadic tribes of Easterlings that dwelt to the west of the Sea of Rhûn. Her birth took place during the absence of her father, who guarded shipments on the supply road that ran from Rhûn to the heart of Angmar far to the northwest. Her father was pleased to find himself with a new daughter upon his return, and Lâci's mother never told her husband of the Silvan Elf that she sheltered from pursuit months prior to the child's birth.

Lâci was slight of build for an Easterling, and far less swarthy than her kindred. Her father ûntha wasted no thought on the exotic looks of his newest daughter, and simply offered up a sacrifice to the natural spirits of the tribe that had blessed him. She would bring a high bride price and that was enough.

As Lâci grew to adolescence, she was troubled at night by strange, eerie dreams, and a mysterious longing that left her frightened and pale when she awoke. Her mother made arrangements for her to study with the older women of the tribe; healers and midwives. Her mother reasoned that being surrounded by such wise women would ease the girl's troubled sleep, and prepare her to be a good addition to the wives of a successful warrior. Lâci at first resented the training and the inquisitive prodding of Mother Dûka, the healer of the tribe. In time, she came to trust the old woman and would share her dreams and feelings freely. Mother Dûka clucked softly, and explained to Lâci that there was nothing to fear. "Indeed, child, you should be joyful rather than frightened, for you have the gift."

Understanding little of Mother Dûka's explanation, she clung to the healer's words of comfort, and began to learn all that Dûka could teach her about the "gift"; the ability to foresee future events and perceive the actions of other people that would occur. Lâci became a dedicated student, and closely followed the woman's instructions to keep the gift a secret. While her parents believed that she was learning midwifery and herb lore, Lâci practiced with the scrying bones and learned the rudiments of Akath Casting; reading the future in the toss of seven polished agates onto the weave of a woolen casting mat intersected by sixteen lines of alternating colors and symbols.

As Lâci became aware that she could have secrets and keep them, she also began to recognize her power to sway people to her own designs and began putting it to use. She bribed her older brother to teach her the basic fighting techniques used with a dagger and how to properly throw one. Her brother thought it amusing and agreed, since a true Easterling warrior had little use for a dagger unless used as a last resort. She also discovered that her exotic looks could sway young men to do her bidding, and she developed the ability to become what others needed to see her as, at least on the surface. Feeling content in her growing power, she continued her training until the age of eighteen. At that time, her father announced that an older warrior of the tribe had met the bride price he had set for her, and that she would be married within the month. Distraught at the thought of being the youngest of the warrior's four wives and spending the rest of her life following the orders of the others, she sought advice from her mother. Although her mother tried to console and convince Lâci of her good fate, Lâci's misgivings continued to grow until she at last collapsed into tears and admitted that she would never submit to control by any man or clan and would die first.

After several days of fretting over her daughter's words, Lâci's mother finally took her aside and told her of her heritage, swearing her to secrecy. While at first shocked and dismayed to find she was of mixed blood, Lâci finally understood why the world she had been born into would never fulfill her. Three days later, disguised as a young man with her hair pulled up under a fur hat, and covered by the woolen cloak common to the Easterlings, she set off to the northwest toward Mirkwood.

Her journey turned into a trek that lasted for seven years. Delighted with the outside world, she moved from village to village, always with a new name and a different look about her. She survived by stealing, telling fortunes, and lying when necessary. Ever on the move, she joined groups of travelers on their way anywhere that sounded new and different. She briefly searched for her father in the realm of the Wood-elves, but soon realized the hopelessness of ever finding him. The Elves treated her no differently than any other of the Mannish races.

Lâci at last found her home in Tharbad, with Oana Sauter's troupe of entertainers. She became the fortune teller of the troupe and loves the life of travel that the retinue engages in. Lâci respects and admires Oana for being a self-made woman and is Oana's confidant. She often consults with her on the future of the troupe or the nature of particular individuals that Oana finds herself forced to deal with.

Lâci has many acquaintances, but few close friends other than Oana and the troupe of entertainers. She is seldom in one place long enough for anyone to get to know her well. The only exceptions are Frost and Wide Thumb Steelmaster, proprietors of a weapon shop in Tharbad. Whenever the troupe visits the city, Frost seeks Lâci's counsel on jobs that he is working on, and various other decisions that will provide him with a reason to spend time with her. She is one of the only two people in Middle-earth privy to Frost's actions and future plans.

Features:

Lâci is a slender, small boned woman of exotic looks. Her sandy blond hair cascades in waves over her shoulders, and surrounds an angular face that hints of Elven blood or some unknown human stock. Her complexion is that of a year round tan, heightened by the riot of color from her loose fitting silk garb. Her skirt and blouse are always bright hues, with scarves, sashes, and ribbons of counterpointing color circling her neck, waist, and arms. Bangles, bracelets, and other pieces of jewelry adorn her wrists and long, thin fingers. She meets newcomers with a quick smile, but behind the smile is a hint of her calculating mind. Her green eyes often seem unfocused, as though she were searching for something far off in the distance, or contemplating a moment from her past. The illusion of unawareness quickly shatters when she looks directly at someone. Many claim that she can see into a being's heart, whether Dwarf, Elf, or Man.

Principal Items:

Akath Mat (1st Lvl)

+5 magic. This item adds +5 to divination attempts. The woven mat and seven agates were given to her by Mother Dûka.

Scrying Bones (3rd Lvl)

+10 magic. Adds +10 to divination attempts.

Throwing Dagger (5th Lvl)

+15 magic. Returns after being thrown from a distance up to 60 feet. The dagger was a gift from Frost and Wide Thumb.

RM Spells:

3rd Level: Sound's Way,

7th Level: (new lists): Detection Mastery

Lacî innately knows the Future Visions Seer list and uses it when casting the stones.

MERP Spells:

3rd Level: Sound/Light Ways

7th Level: Detection Mastery

SKILLS



Skill

Level

1 3 5 7 10

MovM

Dagger (Thrown)

Dagger (1 HE)

Climb

Ride

Swim

Stalk/Hide

Pick Lock

Perception

Acting

Bribery

Dance

Duping

Diplomacy

Divination (Scrying Bones)

Divination (Akath caster) Herb lore

Midwife

Seduction

35

10

5

--

5

--

10

--

10

5

5

5

--

10

15

5

5

5

10

35

20

15

--

5

5

20

--

20

10

10

10

10

20

35

10

10

10

20

35

35

25

5

5

5

30

10

30

20

20

15

20

30

50

15

15

15

30

35

45

30

5

5

5

40

20

40

35

25

20

30

40

56

20

15

20

40

35

54

45

5

5

5

50

30

50

45

30

20

40

50

68

25

20

20

50



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

24

36

48

60

80

None

None

None

None

None

30

30

30

30

30

N

N

N

N

N

N

N

N

N

N

23

39

50

64

80

--

11

20

34

50

35

35

35

35

35




Durward

Aka: Durward Bone-crusher.

Race: Dunlending.

Profession: Warrior/Fighter.

Home: Nothva Rhaglaw.

Appearance: Heavy of build; dark brown hair; blue-grey eyes; 5'10" tall; 236 lbs.

MERP Stats: St 105; Ag 89; Co 101; Ig 71; In 72; Pr 83; Ap 73.

RM Stats: Ag89; Co101; SD45; Me72; Re51; St105; Qu92; Pr83; Em71; In72.

Languages: Dunael 5, Westron 4, Adûnaic 2.

Durward's father Ansel was overjoyed when he was told that his wife bore him a son. True to his family's line, the first child was a boy and this first born son would carry on the family's traditions. Durward came from a long line of strong-men who showed their prowess on the field of battle and in the ale-houses of Rhudaur.

Even as a young boy, Durward showed great promise as a warrior. His was the mind of the fighter and he always enjoyed a good scuffle. Unfortunately, he was lacking in "horse sense" and had a tendancy to open his mouth when he shouldn't and was normally found in the company of those that would get him into the most trouble.

At the age of 17, Durward fell in with the company of a group of ruffians who convinced him that a move to Cameth Brin would be to his benefit (and theirs in the long run...). He mentioned his proposed move to his parents at dinner which ended up in a great row with his father. After a heated discussion and even an exchange of blows, Durward took his family's leave, vowing never to return. The lad joined his compatriots and set off for Cameth Brin. On the way, Durward got his first taste of the group's true purpose: to relieve others of that which belonged to them through force of arms. The group waylaid a lone traveller, leaving him for dead after beating him senseless. Although Durward felt guilt-ridden for days, he soon forgot the incident.

After arriving at Cameth Brin, the group took up residence in Talugdaeri and soon ran out of the meager funds that they possessed. They took to the road and began robbing individuals and small parties of their goods, and some individuals of their lives. After six months of this activity, they grew bold enough to begin robbing some of the businesses and homes in and around Talugdaeri.

The local authorities began to notice their activities and laid a trap which the leader of the group could not resist. Durward, ever the simpleton in the eyes of his compatriots, was left "holding the bag" as the others escaped. The trial was short and Durward was sentenced to two years hard labor. Eventually, the leader of the group was hunted down and was hanged for his crimes.

Durward worked for two long years. He learned a great lesson from his travails and vowed to redeem his honor so that one day he could return home without shame. After his release, he found employment at an inn in Talugdaeri. His work was hard and pay meager; he worked as a virtual slave. One day, a group of entertainers contracted with the owner of the inn to entertain for the evening. Unbeknowst to Durward, a shadow from his past would come back to haunt him. Tarah the Bard, the lone individual who he had helped to rob many years ago, bartered for this young giant's release and hired him as the strong man for the troupe.

At the age of 20, Durward joined Oana's troupe. He performs feats of strength while the troupe is entertaining in the many towns and villages that it frequents. He also helps set up the wagons and tents, and serves as Oana's and Tarah's personal bodyguard. He fights with a two handed mace that he can swing as easily as the stake hammer he wields when setting up and taking down the tents. If trouble brews while Durward is working, the stake hammer does damage as a -20 mace. Durward is hopelessly in love with Llyn, another member of the troupe, and is at +30 for frenzy if anyone attacks either Llyn, or her daughter Arla.

Features:

Durward is a quiet man wracked with personal guilt. His only hope in life is to be forgiven his family and Tarah the Bard. Durward favors dark clothes that do not hinder his movements. Heavy boots protect his feet. A heavy leather jerkin and heavy gauntlets help protect him while working as the strong man of the troupe or from occasional encounters with those that would relieve the troupe of their goods.

Principal Items:

Mace (3rd Lvl)

This mace is of fine construction and was purchased by Durward in Tharbad after a very successful tour. The quality adds +15 to all attacks.

SKILLS



Skill

Level

1 3 5 7 10

MovM

Mace

Crossbow

Spear

Climb

Ride

Swim

Track

Ambush

Stalk/Hide

Perception

Fenzy

Adrenal Strength

Adrenal Speed

Stunned Manuever

10

15

15

10

5

5

10

5

1

10

15

5

10

5

5

15

35

30

30

20

15

25

20

3

20

30

15

20

15

15

15

52

45

40

30

25

35

30

4

30

45

30

30

25

30

15

56

52

50

40

35

45

40

5

40

52

40

40

35

40

15

64

58

56

50

50

54

52

5

52

58

52

52

50

54



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

23

48

64

97

121

SL/4

SL/4

SL/4

SL/4

SL/4

30

30

30

30

30

Y

Y

Y

Y

Y

N

N

N

N

N

53

79

102

112

129

23

44

65

78

93

10

15

15

15

15




Hack

Aka: Happy Hack.

Race: Northman.

Profession: Scout/Thief.

Home: Tharbad.

Appearance: Wiry of build; Dark brown hair; brown eyes; 5'8" tall; 158 lbs.

MERP Stats: St 78; Ag 103; Co 81; Ig 81; In 83; Pr 57; Ap 87.

RM Stats: Ag103; Co81; SD91; Me86; Re87; ST78; Qu101; Pr57; Em81; In83.

Languages: Westron 5, Adûnaic 2, Sindarin 1.

Being born in Tharabad as the son of Rastor Quickhand and Maggie the Gimp, Hack was a joyous lad who felt he was blessed by the stars. While other youngsters of the lower quarter occasionally cast a fearful eye toward their futures, Hack knew from the day he could first speak that his adult profession would be that of a thief. From Rastor, Hack received early instruction in the pilfering arts. The boy proved to be quick both in dexterity and wits, and earned his father's praise. Hack's mother was one of the lithest acrobats ever to work a second story job or sit spotter in an alley. She belabored her son to not trust luck and guile, but to develop his body as a tool to use while carrying out his designs.

Known as Happy Hack, and Hack the laughing, the boy drifted through his adolescence with a smile and a grin, nodding to all with the friendly greetings of, "Hello young thief," and "How goes it nimble fingers." He felt himself lucky to be so blessed as to know his life's path so early. As a teenager and apprentice thief, his outlook gradually darkened, as shop owners and merchants soon took to being less cordial and more observant as he entered their domains. As he approached adulthood, the atmosphere of his old haunts became distinctly chilled, with much closing of doors and display chests at his approach. To his dismay, he soon came to realize that being a known third rate theif in a city of theives had little to offer if he was going to be his own man.

His craft suffered, for he could work only the open markets and trade squares when passing merchants traveled through town, and then only for a short time with the murmurs and finger pointing that followed his steps. He took to juggling and acting as a street entertainer, using his mother's training to barely feed himself. But in Tharbad, none would believe that a well trained thief would eke out his existence as a street juggler. And as rumor had it, Hack was responsible for a robbery on one side of town, a burgling affair on the other, and yet a throat slitting in an alley by the river all on the same eve!

The rumors and stories grew until the authorities made it plain that something had to be done about the young hellion that was completely out of hand. A manhunt ensued to capture the felon, but Hack's skills delivered him from the hangman's noose. Finally in desperation, he hid in one of the wagons of Oana Sauter, whose troupe was back in Tharbad for rest and refitting. Exhausted and harried, Hack did not stir till well after dawn, and awoke to find Oana standing over him dagger in hand. As he threw up his arms to protect himself from the thrust that would most assuredly come, Oana suddenly stepped back and laughed. "Why Happy Hack!" she said, "What brings you to sleep here?" Hack collapsed in tears and threw himself to the floor. "For the gods' sake, kill me now and end my miserable existance."

Taken aback, Oana listened for a short bit and then said, "Act like the thief you're reported to be and find your own pastures to graze. The troupe is leaving in a few days. You may leave with us if you wish, or rot in Tharbad as you desire, just as long as it is not in my wagon." With that, Oana turned and walked out.

On the next Oraearon (S. "Thursday"), Oana's troupe departed Tharbad with a new entertainer.

Features:

Wiry and slight of build, Hack dresses as one of the performing acrobats and jugglers of Oana's troupe. His common features and unobtrusive manner help him work the crowd when the other performers have their attention. Dressed as a commoner at these times, he adds to the troupe's income from the purses and pockets of the audience. When danger threatens, he attacks with a dagger to defend himself, but prefers to meet the attacker with a thrown blade before they can close to melee range.

Possessions:

Juggling Balls (4th Lvl)

These finely crafted implements aid +15 to all juggling manuevers.

Fighting Dagger (5th Lvl)

+10. This magical dagger lends either +10 to offense or +10 to defense for the weilder.

SKILLS



Skill

Level

1 3 5 7 10

MovM

Dagger

Thrown Dagger

Crossbow

Climb

Ride

Swim

Track

Ambush

Stalk/Hide

Perception

Juggling

Adrenal balance

Acrobatics

Trickery

40

15

10

5

10

-

10

-

-

5

15

5

-

5

10

40

25

20

15

20

5

20

5

-

15

30

15

5

15

20

40

35

30

25

30

10

30

15

1

25

40

25

10

25

35

40

45

40

35

40

15

40

25

2

40

50

35

15

35

45

40

54

52

45

52

25

50

40

4

54

56

50

30

50

54



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

15

25

36

47

59

SL/5

SL/5

SL/5

SL/5

SL/5

30

30

30

30

30

N

N

N

N

N

N

N

N

N

N

22

36

50

64

79

47

61

80

99

112

40

40

40

40

40




Tarah

Aka: Tarah the Bard.

Race: Northman.

Profession: Bard.

Home: Tharbad.

Appearance: Striking features; aquiline nose and bright blue eyes the color of a mountain pond under a summer sky; Black hair; 5'11" tall 170 lbs.

MERP Stats: St 88; Ag 86; Co 91; Ig 87; In 79; Pr 103; Ap 92

RM Stats: Ag86; Co91; SD88; Me93; Re75; St81; Qu82; Pr103; Em79; In87.

Languages: Westron 5, Adûnaic 5, Sindarin 4.

Tarah was born in Tharbad to the family of Gulian Barley the baker. Tarah helped in the family bakery as he grew up, but was often found in the company of entertainers or at the door of an inn listening when he had other tasks to do.

At the age of 15, Tarah met Turloch, a bard of great reknown. The bard noticed the boy's raw talent and approached his parents, asking them if it would be possible for Tarah to become his apprentice. Tarah's parents agreed, knowing that nothing short of chaining the boy in the bakery would stop him from following the bard. Tarah's life changed for the better and years later he would be able to help his aging parent's to finish their lives out in comfort.

Tarah trained for a number of years under the bard's tuteledge before he was sent out to work on his own. He took to the road, stopping in every town, looking to exchange his talents for a meal, a roof over his head and a few coins. He relished his work and all went well till a fateful day while he was travelling to Nothva Rhaglaw in Rhudaur. A group of ruffians accosted him, robbing him of all but the clothes on his back and his lute which they damaged in the process. Tarah lay for days in a coma only to be found by a travelling troupe of entertainers led by Oana Sauter, daughter of Turloch the Bard. Oana took Tarah under her care and helped nurse him back to health. Oana had heard of the young Bard and offered him a position in her troupe.

Tarah accepted Oana's offer and travelled with the troupe for a little over two years when fate cast her bones in his direction again. While entertaining in a town called Tulugdaeri, the Bard discovered a ghost from his past. He recognized a young man named Durward as one of the ruffians who had nearly taken his life years before. Vengence would be his and so he purchased the boy's release from the owner of the inn where Durward was working.

Tarah's intent is to work Durward until he is satisfied that he has been recompensed. He holds no true hatred towards the young man, but feels that an accounting must be made.

Tarah the Bard is the leading musician of the troupe. A natural entertainer, he can hold a crowd spellbound (sometimes literally) while Oana and the others accompany his playing with song. Tarah fights with a longsword, or uses a short bow when needed.

Features:

From Tarah's blue silk shirt that brings out the color of his eyes to his fancy cloak made from silver threaded black cloth, Tarah looks more like an aristocrat than a simple bard. He is never without his emerald earring that helps to soften his aquiline features. He keeps his hair cut short so as not to hide his prize possession. His boots are spotless; cleaned both morning and night. Tarah believes that a mans' boots displays a history of their past and how they view themselves.

Except when entertaining, Tarah appears to have a perpetual frown on his face. It has been muttered amongst the other members of the troupe that he resembles more a mother hawk worrying over her nest than a happy-go-lucky entertainer. However, when he sits down to tell a tale or perform a ballad, his comportment appears to change with a wide smile that illuminates his face.

Principal Items:

Emerald Earring (6th Lvl)

This earring was won in a bardic competition in Fornost. The competition was fierce and Tarah barely bested a well-known Sinda Bard from Rivendell. Although non-magical, the earring seems to soften Tarah's aquiline features.

Lute (3rd Lvl)

This finely crafted lute was given to Tarah by Turloch. The many years of travel may be traced on the lute's patina of scratches, dents and repaired cracks. The lute adds +10 to all singing and instrument playing manuevers.

RM Spells:

1st Level: Controlling Songs (10)

3rd Level: Sound Projection (10)

5th Level: Sound Control (10)

7Th Level: Detecting Ways (10)

10th Level: Illusions (10)

MERP Spells:

1st Level: Controlling Songs (10)

3rd Level: Item Lore (10)

5th Level: Sound Control (10)

7Th Level: Lore (10)

10th Level: Illusions (10)

SKILLS



Skill

Level

1 3 5 7 10

MovM

Broadsword

Crossbow

Climb

Ride

Swim

Track

Pick Locks

Stalk/Hide

Perception

Acting

Region Lore

Play Instrument

Public Speaking

Staves/Wands

Runes

10

20

10

10

10

5

5

10

10

15

10

5

10

5

5

10

10

30

20

20

20

15

15

20

20

30

20

15

25

15

10

20

10

40

30

30

30

25

20

30

30

40

30

25

40

25

20

30

10

50

40

40

40

35

30

40

40

52

40

35

50

35

30

40

10

54

50

52

52

50

45

50

50

58

52

50

58

50

45

52



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

18

32

36

47

51

SL/5

SL/5

SL/5

SL/5

SL/5

20

20

20

20

20

Y

Y

Y

Y

Y

N

N

N

N

N

26

38

50

62

69

16

28

40

52

65

10

10

10

10

10




Mablon

Aka: Horse.

Race: Northman.

Profession: Scout/Rogue.

Home: Cameth Brin.

Appearance: Salt of the earth. Ruddy complexion; Brown hair and eyes; 5'10" tall 210 lbs.

MERP Stats: St 100; Ag 65; Co 99; Ig 70; In 42; Pr 51; Ap 62.

RM Stats: Ag65; Co99; SD88; Me64; Re76; St100; Qu87; Pr51; Em97; In42.

Languages: Dunael 5, Westron 2.

Oana met Mablon for the first time as the troupe searched for a camping spot after a long day of travel. After rounding a bend on the road to Cameth Brin, they came upon a small farm with the barns and farmhouse in ashy ruins; smoke still rising from the wreckage. Huddled over three freshly dug graves was Mablon. He appeared deaf to the questions asked him by the troupe, and simply remained sitting on his heels by the graves, slowly rocking back and forth, eyes wide and unfocused. At Oana's gentle prodding, he finally began to relate the destruction of his farm and family by the Trolls that raided the homesteads from time to time.

With the danger apparently passed, and little to warrant the return of the Trolls, Oana decided they could stay at the farm for the night. Released from his silence by the telling of his story to Oana, Mablon seemed suddenly flustered at the idea of guests at his farm without a way to feed them or provide shelter. Oana and Lâci calmed the man and finally convinced him to share the troupe's evening meal. After all had eaten, Mablon became edgy again. His eyes darted over the ruins of the farm. The graves cast low shadows in the moonlight, and the members of the troupe watched him with concerned glances. As Oana headed toward the wagon to retreive a philter to calm the man, Mahlon's gaze fell on the horses of the wagon. "Not right," he muttered. "They're still lathered and hot. Something must be done. Something must be done."

Mahlon approached the horses with the look of a man who has found some mission of sanity in an insane world and began to brush and clean the horses. The horses in turn, with the latent sixth sense of animals that recognize an able handler when one appears, readily accepted the man's grooming. Noticing Mablon's actions, Oana breathed a sigh of relief and returned the philter to her trunk in the wagon.

When the troupe left the next morning, Mablon sat in the driver's seat of the lead wagon, glancing back only once at the graves before setting his face into a resigned visage and urging the horses onward. In the following months, Mablon came to regard the troupe as his adopted family.

Mablon is happiest while driving the lead wagon, or tending the horses that pull the wagons from town to town. His quiet, friendly manner seems to calm man and beast alike. He will, however, not hesitate to bring his war hammer or long bow into instant use to protect his animals or his family of entertainers.

Features:

Mablon looks no different than the many other Northmen who live in Rhudaur. Prefering loose garb over the restrictive clothing of the city dwellers, Mablon typically wears woolen breeches over which he throws a billowy linen tunic the color of red earth. During inclement weather, he will don a heavy woolen cloak that was made for him by his late wife. Mablon's foot covering is equally utilitarian. He prefers heavy leather boots that will protect him during all times of the year.

Due to his being a farmer until his employment in the troupe, Mablon's complexion is ruddy and he looks as if he has spent most of his life out-of-doors. His hands are large and rough; his nails cracked from years of working the fields of his farm in Rhudaur. These days, a smile rarely crosses the large man's visage.

Principal Items:

War Hammer (1st Lvl)

+10 OB. This weapon was presented to Mablon on his 16th birthday by his father. It was made in Moria by the Dwarves and is Mablon's only possession of worth.

SKILLS



Skill

Level

1 3 5 7 10

MovM

War Hammer

Club

Scythe

Long Bow

Climb

Ride

Swim

Track

Stalk/Hide

Perception

Animal Healing

Navigation

Smithing

5

10

5

10

5

10

5

5

10

10

15

10

5

10

10

20

15

20

15

20

15

15

20

20

25

20

15

20

10

30

25

30

25

30

25

25

30

25

35

30

25

30

10

40

35

40

35

40

35

35

35

35

45

45

35

35

10

52

50

50

30

50

50

45

50

45

54

56

50

50



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

22

38

49

66

93

SL/5

SL/5

SL/5

SL/5

SL/5

20

20

20

20

20

Y

Y

Y

Y

Y

N

N

N

N

N

38

54

70

86

109

8

24

40

55

75

5

10

10

10

10




Lok

Aka: Orphan, Boy.

Race: Dunlending.

Profession: None.

Home: Cardolan.

Appearance: Dirty light-brown hair frames an equally dirty face. Brown eyes. 5'4" tall, 120 Lbs.

MERP Stats: St 54; Ag 100; Co 68; Ig 87; In 88; Pr 42; Ap 57.

RM Stats: Ag100; Co68; SD91; Me90; Re88; St54; Qu101; Pr42; Em87; In88.

Languages: Dunlending 5, Westron 3.

