This page will be used to furnish players with
all sorts of miscellaneous information that might come in handy during
the course of the game. At least, the Gazetteer and the Equipment list
might prove useful. Not strictly necessary for a PbeM, it is still useful
as a quick reference guide for the GM anyway.
Contents.
Pronunciation
Gazetteer
Currency
Herblore
Cultures
Phonetic Sounds
First, a note on pronunciation.
The Gaelic language seems a hard one to pronounce but after a few tries,
the basic system can be easily understood. This is not a language game
but a role-playing one so where possible I have altered words/spellings
to a more phonetic style to make them more easily managed. Below are some
swift examples of how I* view the pronunciation of words/names in the game.
*This doesn't mean that everyone should pronounce them this way.
The phonetic symbol represents the sound of the italicised letter
in the words printed opposite it.
| letter(s) |
Phon. sym. |
English |
French |
Usage example |
| a(i) |
a |
hay |
|
Dail/ Lusraig |
|
|
|
|
|
| c |
k |
cock |
corps |
cu ('dog') |
| ch |
x |
loch |
|
Lochan/ Criocha |
| d(io) |
j |
jean |
|
Dion |
| (s)ea |
sh |
shallow |
|
Sealvach |
| ei |
e |
case |
eclat |
beinn |
| (h) |
h |
------ |
------ |
(gives soft extension to word) - Rhovanion |
| io |
ee |
feet |
|
DionaDail |
|
|
|
|
|
| (r)o |
u |
mood |
|
Luspardanrod |
| Sg |
Sc |
Scotland |
|
Sgilti |
| S(z)r |
sh |
shelter |
|
Szreldor |
Gazetteer
| Beinn Diomir |
The Lonely mountain. An extinct volcano thrusting from the plains north
of the Long Lake. An ancient holy site of the first mannish tribes, the
edifice has for long been an interest to the Dwarves of the Iron Hills. |
| Brogath |
Tribe of sedentary Easterlings pushed west of
the river Carnen by the invading Szreldor. Like the Gargath, have been
either subsumed into the larger Szreldor culture or exist as scattered
families of nomadic herders. |
| Bothar |
Small tribe of Easterlings fighting with the
Thuulkan in the foothills north of the Great Forrest bordering the Inland
Sea. |
| Buhr Copar |
lit. "Copper-town". Northman border village closest to Luspardanrod.
Furthest watchtown north-east of Northern mannish settlements. People are
rich through trade with Dwarves of Iron Hills. Town named after rich vein
of copper ore found and retrieved by Dwarves many centuries before men
settled the region. Recently attacked by Szreldor warband but most people
survived by hiding in the old mining tunnels beneath the hill. |
| Buhr Criocha |
lit. "Border/Frontier-town". Northman village. Furthest north-west
of the old Dwarven watchtowers. Last of the villages to be attacked by
the Szreldor warband. Many casualties. |
| Buhr Lusraig |
lit. "town-of-many-herbs". The central of the watchtower villages and
only one set in woodland. Re-established by men after unusual herbs found
nearby. Said to be due to spirits of a nearby well-spring. Many herbs are
grown for sale further south even as far as the Numenorean colonies on
the south coast. |
| Buhr Tallanmor |
lit. "Meeting-town". Little more than a steading of farmers. A peaceful
meeting place to hold markets for livestock bred on the eastern slopes
facing the Iron Hills. |
| Buhr Cadail |
The seat of power of Conall Sleagach, one of the Northman lords of
Rhovanion. A thriving trading town, Buhr Cadail is modern in design and
wealthy for the many merchants who are based there. |
|
|
| DionaDail |
lit. "Sheltered dale". Settlement lying on the same site as an ancient
Adan holy place at the base of the Lonely Mountain. Larger center of commerce
for the northern people. |
|
|
| Emyn Engrin |
The Iron Hills. Named for the reddish colour of the waters that flow
from its deeps into the river Carnen. A population of Dwarves of mixed
heritage have existed there since man first entered the region. All the
