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  BaseoonJ.RR. TOLKIEN's 
  THE HOBBIT TM ano THE LORD OF THE RING5™ 
  © 1982 Tolkien Enterprises. Berkeley. California. 
  TM 
  The Lord of the Rings'" and The Hobbi{'" and all characters and places therein are trademark properties of TOLKIEN 
  ENTERPRISES. Berkeley. California. No unauthorized use permitted. 
  Produced and distributed by Iron Crown Enterprises. Inc. 
  CONTENTS 
  1.0 INTRODUCTION 
  2.0 SOURCES 
  Stock #ME 2100 
  3.0 DEFINITIONS AND TERMS 
  4.0 THE WORLD, AN OVERVIEW 
  4.1 Geography/Topography 
  4.11 The Land 
  4. 12 The Water 
  5.0 THE INHABITANTS OF MIDDLE EARTH 
  5.1 General Notes on Inhabitants 
  6.0 LANGUAGE AND CULTURE IN MIDDLE EARTH 
  6.1 Language in the West 
  6.11 Elvlsh Tongues 
  6.12 Northern Mannish Languages 
  6. 13 Southern Mannish Languages 
  6.14 Khuzdul ("Dwan-Ish") 
  6.1 5 Other Tongues of the West 
  6.151 Entish 
  6.152 Black Speech 
  6. 153 Orkish (Orcish) 
  6. 154 The Languages or Harad 
  6.155 The Language or Ihe Forodwaith ("Snowmen") 
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  P.O. Box 1605 
  Charlottesville, Va. 22902 
  6.2 Language in the Wild Lands 
  . East, South and North 
  6.21 Guidelines for Lang ... ges In the East and South 
  6.22 Guidelines for Languages In the North 
  7.0 THE USE OF POWER IN MIDDLE EARTH 
  7.1 Power in the West Versus Power Elsewhere In 
  Middle Earth 
  7.2 Power and FRP Settings 
  8.0 INTEGRATING MIDDLE EARTH INTO A 
  FANTASY ROLE PLA YING CAMPAIGN 
  8.1 AdaptabUity and FRP Settings 
  8.2 A Suggested Approach for Integration 
  9.0 OF MAPS AND MODULES AND THEIR USE 
  9.1 
  Maps 
  9.11 Major Towns and Settlement. of the West 
  ISome Ruined) 
  9.12 MaJor Citadels of the West (Some Ruined) 
  9.13 Trade Routes and Roads 
  9.14 Languages 01 the Weol 
  9.15 almate 
  9.2 Notes on Use of Continental Map 
  10.0 RECOMMENDED READING 
  
  , 
  I 
  (1.0) INTRODUCTION 
  This guidebook is intended as an aid for those wishing to integrate J .R.R. 
  Tolkien's Middle Earth into their fantasy role playing game. E",entially, it is 
  a handy reference unit specifically oriented toward major fantasy role play-
  ing systems and the forthcoming Middle Earth series from ICE. 
  1.R.R. Tolkien's legacy is truly monumental; his works of fantasy are 
  masterpieces of imagination - consistent, thorough, colorful. stirring and. 
  most of all. thought provoking. Each of us who has delved into his world has 
  developed his or her own impressions of the flora, fauna. and landscape. and 
  has built upon these conceptions by wondering about those things that 
  received relatively little, or no, attention in the texts and appendices. This 
  syndrome has spawned this work and fantasy role playing series. It is all in-
  tended to provide a working base for creative minds who enjoy the world of 
  Middle Earth and have long wished to venture out into its lands, discover 
  new ways, experience its navor. and build upon its wondrous structures and 
  seuings. The entire tone of ICE's approach is aimed at those who want a 
  foundation from which to work, not necessarily absolutes. 
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  (2.0) TH E SOU RCES 
  Tolkien's Middle Earth has been documented by a variety of commen-
  tators, including his son Christopher. Certain aspects of the world and its 
  associated histories are described in immense detail, while others remain 
  shrouded in varying degrees of uncertainty. Most commentaries center on 
  the West (actually the Northwest) of Endor, the middle continent of Arda, 
  and give little or no space to outlying regions, aside from examining incur-
  sions of invaders or noting the vague activities of the Dark Lord. When 
  handling events and settings in the East, North. or South. then. one is very 
  much on his own. The only rules of thumb to abide by are: (I) derive an 
  understanding of "western activity" and the overall world setting; and (2) 
  make sure your research shows no conflict wi.th lhe sparse data found in-
  primary sources, the actual writings of J.R.R. Tolkien and those edited by 
  his son Chrislopher. Adventures set in the West, however, are necessari1y 
  more restricted. 
  A complete bibliography is provided in Section 10.0. What follows is a 
  brief list of the most helpful primary and secondary sources which will prove 
  invaluable for any Middle Earth fantasy role playing (FRP) game: 
  Primary Sources: 
  Tolkien. J.R.R. The Fellowship of the Ring. Boston: Houghton Mifflin Co., 
  1965. Copyright© 1965 by J.R.R. Tolkien. 
  ______ . The Hobbit . Revised Edition. New York: Ballantine Books, 
  1966. Copyright© 1937, 19311, 1966 by J.R.R. Tolkien . 
  _____ . The Return of the King. Boston: Houghton Mifflin Co .. 
  1965. Copyright© 1965 by J.R.R. Tolkien. 
  ______ . The Silman·lIio,.. Boston: Houghton Mifflin Co., 1977. 
  Copyright© 1977 by George Allen & Unwin Ltd. 
  _____ . The Two Towers. Boston: Houghton Mifflin Co .. 1965. 
  Copyright© 1965 by J.R.R. Tolkien. 
  _____ . Unfinished Tales. Boston: Copyright© Houghton Mifflin 
  Co .. 19!!O. Copyright© by George Allen & Unwin Ltd. 
  Secondary Sources: 
  Fonstad, Karen Wynn. The Alias of Middle Earth. Boston: Houghton Mif-
  flin Co., 1981 . Copyright© 1981 by Karen Wynn Fonstad. 
  Foster, Robert. The Complete Guide to Middle Earth. New York: Ballan-
  tine Books, 19711. Copyright© 1971, 1978 by Robert Foster. 
  Tyler, I.E.A. The New Tolkien Companion. New York: Avon Books, 1978. 
  CopyrightCc) 1976, 1978 by J.E.A. Tyler. 
  This work is based on The Hobbit and The Lord of the Rings, particularly 
  the appendices from The Return of the King, the third volume of Ibe trilogy. 
  Great pains have been taken to assure no connici with any other primary 
  source material. Since Ibe material in ICE's series is derived from lhe 
  histories of the Third Age. The Lord of the Rings stands as the most in-
  strumental resource. 
  The Silmarillion and Unfinished Tales may provide crucial data for cam-
  paigns set in the First or Second Ages of Middle Earth. The former is cer-
  tainly key to any in-depth cosmological overview. ICE's Middle Earth line is 
  aimed al settings of a later period, but will, nonetheless, prove helpful to 
  those concerned with ear1ier times . 
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  (3.0) DEFINITIONS AND TERMS 
  The majority of unique terms and translations from The Hobbit and The 
  Lord of the Ring., are not described below; rather. tbey are to be found 
  elsewhere in the text. in the sections concerning places, inhabitants, etc. 
  Otaracter: See "player character." 
  First Age (I.A.): The first recorded Age of Middle Earth. Its beginnings 
  date back to a period relatively soon after tbe dawn of time as we know 
  it and its ending point was marked by the overthrow of Morgoth (the 
  "Black Enemy"), Sauron's overlord and mentor. The tales of the First 
  Age are, for the most part, found in 1.R.R. Tolkien's Unfinished Tales 
  and The Silman'lIion. These works are not used or described within this 
  guidebook, since we are focusing on the Third and Fourth Ages. ICE 
  uses I.A to denote the First Age and F .A. to indicate Fourth Age dates. 
  Fourth Age (F.A.): The fourth recorded age of Middle Earth. the "Age 
  of Men." It began with the passing of the Three Rings over the sea. Dur-
  ing the Fourth Age most of the elves departed Middle Earth for the Un-
  dying Lands: other non-mannish races such as dwarves and hobbits 
  began to seek solitude. for their ways were no longer understood by the 
  overlords of the continent - men. 
