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Note: Adventuring spirit generally occurs somewhere around the 'coming of age', on or about Adulthood for all the speaking races. Those with a short life-span (Common Man, Orcs, etc.), tend to start a few years early, otherwise, the starting age for Adventuring PC's is 15-30. Those of a longer-lifespan may start anywhere in the Third Age, after the remaking of the world and sundering of Numenor.


MAN
(Hildor or Atani)
There are two greater groupings of Men; the High Men, who are commonly called Edain; and the Common Men, those who did not ally themselves with the Elves in the wars against Morgoth. Some speak of the Northmen as a third group, Middle Men, who are racially close to the Edain, but did not benefit from any contact or alliance with the elves.
Blessed by their faith in Eru and his Vala servants, the Adan line is special. High Men are exceptionally large, averaging 6'-3" to 6'-7" and weighing 200 to 275 pounds. Their great bones and musculature gives them a grand appearance; only the Noldo Elves rival their strength. They are not as nimble or resilient as the Elves however. The hair of High Men is dark-brown or Coal-black - their eyes are blue, grey, or black - and they tend toward fair skin. Those of Pure Blood live as long as 250 to 300 years.
Common Men are more numerous and less blessed. Stocky and relatively short (5' to 6'-4"), they have produced a wide variety of types. Their hair and skin colors vary from the deepest brown and blacks to the lightest shades of blond and cream. Unlike the High Men, many wear beards and mustaches. From their ranks come the vast majority of Middle-earth's mannish lines.


Beornings
Also called Beijabar or Bajaeghar, this dispersed group of large men has a confused origin. They are a northman branch related to the Woodmen, Lake-men, and Dale-men of Rhovanion, although they apparently became distinct in elder times, probably before the Northman migrations out of Eriador. Their numbers are few, and some have distinguished them as a clan rather than a seperate people. Culturally, and to some degree physically, however, they are unique.
- Special Abilities
Trackless Step (EX): Beornings leave no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
Wild Empathy (EX): Per Druid Class Ability


Black Nümenöreans
The term "Black Numenorean: (S. Mornumenedain) is used to describe Men of Dunadan stock who are dscended from the "Unfaithful" Numenorean colonists and conquerors who came to Middle-earth during the middle and late Second Age. These Unfaithful had broken with the Valar and Elves who bequeathed them the island kingdom of Numenor at the beginning of the Second Age. Many worshipped their own idols or paid homage to the Dark Lord Sauron. Gradually, the Unfaithful came to control Numenor and her colonies, the greatest of which was centered around the Haven of Umbar. When Numenor was destroyed by Eru in SA 3319, many of the Unfaithful survived in their refuges in Middle-earth
Black Numenoreans, therefore, are actually very similar in physical and cultural character to the Dunedain. Certain changes have occured after their centuries of seperate development, but both groups have actively sought to remain pure and true to their origins.
- Special Abilities
+2 to any 1 Ability Score.
+1 Competence Bonus to Armor Class, Attack, and Damage.
+2 Racial Bonus to Skill Checks involving the 'Seamanship' (Navigation, Swimming, etc)


Corsairs
The Corsairs are descendants of the Dunadan rebels who fled from Gondor in the wake of the Kin-strife of T.A. 1432-47. Most settled in Umbar in T.A. 1447 and began a long struggle for ontrol with the stronger Haradan and Black Numenorean elements. Since that time, modest inbreeding with the locals has created a somewhat distinct group, although their Dunadan roots remain strong. Their heritage as sailors and merchantmen from southern Gondor still influences their culture and lifestyle. They long to reclaim Gondor as their own.
- Special Abilities
+1 Extra Bonus Feat.
+2 Racial Bonus to Listen, Search, and Spot checks.


Dorwinrim
(Singular: Dorwinadan)
The Dorwinrim occupy the lower Carnen and Uldona valleys and the hilly region running south from the Redwater to the northwest shore of the Sea of Rhun - the land called Dorwinion. They are a mixture of Northman and Easterling stock.
+1 Extra Bonus Feat.
+4 Racial Bonus on Fortitude saving throws vs. Disease or Poison.
+2 Racial Bonus on Perform checks.


