Difference between revisions of "Middle Earth Campaign Setting (4e Campaign Setting)/Eä; The World That Is"

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|benefit3=Sindarin
 
|benefit3=Sindarin
 
|benefit4type=other
 
|benefit4type=other
|benefit4=You can reroll any [[4e Index (4e Other)#dungeoneering skill|dungeoneering]] check, but you must keep the second check, even if it is worse.<br>If you hail from Ossiriand, you instead add the higher of your Charisma score or your Constitution score to your starting {{I}}hit points|hit points]] (instead of automatically adding your Constitution score). Your number of {{I}}healing surges|healing surges]] is still based on your Constitution score.  
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|benefit4=You can reroll any [[4e Index (4e Other)#dungeoneering skill|dungeoneering]] check, but you must keep the second check, even if it is worse.<br>If you hail from Ossiriand, you instead add the higher of your [[4e Index (4e Other)#ability score|Charisma]] score or your [[4e Index (4e Other)#ability score|Constitution]] score to your starting [[4e Index (4e Other)#hit points|hit points]] (instead of automatically adding your Constitution score). Your number of [[4e Index (4e Other)#healing surges|healing surges]] is still based on your Constitution score.  
 
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Most adventurers from West Beleriand are fighters or rangers that began their careers as part of the armies of Nargothrond. Others learn the arcane arts to act as mage-warriors. Many of these adventurers eventually become captains and leaders of the armies of Nargothrond, leading elves in confrontations with the orcs of Angband.
 
Most adventurers from West Beleriand are fighters or rangers that began their careers as part of the armies of Nargothrond. Others learn the arcane arts to act as mage-warriors. Many of these adventurers eventually become captains and leaders of the armies of Nargothrond, leading elves in confrontations with the orcs of Angband.
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=Númenor=
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Númenor is a star-shaped island in the sea to the west of Middle Earth. Númenor is inhabited by men called Númenoreans; they are seafarers and mariners.
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{{4e Character Background
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|name=Númenor
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|regional=yes
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|benefits=multiple
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|benefit1type=skill bonus
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|benefit1=[[4e Index (4e Other)#athletics skill|Athletics]] or [[4e Index (4e Other)#nature skill|Nature]]
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|benefit2type=skill training
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|benefit2=[[4e Index (4e Other)#athletics skill|Athletics]] or [[4e Index (4e Other)#nature skill|Nature]]
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|benefit3type=language
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|benefit3=Adûnaic
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|benefit4type=other
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|benefit4=You can reroll any skill check pertaining to movement, navigation, ship handling, or avoiding hazards aboard a ship, but you must keep the second check, even if it is worse.}}
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===Common Knowledge===
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Númenor is the mightiest kingdom of humans in Eä, built upon a star-shaped isle in the sea to the west of Middle Earth. The people of Númenor are primarily mariners.
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===Númenor Lore===
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A character knows the following information with a successful skill check:
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:'''History DC 20:''' The Númenoreans are descended from the Edain, who once allied themselves with the elves in the War of the Jewels against Melkor. The Valar rewarded the Edain by raising a great island in the Western Sea of Middle Earth, and in the year 32 of the Second Age of the Sun, the kingdom of Númenor was founded.
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===Settlements and Features===
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[[File:4-13.jpg|center]]
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====Andúniuë====
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{| class="messagebox protected" align=right border=0 cellpadding=4 cellspacing=4 style="background: #eee3a4; padding: 0.625em; margin-bottom: 1em; width: 40%;"
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|-
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| class="left" |
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====The Destruction of Númenor====
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Númenor was created at the start of the Second Age of the Sun by the Valar. However, towards the end of the Second Age, Sauron was captured by the Númenoreans and he used his guile to tempt most of them into invading the Undying Lands. Before their ships reached the shores of the Undying Lands, Númenor sank beneath the sea and the Undying Lands were removed from the surface of the world. Because of this, this section assumes that it is the Second Age of the Sun rather than the Third Age, though a half-elf character that in a Third Age campaign could still hail from Númenor.
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|-
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|}
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Andúniuë (or “Sunset”) is a haven town in the bay of Andúniuë. It is in this haven that the elven ships from the Undying Lands dock when the elves visit Númenor.
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====Andustar====
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Andustar is the western “point” of the island of Númenor. It is a region of vastly varying terrain; from rocky north and north-western coastlines to the fertile southern woodlands of Eldalondë and Nísimaldar.
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====Armenelos====
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Armenelos, the “royal stones”, is the capital city of Númenor where the king resides. The tower and citadel of the city was built by the half-elf Elros, who became the first king of the Dúnedain.
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====Forostar====
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Forostar is the northern “point” of the island of Númenor. Forostar is dominated by rocky terrain, though there are a few heather-covered moors and wooded slopes. The North Cape at the tip is occupied by many great eagles.
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====Hyarnustar====
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Hyarnustar is the south-western “point” of the island of Númenor. It is a diverse region, much like Andustar, with west- and south-facing cliffs, and eastern fertile lands, much of which are used as vineyards.
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====Hyarrostar====
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Hyarrostar is the south-eastern “point” of the island of Númenor. Hyarrostar is densely forested, and the trees are used to build Númenor’s ships. Among the trees of Hyarrostar are the yellow-flowered laurinquë, trees that are descended from Laurelin—the younger of the Two Trees of Valinor.
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====Mittalmar====
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Mittalmar is the central region of the island of Númenor. It largely consists of pastures, but in the centre stands the mountain Meneltarma, which is dedicated to the worship of Ilúvatar.
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====Noirinan====
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Noirinan is the “Valley of Tombs”. It is situated at the base of the mountain Meneltarma, and it is where the tombs of the kings and queens of Númenor are built.
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====Orrostar====
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Orrostar is the eastern “point” of the island of Númenor. Orrostar is cooler than the rest of Númenor, mainly due to the prevailing North-easterly winds, however a northern range of hills protects Orrostar from the worst of the prevailing wind, allowing for quantities of grain to be grown inland.
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===People of Númenor===
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The Númenoreans are expert mariners, and they have been given the gift of long life and great powers of mind by the Valar. But the Númenoreans are proud and ambitious, and their extended lifespan has led them to fear death such that many of them actively seek immortality.
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===Adventurers===
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When Sauron declared war on the elves, the Númenoreans responded by declaring war on Sauron. Thus many Númenorean adventurers are soldiers who fight against Sauron’s minions. Among the people of Númenor, the study of magic is more common than in other men, due in part to the stronger minds granted to them by the Valar. Many of the Númenoreans are clerics and paladins, because Númenorean culture places great value on worship of the Valar.
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=Undying Lands=
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The Undying Lands (also called “Aman”) were once to the west of Middle Earth and Númenor, but they have moved beyond the surface of the world and can only be reached by elven ships via the Lost Road.
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{{4e Character Background
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|name=Undying Lands
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|regional=yes
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|benefits=multiple
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|benefit1type=skill bonus
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|benefit1=[[4e Index (4e Other)#arcana skill|Arcana]] or [[4e Index (4e Other)#religion skill|Religion]]
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|benefit2type=skill training
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|benefit2=[[4e Index (4e Other)#arcana skill|Arcana]] or [[4e Index (4e Other)#religion skill|Religion]]
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|benefit3type=language
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|benefit3=Quenya
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|benefit4type=other
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|benefit4=You can reroll any [[4e Index (4e Other)#arcana skill|arcana]] check, but you must keep the second check, even if it is worse.}}
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===Common Knowledge===
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Aman is where the Valar reside. Aman is Quenya for “Blessed”, and it is indeed the holy land of Eä. The Undying Lands are beyond the confines of the world.
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===Undying Lands Lore===
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A character knows the following information with a successful skill check:
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:'''History DC 25:''' The Undying Lands were once part of the world, until the Númenoreans attempted to invade at the end of the Second Age, Ilúvatar responded to the attack by sinking Númenor and removing Aman from the surface of the world into the Void. Now, the only way to reach The Undying Lands is via the Lost Road, a journey that only elven ships can make.
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===Settlements and Features===
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[[File:4-14.jpg|center]]
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====Alqualondë====
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Alqualondë, or “swan haven” is the city-port of the Teleri elves. The Teleri are also known as “sea-elves”, because they love the sea more than any other elven kindred. The ships of Alqualondë are built to have the appearance of swans, while the port can only be entered by ships through a stone arch.
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====Eldamar====
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Eldamar is the land of the Eldar—high-elves—in The Undying Lands. Here the Vanyar, Noldor and Teleri of the Great Journey reside.
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====Gardens of Lórien====
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Lórien, or “Dreamland”, is where the Vala Irmo dwells. The gardens are vast and extraordinarily beautiful, and so invoke a feeling of restfulness in those that visit.
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====Halls of Mandos====
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The Halls of Mandos is the resting place of the dead, and is kept by the Vala Námo. The spirits of slain elves rest here in the Halls of Awaiting, until the world’s end.
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====Pelóri Mountains====
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The Pelori are the greatest mountains of Eä, raised by the Valar to defend The Undying Lands against the armies of Melkor.
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====Taniquetil====
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Taniquetil—“High White Peak—is the tallest mountain in Eä, and on its peak is Ilmarin, the halls of the king and queen of Aman, Manwë and Varda. The Vanyar elves live on the summit of Taniquetil.
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===People of the Undying Lands===
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The Undying Lands are peopled by three distinct groups; the Valar, the Maiar and the Eldar elves, or the “elves of the light”. The Valar and Maiar are spirits from before the creation of Eä, and are described in Chapter 5. The elves of Aman are the fairest and the wisest of elves, having seen the light of the Trees and learned from the Valar.
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===Adventurers===
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After Melkor destroyed the Trees, the Noldor elves pursued him to Middle Earth and fought against him—most elf adventurers from Aman were part of this Noldorin exodus. The Valar have also sent Maiar over to Middle Earth to help shape the events of the Third Age of the Sun.
  
