Drakir Dragonborn Dwarves Turned Dragon Dwarves Crafter Hill Scholar Duergar Warrior Mountain Elves Dark Drow Light High Wild Wo

Total Page:16

File Type:pdf, Size:1020Kb

Drakir Dragonborn Dwarves Turned Dragon Dwarves Crafter Hill Scholar Duergar Warrior Mountain Elves Dark Drow Light High Wild Wo Drakir Dragonborn Dwarves turned Dragon Dwarves Crafter Hill Scholar Duergar Warrior Mountain Elves Dark Drow Light High Wild Wood Goblins Gnomes Fey creatures Forest --- Rock --- Humans Nordir North Scovans East (Woods) Reikling (South) Yokanir Far North Jotunkin Goliath Jotun-Human hybrids Trolls Firbolgs Vaetir Half-Elf Demi-gods Drakir Names In ancient days, a Dwarf-King took possession Drakir still retain Dwarven given names, though of a great horde, a cursed horde. He their surnames have shifted to reflect their new transformed himself into a Dragon in order to nature, usually referencing their draconic better guard his wealth, and extended this curse appearance. to all his kin and housecarls. These poor souls became Drakir, half dragons. When the king fell, Stats his cursed descendants scattered to the corners Drakir use a modified form of the Dragonborn of the world. statblock found in the D&D5E PHB. Physical Drakir Drakir are humanoids with distinctly draconic ASI Increase your Strength by +2, physical traits, including horns, scales, all of it. and your Charisma by +1. They are broad and tall, standing around six Age Drakir mature by 12 and can feet, and their scales are brightly colored in live up to 400 years. many hues. Size Medium Speed 30 ft Personality Language Common, Draconic, Dwarven Most Drakir are descended from the Warrior Darkvision You can see normally in dim clans of the Dwarves, and they retain much of lighting up to 60ft, and that cultural outlook. Drakir are aggressive and through darkness as though domineering, but match this with a level of dim. pragmatism and mercenary logic most Dwarves Claws You have claws, which deal would balk at. Drakir still do not betray their 1d6 slashing damage and use own or their masters for coin, but their choice in your Strength. clients and in sides can be quite mercurial up Dragon When unarmored your AC is until coin is produced. Scales equal to 12 + your Dexterity modifier. You also gain Society Resistance to Fire. Drakir organize themselves along non-familial Breath As a Bonus Action, breathe a lines, instead often opting to identify themselves Weapon 15ft cone of fire. This deals based on their relationship to various 1d6 Fire damage, plus 1d6 for institutionalized warbands and mercenary every 4 character levels you guilds. Drakir villages, therefore, are more akin possess. Enemies can make a to Company Towns, their ultimate authority Dexterity save (DC13) to take being the organization that funds their existence. half damage. You can make Despite this, Drakir are possessed of a this attack a number of times democratic mindset. Military service is equal to your Constitution rewarded with voting power in their assemblies, modifier before needing a and leadership is sometimes measured by the short or long rest. number of kills one has committed in battle. Adventurers Drakir who join adventuring parties are either desperate and outlawed by their own folk, or ambitious enough to strike out alone and join up with like-minded individuals. It is often a quest for wealth or glorious battle that convinces a Drakir to abandon his kin and set out into the wide world. Dwarves The Dwarves make their homes in the great Names Mountain Halls of Myrkheim, where glowing Dwarves have many names, concerned about forges and hearthfires fight back against the having their real name stolen by magic. encroaching winter storms. Dwarven smiths Dwarven names are harsh, slurred, and often craft wonders beneath the mountain, while their long. Their surnames and clan names are warriors wage endless campaigns against the usually very descriptive, and can help outsiders Dragons, Dark Elves, and fellow Dwarves who keep track of Dwarves by physical description lust after their treasures. alone. Physical Stats Dwarves are broadly built, as physically Crafter and Warrior Dwarves use the Hill and unyielding as the stone itself, though they pay Mountain Dwarf stats, respectively, found in the for this with a bit of height compared to Men or PHB. Scholar Dwarves use the Duergar stats Elves. They are a hard-scrabble folk, accustomed found in MToF, with the following exception: to hard-living which is etched onto their face Your Intelligence increases by +1 in place of and hands. They are most noted for their beards, your Strength. in both length and in meticulous and wondrous styles. Labor Dwarves may use either the Hill or Mountain Dwarf stats, but always have Personality Disadvantage to social checks involving other Dwarves are the exacting sort of people. All non-Labor Dwarves. things must be exactly as they are meant to be, as though life itself were terms in a contract. And be