Middle Earth Campaign Setting (4e Campaign Setting)/Character Races

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Character Races[edit]

The race of your player character defines much of who that character is, both in terms of game rules and in terms of your character’s identity. Each race tends towards certain traits and perspectives which will shape the way your character perceives and reacts to the world that the Dungeon Master presents.

This chapter presents the seven races that are available for player characters in the Middle Earth Campaign Setting; Dwarves, Elves, Half-Elves, Half-Orcs, Hobbits, Humans and Maiar. Only the seven races from this section are permitted in the Middle Earth Campaign Setting, as races from other sources do not fit into the campaign setting.

This chapter contains the following sections:

  • Dwarf: The dwarves are stout-hearted warriors and master craftsmen. The dwarves are the toughest of the free peoples.
  • Elf: The elves are the Firstborn of Ilúvatar that awoke in the world before it was lit by the Sun and Moon. The elves are deeply connected with nature and the Stars, and are unmatched with blade, bow and spell.
  • Half-Elf: The descendants of couplings between elf and human lovers, half-elves are children of two worlds, and must choose between them.
  • Half-Orc: Half-orcs are the product of the Wizard Saruman’s sorcery, a mix of the blood of orcs and men. Half-orcs are strong and excel in melee combat.
  • Hobbit: Hobbits are an off-shoot of humans that stand at half human height. Hobbits are stealthy and avoid the attention of other races, and while most love the quiet life, some hobbits possess an unparalleled wanderlust.
  • Human: Humans are both the most versatile and the most ambitious of all races, and can escape the Music of the Ainur, which is as fate to all else.
  • Maia: The Maiar are immortal spirits, created at the beginning, before the creation of the world.

Dwarf[edit]

Stout warriors; masters of steel and stone; lords of the mountain peaks

Racial Traits
Average Height: 4’ 3”—4’ 9”
Average Weight: 160—220 lb.
 
Ability Scores: +2 Constitution; +2 Strength or Wisdom
Size: Medium
Speed: 5 squares
Vision: Low-light
 
Languages: Common, Khuzdûl
Skill Bonuses: +2 Dungeoneering, +2 Endurance
Baruk Khazâd: You gain proficiency with the throwing axe and the battleaxe.
Heart of Stone: You gain a +1 racial bonus to your fortitude defense.
In addition, you gain a +5 racial bonus to saving throws against poison.
Dwarven Resilience: You can use your second wind as a minor action instead as of a standard action.
Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
Stubborn: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to.
In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.

Crafted by Aulë in the dark years of Melkor’s shadow, the dwarves are tough as the stone in which they delve their homes. The dwarves value gold and jewels greatly, and honor friendships and clan ties even above wealth.

Play a dwarf if you want…

  • to be tough, gruff and as strong as stone.
  • to bring glory to your ancestors or vengeance to ancestral foes.
  • to be a member of a race that favors the cleric, fighter, paladin and warlord classes.

Physical Qualities[edit]

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Though dwarves are only about four and a half feet tall, they are broad and weigh as much as an adult human. Dwarves have the same range of complexions, eye and hair colors as humans, though they are rarely very pale and usually have ruddy skin tones. Male dwarves have long beards which they plat into elaborate patterns sometimes using gold beads, while females instead plat their hair, to show clan and ancestry.

Dwarves mature at about the same rate as humans do, but live for 150 years or more, and remain vigorous for all but the last years of their lives. Venerable dwarves have been known to life for more than 250 years.

Attitudes and Beliefs[edit]

The dwarves were created by Aulë the Smith against the will of Ilúvatar, making them sturdy and strong, and as indomitable as the stone in which they make their homes. The dwarves worship Aulë, their maker, whom they call Mahal, and they believe that he calls them to halls set apart in Mandos after death.

The dwarves believe in the importance of clan ties and ancestry. The dwarves have a deep respect for their clan elders and believe in honoring their ancestors. Dwarves draw their inspiration from ancestral heroes and the names of the seven fathers of the dwarves are passed down from father to son.

Dwarves are masters of the crafts of Aulë, the arts of forging metal and carving stone. The dwarves carve their halls deep into the earth, delving for metal and precious gems that they use in their crafts. Dwarves have a fierce and jealous love of gold and jewels, and dislike parting with treasure.

However, as much as they value gold, dwarves value loyalty above all. A dwarf will not cheat on an agreement, for they consider it the height of dishonor. A dwarf will stand and fight to the death alongside a trusted ally rather than flee—It is a mark of deep respect to stand beside an ally in such circumstances, and a sign of deepest loyalty to shield an ally from attack. Dwarven legends honor heroes who gave their lives to save their clans or friends.

As fast as the dwarves are in friendship, they are equally fast in enmity. Dwarves do not forget their enemies, and harbor a fierce hatred of orcs and the creatures of the dark powers that have invaded and destroyed many dwarven halls. Dwarves do not typically get on well with elves, though they do not hate them.

Dwarf Communities[edit]

Dwarves build huge mountain fortresses with great halls carved into the bedrock of the mountains which the dwarves embody. Examples of these fortresses include the abandoned Khazad Dûm (or Dwarrowdelf) and Erebor.

Many dwarf fortresses are entirely underground and can only be entered through the great front gate, though sometimes two main entryways (such as the East and West gates of Khazad Dûm) may be present. Other fortresses may possess secret entryways that can also function as escape routes. The centres of the cities of the dwarves are great halls of beautifully carved stone, delved into the mountain, though not usually far below the surface. The halls are held up with mighty pillars and decorated with grand statues of dwarven ancestral heroes.