  

Revision as of 12:35, 17 May 2011

Contents

Eä; The World That Is

Eä is the name of the world that was created by Ilúvatar and the Ainur at the beginning of time. The landscape has changed greatly over the ages, crafted by the Valar and damaged by Morgoth. The centre of Eä is Middle Earth, the setting of The Lord of the Rings and The Hobbit, and is the landmass most familiar to us. Middle Earth contains Mordor, as well as Gondor, Rohan and Arnor, the lands of Men, Fangorn forest, Lórien and Mirkwood and the Misty Mountains. Middle Earth is inhabited by all of the Free Peoples; Elves, Dwarves, Hobbits and Men.

To the north-west of Middle Earth is Beleriand, a land ruined at the end of the First Age of the Sun and sunk at the end of the Second. Within Beleriand are places of legend; the fair hidden city of Gondolin, Doriath and Nargothrond. Beleriand is the setting of tales such as the Tale of Beren and Lúthien.

Situated in the Great Sea to the west of Middle Earth lies Númenor, the island-kingdom of Men. Númenor was created at the start of the Second Age of the Sun and destroyed by flood along with Beleriand at the end of the Second Age of the Sun.

Finally, further west than Númenor are the Undying Lands, the land of the Valar that left the world even as Númenor sank at the end of the Second Age of the Sun.

Contained within this chapter is an overview of these lands, presenting potential adventuring sites, and the places that the Free Peoples make their homes:

  • Regional Benefits: Benefits that a character from each region can claim, including regional languages and skills, and a list of regional feats that a character can select.
  • Knowledge and Lore: Information that a character from a region may know about that region.
  • Features and Settlements: Descriptions of places and settlements in the region.
  • People and Adventurers of the Region: An overview of the people and adventurers that call a region home.

Middle Earth

Background Benefits

Introduced in Player’s Handbook 2, background benefits grant a minor benefit to your character based on the region that he or she hails from.

Your character hails from a single region presented in this chapter. When you create your character, you can choose one of the following benefits:

  • Gain a +2 bonus to checks with a skill associated with your region.
  • Add a skill associated with your region to your class’s skill list before you choose your trained skills.
  • You can fluently speak, read and write the language associated with your region.
  • You gain the regional benefit associated with your region.

At the centre of Eä is the continent of Middle Earth, a place that has been the setting of many legends such as the Last Alliance and the fall of Sauron.

From the First Age of the Sun at the Awakening of Men, Middle Earth has been a continent populated by both Elves and Men, but in the Third Age of the Sun, the dwindling Elves began to forsake Middle Earth, which was to become the land of Men, for the Undying Lands of their kin from whom they had become sundered.

Middle Earth was to the west of Aman, the Undying Lands, separated from it by the Great Sea Belegaer, until Aman was removed from the world at the sinking of Númenor. Middle Earth is split by the Misty Mountains that run from north to south; concealed within the mountains is the legendary dwarven city of Dwarrowdelf which is called Moria (or ‘black pit’) by the elves.

To the west of the Misty Mountains is the lost realm of Arnor, a land founded by Elendil, and Eriador, of which only a handful settlements remained by the end of the Third Age of the Sun, such as The Shire, Bree and Rivendell.

To the east of the misty mountains lies several realms, including Gondor, lands founded by the Dúnedain that also founded Arnor, and Rohan, the land of the horse lords. The east of Middle Earth also contains several forest-realms, such as Lórien, the golden wood, Fangorn and the largest of the three, Mirkwood.

To the east of Gondor is Mordor, the Black Land founded by Sauron in the Second Age of the Sun, and it is from here that Sauron spread his dark influence over the East, to Rhûn, Harad and Khand, the lands that surround Mordor.

This section explores these regions of Middle Earth, regions that adventurers may hail from or may wish to explore.

Languages of Middle Earth

This section summarizes the languages that are spoken in Middle Earth. A more comprehensive description of the languages of Middle can be found in The Lord of the Rings.

Language Race and/or Region
Adûnaic Númenor
Black Speech Mordor, orcs
Common All
Entish Ents
Haradaic Harad
Khuzdûl Dwarves
Logathig Rhûn and Khand
Quendi Elves of Eriador
Rohirric Rohan
Sindarin Elves of Lórien and Mirkwood
4-1.jpg

Eriador

Eriador is the land between the Misty Mountains and the Sea, within which, Arnor was founded; a realm founded by Elendil in the Second Age of the Sun, only to be sundered and overrun by the orc-hordes of the Witch King of Angmar in the Third Age. For much of the Third Age Arnor was a wilderness.

Eriador Regional Benefit

Select one of the following background benefits:

  • Choose one of the following skills: Nature or Stealth. Gain a +2 bonus to checks made with that skill.
  • Choose one of the following skills: Nature or Stealth. Add it to your class's skill list before you choose your trained skills.
  • Choose one of the following languages: Quenya. You can read, speak and write that language fluently.
  • You can reroll any nature check, but you must keep the second result, even if it is worse.

Common Knowledge

Eriador once made up the Kingdom of Arnor, which was once a mighty kingdom of men, but was overrun by orcs in the Third Age of the Sun. Since then Arnor has become a largely uninhabited wilderness, inhabited largely by Rangers, men who wander the wilds.

Eriador Lore

A character knows the following with a successful skill check:

History DC 15: Arnor was founded in the year 3320 of the Second Age of the Sun by Elendil, and it was the first kingdom of the Dúnedain in Middle Earth. Elendil was High King of all of the realms of the Dúnedain, though he sent his sons south to found Gondor.
History DC 20: The sons of the Tenth King of Arnor split the Arnor into three realms, Arthedain, Cardolan and Rudaur. In the Third Age of the Sun, the Witch King arose in Angmar to the north of Arnor and for almost seven-hundred years made war on Arnor. By 1409, the kingdoms of Cardolan and Rudaur had fallen, and Arthedain lasted only another six centuries.
History DC 25: During the First Age of the Sun, Eriador was inhabited by men under the influence of Morgoth, the Enemy. During the Second Age of the Sun, it was Sauron that held sway over the men of Eriador until the Dúnedain claimed Eriador and founded Arnor.

Settlements and Features

From the fourth or fifth centuries of the Third Age of the Sun, before the fall of Arnor, the capital city of Arnor was Fornost, though the city was ruined during the fall. After the fall, Arnor was largely a wilderness with once great ruins of fallen cities. A few settlements, such as the Shire, Bree and Rivendell remained after the fall of Arnor.

