TEXT:  
   
  MEN OF DORWINION  
  A RACIAL BACKGROUND 
  BY 
  ‘LOFAR’ 
  AND ADDED/EDITED MATERIAL 
  BY 
  RICHARD HARRISON 
  FOR 
  THE ONE RING 
  ROLE-PLAYING GAME 
   
  
  - Men of 
  Dorwinion -  
  “It must be a potent wine to make a wood-elf 
  drowsy; but this wine, it would seem, was the 
  heady vintage of the great gardens of 
  Dorwinion, not meant for his soldiers or his 
  servants, but for the king’s feast only, and for 
  smaller bowls not for the butler’s great 
  flagons.” 
   
  Dorwinion means Land of Wines and may come 
  from the Sindarin ‘dor’ (land) and ‘winion’ 
  (mannish in origin, closely linked to wine and 
  denoting the kingdom's purpose). 
   
  The fertile climate, perfect latitudinal positioning, 
  and close proximity to the Sea of Rhûn make 
  Dorwinion the ideal agrarian society. Its wines are 
  of such high-quality and widely enjoyed that even 
  the elvish guards of Thranduil's prison cells drank 
  themselves into a stupor with the wine of 
  Dorwinion. Its wines are readily enjoyed by the 
  Elves of Mirkwood, the Men of Dale and Esgaroth 
  (Lake-town), and the Dwarves of the Lonely 
  Mountain (Erebor) and of the Iron Hills. In earlier 
  times of peace and stability, when Gondor's 
  boundaries reached the Sea of Rhûn, Dorwinion 
  was a protectorate and semi-autonomous colony. 
  Its fine wines enjoyed by the Kings of Gondor and 
  its Stewards alike. 
    
  DESCRIPTION 
  The Men of Dorwinion are a mixed people, 
  descending from Northmen and Easterlings alike. 
  Consequently, they are of average height, often with 
  a darker skin and dark brown or black hairs, very 
  often curly.  
   
  Men keep well-groomed moustaches and beards. 
  When abroad, their clothes are well-crafted but 
  simple; they are fond of jewellery but tend not to 
  display it outside their own homes. They favour 
  earth-tones, 
  bright 
  tans 
  and 
  orange-yellows 
  contrasted by deep navy, burgundy, brown and 
  green.  
   
   
   
   
   
  STANDARD OF LIVING 
  The Men of Dorwinion are great traders; their wines 
  in particular are drunk at the high tables across 
  Middle-earth. It is only through their cunning 
  negotiations that their realm, poised precariously 
  between Western and Eastern cultures, was able to 
  survive. Men of Dorwinion are considered a 
  Prosperous folk. 
   
  LANGUAGES 
  Men of Dorwinion generally speak the Common 
  Speech (Westron) as well as their own language, 
  Logthig. Some are also well versed in Sindarin to 
  aid in their dealings with the elves of Mirkwood. 
   
   
   
  
  DORWINION ADVENTURERS 
  As merchants, the Men of Dorwinion wander far 
  and wide, and speak to many peoples. They are not 
  a martial culture and do not seek war, yet history 
  has taught them to be ready when it comes to 
  protecting their own fields and homesteads. 
    
  Suggested Callings:
  Suggested Callings:
  Suggested Callings:
  Suggested Callings: Wanderer and Warden. These 
  callings reflect best the two major dispositions of 
  the Men of Dorwinion: they either strive far and 
  wide across the land in search of new trade routes, 
  or they stay at home, generally open to strangers, 
  but at the same time carefully protective of their 
  customs and holy places. 
    
  Unusual Callings:
  Unusual Callings:
  Unusual Callings:
  Unusual Callings: Slayer. Living in the midst of a 
  range of aggressive cultures, the Men of Dorwinion 
  have learnt other ways to survive and thrive. 
   
  WHAT THEIR CHIEFTAIN SAYS... 
   
  • Barding
  Barding
  Barding
  Bardings:s:s:s:    
  “It is good to see that the old markets in the West 
  are opening up again. Let us hope that our 
  relationship will be one of mutual trade and 
  enrichment, and not one of envy and war.” 
   
  • Beornings
  Beornings
  Beornings
  Beornings::::    
  “They are a grim people, and overly rigid in their 
  principles of trade. And yet we also have a lot in 
  common: our free life-style and our desire to protect 
  it. And their honey-bread is excellent! I would pay 
  dearly for the recipe.” 
   