sure, Dwarves hold tight to contracts. They will never break a rule directly, but will always seek a means of bypassing laws or promises which hinder them. You can always trust a Dwarf to follow his word, but only his exact words. Society Dwarven society is divided into castes. These are the Crafter, Warrior, and Scholar castes. Among these, all Dwarves are considered equal, at least until one proves their worth with great deeds, masterly crafted inventions, or the creation of new and mighty magic spells. Theirs is a meritocracy, where the squeaky wheel ascends to the heights of the bureaucracy. The less said of the lowly, Laborer caste the better. Adventurers Dwarven adventurers are often exiles looking to gain glory and gold enough to return home in triumph. Others are sent out into the world by their clans and elders on special tasks for the betterment of the Dwarves, and often these tasks take many years to be resolved. Elves themselves actually speak Elvish correctly, It is said by some that Alfheim was dredged up because only they can hear all the secret and from the sea. Others say that it was pulled down hidden notes and subtle variations. from the heavens, from another branch of the World Tree. All agree that Alfheim is a place of Stats deep magic and wonder, and its masters the Elves use the stats provided in the Plane Shift Elves, are at one with its mysterious nature. Zendikar pdf. Light Elves, those who hail from the ancient Elvish Royal bloodlines and who Physical practice Aesir magic, use the Mul Daya Elf stats, Elves appear quite beautiful by human though exclude Superior Darkvision and Sunlight standards. Tall and fair, with fine features, Sensitivity. Wild Elves, those who practice the bright eyes and hair. Their odd proportions and Elven martial arts and commune with nature, seeming immortality give Elves an alien allure. use the Joraga Elf stats. And the Dark Elves, But this otherworldly beauty hides a menacing those who were exiled, those who learned many power. Elves are swift and alert, perceiving crafts at the side of the Dwarves and battle even things far beyond the senses of other mortals. now in Myrkheim for supremacy, use the Tajuru Elf stats. Personality The Elven mind is a tricky thing to imagine. It is both simple and calculating like a cunning animal, while also being a repository of ancient knowledge and wisdom. Elves are patient creatures, capable of planning a century ahead, but emotional to the extreme. While they are capable of devious plans and insight, they are often undone by their unquenchable passions. Society Elven piety is absolute, with their society centered around its temples and monasteries. Grand Abbots and Abbesses rule through ecumenical councils, unifying towns and farming villages under religious law. But those who dwell in their fortress monasteries are not fat, lazy priests. They train their bodies, minds, and souls in ancient forms of warfare, learning to kill with blade, spear, bow, fist and foot. Adventurers Elven adventurers often travel for reasons of their own personal natures. They wish to prove themselves and their martial training, or they wish to travel the world and see what wonders Midgard has beyond the dense woodlands of Alfheim. Some also seek glory for their gods, in particular the Vanir Freyr. Names Elven names are long and flowing, filled with vowels and sounds that are difficult for many to speak or hear properly. It is said only the Elves Goblins Society From out of the forests and cavernous warrens Goblins come from very, very large families of Midgard came the Goblins. Considered the where children can be born a dozen at a time. least of the mortal Fey people, the history of the They are used to living in squalid, close-knit Goblins is one of enslavement by the larger races units, and handle crowds well. With no nations such as the Elves and Men. But such oppression of their own, they content themselves with has not dulled their wit, nor their ancient building their communities amongst the Bigfolk. magical prowess and their knowledge of lost Men and Elves often keep them around as things. servants and spies, but the Dwarves would sooner burn their beards. Physical Goblins are smallfolk, barely reaching half the Adventurers height of the average Man. Their ears, and teeth Born with nothing, many Goblins feel that as well, are long and sharp. Their skin runs charging out into the wider world to conquer through many hues of green, brown, orange, and loot is the only option they have. Many and others besides. Many would describe them though take a more generous look to as ugly, though only sometimes directly to adventuring, seeing it as a chance to rise above them, which is unwise for they are far tougher the stereotypes and myths about their people. and quicker and nastier than they appear. Names Personality Goblins take many names. Their true names are The Goblins are far more intelligent than they only known by close friends and family.