4-2.jpg

Barrow Downs

The lands east of the Old Forest were known as the Barrow Downs, because of the barrow graves built there. During the war with Angmar, the last of the Men of Cardolan sought refuge in the Barrow Downs, only to find the barrows inhabited by fell spirits called barrow-wights.

Bree

Bree was founded in the Second Age of the Sun by men from Dunland, and was the main village in Breeland—other villages included Combe, Archet and Stoddle. Bree was one of the few towns to be inhabited by both Men and Hobbits.

Carn Dûm

Carn Dûm was the capital of Angmar in the north of Eriador, and was inhabited by evil men who served the Witch King. Carn Dûm was later destroyed when Angmar fell to forces of Dúnedain and Elves, though the ruins of Carn Dûm would likely have remained haunted by fell spectres and shades of the witch king, as well as the remnants of the men of Angmar.

Fornost

Fornost (“North Fortress”) was the capital city of the realm of Arnor and was powerful and prosperous up to its fall in the Third Age of the Sun. Fornost was ruined in the year 1974 of the Third Age by the armies of the Witch King of Angmar, and although it was retaken in 1975, it was deserted.

The Old Forest

In the Third Age of the Sun, to the west of the Brandywine River lay the Old Forest, the last remnant of an ancient forest that once covered all of Eriador. The Old Forest was inhabited by many malevolent Tree spirits, called Huorns.

Rivendell

Built in the year 1697 of the Second Age of the Sun by Elrond the half-elf in the valley of Imladris, Rivendell is a refuge both for the elves of the fallen land of Eregion and for weary and injured travellers. Rivendell is strongly guarded by powerful enchantments, and it is virtually impossible for evil to enter the valley.

The Shire

Since the seventeenth century of the Third Age, the land west of the Brandywine river was called the Shire and inhabited by Hobbits. The shire was divided into four areas, the Four Farthings; later the Oldbucks crossed the Brandywine river and founded Buckland. With the exception of several natural disasters and the Orc raid that occurred in 2747, the Shire was a peaceful land, largely unaware of the outside world.

Weathertop

Weathertop was the common name for the ruins of the watch tower of Amon Sûl that was overrun by the forces of the Witch King in the fifteenth century of the Third Age of the Sun. The Dúnedain rangers of Arnor often use Weathertop as a lookout point, for it provides a long view of Arnor and Eriador, and thus messages left by rangers can often be found there. However, Weathertop is also easily seen from a long way away, so adventurers taking advantage of the view provided from Weathertop often attract unwanted attention.

People of Arnor

Until its fall in the Third Age, Arnor was a realm of Númenoreans who had fled from Númenor after its fall. The people of Arnor were also called Dúnedain (“Men of the West”) by the elves. After its fall, much of the inhabitants fled Arnor or were slain. Many of those from Arnor would have fled to Gondor, or possibly ended up in villages such as Bree. Those that remained were rangers who patrolled the wilderness to keep it free from orcs that might have threatened Bree and the Shire.

Adventurers

The majority of adventurers from Arnor are rangers, trained to survive in the wilds of Arnor so that they may keep the servants of The Enemy away. Those that are not rangers often multiclass into ranger, or are trained in wilderness survival to some extent, and are often being called ‘ranger’ in title if not in class. Many adventurers from Arnor seek to help reunite the fallen kingdom, reserving a special hatred for orcs, trolls and fell spirits as it was such creatures that laid the Arnor of old low.

Gondor

Gondor is the South Kingdom of the Dúnedain. At the time of the War of the Ring, Gondor was a land besieged by Mordor. The people of Gondor await the return of their royal line, hoping that a king will end the siege of Mordor.

Gondor Regional Benefit

Select one of the following background benefits:

Common Knowledge

Gondor was founded in the year 3320 of the Second Age of the Sun by Elendil the Númenorean. Gondor’s chief cities included Minas Anor, Minas Ithil, Osgiliath and the ports of Dol Amroth and Pelargir, but Minas Ithil was taken by the Nazgûl in the year 2002 of the Third Age of the Sun, and was thus renamed Minas Morgul while Minas Anor was renamed Minas Tirith.

Gondor Lore

A character knows the following information with a successful skill check:

History DC 15: After Elendil’s death in 3441 of the Second Age of the Sun, Isildur and his heirs became the rulers of Arnor, while Anárion’s and his heirs became the rulers of Gondor. Gondor’s royal line lasted until 2050 of the Third Age of the Sun. From then on, Gondor was ruled by stewards.
History DC 20: It was said that Isildur’s death was caused by something known as Isildur’s Bane. The exact nature of Isildur’s Bane is not commonly known, though most seem to think that it is some kind of cursed treasure rather than a creature.
Arcana DC 25: Isildur took Sauron’s Ring for himself against counsel from the Elves. The Ring is commonly called “Isildur’s Bane”, for it supposedly betrayed Isildur and caused his death. The ring was not passed to any of his heirs, however, so the Ring was presumed lost.

Settlements and Features

Gondor’s land once covered a sizable part of the land East of the Misty Mountains, stretching as far into Rhovanion as far East as the Sea of Rhûn. However, as a result of Gondorian resistance against Sauron, Gondor was invaded many times and lost most of its territories before the War of the Ring. It is the hope of Gondor’s people that the King will return and restore Gondor’s former glory.

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Dol Amroth

Dol Amroth was one of the five great cities of Gondor. Dol Amroth was built by the Elf-king Amroth and was once used as a port for Elves of Lothlórien leaving for the Undying Lands, until Amroth’s death in the year 1981 of the Third Age of the Sun. The city possessed both a port and a great tower.

Ithilien

Ithilien is the land that borders with Mordor at the Ephel Dúath, the Mountains of Shadow. During the War of the Ring, Ithilien was the sight of many small skirmishes with Mordor in the War of the Ring. During the war, much of Ithilien was infested with orc-patrols and Easterling and Haradrim armies moving to aid Mordor.

Minas Tirith

Minas Tirith was once named Minas Anor, “Tower of the Sun”, and was a sister city to Minas Ithil, “Tower of the Moon”, but it was renamed to Minas Tirith, “Tower of the Guard” when Minas Ithil was taken by the Nazgûl in the year 2002 of the Third Age of the Sun (and was thus renamed Minas Morgul, “Tower of the Wraiths”. The city of Minas Tirith was built on seven concentric levels, each terraced above the previous level and surrounded by great ring walls with gates positioned on different parts of each wall to maximise the defensiveness of the city. The seventh level was called the citadel and within it was the white tower itself.

Osgiliath

Osgiliath, “Citadel of Stars” was the first capital of Gondor and bridged the River Anduin between the twin cities of Minas Anor and Minas Ithil. Osgiliath was founded at the end of the Second Age of the Sun and lasted until the year 1437 of the Third Age of the Sun when most of the city was burned (along with its legendary Dome of the Stars) in Gondor’s civil war, and in the year 2475, the remnants of the city was sacked by Mordor’s Uruk-Hai legion. The city was a major strategic position during the War of the Ring, and was briefly defended as such by the Men of Gondor to prevent the legions of Mordor crossing the river Anduin.

People of Gondor

Gondor’s population consists entirely of humans, save for a small population of half-elves (and likely several elves) in Dol Amroth. Gondor’s population are strongly opposed to Mordor, and so many join Gondor’s army.

Adventurers

Gondor has a tradition of defensive combat and so most Gondorian adventurers become fighters of warlords, generally specialising in combat against large numbers of foes. Some Gondorian adventurers become rangers, training with the bands of rangers that patrol Ithilien to ensure that orc patrols and spies cannot get past the River Anduin.

Misty Mountains

The misty mountains divide Middle-Earth in two, forming the border between Rhovanion in the east and Eriador in the west. The mountains themselves are infested with goblins, trolls and other, fouler creatures which the Free Peoples prefer not to name.