Lok's lot in life seemed to be no better than a gutter rat's. Born in Tharbad and abandoned at nine days old, the boy was raised by the other homeless dwellers of the city. Even under the adverse conditions of the homeless, he was able to grow and strengthen. Lok quickly learned the law of the low. Through scrapes and struggles he realized who was master and who the underdog, and he vowed that he would not remain at the bottom of the pack.

At the age of eleven, Lok discovered a means of survival in the city. He persisted in hanging around many of the businesses of Tharbad (even after threat of bodily harm by the proprietors) looking to run messages or small parcels for the patrons or owners. He had a rare and keen intelligence for one so young and intimately knew every back alley and hide hole in the city. His growing clientele paid him well for the service he performed.

One day, Lok met a new patron, an entertainer named Tarah. The entertainer was a bard working in a troupe owned by Oana Sauter. The boy was to deliver a small parcel to a lady friend of the Bard. Unfortunately, the package was never delivered. It was a rare occasion indeed for Lok to be waylaid. Lok's pride in his work overcame his fear of telling the Bard of the mishap. Tarah listened to the boy's tale and offered him an opporitunity to pay back the loss.

Lok now works for Tarah and Oana in the entertainer's troupe. He adds to the performances as best he can with his juggling ability. When the need arrises, he falls back on his old talents and will move inmformation or small parcels for Oana.

The young lad idolizes one of the members of the troupe named Hack, and constantly seeks training from him. Hack in return, is fond of the boy and shows him tricks and helps him practice juggling moves when time permits. Lok practices with his sling when the troupe is between towns. He is growing adept at collecting rabbits for the troupe's nightly meals.

Features:

One would assume that Lok is a Southroner by the color of his skin. An excess of dirt and years of living in the elements have darkened his skin while lightening his hair. Those that know him swear that water has never touched the boy. His hair is unkempt and is the color of old straw. Grime covers his body and his only clothing consists of an old tunic belted at the waist with a piece of rope. He keeps his hair out of his eyes with a long leather thong that he also uses as a sling when trouble brews.

Principal Items:

None.

SKILLS



Skill

Level

1 3 5

MovM

Dagger

Sling

Climb

Ride

Swim

Track

Ambush

Stalk/Hide

Perception

Juggling

Trickery

30

15

15

10

-

10

5

-

10

15

5

5

30

25

30

20

-

25

15

5

25

25

15

15

30

35

45

30

10

35

25

10

35

40

25

25


Due to Lok's age when working with the troupe, his highest level shown is 5th.

MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

21

37

52

None/1

None/1

None/1

30

30

30

N

N

N

N

N

N

17

31

45

42

59

80

30

30

30




Taurolor (S. "Forest Vision")

Aka: The Unbending One.

Race: Dúnadan.

Profession: Ranger/Ranger.

Home: Rivendell (Imladris).

Appearance: Jet black hair, brushed back over the ears and ending at mid-neck; grey-green eyes the color of dew-drops on leaves; 6'5" tall; 225 lbs.

MERP Stats: St 87; Ag 97; Co 90; Ig 90; It 85; Pr 64; Ap 76.

RM Stats: Ag97; Co90; SD99; Me89; Re81; St87; Qu91; Pr64; Em79; In90.

Languages: Adûnaic 5; Westron 4; Sindarin 4; Quenya 2

Born in Rivendell after the great war between Rhudaur and Angmar, Taurolor was raised among the Elves as a ranger and a warrior.

His mother told him the tales of the Dúnadan Lords of the past and made sure he never forgot his Dúnadan heritage. From her, he learned Adûnaic and the old ways and beliefs of fallen Númenor. From the Elves, he learned Sindarin, Quenya, and the ways of the forest. Growing up as one of the few remaining members of a declining race turned Taurolor's already serious personality into one of studied stoicism. He smiled little, and seldom displayed his emotions around any but his closest friends. His aloofness benefitted him in the wilds. He developed the ability to move quietly to the extent that the Elven patrols he served with never complained of the 'lead foot syndrome' usually associated with other human rangers assigned to them. Rain, cold, or other weather conditions brought neither a smile nor a grimace to his face. He became known among the Elves as the Unbending One, with a self discipline that came from one of the mighty oaks of the forest that some whispered must surely be his father.

Taurolor became adept at long range scouting, often leaving the patrol behind to scout ahead along their intended route of travel. After fighting a skirmish with the minions of the Witch-king, he would often be left behind to wait and watch for any that tried to follow their trail. He always caught up with the patrol later, at times battered and scarred but always in good health. The Elves noticed that after these missions, his facial features displayed the nearest to a smile that any had seen.

As his skills and reputation grew, Taurolor would often be sent on single patrols, ranging from Rivendell as far north as the southern borders of Angmar, in search of information on the movement and aims of the followers of the Witch-king. Taurolor always returned, and little was ever said of his odd habit of collecting Orc ears and wearing them on a thong that hung from his belt.

Features:

Taurolor has the build and height of an average Dúnadan. His expressionless grey-green eyes give no hint of what thoughts lie behind his gaze. His face has sharply angled features that appear to have been carved from granite. His jet black hair is always brushed back against the sides of his head to end at a point at the back of his neck. He holds his hair in place with an mixture of deer fat and vine extract, that masks his scent even to an Orcish sniffer. He carries a short bow across his back and a broadsword at his side. Even when in Rivendell he is never without his weapons. Taurolor's sleeved jerkin, britches, and boots are all dyed the same dusty, blue-black color, and he tends to disappear against a background of tree trunks and rock when in the wilds surrounding Rivendell.

Principal Items:

Broadsword (3rd Lvl)

+15 magic. This magic item does damage as a battle axe against Orcs and Trolls.

Short Bow (1st Lvl)

+10 magic. This magic item allows the wielder to fire two arrows a round without any preparation time.

Leathers (6th Lvl)

+10 magic. The full set of leathers does protection as AT 14 and wears as AT 5. +10 to wearer's DB.

RM Spells

1st Level: Purifications (10).

3rd Level: Weather Ways (10), Nature's Lore (10).

5th Level: Path Mastery (10).

7Th Level: Nature's Guises (10).

10th Level: Light's Way (10), Nature's Way (10)

MERP Spells

1st Level: Nature's Ways

3rd Level: Path mastery

5th Level: Nature's Guises

7th Level: Moving Ways

10th Level: Spirit Mastery

SKILLS



Skill

Level

1 3 5 7 10

MovM

Broad Sword

Short Bow

Climb

Ride

Swim

Tracking

Ambush

Stalk/Hide

Perception

Camouflage

Read Tracks

Direction Sense

Navigation

Star Gazing

Fletching

Foraging

Weather Watching

5

10

15

5

5

10

10

1

10

10

5

5

10

5

-

-

5

5

10

20

35

15

10

20

25

3

25

20

15

15

25

15

10

5

15

15

10

30

50

25

15

30

40

5

40

35

25

25

35

25

20

10

30

25

15

40

58

35

20

40

50

7

50

45

35

35

45

35

30

15

45

40

15

52

70

45

25

45

56

10

56

54

50

50

54

50

45

20

50

52





MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

20

32

50

74

105

5

5

5

14

14

10

35

35

45

45

Y

Y

Y

Y

Y

N

N

N

A/L

A/L

16

43

55

67

82

41

63

80

90

105

5

10

10

15

15




Nólamankaro

Aka: Ondóma (Q. "Stone Voice"), Dûrgil (S. "Dark Star").

Race: Noldo.

Profession: Mage/Astrologer.

Home: Mithlond.

Appearance: Long white hair; grey eyes; 6'8" tall; 110 lbs.

MERP Stats: St 54; Ag 57; Co 61; Ig 103; It 91; Pr 98; Ap 67.

RM Stats: Ag57; Co61; SD89; Me92; Re89; St54; Qu83; Pr98; Em52; In103.

Languages: Quenya 5; Sindarin 5; Adunaic 5; Westron 5.

It is rumored that the Grey Havens did not lose their original splendor until Nólamankaro took up residence on their pristine shores. His past has its beginnings in the late Second Age and Nólamankaro never mentions his family or past except on vary rare occasions. At times, while in a light trance, it is said he can be heard calling out after his mother as if she is leaving by sea on some final journey.

Although young by Noldo standards, Nólamankaro looks aged. The weight of his scant Elven years seems to weigh heavily upon him as if he carried fate itself upon his shoulders. Elves that knew him in his youth spoke of a brilliant astrologer who was bent on determining his own fate in Endor. Such delving led him down paths that an astrologer should not walk. To his dismay, he found that which he sought. It is said that he now understands the true burden of immortality and in so doing lost his former zest for life. His new outlook on life earned him a new name, Dûrgil. He now pays little attention to the fleeting affairs of men and other mortal creatures. Having watched the rise and fall of empires and individuals alike, there is little that can occur that he has not witnessed before.

Although Dûrgil is a virtual recluse, his need of sustenance and shelter requires that he still deal in the astrological arts. Well known for his accurate tellings, his services are sought by the low and high born. However, the availability of his services depend upon his mood and how desperately he is in need of gold. A client arriving at the door to his tower located high above the shipyards must first deal with Mírëar, a shipwrights daughter, who has taken it upon herself to care for the brooding Elf. If the client makes it past her, then they must still deal with Dûrgil. This chore is reported to be almost as bad as a trip to see the tormentors in the dungeons of Dol Guldur. Dûrgil will insist that whatever their problems are, they pall in comparison to those of the great ones of Middle-earth and he will then ask why they have "really" deigned to waste his precious time...

Dûrgil tolerates the presence of Mírëar since he feels that she at least may have some control over her fate. For in his thinking "all Elven maids have the power to shape destiny with their offspring." He has taken her under his wing and teaches her his knowledge of the arcane.

Features:

Dûrgil's dark lackadaisical attitude seems to permeate everything he touches. He favors dark grey and black clothing. For "joyous" occasions he will wear a white or red belt. His half starved, emaciated features seem strange for one of the Eldar. His unkept platinum hair seems more dusty grey than the color that it should truly be. Dark passionless eyes appear as coals from a hot fire long dead.

Principal Items:

Telescope (4th Lvl)

This magical far-seeing device was crafted in the First Age. None know who the craftsman was, but it is rumored that the device was built in Ost-in-Edhil. The device allows the user to see through fog and clouds as if it were a clear day.

Astrolabe (9th Lvl)

This magical device aids in astrological predictions and computations (+25). It has been said that it can actually affect the future...

RM Spells

1st Level: Holy Vision, Times Bridge

3rd Level: Far Voice, Star Sense

5th Level: Way of the Voice, Detection Mastery

7Th Level: Star Lights, Locating Ways

10th Level: Symbolic Ways, Illusions

MERP Spells

1st Level: Essence Hand, Spell Ways

3rd Level: Essence's Ways

5th Level: Essence Perceptions

7Th Level: Light Law

10th Level: Unbarring Ways

SKILLS



Skill

Level

1 3 5 7 10

MovM

Quarter Staff

Climb

Ride

Swim

Stalk/Hide

Perception

Staves/Wands

Runes

Star Gazing

Weather Watching

Meditation

Power Perception

5

10

5

10

15

15

15

10

15

5

5

5

5

10

15

15

20

25

25

25

20

25

15

15

15

15

10

20

20

30

35

35

40

35

40

30

25

25

20

10

25

30

35

40

45

52

45

50

40

35

40

30

10

35

40

45

50

54

60

54

54

50

50

52

45



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

11

16

19

24

33

No/1

No/1

No/1

No/1

No/1

5

5

5

5

5

N

N

N

N

N

N

N

N

N

N

10

15

20

25

35

--

--

--

--

--

5

5

5

5

5




Ariella

Aka: The Dream Walker.

Race: Dúnadan.

Profession: Mage/Illusionist.

Home: Annúminas; Later, wanders Eriador.

Appearance: Regal of bearing although small-boned; dark black hair, hauntingly light blue, almost clear eyes; 5'11" tall; 147 lbs.

MERP Stats: St 54; Ag 96; Co 82; Ig 106; In 88; Pr 33; Ap 82.

RM Stats: Ag96; Co82; SD67; Me93; Re44; St54; Qu91; Pr33; Em106; In88.

Languages: Adunaic 5, Westron 5, Sindarin 3.

Ariella was born to a noble family of Annúminas before its fall. Raised in her own very secluded world, Ariella did not want for anything. However, this safe and very unrealistic world was to be shattered in her adulthood.

At an early age, it was discovered that the young girl was very empathetic. At times when she was playing with her imaginary friends, ghostly images could be seen, dishes moved on their own and even her dolls and other play things seemed to have a life of their own. These happenings and the girl's odd behavior confused and frightened her family. Her parent's anxiety and fear of the unnatural compelled the girl to retreat even more to her fantasy world.

One day, a scribe hired to record the family's holdings, noticed the girl. Aeron, a mage hiding out from the spies of the Witch-king, travelled from city to city seeking work as a scribe. In each city he secretly taught those that had a gift for the magical arts.

Ariella took a liking to the scribe. Her parents noticed this attraction and hired Aeron to continue her private education. The itinerant mage worked the girl as best he could, slowly refining her latent talents. However, he would never see his work come to fruition.

At the age of 23, Ariella's sheltered life was shattered when the forces of Angmar overran the defenses of Annúminas and sacked the city. The young woman witnessed her family being brutalized and murdered; she was spared as a war prize. She retreated into her fantasy world and shut out the hurt that surrounded her. Several weeks later, a number of warriors materialized out of the very air as she was being carried away to Angmar, disposed of her captors and effected her escape.

Today, Ariella wanders Eriador. Performing odd jobs and menial tasks, she eeks out a meager existence. When wandering at night, she may typically be spied in the company of a number of noble looking individuals. When approached, these individuals fade into the shadows. Ariella has always been considered fey and these occurrences tend to confirm that conclusion.

** GM Note **

Ariella is quite insane. After her departure from Annúminas, she received no further formal training in magic, yet somehow her powers grow. Some feel that her imaginary friends (illusions that she conjurs up) teach her new skills. She wanders Eriador with these friends seeking a final place of safety and solace. She will do odd jobs and will even use her illusionist skills to aid a party if it appears that it will further her ends. She is also somewhat attracted to players with a protective or motherly presence. If Ariella perceives any threat that she cannot counter herself, her fear will help to materialize 1-4 of her "friends". These friends are formed through Ariella's latent and semi-refined illusionist talents. The magnitude of the threat will determine the amount of time it takes for them to materialize. Her friends include a 15th level warrior in plate wielding a two-handed magical sword, a lesser fire drake, a 10th level female mage, and an 8th level cavalier. These illusions are so real that most individuals will actually feel the damage that they receive from them.

Features:

At first glance, Ariella will appear to be a beggar wearing old ragged clothing. An astute observer will notice that she wears a very ornate ring that does not fit her character. This signet ring is from one of the noble households of Annúminas. The observer will also notice that her bearing does not indicate that she is one of the masses. These oddities mixed with the look in her clear blue eyes, do not indicate that the young woman was always in this state. Ariella speaks with unseen individuals and will retreat from anyone who physically gets "too" close to her.

Principal Items:

Only her "friends" that are always with her.

RM and MERP Spells

Ariella knows a smattering from the following lists: Illusions, Essence Perceptions and Living Change. She is able to cast Illusions as a 20th level Illusionist.

SKILLS



Skill

Level

1 3 5 7 10

MovM

Dagger

Climb

Ride

Swim

Stalk/Hide

Perception

Runes

Acting

Dance

Singing

Music

Foraging

Trickery

25

10

10

10

10

5

20

10

10

5

10

5

-

5

25

15

10

20

15

15

30

20

25

15

20

15

5

15

25

15

15

30

25

25

40

35

35

25

30

25

15

30

25

20

20

40

35

35

50

45

50

35

40

35

25

45

25

25

25

52

45

50

56

54

58

50

52

50

40

56



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

12

17

28

33

49

No/1

No/1

No/1

No/1

No/1

10

10

10

10

10

N

N

N

N

N

N

N

N

N

N

10

10

15

20

25

25

25

25

25

25




Robin Smallburrow

Aka: Cock-Robin.

Race: Harfoot.

Profession: Scout/Rogue.

Home: The Shire.

Appearance: Dark brown hair and eyes, 2' 11" tall, 85 lbs.

MERP Stats: St 90; Ag 102; Co 84; Ig 74; In 51; Pr 92; Ap 85

RM Stats: Ag102; Co84; SD45; Me67; Re81; St90; Qu89; Pr92; Em86; In51.

Languages: Westron 5.

Like so many of his Harfoot relatives, Robin loved the hills and dales of the Shire. Born in S.R. 1374 (T.A. 2974), Robin was to see many changes come to his beloved homeland.

Robin was born the fifth child of Hender and Tulip Smallburrow. Robin or Cock-Robin as he was soon to be called, enjoyed a very normal Hobbit childhood. Parties, journeys into the hills and downs near Hobbiton and "begging" food and ale from the Green Dragon filled the young lad's days.

Until his coming of age, Robin took little thought of his future or employment, much to the chagrin of his parents. Although he was never considered a bad Hobbit child, he wasn't considered the best either. So, true to his adventurous nature he decided upon a profession that would keep him free to do as he pleased. In S.R. 1412 (T.A. 3012), Robin became a Shirriff of the Shire and was assigned to the Hobbiton area.

For a while everything was wonderful for the new Shirriff. He travelled the countryside, visiting with his friends and neighbors. He even made a special point of frequenting the many Inns in his area. A sad turn in his career occurred in S.R. 1419 (T.A. 3019) when Lotho Sackville-Baggins came to power and instituted very unHobbitish changes and rules in the Shire. Robin was reassigned to the East Farthing Troop where he begrudgingly worked.

Secretly, Robin hoped that Lotho would be deposed, but with the new mannish ruffians in power, he saw no way for it to come to pass. The months passed slowly before Robin could return to his life of ease.

October came and went... It would be a cold winter with no ale and little firewood for the sad Shirriff. However, November showed promise as he and a number of other Shirriffs were ordered to escort four rabble-rousing Hobbits to the Boss at Hobbiton. During this detail, Robin conversed with one of the rabble-rousers and decided that Shirriffing for the Boss was not worth the effort.

During the Raising of the Shire, Robin played a very small role. Joining the Hobbits in Bywater and Hobbiton, he helped to guard those ruffians that surrendered. After the Battle of Bywater, Robin returned to Shirriffing. He helped clear the Shire and was able to return to his post at Hobbiton. Till his retirement many years later, Robin can be found wandering the countryside and frequenting the many Inns on his beat.

Features:

Robin stands out from other Hobbits in that he enjoys wearing his bright green shiriff's hat, which he will remove only to sleep, and then reluctantly. Otherwise, Robin is no different from any of his Hobbit brethren, and is in fact, boringly plain in appearance. Where he deviates from the norm is in his love for adventure, albeit, his adventures only take him to the farthest drinking houses in the Shire. These two loves put an intense sparkle in his eye, and a bounce in his step, while his normal ruddy coloring is heightened to near sunset red by the amount of ale he consumes.

Principal Items:

Shirriff's Hat (2nd Lvl)

This particular hat, although not magical, is believed to have been made by a wizard. Robin is sure of this fact, and is reticent to ever part with this prized possession.

Drinking Flagon (6th Lvl)

Magic. Ale poured into this flagon will never go flat. Even the worst brew will be passable if drunk from the flagon.

SKILLS



Skill

Level

1 3 5 7 10

MovM

Quarterstaff

Short Bow

Climb

Ride

Track

Stalk/Hide

Perception

Region Lore

Trickery

Wood Crafts

Cooking

Singing

Tale Telling

First Aid

40

15

15

15

--

5

30

15

5

5

5

5

10

10

5

45

25

25

25

5

15

40

30

15

10

15

15

20

20

15

45

35

35

35

10

25

50

45

25

20

25

25

30

30

25

45

45

45

45

15

30

54

52

35

30

35

35

40

40

35

45

50

50

50

30

45

60

58

50

45

50

50

54

54

50



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

21

34

52

61

88

No/1

No/1

No/1

No/1

No/1

5

5

5

5

5

N

N

N

N

N

N

N

N

N

N

28

44

60

76

90

53

69

85

101

115

40

45

45

45

45





4.0 Rhovanion

The ominous Wilderlands (Rhovanion) encompass the territory east of the Misty Mountains and northeast of Gondor and Lorien. This area includes the Northern Anduin Valley, Mirkwood, the Iron Hills, Dorwinion, and Dor Rhunen.

The political makeup of the area is as varied as the terrain that may be found here; the Kingdom of Thranduil in Northern Mirkwood, the Beornings and Northmen of the Anduin Valley, the Dwarves of Khazad-dûm, the Wildmen and Woodmen of Southern Mirkwood, the realm of the Necromancer of Dol Guldur and the rural men of Long Lake and Dorwinion.


Thorold Wollas

Aka: Roquetar (S. "Horse speaker"), Súlnoráto (S. "Wind Rider") at Celebannon and among the Elves of Mirkwood, Wynd (at Dale and Laketown), and Nightrunner (among the brigands of Strayhold).

Race: Éothraim.

Profession: Warrior/Rogue.

Home: Buhr Widu, Lake-town, Buhr Waldlaes.

Appearance: Brown hair streaked with grey. Twinkling blue eyes. 5'10" tall, 150 lbs.

MERP Stats: St 90; Ag 95; Co 89; Ig 92; It 80; Pr 65; Ap 91

RM Stats: Ag 95; Co 89; SD 77; Me 98; Re 87; St 90; Qu 89; Pr 65; Em 101; In 80.

Languages: Westron 5, Éothraic 5, Sindarin 4.

Thorold was born in the East Bight of Mirkwood near the eastern plains of the Celduin valley. He learned horsemanship as a young lad from his father and father's brothers of the Ailgarthas tribe of the horse clans. Thorold's family was killed by Orcs in T.A. 1624, and he was sent to live with a distant relative in Lake-town. Thorold's new family owned a business that plied the route from Lake-town to Celebannon (in time, Thorold began to call the head of the business uncle). The boy's natural horsemanship and love of the animals was duly noted, and his ability to win local races led to his being selected as an outrider and messenger for the business.

At the age of 22, Thorold met and fell in love with Narmirë (S. "fire flower") after rescuing her from a mannish party that had abducted her for ransom. Narmirë was the daughter of Camthalion of the town of Celebannon (S. "Silvergate"), the trade center of the Wood-elves in eastern Mirkwood. During their trip back to her father, Narmirë grew enamored of this rough young man. However, a match between man and Elf-maid was not to be. Thranduil, King of Wood-elves was well aware of the dealings of all non-Elves within his realm, and revealed the lovers to Narmirë's father. Thorold was called before a council of Elves and hailed as a hero for rescuing the young Elf-maiden. For his bravery and service to the Elves, he was presented with a mithril Wood-elf's knife. After the presentation ceremony, he was then told that Narmirë had been taken deep into the heart of Mirkwood and he would never see her again. He was warned that though he would always be counted as elf-friend, if he trespassed within the boundaries of King Thranduil's Realm, he would meet an untimely demise.

Thorold returned to Laketown, the fires of anger and loss burning brightly in his heart, only to find that his uncle had also found out about his intentions toward with Narmirë and was as upset as the Elves. An angry exchange of words and gestures ended with his uncle disowning him and casting Thorold from his house. Thorold left in the heat of fury and vowed never to return. He fled southward to the East Bight and took up residence in Buhr Waldlaes (Rh. "Lawless Hold"), or Strayhold as it was known throughout the area. There, Thorold was befriended by the inn keeper Algan, owner of the Angry Horse Inn, the only reputable inn in the area. The inn keeper hired Thorold and helped him start a courier service that covered the roads from Dale in the north to Talath Harroch in the south.

Thorold's ability to travel unseen and outrun the fastest pursuit soon earned him the reputation of the most able messenger in the Celduin valley. Thorold has little use for possessions due to his work. He is continually on the road and owns only those items that are easily carried. He trades his services for gold or a good bed and a meal.

(** GM's Note ** If players encounter Thorold prior to T.A 1629, he has not yet rescued Narmirë. The characters may encounter the mannish group that abducted the Elf-maiden and aid Thorold in her rescue. If they decline, Thorold will rescue her himself and leave the characters to their fate with the Elves and denizens of Mirkwood.)

Thorold may be found at inns and taverns along his route. Characters may hire him as a messenger or a guide into unfamiliar country, but he will not enter Mirkwood unless highly motivated or escorted by a group of Wood-elves. Thorold is seldom swayed by great sums of money, as he requires only what can be carried on horseback. Extremely well crafted or expensive tack will definitely catch his eye. With his tales of other villages and cities and the news and messages he carries, he is always a welcome visitor to the inns and taverns along the routes he travels.

Thorold may be found in the following establishments:

Vodagarazun (Rh. "House of Vodaga") in Esgaroth (Laketown).

The Vodagarazun is the largest inn in Laketown, located at the southwestern edge of the town. It is a fine establishment that offers complete privacy, a great circular bar, and twenty five oak tables housed in a three story building.

The Angry Horse Inn in Buhr Waldlaes (Strayhold). This is Thorold's closest approach to a home.

The Lonely Mountain Inn in Dale. The inn is located at the northern most point of the town (See layout and description).

Features:

Displaying a quiet manner and an alertness that misses little, Thorold will listen to any traveller that he meets. He enjoys bantering with all and will trade the latest news or stories from towns along his route. His brown hair, dusted with grey, like his beard, is cut close to the nape of his neck. Twinkling blue eyes are framed by a face that has seen too many roads and too much weather. He dresses in oiled leathers; long sleeves have been added to his tunic, and his breeches are tucked inside a pair of soft, leather, knee-high Elven boots that were a gift from Narmirë on her return to Celebannon. While his leathers are generally dusty and road worn, his boots seem to repel stains, and he cannot lose his footing in his stirrups while wearing them.

