Rise of the Black Numenoreans

Game Master dain120475

NEW Map of Harondor.

Contents of The Map:

Name: Barad Harn
Population: 6,000
Chief Import: Iron, Salt
Chief Export: Lumber, Linen, Grains, Beer
Ruler: Governor Bar-Syid
Citizens: 5,000
Relative Wealth: Average Citizen earns roughly 19 Gold Pieces per week
Military - Foot: 400 Citizen Soldiers – 600 Militia Men
Military – Horse: 200 Citizen Soldiers – 400 Militia Men
Military – Chariot: Militia - 40 Two-Man Chariot teams
Military – Ships: 2 Frigate Class Ships-of-the-Line with 40 sailors and 60 marines each; 4 Carrack Class Militia Vessels with roughly 30 sailors and 20 Marines

Name: Amon Eithel
Population: 9,000
Chief Import: Lumber, steel, iron
Chief Export: Linen, salt
Ruler: Khalid Bar-Karn
Citizens: 6,000 Freemen; 2,500 citizen soldiers; 500 servants
Relative Wealth: Average Citizen earns roughly 20 gold per week
Military - Foot: 1,000
Military – Horse: 500
Military – Chariot: 200
Military – Ships: 8 light trieme class ships for military use; dozens of fishing vessels

Name: Ausk Harmaka
Population: 4,000
Chief Import: Salt, fish, grain, beer
Chief Export: Bronze, Iron, Steel, some gem stones
Ruler: Mustaf al-Ashir
Citizens: 4,000
Relative Wealth: Average Citizen earns roughly 43 gold per week
Military - Foot: 2,000 citizen militia
Military – Horse: 200 citizen militia
Military – Chariot: None
Military – Ships: None

Name: An Sakal
Population: 800
Chief Import: Tools, iron, salt
Chief Export: Linen, fish, wool
Ruler: Sheik Jafi Amun
Citizens: 800
Relative Wealth: Average Citizen earns roughly 6 gold pieces a week
Military - Foot: 200 citizen militia
Military – Horse: 100 citizen militia
Military – Chariot: None
Military – Ships: None, but many small fishing boats

Name: Has Annûn
Population: 2,000
Chief Import: Linen, Lumber, Beer
Chief Export: Iron, Bronze, Grain
Ruler: Sheik Akhmad Adred
Citizens: 1,500
Relative Wealth: Average Citizen earns about 14 gold pieces per week
Military - Foot: 200 Militia
Military – Horse: 100 Militia
Military – Chariot: None
Military – Ships: 4 Carrack Class Ships-of-the-Line; roughly 30 Sailors and roughly 20 Marines

Name: Has Adri
Population: 5,000
Chief Import: Wool, Steel, Salt, gems
Chief Export: Fish, Lumber, Linen, Grain, Beer
Ruler: Prince Khartok Motehp
Citizens: 4,000
Relative Wealth: Average Citizen earns about 24 gold pieces a week
Military - Foot: 500 Citizen Soldiers
Military – Horse: 200 Citizen Soldiers
Military – Chariot: None
Military – Ships: 8 Carrack Class Ships-of-the-Line for Naval Use; roughly 30 sailors on each and roughly 20 marines on each
NOTE to Knowledge: History DC 12 –
A large naval battle was fought just off shore between Gondor & Umbar in TA 1663.


New Combat Map Here

Important People in Middle Earth Game

Men Loyal to the White Tree:

Name: Thain Fairbairn
Occupation: Leader of the Hobbits in the Undertowers
Notes: The Undertowers is the Hobbit Colony north of “The Grey Havens”

Name: Captain Harluin
Occupation: Captain of “The Moonchaser
Notes: A Dunedain; the Captain is a stern man and does frequent jobs between Gondor and as far south as Umbar. He’s intelligent, a good leader and very learned in lore. You suspect he’s a skilled warrior as well.