barren hills are considered to be part of the Dwarves territory and none
may wander for long without permission before the Naugrim appear to forcibly
remove the trespassers. |
| Ered Mithrin |
The Grey Mountains. The vast chain of mountains separating the inhabited
lands of the south from the Icy Waste. A border land of high peaks and
howling winds, none except maybe the sturdy Dwarves and their enemies the
hated Orcs and Goblins can call this land home. |
|
|
| Gaer Rhun |
The great Inland Sea. Part of the giant sea of Helcar fabled to have
existed in the dawn of the world. The Gaer Rhun is fabled to be all that
is left after the great cataclysm broke the land and the Helcar drained
into the resulting rift. |
| Gargath |
sedentary tribe of Easterlings settling on east side of river Celduin
and north of outflow into Gaer Rhun ("Inland Sea"). Gargath are herders
of kine and horses but are now mostly slaves ot hunted by Szreldor overlords. |
|
|
| Luspardanrod |
lit. "Dwarf-hold". City of Longbeard Dwarves in Iron Hills. Good trade
links with certain northmen of Buhr Copar. |
|
|
| Rhovanion |
lit. "Wilderland". Bare plains country in north of middle-earth. Bounded
to west by Greenwood and river Celduin to east. Extends from Ered Mithrin
(Grey Mtns) in north to bare lands of the Talath Harroch in the south. |
|
|
| Szreldor |
group of wild nomadic tribes from south-east. Passed to north of Gaer
Rhun ("Inland Sea") to settle the land east of river Carnen. Dominated
the more sedentary Gargath peoples. Easterlings. |
| Thuulkan |
Bloodthirsty warring tribe of Easterling nomads
coming from the Far East. Known as the Thulkor by the Elves of Rhunaer
and translated to Tuskan by the Northmen for their habit of placing great
tusks on their war-chariots and saddles. |
| Uldragor |
lit. "Killers of Uldor". The warband of Uldor
Red-eye. All wear the vertical red streak of warpaint over their right
eyes to signify their allegiance. Originally a warlike tribe in their own
right, the Uldragor have become a mixed band of the most violent and bloodthirsty
of Easterling warriors. Fearful rumours suggest that some of the Uldragor
have been seen in Northman lands recently and may be working for the Szreldor
overlords. |
| Zegar |
Agents or Assassins for the king of Szrel Arkasa. Highly trained and
completely loyal. Feared by all who know of them. |
Currency
Currency rates are based on the nearest population that use them* (in
this case the Dwarves of the Iron Hills). Most northmen believe that the
Dwarf city is the main center of commerce in their part of the world thus
most coins are generated there. The emblem of the Dwarves on the coins
is an icon signifying the present Dwarf King on one side and a stylised
cave entrance on the reverse.
* Normally, the northmen use barter as standard but wealth above the
day-to-day economy is calculated in coinage.
Coin rates are thus:
Note: Mithril coinage doesn't exist as it hasn't been discovered under
Khazad-dum yet in the chronologies so will be impossible to come across.
Standard currency for exchange is the bronze piece (bp). All coins
are small (pennies) except the gold which are in four denominations:
| qgp
Quarter gold - size of pennies (worth 4sp) |
gp
Double size of penny - standard (see relation above) |
gl
Gold link - slightly larger than std gp (worth 5gp) |
gs
Gold shield - largest denomination. v. heavy (worth 10gp) |
The gold link coin has a circular hole in center. Used by Dwarves for storage
of wealth when travelling - the gl's are stored on lengths of strong cord
slung over shoulder and passing beneath arm, thus the Dwarf always keeps
his wealth close to the skin!
The Gold shield is rarely seen outside the Dwarf holds. A large
and thick coin usually minted at Khazad-dum. The coins bear the three mountain
peaks on one side and the head of the King of the Longbeards on the other
face.