  • Dwarves of the Lonely Mountain
  Dwarves of the Lonely Mountain
  Dwarves of the Lonely Mountain
  Dwarves of the Lonely Mountain::::    
  “An excellent source for high-quality metals and 
  finely-wrought tools. A bit too fond of gold for gold’s 
  sake, if you ask me though.” 
   
  • Elves of Mirkwood
  Elves of Mirkwood
  Elves of Mirkwood
  Elves of Mirkwood::::    
  “We have not had much dealings with the fair folk 
  of the woods. We hear that they buy our wines on 
  the markets of Esgaroth. Maybe we can strike a 
  better deal with them directly?” 
   
  • Hobbits of the Shire
  Hobbits of the Shire
  Hobbits of the Shire
  Hobbits of the Shire::::    
  “A folk of small people in the Far West you say? How 
  curious? Their lands as you describe them would 
  have been pleasurable to the Earth-maidens.” 
   
  • Woodmen of W
  Woodmen of W
  Woodmen of W
  Woodmen of Wilderland
  ilderland
  ilderland
  ilderland::::    
  “Their life is a hard one, under the eaves of the 
  Great 
  Wood. 
  I 
  have 
  seen 
  some 
  of 
  their 
  woodcarvings: very fine work indeed.” 
  WHAT OTHERS SAY... 
  • King Bard
  King Bard
  King Bard
  King Bard    of the Men of Dale
  of the Men of Dale
  of the Men of Dale
  of the Men of Dale::::  
  “They are peaceful – but do not be fooled: in trade, 
  they are maybe even more cunning than the 
  Dwarves! But we are glad to have them as our 
  neighbours, though long leagues of empty lands 
  divide us.” 
   
  • Beorn
  Beorn
  Beorn
  Beorn, Leader of the Beornings
  , Leader of the Beornings
  , Leader of the Beornings
  , Leader of the Beornings: : : :     
  “I haven’t heard much of them. Traders, hmmm? 
  Well, let them come and trade, as long as they pay 
  the tolls!” 
   
  • King Dain
  King Dain
  King Dain
  King Dain    of the Dwarves
  of the Dwarves
  of the Dwarves
  of the Dwarves: : : :     
  “We have heard about this land to the east. It is not 
  so far from my old mansions in the Iron Mountains 
  after all! I am sure they are in need of quality 
  metals and our magic Dwarven toys.” 
   
  • Thranduil, t
  Thranduil, t
  Thranduil, t
  Thranduil, the Elven
  he Elven
  he Elven
  he Elven----king: 
  king: 
  king: 
  king:     
  “I am very partial to their wine, though I must say 
  that after that little incident with Bilbo the hobbit 
  and the 13 dwarves, I have come to think that it 
  also has some dangerous qualities…” 
   
  • Bilbo
  Bilbo
  Bilbo
  Bilbo    Baggins, the Hobbit
  Baggins, the Hobbit
  Baggins, the Hobbit
  Baggins, the Hobbit: : : :     
  “Ah, if I could wander to the far lands of Dorwinion! 
  Their wine helped us a lot in the Elven-king’s 
  prison.” 
   
  • Radagast
  Radagast
  Radagast
  Radagast    the Brown
  the Brown
  the Brown
  the Brown: : : :     
  “They treat their lands gently, and pay respect to 
  beast and plant. More than you can say about 
  many other men!” 
   
   
  CULTURAL BLESSING 
   
  JOURNEYMAN’S BOON 
  The Men of Dorwinion are born travellers, and their 
  culture lives on the interchange between other 
  cultures.  
   
  • Every Man of Dorwinion is so used to journeying 
  and its perils that he can fulfil two roles during 
  the travel phase if necessary (e.g. he can be both 
  Hunter and Scout). At the same time, his 
  unfailing sense of direction and knowledge 
  about routes lets him add his Attribute to every 
  Lore roll when preparing a journey. 
   