  Gamemaster (G M): Also known as OM or dungeonmaster. the referee. 
  judge, etc. The ultimate authority in a given fantasy role playing game. 
  This person is responsible for giving life to the game by monitoring 
  world events and providing the neces.<ary imaginative aids. Hel she in-
  terprets rules. controls creatures and non-player characters. and main-
  tains play. 
  God: Not the gamemaster, but Eru - the creator of the world, including 
  Middle Earth. 
  Middle EArth: Endore; Endor; the Middle Land; the Middle Continent. 
  One continental land mass found in the world. It was not itself the en-
  tirety of the world. although the action and events found in The Hobbit 
  and The Lord of the Rings is focused on the Third Age of Middle Earth 
  and the very beginning of the Fourth Age of Middle Earth. 
  Non-player character (NPC): A being or creature interacting in a fantasy 
  role playing game controUed ("run") hy the gamemaster. player. or 
  another. not as a character synonymous with a player. but as an entity 
  who has no identity with a human participant. Since the NPC is not 
  identified with anyone. its death or departure wiU not result in anyone 
  leaving the game or having to generate a new character. 
  Player character (PC): A character or heing controUed by and iden-
  tified with one of the players. In the game context, the player character 
  (PC) IS the player and vice versa. 
  RoO (0100): Normally a percentile dice roll giving random results from 01 to 
  100 (00). 
  Second Age (S.A .): The second recorded Age of Middle Earth. It began 
  after the faU of Morgoth, with the founding olthe Grey Havens and Lin-
  don. The age ended in S.A. 3441, when Elendil and Gil-gilad overthrew 
  Sauron, lsildur took the One Ring, and the Dark Lord and Nazgul 
  passed into the shadows. S.A. is used denoting dates. 
  Third Age (T.A.): The third recorded Age of Middle Earth. It began follow-
  ing the defeat of Sauron as a result of the Last Altiance of Men and Elves 
  and ended in T.A. 3021, when the Keepers of the Ring passed over the 
  sea (from the Grey Havens). T.A. is the abbreviation. 
  Valar: Refers to primary Valar ... fifteen (including Morgoth). and later, 
  fourteen servants of Eru. Lesser "gods." demi-gods. entities consisting 
  of pure spirit but often taking physical shape. Many of the peoples/ be-
  ings in Middle Earth worship them or hold them sacred. Guardians of 
  the world, it is they who sent the Wizards (Istari) to Middle Earth. 
  The West: Northwestern Middle Earth, specificaUy the area within which 
  the events described in The Hobbit and The Lord of th. Rings took 
  place. Loosely. the area from Umbar northward and west orthe eastern 
  shores of the Sea of Rhun. 
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  I 
  (4.0) THE WORLD, AN OVERVIEW 
  (4.1) GEOGRAPHY/TOPOGRAPHY 
  COMMENTARY 
  J.R .R. Tolkien's Middle Earth was a largely undefined continent in both 
  geographical and cultural terms. What was thoroughly documented was the 
  scene lor the events that dominated the whole "life" of the land mass and its 
  inhabitants - the struggle against Darkness centered in the Northwest; it was 
  in that area that those 01 greatest power came to clash. 
  The undefined lands and their inhabitants are largely unknown. What is 
  mentioned of them consists of brief, scanty references relating to the "vast 
  East." ur creatures and men "from the South," etc. We do know that the 
  mumakit (elephants) came from the reaches south 01 the great desert 
  (beyond that area of the Haradwaith) and necessarily came from an 
  ecological niche conducive to their survival. Thus. we can reconstruct the 
  region utilizing geological and meteorological patterns. There was a 
  relatively lush region beyond the desert to the south of "Far Harad" which 
  can be explained due to the weather patterns blocked by an intervening 
  mountain rangt:. Many of the Dark Lord's men came from the area, and its 
  coast was explored andl or colonized by the great captains of Numenor. 
  We know the elves came out of the East and that a great number of their 
  kind pas.~ed to the West during the First Age. Their journey led them to the 
  northwestern area of Middle Earth. Later. mannish groups such as the 
  Balchoth and Wainriders (both labels attached to migrating folk by the men 
  oftbe West) came out of the East. They were from regions beyond Rhun and 
  were probably under pressure from groups further east. Geographical con-
  siderations channeled them into the territory of Rhovanion and lamb im-
  mediately north of Mordor. Thus. we can begin to get a pict ure 01 expansive 
  eastern territories beyond Rhun whose geography (1) may have funneled 
  groups through Rhun and toward Rhovanion; and (2) accounted for the 
  great desert of Harad. There were mountains east of the desert and regions 
  beyond them where Sauron's shadow took hold. They were described as 
  "vast," West of these mountains and southeast of Mordor were the men 01 
  Khand. These folk had contact with the ··easterlings." at least when the latter 
  migrated westward. and were also dominated by the overlord of Mardor. 
  Their attention. due to the power 01 the Shudow and their geographical 
  boundaries. focused on the Dark Land . 
  Mordor's two mountain ranges. the Ephel Duath ("Mountains of 
  Shadow") on the western and southern borders and the Ered Lithui ("Ash 
  Mountains") which formed the northern border. can be explained by 
  volcanic activity (plentiful in Mordor). and may have resulted from natural 
  and/ or Sauronic sources. Their connection as far as continental divide goes. 
  however, was to an eastern mass. for the Anduin crossed between the White 
  Mountains and Mordor. Mordor's mountains were connected to eastern 
  highlands andl or plate activity (at least in part). Leaving a substantial gap lor 
  the now of contact betwecn Khand the plains south of the Sea of Rhun. we 
  can recreate the flow of the mountains forming Ihe castenl edge of the great 
  desert - that which formed the range in terms of geological activity is con-
  nected with Mordor's Ephel Duath in part. and the two mOllntain chains ap-
  pear to be a broken continuum . 
  Other specific standards. such as the reference to the Sea of Rhun being 
  the largest "inland sea"' in Middle Earth. enable the interpreting car-
  tographer to judge the scale of formations. in this case lakes and freshwater 
  "sea. •. " The Ice Bay of Forachel was one portion of a "much larger bay." The 
  cold wastes of the north extended artificially southward in the area of the lost 
  realms of Arnor and Angmar. and one can judge this boundary as the 
  southermOsllimit of consistently frigid weather. 
  We can, therefore, derive a viable interpretive view of the underined or 
  "wild" lands. These areas had limited "civilizing" innuences. and were less 
  dominant in cultural/political/military affairs. but comprised a significant 
  portion of Middle Earth. After all. the West is described as being only the 
  "northwestern pan" of the land mass called Endore. 
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  4 
  What follows is a description of the map of Middle Earth and the signifi' 
  cant features which may dominate the flow of e\'enls. It is by nature inter-
  pretive. and the gamemaster may wish to take cautious liberties with certain 
  aspects. Keep in mind that Jolkien's lascination with our own world led him 
  to translate the Red book and give ushis great works. Middle Earth is in many 
  ways like our beloved Earth, and many questions concerning a~p~cts of 
  Tolkien's works are best explained by using answers from his ultimate 
  source . This is why a cartographer can use physical principles found in 
  everyday life (at least for the most part). Also note that this mythos. being 
  quite familiar to "normal reality," becomes all the more plausible - rich and 
  believable. 
  (4.11) The Land 
  The lund shown on the map is shaded according to certain criteria: (1) 
  areas shown in deeper green are more rich and temperate than those in 
  lighter shades. since the latter are semi-arid. highland. rocky. hot. or cold 
  expanses (relatively speaking); (2) hills and mountains are given relative 
  heights in terms of sytnbol sizes; (3) the continental shelf is in sea green or 
  aqua; (4) the deep ocean is the area outside of the shelf and in a pronounced 
  blue; and (5) the mountain coloring is meant to express the approximate ap-
  pearance of the various ranges. 
  Mountain Ranges: Middle Earth's highest mountain range was the Misty 
  Mountains of the Northwes!. Although their height was 
  apparently unexcelled on the continent in the Third Age. their width as a 
  chain was not particularly great. In fact. certain central sections of the White 
  Mountains (Ered Nimrais) were wider. 