HerbLore
 |
The following list of herb's and potions is not
intended to be exhaustive but will hopefully follow the player character's
upward trend in experience and knowledge. It will also mimic what knowledge
the other PC's might have picked up by their association with the Healer
PC's. Remember however, that the other PC's will still not be able to prepare
or use this knowledge unless they spend development points on acquiring
the 'Herbalist' skill. |
| Name |
Preparation |
Type |
Range |
Env. |
Use |
Worth |
Rarity |
| Reglen |
dried/brewed |
moss |
Dec. forest |
Universal |
heal 5-50 |
??? |
Common |
| Arlan |
ground/poultice (wet) |
leaf |
short grass |
uplands |
heal 1-6 |
??? |
Easy |
| Stonelance |
ground/infusion |
flower |
Con. forest |
rocky |
reduce fever |
??? |
Medium |
| Malvent |
crushed/poultice |
leaves |
short grass |
temp. |
2x heal |
??? |
Easy |
| Arroweed |
ingest |
seeds |
short grass |
temp. |
heal 1-3 |
??? |
Medium |
| Barnaye |
dried/brewed |
leaves |
grasslands |
temp. |
reduce vomiting 75% |
??? |
Common |
| Karcrag |
chopped/boiled |
root |
N. tundra |
lowlands |
slows poison x10/ purify water |
??? |
Extr. Hard |
| Witch Hazel |
crush/extract |
lotion |
Con. forest |
uplands |
heal 1/rnd and -10 act (muscle) |
??? |
Medium |
| Mustak |
Lossoth recipe |
oil |
---- |
----- |
biting insect attractant |
??? |
Easy |
| Rakshel |
Dwarven herb |
powder |
unknown |
underground |
binding agent for healing salves |
??? |
Easy |
| Salbub |
Dwerven herb |
root |
mountains |
rocky |
General healing 3 - 30 |
??? |
Hard |
Cultures
Since some of our players are new to the lands of Middle-earth,
I include hear details on some of the prominent cultures they will come
across during the course of the game. Not all details given below are condensed
directly from the MERP 2nd Edition rulebook but include my own personal
angle on each one.
Northmen
From Peoples of Middle-earth; HB, pp303:
"The Men [of Rhovanion] were for the most part akin in race and language
with the tall and mostly fair-haired people of the 'House of Hador', the
most reknowned and numerous of the [later] Edain. These men had come westward
until faced by the Great Greenwood, and then had divided: some passing
[into the lands] between the north-eaves of the Wood and the Ered Mithrin.
They were a brave and loyal folk, true-hearted and [became] glad of the
alliance [with the Longbeard Dwarves], for they were more vulnerable to
attack [from Orcs and wild men] for they dwelt largely in scattered homesteads
and villages; and if they drew together into small townships they were
poorly defended, at best by dikes and wooden fences".
APPEARANCE:
The Northmen dress in soft leather, wool or fur tunics and coats with
woolen pants. More military clothing is based on leather hides and toughened
and padded but very often, thick furs will usually suffice.
VITAL STATS:
Build: Tall but a little stocky. Almost all are fair or reddish
haired with weather beaten pale complexions. The men have considerable
facial hair, with beards predominant while both sexes have mid to long
hair held back from their brows with a circlet of coloured cloth.
Weight: Men average 190lbs while women average 145lbs.
Height: Men are tall at 6'1" while women are smaller at 5'6"
Lifespan: Both sexes live for 60-85 years.
Lifestyle: A mixture of herders, horse-masters, gardeners or
farmers, the Northmen live a frugal lifestyle quietly off their lands.