At 5'10" tall, he appears a bit scrawny to some, who at first glance mistake his natural wiriness for lack of food and proper shelter. Any that have seen him fire his short bow from horseback while outrunning a group of pursuers, discard the notion that he is of ill health or an easy mark.

Principal Items:

Short bow (1st Lvl)

+15 OB. Passed down through his family. Thorold is adept at firing from horseback and uses the bow at his full OB when mounted.

Long sword (1st Lvl)

+10 OB. It is carried in a scabbard attached to Thorold's saddle. The scabbard straps also serve as a baldric when Thorold is afoot and his horse is stabled.

Hunting Knife (3rd Level)

Mithril, +20 OB. This magic knife has the unique property of making any skinning job a joy rather than a chore. All skinning performed with the knife will yield pelts with added value and bring higher prices by fur traders in the area. It will also part the strongest ropes with ease.

Elven Boots (3rd Lvl)

These knee-high boots are of a magical nature that offer perfect footing in the saddle and also offer protection to strikes to the legs while on horseback (lower criticals to the leg by one level and lower hits taken by 50%).

SKILLS



Skill

Level

1 3 5 7 10

MovM (Sl)

Short Bow

Long Sword

Climb

Ride

Swim

Ambush

Stalk/Hide

Perception

Animal Healing

Animal Husbandry

Cookery

Foraging

Herb Lore

Leather Working

Map Making

Public Speaking

Navigation

Read Tracks

Star Gazing

Tracking

10

15

5

5

20

10

1

5

10

10

5

--

5

--

5

--

5

20

15

15

10

10

30

10

10

40

15

2

10

25

20

15

5

10

--

10

15

15

40

30

30

25

10

45

25

15

54

20

4

20

40

35

25

15

20

10

25

25

25

54

40

45

40

10

56

40

20

62

25

5

35

50

50

35

30

35

25

40

40

35

62

50

52

50

10

68

50

30

74

35

5

50

56

60

45

40

50

40

56

45

50

74

56

58

56



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB Mov

M

1

3

5

7

10

25

47

68

92

110

SL/5

SL/5

SL/5

SL/5

SL/5

14

20

20

25

35

N

N

N

N

N

N

N

N

N

N

15Ls

20Ls

35Ls

50Ls

60Ls

25Sb

40Sb

55Sb

66Sb

78Sb

10

10

10

10

10






Ithilhîr Mithlas (S. "Moonlord Greyleaf")

Aka: Gundar (S. "The Cleaver"), Tûrdagnir (S. "Barrow Bane").

Race: Sinda.

Profession: Warrior/Fighter.

Home: Mirkwood.

Appearance: Golden hair and flashing blue eyes. 6'4"; 172 lbs.

MERP Stats: St 101; Ag 98; Co 96; Ig 89; It 81; Pr 23; Ap 73

RM Stats: Ag98; Co96; Sd41; Me88; Re74; St101; Qu92; Pr23; Em45; In89

Languages: Sindarin 5; Silvan 5; Quenya 1; Westron 2;

Born to a noble house of Lorien, Ithilhîr left his father's halls for the wilds of Mirkwood. As a noble in Lorien, he would have been expected to partake in the social arts of the high born Elves. Unfortunately, early on, Ithilhîr developed the social graces of a warthog. With little understanding for anyone other than himself, he grew to resent the flowery manners of the Elven nobility. No one is quite sure whether he left Lorien of his own volition or that of the Lord of Lorien.

Upon entering Greenwood, he took on the name Gundar, the Cleaver. Armed only with his bow and long knife, he struck out for King Thranduil's halls. Upon arriving there, he demanded an audience with the King. Needless to say, he was thrown out of the halls very soon after his arrival. Undaunted by King Thranduil's treatment, he moved west into the forest and set up residence. He lived alone for a number of centuries and early in the Third Age moved back to King Thranduil's realm. During his solo sojourn, he developed the unusual hobby of hunting Orcs alone. He would even go so far as to ambush large war parties. It was also at this time in his life that he started a side career of grave robbing. He looted many of the barrows throughout Mirkwood.

Around T.A. 1600, Gundar took on the name Tûrdagnir and moved to the town of Celebannon in eastern Mirkwood. Here, he took up residence and used his new home as a base for his forays into the forest. He travels throughout the Mirkwood looking for barrows to loot and Orcs to hunt. Tûrdagnir's only "friends" are the raftmen from Long Lake. He can often be found in their company, drinking and telling tall tales of his exploits in Mirkwood. Unbeknownst to him, the only reason that they drink with him is their fear of reprisals if they do not.

(GM Note - It is almost impossible to hire Tûrdagnir. He may hire adventurers though to help in his forays into Mirkwood.)

Features

Tûrdagnir is tall and slender as most of his race. He wears the standard cloths of the Wood-elves of Mirkwood when travelling. When in a town, he prefers somber colors. He will never be found without his weapons. One of his most notable features are his eyes. Normally pale blue, when angered they turn dark blue and almost seem to flash when he enters combat.


Principal Items:

Long Bow (1st Lvl)

+5 OB. This non-magical bow was given to him when he left Lorien.

Long Knife (1st Lvl)

+10 OB. Ithilhîr appropriated this magical knife from his fathers arsenal prior to his departure from Lorien.

Draugrist (S. "Wolf Cleaver") (6th Lvl)

+20 OB. Tûrdagnir found this enchanted blade after nearly being killed by its wightish owner in a barrow in northern Mirkwood. The blade is fashioned of mithril and dates back to the First Age. It is of slaying against wolves, Orcs and Wargs.

Chain armor (AT 13) (8th Lvl)

This magical armor wears as soft leather (AT 5).

SKILLS



Skill

Level

1 3 5 7 10

MovM

Bastard Sword

Long Bow

Dirk

Ambush

Climb

Ride

Swim

Traps

Locks

Stalk

Hide

Perception

Foraging

Navigation

Signaling

Subduing

Tracking

Trap Building

0

18

23

8

--

11

11

16

5

--

5

5

10

6

--

--

--

6

--

5

42

42

16

2

23

23

28

15

5

15

15

25

18

5

2

5

18

10

10

68

68

22

3

35

35

40

30

10

25

25

40

30

15

12

20

30

15

10

87

87

28

4

47

37

47

40

15

35

35

50

42

25

22

30

47

25

0

108

103

37

6

65

44

54

45

20

45

45

60

50

35

32

45

59

40



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd

OB
Mov

M

1

3

5

7

10

28

47

72

94

123

Ch/13

Ch/13

Ch/15

Ch/15

Pl/18

30

30

30

30

30

Y

Y

Y

Y

Y

N

N

Y

Y

N

48

72

98

117

138

43

62

88

107

123

0

5

10

10

0




Cariodoc

Aka: Car the Cutpurse, The Doctor of Locks.

Race: Fallohide (Hobbit).

Profession: Scout/Thief.

Home: The Gladden Fields.

Appearance: Curly chestnut brown hair with dark brown eyes; favors brown pants and a cream colored shirt with a green cloak overall; 3'7" tall; 72 lbs.

MERP Stats: St 76; Ag 102; Co 81; Ig 98; It 91; Pr 80; Ap 67

RM Stats: Ag102; Co81; SD94; Me90; Re92; St76; Qu89; Pr80; Em86; In98.

Languages: Westron 5, Sindarin 3, Dunael 1, Nahaiduk 4.

No one is quite certain where or when Cariodoc was born, although he assures everyone that he has reached adulthood. Cariodoc's skills are as tenuous as his past. Each of his acquaintances will recount a different trade that he works in. Those that know him well indicate the following: "he is a purveyor of lost and recovered items."

Cariodoc was in actuality born the bastard son of a mayor in the area of the Gladden Fields. Being brought up in the early T.A. 1600's, he experienced the travails of the Great Plague and the further encroachment of the Necromancer of Dol Guldur. When Cary was 15, he was taken in by an elderly Fallohide and was filled with stories of adventure in the Wilderlands. This sparked the wandering spirit in Cary and he soon left to find his fortune in the wild world. His travels took him to many parts of Middle-earth. Gondor, the Dwarf-holds of the Misty Mountains, the drinking-halls of Dale and many inns between were visited by this spirited youth. It is said that Cary spent two full decades learning the secrets of his trade, the art of the thief.

By the time that Cariodoc returned to his homelands, he had amassed a small fortune (for a Hobbit at least). He bought a small building in a village in the Gladden Fields and set himself up in the "trade" business. His shop is filled with items from all over Middle-earth. Most are junk, but, every so often a rare find may be found nestled on some obscure shelf. True to his Hobbitish parentage, Cary steers clear of the magical and arcane. However, he does delight in small mechanical tools and contraptions.

Features:

Cariodoc is wiry for one of his race. His paunch is considered way too small for any respectable Hobbit. He prefers lighter and more drab colors than his kinfolk. Greens and browns similar to the Elves of Mirkwood are his stay. Like most of his race, he also abhors wearing boots or any other type of foot covering, except in the most inclement weather. His nimble fingers are adept at working with small mechanical objects (preferably locks). Cariodoc has one distinguishing feature, his pinky on his left hand is missing to the second knuckle (rumored to have been lost to a trap in Khazad-dûm).


Principal Items:

Cloak of Stealth (1st Lvl)

+10. This magical cloak aids in stalking and hiding. It was given to Cariodoc by a benefactor.

Lock Pick Kit (2nd Lvl)

+5. This kit was appropriated in Dale.

Dagger of Safety (5th Lvl)

+10 OB. This enchanted dagger was given to Cariodoc by a wealthy merchant when he recovered a lost item. The dagger aids in combat and glows a soft red when held over a trap.

SKILLS



Skill

Level

1 3 5 7 10

MovM

Dagger

Light Crossbow

Climb

Ride

Swim

Track

Stalk/Hide

Perception

Trickery

Appraisal

Trading

Pick Locks

Lock Lore

Pick Pockets

Surveillance

35

15

15

15

5

10

5

30

25

5

5

5

5

--

5

5

35

25

25

25

10

15

15

40

35

15

15

15

15

5

15

15

35

35

35

40

15

25

25

50

45

25

30

25

25

15

25

25

35

45

45

50

25

35

35

54

52

35

40

35

35

25

35

35

35

54

54

56

35

45

50

60

58

50

52

52

50

40

45

50



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

12

18

27

38

51

No/1

No/1

No/1

No/1

No/1

5

5

5

5

5

N

N

N

N

N

N

N

N

N

N

21

33

45

57

69

51

63

75

87

99

35

35

35

35

35




Truldar

Aka: Binder; Agarcam (S. "Blood hand").

Race: Dwarf.

Profession: Animist/Lay Healer.

Home: Khazad-dûm.

Appearance: Ruddy complexion, with a broad nose, and flint-grey eyes. Brown hair and beard. 4' 11" tall, 175 lbs. MERP Stats: St 85; Ag 75; Co 95; Ig 87; It 100; Pr 95; Ap 55.

RM Stats: Ag75; Co95; SD90; Me83; Re75; St85; Qu89; Pr95; Em100; In 87.

Languages: Khuzdul 5; Sindarin 4; Westron 5; Adunaic 3.

Truldar was an oddity among the Dwarf-kin at Khazad-dûm. Tall and stout even as a young child, Truldar seemed to take an interest in others' well being rather than display the fierce competitiveness of most Dwarves. When it came time to enter training, Truldar proved to be a slow learner of weapon craft. He learned to defend himself well enough with a hand axe and shield, but was always slow on the attack, aiming at less vulnerable points on his opponents.

Truldar proved to be better skilled at crafting and excelled in woodwork and repair. With his obvious bend toward working with his hands, Truldar was sent to work with the smiths for a time, but he had trouble grasping the ideas of forging and shaping molten metal. His family, fearing for the Dwarf-lad's future, next sent him to study with the clerics, thinking that one of his pacifist nature would perhaps feel more comfortable amongst them. His studies with the Clerics were quickly ended since he spent more time arguing philosophy with them than learning their skills, and was little moved to spend his hours in meditation, prayers, and understanding the supposed ways of Mahal.

Resigning themselves to raising a son that would be a second rate warrior, and semi-skilled wood crafter, Truldar's parents made sure he reported for weapon training and wood crafting instruction. The young Dwarf dutifully complied with their requests and remained a nondescript individual during his early years.

Truldar's weapon instructor finally discovered the lad's true path during a mock battle among the young warriors, as one of Truldar's friends was doubled over by a ill parried blow. Dropping his weapon, Truldar went to the lad's aid and began to help him up. The attacker aimed another stroke at the downed lad with youthful zeal. Truldar reacted with out thinking, and swinging his shield in a backhand blow the way another would swing a sword, he deposited the attacker on the floor with a mighty thump. This distraction being taken care of, Truldar inspected his friend's damages and realized his arm and shoulder seem to be at odd angles to a normal Dwarf. Truldar gently probed the shoulder, and then sat on his friends chest to hold him down and somewhat silence his cries at all the prodding, and then pulled his friend's arm straight up with all his strength. It seemed to Truldar that the shoulder assembly was after all, quite similar to a lever arm device he had been working on in the wood shop, and similar principals should apply. There was a subtle pop and a seating feeling, and then Truldar was dragged off of his friend by the weapon instructor and several other young Dwarves who had decided that Truldar was quite mad and was attacking everyone in sight. A healer was immediately sent for. The story was related to the healer as he arrived of how the lad was first struck, and then further had his arm nearly pulled off by Truldar. The healer clucked to himself, examined the injured youth, and then pronounced that the lad had a dislocated shoulder, and that Truldar had somehow relieved the dislocation and returned the shoulder joint to normal. Truldar was released and soon after was sent to study with the healers. In later weapon training classes, Truldar was always placed on the side of the defenders, and coached in the little known art of the shield bash; an attack performed at close quarters with a full shield.

Truldar was happy to study with the healers, although his grasp of the higher forms of channeling and spell use was always just beyond his ability to comprehend. He easily picked up the logic behind first aid, field surgery, and construction of replacement limbs, since to Truldar, the bones and connections of the body seemed to be similar to the forms and construction of wooden devices and sculpture. To better understand the nature of living bodies, he constructed a full-size skeleton from hardwood, sculpting all the pieces himself. Seeing this, the clerics and healers turned him over to Klaggir, the healer, as an apprentice.

Truldar studied with Klaggir for several years, accompanying him on Dwarven journeys to the far off cities of Men and Elves. After finishing his apprenticeship, Truldar continued to wander, always seeking out other masters of the healing arts among men and Elven-kind to trade knowledge and increase his understanding of the physical functioning of other races.

Truldar may be found traveling in groups of Dwarves, men, or Elves, especially to and from fields of battle. He will accompany any group that will provide food, lodging, and recompense in the form of gold or healing herbs for his services. Truldar is friendly and outgoing, but extremely inquisitive and pushy when asking about old injuries, scars, or crippled limbs. He is prone to prod and examine a person first without even introducing himself. He will quiz the person at length on how he or she received the injury noticed, how long it took to heal, what treatment was rendered, and so forth. When working on a wounded individual, Truldar's natural Dwarven tenaciousness will appear, and he refuses to be disturbed, even in the midst of battle. He has been found on occasion tending a wounded fighter, while the battle raged all around. At those times, it has been reported that when approached, he looks up, mutters, "Mahal's Sweat, but I hate to be interrupted," and then continues his work.

Features:

Truldar has a ruddy complexion with wide, rambling features. His nose seems to spread across half his face, jutting outward from between flint-grey eyes that never seem to blink. A full beard spreads outward from his nose and rises to nearly the top of his cheekbones before plunging down and erupting into a wild bushy growth that hides the top of his chest. The beard is unbraided and flies about on windy days, making those that know him wonder how he can see what he is doing. His hair is as uncontrolled as his beard. However, it is held back from his face by a headband of woven ithilnaur threads.

Truldar wears a full suit of chain armor, and always carries a full shield, a hand axe, and a field surgery pouch whose straps run from his right shoulder to his waist. His other personal possessions must be carried by those he travels with, since he says it detracts from his responding to the wounded as quickly as he should. He will begrudgingly carry his own possessions when he must travel alone.


Principal Items:

Full Shield (1st Lvl)

+10 DB/OB. The Shield has a removable, 12 inch metal spike in the center. The shield does an extra C puncture critical any time a shield bash results in a critical strike. Truldar also uses the back of the shield as a field surgery work table after a battle, by driving the spike into the ground to hold the shield in a horizontal position.

Hand Axe (1st Lvl)

+15 OB. Truldar favors the hand axe as an attack weapon, but usually parries or feints with it to draw the attacker in close enough to bash with his shield. The axe is his tool of choice for performing amputations on ruined limbs that cannot be repaired.

Woven Head Band (5th lvl)

+20. This item is woven from ithilnaur threads, and appears as non-magic to Detect Power spells, or other inspection. It wears as the skin of the wearer, and does not impair spell casting abilities. The head band casts a shield spell when any weapon or projectile approaches the head of the wearer, independent of the wearer's action (up to three times a day). The head band normally gives the protection of a standard helm against any criticals that should be taken by the wearer's head.

RM Spells

5th Level: Concussion Mastery (10).

7th Level: Blood Mastery (10).

10th Level: Bone Mastery (10).

MERP Spells

5th Level: Surface Ways

7th Level: Blood Ways

10th Level: Bone/Muscle Ways

SKILLS



Skill

Level

1 3 5 7 10
MovM -20 -10 -5 5 5


MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

25

41

65

89

120

13

13

16

16

16

45

45

45

45

45

Y

Y

Y

Y

Y

N

N

L

L

L

30

40

50

60

76

20

25

30

35

45

-20

-10

-5

5

5




Dînlalaith (S. "Silent Laughter")

Aka: Sildaë (S. "Knife Shadow"); Makil Hísië (Q. "Sword Mist")

Race: Sinda.

Profession: Scout/Rogue.

Home: Lórien.

Appearance: Light brown hair with blond highlights that falls in waves to his shoulder blades; laughing, pale blue eyes; 6'6" tall; 200 lbs.

MERP Stats: St 99; Ag 90; Co 92; Ig 87; It 80; Pr 56; Ap 88.

RM Stats: Ag90; Co92; SD81; Me85; Re76; St99; Qu90; Pr56; Em76; In87.

Languages: Sindarin 5; Westron 5; Silvan 4; Quenya 3.

Dínlalaith was born the son of a weaver in Lórien. The lad spent his youth playing among the mallorn trees and listening to the stories of Elven travellers seeking commerce or rest amongst the Elves of the Golden Wood. Dínlalaith tried his hand at weaving, and found it not to his liking. It required that he stay in one place for long periods of time and do the same things over and over. He quickly gave up the notion of becoming a weaver and, instead, could often be found at the minstrel's glade, listening to the songs that told of the long history of the Elves. Quick to laugh at the lighter side of the stories and ballads, he was always welcomed by his fellow Elves to their gatherings. After half-heartedly attempting to learn the minstrel's art, he realized he liked the tales much better as a listener rather than as a performer.

Whenever Dínlalaith had the chance, he traveled alone to the edges of the Golden Wood, always wondering what lay beyond. His natural curiosity led him to apprentice for a short time with the metal smiths of Lórien, where he learned the rudiments of constructing locks and traps. His dedication to this vocation faded like the others, until a chance comment among a group of older friends snared his interest. Several had decided to become Guardians of the Glade and were just beginning their instruction in arms.

Dínlalaith reported to the Glade several days later, and was accepted as an apprentice Guardian. Boredom was ever kept at bay by the constant drilling in arms, stealth, and scouting skills required of all Guardians. Although quick in his movements, Dínlalaith was stocky for an Elf, and tended to overdraw a bow, and add an uncontrolled aspect to any attacks with the long knife. Knowing that the weapon and wielder must match to create a true warrior, the Guardian's had Dínlalaith try his hand with the long sword. The extra length and weight fit Dínlalaith's build and inclinations and quickly became his weapon of choice. What he lacked in ability with the bow and long knife, he more than made up for with the long sword.

After several months of training, Dínlalaith was assigned to the border watch in the perimeter flets that encircled the Golden Wood. Excited at first, he soon grew bored with simply watching the lands beyond Lórien, and requested transfer to the scouting groups that travelled on foot for several weeks at a time. Here he found the perfect role for himself amongst the Elf kindred. He delighted in always being on the move, searching for unannounced intruders into the realm. He became noted among the younger Guardians for his ability to move silently and remain unseen when needed. In time, the mystery of what lay beyond Lórien began to gnaw at him, and after fifty years with the Guardians, he left their service to work as a guard for merchants, messengers or diplomatic missions to the Dwarf hold at Khazad-dúm or King Thranduil's halls in Mirkwood.

Dínlalaith's ready smile and easy going countenance made him a welcome guest in King Thranduil's realm. Quick to buy an evenings meal or draught of ale for any wandering bard or minstrel, he seeks to hear new tales of other lands or Elven adventures. He may be found anywhere between Loríen's Golden Wood and the east flank of Mirkwood, generally travelling with individuals that gather information for Kings Amroth and Thranduil.

Features:

Dínlalaith is a tall, large-boned Elf whose Sinda features have a somewhat blockier appearance than most of his kindred. His pale blue eyes always seem to hold laughter, and contrast with his lightly tanned skin acquired from long days on the roads and trails. His long exposure to the sun has left blond highlights in his light brown hair that falls in waves to his shoulder blades. He wears a leather-covered chain shirt, leather britches, and soft leather Elf boots all of the same matching mist grey color. A composite bow and quiver is carried across his back, and a kynac rides hidden in his left boot, for "quieting those that lie in wait to do I or my fellow travellers harm." He carries a shield devoid of any markings, and when encountered during his travels, appears to be more of a beweaponed pilgrim than a seasoned warrior in search of new adventures.

Principal Items:

Long Sword (1st Lvl)

+10 OB. Daiotir (Q. "Shadow-guard"). This magical blade nullifies all magical properties on weapons used against the wielder (including weapons of Elf Slaying).

Composite Bow (3rd Lvl)

+10 OB. Dínlalaith favors this shortened version of the long bow for his travels through Middle-earth.

Kynac (5th Lvl)

+15 OB. This magical item casts silence in a five foot radius twice a day. The Silence spell remains in effect until the kynac is sheathed.

SKILLS



Skill

Level

1 3 5 7 10

MovM

Long Sword

Composite Bow

Kynac

Climb

Ride

Swim

Pick Lock

Disarm Trap

Ambush

Stalk/Hide

Perception

Trap Building

Brawling

Weapon Evaluation

Silent Kill

Rope Mastery

0

20

10

5

10

5

5

10

10

1

10

20

10

5

10

10

5

5

40

15

10

15

5

10

20

20

3

20

40

25

15

20

20

10

0

52

20

10

25

10

15

30

30

5

30

50

45

25

30

30

25

5

56

30

25

35

20

20

40

40

6

50

54

54

40

40

50

35

15

60

50

45

40

30

30

54

54

9

56

60

60

52

52

58

45



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

31

58

83

94

115

5

5

13

13

14

20

45

45

45

45

N

Y

Y

Y

Y

N

N

N

N

A/L

53

79

97

107

120

28

49

60

76

105

0

5

0

5

15




Lokish Kiddell

Aka: Kaldigar (Dor. "Current-weaver"); Keldretta (S. "River Dancer").

Race: Dorwinadan.

Profession: Scout/Rogue.

Home: The sailing barge Keldov (Dor. "River Wind")

Appearance: Straight brown hair. Hazel eyes. 5'9" tall, 160 lbs.

MERP Stats: St 93; Ag 90; Co 84; Ig 94; It 93; Pr 90; Ap 67.

RM Stats: Ag 90; Co 84; SD 83; Me 99; Re 89; St 93; Qu 85; Pr 90; Em 83; In 93.

Languages: Westron 5, Logathig 5, Sindarin 4.

Born in a small river town near the northwest shore of the Sea of Rhûn, Lokish was trained by his family in the ways of the river. The lad learned to swim at the age of three, and could read currents and row a small skiff at seven. Soon he began to travel on his father's barge during the shorter shipping trips, and quickly picked up the skills needed to be an able boatman and trader. When not working with his father, Lokish hired out to other barge masters along the Celduin River as a helmsman and navigator.

Lokish's innate skill in reading the current and eddy lines, the telltale riffles of shoals and bars, and the pillows and V-breaks off underwater obstructions soon gained him a reputation as Sanor-blessed (D. "Ulmo"), and one who's presence on board always ensured a safe journey. This caused some amusement to Lokish, since he gave little thought to either the Balagini (D. "Valar"), the Dark One, or the ancestor spirits of the Dorwinrim while he went about his work. While not as superstitious as many boatman, he still makes offerings to Sanor several times a year, as do all the river folk, to "cover his docking fees," as he was oft to comment. Lokish however, trusted more to the messages entwined in the river's flow than in any belief in help from either Balagini or men. Following a philosophy of 'going with the flow', Lokish bases his actions on the lessons taught by the river and is fond of telling would be boatmen: "You can't fight the river. If you do, you'll always lose. But you can use it's currents and eddies to take you where you will and land where you are wont. What else could you ask, eh? The river is a strict lover, rightly enough, but treat her with respect and she'll be good to you."