  Both the Misty Mountains and the White MOllntains were relatively tall 
  and snow-capped. The mountains of Mordor (the Ered Lithui or "Ash 
  Mountains" and (he Ephel Dualh or "Mountains of the Shadow") were 
  without snow on the peaks due to lower height and their proximilY to warmer 
  temperatures. The cooler ranges of the Northwest. the Blue Mountains 
  (Ered Luin) and the Grey Mountains (Ered Mithrin) were also lesser in ver-
  tical stature. but retained snow; at least in winler they had true snow fields. 
  The Mountains of the East were apparently substantial as far as height and 
  have been represented accordingly. It WaS beneath their shadow that the 
  G r~at Journey of the elve. began. They are located in the far East. 
  The more central range bordering the eastern edge of the great desert is of 
  a stature akin to the relatively nearby Ephel Duarh of Mordor. In light of a 
  pronounced lack of moisture on the western side of the range. the eastern 
  side was quite a bit more lush and watered. receiving the near-entirety of the 
  rain in the region . They were not snow-capped either; they were too low and 
  located in hot lands. 
  Most mountain ranges have a relatively Sleep rise on one side with a 
  gentler decline to the lowlands on the otherside (e.g. the Rockies rise steeply 
  out of the Colorado plain on the east and have a less brutal incline on Ihe 
  western side). 
  TIle mo re precipitous faces of the "ariolls ranges are shown on the follow-
  ing chart which outlines relevant highland data: 
  
  Range 
  Ash Mountains (Ered Lithui) 
  Blue Mountains (Ered Luin) 
  Central Range (Ered Ormal) 
  Grey Mountains (Ered Mithrin) , , 
  Misty Mountains (Hithaeglir) 
  Mountains of the East 
  Mountains of the Shadow 
  (Ephel Duath) 
  Mountains of the South 
  White Mountains (Ered Nimrais) 
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  Approx. Height 
  6.000 
  8.000 
  5.000+ 
  6.000 
  13,000 
  11.000+ 
  6,000 
  7.000 
  11.000 
  .. Denotes substantial year-round snow fields and glaciers. 
  Snow 
  No 
  Yes 
  No 
  Yes 
  Yes" 
  Varies 
  No 
  No 
  Yes· 
  Preclpllous face lone which drops 
  most .harply) 
  North 
  East 
  East 
  South 
  East 
  East 
  West and South facing out 
  from Mardor 
  North 
  North 
  ,. Note that the Grey Mountains may have been a part of the ancient Iron Mountains of old. There is a good case indicating that they were actually a southern spur 
  which included the Iron Hills. 
  The Great Desert: The vast desert region of Harad is an amazingly domi-
  nant feature, for it seems to have contributed heavily to 
  the isolated nature of the well-documented West. Its character is akin to 
  those deserts able to support limited. but not insigificant populations (trade 
  and settlement are evident even in deep areas); nonetheless. it is an unkind 
  expunse. In the eastern foothill areas alongside the mountains the land can 
  support fair numbers. and the coastal refuges of Umbar and some of the 
  southern bays frequented by the men of Numenor embrace line town and 
  port sites. Some of Sauron's great mannish servants no doubt hailed from the 
  region. On the south side of the desert the Mountains of the South rise 
  abruptly from the plain. leaving few major river systems or fine, rnoderate 
  hill sites. 
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  The Fore.ts: The primary forest of old. of which Mirkwood 
  and the Old Forest were a part once covered much of 
  Middle Earth. Certainly the whole of the West was blanketed by the trees. It 
  was a dense. mixed forest whose offspring seem to lean toward specialization 
  (e.g. oak woods in one area. beeches elsewhere), but retain a varied 
  character. Thus. one finds generally mixed forest throughout a b&nd cover-
  ing the central two thirds of the non-arid reaches of Middle Earth. The ex-
  tensive taiga (coniferous forests) of our world are absent except in the far 
  northeastern sections of the continent. nlis is due to the extreme cold that 
  reaches (ar southward along most of the northern frontier. an artificial 
  and! or almost enchanted situation which is a legacy of Morgoth's foul hand. 
  Some regions normally covered by great conifers in Middle Earth were beset 
  with perpetual cold. This plight was lessened when there was an absence of 
  active malevolence (e.g. when Angmar was donnant), but remained a fix-
  ture. 
  SOllthern Mirkwood was uniformly coniferous and the rest of the forest 
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  was dominated by firs even though technically it is mixed. For this reason. it 
  is represented by Ihe pine symbol. 
  In the far south. beyond Harad and the mountains. live the mumakil. 
  Their homeland. and indeed all1he nearby areas, is interspered with mixed 
  forest and jungle. The jungle tends to be confined to the humid lowland 
  river valleys. 
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  The Plains: Plains predominate in much of the East, North, and South. The 
  central continent is relatively unbroken. and adds to the iso-
  laled character of lhe West. Extremely fertile areas may be present. but the 
  limiled technology of Easterlings made agriculture a Irue adventure. The 
  region called Rhun is obviously well-watered and is an obvious site for at 
  least occasional seUlement. but it is still relatively insulated by expanses of 
  high coarse grass odas in the case of the area just north of Mordor) semi-arid 
  plain. Grassy plains of varying types extend across the East between the cen-
  tral and eastern highlands. Northern tundra and ice plains lie north of the 
  broken ranges that mark the polar boundary, as well as across the so-called 
  "northern wastes" (occupied by. and also referred to as, Forodwaith). 
  Central Mordor is divided into two plains: Gorgoroth. which is actually a 
  high and broken plateau. and Num and the reaches surrounding the sea of 
  Numen. West and northwest of Mordor there are no great expanses of true 
  plain; rather. the un forested lowlands are generally broken by rolling hills 
  and occasional wooded stands. Before the great depopUlation of these areas. 
  much of the land was cultivated. Many of the hills are rather treacherous and 
  extreme in their features while others, such as the "downs" found in Eriador 
  and the Wold. are relatively gentle. 
  (4. 12) The Water 
  Inland Water: The Sea of Rhun. at least during the Third Age. was the 
  largest inland body of water in Middle Earth. It had no outlet 
  to the sea. Most of the other fresh water followed some course which accom-
  panied the flow of the slopes down to the ocean. Continental divides define 
  which direction the rivers traveled. with highlands channeling the path . 
  The major lake region is found in the far East. There a number of smaller. 
  but nol necessarily minor. lakes are located. Their creation accompanied 
  the uplift of the great Mountains of the East. Another area endowed with a 
  number of lakes lies with.n the we1l·watered southern nook. in and about the 
  plentiful jungles and rivers. 
  Of the rivers of Middle Earth. the Anduin ("great river" or "great flow") is 
  the mightiest. All others should be measured by it. 
  The Sea: The primary consideration regarding the ocean centers on cur-
  rents. Winds along the western coast of Middle Earth are westerly 
  (come out of lhe West) and the currents generally counterclockwise 
  throughout the northern hemisphere. Warm water currents prevail in the 
  West while cool currents dominate the eastern coast. 
  
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  (5.0) THE INHABITANTS OF MIDDLE EARTH 
  COMMENTARY 
  The following descriptions concern those animals and beings most adap-
  table to a fantasy role playing situation. Certain creatures are, by Iheir very 
  nalure. ideal participants; others (e.g. ents) are nol oriented toward FRP 
  games. 
  The crucial theme that underlies all of the wrilings on Middle Earth is the 
  strong connection. 
  Tolkien's writings. as noted above, described a world very much akin to 
  that which we perceive around us. It is important to keep this in mind when 
  interacting with Middle Earth. Many of the dominant figures. the flora and 
  the fauna, are already familiar to Ihe average person and FRP encounters 
  should be patterned accordingly. Most of the dangers with regard 10 animals 
  are with beasts which stalk present day Earth: bears, wolves. elephants. etc. 
  Men are the most numerous of the organized societal groupings. The more 
  fantastic creatures, such as dragons, troUs, orcs, balrogs. wraiths, wights, 
  giant spiders, great eagles, dwarves, hobbits, elves. and ents. are present in 
  lesser numbers and may be extremely rare or have very low "profiles." 
  Gandalf once described the terrible depths below Moria and noted that 
  they are populated by creatures which defied the imagination. These caves 
  extend under a large portion of Middle Earth, but are out of the eye of the 
  world. The occupants are not spoken of further in the trilogy. The existence 
  of such crealures shows that there may be beasts and beings never before 
  described (or thought to be extinct) living in isolated areas or in regions to 
  which Professor Tolk;en paid little attention. Certainly, some survivors of 
  Morgoth's host lived into the Third Age (and actually may have bred). The 
  balrog and the dragons are classic examples, as are Irolls and orcs. The foul 
  and unnatural creations of Darkness come in many forms. 