Misty Mountains Regional Benefit

Select one of the following background benefits:

  • Choose one of the following skills: Athletics or Dungeoneering. Gain a +2 bonus to checks made with that skill.
  • Choose one of the following skills: Athletics or Dungeoneering. Add it to your class's skill list before you choose your trained skills.
  • Choose one of the following languages: Khuzdûl. You can read, speak and write that language fluently.
  • You can reroll any Athletics check, but you must keep the second result, even if it is worse.

Common Knowledge

The misty mountains was home to the most successful Dwarf civilisations in the history of Middle Earth; Khazad-Dûm or Dwarrowdelf, often called Moria after it closed its gates to the world in the Second Age of the Sun. However even then the most numerous inhabitants of the mountains were the goblins, who live in the cave networks in the roots of the Misty Mountains.

Misty Mountains Lore

A character knows the following information with a successful skill check:

History DC 15: Moria was abandoned by the dwarves in the year 1980 of the Third Age of the Sun. It is said that they delved too deep into Barazinbar and released some dark, terrible thing that drove the dwarves from Dwarrowdelf.
History DC 20: In the Second Age of the Sun, the dwarves had a long-time alliance with the elves of Eregion, but this friendship ended in the war with Sauron. The dwarves closed the gates of Dwarrowdelf to avoid the devastation of the War. At that time, the elves began calling the dwarf-halls Moria, “Black Pit”.
History DC 25: Khazad-Dûm was founded by Durin, the first of the seven fathers of the dwarves before the creation of the Sun and Moon. Khazad-Dûm was delved through five ages of the Stars and three of the Sun.
Religion DC 30: The dwarves delved too deep into Moria and released a Balrog, a Maiar Demon of great and terrible power. The Balrog of Moria was called “Durin’s Bane”, and hid itself deep under the Misty Mountains after Morgoth’s fall in the First Age of the Sun.

Settlements and Features

Most of the settlements in the Misty Mountains are inhabited by Goblins, though up until the year 1980 of the Third Age, Moria was inhabited by the Dwarves. There are numerous dangers for those crossing the mountains, from wargs to trolls to stone giants.

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High Pass

The high pass is the northern pass through the Misty Mountains, starting in Eriador near Rivendell, and exits the Misty Mountains near the Old Ford through the River Anduin. The high pass was used by Bilbo, Gandalf and the thirteen dwarves in The Hobbit. There is a goblin-infested cave network that runs through the mountain roots from the start of the pass to the end, so travellers traversing the pass are at risk of goblin attack.

Moria

Moria, “Black Pit”, was a dwarven city founded by Durin, also called Dwarrowdelf and Khazad-Dûm. Moria consisted of a number of inter-connecting tunnels and halls that go deep into the Misty Mountains—some say far too deep. After its fall, Moria became infested with goblins and trolls, as well as larger orcs, such as Uruk-Hai of Mordor. Moria’s greatest treasure is Mithril, a legendary, silvery metal of great strength and little weight.

Redhorn Pass

The Redhorn pass is south of the High pass and crosses the Misty Mountains close to Moria, over the mountain Caradhras. The mountain Caradhras is said to be capable of punishing travellers with snow storms, though whether the storms are called by the ill will of Caradhras or by nature is uncertain.

People of the Misty Mountains

The Misty Mountains are largely unpopulated by the free peoples, though there was a large dwarven population in Moria up until its fall in the Third Age of the Sun. The dwarves of Moria were masters of the crafts of Aulë, even by the reckoning of the dwarves. After the fall of Moria, the Misty Mountains were largely infested by goblins and other fell creatures of darkness, though small groups of dwarves may have continued mining in other parts of the mountains.

Adventurers

Many dwarven adventurers that hail from Moria (either the survivors or their descendants) eventually wish to reclaim Moria, and indeed many expeditions had been sent to Moria before the last, led by Balin, and though every expedition to Moria failed, the dwarves were far too stubborn to give up the attempt completely.

Other dwarves from Moria that are perhaps more realistic in their goals simply wish to forge some new great dwarven hall elsewhere, in place of Moria.

Mordor

Founded at the end of the first millennium of the Second Age of the Sun, the land of Mordor is the evil kingdom of Sauron, and his base for the conquest of Middle Earth. Mordor is a land of ash and darkness, surrounded on three sides by two unassailable mountain ranges; Ephel Dúath to the West and South, and Ered Lithui (the Ash Mountains) to the North.

Mordor Regional Benefit

Select one of the following background benefits:

  • Choose one of the following skills: Dungeoneering or Endurance. Gain a +2 bonus to checks made with that skill.
  • Choose one of the following skills: Dungeoneering or Endurance. Add it to your class's skill list before you choose your trained skills.
  • Choose one of the following languages: Black Speech. You can read, speak and write that language fluently.
  • You gain a resist 4 fire and a +5 bonus to Endurance checks made due to thirst.
    At 11th level, your resistance improves to 7. At 21st level, it improves to 10.

Common Knowledge

Much of Mordor is an ashen wasteland, the sky above it blocked out by ash and fumes that spew from Orodruin, also called Mount Doom. However Nurn to the south is a vast farmland populated by slaves and slave-drivers.

Mordor is ruled from Barad Dûr by Sauron, who took the form of a great, flaming eye after his return in the Third Age of the Sun.

Mordor Lore

A character knows the following information with a successful skill check:

History DC 15: In the early part of the Third Age, Gondor built the tower of Teeth and the fortress of Durthang in the north pass and the tower of Cirith Ungol in the west pass so that the scattered remnants of Mordor’s armies could not escape into Gondor, but after the Great Plague in 1636, these were abandoned and taken over by orcs in preparation for Sauron’s return.
History DC 20: In the year 1600 of the Second Age, Sauron forged the rings of power and the One Ring in the fires of Orodruin, and began a war with the elves. Sauron destroyed Númenor in 3262, after having surrendered to them, and then made war on Gondor in 3429. In 3434, the Last Alliance of elves and men was formed, and the Black Gate was destroyed; then after a seven year siege, Barad Dûr fell and the One Ring was cut from Sauron’s hand.

Settlements and Features

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Barad Dûr

Built in the Second Age of the Sun, Barad Dûr was the centre of Sauron’s power in Mordor and was the greatest of the towers in Middle Earth until its second fall in the Third Age of the Sun. Barad Dûr was often called the Dark Tower by men and Lugbúrz by orcs. After Sauron’s return to Mordor in the Third Age, the top of Barad Dûr housed Sauron, in the form of a giant, flaming eye.

Cirith Gorgor

The pass of Cirith Gorgor, meaning “haunted pass”, is the main entrance to Mordor. It is the largest pass through the mountains that surround Mordor and is thus the best defended—the Black Gate blocks the pass from wall to wall and is heavily defended by both orcs and trolls. Because of this, many believe that the Black Gate is impenetrable, although in the Second Age it was destroyed by the Last Alliance.

Cirith Ungol

Although it is not widely known, there is a second, smaller pass through Mordor, named Cirith Ungol, “Pass of the spider”. The pass is guarded by wraiths and orcs at the citadel of Minas Morgul, but there is also a second guardian. The up the winding, rocky stairs of

Cirith Ungol is a cavern inhabited by a great Maia demon in spider form named Shelob. Shelob isn’t particularly fussy as to whom she feeds on, and eats both intruders and orcs, however as large numbers of orcs can pass through Shelob’s Lair (largely) without becoming her prey, Sauron is pleased with her presence.

Minas Morgul

The citadel of Minas Morgul was built by Gondor and was named Minas Ithil, the Tower of the Moon, until it was taken by the Witch King in the year 2002 of the Third Age of the Sun when it was renamed to “Tower of the Wraiths”, although it is also called “Tower of Sorcery” and “the Dead City”. Minas Ithil is ruled by the ringwraiths and is infested by fell spirits and orcs; the fell magic that fills the city makes it shine with a ghostly light and ensures that the denizens are constantly vigilant for intruders.

Orodruin

Orodruin, “The Mountain of Blazing Fire” is commonly called “Mount Doom” and is the volcano in which Sauron forged the One Ring. By some magic, the eruptions of Mount Doom have coincided with Sauron’s ascensions to power, clouding the skies of Mordor with black smoke and fumes.

People of Mordor

The majority of Mordor’s population is made up of Sauron’s Orcs and Trolls, both those that are part of the military and those that are slaves working the farmlands of Nurn. A small number of the slaves of Nurn are of the Free Peoples, most of whom are humans.