Dunedain
The Dunedain are descendants of the Edain who settled on the island kingdom of Numenor during the Second Age. It was their Numenorean forefathers who colonized and conquered much of Middle-earth. Whent he Isle of the West sank into the dead during the Downfall of S.A. 3319, two groups survived: the Black Numenoreans and the Faithful Dunedain. The latter settled Arnor and Gondor, the Realms in Exile. Like all their brethren, they have traces of Elven and (even a little) Maia blood.
Note: This category of Man includes all members of Royal and Princely houses of Arnor and Gondor and all direct descendants.
+2 to any 1 ability score.
+1 competence bonus on Armor Class, Attack, and Damage.
+2 Racial Bonus on Sense Motive checks.


Dunlendings
Also called "Hillmen", this group of common men traditionally lives in the hills and highlands west of the Anduin valley. Most have become settled farmers and herders and make up majority populations in Eriador. Others remain pure and live in the foothills and mountain vales.
- Special Abilities
+1 Extra Bonus Feat.
+2 Racial Bonus to Balance, Climb, Jump, and Tumble checks.


Easterlings
This term refers to a collection of peoples whol ive in north-central Middle-earth, the area to the east of the western shore of the Sea of Rhun. These nomadic confederations are ever in search of territory and wealth and periodically invade the lands of their neighbors. The Balchoth and Winriders are two such peoples. Each group has its own subculture and language, although most are related.
- Special Abilities
+1 Extra Bonus Feat.
+4 Racial bonus to Handle Animal and Ride checks with Horses.


Eriadorans
This is a generalized label for the rural fold of Eriador, the common men inhabiting the lands that once comprised the kingdom of Arnor. Eriadorans contain varying degrees of Dunlending, Northman, and Dunadan blood. They bear close resemblance to the rural inhabitants of Gondor, save that many rural Gondorians possess some diluted Harnadan lineage.
Note: Men of this category include those born and raised among the farms, grazing lands, and small hamlets of Arthedain, Rhudaur, Cardolan, and Gondor.
- Special Abilities
+1 Extra Bonus Feat.
+2 Racial Bonus to all Craft, Knowledge-Geography, Knowledge-Nature, and Profession checks.


Gondorians
The town folk of Gondor are representative of all common men dwelling in the cities of northwestern Middle-earth. The information summarized below applies to the ordinary residents of Calembel, Dol Amroth, Linhir, Pelargir, Osgiliath, and Minas Tirith. Arnorians, people from Annuminas, Fornost, Bree, and Tharbad also fit this entry. These folk contain varying degrees of Harnadan, Dunlending, Northman, and Dunadan blood.
- Special Abilities
+2 Extra Bonus Feats.


Haradrim
(Singular: Haradan)
This is a collective name for the peoples who occupy the great arid and semi-arid lands south of Harondor and Mordor, the land called Herad. Since this is rough and unblessed territory, their greatest populations lie beside the seacoast, rivers, bays, and myriad oases. However, Herad contains little true desert, and sparse groups settle or roam the whole region. Haradrim (S. Southmen) are also called "Southrons" or "Haradwaith" (a term referring to the land).
- Special Abilities
+1 Extra Bonus Feat.
Immunity to Blinding Effects.
+2 Racial bonus on saving throws against Illusions and Fire-based attacks.


Lossoth
(Singular: Lossadan)
The Lossoth live in the Far North of western Middle-earth and are often called "Snowmen" or "Forodwaith" (the latter is also a name for their land). They are a sparsely settled, nomadic folk who move with seasonal migrations of big game and rarely interact with other men.
- Special Abilities
Scent
+2 Racial Bonus to Listen, Search, and Spot checks.


Rohirrim
(Riders of Rohan; Singular: Rohir)
The Rohirrim (S Master of Horses) are the Northmen of Rohan and have a complex ancestry. They settled Rohan (then Calenardhon) about T.A. 2510 at the request of Cirion, the Steward of Gondor. The grant was a reward for the Northmen's aid in the defeat of the Easterling Balchoth.
Between T.A. 1977 and 2510, the ancestors of the Rohirrim - then called the Eotheod - lived in the Northern Anduin Valley. During the period T.A. 1857-1977, these Northmen lived further south in the Anduin Valley, between the Old Ford and the Fladden Fields (S. Loeg Ningloren). Prior to T.A. 1857 they were called the Eothraim of Rhovanion and lived south and east of Mirkwood.
The Rohirrim call Rohan the Riddermark.
- Special Abilities
+4 Racial bonus to Handle Animal and Ride checks with Horses only.
+2 Morale bonus to Attack and Damage when fighting from horseback.