   
   
  
  STARTING SKILL SCORES 
   
  COMMON SKILLS 
  Copy the following skill ranks onto the character 
  sheet and underline the favoured skill: 
   
  Awe 
  0 
  Inspire 
  0 
  Persuade 
  3 
  Athletics 
  1 
  Travel 
  3 
  Stealth 
  0 
  Awareness 
  0 
  Insight 
  2 
  Search 
  0 
  Explore 
  2 
  Healing 
  2 
  Hunting 
  0 
  Song 
  1 
  Courtesy 
  2 
  Riddle 
  1 
  Craft 
  1 
  Battle 
  0 
  Lore 
  1 
   
  WEAPON SKILLS 
  Choose one of the following weapon skill sets, and 
  record it on the character sheet: 
   
  1) (Bows) 2, Sword 1, Dagger 1 
  2) Spear 2, Sword 1, Dagger 1 
   
   
  SPECIALTIES 
  Choose two Traits from: 
   
  Boating, Folk-lore, Leechcraft, Celduin-lore, 
  Trading 
   
   
  BACKGROUNDS 
   
  1 – WINE MERCHANT 
  Your father took you on your first journey when you 
  were five. In ten days on the road, you saw more 
  than in your entire life until then. And at last, when 
  you had reached your destination, you saw the 
  boundless horizons, the greys, greens, and blues of 
  the Inland Sea.  
   
  After that, your path was set. You became a 
  merchant, wandering across land and sea. And you 
  have a matching temperament: an easy-going, 
  friendly outward behaviour wrapped around an 
  inner core of secret thoughts. If anything, it is the 
  constant worry about profit that troubles you.  
   
  Basic Attributes
  Basic Attributes
  Basic Attributes
  Basic Attributes    
  Body 2, Heart 6, Wits 6 
   
  Favoured Skill
  Favoured Skill
  Favoured Skill
  Favoured Skill    
  Insight 
   
   
   
  Distinctive Features
  Distinctive Features
  Distinctive Features
  Distinctive Features    
  (Choose two Traits from those listed) 
  Cautious, Clever, Cunning, Determined, Fair-
  spoken, Merry, Patient, Secretive 
   
  2 – TO GUARD AND PROTECT 
  How proud your family was when you started 
  training with the most elite force of Dorwinion, the 
  Realm-Master’s guards. It is they who protect the 
  important cities and sacred sites from the relentless 
  onslaught of the Easterlings, they who defend the 
  trade routes and therefore the veins and arteries of 
  the realm.  
   
  Now you are one of them: loyal, steadfast, and 
  strong. You enjoy the physical challenge of a fight, 
  but are sober enough not to seek one yourself. You 
  have become a good judge of character, and know 
  that a few well-placed words can often do more 
  than any application of force. 
      
  Basic Attributes
  Basic Attributes
  Basic Attributes
  Basic Attributes    
  Body 4, Heart 6, Wits 4 
   
  Favoured
  Favoured
  Favoured
  Favoured    Skill
  Skill
  Skill
  Skill    
  Battle 
   
  Distinctive Features
  Distinctive Features
  Distinctive Features
  Distinctive Features    
  (Choose two Traits from those listed) 
  Bold, Cunning, Determined, Forthright, Hardy, 
  Just, Steadfast, Wary 
   
   
   
   
  
  3 – ENVOY OF THE HEALERS 
  You have grown up in the spiritual heart of 
  Dorwinion, in one of the protected cities high up in 
  the mountains. These cities are full of life: there are 
  gardens everywhere, gardens planted by the Earth-
  Maidens themselves. The rarest herbs and finest 
  flowers can be found there, and they are a site of 
  peace, for body and mind. You have always had a 
  knack to give this peace to the people who come 
  here and so the Healers took you on as an 
  apprentice at an early age.  
   
  Now that you have completed your basic training, 
  they have set you a new task. Since they never leave 
  the sacred cities themselves, they need their eyes, 
  ears, and hands about the land to gather and to 
  spread knowledge. It is up to you know to roam the 
  land and bring healing, peace, and understanding 
  to all its people. 
   
  Basic Attributes
  Basic Attributes
  Basic Attributes
  Basic Attributes    
  Body 2, Heart 7, Wits 5 
   
  Favoured
  Favoured
  Favoured
  Favoured    Skill
  Skill
  Skill
  Skill    
  Healing 
   
  Distinctive Features
  Distinctive Features
  Distinctive Features
  Distinctive Features    
  (Choose two Traits from those listed) 
  Cautious, Generous, Hardened, Honourable, 
  Lordly, Merciful, Patient, True-hearted 
   
  4 – A FIERCE HEART AMONG TRADERS 
  You are a fighter and always will be. Even when you 
  were little you got into innumerable brawls. You 
  won most of them. Your hometown was a trading 
  place for the Easterlings, and you were impressed at 
  an early age by their culture, in which strength 
  alone decides one’s place in society. Coming from a 
  poor family, this held a natural appeal for you. 
  However, this wilful fighting is frowned upon in 
  Dorwinion.  
   