Deeper still into the earth are the mines in which the dwarves delve for precious metals, such as gold, silver and Mithril, and precious jewels which they use in their craftsmanship. Mines that are no longer of use are widened into halls to extend the city itself, though these deeper halls are often used as armories and treasuries, for the dwarves guard their riches jealously.

Dwarf Adventurers[edit]

Most dwarven adventurers are driven by one or more of three goals the acquisition of wealth, the recovery of lost relics or strongholds, and, of course, vengeance.

Cleric:' Dwarves are a devout people, worshipping Aulë under the name of Mahal, the Maker. The dwarves rely on their clerics for guidance and leadership, and the clan clerics are expected to lead by example, usually at the forefront of dwarven armies.

Fighter: Dwarf fighters are the most common of dwarven adventurers, for the dwarves have a long tradition of martial prowess and prefer to rely on steel rather than magic. Dwarf fighters are seen a guardians of the dwarf people, and are a vital part of each stronghold’s defense.

Paladin: No dwarf embodies the martial skill and piety of the dwarves better than a dwarf paladin. The strong religious traditions of the dwarves make dwarf paladins all but unbreakable, and thus they are always seen on the frontlines of conflicts involving the dwarves.

Warlord: Dwarven armies must, of course, be lead by dwarven generals. Dwarf warlords are master tacticians, and are perfectly capable of leading from any position in times of great need. Dwarf warlords are reasoning and logical, able to tell when retreat is necessary where other dwarves might see retreat as cowardice.

Roleplaying a Dwarf[edit]

When creating a dwarf character, here are a few points to consider.

The Past Lives With You: The dwarves honor their ancestors above all else. Tales of ancestral heroes fill the imaginations of young dwarves, and dwarven adventurers use their ancestral heroes as guides.

Scores Must Be Settled: The ancestral foes of the dwarves, such as orcs, trolls and dragons, are always a threat to the dwarven way of life. Dwarves harbor a special hatred and resentment towards the foes of their clan.

The Clan Above All Else: Dwarves have a duty to their clans and kin above their own wants and desires. A dwarf must always be ready to aid his people, and even if a dwarf’s clan has been destroyed, he still has a duty to bring vengeance to those responsible.

Dwarf Characteristics: Acquisitive, brave, hardworking, loyal, organized, stern, stubborn, tenacious, vengeful

Male Names: Balin, Dáin, Durin, Dwalin, Fundin, Gimli, Glóin, Kíli, Náin, Óin, Thorin Thráin, Thrór

Female Names: Artin, Bardryn, Diesa, Eldeth, Falkrunn, Gurdis, Helja, Kathra, Kristryd, Mardred, Riswynn, Vistra

Elf[edit]

Immortal heroes and fair maidens; paragons of freedom all

Racial Traits
Average Height: 5’ 0”—6’ 4”
Average Weight: 110—180 lb.
 
Ability Scores: +2 Dexterity; +2 Charisma or Wisdom
Size: Medium
Speed: 7 squares
Vision: Low-light
 
Languages: Common, Sindarin or Quendi
Skill Bonuses: +2 Perception, +2 Arcana or Nature
Elf Weapon Proficiency: You gain proficiency with the shortbow and either the longsword or longbow.
Elf Will: You gain a +1 racial bonus to your will defense.
In addition, you gain a +5 racial bonus to saving throws against charm effects.
Fey Origin: You are considered a fey creature for the purposes of effects that relate to creature origin. You treat feats eladrin racial feats as elf racial feats.
Forest Walk: You ignore difficult terrain that is the result of trees, underbrush, plants or natural growth.
Elf Skill: When you create your character, select either fey step or elven accuracy. You can use that power. This choice remains throughout your character’s life. prone.
Elven Accuracy
Elf Racial Power
Your eye for accuracy and your martial skill enables you to attack with deadly accuracy.
Encounter
Standard Action Personal
Effect: Reroll an attack roll. Use the second roll, even if it is lower.

Fey Step
Elf Racial Power
You dart nimbly past you foe, faster than the eye can follow.
Encounter
Move Action Personal
Effect: You shift your speed + 1.

The elves are the Firstborn of Ilúvatar, and have strong ties to the natural world and the magic of the Undying lands. The elves make their homes among nature, from enchanting forests to fair islands surrounded by the sea.

Play an elf if you want…

  • to be graceful and otherworldly.
  • to be at home in the natural world.
  • to be a member of a race that favors the bard, druid, sorcerer and ranger classes.

Physical Qualities[edit]

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Elves are of slender build, and are roughly the same height as humans. Elves are about as strong as humans are, though their strength does not show in their musculature. Elves have smooth, pale skin that rarely tans. Their hair, which they usually wear long, is sleek and straight, and usually black, dark brown, golden, autumnal red or rarely silver. Their ears are about the same size as a human's, but are pointed, like a leaf. Elves have bright blue or green eyes, with occasional variants such as dark brown or pale grey.

Elves take about a hundred years to grow to adulthood, but they do not age at all once they reach adulthood. Elves are immortal, and so do not die of age. They show none of the infirmities of old age, remaining quick and youthful for thousands, and even tens of thousands of years.

