The Dûnedain (Ad. 'Men of the West'; sing. Dûnadan) were the men of the island continent of Nûmenor. At the openning of the Second Age, they followed Elros Tar-Minyatur to that long lost land. Over the centuries, a bitterness grew in the hearts of Nûmenor's kings, until Ar-Pharazon, twisted by the words of Sauron, attempted an invasion of the Undying Lands in 3319 SA. In retribution, Nûmenor was dragged beneath the waves.
The modern Dûnedain are descended from the 'faithful' of Nûmenor, both those who had fled in the centuries before the Akallabêth (the Downfall of Nûmenor), and of the followers of Elendil, who had recieved warning of the coming cataclysm and had been able to take ship with their households before that dark day. Elendil and his son's, Isildur and Anárion, founded the twin Kingdoms in Exile, Arnor and Gondor, with Elendil ruling as High King from Annúminas in Arnor.
Both Elendil and Anárion died in the War of the Last Alliance, where Sauron fell in 3441, closing the Second Age. Isildur was slain by Orcs in 2 TA as he traveled to Annúminas to take up hi father's crown. With this death, neither Anárion's nor Isildur's heir claimed the throne of High King, and the two kingdoms were ruled seperately from then on.
Gondor survived, with varying fortunes, through the Third Age, but Arnor ceased to be a single kingdom in 861 TA, and it's last successor, Arthedain, fell to the Witch-King of Angmar in 1974 TA. Thereafter, the Dûedain of Arnor became known as the Rangers of the North.
The Dûnedain bear a great resemblance to their Edain ancestors, being tall and having dark hair and eyes of blue or black. The Dûedain have had much congess with both the peoples they rule and the Elves that are their neighbours and allies; sometimes, these features show through in lighter hair, brighter eyes, and paler skin.
Attributes: | | Adûnaic The language of the Edain of Nûmenor and it's successor kingdoms-in-exile. While heavily influenced by Elven languages, it was the influence of the Avari and the Nandor that had the most effect, not the Sindarin of Beleriand. However, both Sindarin and Quenya had an effect. Quenya was the language of the educated, while Sindarin was the most common second language of Nûmenor, with many Nûmenoreans bearing names in the Sindarin mode.
Westron, or Adûnie, a derivative of colloquial Adûnaic, is the common speech of north-west Middle-Earth.
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| Roll | Avg.
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STR | 2d4+10 | 15
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CON | 2d4+10 | 15
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DEX | 2d6+6 | 13
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SIZ | 2d6+10 {m} 2d6+8 {f} | 17 14
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INT | 2d4+10 | 15
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POW | 2d4+10 | 15
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CHA | 2d4+10 | 15
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Age | (2d8)x5 | 45 years old
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Skills
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Agility Skills = POW+DEX
Communication Skills = INT+CHA
Knowledge Skills = INT
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Manipulation Skills = STR+DEX
Perception Skills = INT+POW
Stealth Skills = INT+DEX-SIZ
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one Craft or Lore = Knowledge x2
Credit = Communication x2
Human Lore = Knowledge x2
Navigation = Knowledge x2
World Lore = Knowledge x2
one melee attack = Manipulation x2
one melee parry = Agility x2
one missile attack = Agility x2
Westron (spkn) = Communication x3
Westron (r/w) = Knowledge x5
Sindarin (spkn) = Communication x2
Sindarin (r/w) = Knowledge x3
Adûnaic (spkn) = Communication x1
Adûnaic (r/w) = Knowledge x2
Quenya (spkn) = Communication x1
Quenya (r/w) = Knowledge x2
one other language (spkn) = Communication x2
one other language (r/w) = Knowledge x3
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Background Options
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Languages (1 point)
Literacy (1 point)
Stat Boost (1 point per increase)
Skill Boost (1 point per increase)
Status - Wealthy Family (1 point)
Status - Noble Family (2 points)
Status - Royal Lineage (3 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)
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Outfitting Dûnedain Characters from Arnor
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Dûnedain characters begin with two weapons (or a weapon and shield), four or more sete of slothes, one suit of armour, and 20 gold pieces.
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Clothing Arnorian gentlemen: linen, silk or woolen undershirt in a rich colour (maroon, celestial blue, purple, navy blue) with close-fitting sleeves; woolen underhose; silk or woolen outerhose; flowing silk or woolen tunic (rich hues) with wide, flowing sleeves ornamented with fine embroidery and appliqué; decorative leather belt, often worn with a set of precious stones; silk or woolen collar covering the shoulders and often the neck, decorative bands of embroidery at the top and bottom edges; soft slippers; stout outer boots; quilted cape with generous hood and wide sleeves; fur over cloak.
Arnorian ladies: linen, silk or woolen undershift in a rich colour (royal blue, deep red, sky blue, violet, midnight blue), with close-fitting sleeves; flowing silk or woolen gown (rich hues) with wide, flowing sleeves ornamented with fine embroidery and appliqué; decorative leather belt or girdle, often set with precious stones; silk or woolen collar covering the shoulders and often the neck, decoartive bands of embroidery at the top and bottom edges; headpiece of lace or embroidered fabric; soft slippers; leather ankle boots; quilted cape with generous hood and wide sleeves; fur overcoat.
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| Weapons Battleaxe, broadsword, composite bow, dagger, halberd, lance, longbow, mace, quarterstaff, shortsword, spear, greatsword, warhammer.
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Armour Any type of armour is available to the Dûnedain, and selection usually depends upon personal choice.
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Outfitting Dûnedain Characters from Gondor
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Dûnedain characters begin with two weapons (or a weapon and shield), four or more sete of slothes, one suit of armour, and 20 gold pieces.
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Clothing Gondorian gentlemen: silk or cotton undershirt, usually white or pastel; rich-hued silk or cotton wasitcoat with elaborate sleeves (gathered, slashed, multiple puffs), close-fitting bodice, and wide skirt-pieces; belt of finely dyed leather and gold or silver links; decorative collar, elaborately embroidered, covering the shoulders but not the neck; sandals or soft shoes; quilted cape with generous hood and wide sleeves.
Gondorian ladies: silk or cotton undershift, usually white or pastel, often sleeveless; rich-hued cotton or silk gown with elaborate sleeves (gathered, slashed, multiple puffs) and a close fitting bodice; silk sash or girdle; decorative collar, elaborately embroidered, covering the shoulders, but often revealing the neck and chest; ornamental headpiece; sandals or soft shoes; quilted cape with generous hood and sleeves.
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| Weapons Battleaxe, broadsword, composite bow, dagger, halberd, lance, longbow, mace, quarterstaff, shortsword, spear, greatsword, warhammer.
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Armour Any type of armour is available to the Dûnedain, and selection usually depends upon personal choice.
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