Variags
The Variags live in the region of Khand, a semi-arid plateau which lies southeast of Mordor. They are a distinct race, but are occasionally confused with the Haradrim of Far Harad. In reality, they have as many ties to the Easterlines. Brutal and semi-nomadic, they have long been influenced by Mordor and the constant wars with their neighbors.
+2 Racial bonus on saving throws against Illusions and Fire-based attacks.
+2 Racial bonus to Handle Animal and Ride checks with Camels and Horses.
+1 Morale bonus to Attack and Damage when fighting while mounted on a Camel or Horse.


Woodmen
The Woodmen have long dwelt in Mirkwood, the great forest in Rhovanion. They are a loose tribe of hunter/gatherers who live in or below the trees as extended families, bands, or clans. They are Northmen and thus related to the Beornings in the nearby Anduin Vales and the foothills of the Grey Mountains. The Rohirrim are their distant kin.
- Special Abilities
Woodland Stride (EX) per Druid Class Ability.
Climb Speed equal to 1/2 base movement speed.
+2 Racial bonus to Knowledge-Nature checks.


Wose
(Druedain, Singular: Druadan)
Of all Men, none surpass the Woses in the arts of Wood-lore and wood-craft. This very ancient and diminutive race has long been tied to the forests and has remained the greatest lot of woodland warriors ever produced by the Secondborn. Their skills have in fact guarded their narrow survival, for they are considered ugly by men and elves alike and have been hunted and persecuted since teh days of the First Age.
The Woses have many names. They call themselves Drughu. Druedain is the label given them by the Elves, while men use various terms: Pukel-men, Wildmen, Drugs, or Woses, the latter a Westron construction. Orcs fear the Woses and have named them Oghor-hai.
- Special Abilities
Small Size: As a Small creature, a Wose gains a +1 size bonus to Armor Class, a +1 size bonus on Attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than normal and his lifting and carrying limits are three-quarters of those of a Medium character.
Low-Light Vision.
Scent
Tracking Bonus Feat.



General Racial Features - Man

· Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
· Human base land speed is 30 feet.
· 1 extra Bonus Feat at 1st level
· 4 extra skill points at 1st level and 1 extra skill point at each additional level.
· Favored Class: Any.



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DWARF
- Plural: Khazäd, singular; Khazad
Dwarves are descendants of the Seven Fathers, the original lords crafted frm the earth by the Vala Aulë. He is the Smith of the Valar, the giver of mountains and master of crafts, and the Dwarves call him Mahal (Kh. Maker). They were created first, but Eru forced his servant Aule to delay their awakening until after the coming of Elves and Men. Following their birth the Seven Kings formed tribes based on their lines and separated. Although these Seven Tribes have since spread acorss Middle-earth, they have remained close and have spawning a universal reputation for ruggedness, practicality, and unwavering loyalty. Most groups favor rocky highlands and deep caverns of the mountains, for the Dwarves, perhaps more than any race, remember their origin and heritage. Female dwarves can only be distingueshed from male dwarves by another Male Dwarf.
- Culture
Clothing & Decoration: Beards, sometimes braided. Long Hair. Heavy garb with colorful hooded cloaks. Crenelated trimwork is popular.
Demeanor: Sober, quiet, possessive, suspicious, pugnacious, introspective, and often very greedy. Tenacious warriors, they fight without quarter and never retreat. Each Dwarf treats his kind as brothers and non-Dwarves as lesser beings who, one way or another, as a constant threat. Their blood is thick and their bonds are deep. They enter into agreements with extreme care but, once made, honor them to the letter. The old adage is true: "no friend ever did a Dwarf favor, no enemy a wrong, without being repaid in full"
Lifestyle: Dwarves are superb miners and craftsmen, and unsurpassed stoneworkers. They live in tightly-knit groups and favor underground cities which are usually cut into ruggen hills or mountains.
Religion: Dwarves believe that each lineage has a common spirit which permeates them all and ties them together. They revere their ancestors above all other things but Aule, their maker, and believe that in each King exists a part of his predecessors. Those of "Durin's Folk" the Dwarves of Moria and the highlands of Wilderland, beliece their King to all be one Dwarf - Durin the Deathless.
- Description
Build: Short, stockey, strong, with exceptionally strong limbs. Males average 150 pounds; females, 135 pounds.
Coloring: Black, red, or dark brown hair. Fair to ruddy complexion.
Height: Males average 4'-9"; females 4'-5".


