Ringfinder: The Mannish Races of Middle-earth


Conversions


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For Elves of Middle-earth, please see my previous post here.

Disclaimer: The fluff text was taken from MERP. The Gauredain mentioned in the Lossadan entry were invented for LOTRO. These races were built mechanically using the Advanced Race Guide.

Man, Common
Men arose in the Utter East during the First Age. There, in a land called Hildórien, they awoke to find a wild continent, and it was some time before they first encountered the Elves. Men differ from the Elves in many ways, the least subtle of which is their mortality. Men live their brief lives with a fire and passion unlike any other race. They are also more varied in nature and often flawed and vulnerable. Unlike the Elves, they are quite susceptible to disease and temperate extremes.

Common Men are stocky and relatively short compared to the Elves and Dúnedain. Their hair and skin colors vary from the deepest browns and blacks to the lightest shades of blonde and cream. Many wear beards and moustaches.

Men are a varied race. The Common Man presented here may be used to represent a Man or Woman of any subrace except for the Dúnedain, who stand apart from other Men. The stats use here are simply for the purposes of expressing the variability and adaptability of Men and should not be considered its own race. In other words, an Easterling using the Common Man racial traits is still an Easterling in the eyes of the rest of Middle-earth, and both of his parents may have possessed the Easterling racial traits presented further down.

Examples of Common Men include Barliman Butterbur and Bard of Dale.

Note on usage: Tolkien does not use the term “human” in most of his writings, preferring the term “Man” presumably because the word has Germanic roots and is therefore closer to Old English. He uses the term “Mannish” as an adjective to describe anything related to this race.

Man Racial Traits
+2 to One Ability Score: Mannish characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Men are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Men have a base speed of 30 feet.
Bonus Feat: Men select one extra feat at 1st level.
Skilled: Men gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Men begin play speaking Westron. Men with high Intelligence scores can choose any language except for Khuzdul.

Dúnadan (Man of the West, pl. Dúnedain)
The Dúnedain are descendants of Men who settled on the island kingdom of Númenor during the Second Age. It was their Númenórean forbearers who colonized and conquered much of Middle-earth. When Númenor sank into the sea at its Downfall, two groups survived: the Black Númenóreans and the Faithful Dúnedain. The latter settled in Arnor and Gondor, the Realms in Exile.
Physical Description: Dúnedain are tall and strong, with fair skin and black or dark brown hair. They have grey, hazel, blue or green eyes. Their clothing tends to be rich and well made, with elaborate collars. The Dúnedain of lowland Gondor wear light tunics and often go without leggings. Those of colder areas wear more. They favor feathers and white symbols on dark fields.
Society: In good times, the Dúnedain prefer to live comfortable lives centered around cosmopolitan cities and towns. The Dúnedain of Arnor became a wandering and secretive folk after their kingdom fell, and other Men called them “Rangers.” Dúnedain are noble, confident, impatient, proud, and often haughty.
Relations: In earlier times, all Dúnedain were close friends of the Elves, but only the Rangers have kept up that friendship. Gondor’s closest allies are the Rohirrim, descendants of he Northmen of the Upper Anduin. The Dúnedain of Gondor hate the Corsairs, for they blame them for the Kin-strife. They also despise the Black Númenóreans. In fact, all servants of Sauron are their enemies.
Religion: The Dúnedain revere Eru and all the Valar, especially Manwë, Oromë and Varda. The Dúnedain fear death. They have elaborate burials involving preservation of the body.

Dúnadan Racial Traits
+2 Str, +2 to One Other Ability Score: Dúnedain are bigger and hardier than lesser Man. In addition, Dúnadan characters get a +2 bonus to one other ability score of their choice.
Medium: Dúnedain are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Dúnedain have a base speed of 30 feet.
Bonus Feat: Dúnedain select one extra feat at 1st level.
Multitalented: Dúnedain choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Skilled: Dúnedain gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Dúnedain begin play speaking Westron. Dúnedain with high Intelligence scores can choose from the following: Adûnaic, Black Speech, Dunlending, Lossadan, Northman, Sindarin, and Southron.