Attitudes and Beliefs[edit]

Elves are a people of deeply and sincerely felt emotions that can seem almost wild and flighty to other races. Elves are easily moved to delighted laughter, blinding anger or deep sorrow. Elves are impulsive, even reckless, and are often considered foolish or unreliable, but in times of genuine emergency, elves are the most fierce and reliable of allies.

All elves love and revere the natural world. They are intensely connected to nature, and this connection enables them to perceive much more than other races. Elves look to the stars and the sun for inspiration, both in times of peace and in times of war.

For all their love of nature, elves make deadly enemies. Elven warriors are among the greatest in the world, not least because elves have much more time in which to master the arts of war. When elves go to war they strike with more ferociously than any other race, for elves understand the true cost of defeat at the hands of the darkness.

The elves know more of the Ainur (the Valar and Maiar) than any other race. The elves do not worship the Valar as other races do, instead treating them respect. To an elf, the Valar are guides and allies, not Gods as the humans make them.

The elven attitude towards magic is the same as their attitude towards music or dance. To the elves, magic is simply another art, to be practiced as a form of expression. The elves do not tend to use the term “magic” themselves, preferring to use the word “art” to refer to their supernatural abilities.

Elf Communities[edit]

Elves make their homes in a variety of natural lands; from forests such as Lothlórien, coastal settlements such as the Grey Havens and cities such as Gondolin.

Forest settlements are often woven from living trees. Platforms, walkways and buildings are woven from still-living branches in the boughs of trees, sometimes built with ancient silver Mallorn trees with beautiful golden blossoms in the centre.

Though elven cities are rare, they are much more common than most realize. Elven cities are much smaller than human or dwarven ones, and are made of white stone and surrounded by gardens of great beauty that are lovingly tended.

Roleplaying an Elf[edit]

Many elf adventurers are motivated by a love of the natural world and are thus driven to protect it from the machinations of the enemy. Others are driven by a desire to see the world.

Bard: Elves are excellent musicians and their love of music drives elves to the path of the bard. Elven bards delight in songs of the elder days before the sun and also in music that reflects their love of nature.

Druid: The path of the druid reflects the nature empathy of the elves, enabling them to channel the powers of nature that they revere. Elven druids often hail from secluded forest regions.

Ranger: Elf rangers are the guardians of the natural world, from forests to rivers to seas. Elf rangers act as scouts for elven armies, and are masters of the hit-and-run fighting style of the elves, a key to the elves’ mastery of war.

Sorcerer: Although elves tend to prefer the musical spells of bards or the natural magic of druids, some elves channel some of the power of Ilúvatar’s flame imperishable that rests at the heart of the world. Elf sorcerers tend towards recklessness far more than other elves.

Roleplaying an Elf[edit]

When creating an elf character, here are a few points to consider.

Nature is Precious and Beautiful: All elves share a profound connection with nature and a love of the stars. The dark powers are set upon the destruction of all that is good and beautiful, and the elves feel duty bound to resist.

Songs and Tales: The elves pass down their history, and the history of the world, in songs and tales. Elves value the beauty of such songs and tales and memorize them reverentially.

Art, Not Science: Elven magic is not treated as a science, and it is a form of personal expression. Magic is to be treated with great respect because it is both intrinsic to nature and dangerous, but it is also as beautiful as the natural world.

Elf Characteristics: Free, intuitive, charismatic, emotional, graceful, perceptive, joyful, tempestuous, magical.

Male Names: Brégon, Daedhor, Esgalnír, Galadven, Gilion, Laerven, Lothdhor , Nordhor

Female Names: Baichel, Daechiril, Daeth, Dúriel, Mereniel, Merilní, Sigilet, Taní, Tathel

Half-Elf[edit]

Children of two worlds; ageless immortality and tragic mortality

Racial Traits
Average Height: 5’ 0”—6’ 4”
Average Weight: 110—180 lb.
 
Ability Scores: +2 Dexterity, +2 Charisma or Wisdom
Size: Medium
Speed: 6 squares
Vision: Low-Light
 
Languages: Common, Sindarin or Quendi
Skill Bonuses: +2 Perception, +2 Arcana or Nature
Bonus Feat: You gain a bonus racial feat at 1st level.
Bonus At-Will Power: You know one extra 1st level at-will attack power from your class.
Elf Will: You gain a +1 racial bonus to your Will defense.
Fey Origin: You are considered a fey creature for the purposes of effects that relate to creature origin.
Half-Blood: You can have feats that have eladrin, elf and human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements.

Half-elves are the legacy of elf and human bloodlines, first born from the union of the elf Lúthien and the human Beren. Half elves have a mix of the traits of both humans and elves, and as children of two worlds they must choose between the immortal life of an elf and the mortal life of a human. Most half-elves can trace their lineage back to the union of Beren and Lúthien, but other unions of elves and humans have occurred in the history of the world, though such couplings are rare.

Play a half-elf if you want…

  • to combine the abilities of elves and men.
  • to be a child of two contrary worlds, gifted with a tragic choice between immortality and mortality.
  • to be a member of a race that favors the bard, druid, sorcerer and ranger classes.

Physical Qualities[edit]

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Half-elves share most of the physical characteristics of their elven ancestors, save for that they tend to have a sturdier build. To humans, elves and half-elves are indistinguishable, however to elves, the similarities between humans and elves are all too obvious. Like elves, half-elven ears are tapered, like a leaf.