General Racial Features - Dwarf

+2STR, +2CON, -2CHA
· Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
· Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
· Darkvision: Dwarves can see in the dark up to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
· Stonecunning: This ability grants the dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction, unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a Rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Dwarves are proficient with all manner of Axes and Hammers and have the related Feat for such weapons as a Bonus Feat.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.
· +2 Racial bonus on saving throws against Poison
· +2 Racial bonus on saving throws against Spells, Spell-like Abilities, and Supernatural Abilities.
· +1 Racial bonus on Attack and Damage rolls against Orcs and Goblins.
· +4 Dodge bonus to Armor Class against monsters of the Giant-type.
· +2 Racial Bonus to Natural Armor
· +2 Racial bonus on Appraise checks that are related to stone or metal items.
· +2 Racial bonus on Craft Checks related to Stone or Metal.
· Endurance: Dwarves need not sleep. Dwarven spellcasters must still rest or be otherwise innactive for at least 2 Hours to regain spells.
· Lifespan: 200 to 400 years.
· Energy Resistance (5) versus all Energy Types. This Energy Resistance is unique in that it stacks with any other source of Energy Resistance.
· Favored Class: Fighter


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ELF

The Noldor
(Singular; Noldo)
The Noldor are often called "High Elves" ostensibly because they are considered to be the most noble of the Quendi in Middle-earth. In reality, they are so named because they are the only Elves living in Endor who have ever resided in the Blessed Realm of Aman across the Sea. This exalted status is accentuated by their close ties with the Valar, a relationship which accounts for their unique cultural and linguistic roots. Other names for the Noldor include Deep-elves, Golodhrim or Gelydh (Sindarin labels), and Nömin (Adan label).
Finwë was the first King of the Noldor, which is counted among the Eldar as the Second Kindred. Finwë's sons - Fëanor, Fingolfin, and Finarfin - produced the three traditional lines which compose the whole of the Noldor.

- Culture
Clothing & Decoration: They favor rich clothing and fine craftsmanship, and often have the appearance of great wealth.
Demeanor: Regardless of the line, all Noldor are noble of bearing and carry themselves with assurance. They are haughty and often appear to be arrogant. Of all the Elves, they are the most inquisitive and passionate, being full of a desire for experience and expertise in the arts and the ways of the world. Because of this thirst for knowledge, the Noldor have often fallen prey to lust, corruption, and strife.
Lifestyle: Of all the Elves of Middle-earth, the Noldor are the most ordered. While their brethren are content to wander or mark time in quiet diffusion, the Noldor seek to build communities and states in beautiful, guarded places.
Religion: Informal and centered around communal celebration and personal meditation. Like the Dwarves, the Noldor are fiery craftsmen who are fast friends of Aule. The Smith imbued them with a heightend respect for physical objects. It is not surprising, then, to find that the Noldor revere Aule more than any other Vala, save Varda herself. Like all Elves, they worship Varda as the giver of Light and maker of the stars.
- Description
Build: Of all the Elves, the Noldor are the strongest and sturdiest of buils, although they are still slimmer than Men. Males average 215 pounds; females, 175 pounds.
Coloring: Most are dark haired and have greyish eyes which betray a proud demeanor. Descendants of the Fingolfin and Finarfin are often fair haired and blue-eyes, for their blood contains Vanyar influences.
Height: Males average 6'-7"; females, 6'-3"
- Special Abilities
Noldor are quite intelligent amd very wise and exhibit such understanding and insight in their expertise over Combat and Craftsmenship.
· Combat Expertise (EX) Noldo select any 2 Weapons and have expert proficiency, gaining a +1 to Racial Bonus on Attack and Damage rolls with the selected Weapon.
· Craft Expertise (EX) Noldo select 3 Craft Skills and add their Character Class Level, +2, to those selected skills as a Racial Bonus.
- Favored Class
Noldo are consumate craftsmen, but prefer the arts of War. A Noldo may select Fighter, Paladin, or Ranger as a Favored Class.



