Peoples of Middle-Earth in the Third Age of the Sun

The Avari

The Avari, the Refusers, those who would not take up the centuries long migration to Valinor. When the Vala Orome came into the ancient Elven homeland of Cuiveinen, not all of the Quendi (Q. "the people"; lit."those who speak") were joyous. Nor did they like the idea of trekking across the continent to the sea, and thence to Valinor. So it was that when Ingwë, Finwë and Elwë led the three great Kindreds east, not all of the Elves were amongst them. So came the first great split amongst Elves - between the Edlar (Q. "peolpe of the stars") and the Avari (Q. "refusers").

The Avari, of course, did not refer to themselves as such. They continued to use the archaic Elven Kwende (Arch E. lit. "speakers, those who speak", but used to mean Elves) to speak of themselves. They passed into the mists of history as far as the Eldar were concerned. It is known that the early Edain had some contact with Avarin Elves, as when they came into Beleriand, Finrod Felagund had little trouble deciphering their tongue, so affected by it was by Elven languages. It is also probable that certain groups of Avari had some contact with the Nandor, and with the Dwarves (the Dwarven word for Orc, Rukhs, pl. Rakhas, may have been borrowed from the Avari). However, between the departure of the Eldar and the awakening of Men, the Avarin tribes prospered and spread far and wide.

In the Second and Third Ages, the Avari remained a largely unknown factor in the west, though it is possible that the hatred of Elves evident in Easterlings and Southrons was not solely the work of Sauron. This unknown quality provides the GM with a useful tool - Elves that nobody knows anything about.

Like all elves, the Avari possess excellent eyesight, and can see as well under starlight as a human in daylight, and by the sun may see much better than humans; however, complete darkness robs them of sight just as easily. They also share the near immunity to all forms of disease common to the Firstborn, and resist diseases at double their normal CON.

Attributes:

The Many Secret Tongues of the Avari
Very little is known of the Avari and their languages. However, some of the Eldar loremasters did travel into the east on a quest to find and learn of their long lost kin. From this we know of six kindreds of the Avari:

The Kindi
The Cuind
The Hwenti
The Kinn-lai
The Windan
The Penni
Little is known of the languages, or of the people themselves. However, three of the Istari traveled into the East - Saruman, Palando and Alatar. Perhaps they know more of the Avari.

RollAvg.
STR2d6+613
CON2d4+1015
DEX2d6+10 17
SIZ2d6+9 {m}
2d6+7 {f}
16
14
INT2d4+1015
POW2d4+1015
CHA2d6+1017
Age (young)(1d10x1d10x2d6)x2424 years old
Age (mature)(3d6)x1001100 years old
Age (older)(3d6)x5005500 years old

Skills
Agility Skills = POW+DEX
Communication Skills = INT+CHA
Knowledge Skills = INT
Manipulation Skills = STR+DEX
Perception Skills = INT+POW
Stealth Skills = INT+DEX-SIZ
  • Animal Lore = Knowledge x2
  • one Craft or Lore = Knowledge x2
  • Elf Lore = Knowledge x3
  • Human Lore = Knowledge x2
  • Listen = Perception x2
  • Move Quietly = Stealth x3
  • Plant Lore = Knowledge x2
  • Singing = Communication x2
  • World Lore = Knowledge x2
  • one melee attack = Manipulation x2
  • one melee parry = Agility x2
  • one missile attack = Agility x2
  • native Elven (spkn) = Communication x3
  • native Elven (r/w) = Knowledge x5
  • local Human (spkn) = Communication x2
  • local Human (r/w) = Knowledge x3
  • one other language (spkn) = Communication x2
  • one other language (r/w) = Knowledge x3
  • Background Options
  • Languages (1 point)
  • Literacy (1 point)
  • Stat Boost (1 point per increase)
  • Skill Boost (1 point per increase)
  • Status - Notable Lineage (1 point)
  • Status - Royal Lineage (2 points)
  • Wealth (1 point per roll)
  • High Quality Items (1-3 points each)
  • Minor Magical Item (3-5 points)
  • Crafting (2 points)
  • Healing (2 points)
  • Foresight (1 point)
  • Presence (2 points)
  • Sense (2 points)
  • Sorcery (3 points)

  • Outfitting Avarin Characters
    There is room enough for the GM to make up any details he wishes to about the Avari, including the type of clothing they wear, their common customs, and what a starting character, if he allows Avari as PCs, would start with.
    1