Name: Nameless man?
Occupation: Bosun
Notes: The bosun to Captain Harluin, the man is a native of Lossanarch and seems to be both friendly and ready to help

Name: Henderch son of Halbarad
Occupation: You’d guess a combination of Ranger/Fighter; likely about 12th Level at Least
Notes: He is the Captain who rules the men of the White Tree. Lawful, honorable, and old; this man is Numenoreon and his father served with Aragorn in the War of the Ring. He is several years older than the King, and he has seen many battles. He’s a proud, wise, good, grim and sometimes dangerous man – but if you are good and honorable he will respond in kind.

Name: Cullen, son of Cuthburt
Occupation: Sergeant of the Guard
Notes: A goodly and honorable man; present when Ethain was found. He’s used to Amir and dealing with the local citizens. Much like a grizzled Police Detective, he’s had more experience with folk “On the Streets” and knows how the games are played. However, he’s generally bound to obey the law, but is pretty smooth at doing what he can to get the right thing done, despite the boundaries the law may impose.

Name: Barahir son of Brego
Occupation: A minor commander in the city of Barad Harn
Notes: Barahir is a good man who is aligned to the White Tree; he’s honest, kind, and an able ranger/warrior. He rode with the company when they found the men aligned to the Spiders. As an aside, he knew specifically about the tattoo which would reveal if the dead Men were formally connected to the Spider Gang…

Name: Harol
Occupation: A soldier of the White Tree
Notes: The scout who traveled with Galador to the hobbit camp

Name: Martehl
Occupation: A soldier of Gondor
Notes: He was present when Ethain was found

Name: Donovan
Occupation: Soldier of the White Tree
Notes: One of the guards given to aid Nemireth and Melui in town

Name: Peregrin
Occupation: Soldier of the White Tree
Notes: One of the guards given to aid Nemireth and Melui in town.

Men Loyal to the Black Lion:

Name: Davin Bar-Syid
Occupation: Governor of Barad Harn
Notes: A sly and cunning man; courteous and friendly to honored guests, but one who seems very comfortable with the game of politics and seems to enjoy his position almost “too much”, especially the power it grants him.

He has a private army that is larger than the formal army and functions as the “Town Watch”. It’s symbol is the Black Lion.

Name: Amir
Occupation: Major Domo of the House Bar-Syid
Notes: The “Voice” of the Governor, Amir is present to talk to important people and seems to have a full working knowledge of the city and estates. He also has a tremendous amount of lore and knowledge of Elves.

As an aside – Nemireth had noticed with a Perception roll that Amir’s dagger is not ceremonial but well used. You’d guess the man had done plenty of combat with it.

Name: Malik
Occupation: A servant in the house of Bar-Syid
Notes: Not much to note; though he seems friendly enough, but clearly a servant.

Name: Hazuul
Occupation: Tailor
Notes: Absolutely nothing suspicious about this guy at all…

Name: Rhashaad
Occupation: A guard of the Black Lions
Notes: He was present when Amir sent him to fetch reinforcements when Ethain was found.

Important Citizens of Barad Harn:

Name: Fazeel
Occupation: Owner of the Bathhouse – The Silk Waters
Notes: You do not know, but you suspect, that Fazeel is “Well-Connected” in town. He has lots of servants who are likely prostitutes, but they seem relatively comfortable in his presence and you don’t think he mistreats them. Further, he seems to have connections with various merchants in the town and is respected/known by the men of the merchant district as well as the men of the White Tree. So basically, he’s a good guy with some disreputable connections – but nothing too over the top.

Name: Ahzeez
Occupation: Chief of the Quarrymen
Notes: The former “Owner” of Ethain; Ahzeez was the primary man who tried to hunt down Ethain and capture. Dangerous, thuggish and ready to kill over a moment’s notice.
Follow-up: Ahzeez's body was found in his home on October 30th.

Name: Kāve
Occupation: Metalworker and smith
Notes: Possibly the best Ironworker in the city of Barad Harn. Added the Morgul Blade to spear for Galador.