Half-elves mature at a much faster rate than elves, reaching adulthood in just over two decades. After reaching adulthood, half-elves cease to age, and suffer none of the infirmities of old age. Unlike elves, however, half-elves must choose between an immortal life among the elves and a mortal life among humans. Mortal half-elves can live for over three hundred years.

Attitudes and Beliefs[edit]

Half-elves share the deeply and sincerely felt emotions of the elves, as well as the elven intimate connection to nature. The human characteristics of half-elves are not so plain to see, however half-elves share the adaptability of humanity, and on occasion show human impatience.

Half-elves have a strong sense of wanderlust, inherited from both human ambition and elven reverence for nature. Half-elves love nothing more than exploring the wild, untamed landscapes of the world. Half-elves are inquisitive and can be slow to judge, being more accepting of moral ambiguities than other races.

Half-elves tend to favor their elven heritage, sharing the elven attitude towards magic, nature and the Valar. Half-elves are as adept in the arts as elves, their natural creativity from their human blood making up for any imperfections in their expression.

Half-Elf Communities[edit]

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Half-elves commonly live in one of two kinds of settlement. Most half-elves live within elven communities, particularly Rivendell, while others live within human cities.

Within elven communities, half-elves are embraced by the elven populace, however half-elves sometimes feel estranged from the people of their homes, for some elves feel pity towards half-elves for their mixed blood.

Within human communities, half-elves are well-liked, but are oft aloof, finding it difficult to socialize with humans, however, a half-elf’s natural charisma can easily make up for the physical differences between half-elves and humans.

Half-Elf Adventurers[edit]

Half-elves make natural adventurers, their mixture of human wanderlust and elf reverence for nature drawing them to the road. Half-elf adventurers are more diverse than elves, though they still tend towards similar adventuring professions to elves.

Roleplaying a Half-Elf[edit]

When creating a half-elf character, here are a few points to consider.

Children of Two Worlds: Half-elves are the legacy of two different peoples, and how a half-elf relates his or her heritage shapes his or her personality and outlook. Some half-elves prefer one world over the other, while others will find themselves equally and will struggle to make the choice that is forced upon them by their mixed bloodline.

Half-blood Adaptability: Half-elves share the adaptability of humanity as well as the unique perspectives of the elves. In many ways, this makes half-elves more versatile than humans, enabling them to overcome challenges that others could not.

Diversity is Strength: Half-elves understand the importance of diversity, and where other races might struggle to accept other races, half-elves embrace others despite cultural and moral differences. Half-elves make use of their allies’ strengths, though others might disregard them.

At Home in the Wilds: Half-elves share the elven intimate connection with the natural world, and consider nature precious. Half-elves love the arts, from songs to the magical arts.

Half-elf Characteristics: Accommodating, adaptable, free, intuitive, charismatic, emotional, graceful, open-minded, perceptive, joyful, tempestuous, magical.

Half-elf Names: Half-elves are typically named in the elven fashion, although some are given human names.

Half-Orc[edit]

Fierce warriors forged of blood mixed with sorcery

Racial Traits
Average Height: 5’ 9”—6’ 6”
Average Weight: 155—225 lb.
 
Ability Scores: +2 Strength, +2 Constitution or Dexterity
Size: Medium
Speed: 6 squares
Vision: Low-Light
 
Languages: Common, Black Speech
Skill Bonuses: +2 Endurance, +2 Intimidate
Half-Orc Resilience: You gain a +1 racial bonus to your fortitude defense.
In addition, the first time you are bloodied during an encounter, you gain 5 temporary hit points. The temporary hit points increase to 10 at 11th level and 15 at 21st level.
Furious Charge: You gain a +2 bonus to speed when charging.
Furious Assault: You have the furious assault power.
Furious Assault
Half-Orc Racial Power
Your monstrous wrath burns inside you, giving strength to your attack.
Encounter
Free Action Personal
Trigger: You hit an enemy with an attack.
Effect: The triggering attack deals 1[W] extra damage if it is a weapon attack or 1d8 extra damage if it is not a weapon attack.

In the Third Age of the Sun, Saruman the White mixed orcish blood with the blood of men using fell sorcery. The majority of half-orcs are members of the Dunlending tribes from which their human blood is drawn, and serve the wizard Saruman’s ends. Rarely, a half-orc will become disillusioned from their tribe.

Play a half-orc if you want…

  • to be big, strong and fast.
  • to play a hero in search of redemption, or one who struggles to rise above the wickedness of his or her people.
  • to be a member of a race that favors the barbarian, fighter, ranger and warden classes.

Physical Qualities[edit]

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Half-orcs largely favor their human lineage in appearance, though they have the coal-black skin of their orcish heritage, though some half-orcs instead have grayish skin. Half-orcs have the crimson lynx-eyes of their orcish ancestors, and jagged fangs that are smaller than the fangs of orcs. Half-orc hair is usually black, though other colors exist, and grays quickly with age. Half-orcs favor the tribal furs of their Dunlending tribes.

Half-orcs don’t live as long as humans do. Half-orcs mature faster than humans, reaching adulthood in roughly fifteen years, and rarely live past 60 years of age.

Attitudes and Beliefs[edit]

Half-orcs believe in the importance of physical strength and aggression, and consider physical might to be the most important quality in an individual. Half-orcs are usually slow to acknowledge the value of other, more subtle qualities in an individual. Though their natural aggression can be tempered by their human heritage, half-orcs are quick to show their strength when challenged so that the challenger knows never to do so again.