The armies of Mordor are also reinforced by Easterling, Haradrim and Khandish human armies. Rhûn, Harad and Khand are all tributary to Mordor, as Sauron’s influence has long extended over these countries, although there are those within these countries resist Mordor’s rule in secret.

Adventurers

Among the orc slaves of Mordor, the “Snaga”, the idea of revolution is an unthinkable, alien one, however human slaves and the slaves of other races do attempt to escape; those that succeed and survive eventually become adventurers of a sort, having to travel through hostile territory to reach Gondor or even resisting Mordor from within.

Rhovanion

Rhovanion or “Wilderland” is the land west of the Misty Mountains and north of Gondor, Rohan and Mordor. Much of Rhovanion is covered with the forests of Lothlórien and Mirkwood.

Rhovanion Regional Benefit

Select one of the following background benefits:

  • Choose one of the following skills: Nature or Perception. Gain a +2 bonus to checks made with that skill.
  • Choose one of the following skills: Nature or Perception. Add it to your class's skill list before you choose your trained skills.
  • Choose one of the following languages: Sindarin. You can read, speak and write that language fluently.
  • You can reroll any Nature check, but you must keep the second check, even if it is worse.

Common Knowledge

The forest of Lothlórien lies to the west of Rhovanion in the foothills of the Misty Mountains and is said to be ruled by an elf-sorceress of terrible power, capable of enchanting all men who look upon her. In truth, the Queen of Lothlórien is the beautiful Noldor princess Galadriel, who uses her magic beneficially to protect Lothlórien from orcs. Mirkwood is considerably larger than Lothlórien and was once named Greenwood until the dark powers tainted Greenwood with sorcery and fell creatures.

Rhovanion Lore

A character knows the following information with a successful skill check:

History DC 15: In the year 1050 of the Third Age of the Sun, a fell sorcerous creature commonly known as “The Necromancer” came to Greenwood and built the tower Dol Gildur in the south of the forest, and from there his dark taint spread throughout, corrupting the fair forest. With him he brought foul creatures, fell spirits and orcs. From then on, Greenwood was renamed to Mirkwood.
History DC 20: In the year 2850 of the Third Age of the Sun, Gandalf the Grey entered Dol Guldur and discovered that the Necromancer is Sauron and had fled to Mirkwood to recover his strength. He was subsequently expelled from Dol Guldur by the White Council, although Dol Guldur remains a bastion of Sauron’s forces in the War of the Ring.
Nature DC 20: Lothlórien, “Land of Blossoms Dreaming” is the woodland realm of The Galadhrim elves in which the golden leaved and silver barked Mallon trees grow. Around these trees the wood elves built the city-palace of Caras Galadhon.

Settlements and Features

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Dol Guldur

During the Third Age of the Sun, Sauron the Necromancer built the evil fortress of Dol Guldur, “Hill of Sorcery”, and for a thousand years the evil powers of the Necromancer spread out from Dol Guldur over Mirkwood. Though Sauron was cast out from Dol Guldur by the White Council, many of the fell creatures and orcs remain in the tower and three of the Nazgûl have taken command of the fortress.

Erebor

In the year 1999 of the Third Age of the Sun, The Lonely Mountain Erebor was claimed by the dwarf king Thrain I who found a great wealth of gold and precious stones in the bedrock of the mountain, and he became King Under the Mountain. However, in 2770, Erebor was attacked and taken by the dragon Smaug the Golden, and it remained in his possession until Smaug was disturbed by the hobbit Bilbo and 13 dwarves reclaimed Erebor after the dragon was slain by the human Bard.

Esgaroth

The city of Esgaroth is built upon wooden walkways over the Long Lake and connected to the land by a wooden bridge. The people of Esgaroth are human, although they have long had ties to the elves of Mirkwood and has had ties to Erebor since the Battle of the Five Armies, though the original city was razed by Smaug the Golden before the battle itself and was rebuilt with the aid of the dwarves and the elves.

Iron Hills

After the dwarves of the Ered Mithrin, also called the Grey Mountains, were forced out by dragons, they settled in the Iron Hills to the east of Erebor in the year 2590 of the Third Age of the Sun.

Lothlórien

Lothlórien is the fairest of the elf-kingdoms that remains in Middle Earth, and is one of the few places in Middle Earth in which the Mallorn trees grow. Lothlórien is ruled by the Sindar king Celeborn and the Noldor queen Galadriel from the tree-top city of Caras Galadhon, “City of Trees”. It is virtually impossible for unwelcome visitors to enter Lothlórien; the forest is protected by Galadriel’s magic, and groups of elf rangers patrol the borders and are so adept at stealth that they are virtually undetectable.

People of Rhovanion

Along with Eriador, Rhovanion has the most inhabitant races of all the regions of Middle Earth. The population is made up of elves, dwarves and humans, as well as a small number of half-elves within Lothlórien and Mirkwood.

Rhovanion is a wild region, with only several small settlements to act as shelter. The people of Rhovanion are particularly resilient, and most are proficient with several weapons. Settlements in Rhovanion maintain armies and guards of variable size in order to combat the many threats of monsters and dark sorcery.

Adventurers

A large proportion of adventurers in Middle Earth hail from Rhovanion, as its hostile environments encourage many of its inhabitants to take up the sword or to learn magic. There are also many, such as the elves of Lothlórien and Mirkwood and the dwarves of Erebor who are capable of teaching the skills needed by adventurers. Many adventurers from Rhovanion become rangers or seekers, and there is a prevalence of primal adventurers in the region, while the practice of clerics, fighters and warlords has spread from Erebor and the Iron Hills.

Rohan

Formerly the Gondorian province of Calenardhon, Rohan was given to Éothéod horse-masters. The land of Rohan is the home of the Rohirrim (or the “Horse Lords”), and largely consists of sweeping grasslands, plains and farmlands bordered by the river Anduin.

Rohan Regional Benefit

Select one of the following background benefits:

  • Choose one of the following skills: Nature or Athletics. Gain a +2 bonus to checks made with that skill.
  • Choose one of the following skills: Nature or Athletics. Add it to your class's skill list before you choose your trained skills.
  • Choose one of the following languages: Rohirric. You can read, speak and write that language fluently.
  • You can reroll any skill check relating to horses (handle animal checks and skill checks made on the behalf of a mount), but you must keep the second check, even if it is worse.

Common Knowledge

Rohan is ruled from the city of Edoras by the heirs of Eorl the Young, the first king of Rohan. Although Edoras is the capital city of Rohan, it is not a fortress. Instead, when fighting defensively, the Rohirrim flee to Helm’s Deep or Dunharrow. However, the armies of Rohan are mostly made up of mounted warriors.

Rohan Lore

A character knows the following information with a successful skill check:

History DC 15: The kingdom of Rohan was founded in the year 2510 of the Third Age of the Sun. During the battle of the Field of Celebrant, the men of Gondor were rescued by the wandering horsemen called the Éothéod, who turned the tide of the battle. Gondor gave the Éothéod the province of Calenardhon, which was renamed Rohan.
History DC 20: The strategic fortress of Isengard was built by Gondor at the start of the Third Age of the Sun to house on of the Palantíri stones; however the power of Gondor faded and the tower of Orthanc at Isengard’s centre was abandoned. In the year 2700, the tower was taken by the Dunlendings, but they were driven out fifty-nine years later. After then, Saruman the White was given the keys to Orthanc and was given permission to occupy the tower.

Settlements and Features

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Dunharrow

Dunharrow is one of the two main refuges from war in Rohan that is approached by a small switchback road that winds up a cliff—this road is the first defence of Dunharrow. The road leads to a small defensible gap at the top of the cliff which leads into the hold of Dunharrow.

Edoras

Built in the twenty-sixth century of the Third Age of the Sun, Edoras is the capital city of Rohan. Edoras translates to mean “the courts” and as the royal city it contained the great feast-hall of Meduseld, which was the court of the king. Edoras is a wooden hill-fortress with both a stockade and a dike.