Name: Raj
Occupation:Bartender and owner of local Tavern/Whorehouse The Painted Moon
Notes: Raj seems like a shady guy; but if you’d guess “alignment” you’d suspect he’s either Chaotic-Good or maybe True Neutral. He’s not outright “Bad” but he clearly buys things from dishonest sources.

A theory that came to Nemireth and Melui was that the owner of the Bathhouse buys unique merchandise from sailors who are either pirates or privateers. This “rare” merchandise is then sold to various businesses in the city. The businesses in the city take the unique items and sell them to potential buyers.

In this you believe Ethain has done work between Fazeel and Raj. They both know him; they’re both friendly with him; they both treat him like an alright guy, but still a slave; but he seems to get along with both men and knew that Fazeel was a good man to go to for help and privacy; someone who knew how to keep secrets and Raj was a man who had access to rare and “quality” stuff, though he didn’t know the true value of his merchandise.

Name: Uldor
Occupation: Shopkeeper Uldor’s Spices and Exotic Teas
Notes: Uldor is the son of Ulfang. Simply put, runs an establishment that sells rare and exotic spices and teas. But his “real” business is the sale of narcotics. Uldor is a dangerous man; his shop had powerful guards in front of it; you’d wager Fighter Class with at least 4-5 levels (in theory) each. The guards didn’t look like people you’d want to mess with and Uldor himself seemed even more dangerous in a cold, quiet way.

Ethain seems to know of the man; you’re not sure how well. However, he acted completely different around him. No jokes, no fun comments; this was a guy he absolutely was nervous to piss off. Almost as if Ethain was afraid that Uldor may kill him and the Elves he traveled with simply over a matter of Honor or some other slight. You’d wager the guy to also be either Lawful Evil, but more likely Neutral Evil. Possibly a level 8-9 Fighter/Rouge.

Name: Ulfang
Occupation: The father of Uldor and a man from Rhûn
Notes: This guy is an Easterling. He hates Elves, he hates Gondor and he pretty much hates the fact that his people lost the war. He hangs out with his son and is dangerous in his own way; but you don’t know much about him.

Hobbit Tribe Arvid:

Name: Halvor, son of Havardr of the House of Falhófnir
Occupation: Thain of the Tribe Arvid
Notes: Likely a warrior and possible ranger; Halvor is a strong, competent and fierce leader of his tribe.

Name: Thyra, wife of Halvor
Occupation: Fighter and possibly ranger.
Notes: Thyra is the more cunning of her family; being somewhat more clever and insightful than her husband. Though not as strong as a killer, she loves her husband and her daughter with true loyalty and is good to both of them.

Name: Ylva
Occupation: Likely a Bard, or possibly some sort of Scholar (not “Bard Class” but actual profession)
Notes: She also seems to have a touch of the “Second Sight” receiving a strange and potent gift from a wandering man in blue robes who some believe to be a wizard.
Pic of Ylva

Name: Walwōn
Occupation: A hobbit “Seer”
Notes: Mysterious and recently “promoted” after her predecessor was slain by bandits. She’s very wise and gifted with the “Second Sight” and generally has unique readings and gifts. However, her readings typically are enigmatic at best.

A pic of the Walwōn can be found Here.

Known Crew of The Seahawk:

Name: Cirion son of Celepharn
Occupation: Ship’s Captain of the ship The Seahawk
Notes: He is a young captain who has a small ship and serves the White Tower. He only has a few sailors under him; though he can ferry roughly 20 marines. He’s roughly 34 years of age and is an 8th Level Ranger: Freebooter. He hails from Gondor initially.

Name: Heruwyn
Occupation: First Officer of The Seahawk
Notes: A shieldmaiden of Rohan; she is roughly 22 years of age and serves as the First Officer of the ship. She is a 4th level Fighter: Viking and a 4th level Ranger: Freebooter.