  Since very little is known of the specific populations of Ihe East, South, or 
  North one must fill in Iremendous gaps. Naturally. certain liberlies will in-
  variably be taken. Care must be used, however. and both consislency with 
  the known facts and general "atmosphere" are vital. A suggested approach is 
  included in this section under Ihe heading of "Peculiar Problems Regarding 
  Eastern Societies." 
  (5,1) GENERAL NOTES ON INHABITANTS 
  Bmog .. These "demons of might" are masters of terror and brute force. 
  They should be treated as beings whose power transcends the 
  usually accepted strength of other mythological denoons; they are beyond 
  the pale, the ultima Ie physical servants of darkness. 
  The balrog found in The Lord 0/ the Rillgs may weD have been the last of 
  his kind. He was referred to simply as "The Balrog" in western lore and was 
  so aw~some thai the pre-.ence of any brethren in other lands would hardly go 
  unnoticed. It is possible. however, that olher balrogs may have been trapped 
  beneath the land following the fall of Iheir master, just as the balrog of 
  Khazad--dum had: such a circumstance might have prevented their detec-
  tion. There had been, in the First Age, many balrogs, for they were the ser-
  vants of Morgoth, the Dark Enemy, master of all darkness and mentor of 
  Sauron. The cataclysm that accompanied Morgoth's departure enveloped 
  almost all of the host. 
  Of all the single dark entities (save Sauron and possibly Saruman. if you 
  consider the latter so tainted) in Middle Earth, none possessed greater 
  physical power than these creatures. Originally, they came from the Undy-
  ing Lands, just as the Istari and Sauron had, and theirrelative strength when 
  compared to the inhabitants of the Middle Continent was enormous. Even 
  dragons feared their coming. They were described in many ways by the few 
  who lived to tell of their passing: they were both flame and shadow, huge and 
  changing, winged and slimy, stronger than the greatest serpent's grip. bear-
  ing a red flame as a sword and a great whip with many tails. As a foe, they 
  were called by Legolas the greatest bane of the elves, save the Lord of the 
  Dark Tower. Gandalf (see the lstari below) struggled for some ten days with 
  the balrog of Moria. 
  6 
  In a FRP cont~xl balrogs should be considered stronger than any single 
  being which one might face. Indeed, they overshadow most small armies. 
  Characlers who happen across them should normally make a "morale 
  check" of some kind to detennine whether they flee. cower, submit, or 
  simply go into intense shock. Should a bold or insane adventurer actually 
  stand to face a balrog (and be able to fighl). Ihey will face a being whose 
  weapons are many: (I ) a great shealh of flame aboul his body which can be 
  ignited neady at will unless immersed in water; (2) a sword of flame in one 
  hand and a huge whip in tbe other - both at least two hand weapons wilh 
  respect to humanoid combatants: (3) awesome physical strength; (4) the 
  ability to manipulate his size: (5) wings which enable him to fly unless for-
  cibly confined or upended; (6) a shadowy body of amazing resilience wbicb 
  can withstand falls of literally thousands of feel into waler (which would still 
  smart); and (7) a presence embodying sheer terror. 
  No creature should take more concussion damage ("hits" etc.), withstand 
  greater magic and weaponry. or absorb more temperature and elemental ex-
  tremes than a balrog - except Sauron and, possibly. Ihe Wizards (!slari) or 
  certain dragons. Player characters. even of the greatest level. have Iii tie 
  chance of success against such power. 
  Dwarves: Probably the "toughest" physicaDy of the races, the dwarves are 
  short (the males 4' - 5' tall, the women slightly less), stocky and 
  ruddy of complexion, with deep-set eyes and dark wiry hair and beards (the 
  latter they are quite proud of, and grow long, braiding them elaborately). 
  Dwarves also are very resistant 10 poisons and disease, and have exceptional 
  lifespans (to 4OOyears). They have superior dark sight. able to see far in caves 
  which a human would consider pitch black. not as well as elves outdoors. 
  but up to 50' in even the mOSI dimly lit cavern. 
  They are superior craftsmen and love to mine the earth for precious gems 
  and metals. to forge them into weapons of strength, and artifacts of beauty 
  and power. 
  Not as fertile as humans, they have few children; and less than a third of 
  their people are women, who are guarded jealously within their cavemed 
  hulls. 
  Elves: Though basically similar to mortal men in most ways. Elves have sev· 
  eral important. if subtle, differences. As a race, they are taller !\taa 
  most humans, although slender: the male heighl averaging between 6 feel 
  and 6'10", yet weighing but 150-200 pounds. respectively. The women of the 
  Elves range from 5'6" to 6'2", and are also slim. Elven men have no facial 
  hair, and as a rule, they have less body hair than humans. Apparently highly 
  resistant to extremes of natural heat and cold, their clothing is usually for 
  decoration, camouflage, or. perhaps, modesty. Generally, Elves are fairer 
  in appearance than their mortal brothers, having finer fealures and unmar-
  red skin. Their senses are extremely keen, especially their hearing, and 
  sight: they are able to see on a clear, star-or-moonlit night. as if full daylight. 
  Their vision is correspondingly restricted with less light. down to but a few 
  feet in what a man would call "pitch black". Perhaps most importantly: elves 
  do not age or grow o1d; and their bodies are immune to all bacterial and vira1 
  infections. Thus, they are virlually immortal, (<<cepling violenl death). 
  They heal quickly, and show no scars (although they do not regenerate 
  limbs). 
  About Ihe kindreds of the Elves; there are the three divisions of the Eldar; 
  and the Silvan Elves: 
  The "Fair Elves". highest and most lordly, migraled soon after the coming 
  of the Valar to Valinor (The Undying lands) and dwell tbere still. They have 
  hairof golden blonde, blue eyes, and fair skin; and they projeci a visible aura 
  at all times. They are, as a rule, musically talenled, and wear garments of 
  white, silver and gold. 
  The High Elves, or Noldor, are more sturdy of build (yet slill more slender 
  than humans). The High Elves are darker: their complexions are as if lanned, 
  and their hair is black or dark brown, with few exceptions. Their eyes can be 
  of any colour, although brown or hazel predominates. 
  
  These Elves are the builders and craftsmen of the kindreds. most skilled in 
  fine metalwork: weapons. armour and beautiiul jewelry. Their jewelcrart is 
  also unsurpassed. The High Elves are the most likely to live in cities. building 
  graceiul, marble-walled towns ior themselves. They are also the most 
  curious· pos~s..c;ed with a desire to learn all about their surroundings at any 
  cost, whicb bas more than once caused membersof their race to fan from the 
  path of light. 
  Sindar - the third and least noble of the Eldar, the Sindarin (or "Grey") 
  Elves begun the great migration witb their brethren, but, after coming to 
  Beleriand did not go over the sea into Valin or and lived in Doriath under 
  King Thingol. At the end of the First Age, many of the Sin dar sailed west, or 
  dwelled in Lindon or Lorien. under the rule oi Noldor leaders. 
  The Sin dar greatly resemble the Silvan Elves physically. altbougb they 
  tend to be more muscular, and pale blue or grey eyes dominated. They also 
  preferred clothing of an apparent neutral grey colour which has amazing 
  camouflaging powers. 
  The Silvan, or "Wood-Elves," are more numerous and "rustic" than their 
  brethren. They tend to be ruddy of complexion, with sandy hair and blue or 
  green eyes. Not as tall as the other groups, they are still quite ligbt oi build, 
  and very adept at moving silently. especially in the forest. They are also 
  musically talented, although not as much so as the Fair Elves. Their clotbes 
  are usually forest green or brown, and more functional in design than the 
  draped robes and tunics of the Fair Elves; and less elaborate than that pre-
  ferred by the High Elves. 