Fangorn Forest

Fangorn forest is one of the oldest forests in Middle Earth and is but a mere remnant of the massive forest that once covered most of Eriador and large portions of land in Beleriand. Fangorn is sometimes called “Entwood” by the Rohirrim because it is fiercely defended by ents and huorns; trees inhabited with fierce spirits. Anyone who cuts live wood in Fangorn risks the wrath of the tree-guardians, though ents are slow to wrath and are likely to ensure that those they attack are indeed enemies.

Helm’s Deep

Named after the Rohir king Helm Hammerhand, the fortified gorge of Helm’s deep was one of the two main places of refuge during war of Rohan. Helm’s deep has a great wall, the Deeping Wall, built across it, behind which is the Hornburg, a great fortress that acted as the centrepiece of the defensive system of Helm’s Deep.

Isengard

The fortress of Isengard lies at the southern end of the Misty Mountains, just north of the fords of Isen. The fortress’s main defence is a ring-wall of stone surrounding a flat plain. At the centre is the tower of Orthanc which is built of four unbreakable towers of black stone. The tower itself is over five-hundred feet tall and is ruled by the wizard Saruman the White.

People of Rohan

The Rohirrim are the horse-lords, and are experts and riding and breeding horses. Most Rohir are expert riders, and those in the army are masters of mounted combat. Rohir commoners are farmers, although most Rohirrim are also capable hunters. To the Rohirrim, horses are sacred, and most of the Rohirrim worship Oromë.

Adventurers

The Rohirrim favour martial classes, and tend to favour mounted combat. Most Rohir adventurers do so to keep Rohan free of orcs and Dunlendings, while some seek to cast out Saruman.

Beleriand

Beleriand is the land to the north of Middle Earth and was the centre of the war between the Noldor elves and Morgoth during the First Age of the Sun. At the end of the First Age, Beleriand was destroyed and left a wasteland by the war, though Morgoth was defeated.

In the centre of Beleriand is the elven kingdom of Doriath, home to the Sindar and ruled by the elf-king Thingol and Melian the Maia. It is a land protected by enchantments and largely consists of the forests of Neldoreth and Region.

West Beleriand is home to the great realm of Nargothrond ruled by the elf Finrod. The city of Nargothrond is situated in the caverns near the river Ringwil and is home to the Noldor.

Within East Beleriand is the land of Ossiriand, home of the green-elves, the dwarven fortresses of Belegost and Nogrod, and Taur-im-Duinath, a tangled forest home to a few wandering elves.

To the North is the hidden Noldor city of Gondolin, the valley Nan Dungortheb, home to many fell spiders, and the wasteland of Anfauglith, where Morgoth’s underground fortress of Angband was built. West of Gondolin is Hithlum, the “land of mist”, through which the elves of Gondolin escaped after its fall.

Languages of Beleriand=

This section summarizes the languages that are spoken in Middle Earth. A more comprehensive description of the languages of Middle can be found in The Lord of the Rings.

The Destruction of Beleriand

Beleriand was destroyed in the War of the Jewels—the war fought between the Noldor and Morgoth over the Silmarils—at the end of the First Age of the Sun. This section therefore assumes that it is the First Age of the Sun rather than the Third Age. Campaigns set after the First Age should not allow characters to explore Beleriand, though immortal characters can still hail from regions in Beleriand.

Language Race and/or Region
Adûnaic Humans
Black Speech Angband, orcs
Entish Ents
Haradaic Harad
Khuzdûl Dwarves
Logathig Rhûn and Khand
Quendi Noldor elves
Sindarin Sindarin elves

The common tongue was introduced in the Second Age of the Sun, and was thus never used in Beleriand. Sindarin is the dominant language in Beleriand, though humans use a primitive form of Adûnaic. A character in a First Age of the Sun campaign can therefore replace common for either Adûnaic or Sindarin when you determine the languages that the character knows.

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Doriath

Founded in the Second Age of Starlight, Doriath is the woodland realm of the Sindar of Beleriand. The land of Doriath is ruled by the elf king Thingol, and his queen, Melian the Maia. Doriath is protected by the enchantments of Melian, and is therefore called the “hidden kingdom”.

Doriath Regional Benefit

Select one of the following background benefits:

  • Choose one of the following skills: Nature or Perception. Gain a +2 bonus to checks made with that skill.
  • Choose one of the following skills: Nature or Perception. Add it to your class's skill list before you choose your trained skills.
  • Choose one of the following languages: Sindarin. You can read, speak and write that language fluently.
  • You can reroll any nature check, but you must keep the second check, even if it is worse.

Common Knowledge

Doriath is ruled from the Thousand Caves of Menegroth by king Thingol of the sindar and queen Melian the Maia. The realm is dominated by the forests of Neldoreth and Region and is populated by Sindar elves. The land of Beleriand became the primary battlegrounds of the War of the Jewels, and so Melian wove spells around the land of Doriath to keep it safe from the war.

Doriath Lore

A character knows the following information with a successful skill check:

History DC 20: King Thingol of Doriath was once called Elwë Singolo, and was king of the Teleri kindred of elves. Elwë lead the Teleri kindred on the Great Journey to the Undying Lands as far as the forests of Neldoreth and Doriath. There he met Melian the Maia and became enchanted, so that the Teleri could not find him. Most of the kindred took his brother Olwë as king and continued on the journey. Those that stayed eventually found Elwë, who took the name Thingol, and together they founded Doriath.
History DC 25: The capital city of Doriath is Menegroth, a city cut into the rock cliffs of the south bank of the river Esgalduin with the aid of the dwarves of Belegost.

Settlements and Features

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Amon Rûdh

Amon Rûdh is a hill just outside of the kingdom of Doriath. It is home to the last of the Noegyth Nibin or petty dwarves, who shelter in secret caverns cut into the hill.

Forest of Brethil

The forest of Brethil is perhaps the smallest of the forests that makes up Doriath and is to the west of Region and Neldoreth. At the centre of the forest of Brethil is the great hill of Amon Obel.

Forest of Region

The forest of Region is in the south of Doriath and is the largest of the forests that makes up the kingdom. It is surrounded by the rivers of Esgalduin and Aros. In the north of Region, on the south bank of Esgalduin, is the capital city of Menegroth.

Menegroth

The city of Menegroth is perhaps the most magnificent of the cities of Beleriand. The halls of Menegroth were carved into the rock of the cliffs of the south bank of the river Esgalduin with the aid of dwarves from Belegost. The city can only be entered over a single stone bridge over the river, and it is the secret palace of Thingol and Melian the Maia, the king and queen of Doriath. The sindar love the forest, so the halls of Menegroth are carved with images of trees and animals, and are filled with fountains and lamps of crystal, Although Beleriand is filled with the conflict of the War of the Jewels, Menegroth prospers because it is well protected by the spells and enchantments of Melian.

People of Doriath

Doriath is populated by sindar elves, sometimes known as grey elves. The sindar love forests and plants, and are thus adept woodsmen. The sindar are zealous protectors of the forest and are hard to see when they wish to remain hidden. They are also suspicious of interlopers, and are unlikely to trust anyone who is not an elf.

Adventurers

Adventurers from Doriath are at home in the wild, and favour primal classes, though by far the most prevalent class is ranger. It is rare for a sindar to leave Doriath, for they wish to have no part in the War of the Jewels, but those that do become adventurers wish to resist Morgoth to prevent him from overcoming the wards around Doriath.

East Beleriand

The region called East Beleriand consists of all of the lands east and south of Doriath. Much of East Beleriand is taken up by Ossiriand, the land of the seven rivers, and by the great forest of Taur-im-Duinath, and in the Ered Luin mountains in the east are the dwarven fortresses of Belegost and Nogrod.

East Beleriand Regional Benefit

Select one of the following background benefits:

  • Choose one of the following skills: Dungeoneering or nature. Gain a +2 bonus to checks made with that skill.
  • Choose one of the following skills: Dungeoneering or nature. Add it to your class's skill list before you choose your trained skills.
  • Choose one of the following languages: Sindarin. You can read, speak and write that language fluently.
  • You can reroll any dungeoneering check, but you must keep the second check, even if it is worse.
    If you hail from Ossiriand, you instead add the higher of your Charisma score or your Constitution score to your starting hit points (instead of automatically adding your Constitution score). Your number of healing surges is still based on your Constitution score.