Recommended publications
  • The Roots of Middle-Earth: William Morris's Influence Upon J. R. R. Tolkien
    University of Tennessee, Knoxville TRACE: Tennessee Research and Creative Exchange Doctoral Dissertations Graduate School 12-2007 The Roots of Middle-Earth: William Morris's Influence upon J. R. R. Tolkien Kelvin Lee Massey University of Tennessee - Knoxville Follow this and additional works at: https://trace.tennessee.edu/utk_graddiss Part of the Literature in English, British Isles Commons Recommended Citation Massey, Kelvin Lee, "The Roots of Middle-Earth: William Morris's Influence upon J. R. R. olkien.T " PhD diss., University of Tennessee, 2007. https://trace.tennessee.edu/utk_graddiss/238 This Dissertation is brought to you for free and open access by the Graduate School at TRACE: Tennessee Research and Creative Exchange. It has been accepted for inclusion in Doctoral Dissertations by an authorized administrator of TRACE: Tennessee Research and Creative Exchange. For more information, please contact [email protected]. To the Graduate Council: I am submitting herewith a dissertation written by Kelvin Lee Massey entitled "The Roots of Middle-Earth: William Morris's Influence upon J. R. R. olkien.T " I have examined the final electronic copy of this dissertation for form and content and recommend that it be accepted in partial fulfillment of the equirr ements for the degree of Doctor of Philosophy, with a major in English. David F. Goslee, Major Professor We have read this dissertation and recommend its acceptance: Thomas Heffernan, Michael Lofaro, Robert Bast Accepted for the Council: Carolyn R. Hodges Vice Provost and Dean of the Graduate School (Original signatures are on file with official studentecor r ds.) To the Graduate Council: I am submitting herewith a dissertation written by Kelvin Lee Massey entitled “The Roots of Middle-earth: William Morris’s Influence upon J.
    [Show full text]
  • Number Symbolism in Old Norse Literature
    Háskóli Íslands Hugvísindasvið Medieval Icelandic Studies Number Symbolism in Old Norse Literature A Brief Study Ritgerð til MA-prófs í íslenskum miðaldafræðum Li Tang Kt.: 270988-5049 Leiðbeinandi: Torfi H. Tulinius September 2015 Acknowledgements I would like to thank firstly my supervisor, Torfi H. Tulinius for his confidence and counsels which have greatly encouraged my writing of this paper. Because of this confidence, I have been able to explore a domain almost unstudied which attracts me the most. Thanks to his counsels (such as his advice on the “Blóð-Egill” Episode in Knýtlinga saga and the reading of important references), my work has been able to find its way through the different numbers. My thanks also go to Haraldur Bernharðsson whose courses on Old Icelandic have been helpful to the translations in this paper and have become an unforgettable memory for me. I‟m indebted to Moritz as well for our interesting discussion about the translation of some paragraphs, and to Capucine and Luis for their meticulous reading. Any fault, however, is my own. Abstract It is generally agreed that some numbers such as three and nine which appear frequently in the two Eddas hold special significances in Norse mythology. Furthermore, numbers appearing in sagas not only denote factual quantity, but also stand for specific symbolic meanings. This tradition of number symbolism could be traced to Pythagorean thought and to St. Augustine‟s writings. But the result in Old Norse literature is its own system influenced both by Nordic beliefs and Christianity. This double influence complicates the intertextuality in the light of which the symbolic meanings of numbers should be interpreted.