Name: Mablung son of Malvegil
Occupation: Bosun of the The Seahawk
Notes: A fifty year old man from Lossanarch; he’s a 3rd level Ranger Freebooter and a 2nd level Fighter.

Name: Ramaz
Occupation: Sailor on The Seahawk
Notes: Ramaz is 2nd level Bounty Hunter and 3rd level Rogue. His father was from Harad and his mother was a Northern woman who was a slave. He escaped from his father and has joined with their captain. He dresses and acts like a warrior of Harad, however, and has a love interest with Grimwyn.

Name: Hugo Rowan
Occupation: Ship’s cook on The Seahawk
Notes: A 4th level Scholar and a 2nd level Bounty Hunter; Hugo is a skilled sailor and fighter who hales from the Brandywine region of the Shire and has journeyed as far as Dale and spent much of his time in Bree and also the Undertowers. Hugo is about 62 years of age and is built to be somewhat like the Old Man from the Walking Dead.

Name: Grimwyn
Occupation: Ship’s sailor and fighter on The Seahawk
Notes: Grimwyn met Hugo when she was young and traveled with the Hobbit after he came to her aid and freed her from a trap fashioned by some Dunlanders who had traveled north. She is indeed “grim” but she cares deeply for Hugo, seeing him like a father/grandfather. Also, she has the ability to change into a Large Black bear for 4 10 minute intervals a day. She is a 4th level Barbarian; but cannot “Rage” in Bear Form, though it doesn’t really matter as her Bear Form is fairly formidable. She is only 24 years old.

Name: Galion son of Guilin
Occupation: 4th level Scholar and 4th level Fighter/Archer
Notes: Galion is an Elf aboard The Seahawk from the Havens and is a trusted member of the Crew. Often quiet and aloof, he is a loyal friend and eager to aid his comrades.

Places of Note and Rumors:

Name: Serpent’s Gorge
Occupation: X
Notes: The name of the Gorge that you find the Spiders. Heavily used for quarry work.

Name: Khalid Bar-Karn
Occupation: Master of Amon Eithel called “The Shah
Notes: This man strikes you all as likely “Lawful Evil”. He’s not someone to mess with. If you do right by him, he’ll be good to you; because he’s not dumb enough to simply assault members of the Royal Embassy. But he’s got his own way of doing things, and it’s not very friendly.

You’d think he’s likely a combination of Ranger/Scholar – likely 12-14th level (if you had to wager on his power level). He command an army and small navy and is runs Amon Eithel as if it is a City State of great power. He also has skill in riding the Oliphants and has some in his care for military purposes.

Name: Morinehtar
Occupation: Unknown; possibly a wizard
Notes: Friend of the Hobbit Tribe Arvid. Morinehtar has given powerful gifts to the tribe in the past, including an enchanted harp to Ylva. He has met with them before and he personally gave them the Stone to keep. He was known to be stern, grim, but friendly to the younger members of the tribe. He wore robes of Blue.

It is not known, but the company suspects this man may very well be one of the mysterious Istari; possibly one who had traveled to the East of Mordor in ancient days and was even now returning to the West.

Name: Desert Dwarves?
Occupation: ?
Notes: Rumor has it that they can be found east of Bar-Malduan and possibly south of Ausk Harmaka

Name: Avari
Occupation: ?
Notes: The name that Ulfang called the Elves – in Quenya it means “Recusants”. You’re not sure why a man from Rhûn would know that word, or use it to describe Elves, though.

Name: Ljósálfar
Occupation: A Rohirric word for “Elf” perhaps
Notes: More of the lore on them can be found Here

Information on the lands of the South Below

Brief notes on Southern Gondor can be found here as well as the full Wiki on Lord of the Rings for Reference

Full notes on Harondor can be found here

Information on Classes:

The Lord of the Rings has very little in the way of magic and magical gear and no formal “gods” (the Valar are godlike, but not even the Faithful of Minis Tirith worshipped the Valar; they merely offered them respect and reverence).