  Ent .. Though the oldest of all the speaking peoples. the ents were dormant 
  until the coming of the elves, who taught them to speak, and inspired 
  them to become mobile . They are the shepherds of the forests, resembling 
  trees. usually one specific species (thus their overall size varies tremendously 
  from individual to individual\Though tremendously wise, they are not quick 
  thinkers and are slow to take any rash action. They are basically gentle by 
  nature. but when angered can be tremendously fearsome - even as the roots 
  of trees can smash rocks over time, so can ents, in but seconds. They are also 
  almost impossible to kill, except by intense fire. 
  They are a dwindling race. partially because in later years many have 
  developed the lendency to revert to their dormant. "treelike" form ; and also 
  to the disappearance of the ent wives. who. over a span of many years. 
  became sundered from their mates and have vanished from the pages of 
  history. 
  Hobbits: Smallest olthe speaking people, hobbits average between 3 and 4 
  ieet in height, and tend to be fat. They have large feet. very hairy-
  to the point of being "furry". which are almost immune to cold. and so they 
  go about almost always barefoot. They are an innoffensive people. prefer-
  ring the quiet of tbeir own villages. Lovers oi good food and drink. they 
  spend much of their time at inns and friend's houses, eating. They are able to 
  move very quietly. and have a bigh level of manual dexterity. Hobbits also 
  are possessed of an amazing constitution, and can resist even the most 
  powerful magical and physical damage for extended periods. 
  Humans Of mortal men there are basically two kindreds: the "high 
  men" (Edain, Dunedain, and Numenoreans) of the west; and the 
  • 
  more rusttc common men. 
  The high men tend to be even taller than Elves 6' - 7' tall), but heavier-
  boned and physically stronger. although perhaps less nimble than the elven-
  kind. Their hair is dark-brown or coal-black, eyes blue, grey or black, and 
  they tend to be fair-skinned, from very pale seeming to a ruddy but stiU light 
  complexion. The lifespan of the high mortals is quite long. up to 250 - 300 
  years in those oC pure descent. They are great warriors and builders of em-
  pires. (or their initiative matches their physical stature. 
  The common men are shorter (5'6" - 6'4" men; 5' - 5'10" women) and 
  stockier of build as a rule, and their hair and eyes run the entire spectrum oC 
  normal shades, (although the coal black hair like that or the high men is 
  rare). They are less lordly in appearance than the high men. and the males 
  often wear beards or mustaches, as opposed to their brethren of the west , 
  who are most often clean-shaven. 
  7 
  Orcs: Bred by Morgoth long ago, orcs are said to be originally made from 
  the tortured. mangled elves he had captured and perverted long ago. 
  as the "Dark Enemy" could not create life himself. 
  Whether or not this is true. there is cer1ainly no resemblance between the 
  elves and the goblin-like slaves oi darkness. 
  Generally. orcs grow to be about 6' tall, with thick hides and grotesque. 
  fanged faces. They are very heary of build: bred as warriors and laborers. 
  With few exceptions. they cannot stand daylight. and are blinded by the un-
  shielded sun. Only at night can they see well (with sight as the elves). They 
  are without exception cannibalistic, bloodthirsty and cruel. wielding curved 
  scimitars and wicked axes. 
  One group of orcs is worthy of special mention: the Uruk-Hai. Bred by 
  Saruman for his citadel at Orthanc. they are much more human-like in ap-
  pearance, and can withstand sunlight, if necessary . 
  Trolls, Bred by Morgoth. in mockery of ents. even as the orcs were of elves. 
  trolls 3re as stroog as the stone of which they are made. They are 
  huge and immensely strong. (usually about 10' tall) hut stupid and slow-
  mOVIng. hating aU other living creatures. Trolls aTe divided into several 
  types. (based on their location): hill. cave, snow, and stone trolls. the last be. 
  mg the most common. Trolls cannot stand the light of day, in fact reverting 
  to the stone of thelT substance in sunlight. 
  A special breed. developed by Sauron, called the Olog-hai, are able to sur-
  vive daylight while the Dark Lord's will is bent upon them. and in addition 
  are unusually agile and intelligent, and many believed them to be giant orcs. 
  -
  • 
  -
  . ' 
  
  , 
  I 
  (6.0) LANGUAGE AND CULTURE IN MIDDLE EARTH 
  COMMENTARY 
  As Tolkien himself often noted, both The Hobbit and The Lord of the 
  Rings began as component parts of a rich, necessary background for a much 
  vaster history of Elvish tongues. His systematic attempt 10 portray a society 
  in Middle Earth gave us the navor of languages embraced by the people. 
  coupled with a rich cultural tradilion, and gave the reader a vivili picture of 
  the lands and peoples Tolkien was atlempting to describe. TIlese elements 
  are also important tools for the good GM. A gamemaster should get an 
  understanding of the underlying linguistic patterns in Middle Earth le.g. 
  Elvish (ongues giving birth to certain mannish languages), form consistent 
  groupings of related forms of speech. determine what groups speak what. 
  etc. until a framework exists. This will enable the GM to better sketch his 
  societies. The following is a helpful. albeit brief. guide 10 Ihe important pat-
  terns of language in Middle Earth. No te the handy chart below. 
  (6.1) LANGUAGE IN THE WEST 
  In the late Third Age Ihere are two primary language groups upon which 
  Ihe "mannish" tongues found west of Ihe Redwaler (Carnen) and north of the 
  Poros River are based - Sindarin and Westron. In tum, these groups are 
  themselves indirectly related. 
  (6.11) Eh'lsh Tongues 
  Elvish is the mother tongue for a number of mannish languages and cer-
  tainly influenced many more. In the West. its vocabulary and associated lore 
  have const.ntly touched the cultures of most of Ihe inhabitants. particularly 
  men ann hohbits. Yet, Elvish is itself split inlo at leastlhree major linguistic 
  subgroups. 
  Prior to the Great Journey of the elves across Middle Earth tbere was one 
  ancient Elvish tongue. 'lois situation changed. however. as the First-born 
  began to go separate ways. The elven group that crossed the sea and reached 
  Ihe Undying Lands developed a language lhat is, perhaps, closeslto the elder 
  speech; this is called Quenya. Those that undertook the Great Journey but 
  did not leave Ihe shores of Middle Earth eventually gave the world Sind.rin. 
  The "Silvan Elves," non-Eldar who had remained behind at Ihe lime of the 
  Great Journey, created a third linguistic branch which may include the 
  longues of those elves found in the forests of the East. 
  , 
  Queny.: ("Higb Elvish") This is a beauliful language marked by fluid, 
  joyous tones and pallems. Developed in Ibe Undying Lands. it 
  may have been affecled by Ihe greal Val .. lhemselves. Quenya is spoken in 
  Middle Earth, but only rarely in everyday speech. The enls and the Noldor 
  exiles (elves) are the only groups who utilize it in normal conversation. It is 
  considered the "first tongue" in the coastal area< of Lindon near the Grey 
  Havens and among the Noldor of Lorien. Both groups are small and quite 
  elusive. Other elven groups use it as a language of lore. lending it an almost 
  spiritual qualily. Access to Quenya is quite limited. 
  SInduin: ("Grey Elvish") ThIS is the language of the Sindar who also 
  developed the Cirth ("runes"). Sindarin is probably farther re-
  moved from Ihe original Elvish by virtue of the Sindar's long exposure 10 
  Middle Earlh and men . Sindarin has had a beavy influence on mannish 
  speech, particularly that of northern groups. and Iheir heirs. nolably the 
  Ouned.in. It is spoken by most Eldar (non-Silvan elves) as a first or second 
  longue (I he Noldorof lindon and Lorien slilllavor Quenya). and is known to 
  much o f the aristocracy/ royalty in Gondor. Westron uses a number of Sin-
  darin words directly or via Adunaic influence, and Silldarin lore is prevalent 
  in much of the cultures associated with Westron. It is the most accessible 
  elven language. 
  8 
  SDvan Tongues: The extenl of Silvan dialects is unclear. They certainly are 
  predominant among the elves of northern Rhovanian 
  (specifically in Mirkwood) and were carried by Silvan Elves into the forests 
  and mountains where they settled. Since the Silvan groups outnumber the 
  Eldnr, there are majority Silvan populations in areas such as Lorien and the 
  Woodland Realm where the Eldar rule, and the "Wood-Elf' tongue is com-
  mon even in regions traditionally associated with the Sindar. Silvan Elves are 
  also called "East-Elves" or "Wood-Elves" and may speak a language that is 
  similar to (or virtually the same) as the speech of the elves of the East. This 
  may account for the ambiguous "East-Elves" label, although such a name 
  may simply mean Ihe elves of easlem norlhwesl Middle Earth. Of the three 
  branches of Elvish. this is the leasl "noble;" nonetheless, il is a beautiful 
  language. especially when properly spoken. Silvan speecb is relatively ac-
  cessible. 