  You have become a loner, haunting the seedier 
  taverns and the alleyways at night. You are always 
  willing to enter a good fight – ideally for a bit of 
  gold. What most people do not realize though is 
  that you are neither evil nor cruel. You simply see 
  life as a struggle and have no aptitude to wriggle 
  out of a tight spot. So you have to stand your 
  ground and fight. 
   
  Basic Attributes
  Basic Attributes
  Basic Attributes
  Basic Attributes    
  Body 4, Heart 5, Wits 5 
   
  Favoured
  Favoured
  Favoured
  Favoured    Skill
  Skill
  Skill
  Skill    
  Awe 
   
  Distinctive Features
  Distinctive Features
  Distinctive Features
  Distinctive Features    
  (Choose two Traits from those listed) 
  Hardened, 
  Fierce, 
  Grim, 
  Gruff, 
  Reckless, 
  Secretive, Vengeful, Wilful 
   
  5 – ON THE WAVES OF THE INLAND SEA 
  You were orphaned at an early age by a particularly 
  vicious pirate attack that left your little village by 
  the sea in cinders. Fishers picked you up a couple of 
  days later, the only survivor of a terrible massacre. 
  Since then, the sea has become your home and the 
  source of your livelihood. You know each port on 
  your coast, but rarely stay for long: the sea always 
  calls. And deep down, there is another urge that 
  drags you back to your ship: the desire to find these 
  pirates one of these days, and take revenge. 
    
  Basic Attributes
  Basic Attributes
  Basic Attributes
  Basic Attributes    
  Body 3, Heart 6, Wits 5 
   
  Favoured Skill
  Favoured Skill
  Favoured Skill
  Favoured Skill    
  Travel 
      
  Distinctive Features
  Distinctive Features
  Distinctive Features
  Distinctive Features    
  (Choose two Traits from those listed) 
  Adventurous, Curious, Eager, Gruff, Keen-eyed, 
  Nimble, Reckless, Robust 
   
  6 - THE SHADOW OF GOLD 
  You have seen the lure of greed. You grew up in a 
  family of prosperous merchants, always eager to 
  expand their trade. Then the shadowy emissaries 
  from 
  the 
  East 
  arrived, 
  promising 
  gold 
  for 
  information and allegiance. Your family struck a 
  bargain. Little did they suspect the consequences: 
  step by step they were led down the path of 
  treachery. At first they sold information on trade 
  routes 
  and 
  rivals 
  – 
  gossip 
  no 
  more. 
  But 
  imperceptibly, this moved on to vital details about 
  the city, and finally to questions of security of the 
  realm itself.  
   
  Of course they were found out. All your goods were 
  confiscated, and many family members including 
  your parents were banned from the realm. You were 
  allowed to stay, but the shadow of suspicion has 
  never left you since. And you yearn to find out more 
  about the men who ruined your family. 
      
  Basic Attributes
  Basic Attributes
  Basic Attributes
  Basic Attributes    
  Body 3, Heart 6, Wits 5 
  
   
  Favoured Skill
  Favoured Skill
  Favoured Skill
  Favoured Skill    
  Riddle 
   
  Distinctive Features
  Distinctive Features
  Distinctive Features
  Distinctive Features    
  (Choose two Traits from those listed) 
  Cautious, Determined, Forthright, Honourable, 
  Patient, Proud, Secretive, Suspicious 
   
   
   
  DORWINION NAMES 
  The Dorwinion culture has developed from both 
  Northman and Easterling alike, for that reason they 
  are prone to use the names from either of these 
  races of men.  
   
  The following names are from the Easterling 
  culture, 
  for 
  Northman 
  names 
  refer 
  to 
  the 
  appropriate Culture within the main rulebook. 
   
  Male Names:
  Male Names:
  Male Names:
  Male Names:    Bór, Böri (Wolf ), Borlach, Borlad, 
  Borthand, Brodda, Edgü (Good), Gizik (Storm), 
  Göktîg (Sky-Arrow), Kargî (Spear), Kemik (Bone), 
  Kiliç (Sword), Kustîg (Bird-Arrow), Maltök (Beast-
  Strong), Margöz (Snake-Eye), Öldür (Killer), Sacal 
  (Beard),Uldor, 
  Ulfang, 
  Ulfast, 
  Ulwarth,Yaban 
  (Wild), Yiltîg (Wind-Arrow), Yumruk (Fist). 
   