Half-orcs prefer to confront their problems head-on. They have little patience for the manners and etiquette of other races, and few have any understanding or caring for politics and diplomacy. When threatened, a half orc will react instinctively and aggressively, only considering the nature of the threat afterwards.

Many half-orcs have little patience for the worship of the Ainur practiced by other races such as dwarves and humans. Those that practice Valar-worship favor Morgoth, though good-aligned half-orcs favor Tulkas and Oromë, as they embody the half-orcs’ reverence of strength and hunting.

Half-Orc Communities[edit]

For nearly three hundred years during the Third Age of the Sun, the tribes of Dunland remembered a grudge against the Rohirrim, and so they made a pact with the wizard Saruman, who had brought vast numbers of the Uruk-Hai into Isengard. Saruman used fell sorcery to mix the orcish blood of the Uruk-Hai with the blood of the Dunlendings, and thus the race of half-orcs was born among the tribes of Dunland.

The vast majority of half-orcs live among the tribes of Dunland from whence their human blood is drawn. The Dunlendings are fierce and barbaric warriors, and the greatest of the Dunlending warriors are half-orcs.

Within Dunlending tribes, individuals must earn the respect of the tribe through demonstrations of strength and courage, The Uruk-Hai blood in the half-orcs lends them great strength; thus many half-orcs gain high standing through the application brute strength and cruelty.

Half-Orc Adventurers[edit]

Half-orc adventurers are usually those disillusioned from their tribes; either cast out for showing weakness or visionaries able to see the evil and cruelty of Saruman. Half-orc adventurers often try to prove their worth to common folk, or alternatively they might try to earn the wealth as a faster route to attain that respect. As adventurers, half-orcs prefer classes that make use of their strength, endurance and savagery.

Barbarian: Both the tribal heritage and orcish savagery are apparent in half-orc barbarians. The savage temperament of half-orcs makes them highly proficient barbarians, while their human blood gives them the adaptability that is often lacking in full-blood orcs, and can temper their rage so that they are not overcome by their primal urges.

Fighter: The majority of half-orcs are fighters, preferring martial ferocity to the savage evocations of a barbarian. Half-orc fighters typically favor aggressive tactics to defensive fighting, and typically use two handed weapons such as mauls, greatswords or greataxes. Half-orc fighters typically lack finesse, but their innate ferocity more than makes up for what they lack in elegance.

Ranger: The exceptional strength and endurance of the half-orcs makes them adept at the ranger style of combat. Half-orc rangers favor melee combat, typically using paired battleaxes, broadswords or flails. Some half-orcs are exceptional trackers, having learned the art from their Dunlending tribes.

Warden: Although few half-orcs are capable of wielding the primal power of the Maiar, those that are make more than capable wardens, given their above average strength and endurance and ferocious temperament, although primal half-orcs tend towards barbarian as a class over warden.

Roleplaying a Half-Orc[edit]

When creating a half-orc character, here are a few points to consider.

The Shadow of Sorcery: Not only were the orcs created by Melkor’s dark power, but the blood of the orcs was mixed with the blood of humanity with the dark sorcery of Saruman. The shadow of the dark powers hangs over the half-orcs and their fates.

Orcish Appearance: Half-orcs are unable to escape from the orc blood that runs in their veins. The few half-orcs that try to escape their heritage are shunned by most people. Some such half-orcs instead try to embrace their half-orcs, relying on their savage exterior and brute strength.

No Slight Goes Unpunished: The tribal heritage of the half-orcs is obvious in their dealing with slights. Half-ors react to threats and challenges directly and aggressively. And they tend to struggle to control their tempers. Half-orcs believe that showing weakness or allowing a slight to go unpunished is to invite others to take advantage.

Half-orc Characteristics: Brash, ferocious, impulsive, short-tempered, tough, uninhibited.

Half-orc Names: Half-orcs are usually given orc names, though some are given human names.

Orc Names: Azog, Boldog, Bolg, Golfimbul, Gorbag, Gorgol, Grishnákh, Lug, Mauhúr, Uglúk

Hobbit[edit]

Half-grown hobbits; the hole dwellers

Racial Traits
Average Height: 2’ 8”—4’ 2”
Average Weight: 65—85 lb.
 
Ability Scores: +2 Dexterity, +2 Intelligence, Wisdom or Charisma
Size: Small
Speed: 5 squares
Vision: Normal
 
Languages: Common, choice of one other
Skill Bonuses: +2 Stealth, +2 Thievery
Bold: You gain a +5 racial bonus to saving throws against fear effects.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
Nimble Reaction: You gain a +1 racial bonus to your Reflex defense.
In addition, you gain a +2 bonus to AC against opportunity attacks.
Second Chance: You can use second chance as an encounter power.
Second Chance
Hobbit Racial Power
Luck and small size combine to work in your favor as you dodge your enemy's attack.
Encounter
Immediate Interrupt Personal
Trigger: You are hit by an attack.
Effect: Force the attacker to roll the attack again. The attacker uses the second roll, even if it's lower.

Hobbits are a small race that is related to humans. Hobbits are a cheerful people who love comfort; however some individuals are drawn to the road.

Play a hobbit if you want…

  • to be a small hero in a wide world.
  • to be likable, warm and friendly.
  • to be a member of a race that favors the druid, ranger, rogue and seeker classes.

Physical Qualities[edit]

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Halflings are an offshoot of humans, standing at roughly half human height and resembling small humans with adult proportions. They have long, clever fingers, curly hair and slightly oversized, hair feet. Hobbits do usually wear shoes because their feet grow natural, leathery soles. Halflings tend to dress in earthy colors, chiefly in green and yellow.