They are lightly armed, chiefly with bows for they have little metal of
their own and the few smiths among them have no great skill. But, they
already profit from association with the neighbouring Dwarves of the Iron
Hills for "...in return for providing food as herdsmen, shepherds, and
land-tillers, the Dwarves exchange work as builders, roadmakers, miners
and the makers of things of craft, from useful tools to weapons and arms
and many other things of great cost and skill." - POME, HB pp302. Therefore,
the most northerly clans of Northmen are better armed than their southern
brethren and profit from the influx of metal goods to increase their output
of produce and some of the best trading occurs in these northern climes.
The most noticeable trait of the Northmen tribes of Rhovanion is their
individuality. Able to live for most of the year seeing few neighbours
and hardly any strangers cross their lands, the people seem more than content
with their lot. The center of Northman culture revolves around the Buhr
(Ar. "Town") a center of commerce and meeting place for disparate family
groups. Usually comprising an average of sixty persons the Buhr is the
best fortified of Northman settlements. Smaller than the townships are
the more familial Dachi (Ar. "Homesteads") where a single family and their
close kin till their land. Each of these homesteads has loose protection
provided by an outer wall or hedge fence and from the nearest Buhr but
often, the larger settlement is at least an hours ride away so homesteaders
rely on numbers and remaining vigilant during the harsher months of the
year.
Dwarves
The Dwarves of the region are mostly descendents of two of the seven
tribes (khazad). The greatest proportion come from Durin's line
of Longbeards and hail from the Iron Hills. The second most prominent tribe
are the Ironfists, descended from Thelor, their first King. A third tribe
also has some members present but only among the other khazad and have
no holds of their own in the region. They are the descendents of Bavor
Stiffbeard. Both khazad have called this northern region their homes for
many centuries but rumours abound that many Dwarves are leaving the mountains
and heading south.
APPEARANCE:
Longbeards: The most common Dwarves to be seen around in other
lands. They sport a number of styles of clothing and vary their clothing
with many colours and sometimes embroidery or patchwork upon their ample
hoods. They wear their beards long and take great care, generally brushing
them into one streaming tail and upon occasion, oiling them. The luckiest
male Dwarves are able to tuck the end into their ample belts.
Ironfists: The Ironfists look most similar to the rock from
whence their Father came forth. Having strongly lined faces and stern expressions
usually, these Dwarves tend to apply oils or beeswax to their hair and
beards, darkening them. They almost solely use ponytails to efficiently
tie back the mass which they seldom cut or trim. Brown and black predominates
as the main hair colours but many middle-aged Dwarves of Thelor's line
already sport strands of grey or white and full white beards are not unknown.
Stiffbeards: The curliest haired Khazad, Bavor's people have
taken to the profusion of light scented oils available in the southern
lands of Middle-earth and import a fair quantity during the year even to
the far north. The Stiffbeards are perhaps the most fashion conscious of
the Dwarves, the merchants of Bavor's people sport a great profusion of
styles and readily incorporate those of other races into their garb. They
twist and turn their thick wiry hair into corkscrews and sport many fantastic
styles. Generally dark in colouration, almost all the Stiffbeards comb
out their bushy mass of beard to their full lengths.
VITAL STATS:
Build: Short, stocky, strong with exceptional endurance.
Weight: Males average 150 lbs; females average 135 lbs.
Height: Males average 4' 9"; females 4' 5".
Lifespan: Apparently anything from 2 - 4 centuries.
Lifestyle: The Dwarves are superb miners, stone builders and
crafters of mechanitions and all solid matter. They prefer to live underground
and carve great cities beneath the north mountains, however, some are great
traders and build the best roads across the land to connect their distant
kin. They worship their god known as Mahal (whom the Elves name Aule, "The
Smith") and fear water and any spirits associated with the element. Their
language is known as khuzdul and is secret; they speak the local
tongues fluently.