Easterling
This term refers to a collection of peoples who live east of the western shore of the Sea of Rhûn. These nomadic confederations are ever in search of territory and wealth, and they periodically invade the lands of their neighbors. The Balchoth and Wain-riders are two such peoples.
Physical Description: Easterlings tend to be compact and agile. Their coloring is swarthy, with a tan or yellowish-tan quality. Clothing consists of colorful linen cloaks, woolen tunics, leather pants, and lower leg protectors. They also wear fur hats with ear flaps or fur-covered pot helms. Some groups paint their upper bodies and faces.
Society: Easterlings are nomads who live in mobile camps and move using great wagons called “wains.” Warriors all, they also herd horses and cattle. Their leaders travel in rugged war chariots. Easterings are cold, determined, and brave to the point of foolishness.
Relations: Easterlings have little regard for anyone except their own people. The servants of Sauron have been moving among them, creating alliances and promises rich rewards for service. At times, Easterlings may trade peacefully with the Men of Dale and the Dwarves of Erebor and the Iron Hills. They hate the Dúnedain.
Religion: The Easterlings have many superstitious rituals concerning nature spirits and heroic ancestral deities. Many worship Sauron, and some even have heard the name of Morgoth. A few have been drawn into mysterious “magic cults” of the Blue Wizards.

Easterling Racial Traits
+2 to One Ability Score: Easterling characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Easterlings are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Easterlings have a base speed of 30 feet.
Bonus Feat: Easterlings select one extra feat at 1st level.
Horseman: Easterlings receive a +2 racial bonus to Ride checks.
Wain-rider: Easterlings receive a +2 racial bonus to drive checks made to control a vehicle during combat.
Weapon Familiarity: Easterings are proficient with scimitars and bolas.
Languages: Easterlings begin play speaking Easterling. Easterings with high Intelligence scores can choose from the following: Avian, Black Speech, Northman, Southron, Variag, and Westron.

Hillman
The racial traits presented here can be used to represent any group of relatively primitive Men living on the fringes of more civilized society. The most well-known of these groups is the Dunlendings, however Hillmen may also be found in Angmar, Rhudaur, and the White Mountains. Game Masters may create their own groups of Hilmen where desired to fill in the empty spaces in Middle-earth. The descriptions below apply mainly to the Dunlendings.
Physical Description: Dunlendings have a tanned or ruddy complexion and brown hair. They are of medium to stocky build and rugged, with little body hair. Clothing consists of crude wool and hide tunics with leggings. They also wear overcoats, short cloaks, and fur hats. The woolens are woven in tight plaids, the colors indicating the wearer’s family lines and clan. Ritual tattooing is widespread.
Society: Dunlendings are herders, hunters, and gatherers who live in extended families and reside in villages and fortified clan-holds. Oral traditions are crucial to keeping the histories and law.
Relations: Dunlendings generally hate the Northmen and especially their descendants, the Rohirrim, for taking their land. They have little love for the Woses either. At various times, they may either war with or trade peacefully with the folk of Cardolan and Rhudaur. During the War of the Ring, they were allies of Isengard. It is unknown what they thought of Sauron of even if they knew of his existence.
Religion: The Dunlendngs have many superstitious rituals devoted to a complex grouping of vengeful petty deities. Sacrifices are widespread and the clergy are both revered and feared.

Hillman Racial Traits
+2 Str, -2 Int, +2 Wis: Hillmen are strong and deeply in touch with their surroundings, but they are less advanced than other races.
Medium: Hillmen are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Hillmen have a base speed of 30 feet.
Bonus Feat: Hillmen select one extra feat at 1st level.
Hill-climber: Hillmen are accustomed to challenging terrain and receive a +2 racial bonus to Acrobatics and Climb.
Languages: Hillmen begin play speaking their own tribal language (such as Dunlending). Hill Men with high Intelligence scores can choose from the following: Avian, Black Speech, Northman, Southron, Westron, and Wolf.