Common Knowledge

East Beleriand is dominated by the two dwarven cities of Belegost and Nogrod in the mountains of Ered Luin at the most eastern part of Beleriand. Six rivers flow out of Ered Luin into the River Gelion. The land through which they flow is called Ossiriand, and it is home to the Laiquendi green elves and is also known as Lindon, the “Land of Song”, because the Laiquendi are best known for their songs. To the south is the largest forest of Beleriand, Taur-im–Duinath, which is home to a small number of wandering elves.

East Beleriand Lore

A character knows the following information with a successful skill check:

History DC 20: The dwarf kingdoms of Belegost and Nogrod were built in the Second Age of Starlight, and the dwarves of both kingdoms were master craftsmen. The dwarves of Belegost aided king Thingol of Doriath in the construction of the halls of Menegroth. The dwarves of Belegost alone can withstand dragon fire, because they are used to the fires of industry and wear masked helms that protect them from fire.

Settlements and Features

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Andram

Andram, or “long wall”, is a great escarpment wall that runs from Nargothrond in West Beleriand to Ramdal, the “wall’s end”. There are only two breaches in the wall, both of which are in West Beleriand.

Belegost

Belegost—“mighty fortress”—is a dwarven city that is one of two dwarf kingdoms in East Beleriand. In Khuzdûl it is called Gabilgathol or Mickleburg. Belegost is the older of the two kingdoms, and thus were the first to forge chain mail. The dwarves of Belegost trade extensively with the elves.

Nogrod

Nogrod—“dwarf-dwelling”—is the second of the two dwarf kingdoms of East Beleriand. Nogrod also has prosperous trade with the elves, and the dwarves of Nogrod are renowned for the weapons that they craft.

Ossiriand

Ossiriand is called the “land of seven rivers” because the River Gelion and its six tributaries (Ascar, Thalos, Legolin, Brilthor, Duilwen and Adurant) flow through the land. Ossiriand is populated by the green elves who are famous for their singing, thus it is also called Lindon, or the “land of song”.

People of East Beleriand

East Beleriand is largely populated by dwarves and elves. The dwarves of Belegost and Nogrod are primarily artisans and craftsmen, and the trade of the two kingdoms is largely dominated by weapons and armour. The elves of East Beleriand are primarily musicians and are at home in the wilds.

Adventurers

The dwarves of Belegost and Nogrod frequently travel to Doriath; so many dwarves begin their adventuring career as guards for trade caravans. The elves of Ossiriand are most frequently bards or rangers, and though they have little to do with the War of the Jewels, it is not unknown for individual elves to take up the fight against Morgoth in defence of their homeland.

North Beleriand

North Beleriand is dominated by mountains, but within the mountains is the Noldor elf city of Gondolin, the Valley Nan Dungortheb (the “valley of dreadful death”) and Hithlum (the “land of mist”).

North Beleriand Regional Benefit

Select one of the following background benefits:

  • Choose one of the following skills: Athletics or Endurance. Gain a +2 bonus to checks made with that skill.
  • Choose one of the following skills: Athletics or Endurance. Add it to your class's skill list before you choose your trained skills.
  • Choose one of the following languages: Quendi. You can read, speak and write that language fluently.
  • You can reroll any Athletics check, but you must keep the second check, even if it is worse.

Common Knowledge

The largest settlement in North Beleriand is Gondolin, a hidden Noldor elf city. The exact location of Gondolin is only known by the inhabitants of the city, though it is not unknown for travellers to stumble across the city. To the far north is the desert of Anfauglith, where Morgoth’s fortress of Angband was built.

North Beleriand Lore

A character knows the following information with a successful skill check:

History DC 20: After the destruction of the two Lamps, Morgoth built a secondary fortress in the North of Beleriand called Angband. Angband was smaller than his first fortress of Utumno. After Morgoth’s fall at the hands of the Valar at the end of the First Age of Stars, Sauron and many of Morgoth’s servants hid in the depths of Angband until Morgoth returned at the end of the Ages and strengthened Angband to replace the fallen fortress of Utumno.
History DC 25: At the start of the First Age of the Sun, the Noldor elves returned to Middle-Earth and in the fifty-second year, Prince Turgon of the Noldor discovered a hidden valley in the mountains in North Beleriand. There the Noldor built the city of Gondolin.

Settlements and Features

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Anfauglith

The desert Anfauglith (or the “gasping dust”) was once called Ard-Galen (the “green region”) until it was devastated by Morgoth. In the far north of Anfauglith is Angband.

Angband

Angband (or “iron prison”) is an underground fortress built by Morgoth after the fall of the Lamps. Angband’s tunnels are filled with orcs, trolls and fell spirits, and Morgoth’s lieutenant Sauron resides there.

Eithel Sirion

Meaning “Sirion’s well”, Eithel Sirion is the source of the River Sirion, and is also the site of Barad Eithel, the fortress of the Noldor elf king Fingolfin.

Gondolin

The city of Gondolin (or the “hidden rock”) is the greatest and fairest of the Noldor cities. The city was built by king Turgon on the grassy plain of Tumladen surrounded by the Encircling Mountains. The city has high, white walls, shining fountains and golden and silver images of the Two Trees.

Nan Dungortheb

Nan Dungortheb is also called the “valley of dreadful death”, because it is infested by many Maia spiders, some descended from the dread spider Ungoliant.

Tol Sirion

Tol Sirion is an island in the river Sirion, and was once the site of the Noldor tower Minas Tirith (“tower of the watch”) until Sauron captured the tower. Now the island is often called Tol-in-Gaurhoth, the “isle of werewolves”, because it is inhabited by Sauron’s werewolves.

Vinyamar

Vinyamar is the first home of the Noldor while Gondolin was being built. The halls of Vinyamar were abandoned after the city was completed.

People of North Beleriand

Most of North Beleriand’s inhabitants are Noldor elves from Gondolin who fight a constant war against Melkor. Most Noldor elves are capable warriors or spell-casters, and many are adept in the forging of weaponry.

Adventurers

Most adventurers from North Beleriand are from Gondolin and adventure in order to fight against Morgoth. Many Noldor adventurers are fighters, rangers and warlords, while others prefer arcane power to martial.

West Beleriand

West Beleriand is home to the realm of Nargothrond, the Noldor kingdom ruled by king Finrod. West Beleriand is the only part of Beleriand that borders with the sea.

West Beleriand Regional Benefit

Select one of the following background benefits:

  • Choose one of the following skills: Athletics or Nature. Gain a +2 bonus to checks made with that skill.
  • Choose one of the following skills: Athletics or Nature. Add it to your class's skill list before you choose your trained skills.
  • Choose one of the following languages: Quendi. You can read, speak and write that language fluently.
  • You can reroll any skill check pertaining to movement, navigation, ship handling, or avoiding hazards aboard a ship, but you must keep the second check, even if it is worse.

Common Knowledge

The great underground fortress of Nargothrond is situated in West Beleriand, in the caverns of the south bank of the River Narog. The Noldor king Finrod rules the realm of Nargothrond.

West Beleriand Lore

A character knows the following information with a successful skill check:

History DC 20: Nargothrond was founded by king Finrod and was modelled on the city of Doriath. However, in the fifth century of the First Age of the Sun, the armies of Nargothrond began to march openly from the city, and Nargothrond was discovered in the year 496. An army led by the dragon Glaurung attacked the city and slaughtered the people of Nargothrond.
History DC 25: The Isle of Balar was originally a part of the island of Tol Eressëa, which was used to carry the elves of the Great Journey to the Undying Lands. Tol Eressëa ran adrift in the Bay of Balar, and a part of the island was left behind and became known as the Isle of Balar.

Settlements and Features

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Andram

Andram, or “long wall”, is a great escarpment wall that runs from Nargothrond in West Beleriand to Ramdal, the “wall’s end”. There are only two breaches in the wall; at the falls of Sirion and the gorge of the river Narog, where Nargothrond is built.

Barad Nimras

Also known as the “white horn tower”, Barad Nimras was built by king Finrod to watch against invasion from the sea.