Because of this, most classes which possess magical powers will not be available for play. However, non “core classes” will be available to help supplement the lack of options.

Core Classes:

Barbarian
Cavalier
Fighter
Ranger
Rogue

Additional Classes:

Bounty Hunter
Corsair
Scholar
Scout
Spy

Descriptions for Additional Classes can be found here.

Archtypes will be decided on a case by case basis.

Concerning Languages:

Most people in Middle Earth are not literate in a language unless they study it. Even characters who have bonus “Starting Languages” based on a High Intelligence score do not gain literacy in those languages unless they wish to spend at least one point in the Linguistic Skill in each Language.

The difficulty for translating an unknown Language with the Linguistic skill has become higher based largely on the obscurity of the language that a character may be attempting to decipher. Some languages, such as Khuzdul (Dwarven), are secret and not taught to any but those of the Dwarven race and require a Dwarf to translate it.

A full list of the Languages can be found here

Information on Races:

The High Elves have left Middle Earth, only a few Wood Elves remain and with the loss of the Elven rings their lifespan is slowly dwindling. Elven races exist, but they are not as powerful as they once used to be. Elves can be found in the Golden Wood (formerly Mirkwood) and also some near the Gray Havens.

Hobbits (aka “Halflings”) can be found in The Shire and Bree, but they can also be found north by the Gray Havens in the colony founded by the Fairbairns (the son of Fastred of Greenholm and Elanor Gamgee and formed their own colony).

Dwarves remain in The Lonely Mountain and the returned to Moria; but they also founded a colony in the south near Rohan in the Glittering Caves.

Men can be found everywhere; most notably Minis Tirith; the Vale of Orthanc (the valley which was given to Faramir and his wife Eowyn); Rohan; Dale; Bree; Harad and Umbar.

Most of the monstrous races have been destroyed; the chief enemy and threat to the North are Men, though there are other enemies in the South which will be discovered when the party reaches that land.

Half-elves, half-orcs and gnomes are not available as playable races at this time.

In addition to the regular starting bonus that each Race has in the Core Books; each “region” has its own additional starting bonuses. So – for example – a man of Rohan will have additional bonuses which are different than a man from Harad or Dale.

Bonuses to Races:

Each race gains the Core Rules standard bonuses; however, they also gain additional bonuses depending on what “Region” they come from. Full descriptions to all of the “Regions” in Middle Earth (as well as most other questions) can be found at this Wiki here by using the Search function a the top of the page.

Elves:

With the passing of the three Elven rings the remaining elves are dwindling in lifespan and power. There are only two real realms of Elvish power remaining at this time.

Elves start with Elven language Teleri and the Mannish Language Westron.
Bonus Languages include: Any of the Elvish Languages

Golden Woods

Many remaining Elves in Middle Earth come from the Golden Wood (formally Mirkwood). They gain the following bonuses in addition to the standard bonuses:

+2 to the following skills, which are also considered Class Skills –
Handle Animal, Perception, Sense Motive, Spellcraft, Stealth, Survival

Gray Havens

There are some Elves that are still located near the Gray Havens. They do not spend as much time with the rest of the races of the Men, yet they are still friendly with them.

+2 to the following skills, which are also considered Class Skills –
Perception, Profession: Sailor, Sense Motive, Stealth, Spellcraft
+2 to all Willpower Saves

Dwarves:

The Dwarves have generally split into three primary areas in Middle Earth; the Lonely Mountain, the halls of Khazad-dum, and the Glittering Caves.

Dwarves begin with the Mannish Language of Westron and the Dwarvish language Khuzdul.