  E1vlsh Writing and Notes on Speech: Two writing patterns are dominant in 
  areas of the West where Elvish or 
  West ron based languages hold sway. The older of the two, the TENGW AR 
  ("Ietlers"). was developed by the E1dar in the Undying Lands and was 
  originally associated with Quenya. It has thirty-six symbols (traditionally) 
  and they have been used to represent a variely of wriling conslrucls depend-
  ing upon the folk that employed the system. It was originally a phonelic 
  structure with symbols corresp<:mding to consonants. Some elven and man-
  nish groups have injected vowels. while others have used diacritic marks to 
  achieve necessary vowel sounds. The TENGW AR are ideal for brush or pen 
  writing, but lack the advantages of the ClRTH when it comes to runes - in-
  scriptions. TENGW AR usage corresponds to the boundaries of Weslron. 
  The CTRTH ("Certar" or "runes") was developed by the Sindar and is a 
  much more angular approach to representation. Its symbols are ideal for 
  runes. Like the TENG WAR. the C1RTH has spread throughout Middle 
  Earth in various forms. One. the Angerthas Moria ("Long Runes of Moria"), 
  is the scripl employed by the Dwarves for represenlationsof their own Khuz-
  dul. Mannish groups have their own forms or form based on the Sindar's. 
  Those acquainted wilh a particular form of writing associated wilh the 
  TENG WAR or CIRTH will not necessarily understand the nuances of script 
  employed by other languages using these forms. Both writing forms vary 
  heavily, for they are modified according to Ihe tongue they represenl. A GM 
  should be careful not to allow a character too much freedom reading 
  writings based on either script if hel she is attempting to decipher a language 
  that is in whole or part unfamiliar. 
  (6.12) Northern Mannish Languages 
  The language of the men of Ihe West can be divided into two major 
  categories - (1) the northern speech which was innuenced heavily by elven 
  tongues; and (2) southern linguistic groups. of which only a few seem to have 
  common roots. A great deal of uncerlainty cloud< the past of the southern 
  branch, and it is quite possible that no common ancestor of all of these 
  languages existed; certainly the connection to the speech of the H,mH.lrim 
  (Southrons) is tenuous. 
  Weslroll! Also called "common speech." West ron was spoken by every 
  mannish group in Ihe West - with the exception of the Woses, 
  Ounlendings, .nd Rohirrim (Men of Rohan). Dwarves use Weslron while "in 
  public," Where a number of different races meet in councilor to discuss af-
  fairs Westron is employed as a common ground. Westron is actually a mi~­
  ture of Adunaic and specific southemlanguages. but is more properly a nor-
  thern dialect because of the do minance of Adunaic and strong Elvish in-
  fluences. Adunaic provides most of the 'Vocabulary: southern cuastal 
  dialects were in part incorporated following the arrival of the Dunedain from 
  Numenor. 
  
   
  Quenya (High·e1ven) 
  / 
  / 
  / 
  ? • 
  / 
  / 
  / 
  / 
  Firs1 Elvish 
  Silvan Tongues --------_ 
  Eldarin 
  Sindarin (Grey-elven) 
  Edain 
  Rhovanion's Tongues 
  Rohirric 
  / 
  / 
  ," 
  / 
  ," 
  Hobbitish (Dead Dialect) 
  I ,," 
  I' 
  Black Speech 
  , 
  • 
  ? 
  possible influences/ rools 
  , 
  .' 
  indicates influences 
  • 
  / 
  indicates offshoots and major linguistic connections 
  Southern Mannish (Coastal Tongues) 
  Adunaic 
  Woses' Speech 
  Westron 
  I 
  I 
  I 
  Dunlendings' Tongue 
  , 
  Hobbitish (New Dialect) 
  I 
  I 
  I 
  I 
  • 
  , , , 
  Certain Orkish Tongues 
  Adunalc: This was the language of the Dunedain of Numenor and is de-
  scended from the Edain tongue (with intervening Sindarin influ-
  ences). It is the parent language of Westron and is still spoken among the no-
  ble classes of Gondor- but only very rarely. It is, for all intents and purposes. 
  extremely uncommon and inaccessib1e. although it is by no means "dead." It 
  is related to the speech found among men in the Vales of the Anduin. 
  Rohlrrlc. The men of Rohan speak a dislincllongue dislantly related to the 
  language of the Edain (which spawned Adunaic). Both groups are 
  derived from a common source. As such, Rohinic is a Northmen form that is 
  vaguely akin to older language found in Rhovanion. The men of Rhovanion 
  (Mirkwood and the surrounding environs). however, speak Westron for Ihe 
  mosl pari: any dislincl olderdialecls have been incorporaled. abandoned. or 
  displaced in common use. Rohirric is a relatively unchanged tongue. for 
  Ihe Rohirrim have a very conservative culture, and Iheirs is a language thai 
  closely follows the patterns of Iheir ancient predecessors. 
  lIobblllsb: Hobbilish is a peculiar dialecl of West ron. alleasllhe Hobbitish 
  used in the late Third Age. There is no record of a distincl hobbil 
  (Kuduk) language. and hobbits have apparently always relied on nearby 
  mannish tongues. The early hobbit speech of their pre and early Shire years 
  was aClually a diaieci akin to Rohirric. a branch of the Northmen's language. 
  This was abandoned. however. for the years in the Shire saw 3 gradual adop-
  lion (and modification) of Weslron. 
  9 
  Certain Orkish Tongues 
  Haradrim Tongues 
  Variag Tongues 
  , 
  ~/ ., 
  ~-I 
  (6.13) Southern Mannish Languages 
  The patterns and relationships of southern tongues are hazy . At le.sl two 
  related groupings are apparent, but their connection to other mannish fonns 
  is unknown: they are probably a distinct family called here "southern." Nole 
  that this grouping does not include the languages of the "Southrons," refer-
  red 10 here by Ihe Elvish "Haradrim". The latter peoples populated the Greal 
  Desert and regions soulh and immediately easl not including Khand. which 
  is Ihe land of the Variags. 
  Soulhmen Speech: This grouping of tongues includes bolh the longues of 
  Ihe Dunlendings and the men of Bree. The speech 
  found in the values ofthe While Mountains (Ered Nimrais) in elder days was 
  of this kind. and isolaled pockels of Ihese folk still can be found in Ihe 
  highlands. The language of men of Bree was an early offshool of the same 
  Soulhmen line. but has since been superceded by Westron in Bree proper 
  and Ihe nearby land (i.e. they now speak Westron in Bree). The speech of the 
  Dunlendings is found wherever Ihey abound. notably in Dunland. Lesser 
  dialecls may be scattered Ihroughoul the region of the southern Misly 
  Mountains and western White Mountains. Like all southern mannish 
  languages. they bear no resem blance 10 the speech of Ihe Norlhmen or heirs 
  of the Edain (Rohirric or the Westron speakers). 
  WDd Men's Speech: The "Wild Men" of Ihe Wesl are actuaDy known as 
  Woses and differ heavily in build and characler from 
  the Dunlendings. The language of Ihe Woses is also differenl. bul seems to 
  have come from a common ancestor (whjch also spawned related coastal 
  tongues seen in Gondor before the coming of the Dunedain). This tongue is 
  found in the Druadan Forest (which lies along the norlhem edgeoflhe While 
  Mounlains wesl and slighlly north of Minis Tirilh). Relaled dialecls are pre-
  sent in Andras\. Ihe peninsula of western Gondor. 
  
   
  (6.14) Khuzdul ("Dwarvlsh") 
  Of all the languages of Middle Earth. Khuzdul is probably the most inac-
  cessible. Few non-Dwarves ever heard it spoken; fewer still ever learned it. 
  Among the Dwarves (Khazad) it was the language of lore and intra-c.Iwurven 
  everyday speech. but they were careful 10 use Westron when conversing 
  among men or elves. The writings in Khuzdul were made using a variant of 
  the CrRTH, Angerthas Moria. 