At the age of twenty, Lokish managed to buy the controlling partnership of a sailing barge. He found that managing the barge's eight man crew was to his liking and talents. Using the single triangular sail when the winds were in their favor, or the long sweep oars when the wind was quiet, Lokish moved trade goods northwest along the Celduin river as far as the confluence with the Carnen river. Soon he gained complete ownership of the barge, and had enough working capital to buy and transport Dorwinion's most sought after product; Dorwinion wine. Lokish pushed his shipping route ever further, and became one of the few rivermen that traded as far north as Long Lake by the northeast edge of Mirkwood.

A shrewd businessman and bargainer, Lokish soon realized that the size of the cargo had little to do with the size of the purse received for delivering it. He refitted his barge for "cargo of worth," as he called it, adding several hidden compartments and a somewhat unique passenger quarter that remains quite concealed to curious eyes along his trade route.

Lokish divides part of the profits from any venture among the members of his crew, and in return, the crew think of the barge as their home and family dwelling. All are quite capable fighters and ready to defend the barge's security when the need arises.

Features:

A boisterous and jovial host, Lokish is a gregarious soul that enjoys the company of others, especially when they are interested in buying his cargo. He wears his long, straight hair tied back in a leather thong as protection against wind and sun. His hazel eyes take on the color of the water he travels through; brown when the river is swollen by muddy floods, blue when the river runs fast and clear, and a dark green when the river is deep and still. His wide set eyes, and large nose and mouth are framed by a face tanned to a deep golden tint by constant sun. His loose fitting, heavy cotton shirt and britches are common wear among the rivermen of the Celduin. Over his shirt, a half-sleeved vest of oil-treated canvas is belted with a sash made from braided rope. The sash holds twin scabbards at either side of his waist that carry his two short swords. His Dorwinadan sandals woven of waxed hemp wear well when wet and provide good footing on slippery decks.


Principal Items:

Canvas Vest (1st Lvl)

+5 DB. This magic item has been passed down through Lokish's family and protects as a rigid leather breastplate (AT 9).

Short Swords (3rd Lvl)

+15 OB. This matched set of short swords was taken as a partial payment for a cargo Lokish delivered. Lokish fights with a short sword in each hand (see Arm's Law, Two Weapon Combos).

SKILLS



Skill

Level

1 3 5 7 10

MovM (Sl)

Short Sword (R.H.)

Short Sword (L.H.)

Climb

Ride

Swim

Ambush

Stalk/Hide

Perception

Boat Pilot

Navigation

Star Gazing

Sailing

Rowing

Appraisal

Trading

Trading Lore

Leadership

Public Speaking

Diplomacy

Weather Watching

First Aid

15

15

15

-

-

10

-

-

10

10

15

10

5

5

-

5

5

-

5

-

10

5

20

30

30

5

-

20

-

-

20

30

30

15

10

15

10

15

15

5

10

5

20

10

20

45

45

5

5

30

1

5

30

45

45

20

15

25

20

25

25

10

20

10

30

15

20

54

52

10

10

40

2

10

40

52

52

30

20

35

30

35

35

15

30

15

40

20

20 64

60

10

10

50

4

15

52

62

58

40

35

50

45

50

50

30

40

25

50

35



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
2nd OB Mov

M

1

3

5

7

10

21

37

55

69

95

RL/9

RL/9

RL/9

RL/9

RL/9

15

15

15

15

15

N

N

N

N

N

N

N

N

N

N

26rh

58rh

75rh

86rh

99rh

26lh

58lh

75lh

84lh

95lh

15

20

20

20

20




Tasarë

Aka: Willow.

Race: Dúnadan/Northman.

Profession: Ranger.

Home: Lamedon in Gondor, later Southern Mirkwood.

Appearance: Dusky red hair the color of maple leaves in the fall, moss green eyes. 5'10" tall, 130 lbs.

MERP Stats: St 87; Ag 101; Co 81; Ig 90; It 90; Pr 71; Ap 92.

RM Stats: Ag 101; Co81; SD 91; Me86; Re74; St87; Qu95; Pr71; Em88; In90.

Languages: Adunaic 5, Westron 5, Sindarin 4, Waildyth 3, Eothrik 1.

Born in Gondor before the kin strife to a Dúnadan father and Northman mother, Willow is Valacar's cousin thrice removed. After observing their daughter's love of the woods and surrounding countryside and fearing the murmurings of the coming kin strife, her parents sent her to Edhellond for training among the Elves. This unusual occurrence was possible only because of Willow's family's friendship with an Elf at Edhellond.

The Elves soon discovered the girl's latent talents, and trained her as one of their own. Since she did not have the inclination towards becoming a warrior, she was led down the path of a Ranger. She showed a love of the woods as strong as any Elf, and made up for her dislike of open combat with a remarkable ability at sensing and detecting awaiting danger. This, combined with her innate ability to use a bow, made her a formidable opponent in the woods. She was often sent out as the advance scout of a party of Rangers, since it was well known that she would warn the party of impending danger or die in the process.

When the kin-strife tore Gondor asunder, the Elves requested that she leave their holdings. This she did, following her cousin to her mother's lands. Willow may be found travelling the roads and paths in and around Southern Mirkwood. She is one of the few rangers in the area that is actually willing to go into Southern Mirkwood for a price. Avoiding open combat whenever possible, Willow will deliver a party safely to their destination.

Features:

Dressed in a soft leather, moss green tunic and britches that match her eyes, Willow resembles the tall, supple tree she is named after. Her straight, dusky red hair is neatly trimmed at a angle that flows from the base of her skull to the bottom of her jaw covering her ears. During the fall, her hair, the color of turning maple leaves, helps her in fading into the woods and aids in secreting her from prying eyes. Her Dúnadan blood appears to outweigh her Northman stock. Her bearing, the color of her eyes, and stately features softens her rugged beauty and shows her Dúnadan ancestry. When in the wilds she carries her bow strung and at the ready, and much prefers to detect danger ahead of time rather than use force of arms to counter it when it occurs.

Principal Items:

Long Bow (1st Lvl)

+15 OB. This bow was a gift from the Elves of Edhellond. Its dark wood is unaffected by moisture, as is the bowstring. It may be fired once every round without penalty.

Rope of snaring (5th Lvl)

Magic. This rope will lend +25 to all attempts to snare man or beast. If it is used to simply tie up a captive, it lends only +15.

Vial of scent (7th Lvl)

Magic. As long as a single drop of deer musk is left in the vial, it will refill itself with very potent smelling musk overnight. The musk will mask a person's own scent.

RM Spells

1st Level: Nature's Guises

5th Level: Path Mastery

7Th Level: Detection Mastery

10th Level: Concussion Ways

MERP Spells

1st Level: Nature's Guises

5th Level: Path Mastery

7th Level: Essence Perceptions

10th Level: Physical Enhancement

SKILLS



Skill

Level

1 3 5 7 10

MovM

Long Bow

Long sword

Climb

Ride

Swim

Track

Stalk/Hide

Perception

Detect traps

Herb Lore

Flora Lore

Fauna Lore

Navigation

Star Gazing

Sense Ambush

Direction Sense

35

25

15

10

10

10

10

15

20

5

5

15

10

15

5

-

10

40

40

25

20

20

20

20

25

30

15

15

25

20

25

10

5

20

40

50

35

30

30

30

35

40

40

25

20

35

30

35

15

15

35

40

56

40

35

40

40

50

45

50

35

25

45

40

45

20

30

50

40

68

52

45

50

50

56

52

56

45

35

54

52

50

35

50

56

MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

21

36

47

63

91

SL/5

SL/5

SL/5

SL/5

SL/5

15

15

15

15

15

N

N

N

N

N

N

N

N

N

N

21

33

45

52

67

56

73

85

93

108

35

40

40

40

40





5.0 Rohan

Rohan is a beautiful land lying between the Anduin to the east, the River Isen to the west, the White Mountains to the south and Fangorn Forest to the north.

Since early T.A. 2500, the land of Rohan has been held by the Rohirrim, the Horse-lords. Prior to this time, it was a province of Gondor. Cirion, King of Gondor, gave the land of Rohan to the Éothéod as a gift for their help in the Battle of Parth Celebrant.


Wídfara Deneson

Aka: Nahaldane (R. "The Secret One").

Race: Rohir.

Profession: Warrior/Fighter.

Home: Aldburg.

MERP Stats: St 101; Ag 86; Co 98; Ig 87; It 89; Pr 54; Ap 62.

RM Stats: Ag86; Co98; Sd84; Me87; Re91; St101; Qu99; Pr54; Em83; In87.

Languages: Rohirric 5, Adunaic 3, Haradaic 1, Westron 3.

Wídfara was born to Dene in Aldburg in T.A. 2993. His father came from a long line of bounty hunters that originated in the East Bight of southern Mirkwood. Wídfara was named after one of his ancestors who was instrumental in hunting down Balchoth assassins circa T.A. 2510 in the Anduin Valley. True to his ancestor's name, Wídfara is a dogged individual who will never give up the chase. As a young boy, he took to his study of arms like a kitten to cream. He excelled in his craft and was admitted into the Riddermark a season before his time.

His exploits during the War of the Ring and especially at the Battle of the Pelenor Fields earned him the praise of many of his fellow warriors. After the death of the standard bearer of Théoden, he carried the standard for Éomer, the new King of the Riddermark. And, true to the blessing of Théoden, he lived to see the battle turn against the Dark Lord's forces.

After six full years of military duty, Wídfara left the active service to follow in his father's footsteps as a hunter of men. With peace in the land, the older members of the Riddermark were allowed to pursue other ventures until they were actively needed again. As the elder son, his was the responsibility for continuing the family bounty hunting business. His younger brothers Aeftwine and Eathelred assist him in his duties. The three brothers travel from their home to Tharbad in the north and the farthest reaches of Gondor to the south, plying their trade. This trio, and especially Wídfara, are well known for their success in hunting down the hardest prey. For the right price, Wídfara will hunt down any individual, at any distance. It is said that he has even travelled into Mordor itself.

Features

Wídfara is a nondescript man. This is a benefit to his work. He is 5'11" tall and weighs approximately 185 pounds. Small for his people, Wídfara is often overlooked in a crowd. His hair is a light brown and his eyes the color of cold, blued steel. He trims his hair and moustache to a reasonable length (hair cut at the shoulders and tied back when necessary, moustache trimmed at the corner of the mouth). He prefers loose clothing that help to hide the implements of his trade (long dirk, garrote, sand-filled leather bag for subduing, rope, manacles). Over his tunic he wears a light shirt of chain and a travellers cloak.

SKILLS



Skill

Level

1 3 5 7 10

MovM (Ch)

Long Sword

Short Bow

Spear

Climb

Ride

Swim

Track

Ambush

Stalk/Hide

Perception

Acting

Weather-watching

Animal Training

Distance Running

Disarm Foe (Armed)

Subduing

Rope Mastery

Trap Building

First Aid

-10

20

10

10

5

40

5

5

--

5

5

--

5

5

--

--

--

5

--

5

0

30

20

15

10

50

10

15

1

15

20

--

10

5

5

5

--

10

5

10

10

40

30

20

15

52

15

25

2

25

30

5

20

10

10

10

5

10

5

15

10

50

40

30

15

54

15

35

3

35

45

10

30

15

15

15

10

15

10

20

15

52

50

40

20

56

20

50

4

45

54

20

40

25

30

30

25

20

25

30



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

24

44

68

99

124

Ch/13

Ch/13

Ch/13

Ch/13

Ch/13

20

25

25

35

35

Y

Y5

Y5

Y15

Y15

L

L

L

L

L

51

63

75

87

92

16

28

40

52

65

-10

0

10

10

15




Vês-Ora-Vês

Aka: Veesa.

Race: Drúadan.

Profession: Animist/Animist/Witch.

Home: Drúadan Forest.

Appearance: Black hair, black eyes. 4'5" tall, 128 lbs.

MERP Stats: St 42; Ag 76; Co 63; Ig 100; It 101; Pr 59; Ap 31.

RM Stats: Ag76; Co63; SD88; Me93; Re95; St42; Qu71; Pr59; Em101; In100.

Languages: Pûkael 5, Westron 3, Dunael 2.

"Veesa looked at the bones she had just thrown and smiled. When was the first time she saw the bones? When did she learn the use of root and herb? Veesa's mother had been a good teacher and luckily Veesa was born with the gift."

Veesa comes from a long line of Drúadan witches. Her home is located in the very western edge of the Drúadan forest some 2-3 miles in from the eaves. Veesa lives a simple life. Her sustenance is supplied by the lands around her home. Honey from the hives found in the forest, fruits and vegetables from her gardens and herbs from the numerous hidden grottoes of the woods.

Veesa's mother knew shortly after the young girl's birth that she had the gift. Strange dreams, foretellings and the girl's innate knowledge led her to start Veesa's formal training. By the age of 23, Veesa had learned all that her mother could teach her. Taking her scant belongings, she moved to the fogu (P. "Earth-home") of her betrothed and his family.

Over the years, Veesa has continued to grow in her knowledge of herbs and the arts that her mother taught her. A gregarious individual (a rarity amongst the Drúedain), Veesa will endeavor to assist any and all that come to her.

Features:

Veesa's most striking feature is her long black hair. Her hair is braided and would fall to her knees if hanging down her back. Veesa, however, drapes the braid over her right shoulder and it rests between her painted breasts. When practicing divination with the bones, she uses the end of her braided hair like a brush, to first clean the ground in front of her. In the classic manner, Veesa wears only the pigments she uses to adorn her body. While the eyes of most Woses appear to be pupiless pools of darkness, hers always seem to hint at a red, fiery glow even when she is not angered.

Principal Items:

Scrying Bones (1st Lvl)

+15. These enchanted bones, given to Veesa by her mother, aid in all divinations.

Leather Pouch (5th Lvl)

Magic. All herbs placed in this pouch will retain their potency until they are used.

RM Spells

1st Lvl: Nature's Mastery

3rd Lvl: Purifications

5th Lvl: Candle Magic, Concussion Ways

7th Lvl: Potion Magic

10th Lvl: Blood Law, Muscle Law

MERP Spells

1st Level: Nature's Lore

3rd Level: Purifications

5th Level: Surface Ways

7th Level: Blood Ways

10th Level: Bone/Muscle Ways

SKILLS



Skill

Level

1 3 5 7 10

MovM

Dagger

Climb

Swim

Perception

Runes

Staves/Wands

Divination

First Aid

Foraging

Herb Lore

Mid Wifery

5

10

20

25

35

10

10

15

5

5

10

5

10

10

30

25

40

20

20

35

15

15

30

15

10

15

35

30

50

30

30

52

25

25

50

25

10

20

40

35

54

40

40

60

35

35

58

35

10

25

50

45

60

50

50

64

50

50

62

50



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

14

23

34

41

52

No/1

No/1

No/1

No/1

No/1

0

0

0

0

0

N

N

N

N

N

N

N

N

N

M

10

10

15

20

25

5

10

10

10

10





6.0 Gondor

The Stone Land (Q. "Gondor") lies south of the White Mountains along the Bay of Belfalas. A province of Gondor also lies along the northern flanks of the White Mountains adjacent to Rohan. This kingdom spans many ages. Founded by the Sea Lords of Númenor, Gondor's lands are ruled by the High-men of Middle-earth, the Dúnedain.

Esta

Aka: Fire, Shrew.

Race: Dúnadan.

Profession: Scout/Rogue.

Home: Lamedon.

Appearance: Short, dark brown, bobbed hair. Green eyes. 5'11" tall, 153 lbs.

MERP Stats: St 99; Ag 93; Co 97; Ig 53; It 73; Pr 42; Ap 67.

RM Stats: Ag93; Co97; SD64; Me84; Re62; St99; Qu101; Pr42; Em38; In53.

Languages: Adunaic 5, Westron 5, Sindarin 4.

Her father always said she was a "royal pain in the arse." In fact, if her parents had not hired the finest midwife to help in the breach delivery, the girl and her mother would have died. The difficult delivery set the tone for the remainder of the girl's life.

The first word that Esta learned, even before mamma or papa, was NO. Even though she was raised in a loving home, Esta was a very difficult and demanding child. She constantly fought with her siblings and always did the opposite told, if she decided to do anything at all.

Years later, Esta turned into the quintessential tom-boy. Much to her mother's chagrin, Esta wrestled and fought with the boys her age, and usually won. Cooking and sewing were not to her liking she would always say. Her every possible moment was spent in her father's forge or harassing the boys. She wouldn't be "one of those girls" who was made a virtual slave to a man.

Esta's skill at wrestling progressed and the young girl even found someone to teach her skill at arms. She took up the long sword and bow and was as adept at those as with wrestling. Her desire was to become a famous warrior. This might have come to pass were it not for the fact that she was so obnoxious. Even though her natural skills in combat were great, her abrasive personality typically resulted in her being thrown out of Schools of Defense at Arms.

At the age of 18, Esta escaped a marriage planned by her parents. Dressed as a man she escaped her home town and she took to travelling about Lamedon and the other provinces of Gondor before taking up residense in Lond Ernil. There, she began hiring herself out as a mercenary. Going from job to job, Esta makes just enough to get by.

Features:

Dressed in the garb of a male warrior, Esta appears to be a clean shaven younger man who wears his years well, yet still shows healed facial scars and nicks from past battles. Her dark brown hair is bobbed short enough that none shows from beneath the metal skull cap that she normally wears when travelling. Her chain shirt is well polished, as is her silver embellished sword hanger. Her emerald green eyes lead many to believe that the young man they speak with has a trace of Elven blood. She neither admits nor denies these rumors.

Principal Items:

Dagger (1st Lvl)

+10 OB. A gift from her father, this dagger is a well balanced blade suitable for throwing or thrusting.

Long Sword (6th Lvl)

+15 OB. This blade was given to Esta by a spurned lover. Although the blade aids in combat, as long as Esta owns the blade, she will not find love in the arms of another man.

SKILLS



Skill

Level

1 3 5 7 10

MovM

Perception

Climb

Swim

Stalk/Hide

Long Sword

Bow

Dagger

Cookery

Smithing

Seduction

Brawling

Crafting

First Aid

Riding

15

15

5

10

5

15

10

10

10

5

-

15

15

5

10

20

35

15

20

15

25

20

20

15

15

-

30

20

15

20

20

50

25

30

25

45

30

30

15

25

5

45

25

25

30

20

58

35

40

40

54

45

40

15

30

10

52

25

35

40

20

64

50

52

54

64

54

54

20

40

25

60

35

50

52



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

25

38

52

69

101

No/1

Ch/13

Ch/13

Ch/13

Ch/13

30

50

50

50

50

N

Y

Y

Y

Y

N

N

N

N

N

28

54

80

95

114

23

39

55

76

94

15

20

20

20

20




Alcar

Aka: Moredhel, Curinir.

Race: Noldo.

Profession: Mage.

Home: Lorien, then Edhellond, then Minas Ithil, then Minas Anor.

MERP Stats: St 53; Ag 86; Co 95; Ig 105; It 53; Pr 61; Ap 78.

RM Stats: Ag86; Co95; Sd42; Me72; Re90; St53; Qu106; Pr61; Em105; In53.

Languages: Quenya 5, Sindarin 5, Adunaic 4, Haradaic 4, Westron 3, Black Speech 3.

Born to the Noldo family of Elindor of Lorien at the end of the Second Age, Alcar was orphaned when his parents were killed in the War against the Dark Lord. He was taken in by a Sinda family to be raised as their own. The family moved from Lorien to Edhellond in Gondor within a few years. Alcar always felt that he was worthy of greater things than those his new family could offer. While still in his youth, Alcar met and began taking training from a rogue mage who was in hiding in Edhellond. Alcar learned as quickly as he could and although he had an affinity for the magical arts, it was very difficult for him to remember the intricacies of the spells. He studied for almost a full century before he mastered his first spell list. Shortly thereafter, his mentor died.

Alcar's distaste for the "simpletons" of Edhellond fueled his desire to relocate somewhere more prudent for a mage of his calibre. Without a word to his foster family, he gathered his few possessions and travelled to Minas Ithil. There, he studied the arcane arts, until the fall of the city to the Dark Lord's forces.

Leaving the beleagured city behind, Alcar travelled to Minas Anor. With the profits from his prior work, he was able to buy a small residence on the Fifth Level adjacent to a bookbindery.

Using his new home as a base, Alcar travels northern and southern Middle-earth, ever searching for more knowledge and arcane items. He simply takes what he can, and as a last resort will pay for the things he desires. For, as a Noldo, he feels that only his race and he especially are all that matters. All others are below contempt.

Today (circa T.A. 1640), Alcar continues his search for the arcane and will stop at nothing to achieve his ends.

Features

Alcar is tall, even by Noldo standards. His passionless, cold, blue eyes, give no indication of his emotions or abilities. He prefers dark robes, embroidered with scarlet and gold. When travelling, he wears a simple hooded black cloak. Alcar takes arrogance to the extreme. He will only deign to communicate with someone if they are of equal stature or if they have in their possession some item or information that he desires. Amongst many of the Elven groups that Alcar has had contact with, he is called moredhel (S. "Dark Elf"), because of his dour outlook on life.

Principal Items

Ring of Protection (3rd Lvl)

This magical ring aids in protection from undead creatures and entities. The wearer's DB is enhanced by 15 points when a physical attack is made and 10 points when a magical attack is made.

Ni-min's Amulet

This amulet allows to the wielder to store and later use two spells up to 10th level. The amulet is reported to have been fashioned in the Utter East.

RM Spells

1st Level: Shield Mastery, Fire Law

3rd Level: Ice Law, Unbarring Ways

5th Level: Light Law, Dispelling Ways

7th Level: Lofty Bridges

10th Level: Delving Ways, Shield Mastery

MERP Spells

1st Level: Essence Hand, Fire Law

3rd Level: Ice Law, Unbarring Ways

5th Level: Light Law, Spell Ways

7th Level: Lofty Bridges

10th Level: Essence Ways

SKILLS



Skill

Level

1 3 5 7 10

MovM

Perception

Staves & Wands

Runes

Channeling

Swimming

Riding

Climbing

Stalk/Hide

Trap Building

Signaling

Cookery

Acrobatics

Long Sword

Spear

Dagger

MovM (Sl)

0

10

10

10

5

5

5

--

--

--

5

5

5

5

--

--

5

5

10

20

20

10

5

10

5

5

5

10

10

10

10

5

--

5

5

15

40

40

15

10

10

10

5

10

15

15

20

15

10

5

5

5

15

50

50

25

10

15

10

5

20

20

20

25

20

10

5

5

5

20

60

58

30

15

20

15

5

25

25

25

40

30

15

5

5



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd

OB
Mov

M

1

3

5

7

12

21

34

51

SL/5

SL/5

SL/5

SL/5

35

35

35

35

n

n

n

n

n

n

n

n

5

10

15

20

--

5

10

10

0

5

5

5




Anaristar Mîrdan

Aka: Diamond, The Gem Mover.

Race: Dúnadan.

Profession: Warrior/Rogue.

Home: Minas Anor.

Appearance: Anaristar has jet black hair cut close to the skull and very dark blue eyes. 6'2"; 210 lbs.

MERP Stats: St72; Ag101; Co82; Ig87; It92; Pr; Ap63.

RM Stats: Ag101; Co82; SD91; Me84; Re78; St72; Qu79; Pr81; Em95; In92.

Languages: Adunaic 5, Sindarin 5, Quenya 3, Haradaic 3.

Anaristar was born in Minas Anor, the son of a simple merchant. Since the family was relatively poor, his parents were not able to provide an advanced education. Although lettered, Anaristar was forced to apprentice himself to a merchant that travelled a route from Minas Anor to Bozhisha-Dar in the Far South, buying and selling all manner of fine cloth, clothing, and jewlery. At 15 years of age, the young man's duties included cooking for the caravan workers and performing odd jobs. At 17, Anaristar had learned enough about the workings of the trade business (and since he had learned to write at an early age) to be promoted to a trade hand. His responsibility was to lay out the goods for sale and to keep inventory of those items placed under his care. This he did with a passion that surprised the caravan owner.

During one trip to the Harad, the caravan was beset by a band of raiders. Anaristar was barely able to escape from the camp as the bandits rained death upon those that remained. Of the fate of the caravan master and the rest of the retinue, the young boy never discovered. Armed with only a dagger and supplied with a single water skin, Anaristar wandered through the wastes for many days. Near death, the lad came upon a hidden oasis, where he found sustenance for himself; the menas to thwart the hand of death. During the days that he spent recovering from the harsh treatment of the desert, he discovered a small chest. Two full days passed before he was able to break open the lock. To his surprise he found within a map, a bag of coins and two small locked boxes. Filling his water skin and taking all that he could carry to eat, he made his way north to more hospitable lands, finally reaching Minas Anor.

The two small boxes that he returned with, proved to be his salvation: one box was filled with rare gems and the other with a small glove fashioned of mouse skin and a set of gem cutting tools. With his new found treasures, he set himself up in business as a gem and jewel trader.

Today, Anaristar is a wealthy merchant who wants for nothing. He trades in gems, jewels, jewelry of all types and is rumored to move or reset gems without questioning the origin. He is also known to buy and sell cursed gems and jewels. Anaristar is never without his two body guards.

Features:

Anaristar is a tallish man who looks old for his age. He tends towards flashy clothes, befitting one of his stature in the community. His hair is black, and shot with streaks of grey. He keeps his hair cut very short and normally wears a leather skull cap. The cap is carved and colored with desert flowers. His deep blue eyes appear dark as coal. His many years of work in the Harad have also taken their toll. Anaristar's skin is tanned and scars may still be seen from burns he received while escaping from the desert waste. He wears a large diamond in a loop from his right ear and sports a gem encrusted ring on every finger.