There are three strains of hobbits. The most numerous hobbits are harfoots; they are the smallest of halflings, with nut-brown skin and hair. Fallohides are the least numerous of the hobbits, and are paler, taller, thinner and thought to be more adventurous than other hobbits. The final of the hobbit strains are the stoors, who are bulkier than other hobbits and the males are capable of growing beards. Stoors enjoy the arts of boating, fishing and swimming.

Hobbits reach full maturity at around 30, and are said to come of age at around 33. Hobbits can live for around 100 years, and the most long lived hobbits can last for almost 130 years.

Attitudes and Beliefs[edit]

Hobbits are an affable, warm and cheerful people who prefer to avoid the attention of humans, who they call the “big people”. They are practical and down to earth, primarily concerning themselves with simple concerns and pleasures, chief among which are meals, which they have seven of in a day if they can manage it. Halflings care little for material wealth or power, instead preferring quiet lives.

The Tooks are a rarity among hobbits; they are adventurous, possessing a wanderlust that draws them to the road. Other hobbits tend to consider the Tooks as somewhat of an oddity, though some “Tookishness” may grow in other hobbits. Hobbit adventurers pursue the adventuring life for reasons of community, friendship, wanderlust or curiosity, and are brave and faithful companions who rely more on subtle, stealthier strategies than raw power in battle. As adventurers, halflings are both friendly and resourceful, capable of thinking of solutions and compromises that others miss; this makes them excellent diplomats.

Hobbits are extremely curious, almost child-like, and cannot resist exploring to see what is concealed. This curiosity can seem to make them almost fearless, even reckless or foolish. Hobbits are fond of tales and legends, even stories of great adventures. And their culture is rich in oral tradition, and their folklore contains a surprising amount of information about history and other races, even if that information is vague and surrounded by inaccuracies.

Hobbit Communities[edit]

Hobbits live in stable, rural settlements in the Shire, in Eriador, although they used to live alongside men, and some still do in towns such as Bree. Hobbit settlements are often agricultural. Hobbits rarely build houses, and do not build multiple storied buildings. Instead, hobbits burrow holes in hills, and furnish them beautifully, taking great care in the decoration of their homes.

Hobbit Adventurers[edit]

Although hobbit adventurers are rarities by the standards of the other races, some possess a curiosity and wanderlust that makes them natural adventurers. Hobbits are typically motivated by this curiosity to seek the road, though some do so to protect their homes or friends. Hobbits that do end up on the road tend to spend a not inconsiderable amount of time wishing for their comfortable homes, but they can always be counted on to be loyal to their allies and even remarkably resourceful—as the wizard Gandalf once said; “Hobbits really are amazing creatures. You can learn all about their ways in a month and after a hundred years, they can still surprise you.”

Druid: Magic is rare among hobbits, so most hobbit adventurers are trained in martial classes, however some hobbits are capable of channeling the primal magic of druids. Hobbit druids vary greatly in their use of tactics employed, though they tend towards a slightly more supportive role.

Ranger: Rangers are common among hobbits, and the Shire even maintains a small force of rangers that act as protectors and law enforcers called Shirriffs, while other hobbit rangers fight alongside the Dúnedain rangers of Eriador. Hobbit rangers tend to favor the use of the shortbow, preferring stealth and ranged combat to melee.

Rogue: Hobbit rogues are also common among hobbit adventurers. Although hobbits are not greedy and do not steal, they are well suited to the class due to their expertise at hiding and moving quietly. Most hobbit melee fighters are rogues, preferring stealth-based melee to toe-to-toe combat.

Seeker: Some hobbits that roam the wilds of Eriador with the Dúnedain rangers learn to wield the power of nature through their bows. Hobbits make exceptional seekers, though hobbits tend to favor the ranger style over the more aggressive power of a seeker.

Roleplaying a Hobbit[edit]

When creating a hobbit character, here are a few points to consider.

Hobbits are Good-Natured: Hobbits tend to be very polite and cheerful and diplomatic, though they can be disheartened by uncomfortable conditions.

Curiosity and Wanderlust: Hobbits are perhaps the most curious of peoples. A hobbit might open a door without thinking to see what is behind it or pick up some unknown object out of curiosity. A hobbit’s sense will often be tempered by curiosity, making them somewhat foolish. It is rarely greed that motivates a hobbit; rather they are simply drawn in by curiosity.

Hobbit Characteristics: Brave, comfort-loving, curious, determined, down-to-earth, friendly, good-natured, lucky, nimble, optimistic, practical, resourceful, warm

Male Names: Falco, Fredegar, Hamson, Isembard, Madoc, Milo, Rorimac, Rufus, Saradoc

Female Names: Belladonna, Celandine, Estella, Lidda, Lily, Marigold, Rosa, Salvia

Human[edit]

Man the mortal; free from the bonds of fate

Racial Traits
Average Height: 5' 6" - 6' 2"
Average Weight: 135 - 220 lb.
 
Ability Scores: +2 to one ability score of your choice.
Size: Medium
Speed: 6 squares
Vision: Normal
 
Languages: Common, choice of one other
Skill Bonuses: +2 to any two of your choice
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat's prerequisites.
Bonus Skill: You gain training in one additional skill from your class skill list.
Dilettante: At 1st level, you choose a 1st level at-will attack power from any class of your choice. You gain that power as an encounter power if it is from another class, or as an at-will power if it is from your own class.
Human Defense Bonuses: You gain a +1 racial bonus to fortitude, reflex and will defenses.