  (6.15) Other Tongues of the West 
  Most of the other languages found in the West were in some way affected 
  by those above, Nonetheless. these grOllps are distinct and are not part of 
  any linguistic family so far discussed. 
  (6.151) Enrlsh 
  Ents have their own home tongue which was born in times before history. 
  This speech is akin to other aspects of ent culture. It is spoken extremely 
  slowly and is unique to a degree as to be unintelligible as far as normal men, 
  elves. dwarves. etc. are concerned. In Tare inter-racial conversations. or 
  even among themselves. ents most often speak Quenya. a language taught 
  them by Ihe Noldor. They know other tongues bul rarely use them. 
  (6.152) Black Speech 
  Sauron of Mordor invented Black Speech in the Second Age, and may 
  have used certain elven constructs when composing its form. His fall at the 
  end of the age corresponded to a decline in the usage of his language, It re-
  mains a tongue rarely used in its purer form. Only the higher servants of the 
  Dark Lord employ it on an everyday basis. Dialects. however. are rather 
  common , although they are for Ihe most part debased. Certain orc groups 
  speak ,'ariations of Black Speech or combinations of Black Speech and 
  Weslron. The terrible Olog-hai (Sauron's elite "troll people") use il in a 
  relatively proper manner. 
  (6.153) Orldsh (Orclsh) 
  Orkish is not onc language or even a language family: rather it is a number 
  of lriballonues whose common bond is the large shared vocabulary made up 
  of curses. No grammalical slructure for Orkish has ever been devised. In-
  stead, orcs speal< dialeCls based on either Westron or Black Speech or both. 
  Some tribes may use a Southron based fonn. As a result of this diversity, 
  communication between ore tribes is exceedingly difficult, although some 
  enlighlened orcs have been known 10 employ an intelligible (arm o( 
  Westran . 
  (6. 154) The Languages 01 ".rad 
  The extent or the penetralion of West ron into the region known as Harad 
  is unknown . There is little doubt that it is spoken among men or commerce 
  and political persuasion even in the deep desert. This is due in part to the 
  great trade routes. The Haradrirn. however, apparently rely on a linguistic 
  heritage that is separate from their northenl brethren. Thus. in isolated or 
  non-cosmopolitan areas. and among the unlearned, Westran will be of little 
  use. Cenain words will be recogniwble, but understanding will be hard (con-
  neclions in vocabulary are due 10 Numenorean penetrations in the Second 
  and Third Ages). 
  The VaJiags of Khand arc it distinct grouping and maintain their own 
  culture and longue. This is also true of the peoples who occupy regions 
  located across the mountain ranges that border the desert. 
  10 
  (6.155) The Language 01 the Forodwalth ("Snowmen") 
  The inhabitants of the area known as the "Northern Waste" in the Third 
  Age are known as the Lossoth; they are commonly referrec.l to as the Forod-
  waith. Their language has connections with no other, for they were never 
  given the gift of language in the way their neighbors the Edain and Northmen 
  were. As a result their tongue is unique, and reflects the poor, harsh lifestyle 
  to which they ascribe. It should be noted that their location results in certain 
  concepts (such as "desert") being alien to them. while they may have a thou-
  sand different words for snow and ice. 
  (6.2) LANGUAGE IN THE WILD LANDS 
  - EAST, SOUTH, AND NORTH 
  For Ihe areas oulside the W o<t we will be less specific. General guidelines 
  are more appropriate when speaking o( the East. South, or North . AIter aU. 
  detail is lacking and creative interpretation is al a premium when attempting 
  to discern specific linguistic or cultural patterns. 
  There are no distinct dividing lines when it comes to language and culture 
  on a continental land mass. Neighboring groups invariably interact, borrow, 
  and integrate 10 some degree. It is. therefore. important to reali7..e that the 
  descriptions of languages found in the West are applicable in part wherever 
  those groups are found. and Iheir influence can be felt in border areas. An 
  example of Ihis is the language of Westron, which influences groups, and is 
  spoken by those learned, in are.~s well 10 the east of the Sea of Rhun or south 
  of the River Poros. Silvan Elvish's impact is also widespread outside Ihe 
  Wesl; in facl, it is (in some form) spoken on the eastern coast of the 
  continent. 
  The underlying characteristic of all regions outside Ihe West is diversity. 
  Unlike the northwestern section of Middle Earth. these areas are relatively 
  disorganized andl or primitive. having only minor impact on continental af-
  fairs. The reasons for this are many, bUI two spring immediately to mind: 
  (l) the elven influence was limited due 10 Ihe departure of many on the Greal 
  Journey and subsequent fragmentation of remaining groups: and (2) alackof 
  a dominanl mannish group such as the Edain which was capable of unifying 
  vast areas culturally andlor polilically, thereby mobilizing a powerful world 
  force . The absence of these crucial elements centered around geography; 
  only Ihe Wesl was "near" the Undying Lands and was able to concentrate 
  large numbers or organized elven groups at a time when men were common. 
  The combination of intense Elvish culture and mosses of men led to cuhural 
  transfer in the First and Second Ages - resulting in a forceful Edain culture 
  which later spawned the kingdoms of Numenor and of the exiles (Arnor and 
  Gondor). Thus, while the Wesl saw the crealion of unifying, widespread 
  cultural constructs. such as Westron ("common speech") and the CmTH 
  and the TENGWAR. Ihe Easl and South were left with fragmented groups 
  embracing a multitude of lesser longues and scripts. There was cenainly 
  elven influence outside the West, for many Silvan Elves occupied the 
  Eastern forests, but their presence was less pervasive. The greal captains of 
  Numenor and her colonies founded towns and citadels along Middle Earth', 
  eastern and southern coasts, bUI no vast kingdoms were established. 
  A third outside influence from the West that has affecled eastern and 
  southern societies is that of Sauron of Mordor. During the years S.A. 
  1800-3262. 3320-41 and through Ihe Third Age Sauron's forces have affected 
  these regions in varying degrees. The Dark Lord has subjugaled some, ex-
  acted tribute and aid from others, and driven whole peoples from Iheir land, 
  The wanderings of some of Ihese displaced groups (e,g. the so-called 
  Ba1choth and Wain riders) have resulted in wars with weslern nalions. The 
  coming of Darkness has no doubt had significant impact on language and 
  culture in Ihese regions, and may bave led to a bit of unification (although 
  masters often prefer their subjects to be splinlered). 
  
  (6.21) Guidelines for Languages In the East and South 
  The East and South are subject to numerous shifts in population. and it is 
  important to reali7'" that the cultural mosaic is ever changing. When 
  allempting to construct cultures and language groups in these territories the 
  following guidelines should prove helpful: 
  (I) Societies are generally isolated cultural constructs with primitive politi-
  cal and technological organization and have few unifying elements (e.g. 
  no great "common speech"). This is less true in the more organized areas 
  where the influences of the Elves, Sauron. or Dunedain colonists are 
  significant: 
  (2) Communication and travel are more difficult: roads and trade routes are 
  generally less developed and large urban areas are much rarer: 
  (3) Language and writing have more variations, and literacy rates are lower: 
  (4) Wars are more frequ~nt but smaller; armies are many; and often large. 
  but are less sophisticated in combat; and 
  (5) Trade routes. although fewer and less comfortable. dominate interna-
  tional affain;; commerce is the inter~ietallanguage ; and 
  (6) Indi\;dual political figures affect smaUer regions. 
  (6.22) Guidelines for Languages In the North 
  In the North live the Forodwaith, the Lossoth. Thdrlanguage and culture. 
  as noted earlier, is unique and bears little resemblance to other groups near-
  by. They 3re relatively poor, live in isolated familial or clan groupings, and 
  are widely scattered. The level of their technology is Quite low. Other nor-
  thern peoples possibly related to or identified by others as the Lossoth. oc-
  cupy other areas to the East. Keep in mind. however. that the North isa land 
  of intense cold: indeed. the far North is known as the "region of everlasting 
  cold." 
  Cultural groups found in the North may have southern brethren. just as 
  they do in our society. Nonetheless. these "related" cultural units will differ 
  widely. They do nul share subsist~nce techniques, neighbors. or 
  geographical influences; and necessarily rely on different cuHural standards 
  and patterns. 