Khazad-dum

Dark things still creep below the surface of the earth and the Caradaras is still as cruel as ever. Therefore, the dwarves of Khazad-dum gain the following bonuses:

+4 to all Save Effects against Cold Damage
+2 to Strength for the purposes of Carrying Capacity
+2 to all Survival Checks underground
+2 to Knowledge: Dungeoneering and it is considered a Class Skill
+1 to Craft and Appraise Checks

Lonely Mountain

Similar to the Dwarves of Khazad-dum, the Dwarves of the Lonely Mountain are more comfortable with the races of Men. Their bonuses include:

+2 to all Survival Checks Underground
+2 to all Craft Skills and are considered Class Skills
+2 to Appraise Checks
+1 to Knowledge: Dungeoneering, which is now a Class Skill
DR 2 against all Non-Lethal Damage
+1 to Strength Check for the purpose of Carrying Capacity

Glittering Caves

These are the most common of the Dwarves in and near Gondor. The Dwarves of the Glittering Caves have very good relations with the men of Gondor and the South.

+2 to all Survival Checks Underground
+2 to Appraise Check and is considered a Class Skill
+2 to Craft Checks
+1 in Knowledge: Dungeoneering, which is now a Class Skill
DR 2 against all Non-Lethal Damage
+1 to Strength Check for the purpose of Carrying Capacity

Hobbits:

Hobbits are divided between three primary areas; Bree, The Shire and The Undertowers; the colony Near the Gray Havens founded by Sam’s daughter Eleanor and her husband.

They begin with the language Westron

Bree

Most comfortable of all the races of Hobbits with Men, the Hobbits of Bree still have some minor variations from their cousins. They are a bit shrewder than their western cousins as well.

+2 to Appraise, Perception, Profession, Sense Motive; all are considered Class Skills
+1 to Knowledge: Nature and Stealth
+2 to all saving throws to resist any Mind-Effecting effects

Shire

More rustic than their northern cousins, the Hobbits of the Shire tend to be more removed from the races of Men and rarely interact with them, though occasionally they will sometimes adventure with them.

They gain the following additional bonuses:

+2 to Knowledge: Nature, Perception, all Profession skills and Stealth; all are considered Class Skills
+4 to all saving throws to resist any Mind-Effecting effects

Undertowers

More adventurous and cultured than their eastern cousins, the colony founded under Tower Hills is closer to Gondor than many other Hobbits.

They gain the following bonuses:

+2 to Perception; all Profession Skills Survival, Stealth; all are considered Class Skills
+2 to all saving throws to resist any Mind-Effecting effects

Men:

The Men of the West have a wide range of cultures. Despite the fact that Men from Near Harad and Umbar often are enemies to the North, some of them have sincerely attempted to good and work with the allies of the king; as such, they have the choice to help the Northmen work in the lands of Harandor.

If a player chooses to play a Man from either Harad or Umber they will gain unique knowledge at the start of the game.

All men start with the Language Westron.

Bree and Dale

The Men of Bree and Dale are certainly different in culture and dress, but their starting bonuses are almost identical. Because of this, their class bonuses have been condensed here for easier reference.

+2 to Appraise, all Craft and Profession skills
+2 to Sense Motive which is now a class skills
+1 to Diplomacy and Knowledge: Nature and both are class skills

Men of Dale also gain the Language “Dalish”

Haradrim

The men of Near and Far Harad have had shaky alliances with Gondor in the past; most of those alliances have failed. Now that Sauron has been defeated they must attempt to forge lasting alliances with Gondor to survive. There are many city states in Harad, and not all of the Men there are evil, yet they are often proud people.

The pride of the Haradim has led certain lords of various states to become angry and bitter that Gondor defeated them. Some of them have begun to foster insurrection with their northern neighbors, though others still remain true to the White Tower.

The Men of the south are skilled at riding beasts and vehicles, but they are also more knowledgeable about worldly matters then the Northmen.

+2 to Appraise, Bluff, Intimidate, Handle Animal, Ride, Sense Motive; these are all class skills
+4 Bonus to all Save Checks made to deal with Non-Lethal Damage

Men of Harad also gain the language “Haradrim”

Minis Tirith

The men of Minis Tirith saw the expansion of lesser Men in the realms around them and so began to seek the Elder days to remember who they were lest it slip away utterly.