    [Show full text]
  • Norse Monstrosities in the Monstrous World of J.R.R. Tolkien
    Norse Monstrosities in the Monstrous World of J.R.R. Tolkien Robin Veenman BA Thesis Tilburg University 18/06/2019 Supervisor: David Janssens Second reader: Sander Bax Abstract The work of J.R.R. Tolkien appears to resemble various aspects from Norse mythology and the Norse sagas. While many have researched these resemblances, few have done so specifically on the dark side of Tolkien’s work. Since Tolkien himself was fascinated with the dark side of literature and was of the opinion that monsters served an essential role within a story, I argue that both the monsters and Tolkien’s attraction to Norse mythology and sagas are essential phenomena within his work. Table of Contents Abstract Acknowledgements 3 Introduction 4 Chapter one: Tolkien’s Fascination with Norse mythology 7 1.1 Introduction 7 1.2 Humphrey Carpenter: Tolkien’s Biographer 8 1.3 Concrete Examples From Jakobsson and Shippey 9 1.4 St. Clair: an Overview 10 1.5 Kuseela’s Theory on Gandalf 11 1.6 Chapter Overview 12 Chapter two: The monsters Compared: Midgard vs Middle-earth 14 2.1 Introduction 14 2.2 Dragons 15 2.3 Dwarves 19 2.4 Orcs 23 2.5 Wargs 28 2.6 Wights 30 2.7 Trolls 34 2.8 Chapter Conclusion 38 Chapter three: The Meaning of Monsters 41 3.1 Introduction 41 3.2 The Dark Side of Literature 42 3.3 A Horrifically Human Fascination 43 3.4 Demonstrare: the Applicability of Monsters 49 3.5 Chapter Conclusion 53 Chapter four: The 20th Century and the Northern Warrior-Ethos in Middle-earth 55 4.1 Introduction 55 4.2 An Author of His Century 57 4.3 Norse Warrior-Ethos 60 4.4 Chapter Conclusion 63 Discussion 65 Conclusion 68 Bibliography 71 2 Acknowledgements First and foremost I have to thank the person who is evidently at the start of most thesis acknowledgements -for I could not have done this without him-: my supervisor.
    [Show full text]
  • A Saga of Odin, Frigg and Loki Pdf, Epub, Ebook
    DARK GROWS THE SUN : A SAGA OF ODIN, FRIGG AND LOKI PDF, EPUB, EBOOK Matt Bishop | 322 pages | 03 May 2020 | Fensalir Publishing, LLC | 9780998678924 | English | none Dark Grows the Sun : A saga of Odin, Frigg and Loki PDF Book He is said to bring inspiration to poets and writers. A number of small images in silver or bronze, dating from the Viking age, have also been found in various parts of Scandinavia. They then mixed, preserved and fermented Kvasirs' blood with honey into a powerful magical mead that inspired poets, shamans and magicians. Royal Academy of Arts, London. Lerwick: Shetland Heritage Publications. She and Bor had three sons who became the Aesir Gods. Thor goes out, finds Hymir's best ox, and rips its head off. Born of nine maidens, all of whom were sisters, He is the handsome gold-toothed guardian of Bifrost, the rainbow bridge leading to Asgard, the home of the Gods, and thus the connection between body and soul. He came round to see her and entered her home without a weapon to show that he came in peace. They find themselves facing a massive castle in an open area. The reemerged fields grow without needing to be sown. Baldur was the most beautiful of the gods, and he was also gentle, fair, and wise. Sjofn is the goddess who inclines the heart to love. Freyja objects. Eventually the Gods became weary of war and began to talk of peace and hostages. There the surviving gods will meet, and the land will be fertile and green, and two humans will repopulate the world.