Humans are the most adaptable and diverse of the civilized races. Human settlements can be found in almost all types of terrain. Human morals, cultures and interests vary greatly.

Humans are the followers, the second-born children of Ilúvatar. While the elves were given the gift of immortality, humans were given a strange gift. Though they have only limited life-spans, human hearts seek beyond the world and find no rest within it, and they have the ability to shape their lives beyond the Music of the Ainur, which is fate to all others.

Play a human if you want…

  • to be a decisive, resourceful hero with enough determination to face any challenge.
  • to have the most versatility and flexibility of any race.
  • to be able to excel at any class you choose.

Physical Qualities[edit]

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Humans have a wide variety of heights, weights, shapes and colors. Human skin varies greatly with the environment from which they hail; humans from the north can be as pale as snow, while humans from the south have black or dark brown skin, and humans can cover the range of tans and browns in between. Their hair can be black or cover a range of browns, blondes and reds. Human eyes are most commonly blue, brown or hazel, though grey and green eyes are also possible, if rarer.

Human clothing varies greatly and tends to fit the environment and culture in which they live. Men of Eriador, for example, wear simple earthy colors, while the nobles of Númenor dress more ostentatiously.

Human life spans can be up to about 90 years or more, and in affluent areas human life spans average at about 75 years. Some human groups, such as the Dúnedain, have life spans thrice that of other humans, likely due to the presence of a small amount elven blood in their heritage.

Attitudes and Beliefs[edit]

Humans can be decisive and even rash. They have a tendency to hurl themselves into danger, preferring to deal with the consequences as they arise. This has given them a reputation for being impatient and reckless among other races, particularly the elves.

Humans are the most numerous of races, and they are always looking to expand their influence and territory. Humans chase the power they desire to change the world for good or ill, however they have a tendency towards greed for power or wealth that makes them easier to corrupt than members of the other races.

Humans tend to be a pious race, despite their limited understanding of the Valar. Many humans worship the Valar, calling the “Gods”, though they have no tendency to favor the worship of one Vala over another.

Humans are a scattered and divided people. The fall of Arnor and Númenor destroyed all semblance of order for humans living to the west of the Misty Mountains, while Gondor’s weakening influence forces humans East of the Misty Mountains to be much more self-sufficient. Tensions and misunderstandings between human cultures often cause skirmishes and even open warfare between humans.

Human Communities[edit]

Human settlements vary greatly in size and culture, from the small villages of Eriador such as Bree to the great city of Minas Tirith in Gondor. Human settlements near the edge of the wilds tend to be small, while countries such as Gondor have both small villages and hamlets and great cities.

Human settlements are much more likely to harbor members of the other races than the settlements of other races. In towns such as Bree, hobbits live among the “big people” in smaller cottages, while Dol Amroth acts as a port for the elves of Lothlórien and has a small population of resident elves and half-elves.

Attitudes and Beliefs[edit]

Human settlements vary greatly in size and culture, from the small villages of Eriador such as Bree to the great city of Minas Tirith in Gondor. Human settlements near the edge of the wilds tend to be small, while countries such as Gondor have both small villages and hamlets and great cities.

Human settlements are much more likely to harbor members of the other races than the settlements of other races. In towns such as Bree, hobbits live among the “big people” in smaller cottages, while Dol Amroth acts as a port for the elves of Lothlórien and has a small population of resident elves and half-elves.

Human Adventurers[edit]

The self-reliance and bravery of humans inclines them to favor martial classes such as fighter, ranger or warlord, and they prefer to find hidden reserves of strength within themselves rather than trust to magic. Indeed, the practice of magic is rare among humans, and there is very little magic in them. However, some may seek out the powers of magic, perhaps learning the secret words of magic from the elves. Many human arcanists or primal characters have some elven heritage in their bloodline while others have the knack for magic.

Humans are a particularly pious race, although the practice of drawing magic from the Valar is rare among them, if not unheard of. Human clerics and paladins favor a variety of Valar, sometimes even worshipping several. The worship of Ulmo among coastal settlements is rather common, while Oromë is favored by the Rohirrim.

Roleplaying a Human[edit]

When creating a human character, here are a few points to consider.

Human Motivation: Humans are driven to adventuring by a wide variety of motivations. Many human adventurers are motivated by the desire for wealth or glory, seeking vast treasure hoards hidden in dungeons or the power gained from adventuring experience. Other humans fight to protect their homelands from the ever growing influence of the shadow of Mordor. Many humans combine both of these motivations, acquiring great wealth and power as they resist the forces that threaten their homes.

Cultural Influences: Human cultures vary greatly, and humans carry the influences of their culture; they dress in the clothing and armor of their people, define their morality by the values and traditions of their people. An individual human will be utterly loyal to his homeland; this loyalty might well shape his or her reason for adventuring.

Ideals and Dreams: Many human adventurers live by a code of conduct or morality, or might fight for a cause. Humans might dedicate themselves to a lord or king, to the ideals of a particular Vala.