Silvan Elves
(Avari)
When the Eldar departed from the the original Elven homeland during the Elder Days, a number of their brethren remained behind. They decided not to seek the light of the Aman and were labeled as the Avari (Q. "Unwilling, Refusers"). These kindreds were left to fend for themselves during the days when Morgoth's Shadow swept over the East. In these dark times they were forced into the secluded safety of the forests of eastern Middle-earth, where they wandered and hid from the wild Men who dominated most of the lands. They became known as the Silvan or Wood-elves.
Although initially willing to seek the West, some of the Teleri stopped short of thier goal and never came to the Undying Lands. Their communities came to include the Avar Elves and some confusion arose as to the identity of Silvan kindreds. Many of the Teleri have been called Wood-elves, but here the term is only applicable to the Avari.
- Culture
Clothing & Decoration: Their preferred clothes are usually forest green, grey, or brown and range from functional designs to fanciful expressions of individual creativity. Their garments lack the formality and pomp typical of Noldo garb.
Demeanor: They are a fun-loving but guarded folk. Outward mirth often hides their grim intentions.
Lifestyle: The culture of the Silvan Elves is best characterized as unstructured and rustic by Elven standards, but rich and relatively advanced when compared to the ways of Men. They have always been independent, but as of late many have settled in kingdoms ruled by the Noldor or Sindar. Still, all the Silvan folk enjoy a good journey or adventure and most look at like much as a game to be played. Music and trickery are their favorite pastimes. The Silvan Elves are also masters of the wood and known much of wood-craft and wood-lore.
Religion: Informal and centered around communal celebration and personal meditation. Like all Elves, they worship Varda as given of Light and maker of stars. The principal difference is their strong attachment to the Vala Orome, the "Huntsman and Tamer of Beasts"
- Description
Build: Most are slight of build, and all are thin by mannish standards. Males average 150 pounds; females, 125 pounds.
Coloring: Ruddy of complexion, with sandy hair and blue or green eyes. Generalizations are difficult however, since there are many kindreds and there is wide variation among them.
Height: Males average 6'-0"; females, 5'-9".
- Special Abilities
Avari are superb musicians and have excellent hearing, even for Elves.
· Consumate Performer (EX): Silvan Elves gain a Racial Bonus on all Perform checks equal to their Character Level, +2.
· +3 Racial Bonus to Listen Skill Checks (Stacks with Racial Bonus to Listen Checks for all Elves, for a total Racial Bonus of +5 to Listen Checks)
- Favored Class
Due to their love for Music and Magic, many Silvan Elves are Spellweavers.



The Sindar
(Singular: Sinda)
The Sindar or "Grey-Elves" are Eldar and were originally part of the great kindred called the Teleri. Unlike the Noldor, Vanyar, and bulk of Teleri, the Sindar chose not to cross over the sea to Aman; instead they stayed in Middle-earth. They, like the Silvan Elves, are part of the Moriquendi, the "Dark-Elves" who never saw the Light of Valinor.

- Culture
Clothing & Decoration: Sinda clothing is exceedingly well made, yet subtle and utilitarian. They do not favor the rich garb of their Noldor cousins. Greys and Silvers are their chosen colors.
Demeanor: Of the three Elven races of Middle-earth, the Sindar are the quietest and calmest, and appear to be the most content. They are less frivolous and playful than the Silvan Elves and are less fiery and passionate than the Noldor. Sindar feelings are deep and not easily aroused, but when they are they cannot be stayed. This is the root of their Sea-longing.
Lifestyle: The Sindar are the most open and cooperative of Middle-earth's Elves. They are great teachers and borrowers and have an interest in the works of all races. This is in contrast to the more inquisitive Noldor, who are quick to scoff at things which are subtle or modest in appearance or utility. Grey Elves are a settled people and enjoy the company of others. Unlike the silvan Elves, they build towns and havens and gather in close-knit communities. Many of the Sindar feel a kinship to the sea. They build superb ships and are renowned sailors.
Religion: Informal and centered around communal celebration and personal meditation, just as those of Elves. Like the Noldor, they revere Eru and see Varda as their Patron Vala. Given their love for sailing and the sea, they also have a special respect for Ulmo, the "Lord of Waters"
- Description
Build: Thin when compared to Men, the Sindar are nearly as tall as the Noldor but are generally slighter of build. They are more muscular than the Silvan Folk. Males average 190 pounds; females, 155 pounds.
Coloring: Most have fair hair and pale blue or green eyes. Like the Noldor, they have light skin.
Height: Males average 6'-5"; females, 6'-1"
- Special Abilities
Sindar are Naval Masters, exhibiting a strong desire to be near waters with which they demonstrate uncanny skill.
· Seamanship - Sindar have a Racial Bonus on Swim Checks and any rolls related to ships, boating, navigation, and similar checks equal to their Character Level, +2.
· Swiming Expertise - Sindar have a Swim Speed equal to their Land Speed. This grants all the normal benefits of a Swim Speed.
- Favored Class
Sindar favor the seas and are usually sailors of some capacity. Sindar Fighters are the norm.