Lossadan (Snowman, pl. Lossoth)
The Lossoth live in the Far North of Middle-earth and are often called “Snowmen” or “Forodwaith” (also a name for their homeland). They are sparsely settled, nomadic folk who move with the seasonal migrations of big game and rarely interact with other Men.
Physical Description: Stocky and hard, with pronounced muscles. They have wide features and large, pudgy hands and feet. Their coloring is fair, with reddish highlights. They have pale blue eyes and fair hair. Most wear fur, leather and sea-mammal hides. Some possess a colorful, patterned coat made of spun fabric and lined with fur. All wear colorful, lined, conical hoods.
Society: The Lossoth are poor, nomadic hunters and gatherers. They use stonework, bone, and limited amounts of wood and metal (mostly copper). Most are primarily fisher-folk, employing light but steady ocean-ready boats called “meriki.” Some herd reindeer and all make se of hunting dogs. Furry horses or reindeer draw their sleights, although the dogsled is used in areas of extreme cold. Extended families and bands are normally the largest groups.
Relations: The Lossoth are a fairly isolated people. Monsters and servants of the Great Enemy occasionally creep up from the ruins of Utumno, and these they have learned to hate and fear. Their chief enemies are a savage race of werewolf-men called “Gauredain.” Lossoth are friendly towards strangers who mean them no harm, and they have had peaceful dealings with Elves and Dúnedain.
Religion: They worship nature-spirits who they believe to be akin to enchanted or godlike beasts. Dance and storytelling rituals make up the bulk of ceremonial life.

Lossadan Racial Traits
+2 Con, -2 Int, +2 Wis: Lossoth are hardy and must have shaper senses to survive in the cold north, but they are less advanced than other races.
Medium: Lossoth are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Lossoth have a base speed of 30 feet.
Bonus Feat: Lossoth select one extra feat at 1st level.
Tundra Runner: Lossoth receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Tundra Stride: Lossoth can move through natural difficult terrain at their normal speed while within a cold tundra environment. Magically altered terrain affects them normally.
Weapon Familiarity: Lossoth are proficient with javelins and nets.
Languages: Lossoth begin play speaking Lossadan. Lossoth with high Intelligence scores can choose from the following: Black Speech, Sindarin, Westron, and Wolf.

Rohir (pl. Rohirrim)
The Rohirrim settled in Rohan relatively late in the Third Age at the request of Cirion, Steward of Gondor. The grant was a reward for their part in the defeat of the Easterlings. Prior to settling in this land, the ancestors of the Rohirrim lived in the Upper Anduin Valley. They are part of a larger racial group called the “Northmen,” which includes the Woodmen of Mirkwood and the Men of Dale and Lake-town.
Physical Description: Their build ranges from average to stocky and strong. They tend to have blonde hair with fair skin and blue eyes. They dress in linen and/or woolen shirts, medium length pants, and leggings. Warriors commonly wear chain mail and carry shields bearing the symbols of their folk, a white horse on a green field.
Society: Herders and horse-masters, they spend much of their year living in various semi-permanent camps set out on a circuit of pastures. They return to their permanent homes for the winter. Some garden or farm. Most Rohirrim are also accomplished hunters and fishermen.
Relations: The Rohirrim are strong allies of Gondor, to the extent that they have vowed to always come to Gondor’s aid in times of great need. They are superstitious and fearful of Elves. They hate the Dunlendings and consider Woses to be lesser beings.
Religion: The Rohirrim have rituals that celebrate life, fertility, and the cycles of the seasons. Most are held atop hills in mountain vales or at the base of the peaks. They revere Eru and the Valar, especially Oromë.