    [Show full text]
  • The Geology of Middle-Earth
    Volume 21 Number 2 Article 50 Winter 10-15-1996 The Geology of Middle-earth William Antony Swithin Sarjeant Follow this and additional works at: https://dc.swosu.edu/mythlore Part of the Children's and Young Adult Literature Commons Recommended Citation Sarjeant, William Antony Swithin (1996) "The Geology of Middle-earth," Mythlore: A Journal of J.R.R. Tolkien, C.S. Lewis, Charles Williams, and Mythopoeic Literature: Vol. 21 : No. 2 , Article 50. Available at: https://dc.swosu.edu/mythlore/vol21/iss2/50 This Article is brought to you for free and open access by the Mythopoeic Society at SWOSU Digital Commons. It has been accepted for inclusion in Mythlore: A Journal of J.R.R. Tolkien, C.S. Lewis, Charles Williams, and Mythopoeic Literature by an authorized editor of SWOSU Digital Commons. An ADA compliant document is available upon request. For more information, please contact [email protected]. To join the Mythopoeic Society go to: http://www.mythsoc.org/join.htm Mythcon 51: A VIRTUAL “HALFLING” MYTHCON July 31 - August 1, 2021 (Saturday and Sunday) http://www.mythsoc.org/mythcon/mythcon-51.htm Mythcon 52: The Mythic, the Fantastic, and the Alien Albuquerque, New Mexico; July 29 - August 1, 2022 http://www.mythsoc.org/mythcon/mythcon-52.htm Abstract A preliminary reconstruction of the geology of Middle-earth is attempted, utilizing data presented in text, maps and illustrations by its arch-explorer J.R.R. Tolkien. The tectonic reconstruction is developed from earlier findings yb R.C. Reynolds (1974). Six plates are now recognized, whose motions and collisions have created the mountains of Middle-earth and the rift structure down which the River Anduin flows.
    [Show full text]
  • Tolkien's Monsters: Concept and Function in the Lord of the Rings (Part 1) the Balrog of Khazad-Dum
    Volume 16 Number 1 Article 5 Fall 10-15-1989 Tolkien's Monsters: Concept and Function in The Lord of the Rings (Part 1) The Balrog of Khazad-dum Joe Abbott Follow this and additional works at: https://dc.swosu.edu/mythlore Part of the Children's and Young Adult Literature Commons Recommended Citation Abbott, Joe (1989) "Tolkien's Monsters: Concept and Function in The Lord of the Rings (Part 1) The Balrog of Khazad-dum," Mythlore: A Journal of J.R.R. Tolkien, C.S. Lewis, Charles Williams, and Mythopoeic Literature: Vol. 16 : No. 1 , Article 5. Available at: https://dc.swosu.edu/mythlore/vol16/iss1/5 This Article is brought to you for free and open access by the Mythopoeic Society at SWOSU Digital Commons. It has been accepted for inclusion in Mythlore: A Journal of J.R.R. Tolkien, C.S. Lewis, Charles Williams, and Mythopoeic Literature by an authorized editor of SWOSU Digital Commons. An ADA compliant document is available upon request. For more information, please contact [email protected]. To join the Mythopoeic Society go to: http://www.mythsoc.org/join.htm Mythcon 51: A VIRTUAL “HALFLING” MYTHCON July 31 - August 1, 2021 (Saturday and Sunday) http://www.mythsoc.org/mythcon/mythcon-51.htm Mythcon 52: The Mythic, the Fantastic, and the Alien Albuquerque, New Mexico; July 29 - August 1, 2022 http://www.mythsoc.org/mythcon/mythcon-52.htm Abstract Three-part examination of “how Tolkien’s theory of the centrality of the monsters in Beowulf influenced his own concept of ‘monster’ and what function that concept should fulfill within” The Lord of the Rings.
    [Show full text]
  • Panel 4 the Creation of Midgard from Ymir the Giant
    CREATING THE WORLD FROM YMIR By Mackenzie Stewart THE BEGINNING ‘In no way do we accept him as a god. He was evil, as are all his descendants; we call them frost giants. It is said that as he slept he took to sweating. Then, from under his left arm grew a male and female, while one of his legs got a son with the other. From here the clans that are called the frost giants. The old frost giant, him we call Ymir’ - Snorri Sturluson, The Prose Edda, 14-15 ‘where did Ymir live, and what did he live on?’ ‘Next what happened that as the icy rime dripped, the cow called Audhumla was formed. Four rivers of milk ran from her udders, and she nourished Ymir.’ - Snorri Sturluson, The Prose Edda, 15 ‘She licked the blocks of ice, which were salty. As she licked these stones of icy rime the first day, the hair of a man appeared in the blocks towards the evening. On the second day came the man’s head, and on the third day, the whole man. He was called Buri, and he was beautiful, big and strong. He had a son called Bor, who took as his wife the woman called Bestla. She was the daughter of Bolthorn the giant, and they had three sons. One was called Odin, another Vili and the third Ve.’ - Snorri Sturluson, The Prose Edda, 15 Ymir suckles the udder of Auðumbla as she licks Búri out of the ice painting by Nicolai Abildgaard, 1790 THE DEATH ‘The sons of Bor killed the giant Ymir’…’When he fell, so much blood gushed from his wounds that with it they drowned all the race of the frost giants except for one who escaped with his household.