      
  Female Names:
  Female Names:
  Female Names:
  Female Names:    Ana (Mother), Katun (Woman), 
  Kuzu (Lamb), Mareke (Snake-Sister), Markiz (Snake-
  Maid). Oyna (Dance), Tîgeke (Arrow-Sister), Tîgkiz 
  (Arrow-Maid), Yileke (Wind-Sister), Yilkiz (Wind-
  Maid). 
   
  Adventuring Age: 
  Adventuring Age: 
  Adventuring Age: 
  Adventuring Age: 16
  16
  16
  16----30
  30
  30
  30    
  Men 
  of 
  Dorwinion 
  don’t 
  usually 
  become 
  adventurers before their 16th year of age, and rarely 
  continue beyond their forties, when they retire to 
  serve their family back in their homelands. 
   
  ENDURANCE AND HOPE 
  Starting scores: 
   
  • Endurance = 20 + Heart 
  • Hope = 10 + Heart 
   
  CULTURAL VIRTUES 
   
  MERCHANT’S EYE 
  Having dealt with many cultures, you see easily into 
  the heart of men.  
   
  • When testing Insight, roll the Feat die twice and 
  keep the higher result. 
   
  TRAVELLER’S LEGS 
  Being used to the road, you tire less easily.  
   
  • Reduce the difficulty one Travel roll during a 
  journey by one category. 
   
  GIFT OF THE EARTH-MAIDENS 
  You carry some precious fruits of the earth with you, 
  given to you by the priests of the Earth-maidens 
  themselves.  
   
  • Once per journey for each companion (including 
  you) may eat some of this fruit and reduce their 
  temporary encumbrance fatigue by 1. 
   
  VALOROUS WORDS 
  The Men of Dorwinion emphasize the importance of 
  the community. When they fight, they fight for their 
  fellow men, and they know the right words to 
  inspire loyalty, valour, and steadfastness.  
   
  • When you successfully execute a Rally Comrades 
  manoeuvre, you gain one additional success. 
   
  
  WINE OF DORWINION 
  Dorwinion’s 
  famous 
  vintage 
  can 
  serve 
  two 
  purposes. In small quantities, it fortifies body and 
  mind.  
   
  • Lower the difficulty of one Fear roll per session 
  by one category OR gain 5 temporary points of 
  Endurance for 10 rounds (also above your 
  normal Endurance maximum).  
   
  As demonstrate on the Elven-king’s butler, larger 
  quantities of this wine act as a powerful sedative.  
   
  • Once per session, you can make a single 
  humanoid creature fall in such a deep sleep that 
  only the loudest of noise or direct violence can 
  wake it – provided he can persuade it to drink 
  the wine. 
   
  CULTURAL REWARDS 
   
  Sailor’s
  Sailor’s
  Sailor’s
  Sailor’s    Armour
  Armour
  Armour
  Armour    (Leather Shirt / C
  (Leather Shirt / C
  (Leather Shirt / C
  (Leather Shirt / Corslet
  orslet
  orslet
  orslet))))    
  These sets of armour are said to be blessed by the 
  priest of the Earth Maidens. They allow their wearer 
  to move with far more freedom and are less 
  encumbering than usual. 
   
  • Encumbrance is reduced by 1 (to a minimum of 
  1) and when performing an Athletics action, roll 
  the Feat die twice and keep the best result. 
   
  Kine Bow (Bow
  Kine Bow (Bow
  Kine Bow (Bow
  Kine Bow (Bow))))    
  These special bows made out of the horn of the Kine 
  of Araw shoot further than any normal bow. They 
  are perfect for travelling: small, powerful, and easy 
  to handle. 
   
  • Double the ranges of the weapon (Adventurers’ 
  Book 115). 
  • The character only needs to be protected by one 
  companion in order to assume a Rearward 
  stance. 
      
  Guarding Shield 
  Guarding Shield 
  Guarding Shield 
  Guarding Shield (Great 
  (Great 
  (Great 
  (Great Shield
  Shield
  Shield
  Shield))))    
  These large, tear-drop shaped shields have been 
  developed as a special protection against the hit-
  and-run tactics of the mounted Easterling archers.  
   
  • Any called shot with a ranged weapon only 
  succeeds with an extraordinary success. 
   
   
  
SOURCE: textdata/thevault/Middle-Earth™ (MERP) [multi]/The One Ring/Third Party.Homebrew/Men of Dorwinion.pdf