Rohir Racial Traits
+2 to One Ability Score: Rohir characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Rohirrim are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Rohirrim have a base speed of 30 feet.
Bonus Feat: Rohirrim select one extra feat at 1st level.
Hatred: Rohirrim gain a +1 racial bonus on attack rolls against Easterlings and Hillmen.
Horse Lord: Rohirrim receive a +2 racial bonus to Handle Animal checks and a +2 racial bonus to Ride checks involving horses. In addition, Rohirrim receive Mounted Combat as a bonus feat.
Languages: Rohirrim begin play speaking Northman. Rohirrim with high Intelligence scores can choose the following: Black Speech, Dunlending, Easterling, and Westron.

Southron (Haradan, pl. Haradrim)
This is a collective name for the peoples who occupy the great and semi-arid lands south of Gondor and Mordor, the land called Harad. Since this is a rough and unblessed territory, their greatest populations lie beside the seacoast, rivers, bays, and myriad oases. However, Harad contains little true desert, and sparse groups settle or roam the whole region. Haradrim are also called “Haradwaith,” a term also referring to the land.
Physical Description: Most groups are small and wiry. In the coastal areas and farther south, they are taller but still wiry. Northern groups have light or medium grey or brown skin, straight black hair, and dark brown eyes. Southern groups have dark grey, brown, or black skin, straight or curly black hair, and dark brown or black eyes. Red, purple, and gold are favored colors for clothing, although white and black are used in practical cases. Both men and women wear their wealth mostly in the form of gold.
Society: Although some groups are nomads, most are used to urban life, particularly around Umbar. Generally well-traveled, they are used to interaction with foreign Men. Many are or were involved with the caravan trade, and most ride well: horses and camels in Near Harad, horses and oliphaunts in Far Harad. There is a distinct separation between males and females and very strong bonds between members of families and clans.
Relations: Southrons are suspicious of most peoples. They have long been courted by the servants of Sauron, particularly the Black Númenóreans who took refuge in Umbar. Most Southrons hate the Dúnedain with whom they have fought many wars.
Religion: Elaborate rituals in service to idols which represent various “high gods.” Altars for household gods are carried everywhere. Many worship Sauron, and some even have heard the name of Morgoth. A few have been drawn into mysterious “magic cults” of the Blue Wizards.

Southron Racial Traits
+2 to One Ability Score: Southron characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Southrons are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Southrons have a base speed of 30 feet.
Bonus Feat: Southrons select one extra feat at 1st level.
Desert Runner: Southrons receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Desert Stride: Southrons can move through natural difficult terrain at their normal speed while within a warm desert environment. Magically altered terrain affects them normally.
Weapon Familiarity: Southrons are proficient with longbows (including composite longbows), scimitars, and shortbows (including composite shortbows).
Languages: Southrons begin play speaking Southron. Southrons with high Intelligence scores can choose the following: Adûnaic, Black Speech, Easterling, Variag, and Westron.

Wose (Drúadan, pl. Drúedain)
This very ancient diminutive race has long been tied to wood and stone. Of all Man, none surpass the Woses in the arts of wood-lore and wood-craft. 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 the days of the First Age. The Woses have many names. They call themselves Drughu. Drúedain is the label given to them by the Elves. Men use various terms: Púkel-men, Wild Men, Drûgs, or Woses.
Physical Description: Woses generally have a broad, stumpy profile marked by wide faces, flat features, and deep-set eyes. Short, thick legs, heavy lower bodies, and pronounced brows help give them an eerie character. Few of the men have any hair below their eye level. Nearly all men are bald from the forehead to the back center of their squat skulls. They have ruddy skin, black hair, and black eyes. They often braid their hair, pulling it back to join behind in multiple tails. Woses wear little to no clothing or adornments, instead preferring to rely on their rugged bodies, using pigments to create imagery.
Society: Wose society revolves around the forests and plants they hold so dear. They are frugal and eat little, even in the best of times, and they partake of no drink but water. It is for their stone sculpture that the Woses are best known. They carve a variety of motifs and beasts and employ a particular form in the making of life-like “watch-stones.”
Relations: Woses generally seclude themselves from other folk and do not take on friends easily, but when they do, they are unwaveringly loyal. They have poor relations with the Rohirrim, who occasionally made a sport of hunting them, and they have no love for the servants of Sauron.
Religion: Many of the watch-stones stand over the Wose holy sites. The Woses hold Eru and the Valar in proper awe, though they have their own interpretations of the nature of the masters of the world. Of all the Valar, they worship none more than Yavanna, whom they call “Mam-ugu-Mam.”