+2 to Diplomacy, Linguistics, Sense Motive, these are considered class skills
+1 to Spellcraft
+1 to all Knowledge Skills

Men of Minis Tirith start the game with Literacy in Westron

Rohan

The men of Rohan have become closer to Minis Tirith, but they are still more warlike and skilled at riding than other men.

+2 to Handle Animal, Intimidate, Ride and Survival. These are all class skills
Gain the Feat “Mounted Combat”

Men of Rohan also gain the Language “Rohirric”. There is no written language for Rohirric.

Emyn Arnen
Notes can be found about it Here.

Faramir founded a new colony, north of Minis Tirith in Emyn Arnen, which he was made a Warden of. His people are bred between the Men of Gondor and Minis Tirith; more cultured then the Rohirim, but not as sophisticated as the Men of the White City.

+2 to Diplomacy and Survival, these are all Class Skills of the Men of the Vale
May choose 1 Knowledge Skill and gain a +1 Bonus to it and it becomes a Class Skill
Men of the Vale gain the Feat Alertness

Men of the Vale also gain Literacy in Westron

Umbar

The men of Umbar are skilled in the ways of the sea and warfare. They are fierce and proud and very rarely use diplomacy when combat is an option. As such, their chief skills are related to sailing and fighting on ships.

+1 to Appraise, Intimidate and Perception are class skills
They gain the Feat “Sea Legs” and the Feat “Skilled Driver: Water Vehicles”

Men of Umbar also gain the language of Umbar.

New Notes on Average Lifespan Here

Average Lifespan of Current Races:

Average Lifespan

The following differ somewhat from the Core Rules, but they are all meant to reflect the fact that Elves are slowly loosing their Immortality since the Rings have passed, and that Tolkien made very clear notes on Hobbits and their Aging; including formal “Adulthood” and the somewhat capracious age before their adulthood which Tolkien called “Tweens” – a term he coined long before the 21st Century.

Race….YoungAdulthoodOld AgeMaximum?

Elf……………80……………..110…………………330……………..400
Dwarf………..60………………80………………….220……………..250
Hobbit……….18………………33………………….90………………120
Human………16………………21………………….60……………….80
Numenoreon…20……………..40…………………..120……………...180

As to why someone would play a Numenoreon rather than a standard Human? Nunenoreons would have only come from Dol Amroth or Minis Tirith and do not get the “Starting Racial Packages” of other nations unless they are “Standard Humans”.

There are some rare exceptions via those in the South with Numenoreon blood, but they are very rare, and they are generally not friendly with Gondor or the north, being loyal to the ideals of the late Ar-Pharazon.

A Few Additional House Rules:

Healing:

With a general lack of healing magic a character who has been wounded may receive help with Lethal Damage from an ally who chooses to use a mundane healing kit. This is done with a dose from a First Aid check to Heal Lethal Damage. The DC for this check is 10.

Success allows the wounded person the chance to recover 1d6+1 HP of Lethal Damage. For every 5 above the DC that the Check is made, the Character may add an additional 1d6+1. Thus, 2d6+2 for a roll of a 15; 3d6+3 for 20, and so on.

This Healing Check requires 10 minutes of preparation to use on a wounded person. A wounded character can only receive Aid from a Heal check like this once per hour. Using this skill removes one dose from the Healer’s Kit.

New Feat: Expert Healer

Prerequisite: Minimum of 5 ranks in Healing.

When healing Lethal Damage with a Healer’s kit the player heals d8’s instead of d6’s.

New Feat: Master Healer

Prerequisite: Minimum of 9 ranks in Healing and the Feat Expert Healer

When healing Lethal Damage with a Healer’s kit the player heals d10’s instead of d8’s.