General Racial Features of All Elves

· +1 to all Ability Scores.

· Medium: As Medium creatures, Elves have no special bonuses or penalties due to their size.
· Elf base land speed is 40 feet.
· Endurance: They do not carry great burdens, but are capable of traveling 16-20 hours a day. The Elves do not sleep; instead they rest in a trance for 4 Hours per day.
· Immunity to magic Sleep effects, non-mental disease, and a +2 racial saving-throw bonus against all Spells, Spell-like Abilities, and Supernatural Abilities.
· Lifespan: They are immortal and will only die due to violence or if they weary of life and lose the will to live.
· Low-Light Vision: No race sees better outside during the darkness of night than the Elves. Elves have double the benefits of standard Low-Light vision.
· Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the Longsword, Rapier, Longbow (any variety) and Shortbow (and variety) as Bonus Racial Feats.
· +2 Racial Bonus to Listen, Search, and Spot Checks. An Elf who merely passes within 5 feet of a secret or concealed door is entilted to a Search check to notive it as if she were actively looking for it.
· Automatic Languages: Common and Elven.
· Favored Class - per Subset Race.


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HALF-ELF
(Peredhil)
Half-elves are a rare breed, the offspring of Men and Elves. While the Dunedain, Corsairs, and Black Numenoreans have Elvish (and even Maia) blood, their connection to Elves lies in the remote past, and they are not Half-elves. True Half-elves have on Elven parent and one Mannish parent.
Upon reaching adulthood, a Half-elf must decide whether to live as a mortal Man or an immortal Elf. Elrond of Rivendell chose the latter course, while his brother Elros - first King of Numenor - opted for mortality. Those who become Men receive the Gift of Death and are not bound to Fate like their Elven kin.
- Culture
Clothing & Decoration: Varies, although it is generally well-made and beautifully and subtly adorned. Favored colors are deep blues and greens, greys and grey-greens, silver, and white.
Demeanor: Patient, reserved, considerate, balanced, mellow, and thoughtful.
Lifestyle: Varies, although they generally live in secluded retreats or havens, or among Elvenkind. Their culture is much like that of the Sindar, although they are constantly concerned with the ways of men.
Religion: Quiet, personal, and involving meditation. They respect Eru and the Valar and revere Varda and Orome above all others. Those who live by the sea hold Ulmo dear.
- Description
Build: Strong and slender, thinner than Men but stouter than Elves. They have thin, angular features. Males average 190 pounds; females, 135 pounds.
Coloring: Fair, generally, with brown or black hair and grey eyes.
Height: Males average 6'-3"; females, 5'-11"

General Racial Features - Half-Elf

+2 to any 1 Ability Score. -2 to any 1 Ability Score.
· Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
· Half-elf base land speed is 30 feet
· Immunity to Sleep Spells and similar magical effects. +2 Racial Bonus to Saving Throws vs. Spell and Spell-like abilities.
· Immunity to non-mental diseases.
· Low-light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions or poor illumination. She retains the ability to distinguish colors and detail under these conditions.
· +1 Racial Bonus on Listen, Search, and Spot checks.
· +2 Racial bonus on Diplomacy and Gather Information checks.
· Bonus Racial Feat: The Half-elf may select any feat at 1st level as a Bonus Racial Feat which she would normally qualify for.
· Choice of Iluvatar: Upon reaching Adulthood (20 years of Age), the Half-Elf must choose either the Doom of the Eldar (Elven Immortality), or the Doom of Man (Man Mortality). Once chosen, this cannot be undone by any but Eru Iluvatar.
· Endurance: Half-elves require 4 hours of rest regardless of their Doom, though mortals sleep and immortals meditate.
Lifespan: Mortal half-elves live 250 to 500 years.
Favored Class: Any - the highest class of the Half-Elf is considered the current Favored Class of the Half-elf.