Wose Racial Traits
+2 Dex, -2 Int, +2 Wis: Woses are nimble and keenly aware of their surroundings, but they are less advanced than other races.
Medium: Woses are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Woses have a base speed of 30 feet.
Low-Light Vision: Woses can see twice as far as humans in conditions of dim light.
Forest Stride: Woses can move through natural difficult terrain at their normal speed while within a temperate forest environment. Magically altered terrain affects them normally.
Stoneseer: Woses add +1 to the caster level of any spells with the earth descriptor. They also gain the following spell-like abilities: constant—nondetection; 1/day—magic stone, stone shape, stone tell. The caster level for these spell-like abilities is equal to the Wose’s character level.
Swift as Shadows: Woses reduce the penalty for using Stealth while moving at full speed by 5, and reduce the Stealth check penalty for sniping by 10.
Keen Senses: Woses gain a +2 racial bonus on Perception checks.
Languages: Woses begin play speaking Wose. Woses with high Intelligence scores can choose from the following: Black Speech, Entish, Northman, Sindarin, and Westron.


Is this for a campaign you are running?


Ciaran Barnes wrote:
Is this for a campaign you are running?

Not yet. Maybe someday.


No comments? None? Not interesting to anyone?

Contributor

aren't the Dúnadan long lived as well? Could that be in their triats?


For literary accuracy (although not necessarily game balance), I would suggest that the Dunedain get a +2 to Con and as Zerzix suggests, a significantly greater lifespan (eg use the phb dwarf age tables for middle age and beyond).

I would also be tempted to lump the Southrons and Easterlings in with common men in terms of in-game ability scores, etc. There isn't a literary precedent for them being much other than normal men (of differing cultures).


I'd consider pulling the bonus feat or skilled from dunedain for balance, otherwise there's no reason to even consider being a common man.

I second Dunedain getting a fixed con bonus instead of a strength bonus. The armies of the dunedain are famed for two things according to the account of the disaster of Gladden Fields: marching and archery.

It might be better to give the numenorians fixed stat mods. Wisdom is a good candidate for a penalty stat since their history is typified by tragic follies. Possibly an offsetting perception bonus since they're also called out for vision, but failing sense motive rolls and saves against charm effects and demoralization is what numenorians do.


Respectable Hobbit wrote:
No comments? None? Not interesting to anyone?

To be honest, humanocentric campaigns fail to interest me :3

Grand Lodge

Dunadan too bad arse... fixed Con stat plus long life. Could even look to the Aasimar as a possible way to do them.

Grand Lodge

One thing the original merps game gave was points you could use to boost stats, get magic items, skills etc with.

Elves got a single point, Dunadain and the good races got 2 or 3. Stock average humans got 5 points.

A similar thing could be used but bring it down to say, 3 points for example.

Great races get 1 trait (and some balance needed), 'average' races get the standard 2, and the subpar (whatever you think that is) gets 3 traits... or some variation thereof.


The Dúnedain are intentionally more powerful than the other races. They don't need to be balanced. Just like the Elves.

Though using traits as an incentive for players to play other races seems like a good idea. I could also give other races more hero points.

Giving them +2 Con instead of +2 Str seems like a good idea.


i came here searching ideas for Dunedains... i like what i see as a starting place.

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