    [Show full text]
  • Tractatus Is Intended to Give the Playing Described in the Adventures in Mythic Europe Group a Few More Ideas on How to Use the Guidebook
    In the Adventures in Mythic Europe conceits into their own Mythic Europe guidebook, there is a small paragraph about campaign. using the non-human races for characters in the setting. There are a number of different The best example of a Magic Kin type that ways that these sorts of characters can be would be similar to a D&D PC race would be represented in the game world. the Atlanteans (RoP-M, page 90). The Atlanteans, as portrayed, are an actual race aligned to the Magic Realm. They are born as Atlanteans, live as Atlanteans, and die as Atlanteans. This sort of example illustrates As mentioned there, a human character could how non-human races can be introduced into be faerie-blooded and this would have the Mythic Europe. effect of allowing the player to use the statistics and traits of a non-human race for their own, First, almost all D&D PC races are aligned to human, character. This option could be used the Magic Realm. Dwarves, elves, halflings, for magus and companion characters. dragon-born, and gnomes are aligned to the Another option is to consider the PC to be an Magic Realm. Half-elves and half-orcs may not actual faerie (in the Ars Magica style) with this be automatically aligned to a Realm if they are option being limited to companion characters a true hybrid, but if the half-elf or half-orc only. traits are being used to detail a new type of Magic Kin, then the PC should be aligned to But these two choices rule out using races of the Magic Realm.
    [Show full text]
  • Treasures of Middle Earth
    T M TREASURES OF MIDDLE-EARTH CONTENTS FOREWORD 5.0 CREATORS..............................................................................105 5.1 Eru and the Ainur.............................................................. 105 PART ONE 5.11 The Valar.....................................................................105 1.0 INTRODUCTION........................................................................ 2 5.12 The Maiar....................................................................106 2.0 USING TREASURES OF MIDDLE EARTH............................ 2 5.13 The Istari .....................................................................106 5.2 The Free Peoples ...............................................................107 3.0 GUIDELINES................................................................................ 3 5.21 Dwarves ...................................................................... 107 3.1 Abbreviations........................................................................ 3 5.22 Elves ............................................................................ 109 3.2 Definitions.............................................................................. 3 5.23 Ents .............................................................................. 111 3.3 Converting Statistics ............................................................ 4 5.24 Hobbits........................................................................ 111 3.31 Converting Hits and Bonuses...................................... 4 5.25
    [Show full text]
  • Lotr Faq Version 1.9 -- 10/16/2017
    LOTR FAQ VERSION 1.9 -- 10/16/2017 New Card Errata: Wandering Took (CORE 43), Boromir (SoM 95), Out of the Wild (D 36), Hama (D 76), We Are Not Idle (D 129), Caldara (AtS 107), Wingfoot (RM 92). Updated Rules Content: 1.56 “Cannot have attachments”, 1.57 Threat elimination, 1.58 Triggering Forced effects ® TM © 2011 Fantasy Flight Publishing, Inc., all rights reserved. No part of this product may be reproduced without specific permission. Middle-earth, The Hobbit, The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises. Fantasy Flight Games, Fantasy Flight Supply, and the FFG logo are trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners. Eleanor CORE 8 TM The replacement card is also revealed from the encounter deck. Resolve any “When revealed” effects and keywords on the new card following the standard game rules. Beravor CORE 12 The Lord of the Rings: The Card Game Should read: “Action: Exhaust Beravor to choose FAQ version 1.8 a player. That player draws 2 cards. Limit once per 1/26/2016 round.” New Content in red Will of the West CORE 49 Should read: “Action: Choose a player. Shuffle that LOTR Errata player’s discard pile back into his deck. Remove Will of the West from the game.” This section contains the official clarifications and errata that have been made on individual cards or sets Stand and Fight CORE 51 in The Lord of the Rings: The Card Game.