Principal Items:

Mouse-skin Glove (3rd Lvl)

Anaristar found this glove while lost in the desert. When wearing the glove and handling an object, it will make the hand tingle if the item is magical in nature. It will also lend +20 to all staves & wands rolls. Cursed gems and jewels will have no effect on the user of the glove.

Gem cutting tools (3rd Lvl)

Also found when Anaristar was lost in the desert, these tools add +25 when cutting and setting gems. When in use, it is impossible to spoil a gem when cutting.

Dagger (6th Lvl)

+10 OB. This magical dagger was the gift of an individual whom Anaristar assisted. The individual could not remove a cursed gem from his possession.

SKILLS



Skill

Level

1 3 5 7 10

MovM

Dagger

Long Sword

Climb

Ride

Swim

Stalk/Hide

Pick Locks

Perception

Staves/Wands

Mathematics

Navigation

Appraisal

Trading

Gem Evaluation

Gem Smithing

Gold & Silver Smithing

Power Perception

Metal Lore

Gem Lore

Cooking

30

5

10

5

5

--

5

5

10

--

5

--

--

5

--

--

--

--

--

--

5

30

15

20

15

15

5

10

15

30

5

10

5

5

10

--

--

--

--

--

--

15

30

25

30

25

25

10

20

25

40

15

20

15

15

20

--

--

--

--

--

--

15

30

30

35

30

30

20

20

35

50

25

30

20

25

30

10

10

10

10

10

10

15

30

30

40

35

40

25

25

40

65

40

40

30

40

45

40

30

25

25

25

40

15

** Note - Gem Lore and Evaluation are as Stone Lore and Evaluation.

MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

18

37

52

69

91

SL/5

SL/5

SL/5

SL/5

SL/5

5

5

5

5

5

N

N

N

N

N

N

N

N

N

N

15

25

35

40

45

10

20

30

35

35

30

30

30

30

30

GEM LIST

Type Color Cut(1) Size Cost
Amber Clear to Yellow C 1-25 1-6bp
Amethyst Purple F,C 3-25 2-4sp

Gem List in preparation. The following information is slowly being moved to the table above.
Type Color Cut(1) Size Cost

Aquamarine Blue, blue-green F 3-15 8bp - 6sp

Bloodstone Dark green with red C 10-50 1 - 4bp

Catseye Green, yellow, red C 3-10 10cp - 1sp

Chrysoberyl Yellow, yellow-green F,C 1-15 20 - 60 sp

Coral Varies C,P 1-50 1cp+

Diamond Clear F ½-10 8 - 240sp

Diamond Pink F ½-10 12 - 280sp

Diamond Green F ½-10 12 - 280sp

Diamond Yellow F ½-10 12 - 280sp

Diamond Blue-white F ½-10 20 - 400sp

Emerald Brilliant to pale green F 1-8 2bp - 40sp

Flourite Blue, red, purple F 1-50 3bp - 3sp

Garnets green, red, purple, stars F,C ½-15 5cp - 30sp

Ivory white to yellow-white C,P varies 1cp - 20sp+

Lapis Lazuli violet to pale blue C 5-25 2cp - 1sp

Moonstone Trans. blue to silver-white C 1-50 6bp - 3sp

Moss agate moss with dark green C 1-500 10cp - 4sp

Mother-of-p. Shiny white or black P Varies 1 - 20cp

Opal white, "fire" varies C 1-10 2 - 10sp

Opal yellow or red, "fire" C 1-10 1 - 500sp

Opal Yellow-green, "fire" C 1-10 8cp - 2bp

Opal Grey to black, "fire" C 1-10 20 - 800sp

Pearl White, cream or black ½-5 2 - 60sp

Rose quartz Rich to pale pink F,C 1-50 5 - 20cp

Ruby Red F ½-5 8 - 240sp

Sapphire Blue to violet-blue F ½-5 4 - 80sp

Sapphire Black star C 1-10 12 - 300sp

Sapphire Star, any color C 1-10 10 - 200sp

Sapphire red-orange F,C 1-10 2 - 10sp

Sapphire green to olive green F,C ½-5 4bp - 10sp

Sapphire orange, yellow to golden F,C 1-10 4bp - 6sp

Sapphire bright purple F,C 1-5 3 - 12sp

Smokey quartz Pale to dark grey F,C 1-500 5 - 10cp

Star quartz Clear with weak star C 1-10 8 - 16bp

Sunstone Colorless to pale green C 1-30 1 - 4bp

Tigereye Yellow/brown C 1-100 1 - 2bp

Topaz varies. Purple most valued F 1-15 1cp - 15sp

Turquoise varied blues, spiderweb C 1-100 5cp - 5sp



Silmariel

Aka: Naurmîr (S. "Fire Jewel").

Race: Dúnadan.

Profession: Mage/Alchemist.

Home: Minas Anor.

Appearance: Chestnut hair. Cobalt eyes the color of deep twilight. 5' 11" tall. 165 lbs.

MERP Stats: St 70; Ag 86; Co 59; Ig 99; It 73; Pr 78; Ap 88.

RM Stats: Ag86; Co59; SD83; Me91; Re101; St70; Qu79; Pr78; Em99; In73.

Languages: Adúnaic 5; Westron 4; Haradaic 3; Sindarin 4; Quenya 2, Dunael 2.

Silmariel was born to Elerathiel, Lady of the Stars, and Stahnor the Alchemist. As the daughter of an alchemist and an astrologer, the young girl accepted the workings of magic as a normal part of her daily affairs. This proved hard on the young lass in her early teens, as she found that assimilating with her peers became more and more difficult. Used to her mother's advice and long term views on questions of life, and her father's no-nonsense manipulation of everyday objects, the lass found herself both bored and ignored by others of her age who thought her too pushy and arrogant. The arrogance seen in her by others was simply applied knowledge little understood by them, but it would take years for the girl to understand the difference between those who practiced magic and those who did not.

Silmariel responded to the social pressure and belittlement by retreating to her father's workshop. There, her doting father directed her thoughts away from her troubles by teaching her alchemy and smithing. While little interested in weapons, armor, sewing or cooking (to the chagrin of her mother), Silmariel liked to hammer and play with the metal stock her father provided. She often shaped it into crude jewelry of her own design that she would proudly wear for a day or so before becoming tired of it. Noting her talents, her father provided her with costume jewels and stones of poor value to set into the metal. The girl became more and more fascinated by the art, and by mid-teens was creating bracelets, earrings, rings, and amulets that were being sold in the open markets of Minas Anor.

As her skill with jewelry design developed, so did her understanding of alchemy and languages. Her father's patience and mother's insights into written lore were transferred to the girl. Silmariel moved into an apartment over her own workshop and forge at the age of 20, and soon developed a reputation as a quality jewelry smith among the richer inhabitants of Minas Anor. As her fame spread, she became friends with Anaristar Mîrdan, a well known Dúnadan gem-trader in Minas Anor. Silmariel prefers to deal only with Anaristar when buying gems and rare stones for her work. Many of the items she produces are imbedded with magical properties. She is also known for her ability to create custom items for the right price as long as the purchaser can provide her with the necessary spell to be embedded, or someone capable of casting the necessary spell. While an Alchemist in her own right, she is still close to her father and mother, and woe be to any adventurer that tries to take advantage of her and arouse the family's disfavor. (Treat Elerathiel as a 15th level Astrologer with all base astrologer lists to 20th level, Light's way, Barrier Wall, and Detection Mastery to 10th level. Treat Stahnor as a 20th level Alchemist with all base Alchemist lists to 20th level, Dispelling ways to 20th level, and Spirit Mastery and Gate Mastery to 10th level.)

Features:

Her eyes draw all who are taken by exotic looking women. While not a classical beauty by Dúnadan standards, she attracts at first until her haughty and arrogant manner chills her suitor. Her chestnut hair cascades in waves down over her shoulders. She wears the clothes of her trade; a leather apron, trimmed in arcane symbols, covering the non-constricting dresses that she favors. A more astute observer will be drawn to her deft fingers, each sporting a well crafted ring of her own manufacture.

Principal Items:

Mace (1st Level)

Crafted by her father, this simple mace will glow blue at her command and weighs the same as a small smithing hammer. It will always strike the thing or person that it is swung at (minimum of 1 concussion hit).

Smithing tools (6th Lvl)

These magical implements give her a +15 to all smithing and embedding actions.

*** GM Note - At any given time, she may have a ring or other item that has any spell that she or her mother or father know imbedded in the item.

RM Spells

1st Level: Essence embedding, Detecting Ways

3rd Level: Dispelling Ways, Enchanting Ways.

5th Level: Spell Wall, Lofty Bridge, Delving Ways.

7th Level: Mentalism-Chan Imbedding, Shield Mastery

10th Level: Spell Enhancement, Invisible ways

MERP Spells

1st Level: Essense Ways

3rd Level: Spell Ways

5th Level: Lofty Bridges

7th Level: Essence hand

10th Level: Fire Law

SKILLS



Skill

Level

1 3 5 7 10

MovM

Mace

Climb

Ride

Swim

Stalk/Hide

Pick Locks

Perception

Staves/Wands

Runes

Appraisal

Trading

Smithing

Gold & Silver Smithing

Power Perception

Metal Lore

10

10

5

10

10

5

10

15

10

10

5

--

10

--

--

--

15

15

10

15

15

10

20

25

25

20

10

5

25

5

5

5

15

20

15

20

20

15

30

35

35

35

20

15

35

15

15

15

15

25

20

25

20

25

40

45

45

45

30

25

45

30

25

25

15

35

30

40

30

35

52

54

56

54

45

40

56

45

40

40



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

17

34

51

68

89

No/1

No/1

No/1

No/1

No/1

N

N

N

N

N

N

N

N

N

N

10

15

20

25

35

10

15

15

15

15




Melia

Aka: Sapphire.

Race: Dunlending/Dúnadan.

Profession: Scout/Rogue.

Home: Gondor.

Appearance: Reddish blonde hair cascading to mid back, petite features, sapphire blue eyes, 5'8", 132 lbs.

MERP Stats: St 72; Ag 101; Co 83; Ig 81; It 89; Pr 99; Ap 93.

RM Stats: Ag101; Co83; SD98; Me87; Re91; St72; Qu102; Pr99; Em93; In81.

Languages: Adunaic 5, Westron 5, Dunael 3, Haradaic 2.

Melia's life has always been intertwined with rich and influential men, although she shows little from it but trouble. Born the only daughter to a gypsy woman and a noble of Lamedon in Gondor, her father paid for her mother Gunda to move out of the province; knowledge of illegitimate offspring would be damaging. Her mother relocated to Minas Anor when Melia was still an infant.

Gunda received enough funds to buy a home and to set up a fortune telling shop. Melia's early childhood was no different from the other children in the neighborhood. She played hop stick, sewed clothing for her dolls and played court with her friends. And, as any other girl entering her teen years, boys began to catch her eye and she soon realized that she could wrap them around her little finger. However, the simple boys of the city could not fulfill her desire to become a noblewoman.

As her talents and beauty grew, she searched for egress from her lowly state. One day she found it. A noble in search of escape from his travails happened upon this charming young lady. He supplied her with a small flat in a finer part of the city and showered her with gifts. Two years after their meeting, the noble's wife discovered her husband's dalliance and took measures to stop it.

Melia found herself destitute and on the road. She felt that she could not return to her mother for help because her mother had ever told her "do not toy with the highborn for they will use you and then abandon you in your hour of need."

Relying upon her beauty and skills, Melia made a life for herself preying upon those that would use her. Her favorite ploy was to station herself on a road in the cold of the morning and await unlucky travellers. If they seemed to possess sufficient wealth, she would relieve them of it.

After years of working alone, Melia met and fell in love with a successful thief named Jayce, also of Gondor. Of mixed descent like Melia, Jayce supplied talents that made the two a formidable pair. Together, they can accomplish almost any task that they set their minds to.

Features:

Melia's physical features seem to be patterned after the artist's perfect vision of loveliness. Her eyes, the color of new cut sapphires are framed in a pleasantly rounded face. Her reddish blonde hair is the final stroke of the painting as it tumbles to her waist. Younger men, can only wish to court one so literally breath taking as Melia while older men feel twenty to thirty years younger in her presence. Melia favors loose skirts and blouses, hinting at hidden secrets.

Principal Items:

Crossbow (2nd Lvl)

+25 OB. This fine weapon is more than it seems. Smaller than a light crossbow, it is easily concealed and fires two bolts, either simultaneously or singly. It adds +25 to attacks and is of man slaying (any male, any race).

Bracelet (6th Lvl)

This diminutive piece of jewelry adds +30 to her defense and will allow her to turn one missile or melee attack each day.

Shawl of Shanur (9th Lvl)

This magical shawl adds +25 to all stalk and hide maneuvers.

SKILLS



Skill

Level

1 3 5 7 10

MovM

Dagger

Crossbow

Long Sword

Climb

Ride

Swim

Ambush

Stalk/Hide

Perception

Seduction

Rope Mastery

Dance

Subduing

Singing

Pick Locks

Runes

35

15

20

5

5

10

10

--

10

20

5

--

5

--

5

--

--

40

25

35

15

10

25

15

5

20

35

15

5

10

--

15

5

--

40

35

50

25

15

35

25

10

30

45

30

15

20

5

25

15

5

40

45

54

35

25

45

30

15

40

52

40

25

30

15

35

25

10

40

50

60

45

30

52

40

25

50

58

52

40

45

35

50

40

25



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

21

34

52

63

89

No/1

No/1

No/1

No/1

No/1

35

35

35

65

65

N

N

N

N

N

N

N

N

N

N

18

34

50

66

80

53

74

95

105

120

35

40

40

40

40




A Story from the Life of Melia

She spied three riders approaching as the fog lifted. If the rumors of the lecherous lord of the manor were half true, she would be able to obtain a new horse easily. As the riders cantered slowly toward her, she adjusted her billowing skirt, cut to above the knee, and her shawl, too light for a day as cold as this one was. She started up the road to meet the riders...

"Now what is a pretty maid doing out on such a cold morning?" asked the grinning lord of the manor.

"I've been abandoned M'Lord."

"Perhaps we could be of some assistance?" the lord stated coyly. "We could offer you some warmth?"

The girl touched the tip of her tongue to her upper lip, "Aye M'Lord."

"And what doth thou desire, my pretty little maid?"

At this the lord's second laughed and, winking at the lord's squire whispered "I'm sure we could light her fires!"

"That which lies betwixt thy legs M'Lord..."

Not able to contain himself, the lord dismounted and began to remove his baldric. At this, the girl mounted the horse and sped off, yelling over her shoulder "Thank you for that which will warm me, M'Lord!"

Branadil

Aka: Gaerlind (S. "Sea Song").

Race: Dúnadan.

Profession: Bard.

Home: Pelargir.

Appearance: Dark brown hair. Grey eyes the color of a stormy sea. 6'3" tall. 215 lbs.

MERP Stats: St 89; Ag 94; Co 87; Ig 91; It 82; Pr 99; Ap 91.

RM Stats: Ag94; Co87; SD73; Me100; Re76; St89; Qu91; Pr99; Em81; In82.

Languages: Adúnaic 5; Westron 5; Haradaic 3; Sindarin 4; Quenya 2.

The year of Branadil's birth remains shrouded in mystery. His earliest memories are of the orphanage in Pelargir where he was raised. The records of the orphanage provided little information to the lad when he was old enough to inquire. He was left at the home in T.A. 1614 by a ship's captain that claimed to have found the babe abandoned in an empty room of an inn by the wharves. The description of the captain was jotted down in the records as being, a tall Elven sea-captain from the south. That the captain was not his father is all Branadil could be sure of.

Branadil's youth was as turbulent as the times he lived in. As a teenager, he learned to fight to protect himself from the bullies of the orphanage. Accused of being Dúnadan by some, Black Númenórian by others, and the unwanted offspring of the Corsairs by yet others, Branadil learned early that the world favored no man or culture, at least in mixed company. Confused and doubtful about himself and his own abilities, he turned for solace to the small library housed in the orphanage's halls. His obsessive desire to find some hint of his roots and history led him to learn several languages, all to no avail. The manuscripts available spoke of the history of the area from the point of view of the inhabitants of Pelargir, as all surviving histories do. Yet he continued the search, in time discovering the main library at Pelargir and its rich collection of works.

After leaving the orphanage, Branadil survived as best he could as a dock laborer, barkeep, and part time translator and scribe for the less literate inhabitants of Pelargir's wharf district. In T.A. 1634, becoming depressed with his lot in life, and fearing the news of the increased Corsair activity along the coast, he hired onto a merchant ship as a cook's helper. The ship was bound for Lond Ernil, but the voyage was short lived. The Corsair fleet on its way to ravage Pelargir closed on Branadil's vessel between the Anduin delta and the Bay of Belfalas. As the Corsairs swarmed aboard the doomed vessel, Branadil followed the example of several other crew members, and abandoned ship. Days later, still doggedly clinging to a broken mast tip and spar, he was carried to the southern shore of Belfalas by the currents. Lacking the strength to pull himself above the waterline of the beach, he resigned himself to drowning within a few feet of safety. The sea was cheated of its prize that day by the sudden appearance of a Sinda Elf who grasping both the situation and the drowning lad, quickly hauled Branadil from the waves.

When Branadil had recovered enough to engage in normal conversation, he asked his rescuer why he had saved him. "I'm a relentless beach comber, especially in places far from the cities of men," the Elf replied with a chuckle. "The ocean offers up such fascinating items at times, and since you are what was offered the least I could do was discover what it was I found."

"Then I'm afraid you've found little of value," said Branadil. His curiosity further aroused, the Elf with seeming little effort extracted Branadil's life story, quizzing him on the details. After completing his tale, Branadil grew more dejected than before. "And what is to become of me now?" he said quietly to himself. "Why, to travel with me for a time and learn a trade, of course," answered the Elf. "I am Telerlin the bard, and wanderer and commentator on the tribulations of the time."

Branadil's arguments about his unsuitability for becoming a bard fell on deaf ears, and he soon conceded to apprenticing to Telerlin until something better presented itself. Bound for Lond Ernil, the pair spent many days traveling north to the great seaport. During the journey, Telerlin introduced Branadil to both the lute and the flute, and provided instruction on speaking to an audience, basic musical concepts and singing. Branadil tried his best to learn the crafts that the Elf taught as repayment for his rescuer's efforts. Upon arriving in Lond Ernil, and finding a suitable inn to practice his arts, the Bard instructed Branadil to simply observe for the first night, and learn from a master entertainer. Branadil did as he was instructed, gratefully sipping ale at a corner table and watching Telerlin perform. The Elf's abilities were obvious as he played and sang, but the greatest response from the crowd came as Telerlin recited an epic poem about a wanderer that suffered misfortune at sea. The wanderer of the tale grew to greatness and fame by the end of the poem, and Branadil realized with a shock that he was loosely the hero referred to in the epic.

Later that night, while alone with the Elf, Branadil asked about the poem. "You've turned my misfortune into a hero's tale. How can you speak of something with so little truth in it?" After recovering from a bout of laughter, Telerlin replied, "The first rule of being a bard, Branadil, is to never let the truth get in the way of a good story. Never!" the Bard said. "Remember that."

After much prodding by the Telerlin, Branadil accompanied the Bard's singing the next night. Finding great delight in the approving nods of the audience, Branadil relaxed and began to enjoy the performance. Near its end, Telerlin introduced Branadil as "Gaerlammen the Story Teller, here to entertain you with tales of past times." Winking at Branadil, the Bard walked to a table and sat down, calling for a glass of wine. Frozen by fear, Branadil looked out at the expectant faces that surrounded the smiling Elf. It can't be worse than drowning, Branadil thought at last, and remembering all the Elf had taught him about speaking to a crowd, he quickly searched his memories for the many histories he had read in his youth and then began to speak.

He told of the Kin-strife of the Númenóreans, pouring his own feelings of separation and abandonment into the tale. When he finished, all were silent for a moment, and then the audience broke into applause with many a wet eye and quick wipe of the nose.

"I knew you had the talent lad," said the Bard as Branadil joined him at the table. "Never overlook a gift of the sea. And stop worrying about your heritage. The pure blood of the Edain runs through your veins. Never doubt it. And somewhere ages past in your parentage, at least one bright drop of Elven as well, I'll wager."

For the next six years, Branadil travelled with Telerlin and perfected his craft. He learned that the Bard, far from being a simple wanderer, collected information for King Amroth in Lothlorien and regularly sent messages on the events in Gondor, Umbar, and Rohan back to his liege. Branadil began to appreciate the power and value of information for its own sake. He took to heart the Bard's insistence that "all life is a performance," and that "the best performers are paid well, indeed." He found that with his upbringing, knowledge, and the Bard's instructions on acting, he could easily pass as Dúnadan, Black Númenórean, or as a Corsair as the need arose. He turned his newfound talent to good use in acquiring odd bits of gossip, current rumors, and factual information on the areas they traveled through. With some delight, he discovered that information was literally worth its weight in gold to the right party. With some reluctance, Branadil bid farewell to his friend and tutor in T.A. 1640 when the Bard insisted on returning home.

"You are now well versed in the arts, my lad. Hone them to a fine edge and never fear to tell others you were instructed by Telerlin, Bard of the Sinda Elves. Especially when you journey to the north to visit me, as I pray you will some fine day, eh?" Then after entrusting his own lute to Branadil's use and upkeep, the Elf departed his company and waved a warm goodbye to his pupil. Branadil kept his vow to follow in his mentor's footsteps, and ranges from Umbar in the south to the eaves of Mirkwood to the north in his travels.

Features:

Branadil is deeply tanned, lean, and hard of muscle from his constant trekking. He wears his medium length, dark brown hair in various styles depending on the environments he finds himself in. With grey eyes the color of a stormy sea, he uses his classic Númenórean features to project a powerful presence when performing. At other times he appears to be anyone from a dock worker to a ship master as the need arises. When traveling as a Bard, Branadil wears bright silks of sea greens and golds, embellished by a mother-of-pearl iridescent cloak. The golden hued lute slung over his left shoulder is never far from his reach.

Principal Items:

Falchion (1st Level)

+10 OB. Purchased before leaving Pelargir, the weapon survived Branadil's trial at sea. It was later fitted with a grip custom fit to Branadil's hand.

Ring of Reflection (5th Level)

+15 DB, +10 OB. This item adds +15 to wearer's DB and +10 to any OB with an edged weapon. Once a day, the ring may be activated by the wearer. When activated, the ring makes the wearer appear to be the same race as any chosen target.

Lute (7th Level)

+25. This magic item was a parting gift from Telerlin and adds +25 to any bardic skill rolls. +3 spell adder. Lore to 20th level twice a day. The Lute is intelligent and will, if picked up by someone unfriendly to its owner, attack with Song Of Coma (lvl 30, Controlling Songs). Anyone attempting to own the lute must make a Self Discipline roll against a 30th level intelligence, unless commanded to stay with the musician by its original owner (Telerlin).

RM Spell Lists:

3rd Level: Sound Control

5th Level: Lores, Controlling Songs

7th Level: Self Healing

10th Level: Item Lore, Illusions

MERP Spells

3rd Level: Sound Control

5th Level: Lore, Controlling Songs

7th Level: Item Lore

10th Level: Illusions

SKILLS



Skill

Level

1 3 5 7 10

MovM

Falchion

Dagger

Climb

Ride

Swim

Perception

Cooking

Tale Telling

Public Speaking

Diplomacy

Play Instrument (Lute)

Singing

Poetic Improvisation

Region Lore

Acting

Seduction

Brawling

15

10

15

5

5

10

15

10

5

--

5

--

--

--

15

10

5

10

20

20

20

10

15

25

25

15

15

5

15

10

5

10

30

20

10

15

20

30

25

15

25

35

35

20

25

15

20

20

15

20

35

30

15

20

20

40

30

20

30

45

45

20

35

25

25

30

25

30

45

40

20

25

20

50

35

30

45

54

52

20

50

40

45

40

35

45

54

50

35

35







MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

16

28

37

46

50

SL/5

SL/5

SL/5

SL/5

SL/5

10

10

10

10

10

N

N

N

N

N

N

N

N

N

N

16

28

40

52

65

21

28

35

42

50

15

20

20

20

20




Rilotë

Aka: Viricilla, Bainkin (a male persona).

Race: Dúnadan.

Profession: Mage/Mentalist.

Home: Minas Anor.

Appearance: Long glistening black hair, blue-black sultry eyes. 5'9", 130 lbs.

MERP Stats: St 51; Ag 62; Co 73; Ig 93; It 83; Pr 103; Ap 101.

RM Stats: Ag62; Co73; SD95; Me80; Re87; St51; Qu90; Pr103; Em91; In93.

Languages: Adunaic 5, Westron 5, Haradaic 1, Sindarin 2, Quenya 2.

Rilotë was born the daughter of Kúa and Vinyatar Telecar, a noble family of Minas Anor and friends of Valacar, King of Gondor. Rilotë proved to be a very quick witted and bright child, readily learning the languages of the servants of the house and her nanny, an elderly lay healer named Fanuikurwë. For most of her early years, Rilotë learned the skills of diplomacy and etiquette necessary for a lady of Minas Anor.

Rilotë's life changed drastically at the age of seventeen. Caught in an emerging power struggle between the factions of Minas Anor vying for control of the city, her mother and father were killed and her family name dishonored by enemies of the King. Fearing for her life, Rilotë changed her name and became a pauper, living hand to mouth in the back streets of Minas Anor. In desperation, she was finally driven to seek employment at Madam Melyanna's brothel and become a lady of the evening.