Hobbits
Sindar Elves
Silvan Elves
Easterlings
APPEARANCE:
The Easterlings or swarthy men hail from across the eastern plains
in the hotter and more arid lands beyond the grass sea. A wandering people,
living their lives beneath the sun, the nomads clothe themselves in the
hides of their tended beasts, with wool and other natural bindings they
can obtain through trade or pillage. They have an undefined 'eastern' cast
to their skin and sport their hair braided and long; often with waxed moustaches
and short-cropped pointed beards upon their narrow chins. In times of raiding
or war, the Easterlings travel in great lines of wagons and almost every
warrior has at least one stocky horse which they use to surround and harry
their enemy using long war-lances (Usrievs) and horse bows to deadly
effect.
VITAL STATS:
Build: Compact and agile. Swarthy with a yellowish cast to their
tanned skin.
Weight: Men average 135 lbs; women average 95 lbs.
Height: Men average 5' 6"; while women 5' 1".
Lifespan: Short. From 40-65 years.
Lifestyle: The Easterlings are essentially nomads and roam the
grassy plains of their lands following their herds of Kine (ox) and Horse
where they go. Remaining stationary for longest during the summer months,
the scattered tribes hold little allegiance to any formal state but each
tribe belongs indirectly to a peoples' confederacy that only meets during
times of widespread war, trade or religious ceremony (such as birth/death
of a new king);examples include the Iorags, Asdriags, Brogath, Gargath,
Szreldor, Nuriags, Logath and Sagath. The western Easterling peoples have
become over the years more sedentary and have become more Northman in outlook
while their more backward, eastern neighbours remain a more primitive,
warlike nation of scattered peoples that prey on each other as much as
they do the other races.They worship a number of nature deities (especially
of the seasons) but a much larger cult has started to spread where they
worship the King of Kings, the Dark Master.
The Gargath/Brogath The Gargath people, before they started to
settle were a warrior tribe, just like the other Easterling peoples coming
from the East. However, some of the Gargath wanted to keep to their original
way of live, striving through the grasslands, searching for ways to earn
an honourable name.
Honour is very important to the Gargath people and they will not flee
a fight just because they will likely loose. Dying in battle is what most
Gargath warriors look for and it is the culmination of all their experience.
Thus the surviving warriors, whether wounded or not, wear their scars with
pride.
The facts behind this belief date back to the first generations of their
people. It was then that there was a great warrior, Kher'Res by name, also
called "The Great Warrior". The tribes had sundered early to explore where
they would across the land but many soon succumbed to the predations of
the violence of the "Dark Men". Kher'Res was able to unify and lead those
first Easterlings successfully against their enemy and it
was him who lead them beyond the confines of that land onto the vast
plains of the middle-land and to their living grounds. The story tells
how the Great Warrior, after his task was done and he was much aged, left
into the wilds saying only that he would return when his people needed
him once more. It was not known where he went and none of the remaining
warrior-chiefs were able to find him. Thus Kher'Res past into legend.
Many, almost uncountable, generations of Easterling people have lived
since then, and as history tells, the Easterlings soon split again into
a number of tribes who would turn to fight amongst themselves when no mutual
enemy was in evidence. Fighting was their life and conquest of other lands
were always in their hearts. But from the day that Kher'Res was gone, the
Easterling people were sure that he would return, if there was great need.
However, some tribes called him a coward, because he had left without word,
and maybe this was the beginning of the internal struggles that tore the
First Confederacy apart.
The Gargath people (and Brogath like them) have maintained their belief
in the Great Warrior and they are sure that one day, he will return to
join them together for the final battle. However, no one can tell which
events will move Kher'Res to return to his people, nobody knows the threat
they will face before he will return. But for sure, he will. The Gargath
and other tribes do not regard Kher'Res as a God; the spirit world is treated
differently, but he is regarded as one of the common people however, and
he is a warrior against whom no one can stand. For this reason, every warrior
who dies in battle is believed to join the Great Warrior and will wait
at his side for the final day of the last battle. This is why a Gargath
warrior will never flee a fight.