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HOBBIT
(Kuduk)
Hobbits have an unclear origin, although it appears they arose in the East in the First Age, at about the same time as Men. Indeed, they are said to be related to Men. Their habits, however, are unique; they burrow and dig and reside in "holes"; thus their name Kuduk, which means "hole-dweller"
- Culture
Clothing & Decoration: They wear linen or wool garb - shirts, pants which fall to the upper ankle, and brightly colored vests. They occasionally don hats, but rarely wear shoes or gloves.
Demeanor: Hobbits are basically cheery, conservative, unassuming, and peaceful folk. Ambitionis not part of their makeup. Most are conformists who avoid the unknown and shun adventure, preferring instead to stay within the comforts of neat, humble villages.
Lifestyle: They are capable craftsmen, but are not friends of complex machines or magic. Their vices are few; six hefty meals a day, pipeweed smoking, and bright apparel. Still, regardless of this dull and insular lifestyle, the Hobbits' steady approach to life has proved successful; in the face of wars, plagues, and famines, they have survived relatively unchanged.
Some Hobbits are curious enough to travel or adventure a bit, and the Fallohides have produced a considerable number of rather bold individuals. Each Hobbit tribe has its own favorite locale; Fallohides enjoy the woodlands found in cool northern climes; Harfoots favor hillsides and highlands; and Stoors prefer riversides and flatlands. Accordingly, their preferences have had an effect on their living patterns. The conservative Harfoots, for instance, have always had sites for their traditional smials or Hobbit-hole houses, while the Stoors and Fallohides have begun relying on surface dwellings of wood, brick, or stone.
All Hobbits enjoy the simple life of farmers, millers, and craftsmen. Workshops and sheds dot their territories, uniformly low structures, for the halflings hate towers are rarely build above the first story.
In the Shire (K. "Suza") the traditional office of the ruling Thain is hereditary.
- Description
Build: Smalest of the speaking people, Hobbits average between 2 and 4 feet in height, and tend to be fat or pudgy. They have large and hairy feet - to the point of being furry.
There are three principal varieties, or tribes, of Hobbits: the Harfoots, Stoors, and Fallohides. The Fallohides are the tallest (average: Males, 3'-9", 65 pounds; females, 3'-7", 62 pounds). They have fair skin and, of all the groups, resemble Men the most. Their members are small, however, and some observers have confused them with nearby mannish groups.
The most common Hobbits are Harfoots. They are the smallest in size (average; males, 3'-5", 54 pounds; females, 3'-3", 51 pounds) and the darkest in color, having brown skin and hair. Neat and uniformly beardless, they are in many ways the picture of the average Hobbit.
The Stoors are teh stockiest of Hobbit folk and often appear shorter than some of the Harfoots because of their wide profile. Generally, however, they are taller than Harfoots and shorter thanFallohides (average; males 3'-7", 66 pounds; females, 3'-5", 62 pounds). Their coloration is also somewhat of a compromise, although they have curly brown hair which resembles that of their shorter cousins. Nonetheless, the most distinguishing features of Stoors are their huge hands and feet, large even by Hobbit standards, and frequent beard growth. Hobbit feet are nigh-immune to pains such as caltrops.

General Racial Features - Hobbit

+2 DEX, +2CON, -2 STR
· Small: As a Small creature, a Hobbit gains a +1 size bonus to Armor Class, a +1 size bonus on Attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
· Hobbit base land speed is 20 feet.
· Endurance: Hobbits require the standard 8 hours of sleep to begin the next day fully rested.
· Lifespan: 90-110 years. They become adults at 30.
· +2 Racial bonus on Climb, Jump, Listen, and Move Silently checks.
· +1 Racial bonus on all Saving Throws
· +2 Morale bonus on saving throws against Fear.
· +1 Racial bonus on attack rolls with Thrown Weapons and Slings.
· Automatic Languages: Common
· Favored Class: Rogue.