Isle of Balar

The Isle of Balar is located in the bay of Balar, in the south of West Beleriand. The isle is famous for its wealth of pearls that wash up on the shore.

Nargothrond

Inspired by the Thousand Caves of Menegroth, Nargothrond is an underground fortress carved into the gorge of the river Narog. The fortress was built by king Finrod with the aid of dwarves from Ered Luin. Nargothrond is the largest of the Noldorin kingdoms.

People of North Beleriand

Most of the people of West Beleriand are Noldor elves of Nargothrond, ruled by king Finrod. Like the elves of Gondolin, the elves of Nargothrond fight in the War of the Jewels against Morgoth. As a result of this, many of the elves are trained warriors and scouts.

Adventurers

Most adventurers from West Beleriand are fighters or rangers that began their careers as part of the armies of Nargothrond. Others learn the arcane arts to act as mage-warriors. Many of these adventurers eventually become captains and leaders of the armies of Nargothrond, leading elves in confrontations with the orcs of Angband.

Númenor

Númenor is a star-shaped island in the sea to the west of Middle Earth. Númenor is inhabited by men called Númenoreans; they are seafarers and mariners.

Númenor Regional Benefit

Select one of the following background benefits:

  • Choose one of the following skills: Athletics or Nature. Gain a +2 bonus to checks made with that skill.
  • Choose one of the following skills: Athletics or Nature. Add it to your class's skill list before you choose your trained skills.
  • Choose one of the following languages: Adûnaic. You can read, speak and write that language fluently.
  • You can reroll any skill check pertaining to movement, navigation, ship handling, or avoiding hazards aboard a ship, but you must keep the second check, even if it is worse.

Common Knowledge

Númenor is the mightiest kingdom of humans in Eä, built upon a star-shaped isle in the sea to the west of Middle Earth. The people of Númenor are primarily mariners.

Númenor Lore

A character knows the following information with a successful skill check:

History DC 20: The Númenoreans are descended from the Edain, who once allied themselves with the elves in the War of the Jewels against Melkor. The Valar rewarded the Edain by raising a great island in the Western Sea of Middle Earth, and in the year 32 of the Second Age of the Sun, the kingdom of Númenor was founded.

Settlements and Features

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Andúniuë

The Destruction of Númenor

Númenor was created at the start of the Second Age of the Sun by the Valar. However, towards the end of the Second Age, Sauron was captured by the Númenoreans and he used his guile to tempt most of them into invading the Undying Lands. Before their ships reached the shores of the Undying Lands, Númenor sank beneath the sea and the Undying Lands were removed from the surface of the world. Because of this, this section assumes that it is the Second Age of the Sun rather than the Third Age, though a half-elf character that in a Third Age campaign could still hail from Númenor.

Andúniuë (or “Sunset”) is a haven town in the bay of Andúniuë. It is in this haven that the elven ships from the Undying Lands dock when the elves visit Númenor.

Andustar

Andustar is the western “point” of the island of Númenor. It is a region of vastly varying terrain; from rocky north and north-western coastlines to the fertile southern woodlands of Eldalondë and Nísimaldar.

Armenelos

Armenelos, the “royal stones”, is the capital city of Númenor where the king resides. The tower and citadel of the city was built by the half-elf Elros, who became the first king of the Dúnedain.

Forostar

Forostar is the northern “point” of the island of Númenor. Forostar is dominated by rocky terrain, though there are a few heather-covered moors and wooded slopes. The North Cape at the tip is occupied by many great eagles.

Hyarnustar

Hyarnustar is the south-western “point” of the island of Númenor. It is a diverse region, much like Andustar, with west- and south-facing cliffs, and eastern fertile lands, much of which are used as vineyards.

Hyarrostar

Hyarrostar is the south-eastern “point” of the island of Númenor. Hyarrostar is densely forested, and the trees are used to build Númenor’s ships. Among the trees of Hyarrostar are the yellow-flowered laurinquë, trees that are descended from Laurelin—the younger of the Two Trees of Valinor.

Mittalmar

Mittalmar is the central region of the island of Númenor. It largely consists of pastures, but in the centre stands the mountain Meneltarma, which is dedicated to the worship of Ilúvatar.

Noirinan

Noirinan is the “Valley of Tombs”. It is situated at the base of the mountain Meneltarma, and it is where the tombs of the kings and queens of Númenor are built.

Orrostar

Orrostar is the eastern “point” of the island of Númenor. Orrostar is cooler than the rest of Númenor, mainly due to the prevailing North-easterly winds, however a northern range of hills protects Orrostar from the worst of the prevailing wind, allowing for quantities of grain to be grown inland.

People of Númenor

The Númenoreans are expert mariners, and they have been given the gift of long life and great powers of mind by the Valar. But the Númenoreans are proud and ambitious, and their extended lifespan has led them to fear death such that many of them actively seek immortality.

Adventurers

When Sauron declared war on the elves, the Númenoreans responded by declaring war on Sauron. Thus many Númenorean adventurers are soldiers who fight against Sauron’s minions. Among the people of Númenor, the study of magic is more common than in other men, due in part to the stronger minds granted to them by the Valar. Many of the Númenoreans are clerics and paladins, because Númenorean culture places great value on worship of the Valar.

Undying Lands

The Undying Lands (also called “Aman”) were once to the west of Middle Earth and Númenor, but they have moved beyond the surface of the world and can only be reached by elven ships via the Lost Road.

Undying Lands Regional Benefit

Select one of the following background benefits:

  • Choose one of the following skills: Arcana or Religion. Gain a +2 bonus to checks made with that skill.
  • Choose one of the following skills: Arcana or Religion. Add it to your class's skill list before you choose your trained skills.
  • Choose one of the following languages: Quenya. You can read, speak and write that language fluently.
  • You can reroll any arcana check, but you must keep the second check, even if it is worse.

Common Knowledge

Aman is where the Valar reside. Aman is Quenya for “Blessed”, and it is indeed the holy land of Eä. The Undying Lands are beyond the confines of the world.

Undying Lands Lore

A character knows the following information with a successful skill check:

History DC 25: The Undying Lands were once part of the world, until the Númenoreans attempted to invade at the end of the Second Age, Ilúvatar responded to the attack by sinking Númenor and removing Aman from the surface of the world into the Void. Now, the only way to reach The Undying Lands is via the Lost Road, a journey that only elven ships can make.

Settlements and Features

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Alqualondë

Alqualondë, or “swan haven” is the city-port of the Teleri elves. The Teleri are also known as “sea-elves”, because they love the sea more than any other elven kindred. The ships of Alqualondë are built to have the appearance of swans, while the port can only be entered by ships through a stone arch.

Eldamar

Eldamar is the land of the Eldar—high-elves—in The Undying Lands. Here the Vanyar, Noldor and Teleri of the Great Journey reside.

Gardens of Lórien

Lórien, or “Dreamland”, is where the Vala Irmo dwells. The gardens are vast and extraordinarily beautiful, and so invoke a feeling of restfulness in those that visit.

Halls of Mandos

The Halls of Mandos is the resting place of the dead, and is kept by the Vala Námo. The spirits of slain elves rest here in the Halls of Awaiting, until the world’s end.

Pelóri Mountains

The Pelori are the greatest mountains of Eä, raised by the Valar to defend The Undying Lands against the armies of Melkor.

Taniquetil

Taniquetil—“High White Peak—is the tallest mountain in Eä, and on its peak is Ilmarin, the halls of the king and queen of Aman, Manwë and Varda. The Vanyar elves live on the summit of Taniquetil.

People of the Undying Lands

The Undying Lands are peopled by three distinct groups; the Valar, the Maiar and the Eldar elves, or the “elves of the light”. The Valar and Maiar are spirits from before the creation of Eä, and are described in Chapter 5. The elves of Aman are the fairest and the wisest of elves, having seen the light of the Trees and learned from the Valar.

Adventurers

After Melkor destroyed the Trees, the Noldor elves pursued him to Middle Earth and fought against him—most elf adventurers from Aman were part of this Noldorin exodus. The Valar have also sent Maiar over to Middle Earth to help shape the events of the Third Age of the Sun.



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