However, some of the tribes were small and their people poor and chose
therefore to settle down in lands as yet empty and chose not to live the
original nomadic way of life any longer but to cultivate and breed the
horses they had brought with them. Many tribes eventually found their way
around the coasts of the great Inland Sea to settle the fine alluvial soils
that they found there, but their warriors continued to travel throughout
their lands, forever mounted - ready for the call of the Great Warrior.
Note:
That many countless warriors have become misguided over the years by
other great warriors who have claimed (falsley so far every time) that
they are Kher'Res reborn! They may have been proud champions once but Pride
and Megalomania have become too much and they mostly end up as tyrants.
But in the meantime, many young warriors of all manner of tribes have flocked
to their banners in the hope that if they are the Kher'Res reborn, then
they should fight and die by his side. Thus much evil has been done under
the immortal name of Kher'Res!
About Natural Spirits
Peoples such as the Gargath and Brogath believe in all manner of these
spirits and signs and this is also the reason for their fear of Elves,
since it is widely known that they speak or consort with such spirits.
Coru ( for example) is a warrior, but also a tracker, and feels very close
to nature. He does not only believe in nature spirits, he respects them
and tries to stay as far from them as possible. He also thinks that they
leave signs for him, from time to time. These signs are for him to interpret.
The signs are always hidden in the nature itself, (eg: Black ravens flying
over a spot is never good news) and never artificial. Thus Coru treads
the tentative balance between those fickle spirits of nature and is fully
aware that there are those that heal and there are those that harm.
Another 'religious' trait within the Brogath tribe, is the facial tattoos.
The Brogath tribe was never a big one. Traditonally there was 16 families.
That is not the case now, however, due to internal and external struggles.
Anyway, each family has a symbol to represent them, an animal or totem
- like the Northmen. It is the custom of the Brogath to tattoo this animal
in the face. The tattoo is not only a symbol of what family a person belongs
to, but it is also believed that it will protect the family from that animal,
and that a member of, say the wolf family, can have 'dealings' with wolves.
It is only the males of the tribe who are allowed to have these tattooes.
Females belong to the family of her father, unless she is wed to someone
of a different family. The males will always belong to the family they
are born into and thus carry the family symbolism.
Goblins
APPEARANCE:
Goblins or Common (Snaga) Orcs hate the sunlight and dwell almost exclusively
beneath the ground in vast mazes of tunnels and caverns beneath the mountain
chains. Some do travel elsewhere however, when forced to by a stronger
leader, especially of another race and will take over old ruins or even
shelter beneath the eaves of indifferent forests. The Misty and Grey Mountains
shelter many such tribes who occassionally will become bold enough to prey
on the Manish peoples of Rhovanion but this is usually by direct order
of some higher power of when plunder between each others tribes has become
scarce and the population has grown significantly large. Goblins breed
profusely and young males are ready to join the almost exclusive warriors
caste by the time they pass their first decade, although they are not normally
sent on raids until perhaps a few years later.
VITAL STATS:
Build: Narrow and wiry but tough and with extremely good endurance
for all manner of hardships. They have abnormal faces, often with protruding
lower jaws, bat-like ears and are almost hairless with a pale greenish
grey skin.
Weight: Both males and females average about 60 lbs.
Height: Males and females both average 4'.
Lifespan: Indefinite but their warlike nature rarely allows
the males to exceed the age of 40 or so. (The lifespan of the females is
unknown).
Lifestyle: Bred specifically for a caste within the tribal heirarchy,
most males become either labourers or warriors. The Goblins respect power
and the control of fear above all other things; although the amassing of
wealth must surely be present in their respect somewhere. They join and
cooperate in substantial groups only when led by a 'focussed will', some
overwhelmingly strong individual. Indeed, a number of mannish tales tell
how Northmen have survived attacks in the past by successfully destroying
the Goblin leader at which point the creatures either fled in terror and
disarray or immediately set to squabbling amongst themselves over who was
next in line of the leadership. The Goblins seem to worship Darkness and
absolute Power and have no love of natural things.
Trolls
|