Her self esteem at a low ebb, Rilotë was near the point of taking her own life as the only escape from a degrading existence. Her path was altered by the appearance of Voro, a new patron of the brothel who was instantly attracted to Rilotë's quiet grace. Voro began to spend more and more time at the establishment, and became enamored of the young woman. After giving her a love gift of an emerald ring, Voro tried to convince Rilotë that she should marry him and leave Madam Melyanna's. At first, torn between her desire for freedom and her fondness for Voro, Rilotë argued that it was dangerous for him to think such thoughts for her companionship could only bring him grief. Thinking that she considered herself unworthy of him, Voro continued his quest to win Rilotë's heart. He revealed his true occupation to her, that of a mentalist, and began to instruct her in those arts. After a few weeks, Voro could no longer endure the time away from Rilotë and managed to convince Madam Melyanna to rent him a room in the establishment. Finally, Rilotë agreed to be wed, to the great joy of the other ladies, and even to Madam Melyanna herself.

In the blissful days nearing the wedding, Rilotë was convinced that her life would at last be worth living. But once again, fate dealt her a cruel hand. Two days before the wedding her old enemies, who had been watching her in secret, struck in the night. Her fiance was slain in his sleep, a bloody note pinned to his chest. Through tears of despair and rage, Rilotë read the brief letter, vowing revenge. The words were concise; "Upstart girl, do not seek to raise above your unworthy status."

In sympathy, Madam Melyanna told Rilotë to move into Voro's room and rest for a few weeks. When no one came to claim his belongings after news of his murder was well known, Madam Melyanna told Rilotë to keep Voro's effects for herself. Inside a large trunk by the window, she discovered several items that would later prove very worthwhile, the least of which was a small leather bag filled with mithril coins. That evening in a sweat blanketed dream, Rilotë saw the city of Minas Anor as if through the eyes of an eagle winging its way through the sky above the city. The city danced in flame and a red robed executioner walked among the wailing masses. Her point of view seemed to dive toward the figure in red and with a sudden gasp, she awakened, but realized that the figure was herself.

With her new found wealth, Rilotë left Madam Melyanna's in disguise and purchased an empty building on the fifth level of the city. After several weeks of remodeling, the building opened as the Brothel of the Secret Star, and soon became one of the most popular evening houses of Minas Anor.

Supposedly operated by a fair, thin man of unknown background, the evening house is reputed to be the best place in the city to buy and sell information. It is even rumored that members of the Rogues' Fellowship of Minas Anor are welcomed there, and that the owner has at times been seen at dinners hosted by the head of the Fellowship himself.

It is also rumored that the enemies of a forgotten family in Minas Anor have fallen on the wrong side of the Rogues' Fellowship. Slowly, as though by some predetermined plan, the nobles of that particular family meet untimely, hideous ends.

Features:

Rilotë dresses in red flowing robes belted by a golden sash and is know as Viricilla, chief advisor to Bainkin, the owner of the Brothel of the Secret Star. That Rilotë and Bainkin could be brother and sister is never mentioned by the employees, as one is often seen entering a room, and the other exiting, with the room in question standing empty after the departure. Rilotë is in fact, both people. Using a belt of changing she discovered in Voro's trunk, she appears as a masculine version of herself when she travels to meetings with the head of the Rogues' Fellowship. At these times she wears loose black silk pants and shirt and carries a long dagger in her belt. Whether the Head knows of her two identities is never discussed. It hardly affects the value of the information passed to the Fellowship on the hiding places, layouts, and wealth tucked away by the nobles and richer inhabitants of the city. Many stories are told and secrets related during the wee hours in one of the finest brothels in all of Minas Anor. That a few minor nobles and hirelings were disposed of during the process of one special job was of little import compared to the quality of the goods garnished from the deceased.

Principal Items:

Belt of changing (3rd Lvl)

Magic. This belt allows the wearer to appear as any humanoid figure. The embedded Facades II spell (Cloaking) may be cast three times a day by the wearer.

Spell Book (3rd Lvl)

This tome was a legacy of Voro's, and contains instructions and guidance to mentalists on the following spell lists: Delving, Cloaking, Anticipations, Brilliance, Self Healing, Detections, Illusions, Sense Mastery, Mind Mastery, Mind's Door, Presence, Mind Merge, Mind Control, Sense Control, Mind Attack, Mind Speech.

RM Spells

3rd Level: Mind Merge

5th Level: Mind Control

7Th Level: Presence, Mind Attack

10th Level: Self Healing

MERP Spells

3rd Level: Illusions

5th Level: Essence Ways

7th Level: Spirit Mastery

10th Level: Essence Perception

SKILLS



Skill

Level

1 3 5 7 10

MovM

Dagger

Climb

Ride

Swim

Ambush

Stalk/Hide

Runes

Staves/Wands

Perception

Seduction

Diplomacy

Public Speaking

Subduing

Duping

5

15

5

10

5

--

5

5

10

15

10

15

10

--

--

5

20

10

15

10

5

15

10

15

25

20

25

15

5

10

5

25

20

15

20

15

25

20

25

35

35

35

25

15

20

5

30

25

25

25

25

35

30

35

45

50

45

35

25

35

5

45

35

40

35

40

50

45

50

56

58

54

50

40

52



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

12

19

26

37

42

No/1

No/1

No/1

No/1

No/1

10

10

10

10

10

N

N

N

N

N

N

N

N

N

N

15

20

25

30

45

--

--

--

--

--

5

5

5

5

5


The Rogue's Fellowship

The Fellowship is a well organized collection of thieves in Minas Anor. Built in a two-tier network, the lower tier is composed of common thieves who operate a sizeable black market. The upper tier is composed of a number of key and influential citizens. The members of the upper tier perform audacious heists and control the workings of the members of the lower tier.




7.0 Umbar

In the Second Age, Númenor began establishing colonies on the coasts of Middle-earth, since the Númenóreans were forbidden to travel west towards the Undying Lands. A hold, destined to become one of the most prominent, was Umbar. The Fortress lies on an inlet of the Bay of Belfalas. This magnificent natural harbor provides a safe haven for the fleets of Umbar. The fertile land surrounding the city provides areas for farming. Further inland, lies the Haradwaith, land of the Desert Dwellers. To the south lie Far and Greater Harad.

Darvi Zint

Aka: Zint the Brawler, Oakfist.

Race: Haradan.

Profession: Warrior/Fighter.

Home: Umbar.

Appearance: Brown hair and eyes. His hair is cut short so an attacker has nothing to grab. 5'5" tall, 190 lbs.

MERP Stats: St 97; Ag 83; Co 103; Ig 68; It 60; Pr 68; Ap 80.

RM Stats: Ag 83; Co 103; SD 79; Me 73; Re 64; St 97; Qu 93; Pr 70; Em 78; In 60.

Languages: Haradaic 5, Adunaic 3.

Darvi Zint was born the son of a sailor in Umbar in T.A. 1620. Although short of stature, the stocky youth learned to brawl at an early age. As the eldest of three brothers, Darvi took it upon himself to look after and protect his two younger siblings during his father's long absences on sea voyages. His brother Rudyam had a natural knack for noticing the world around him, and then commenting heavily on whatever he noticed. This trait was considered simply "too nosey for his own good" amongst the dock workers and other inhabitants of the Umbar water front.

Darvi was kept busy rescuing Rudyam from other youths. It was soon noted by the dock folk, that Darvi preferred a tussle more than simply protecting his brother.

Darvi became a welcome sight to the sailors of docking vessels when dropping anchor at port. Always quick to volunteer for errands or willing to polish and oil the weapons of the sea men of the Umbarean ships, Darvi traded odd jobs and services for stories and training from the men while they were in port. While naval tactics and strategy passed through his memory like water through a sieve, he was quick to pick up every underhanded trick and move of the street and bar fighters that was shown to him.

Darvi' was hired at the age of seventeen as a wagon loader and warehouse watchman by one of the larger merchant companies on the docks. Disobeying his orders to alert the guards that patrolled the several warehouses owned by Antar, he single handedly confronted and disarmed a thief twice his size that attempted to break into one of the warehouses. The thief attacked Darvi with a dagger in either hand, while Darvi used the closest weapon he could find; a thick oak prying staff used to move pallets from one position to another within the warehouse. The shouts and the sounds of a fight brought the guards running. On entering, they were shocked to find the battered and bloody thief on his knees begging for mercy as Darvi stood over him, brandishing his staff.

Darvi was promoted to a full time guard shortly after his encounter with the thief. He trained with the rest of the guardsmen and honed his skills with scimitar, dagger, staff, and shield. After several months of service as a guard, Darvi was promoted to caravan duty, and rode with several other men to protect overland shipments to Far and Greater Harad. His continued success in defending the caravan goods from attacks by the denizens of the Haradwaith, soon helped him to rise to the rank of captain of the guard in Antar's caravans. In later years, Darvi became a free lance guard for the many caravans into and out of Umbar. Darvi from this point on was never without work. His reputation as an able guard and warrior are well known in the merchant's circles.

While never seeming to lack for work, gold and silver runs through Darvi's fingers like sand. He always seems to be short on funds. His name is well known in most drinking houses in Umbar, and he is welcomed by the patrons and servants, while often cursed by the bartenders and proprietors. Much of Darvi's income goes to paying for damages in the various establishments, when he is involved in a fight. When caught up in the exuberance of a bar fight, he is often noted to change sides in the middle of the scuffle if the opponents seem close to being overwhelmed to soon. He is quick to buy a round of drinks for all, after the fight is over. He has a natural charisma with other warriors, and many a man that has tried his best to beat Darvi to a pulp will be laughing at his jokes and swapping drinks with him within minutes of the fight's end.

Features:

Darvi has occasionally been mistaken for a clean shaven, very tall Dwarf until the viewer gets a closer look at him. Stocky is the word to describe him. From the outside of his shoulders to his hips, Darvi's lines are almost straight. He appears to have no waist and his neck is also non-existent. His torso is layered in thick muscle, and he can take a pounding with little effect. He keeps his hair short by hacking it off above his ears with an old rigging knife that belonged to his father. He wears a chain shirt under a leather jerkin and when in town, always carries an oak 'walking stick' cut down from the oak prying staff that he fought his first 'paid fight' with. The stick has a steel octagon attached to the top of it that serves Darvi as a handle. He wears bright red, loose britches that allow him easy movement, and low cut, soft sailors boots with non-skid soles that provide excellent traction whether in stirrups, on the deck of a ship, or on the ale washed floor of one of his favorite haunts. When on duty with a caravan, Darvi adds steel bracers and grieves to his outfit, and carries a small target shield with the image of a clenched fist on the surface, along with a scimitar and dagger.

Principal Items:

Walking Stick (1st Lvl)

+5 OB. Thick oak walking stick with a steel octagon handle. (+5 Cudgel). The walking stick was carved down from an oak pry bar and fitted with a fist sized steel octagon by a local smith in Umbar. Darvi carried this before he could afford his own sword, and still carries it on social occasions when he leaves his bladed weapons at home.

Scimitar (3rd Lvl)

+15 OB. Gift from a merchant whose caravan was saved from a bandit attack by Darvi's quick action and fighting abilities.

Target Shield (5th lvl)

+10 DB. The shield cannot be damaged by normal weapons, and reduces all criticals taken to the head, left arm, or torso by one level. Lends a -5 to all spell attacks against the wearer.



SKILLS



Skill

Level

1 3 5 7 10

MovM

Cudgel

Scimitar

Dagger

M.A. Strikes (Boxing)

Climb

Ride

Swim

Ambush

Stalk/Hide

Perception

Animal Handling

Gambling

Leadership

Navigation

Rope Mastery

Sailing

Stunned Maneuver

Tumbling

5

10

5

10

15

5

5

10

1

5

10

--

10

--

--

10

10

15

5

10

30

25

20

30

15

15

20

3

15

25

20

5

20

15

35

15

-15

45

45

35

50

25

35

30

5

25

40

10

25

25

5

30

20

50

30

-5

50

54

45

58

35

50

40

6

35

50

25

30

45

20

40

25

58

45

0

56

66

54

70

40

56

50

6

50

56

40

40

54

35

45

30

70

56





MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

42

75

93

115

120

SL/5

SL/5

Ch/14

Ch/14

Ch/14

10

10

40

40

40

N

N

Y

Y

Y

--

--

A/L

A/L

A/L

33

59

80

91

106

28

54

80

95

116

5

10

-15

-5

0




Tarancar

Aka: Sea-eel, Wind Shark.

Race: Black Númenórean.

Profession: Warrior/Fighter.

Home: Umbar.

Appearance: Black, flowing hair. Light grey eyes. 6'4" tall, 220 lbs.

MERP Stats: St 98; Ag 90; Co 81; Ig 75; It 84; Pr 80; Ap 83.

RM Stats: Ag 90; Co 81; SD 70; Me 88; Re 82; St 98; Qu 90; Pr 80; Em 76; In 75.

Languages: Adûnaic 5, Westron 5, Haradaic 5.

Born in Umbar, the son of a merchant, Tarancar left home at an early age to become a sailor. Pulled to the sea by the stories of the bards, Tarancar longed for the elder days when the Númenórean sea captains ruled the waters of Middle-earth and returned to port with their ships laden with fine treasures. The fleets of Umbar were a far cry from those of the Second Age, but Tarancar found solace as a recruit aboard a Corsair pirate vessel. His native talent for sailing and fighting won him a place amongst the crew, and he survived his first years at sea with only minor wounds.

Tarancar worked his way up through the shipboard hierarchy by always being the first member of the crew across the ropes on boarding sorties. He soon developed enough skill to be become the leader of the ship's boarding crew. His success often led to his being selected to captain the skeleton crew that sailed the captured vessels back to the pirate's hidden cove. Under his command, the prize was stripped of cargo and any usable fittings, before the captured ship was towed out of the cove and scuttled, to hide all trace of the operation.

After several years of serving on the pirate vessel as first mate, Tarancar gained enough of the crew's support to successfully murder the captain and take command of the ship himself. At first doubtful of their new leader's abilities, the crew gradually warmed to Tarancar as he turned the ship's purpose from piracy to smuggling. Sneaking by Gondorian patrol ships in the dark of the night, or fighting running skirmishes and fleeing if things took a turn for the worse was more to the crew's liking than preying on well guarded merchant vessels that had to be taken at all costs if a profit was to be made.

Tarancar's reputation spread throughout the alehouses and taverns of Umbar as a captain that would deliver any cargo to any destination, at any time, provided that the price was right. As a member in good standing with Umbar's smugglers guild, he takes great pains to make sure the 'taxes' collected by the guild's harbor master are always paid in full.

Features:

Quiet and imposing, Tarancar dresses in flamboyant, loose silk knee britches and shirts of deep midnight-blue. A v-necked, sleeveless tunic of dark grey sharkskin covers his shirt and torso. He wears black, knee-high sea boots while in port and on deck, but is noted for kicking these off during the pirate raids he and his crew still occasionally engage in. At these times, he still leads his men across the ropes and yardarms when boarding, black hair streaming in the salt breeze and a wide grin brightening his thin, barracuda like features. He wears his cutlass in an unusual scabbard mounted in a shoulder harness across his back, to keep it free of entanglement while climbing. His short throwing axe is carried in the front half of the harness that crosses his chest, and he favors the axe over the cutlass, hacking at halyards, lines and foe before carefully placing the axe in a likely opponent with a quick throw after gaining the deck of the unlucky ship.

Principal Items:

Cutlass (1st Lvl)

+10 OB. Taken from a dead companion on Tarancar's first raid.

Sharkskin Tunic (4th Level)

+15 DB. This magic item wears as soft leather (AT5). Adds +15 to wearer's defensive bonus. (Note: For Rolemaster, the tunic protects as AT 4)

Throwing Axe (5th Lvl)

+15 OB. This magic item returns after it is thrown, and does damage as a two-handed battle axe. The axe allegedly once belonged to Vishar Tarls, captain of the Umbarean frigate, Crimson Bow. As the story goes, the Crimson Bow was lost at sea with all hands during a severe storm. Tarancar takes offense at anyone that displays interest in the axe.

SKILLS



Skill

Level

1 3 5 7 10

MovM

Cutlass

Throwing Axe

Climb

Ride

Swim

Ambush

Stalk/Hide

Perception

Boat Pilot

Navigation

Star Gazing

Sailing

Rowing

Ship Lore

Appraisal

Trading

Leadership

Public Speaking

Weather Watching

20

20

10

10

-

15

-

-

10

10

10

15

20

5

5

-

-

-

-

5

20

35

20

20

-

25

2

5

20

20

20

25

30

15

10

10

5

-

5

15

20

50

30

30

-

35

4

10

30

30

30

35

40

25

15

20

10

5

10

25

20

56

40

40

5

45

6

15

40

40

40

45

50

30

20

30

15

15

20

35

20 62

50

50

10

54

8

20

52

50

56

52

62

35

35

45

30

30

35

50


MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB Mov

M

1

3

5

7

10

19

33

48

63

87

AT 4

AT 4

AT 4

AT 4

AT 4

10

10

25

25

25

N

N

N

N

N

N

N

N

N

N

53

74

95

107

122

33th

49th

65th

96th

115th

20

20

20

20

20





8.0 Far Harad

Far Harad lies to the south of the realm of Umbar. It is flanked by Ciryatandor to the immediate south and Greater Harad to the southeast. Although thought of as one large desert, Far Harad's terrain is as varied as any in Middle-earth. From deep desert to deep woods, this area is a rare gem.

The Relortin Brothers: Borlú and Shalar

Aka: Abastú (Ha. "The Twins"), Vasibas (Ha. "The Warrior Twins").

Race: Haradan.

Profession: Warrior/Fighter.

Home: Bozisha-Dar.

Appearance: Identical twins. Black hair and bright black eyes. 5'11" tall, 170 lbs.

MERP Stats: St 93; Ag 85; Co 95; Ig 69; It 98; Pr 73; Ap 87.

RM Stats: Ag 85; Co 95; SD 89; Me 76; Re 62; St 93; Qu 99; Pr 73; Em 75; In 98.

Languages: Apysaic 5, Haradaic 5, Adunaic 3.

Borlú and Shalar were born the second and third sons of Klú Relortin, of the Regent-councilors of Bozisha-Dar. The identical twins grew to manhood as sons of a wealthy father, accustomed to being surrounded by the finer niceties of life. Since neither was the first son, and would likely never inherit a position of guiding the family's wealth and influence, the young men turned to the study of arms in their early teenage years. While most young men of Bozisha-Dar dreamed of someday being accepted into the ranks of the Visi, the elite military group that act as enforcers of the edict of the Bozisha-Dar council, the twins were groomed for the Visi from the beginning. Klú Relortin hired the finest weapon master that gold would buy to train his two sons, and where gold alone was not enough, friendship and loyalty prevailed. Twice a week, Borlú and Shalar spent an additional two hours under the direct tutelage of Padua Par, the First Officer of the Visi and unequalled warrior of the Haradwaith.

The twins were apt pupils of their father's lessons in strategy, and Padua's lessons in tactics and skill at arms. Their training was second to none. Their father did not neglect exposing them to other areas of knowledge, and prepared the twins for any situation they might encounter in later years. Against their boyish desires to stay in Bozisha-Dar with friends and companions, he assigned them tasks as messengers and liaisons when they were old enough to ride with the caravans that brought goods to his shipping line. By their late teens, the twins could converse, drink, and fight with folk ranging from ship captains to the bandit clansmen of the hills. At the age of twenty, the lads were accepted into the ranks of the Visi as warriors of the council.

The twins served with the Visi for five years, and then were placed on detached status by Padua Par. Riding with their father's troops, or serving Padua Par on missions requiring a degree of anonymity, the twins may be found anywhere between Bozisha-Dar and Tresti. They are first and foremost dedicated to their Father, with the will of the council second in their eyes. What they lack in skills when compared to the likes of Padua Par is balanced by a unique intuition shared by both twins. When engaged in combat, they fight as a single, two-headed, two-weaponed entity, seemingly able to read each others thoughts as the combat progresses. While somewhat slow to grasp an intellectual situation or involve themselves in the political maneuvering of the wealthy, they are brutally stubborn once they have decided on a course of action and are not easily swayed from their path. They seek adventure where ever they may find it, especially when the task might yield information of use to their father or abuse of their father's enemies.

Features:

The twins are dark and spare like their father, but their features have been softened somewhat from Klú's hawkish, angular visage. The twins wear their black hair and beards to the same length, and are extremely difficult, if not impossible, to tell apart if newly met. They wear chain shirts with arm and leg greaves under their desert tunics. When mounted, Borlú carries a short bow along with his scimitar, while Shalar favors the long lance of the horse warrior. The twins meet the world at large with continual smiles on their faces, as though daring men or fate to take them on. Even in combat, the perpetual smiles are there, and they have the habit of exchanging quips with their foes as they fight, one brother starting a sentence while the other brother finishes it.

Principal Items: (Borlú)

Scimitar (3rd Lvl)

+15 OB. Gift from the elder Relortin.

Short Bow (5th lvl)

+10 OB. A war prize taken from a bandit that had the misfortune of attacking the brothers.

SKILLS



Skill

Level

1 3 5 7 10

MovM

Scimitar

Short Bow

Climb

Ride

Swim

Ambush

Stalk/Hide

Perception

Tactics

Subduing

Public Speaking

Subduing

Signaling

Navigation

Weapon Evaluation

Armor Evaluation

Diplomacy

Brawling

15

20

10

5

10

10

2

5

10

15

10

-

5

20

-

5

5

5

10

15

35

20

10

20

20

4

10

20

30

20

5

10

30

-

15

15

10

20

15

50

30

15

30

30

5

15

30

40

30

5

15

40

10

25

25

15

30

15

58

40

20

40

35

6

20

40

50

40

10

25

50

20

40

40

20

40

15

70

50

30

50

40

9

35

52

56

50

15

30

56

30

50

50

25

50



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

26

47

66

97

120

CH

CH

CH

CH

CH

45

45

45

45

45

Y

Y

Y

Y

Y

A/L

A/L

A/L

A/L

A/L

33sc

69sc

90sc

104sc

125sc

28sb

44sb

60sb

76sb

95sb

15

15

15

15

15


Principal Items: (Shalar)

Scimitar (3rd Lvl)

+15 OB. Gift from the elder Relortin.

Long Spear (5th Lvl)

+10 OB. Custom made by the armorer to the Visi after a certain altercation between the armorer's daughter and the son of a council member. The matter was laid to rest by the direct intervention of Shalar. The council member's son has not been seen in Bozisha-Dar since.



SKILLS



Skill

Level

1 3 5 7 10

MovM

Scimitar

Long Spear

Climb

Ride

Swim

Ambush

Stalk/Hide

Perception

Tactics

Subduing

Public Speaking

Subduing

Signaling

Navigation

Weapon Evaluation

Armor Evaluation

Diplomacy

Brawling

15

20

10

5

10

10

1

5

10

10

5

-

5

20

-

5

5

10

10

15

35

20

10

20

20

2

10

20

20

10

10

10

30

-

10

10

20

20

15

50

30

15

30

30

3

15

30

30

15

20

15

40

10

15

15

30

30

15

58

40

20

40

35

4

20

40

40

20

30

25

50

20

20

20

40

40

15

70

50

30

50

40

5

25

52

56

25

40

30

56

30

30

30

52

50



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

26

47

66

97

120

CH

CH

CH

CH

CH

45

45

45

45

45

Y

Y

Y

Y

Y

A/L

A/L

A/L

A/L

A/L

33sc

69sc

90sc

106sc

125sc

23sp

39sp

65sp

81sp

100sp

15

15

15

15

15




Tar Maltiri

Aka: Ranger of the Waste.

Race: Haradan.

Profession: Ranger.

Home: Ciryatandor, Far Harad.

Appearance: Long stringy black hair that has never been cut. Eyes the color of a campfire ash. 5'11" tall, 165 lbs.

MERP Stats: St 94; Ag 87; Co 98; Ig 102; It 85; Pr 43; Ap 62.

RM Stats: Ag87; Co98; SD89; Me88; Re81; St94; Qu97; Pr43; Em74; In102.

Languages: Haradaic 5, Sindarin 4, Adunaic 3, Apysaic 2.

Born in the late T.A. 1300's in Ciryatandor, Tar was raised as a second class citizen under the rule of the Black Númenórians in power at that time. Tar spent his adolescence in a borderland city between the vast northern stretch of the Haradwaith, and the mountains and forests to the south. Ever reminded of the Black Númenórians' contempt, the empty wastes of the Haradwaith called to him, offering freedom. Tar listened to the stories told of the desert, savoring each image and committing it to memory. He was particularly fascinated by tales of the Desert Screamers.

At the age of 16, he began working as a local camel drover, leading the spiteful animals on northbound journeys. He would help tend the animals on treks from the city to the Oasis of Fult and back. When arriving at Fult, Tar would remain until a caravan returning from the north arrived. He would then accompany the caravan back to the city.

Tar relished these times alone at the Oasis. There, he followed a course of self study. He would track animals in the vicinity of the oasis (as far as a half days walk). At night, he would lie in wait, covered by a thin blanket of sand to conceal himself, and prove to himself which animal matched the tracks he had followed.