    [Show full text]
  • En As Nature Directs Her Energies Into Maturing Grains
    Edge of the Wild the publication of the Middle-earth Reenactment Society Volume 3, Issue 3 : Autumn 2018 From the Editor: Greetings and welcome to the Autumn 2018 issue of Edge of the Wild!! Contents: With Midsummer and the Solstice Pick A Persona: 3 passed, the days have begun to short- Hobbits en as Nature directs her energies into 4 Out of Edoras maturing grains, fruits, roots, tubers, and nuts. 5 Try a Tune! It is in this season of plenty that The Soul of 7 the four hobbit travelers Frodo, the Shire Samwise, Peregrin, and Meriadoc first Seed-Cakes for step onto the Road and begin their 9 Shire-folk journey into danger, and so we felt The Story of this would make it an appropriate sea- 11 son in which to explore some aspects Kullervo Review About Us/ of hobbit life that lend themselves to 12 our methods of ‘re-creation’. Society News We trust you will enjoy, and thank you for reading! -A. Hollis 1 “The Shire had seldom seen so fair a summer, or so rich an autumn: the trees were laden with apples, honey was dripping in the combs, and the corn was tall and full.” -Lord of the Rings: The Fellowship of the Ring Book I, Chapter 3: Three is Company 2 Pick a Persona: Hobbits A. Hollis their time” (4). Therefore, by far the most com- n this installment, we will brainstorm some I mon hobbit persona would be a simple Farmer possible ‘occupations’ which could enrich one’s (of roots, vegetables, grains, or pipe-weed).
    [Show full text]
  • Campaign Setting
    TM Campaign Setting Lead Designer Wolfgang Baur Chapter Design Cover Art Jeff Grubb, Brandon Hodge, Christina Stiles, and Dan Voyce Aaron Miller Additional Design Interior Art Ben Armitage, Michael Franke, Ed Greenwood,Josh Jarman, Darren Calvert, Nicole Cardiff, Richard Clark, Storn Cook, Michael Kortes, Chris Lozaga, Michael Matkin, Ben McFarland, Emile Denis, Rick Hershey, Michael Jaecks, Stephanie Law, Chad Middleton, Carlos Ovalle, Adam Roy, and Henry Wong Pat Loboyko, Malcolm McClinton, Aaron Miller, Marc Radle, Game Material Development Blanca Martinez de Rituerto, Mark Smylie, Hugo Solis, Sigfried Trent Christophe Swal, Stephen Wood, and Kieran Yanner AGE Appendix Cartography and Heraldry Josh Jarman, with additional design by Simon English, Jonathan Roberts, Sean Macdonald, Lucas Haley Emmet Byrne, Daniel Perez, Jesse Butler, and Wolfgang Baur Cover Graphic Design Editor Callie Winters Michele Carter Layout Proofreading Callie Winters Chris Harris, Ed Possing, and Joey Smith Indexer Lori Ann Curley Dedication: This book is dedicated to my parents, Werner and Renate Baur, who many years ago gave me a little blue box with a dragon on the cover. Thank you for always supporting my love of fantasy, gaming, and legends. Setting Champions Champion of Midgard: Steve Geddes Despot of the Ruby Sea: Carlos Ovalle Exarch of the Magocracy: Christopher Lozaga Druid of the Emerald Order: Shawn “Bran Ravensong” Nolan God-King of Nuria-Natal: Henry Wong Lord of Thunder Mountain: DJ Yoho Lord of Midgard: Sebastian Dietz River King of the Arbonesse: Chad Middleton Sultana of the Empire: Christina Stiles Midgard Campaign Setting is © 2012 Open Design LLC. All rights reserved. Midgard, Open Design, Kobold Press, Free City of Zobeck, and their associated logos are trademarks of Open Design LLC.
    [Show full text]