The Second Servant 
*Additional notes*
"...and she came like a Fury, down from the north, and the land quailed at her coming" - Tome VII "The Legends of the Ironfists", Azanulimbar-dum II 2805
 
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: 
 
8cp 12bp 8sp 1gp
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 Dwarves Hobbits Goblins
Sindar Elves Silvan Elves Easterlings Trolls

 

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. 

Dwarf 

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 
 
 

 
 
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