One day, Tar met a strange traveller in the desert. The man, actually an Elf, took to the young lad sensing the raw material that could be molded into a tool to be used in the Harad. This Elf, named Vaal, one of the Desert Screamers, persuaded the young man to travel with him and learn the secrets of the desert. A decade passed before Tar was seen amongst the cities of Middle-earth. Sent to Far Harad to further the designs of the Lord of the Garks, Tar follows neither the Kralji of Far Harad, or the Dark Lord. Tar serves Vaal Gark, Lord of the Desert Screamers, faithfully and has no knowledge of the Garks' affiliation with the Dark Lord's designs.

In order to carry out his Lord's desires, Tar hires himself out as a scout and guide, all the while gathering information to be reported to the Garks. He may be found in many of the caravan grounds and oases throughout Far Harad.

Features:

Tar's face and hands have been etched by the burning sun of the Haradwaith, but unlike most Desert Screamers, he displays an open inquisitiveness that tends to soften his outward appearance. His angular features resemble more the hawk of the desert than the animals he drove in his youth. He wears a cream colored caftan and a turban the color of the light rose sands of one of his favorite oases. Under his caftan, he wears a leather breastplate. Grieves made from the bawap (giant desert reptile) cover his arms and legs. He carries the favored weapons of the Desert Screamers of Far Harad, the falchion and composite bow.

Principal Items:

Drover's switch (3rd Lvl)

+5. This implement aids in driving camels.

Falchion (5th Lvl)

+10 OB. The falchion was given to him on acceptance into the Garks.

Water Skin (6th Lvl)

This magical two quart water skin will replenish itself every night provided that at least one mouthful remains in the skin.

Cloak of Changing (8th Lvl)

This magical cloak adds +50 to stalking and hiding.

Boots of leaping and traceless passing (10th Lvl)

These enchanted boots will allow the wearer to leap up to 100' twice per day and will allow traceless passing for two miles once per day.

RM Spells

4th Level Concussion's Ways (10)

6th Level Nature's Way (10)

8th Level Nature's Guises (10)

9th Level Path Mastery (10)

MERP Spells

4th Level: Moving Ways

5th Level: Nature's Ways

7th Level: Nature's Guises

10th Level: Path Mastery

SKILLS



Skill

Level

1 3 5 7 10

MovM

Falchion

Composite Bow

Climb

Ride

Swim

Track

Ambush

Stalk/Hide

Perception

Direction Sense

Region Lore

Navigation

Star Gazing

Foraging

0

10

5

5

10

-

10

-

10

10

5

-

5

-

5

-5

20

15

10

20

-

20

-

20

20

15

5

10

-

15

0

30

25

15

30

5

30

1

30

30

20

10

15

5

25

5

40

35

20

40

5

40

2

40

40

30

20

20

10

30

5

52

45

30

50

10

50

3

52

52

40

30

30

20

45



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

22

34

47

67

91

5

10

10

10

10

15

15

35

35

35

N

N

Y

Y

Y

N

N

Y

Y

Y

20

30

50

60

72

10

20

30

40

50

0

-5

0

5

5




Jehm Ramek

Aka: Horse Hand; Shadowmount.

Race: Haradan (Bozishnarod).

Profession: Scout/Rogue.

Home: Brij Mijesec.

Appearance: Black flowing hair. Dark brown eyes. 6'1" tall, 180 lbs.

MERP Stats: St 90;Ag 94;Co 79;Ig 75;In 89;Pr 53;Ap 57.

RM Stats: Ag 94;Co 79;SD 63;Me 79;Re 72;St 90;Qu 86;Pr 53;Em 100;In 89.

Languages: Apysaic 3; Adunaic 1 ; Haradaic 5.

Jehm Ramek was born a member of a warrior clan of the Bozishnarod near by the clan stronghold of Kalnarti. He was trained in the warrior's arts along with the other young men of the clan and learned his lessons well. Jehm grew reasonably adept at staying alive in the continuing raids carried out against the other clans of the Bozishnarod such as the Roppro and the Gusar. When he had any choice in the matter, however, he preferred to ride in raids on caravans, or skirmishes far from the clan strongholds. On these forays, there was a chance at acquiring that which was a far greater lure to Jehm than weapons, fame, or wealth: horses. Jehm had shown promise at an early age at becoming a master horse trainer, and he preferred the animals' company far more than he did that of his fellow men. His favorite saying was: "Horses are predictable, while a man may be a friend one day, and an enemy the next." When not out on raiding missions or the rotating watch that every Kalnarti rode at weekly intervals, Jehm could be found in the corrals and stables working with the animals.

Jehm soon began to ride the wind scoured trails of the Brij Mijesec in search of the wild horse herds that roamed the coarse grasslands. Abandoned by defeated armies in years long past, or newly freed by the continuing clan skirmishes, the Halatnatä (H. "Wind Runners") drift over the semi-arid hills and valleys of the Brij Mijesec from water hole to water hole in small herds of up to thirty animals. Hunting the Wind Runners became Jehm's one burning passion. Capturing one of the fleet animals became his greatest joy. Jehm soon abandoned his practice of riding on raiding missions against other clans. Instead, he would track the wild horses, ever searching for the most perfect specimens to return to his clan. The mounts that he would catch and train after spending several weeks in the Brij Mijesec won him favor with the other members of his clan, and his clan honor remained intact. In time, Jehm found that he also had a knack for relieving other travellers of their mounts. His skills at acquiring and gentling horses to the saddle grew to the point where he roamed nearly the entirety of the Brij Mijesec, buying, trading, stealing or capturing horses as the opportunity arose. His name became known even amongst the horse buyers of Bozisha-Dar, although few know his face.

There were few if any that dwelt within the Brij Mijesec that could match Jehm's skill with horses except the Horse Master of Gusar's Djebel. Rumors reached Jehm of the Gusar Horse Master's boasting: "while Jehm Ramek may be good, he is only of the Kalnarti. All know that Clan Gusar has the finest Chief, the finest warriors, the finest horses, and of course the finest Horse Master in the Brij Mijesec."

The taunting rumors from the Gusar's clan grated heavily on Jehm's nerves. Jehm disappeared into the grass lands and did not return for four weeks. When he at last arrived back at the clan stronghold, he was leading a string of six stallions. Jehm spent another two months working with the animals until he was satisfied with their training. After presenting two to the Chief of the Clan as a kin-gift, Jehm tethered the remaining four and rode out of the stronghold toward Bozisha-Dar. "To do some trading," was all that he would say when asked about his journey. He returned a few weeks later carrying only a new lead rope as far as his clansmen could tell. Jehm remained at the stronghold for several days, frequenting the local drinking sites and talking to anyone who had ever seen or heard tales of Gusar's Djebel. Two days prior to the dark of the moon, Jehm rode out of the keep at sunset and turned his mount toward the south.

A few days later, rumors reached the Kalnarti of heightened activities in the vicinity of the Gusar's Djebel. It was said that the Gusar's warriors were scouring the grasslands for a lone rider, whose head was to be delivered to the Gusar himself when taken. Within hours of the story, warriors of the keep were alerted by the signal calls of the watch riders. Riding out in numbers to meet what was believed to be a raid, the warriors were shocked at the sight of a single rider heading their way from the south, stretched low against a horse's back, leading a group of four other horses. As he approached them, another group of riders crested the hill behind him in hot pursuit. A skirmish was soon in progress, and the marauding force driven off. As the warriors escorted Jehm and his horses back to the stronghold, Jehm shouted to the leader of the group and pointed at the dusty gold stallion that he rode to lead the small herd. "My final gift to our Chief," called out Jehm, "The personal mount of the Gusar himself."

Amid the back slapping and cheers of the warriors at the keep's entrance, Jehm was seen to smile and then state in a very matter of fact tone of voice "And now we know who is the real Horse Master of the Brij Mijesec.

Features:

Jehm is a tall, willowy Haradan whose lack of either handsomeness or homeliness makes his face hard to remember. His moderately wavy black hair is neither straight nor curly, and his dark brown eyes never rest on any subject long enough to draw attention. His facial features are average, without sharp angles or the flatness noted in some of the clans. All in all, Jehm is remarkably average, and resembles any one of hundreds of the Haradrim one might meet during their travels and soon forget.

Jehm works at looking average, and wears a standard white flowing caftan over tan leggings around his calves. A plain looking scimitar without jewel work or engraving hangs in a worn, simple scabbard at his side.


Principal Items:

Scimitar (1st level)

+10 OB. The Scimitar was a gift from his father upon reaching manhood.

Dagger (4th level)

+10 OB. This small dagger has the ability to cut through any non-magical rope or line as though cutting through water. The wielder need make no sawing action or exert pressure on the rope being cut. Merely touching the edge of the blade to the rope will sever it.

Lead Rope (6th level)

This item adds a +10 to any Animal Handling or Animal Training skills. The rope is woven of silk and silver thread and is imbedded with Calm I (Calm Spirits Closed Channeling list). The spell is triggered anytime the lead rope is put around an animals neck (up to three times a day), and lasts for 1 minute per level of the user.



SKILLS



Skill

Level

1 3 5 7 10

MovM

Scimitar

Dagger

Climb

Ride

Swim

Track

Pick Lock

Disarm Trap

Ambush

Stalk/Hide

Perception

Animal Handling

Animal Training

Animal Healing

Foraging

Hunting

Navigation

Star Gazing

Weather-Watching

0

15

5

5

35

5

5

5

5

2

10

10

15

10

-

5

5

5

5

5

5

30

15

5

45

10

10

5

5

4

20

20

25

20

5

10

10

10

10

10

10

45

25

10

52

15

15

10

10

6

30

35

40

30

10

15

20

20

15

20

10

54

35

15

56

20

20

15

15

8

40

45

52

40

15

20

20

30

20

20

10

60

50

15

60

20

25

25

25

11

50

54

64

50

20

20

20

40

25

25



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

23

41

62

83

114

5

5

5

5

5

5

5

5

5

5

N

N

N

N

N

N

N

N

N

N

38

59

80

95

110

18

34

60

76

100

0

5

10

10

10





9.0 Greater Harad

Greater Harad, called Sîrayn (Ap. "Watered Land") by her inhabitants, comprises the lands east of Far Harad to the Bay of Ormal on the northern flanks of the Yellow Mountains. The riverine cultures of this area have provided an intellectual and economic base that has benefitted the Harad. Also located in this region is the Nazgûl's Citadel, Ny Chennacatt, Fortress of the dread Storm King.

Political upheaval, desert storms and the resolve of the free people of Sîrayn, shape the history and destiny of this part of Middle-earth.


Sabakalil

Aka: Jeppa the Thief, The Patron of Thieves.

Race: Haradan.

Profession: Animist/Cleric.

Home: Tûl Isra.

Appearance: Short dark hair, hazel eyes; 5'8" tall; 138 lbs.

MERP Stats: St 66; Ag 99; Co 81; Ig 78; It 91; Pr 86; Ap 74.

RM Stats: Ag99; Co81; SD78; Me84; Re72; St66; Qu101; Pr86; Em83; In91.

Languages: Apysaic 5; Haradaic 5; Adunaic 2.

Jeppa's past is as obscure as the smoky interiors of the Temples of the Spidermaster (Saubaiz). His first known appearance to men was when he was taken before the magistrate of Tûl Isra to be tried for stealing a tiara from the bedchambers of the Mistress of the Kralji of Tûl Isra (a deed worthy of death if one is lucky or far worse fates if one is not...). Sabatan, the head Priest of the Temple, took pity on the fool and actually paid a lawyer to represent the young man. Sabatan was known for his ability to judge the character of any man and was heard to say in later years that "he felt the young man to be a very probable asset to the Temple." His "feelings" did not betray him and Jeppa was later to follow in his footsteps as the High Priest of Saubaiz.

Once Jeppa was released from custody and "cleared" of any wrong-doing, he entered the Temple and was not seen on the streets of Tûl Isra for two full years. When he emerged he was a new man. No longer did he prowl the streets looking for prey as in yesteryear, but travelled about proclaiming the word of Saubaiz. Ordained to the priesthood of the Temple, he became a devout disciple and teacher. His old skills helped him in his evangelism and allowed him to bond with the thieves of the city. Known now as Sabakalil, he became the patron of thieves and made it his duty to help those that suffered the same fate that he once did, paying lawyer's fees and offering aid.

In his later life, Sabakalil replaced Sabatan, after the old man's demise (said to be poison from the Court). Rumor from the streets indicates that Sabakalil will pay dearly for any verifiable information regarding the death of his mentor.

Features:

Sabakalil always appeared devout to those who met him. With his short black hair cut close to his skull, his ever judging gaze, and charcoal grey thieves cloak, many mistook the younger man for a initiate of some order. In later years, he simply exchanged his old thieves cloak for a cloak of Saubaiz. His hair, kept short to avoid entanglement in locks, window sashes, and the grasping hands of those who would apprehend him, fitted his new holy calling. His piercing eyes judge men for their value to Saubaiz rather than the value of their purse. The sharp, angular features of his face seem to make their own shadows that augment his ability to remain unseen; a great asset to a follower and priest of Saubaiz.

Principal Items:

Ring of Luck (3rd Lvl)

This enchanted ring lends +5 to any roll that is based upon luck.

Cloak of Saubaiz (7th Lvl)

+25 magic. This cloaks aids in avoiding becoming ensorcled or snared in the plots of mages or men (+25 is added to all resistance rolls against the following types of skills/spells: seduction, public speaking, sleep, calm spirits, etc). It also aids in avoiding physical traps (+15). It was given to him when he became a Priest of Saubaiz.

RM Spells

9th Level: Sound's Way (10)

10th Level: Calm Spirits (5)

MERP Spells

9th Level: Sound/Light Ways

10th Level: Calm Spirits

SKILLS



Skill

Level

1 3 5 7 10

MovM

Dagger (thrown & normal)

Faranj (Scimitar)

Climb

Ride

Swim

Ambush

Stalk/Hide

Perception

Pick Locks

Falsification

Rope Mastery

Appraisal

Trickery

Runes

Staves/Wands

20

15

10

10

25

5

5

10

20

10

5

5

5

5

--

--

20

25

20

20

30

15

15

25

30

25

15

15

15

15

5

--

20

35

30

30

35

25

20

40

45

35

25

25

25

25

5

--

20

45

40

40

45

30

25

52

52

50

35

35

35

35

10

5

20

52

52

50

52

40

25

58

60

50

40

45

50

50

25

20



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

16

24

37

48

62

No/1

No/1

No/1

No/1

No/1

10

10

10

10

10

N

N

N

N

N

N

N

N

N

N

17

31

45

59

77

27

41

55

69

87

20

20

20

20

20




Laknûk

Aka: Dreamer.

Race: Danak.

Profession: Animist/Animist/Shaman.

Home: The Tûr Betark.

Appearance: Wild, blond hair that hangs to the waist, with blond reddish beard woven into braids, some of which are similar to the war-braids of the Dwarves of Nárad-dûm. Sky-blue eyes. 6'0' tall; 190 lbs.

MERP Stats: St 80; Ag 91; Co 89; Ig 90; It 101; Pr 63; Ap 56.

RM Stats: Ag91; Co89; SD87; Me97; Re83; St80; Qu92; Pr63; Em85; In101.

Languages: Danak 5; Apysaic 2.

Laknûk was born and raised in a small Danak village in the Tûr Betark where he learned to hunt and forage with the other boys of his age. He proved adept at foraging, and displayed an innate sense of direction that allowed him to journey farther than most into the depths of the mountains without becoming disoriented or losing his way home. While an adequate hunter, Laknûk would often miss a spear throw at an animal by becoming too involved in the actions of the animal itself, rather than on the success of the hunt. The other children of the village soon christened him with the name "Dreamer," for these noticeable lapses of attention. Laknûk laughingly accepted the nickname without ill feeling, and continued to learn about the flora and fauna that surrounded his home. At times he imagined that the animals he watched so avidly would speak to him, whispering half heard words in some unfamiliar tongue that he couldn't grasp. Laknûk shrugged off his imaginings, even though a few of the elders of the village took notice of the boy's odd habits. He was approached and asked if he desired to become a Sakalandh (Dk. "Communers with the ancients", shaman); the boy just grinned and shook his head, promising to become a better hunter and to pay more attention to his craft.

At the age of 16, Laknûk set out to hunt a deer and return home with the animal before the Danak celebration of the Winter Solstice, only two days hence. Arming himself with a spear and dressing in his heavy woolens and wolf skin robes, he headed off into the mountains. On the afternoon of the same day, he discovered the tracks of a large buck, and followed the spore for several hours. The buck seemed to sense Laknûk's presence, always staying ahead of him and well out of spear range. At times, the buck would stop and look back, regarding the boy with what Laknûk swore was a smile of disdain or challenge in the creature's large brown eyes.

Laknûk was determined to bring the buck back with him for the feast and celebration, and pushed on longer than he knew was wise, hoping that the buck would begin to feed as the day wore on to twilight. Instead, the buck kept moving, climbing higher into the mountains. Laknûk doggedly followed, and was soon reduced to moving a step at a time, checking his footing in the failing light. Ahead, the buck nimbly jumped from one outcrop to another, and disappeared into a sparse grove of short, stunted pines that jutted from the mountainside like wild dancers swaying to the music of the wind. Laknûk reached the first outcrop, and looked across a small cliff face that dropped away 20 feet to a darker spot at its base. To go down, across, and back up would take valuable time, and instead, Laknûk began to edge his way outward on the face, feeling for small hand and footholds in the rock's surface. A sudden, loud snort startled him, and he looked up into the face of the buck, only a few feet away and standing on the far outcrop. The buck shook its head slowly back and forth and snorted again as Laknûk's feet and fingers slipped from the holds and he plummeted downward. The snow below cushioned some of his fall, but not enough to protect the leg that bent under him as he impacted, the thigh bone breaking with a soft pop. He awoke some time later, to a soft snuffling sound and the touch of snowflakes gently coating his face as he stared upward. The buck looked down at him, a dim figure hazed by falling snow. As he stared back at the animal, he heard a voice that sounded like the soft rattling of trees saying "You must wait for the prey to come to you willingly when the time is at hand, for that is how it was, is, and always shall be. Then will you be a hunter."

Laknûk closed his eyes and sagged back into unconsciousness, only to be awakened, once again, by another voice. The words seemed to come to him as if travelling on the wind. He opened his eyes once again and tried to concentrate, seeing a ghostly form sitting beside him. "Here now lad, shift your weight and straighten out the leg so you don't push the bone through the skin and do more damage. Now pull your skins around you and cover up, then pull yourself into that shallow there by the tree and sweep the snow in over you for a blanket. You know the ways, so be about it. This is no time to dwaddle, great grandson, no time at all." Laknûk tried to close his eyes and drift back into unconsciousness, but the voice was unrelenting, driving him finally to comply with its demands.

Laknûk awoke a third time to the dawn's light, twitching away from a blunt object that poked unmercilously into his ribs. The first sound he heard was a gruff grunt and then... "What is this? Sleeping at my doorway, eh?" The boy looked up at a Danak dressed in bear skins, the man's face almost buried by wild long hair and a beard that hadn't been cut in decades. The man hunkered down beside him, and stopped his prodding with the long staff he carried, and began to probe with his fingers instead. After a few grunts and deft touches along the boy's leg, the man stopped and glowered. "Well, heal yourself and come inside and have some tea. You certainly have an odd way about you for a brother Sakalluk."

Laknûk, near frozen to silence, and aching throughout his whole body could only feebly croak, "I am not Sakalluk."

The man suddenly swore softly and stood, gazing skyward. "Why, Tû Kâlu, do you always gift me on the solstice with these burdens." He shook his head and walked slowly around the boy, noting the path in the snow that Laknûk had made crawling into the depression. He stopped suddenly and bent and sniffed at the faint hoof prints, three quarters filled with new snow, but still noticeable. The man looked up and spoke into the wind. "So you were at it too, eh, Spadehorn? I should have guessed my life was becoming too easy."

Moving once again to the boys side, the man grasped him firmly under each armpit and began dragging him toward the cave entrance at the base of the cliff. "So you are my new apprentice, it seems. I am ûkakdar, the Sakalluk, and you are the latest feeble joke of the Gods of the Mountain on an old man that would spend his days in peace rather than training. But then, I suppose no one ever said being Sakalluk would be easy."

Five years later, Laknûk returned to his village, bringing a large backpack of rare herbs to trade to the village Sakalandh for items unobtainable in the wilds. With some reservation, he approached his family's dwelling, fearing what their reaction would be after thinking he had been dead for five years. His parents met him at the door, beaming with affection. "The Sakalandh spoke with the ancients and told us you would return to visit. We always set a plate for you at Solstice. Welcome be to you Sakalluk, you have made our family proud."

After staying with his parents for a few days and completing his trading mission, Laknûk bid farewell to his family and returned to the mountains. The trip became the first of his yearly visits during which he delighted his parents, brother and sister with tales of the Dwarves of Nárad-dûm, the ways of the mountain animals, and a peculiar, old, grouchy Sakalluk hermit that he always spoke fondly of.

Laknûk's dwelling, the traditional Hac of the Danak, is located in a hidden vale high up on the slopes, and is occasionally found by a seeker that needs herbs for healing or advice on personal or village matters. Laknûk practices a form of divination where he enters into a deep trance and communes with the ancestors of the one who seeks. At these times, it is said that shadowy forms move about within the darkened interior of the Hac. Those that have made the journey sometimes suddenly loose interest in knowing too much about the future and leave quietly to return to the village before Laknûk finishes his trance.

Laknûk is always a welcome sight on his visits to his parent's village, and is well respected by the villagers and Sakalandh that dwell therein. On his departures, he is always followed to the edge of the village by many of the children. They wave farewell not so much to him, but in wide eyed wonder at the large, golden horned buck that always emerges from the woods and greets him, walking at his side until the two fade from sight among the trees.

Features:

Untamed, swirling blond hair hangs to Laknûk's waist, covering the long cloak of wolf hide he wears during the winter, or the coarse fibers of the dark green linen cloak he wears during the summer. His reddish-blond beard is long and woven into braids, some of which are similar to the war-braids of the Dwarves of Nárad-dûm. Eyes the blue of the mountain sky often hold a faint glint of laughter, as though he listens to conversations that others are not aware of. He carries an odd looking spear that he obviously uses more as a hiking stick than a weapon. The spear's point has been flattened and appears to have seen use as a pry bar for turning over stones or as a digging tool, although it could still do damage if used in anger.


Principal Items:

Dowsing stick (3rd lvl)

This small dowsing stick (six inches) is made from the fork of a deer antler. It is worn around Laknûk's neck on a leather thong. The dowsing stick adds +50 to any foraging rolls used to find water, and +10 to any other foraging attempts.

Spear (5th lvl)

+15 OB. A gift from ûkakdar, the spear does damage as a two-handed sword when thrust or thrown. The point is a somewhat flattened wedge shape that also does service as a digging tool. The spear is at -70 if used to attack any normal animal, and an additional 50 is added to any fumble resulting in such an attack.

Wolf Skin Cloak (7th lvl)

+25 DB. This magical wolf hide was worn by Deer-chaser, the leader of the wolf pack that lived near Laknûk's hac. The great white wolf came to Laknûk at the end of his days, and bade him to take his hide after his death. Laknûk complied with his friend's wishes and fashioned a cloak from the skin.

RM Spells

3rd Level: Weather Ways (10)

4th Level: Purifications (10)

7th Level: Herb Mastery (10), Animal Mastery (10)

10th Level: Nature's Lore (10), Concussion ways (10)

MERP Spells

3rd Level: Nature's Lore

5th Level: Purifications

7th Level: Animal Mastery, Plant Mastery

10th Level: Surface Ways, Nature's Lore

SKILLS



Skill

Level

1 3 5 7 10

MovM

Spear

Climb

Ride

Swim

Track

Stalk/Hide

Runes

Staves/Wands

Perception

Animal Healing

Foraging

Tracking

Direction Sense

Weather-watching

Herding

Herb/lore

Region/lore

Flora Lore

Horticulture

Divination

0

10

5

10

5

10

5

-

-

10

-

15

15

25

10

5

10

15

10

5

-

5

20

10

20

10

25

15

10

10

20

10

30

25

35

15

5

25

30

20

10

10

10

30

15

30

15

40

25

20

20

30

25

45

35

50

20

10

40

45

30

15

25

10

40

20

40

20

50

35

30

30

40

45

54

40

54

25

10

52

54

40

20

45

10

50

25

50

25

56

40

40

40

50

60

62

45

60

35

10

64

58

50

25

56


** GM Note ** The Sakalluk have the innate ability to commune with the spirits of the ancestors and also with animal spirits at times. See Rolemaster Companion II, Shaman Lists Spirit Mastery, Visions, and Trances.



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

16

27

38

49

63

4

4

4

4

4

10

10

10

35

35

N

N

N

N

N

N

N

N

N

N

15sp

25sp

50sp

60sp

70sp

20sp

30sp

55sp

65sp

75sp

0

5

10

10

10




Neddet Hisab

Aka: Desert Shadow; The Wolf of the Sands.

Race: Haradan.

Profession: Warrior/Fighter.

Home: Né Saik.

Appearance: Black curly hair. Dark grey eyes that appear black from a distance. 6'0" tall, 200 lbs.

MERP Stats: St 99; Ag 95; Co 96; Ig 76; It 89; Pr 89; Ap 89.

RM Stats: Ag95; Co96; SD89; Me79; Re91; St99; Qu86; Pr89; Em93; In89.

Languages: Apysaic 5; Haradaic 3; Adunaic 2.