Human Characteristics: Adaptable, ambitious, bold, corruptible, creative, driven, hardy, pragmatic, resourceful, territorial, tolerant

Male Names: Anarion, Bard, Beor, Ciryon, Galador, Fengel, Hama, Hurin, Mablung

Female Names: Elfhild, Hild, Lothíriel, Míriel, Morwen, Nessanië, Yavien, Vardilmë Zamîn

Maia[edit]

Ageless spirits from before the World’s creation

Racial Traits
Average Height: 5’ 6”—6’ 2”
Average Weight: 135—220 lb.
 
Ability Scores: +2 Intelligence, +2 Wis or Charisma
Size: Medium
Speed: 6 squares
Vision: Normal
 
Languages: You can speak all languages.
Skill Bonuses: +2 Arcana, +2 History
Ainur Origin: You are considered an ainur for the purposes of effects that relate to creature origin.
Elemental Resistance: Choose one of the following damage types: cold, fire, lightning, necrotic, poison or radiant. You have resistance to that damage type equal to 5 + one-half your level.
Change Shape: You have the change shape power.
Shed Form: You have the shed form power.
Change Shape
Maia Racial Power
As a Maia, your form is merely as clothing is to the Children of Ilúvatar, and you can change it at will.
At-Will ✦ Polymorph
Minor Action Personal
Effect: You can alter your physical form to take on the appearance of any medium humanoid. Your new form must retain your gender and cannot be a specific individual. The new form lasts if you die.

Shed Form
Maia Racial Power
You cast away your physical form.
Encounter ✦ Teleportation
Move Action Personal
Effect: You teleport 3 squares and become insubstantial until the start of your next turn.

The Maiar are an order of the Ainur, the spirits created by Ilúvatar before the creation of the world, lesser in power to the Valar but greater in number. Like the Valar, the Maiar choose their own forms, and take on the appearance Children of Ilúvatar.

Play a Maia if you want…

  • to be an ancient being older than the world itself.
  • to have a form that is as malleable as a person’s attire.
  • to be a member of a race that favors the shaman, swordmage, warlock and wizard classes.

Physical Qualities[edit]

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Maiar have no fixed form as such. The Ainur—the Valar and Maiar—were created before the world, and they were created without form. When the Ainur entered the world, they chose forms for themselves in the image of the Children of Ilúvatar, some taking male forms and others female, a difference that was defined at their creation.

Maiar tend to take the forms of elves and humans, though Maiar are more beautiful. Evil Maiar tend to take orcish or human form, but darker and more terrible. Maiar are often taller than the races that they appear as, although that is not always the case. For example, the Istari, an order of Maiar wizards that were sent to Middle Earth by Manwë, took the forms of old men.

The majority of the Maiar were created before the world, although the Maiar are capable of reproducing. Maiar children age and mature at about the same rate as elven children, and cease to age at full maturity. Maiar are immortal, and do not die due to age.

Attitudes and Beliefs[edit]

Good Maiar are polite, refined and follow the highest of moral standards, although they will resort to violence when they believe it necessary. The Maiar that were corrupted by Melkor, however, are called demons and are fell and unholy, often using crude language and have little respect for life.

The Maiar were created to act as servants of the Valar to aid them in the creation of the world. The Maiar often embody a part of the world that they helped to create. An individual Maia follows the beliefs embodied by one or more of the Valar—a Maia might have, for example, learnt pity and patience from Nienna, love and reverence for life from Yavanna or a love of craft from Aulë.

Maiar Adventurers[edit]

The most famous of Maia adventurers are collectively known as the Istari, an order of Maia wizards sent by the Valar to Middle Earth to aid in the destruction of Sauron. Maia adventurers often favor the use of magic or the primal power of nature, although martial Maia adventurers are not unheard of.

Shaman: Many of the Maiar embody the power of nature, and these maia are adept at channeling the subtle power of nature. Maia shamans have an intrinsic connection with the fey spirits of the trees, the ents and the huorns, and are adept at calling them to act as spirit companions.

Swordmage: The Ainur began to practice the use of the sword long before elves and men, during the first war with Melkor. The Maiar often use their magic alongside swords, and many Maia of other classes multiclass as swordmages.

Warlock: Many of the Maiar were tempted from the service of Ilúvatar to aid Melkor’s rebellious cause, and Melkor taught words of raw power to some of these Maiar, showing them how to channel his dark form of magic. This branch of magic is primarily used by the Maia demons, though some good Maia are temporarily tempted to Melkor’s service, long enough to learn his dark words of power. Other Maia warlocks turn against Melkor but must seek out redemption before they can be welcomed back to the service of Ilúvatar.

Wizard: In the Third Age of the Sun, a number of Maiar were sent to Middle Earth. These were the Istari, an order of Maia Wizards sent to oversee Sauron’s destruction, and their chiefs were five in number, although the exact number of Istari sent is unknown. Other Maiar who are not among the Istari practice the art of wizardry; indeed the words used by wizards were first taught by the Valar even as Melkor taught the words used by the warlocks.

Roleplaying a Maia[edit]

When creating a Maia character, here are a few things to consider.

Older Than the World: Many of the Maiar were created along with the Valar at the beginning of the world, and the countless ages that these Maia have endured weigh on them at all times. The Maiar know more about the history of the world than any other race, and they say little of what they know.

Order and Destruction: Good Maiar often embody the natural world, and are fiercely protective of nature. Evil Maiar are terrible in form, often embodying the dark fire, and care little for life and the natural order of the world.

Maia Characteristics: Ancient, intelligent, learned, magical, noble, wise

Names: Maiar usually go by many names which are devised from the languages of other races and tend not to use their Valarian names.



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