New use for Heal Check: Diagnostic

Diagnostic:

Performing a Diagnostic does not require a dose from a Healing Kit. But a Healing Kit and Surgeon’s tools will aid in the performance of the check as per standard rules.

There are two types of checks that can be made. The first set deals with bodies that are still “Fresh”. That is, the body has been dead for roughly under a month.

DC 15 – Discover what Species the creature was that died.

DC 18 – Discover what Gender the creature was that died.

DC 20 – Discover how the victim died; be it poison, stab wounds, bludgeoning issue, lack of air, or some type of disease.

DC 25 – Discover the approximate age of the creature that died (generally in terms of 1/10 of their life span).

DC 30 – Discover what “Race” the creature was. So if it was Human, was it from Harad, or Gondor?

The DC goes up by +1 for every day after the Victim has been killed.

These checks may also be done on a creatur that has beend dead for over a year. However, the results are somewhat different.

DC – 15 Discover what species the Creature was

DC – 18 Discover what Gender the Creature was

DC – 25 Discover approximate Age of Creature

DC – 35 Discover the “Race” the creature was. So if it was Human, was it from Harad, or Gondor?

These DC’s go up by +1 for every year the creature has been dead to a maximum of +20.

Other Modifiers

1. The person attempting the Healing Check to discover these things gains a +2 Competence Bonus if they have 5 Ranks in Knowledge: Nature.

2. The person attempting the Check may “Take 20” but that requires 4 hours of “In-Game Study” for a proper “Taking 20”.

3. A Well Preserved body grants the examiner a +10 bonus (via a person in a sealed coffin or stone vault, such as Dwarves make).

4. A Moderately Preserved body grants the examiner a +5 bonus (via a person who has been placed somewhere that animals and insects can’t get to it; such as a wooden coffin.

5. A Poorly Preserved body creates a -5 penalty (via a body found in a bog or in the mud without any covering).

6. A Mutilated body creates a -10 penalty (as in – a body which has been hacked to pieces by marauders and scattered about). At least 50% of the body must be found to perform the check, however.

Note: a body may be both Poorly Preserved and Mutilated; such as if Orcs cut a body into pieces and threw them into the water. It may even be Well Preserved and Mutilated, as if the Orcs cut up a body and someone found the scattered pieces and gathered them together and stored the pieces which were hacked apart in a tomb.

Optional Rule for “Defense Bonus”

Most characters in Middle Earth did not carry or use armor frequently. Therefore, characters receive a “Defense Bonus” which is based on their level and what amount of Armor their chosen Class is proficient in.

The Defense Bonus is added to a base of 10 and stacks with a Shield Bonus; Dexterity Bonus and other Magical or Miscellaneous bonuses. However, the Defense Bonus is lost if the character is considered Flat-Footed or is carrying a Medium or Heavy Load.

If a Player chooses bonus Feats to improve Armor do not affect the Defense Bonus. A PC who wears armor loses their Defense Bonus, but a character in Armor retains their AC bonus if Flat-Footed.

To determine this bonus a player chooses the class that has the highest Defense Bonus from the chart below; bonuses from multiple levels do not stack. Thus, Multi-Class Rogue/Fighter on level 8/4 can choose either to have a Defense Bonus of +5 for being an 8th level Rogue or +6 for being a 4th level Fighter since a Rogue is proficient with Light Armor but a Fighter is Proficient with all Armor, including Heavy.

Defense Bonus Table

Link to Hero Point Rules Here

Regarding Knowledge Checks

Typically a player can only use a Knowledge Check untrained for a DC of 10 or below.

This is going to change now to 10+Intelligence Modifier.

Thus, if your Intelligence Modifier is at a -1 the highest DC you can try against is only a 9.

If your Intelligence Modifier is at a +2 then you can attempt to decipher something at a DC of 12 or below (that is: 10 +/- Intelligence Modifier).

This allows characters who are naturally smarter than others to at least attempt to try, and it limits the raw knowledge that a character with a low intelligence would have.