Born in the Chenna River valley to the southwest of Tartaust, Neddet Hisab was nursed to the sound of feeding horses and soothed to sleep by the rhythmic rasp of oiled steel against sharpening stones. The first words he learned to speak were Tanat (Ta. "Clan"), and Aras-alak (Ta. "Horse Raider"). Neddet's sub-clan was known as the Raiders of the Chenna, a bandit group that controlled all access to the south of the Chenna Valley. Neddet was taught to ride before he could stand as the nomads traveled from camp to camp along the Chenna River. He spent many quiet days with his mother, grandfather, and the other woman and older men watching the warriors ride out on raids and sorties. Any that travelled the Chenna Valley were prey to the horse raiders. Brandishing a stick above his head, Neddet would run after the warriors, screaming in glee until they faded from sight over the horizon. He waited impatiently for his ninth year to start, so he could begin warrior training with the other young nomads.

Neddet excelled in weapons training, and showed an early knack for swordsmanship. His ability with the faranj was exceptional, almost as though he had been born with the skill already developed. He also possessed the grace and intuition of a natural rider. At first called Taralak (Ta. "Little Warlord") by his young friends and rivals, the name was soon dropped as whispered comments from older warriors found their way to his friend's ears. Nonplussed, he continued to channel all his energy into learning the warriors' arts, and ignored the scowls of his father when he talked of his dream; to be Alaka (Ta. "Warlord") of the clan. On days that he accomplished a new goal, whether by beating a better opponent in mock combat, or out-riding one he raced against, his ego grew bolder and the whispers grew louder. Thinking the talk was merely jealously on the part of others, he would become disheartened at the empty victories. On these days, his grandfather would always take him aside, and show him a new trick with the faranj or short bow that always left Neddet surprised by the old man's skill. Then his grandfather would counsel him on what it meant to be the best, and the honor and respect required of a true leader. Neddet took these talks to heart and listened carefully, for no matter how hard he tried, his grandfather could always disarm him or out do his best bow shot.

When Neddet reached the age of seventeen, his year of naming, he was assigned to the group of active warriors as a rear guard. The rear guard were little better than simple horse tenders, and many of his friends joined the warriors with full status. Crushed by his low position and the denial of his skill by his peers, he told his father, who only shrugged and pointed out that it had taken him years to obtain full warrior status. "What do you expect?", he would say to the impatient young warrior. Neddet sought out his grandfather for advice. The old man bade the boy to walk with him for a while and led him away from the camp and into the scrub. Then, without warning, his grandfather suddenly whirled and attacked him with the faranj he always carried. Steel rang on steel until Neddet disarmed the old warrior with one of his own tricks. Backing up and panting, he looked at his grandfather in dismay. "Why?" Neddet finally burst out. His grandfather smiled and slowly retrieved the faranj as Neddet cautiously watched.

"To make sure, grandson, to make sure," said the old man. "You are the finest, and it is time you should be told. Sit with me a while."

Neddet listened as his grandfather explained the matriarchal lineage of his family. While most clan leaders could trace their forbearers in a complex family tree to the very beginnings of the clans, Neddet's line began in shadowy mystery in a small village north of Tartaust. Stories hinted at a great warrior leader, a nomad peasant girl, and an illegitimate offspring from a mating in the late Second Age. The others of the clan knew of these stories, and hence the whispering as Neddet grew older. Especially since the stories spoke of the warrior and the Army of the Southern Dragon in the same breath.

Neddet's face reddened as his grandfather explained. "But why wasn't I told of this before," Neddet asked, at last understanding that he bore a mark from the past that would haunt him all his life. The Army of the Southern Dragon was the sworn enemy of the horse raiders. Neddet was suspect because of something that had happened hundreds of years ago.

"Because your father is but half the man you will surely be, and your mother, bless her life blood, would never speak of such a thing. But listen to me carefully. Things were different then, and the tales are true. You should not be ashamed, Grandson, for a warrior's blood runs strong in your veins, passed on by your dear mother. You will once again bring honor to this blood. This I truly believe. And being such, there is that which I must give you." With that, Neddet's grandfather rose suddenly and walked back toward the camp, not turning to see if Neddet followed. Stunned by a day of shock and surprises, Neddet trailed meekly behind his grandfather.

At the family's tent, Neddet's grandfather pulled aside the flap and bade him enter. The boy walked inside and watched as his grandfather removed a shrouded bundle from his leather saddle trunk and handed it to him. Neddet slowly unwrapped the stained and faded silk and gasped at the Faranj contained within.

"Never dishonor this blade, Grandson. Never. It was wielded by one of the great." The old man lowered his voice so that only Neddet could hear, and then whispered softly, "His name was Wyatan, and you are one of his descendants."

Neddet resolved to honor the blade and his grandfather. He complained no more of his position in the clan and displayed a quiet pride that confused others. On his second raiding mission, he rallied the rear guard composed of second rate warriors and defeated an assault by caravan guards that sought to outflank the attacking bandits and wreak havoc from behind. Promoted to full warrior status after this successful action, he disdained his orders to stay with the bulk of the men several months later. Seeing his bandit leader take a severe strike to the forearm, he broke off from the main group and rode to the man's defense, slaying four caravan guards that sought to unhorse the isolated warrior. After the caravan had been razed, with the flames from the wagons mingling with the desert sunset, Neddet sat on his horse proudly, surrounded by his own kind with swordpoints at his throat for breaking rank. "Enough!" boomed the voice of the leader as he rode into the group with his arm swathed in silks to staunch the flow of blood. Raising his blade with his left hand, he pointed the tip directly at Neddet and commanded in a sharp tone, "You! Wolf of the desert. You are my new right arm. From this day forward you ride at my right side." Five years later, Neddet became the warrior chieftain of the Horse Raiders of the Chenna.

Neddet is a natural horseman and leader of the bandit group that plagues travelers between Tartaust and Chennacatt. He is referred to by caravan masters and soldiers of the Army of the Southern Dragon alike, as the "Desert Shadow" or "The Wolf of the Desert." Among the bandits of the Né Saik, his word is law, and binding. He respects anyone upholding the warrior tradition, and is a fierce fighter who will not retreat once engaged. His only weakness is Dorwinian wine and golden haired women, both of which are rarely if ever seen in the Chenna Valley.

If travelers pay the road tax of 1 to 2 percent of the total of their goods to the bandits, they will be shadowed by them for the rest of their journey. Neddet's word is his law, and he abides by it completely. Once under his protection, if the travelers are attacked by any other group while on the road, the bandits will come to their aid. On the other hand, if the travelers decide to refuse to pay the road tax and fight their way out, they will most assuredly lose wagons and goods, and very possibly their lives.

It is also rumored in the taverns of Tartaust that Neddet's raiders are available for sorties and missions if the price is right. When pressed for details, however, the patrons of the taverns will merely point southwest towards the Chenna River and the plains beyond, and mutter, "But finding him is up to you."

Features:

Neddet is a tall, handsome Haradan of mixed blood. Some would say that his features were reminiscent of Númenórean stock, but never to his face. His long, curly black hair is bound by a headband of scarlet silk at his brow, but easily pulls free of his robe's hood and streams out behind him when he rides to battle. His angular face frames dark grey eyes that are near black in color and are quick to notice movement or lock a watchers gaze in their own. His eyes flare with an inner light when his quick laughter breaks through the sound of battle or the celebrations of his clan. He wears a chain shirt under his black, hooded nomad's robe, and sandals made of caja hide (from the deadly serpent found in Chennecatt). A gleaming faranj is always sheathed at his side, regardless of circumstances.

Principal Items:

Faranj (1st level)

+15 OB. The faranj cannot be dropped or fumbled while the bearer is on horseback. Any fumble rolls are negated, but the wielder must execute a full parry during the combat round that the fumble would have occurred in. The Faranj has a pommel shaped in the form of a stallion's head and is rumored to have been crafted for Wyatan during his early years in the Army of the Southern Dragon.

Wind Singer (5th level)

This stallion adds +20 to a rider's maneuvers and will fight along with its master if Neddet closes with an enemy on horseback. Wind Singer will attack with teeth and hooves during the combat round with a +70 offensive bonus. Bites are resolved on the small creature bite table, and hooves do medium crush criticals.

Chain Shirt (8th Lvl)

Neddet recovered this chain shirt from a caravan that did not pay their "tithes." The shirt wears as soft leather.

SKILLS



Skill

Level

1 3 5 7 10

MovM

Faranj (1-HE)

Short Bow (Miss.)

Climb

Ride

Swim

Track

Ambush

Stalk/Hide

Perception

Animal Handling

Foraging

Hunting

Leadership

Navigation

Star Gazing

Tactics

Weather-Watching

0

15

5

--

35

5

5

--

--

10

10

5

5

0

5

5

0

5

5

30

15

5

45

10

10

1

5

20

20

10

10

5

10

10

5

10

-10

45

30

10

52

15

15

2

10

30

30

15

15

10

20

20

20

15

-5

54

40

15

56

20

20

2

10

40

40

20

20

20

30

25

35

20

5

60

50

15

60

20

25

2

10

50

50

25

20

40

35

30

50

25



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

27

44

67

89

120

Sl/5

Sl/5

Ch/13

Ch/13

Ch/13

5

5

5

5

5

N

N

N

N

N

N

N

N

N

N

33

44

80

100

115

23

39

60

76

95

0

5

-10

-5

5




Wahzutti

Aka: The Eyes of Tyarett, The Street Artist, Wahzutti the Watcher.

Race: Haradan.

Profession: Scout/Rogue/Beggar.

Home: Tyarett.

Appearance: Filthy, long, stringy dark hair; dishevelled clothes; Sewer brown eyes; 143 lbs; 5' 10" tall.

MERP Stats: St 54; Ag 94; Co 61; Ig 87; It 96; Pr 102; Ap 43.

RM Stats: Ag 94; Co 61; SD 88; Me 91; Re 82; St 54; Qu 87; Pr 102; Em 100; In 96.

Languages: Apysaic 5, Haradaic 4, Adunaic 1.

Wahzutti was born the bastard son of a scullery maid and a lesser noble. Raised by an unloving mother, the boy was forced to take to the streets at an early age. Survival was hard in Tyarett, even though the populace looked favorably upon all; stolen oranges and fresh vegetables were the boy's staple. He learned early in age that there are those with and those without, and he relegated himself to the latter category.

It was indeed unfortunate that Wahzutti was born to his station in life, for the artist's touch was in his soul. He would often draw caricatures on the pavement of the ignominious nobles of the city and province, utilizing what charcoals and pastels he could acquire. The citizens of the city would often toss him a few coins for his efforts. Realizing that life as a beggar was easier than trying to work, the young lad refined his skills at begging and also continued to dabble in art.

These skills were turned to more profitable veins as Wahzutti grew older. Realizing that Wahzutti had a sharp eye and discerning glance, the more nefarious dwellers of the city determined that the young man would make an excellent spy. He was used at first to watch for the owner of a home or establishment as the building was being cased or burgled. His success at these enterprises soon led to further work. In time, even the bureaucrats of the city paid for his services.

As Wahzutti increased in skill, so his did his fees. He became known amongst many circles as the best surveillance man in the realm. He blended with the street, and very few know what he really looks like. The best advice for those seeking Wahzutti's services, would be to try and find him in one of the less respectable establishments in the city. At some point, he will find those that seek him.

The stories of Wahzutti are legion. Seven different tales bespeak his death, three tell of his being carried off by demons let loose by a disgruntled sorcerer, and at least one tale tells that he never existed at all! The rumors of his internment in the dungeons of Tyarett are laughed at by the street dwellers and other ilk of the city. In later years a curse was heard in Tyarett, "May the eyes of Wahzutti be upon you..."

Features:

Wahzutti looks almost emaciated. This gauntness helps to sharpen his already buzzardish features. His nose is long and resembles a beak; his lips too thin. His deep sunken, overly large eyes are as dark as the depths of the Sara Bask. His hair, which has not seen soap or a comb in many years is unkempt, stringy and extremely dirty. His clothes befit his station and match his unwashed body. He owns a number of sets of equally dingy garb and seems to wear them at random during his sojourns through the city. Wahzutti has the knack of being able to make himself look like any number of different derelicts and bums.

Principal Items:

None.

SKILLS



Skill

Level

1 3 5 7 10

MovM

Dagger

Quarterstaff

Climb

Swim

Stalk/Hide

Perception

Begging

Bribery

Acting

Camouflage

Mnemonics

Region Lore

Drawing(2)

15

10

-

5

5

10

10

5

-

-

10

5

-

10

15

20

5

15

15

20

20

15

5

5

15

10

5

20

15

25

10

20

20

30

30

25

10

15

25

20

10

30

15

30

15

25

20

40

40

35

20

20

35

30

20

40

15

40

25

30

20

52

52

45

35

35

40

40

30

54



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

12

25

31

38

47

0

0

0

0

0

5

5

5

5

5

N

N

N

N

N

N

N

N

N

N

10

20

25

30

40

0

5

10

15

25

15

15

15

15

15





10.0 Other Areas

Middle-earth is a vast land. To the east and south are uncharted areas that are almost myths in nature to those that live in the west. From these lands, strange individuals come, giving life to those rumors that prevail.

Kâmak Tâmak

Aka: The Grey One, The Elephant Man.

Race: Mûmakani.

Profession: Warrior/Fighter.

Home: Originally Jessa of the Mûmakan.

Appearance: Dark brown hair and deep blue eyes. Hair cut to shoulder length and tied in a warriors knot in the back. 5'10", 165 lbs.

MERP Stats: St 90; Ag 89; Co 87; Ig 89; It 102; Pr 67; Ap 91.

RM Stats: Ag89; Co87; SD92; Me86; Re91; St90; Qu92; Pr67; Em102; In78.

Languages: Mûmakani 5; Kirani 3; Apysaic 3; Adunaic 1.

Kâmak was born under the wrong star. His father, King of the Mûmakani, wept as he slew his wife. If only she had given birth at a time appropriate for a shaman-lord to be born. The child was spirited away by a nurse-maid before his father could ritually slay him as well.

Kâmak was raised in the city of Jessa in an orphanage until he was old enough to enter the Warrior's Halls where all young men lived and took training in the art of warfare. He excelled in his craft, for the blood of his forefathers surged strong through his veins. One day while at training, a rogue bull elephant broke loose and began to trample the young warriors. Kâmak felt a strange sensation come over him, and he confronted the elephant. In amazement, all present watched as the young lad commanded the elephant to calm and return to its pen. No one but a shaman-lord was able to perform such a feat!

Kâmak was once again whisked away. Who was this young man who acted as only a shaman-lord could? Had Amaav touched him? He would be put to the test. Kâmak disappeared and was never again seen in Jessa. . .

The young man was allowed to live, but was banished from the Mûmakan. After divining who his true father was, it was decided to banish the young man. Taking only his travelling clothes, his weapons, and a small satchel to hold his meager belongings, Kâmak travelled through Hathor, Koronande and Tanturak selling his services to the highest bidder.

Years later, an experienced warrior rode a war elephant into Tûl Isra, capitol of Greater Harad. Kâmak was prepared to find a new master to serve.

Features:

Blue eyes the color of deep water bespeak an inner depth in Kâmak. Ever watchful, the young man takes all in as he surveys his surroundings, new or old. True to his warrior traditions, Kâmak wears his hair to shoulder length and ties it in the warrior knots he was taught as a child. Clean shaven and well kept, Kâmak wears the mouse-grey garments of an elephant trainer. Over his leathers he wears an oiled cotton cloak to shed the rain or a light cotton caftan to block the sun. He is never without his elephant crop or his short spear.

Principal Items:

Spear (2nd Lvl)

+25 OB. This quality short spear (used for thrusting attacks at close distance) was given to the young boy as he was spirited out of the Mûmakan. +25 quality, it is inlaid with silver and small gemstones.

Elephant Crop (6th Lvl)

This implement was given to Kâmak by one of his many masters. The crop adds +25 in all elephant training, riding and handling maneuvers.

Scale Armor (9th Lvl)

+10 DB. This scale armor (chain/AT13) aids in defense and also wears as a soft leather jerkin (AT5). Kâmak took it as a war prize in a campaign in Ciryatandor.

*** GM Note - Kâmak has the innate ability to communicate with and control elephants.

SKILLS



Skill

Level

1 3 5 7 10

MovM

Spear

Composite Bow

Climb

Ride Horse

Ride Elephant

Swim

Track

Stalk/Hide

Perception

Animal Handling

Animal Training

First Aid

Leather Working

Rope Mastery

Wood Crafts

15

20

20

5

20

25

5

--

5

15

10

5

5

5

5

5

15

30

30

15

30

35

15

5

15

25

20

15

15

15

15

15

15

40

45

25

40

50

25

15

25

35

30

30

25

25

25

25

15

50

52

35

45

56

35

25

35

45

40

45

35

35

35

35

15

56

58

45

52

62

45

45

50

54

52

54

50

50

50

50



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

26

44

63

94

112

SL/5

SL/5

SL/5

SL/5

Ch/13

30

30

30

30

40

Y

Y

Y

Y

Y

N

N

N

N

N

33

49

65

81

96

28

44

65

78

93

15

15

15

15

15




Valläs

Aka: Varisîr (Q. "Newly Willing").

Race: Silvan Elf.

Profession: Animist.

Home: Seletor of Ibav.

Appearance: Slight of build. Shoulder length, dark brown, hair. Chestnut eyes. 6'3", 172 lbs.

MERP Stats: St 87; Ag 91; Co 83; Ig 89; It 103; Pr 68; Ap 93.

RM Stats: Ag91; Co83; SD73; Me96; Re84; St87; Qu95; Pr68; Em89; In103.

Languages: Silvan 5; Sindarin 3; (*** GM Note *** depending on where he is located, he will know 1-3 additional local languages at rank 2).

It was at one of the first councils of the Elves that Lôsdalas rejected the call by Oromë to leave and travel to Valinor. Lôsdalas left the shores of Cuiviénen and travelled south with his kindred. Their hardships were unumbered, but finally after decades of travel, they discoverd a wondrous land. Later to be called Ibav by its Mannish inhabitants, the people of Lôs (named after Lôsdalas) called the land Seletor, Sweet Home.


For millenia, the People of Lôs have lived amongst the trees of the forest and they rarely journey from them. They trade only with other Silvan Elves, and then only for precious metals and gems. Seletor and Ivanna provide all that the People of Lôs require. Fruits and nuts sustain them year round and like many of the children of the forest, they abhor the eating of meat.


The People of Lôs are a simple folk. They are rustic and seem a part of the land that they live in. Like their life, their government is also simple. All major decisions are put to a common vote. Simple matters are handled by the family matriarchs and patriarchs. Masters are chosen in many fields (rope making, weaving, smithing, pottery, bardic). These masters teach the arts and carry on the traditions of the People.


The People live out their lives in the trees of Seletor and rarely touch the earth below. Only members of certain professions "risk" travelling to the dark floor of the forest. Of these, the potters frequent the earth the most; clays are gathered when necessary from special grottoes at the base of the trees. Other than clay for the potters, only the healers dare venture down to gather rare herbs that grow in the murky gloom below. Almost all other materials may be gathered from the upper reaches of the forest.

In the first 300 years of his life, he never touched the ground. It seems strange to him now that he has travelled Endor for centuries seeking knowledge. Val matured in the great forest of Ibav. He had caught glimpses of the earth when gathering rare herbs in the bowels of the lower branches, but he always moved back up to the light above. No one he knew ever touched the earth below except for the master potters and a few herbalists. Evil creatures waited there to swallow one whole. And now, yes now, he travelled Middle-earth, away from the safety of the Mother Forest.

Val was born the third child in an influential family. And as the first son, he received the finest training. The young lad followed in his father's footsteps and showed great promise as an herbalist. His studies led him to the furthest reaches of the forest and one day he saw a sight that would change his life forever; the sight of other beings walking upright upon the ground. The teachings of Val's people never spoke of any others. Only his people existed and their cousins from far away in the forest. The People of Lôs had always lived amongst the trees and only evil demons lived outside. But these beings did not look evil. They laughed and seemed happy. For years after this experience, Val questioned his elders about the world past the forest. His questions were avoided. Even the history annals did not detail anything but the forest. The Mother of All created the forest for her people and only they existed with the animals. A new quest for knowledge became a burning desire in Val.

". . . the fear was almost palpable as he dropped the last few feet to the ground below. His eyes darted about, looking for the demons he was sure would swallow him whole. He slowly regained his composure and moved to the edge of the forest. To the west he could see a vast empty expanse. It drew him. No longer would he be one of the Avari. The west and knowledge drew him out of the safety of his home. Wherever fate took him, he would go."

Features:

Val appears most at ease when within the confines of a forest. In his travels, he seeks the haven of the woods whenever he can. He flows in the woods and looks at ease within their depths. Val's eyes appear to be large chestnuts set within the borders of his face. His hair, the color of dark forest loam, hangs to his shoulders and frames his petite Silvan face. Val favors woodland colors for his garb. He wears a light blouse, knee length britches, and a travellers cloak. His feet are covered by fine Elven boots that rise to the knee.

Principal Items:

Short Bow (1st Lvl)

This bow was a gift to the young lad by his father. A finely crafted Silvan bow, it may be fired every round without penalty.

Short Kynac (2nd Lvl)

+15 Magic. This Kynac was forged by one of the finest smiths of Val's people. Crafted of Angaron (S. "iron wood"), it will glow a soft blue upon command by its wielder. The blade never requires sharpening. Angaron is a rare and magical wood that grows in Seletor. It is cured for decades and then shaped to the desired form. Once shaped, magical rituals are employed to harden the wood.

Directional Device (6th Lvl)

Magical. This device always points north while used above the surface of the earth.

RM Spells

1st Level: Nature's Movement, Herb Mastery

3rd Level: Nature's Protection

5th Level: Plant Mastery, Light's Way

7th Level: Animal Mastery, Calm Spirits

10th Level: Purifications, Concussion's Way, Locating Way

MERP Spells

1st Level: Nature's Movement

3rd Level: Protection

5th Level: Plant Mastery, Sound/Light Ways

7th Level: Animal Mastery

10th Level: Purifications, Bone/Muscle Ways

SKILLS



Skill

Level

1 3 5 7 10

MovM

Short Bow

Short Kynac

Climb

Swim

Track

Stalk/Hide

Perception

Runes

Staves/Wands

Foraging

Flora Lore

Fauna Lore

Herb Lore

Region Lore

15

10

20

30

--

10

20

30

10

5

5

5

5

10

5

20

20

25

40

5

20

30

40

20

15

15

15

15

20

15

20

25

30

50

15

30

40

50

30

25

25

25

25

30

25

20

35

40

52

25

40

50

54

40

35

35

35

35

40

35

20

45

52

56

40

52

56

60

52

50

50

50

50

52

50



MELEE STATISTICS

Lvl Hits AT DB Sh Gr Melee

OB
Missile/2nd OB MovM

1

3

5

7

10

16

25

36

48

62

SL/5

SL/5

SL/5

SL/5

SL/5

35

35

35

35

35

Y

Y

Y

Y

Y

N

N

N

N

N

25

30

35

45

57

20

30

35

45

57

15

20

20

20

20




A Sindarin Prayer of the Earth


O Ivanna Taurthoniel
Lanthirve penna mîriel
lassi guio oiale
Taurthoniel, O Ivannië


11.0 Module List by Area

Area Module

Angmar Angmar - Land of the Witch-king

Angmar Empire of the Witch-king

Eriador Bree and the Barrow-Downs

Eriador Cardolan

Eriador Dark Mage of Rhudaur

Eriador Dunland

Eriador Ghost Warriors

Eriador Haunted ruins of the Dunlendings

Eriador Hillmen of the Trollshaws

Eriador Lorien

Eriador Phantom of the Northern marches

Eriador Raiders of Cardolan

Eriador Rangers of the North

Eriador Rivendell

Eriador Rogues of the Borderland

Eriador Thieves of Tharbad

Eriador Weathertop - Tower of the Wind

Eriador Woses of the Black Wood

Far Harad Far Harad

Far Harad Forest of Tears

Far Harad Hazards of the Harad Wood

Far Harad Warlord of the Desert

Gondor Calenhad - A Beacon of Gondor

Gondor Ghosts on the Anduin

Gondor Havens of Gondor

Gondor Minas Tirith

Gondor Pirates of Pelargir

Gondor Sea-lords of Gondor

Greater Harad Greater Harad

Greater harad Ny Chennacatt - Fortress of the Storm King

Mordor Dagorlad and the Dead Marshes

Mordor Gorgoroth

Mordor Shelob's Lair

Mordor Teeth of Mordor

Rhovanion Brigands of Mirkwood

Rhovanion Denizens of the Dark Wood

Rhovanion Goblin-gate and Eagle's Eyrie

Rhovanion Halls of the Elven King

Rhovanion Lorien

Rhovanion Mirkwood - The Wilds of Rhovanion

Rhovanion Moria

Rhovanion Mount Gundabad

Rhovanion Northern Mirkwood

Rhovanion Perils on the Sea of Rhûn

Rhovanion Southern Mirkwood

Rhovanion Trolls of the Misty Mountains

Rohan Ents of Fangorn

Rohan Isengard

Rohan Mouths of the Entwash

Rohan Paths of the Dead

Rohan Riders of Rohan

Umbar Umbar - Haven of the Corsairs

Utter South Courts of Ardor

Utter South Shadow in the South


1. F - Faceted, C - Cabochon, P - Prepared or carved, S - Step Cut. Size is reflected in Carats.

2. This skill is used to draw and paint. Similar in use to drafting or the other craft skills.