  (7.0) THE USE OF POWER IN MIDDLE EARTH 
  COMMENTARY 
  Professor Tolkien's histories were intended as a backdrop for a great work 
  on Ehish languages and centered on that part of the world where the elven 
  tongues saw their most extensive development. The West. close to the Un-
  dying Lands and a channel and repository for elves journeying across the 
  sea, was the area of greatest concentration for the First-born in Middle 
  Earth. It was in this limited Quarter that Sindarin was developed and Quenya 
  given to the mortal world. Both the TENGW AR and CIRTH appeared first 
  in the West. Thus, it was only natural to locus discussions of political and 
  military affairs on this region. In addition, due to their proximity to the 
  highly developed elves, men in the northwestern section of Middle Earth 
  became Quite advanced. Compared to their brethren in other parts of the 
  world, the Edain and Northmen were technologically superior. generally 
  more literate, and politically organized. The history of the West. then. was 
  the history of Ihose groups who were capable of dominating the entire conti-
  nent. Discourse concerning events elsewhere was of highly limited value. 
  The West's unique ties to the Undying Lunds also created a potential for 
  the appearance and use of significant power. Such power manifested itself 
  on a massive scale in the First Age, and to a lesser, but significant degree in 
  the Second Age. By the time of the late Third Age it was quite subtle - except 
  in the cases of dragons. the balrog. Saruman. and (of course) Sauron. This 
  low-key approach to the utilization of great power was a factor relating to the 
  nature of those po,,-.essing the gift. The Valar laid down their direct guar-
  dianship of Middle Earth in stages. at the end of the First Age and with the 
  downfall of Numenor. They still kept watch and intervened in the Third Age 
  by sending the lstari (Wizards). beings who themselves had great power. The 
  Istari. like their masters. did not use force unless it was absolutely necessary 
  to combat Darkness. and then only to the degree needed - no more. As a 
  result of this approach, they appeared far weaker than they really were. 
  The other masters of magic employed their abilities in relative secret. 
  Western men and hobbits were not great friends of spells and often were 
  unaware of their usage outside of fairy tales and legellds. This created an at-
  mosphere where magical occurences were rarely seen and often became 
  merged or confused with natural events. Again, the use of power was quite 
  subtle. Tolkien's constant use of nature to illustrate this strength follows this 
  pattern and makes the world he wrote about all the more believeable. 
  11 
  (7.1) POWER IN THE WEST VERSUS POWER 
  ELSEWHERE IN MIDDLE EARTH 
  As noted above. the West is an area which has a history of great power and 
  history-making events. 
  As noted above. the West is somewhat unique. lts history and occupants 
  tend to be dominant. and the watchful eyes of the Valar seem to focus upon 
  the events there. The use of power in the region is naturally colored by these 
  factors. Another vital aspect, however, is the presence of Sauron in Mordor. 
  Sauron is not one to restrain himself when he deems it necessary to act with 
  great authority. He does act cautiously and Quietly, especially when nursing 
  himself after a great defeat, but he is 'iapable of unbridled explosions. Those 
  who live under his eye are particularly careful not to cause attention to be 
  brought upon themselves, and this feeling may contribute to the restraint 
  found in the Elves and Dwarves who possess the ability to wield spells. Some 
  are weary or concerned about upsetting the balance of things, to be sure, but 
  others are doubtlessly afraid. Still others died at the hands of Sauroll or 
  others of power; for the bold. those with power, often dare to combat those 
  most dangerous. 
  In the East and South this restraint is not necessarily evident. To begin 
  with, the region is itself relatively wild and there is a different "balance" in 
  order. Elves in the East tend to wander and embrace the values of old - ways 
  common before the Valar and their light affected their kind. Silvan elves 
  seem to have a much more self-centered picture of the world and their cares 
  differ. As a result. their primary reasons for withholding the utilization of 
  spells have to do with avoiding contact with unfamiliar. unfriendly. or 
  undesirable peoples. 
  (7.2) POWER AND FRP SETTINGS 
  This dichotomy in the use of power in Middle Earth affects one's portrayal 
  of its lands and peoples. When constructing a society in the West. a GM must 
  take great care to show restraint regarding the use of magic. Magic-users are 
  relatively rare, although most folk had some "magic" in them. and open 
  displays of power are still rarer. Elves certainly employ magic in daily life. 
  and dwarves use spells for a variety of reasons. even for producing wondrous 
  toys: nonetheless. such enchanting skiUs are not necessarily the norm. 
  Among hobbits magic is considered the stuff ollegends. Men most often feel 
  the same way: indeed some have never heard of its use. 
  In the Enst or South. however. a depiction of society may often include 
  more common occurrences of spell use. Depending on the peoples, and 
  their exposure to the Elves. Dunedain, or concepts condusive to magic-users 
  and masters of various forms of power. the casting of spells might be quite 
  apparent. The overall political impact of the society may not be great, but 
  this does not preclude the use of magic. What holds these peoples back. and 
  has defeated any eastern or southern "empire" from rising. is a lack of 
  organization. Where there has been unity. it has been modest or Sauron has 
  held sway. Always remember that the West is unique in this. and many 
  other. respects. Power in the East and South manifests itself differently. 
  
  , 
   
  (8.0) INTEGRATING MIDDLE EARTH INTO A FANTASY 
  ROLE PLAYING CAMPAIGN 
  COMMENTARY 
  Tbe nature of FRP lends itself to creativity. Tbe players and the 
  gamemaster both participate in a "living noyel" within which each individual 
  envisions and creates his own setting. So too, J.R.R. Tolkien's Middle Earth 
  is both his fantasy and o urs; it is a reflection of our world as we perceive it. as 
  well as a construction of mythology by a great and learned man. Middle 
  Earth is itself undying. living in the minds of aU who tread its paths. Each 
  reader adds to it his or her own vision. It is only natural, then, to use this in-
  credible foundation in a fantasy role playing context. In this way those close 
  to Middle Earth con experience it in a new way, filling the gaps and discover-
  ing the mysteries that have always concerned them. 
  (8.1 ) ADAPTABILITY AND FRP SYSTEMS 
  Certain FRP systems are more flexible than others and it is important to 
  note that basic changes may be necessary if one wants a setting consistent 
  with the navor of Middle Earth. As noted above, the world is itself nexible, 
  especially in the areas outside the West. Nonetheless, a FRP system based on 
  rigid rules drawn from medieval Botswanan mythology might need 
  modification. It is important to ascertain where these rule changes must be 
  made and how the alterations will affect the system's now and any underlying 
  philosophy. Play balance can be destroyed by careless remolding . Most FRP 
  systems will have no problem being fitted into a game set in Middle Earth. 
  After all, Tolkien's world contributed heavily to. and may have been the 
  guiding force behind, most FRP rules and associated ideas. 
  (8.2) A SUGGESTED APPROACH FOR 
  INTEGRATION 
  The following hints may be helpful when constructing a Middle Earth 
  • 
  campaIgn: 
  (I) Determine the scale of the game -
  the number of players, the size of the 
  area within which you want to run, the level of power found in the 
  • 
  campaign; 
  (2) Use the map and sources 10 pick an area that fits your designs and 
  desires. If you want immense detail and slightly lessened flexibility 
  choose an area located in the well-documented West. II you want 
  tremendous creative leeway, find a spot elsewhere. Note that there may 
  be an available module covering the area or one nearby. and this can bea 
  handy base from which to start work. When choosing the overall setting 
  look to the local cultures, politics. geography, economic and military 
  systems, etc. Great drama CHn be achieved with the proper choice of 
  locale. Also decide whether you wish to spend a lot of time below ground 
  or in varying places; 
  (3) Look to the period in history in which you wish /0 rut!. Certain periods 
  plagued by great war may allow for tremendous uncertainty and action. 
  Some eras are better documented, but may be less flexible. Epic quests 
  deciding the fate of the world best be run in the Fourth Age, otherwise 
  certain events may be preordained. Naturally, you may wish to change 
  situations and you may be able to account for differing occurences. 
  Remember that the Fourth Age is the "time of men" and many elves have 
  departed: both the hobbits and dwarves avoid mankind by hiding and the 
  world is generally less rich with regard to these folk . II a module provides 
  a setting but you want to run in a different era, make the appropriate 
  modifications by using the sources; 
  (4) Assemble your source malenals; 
  12 
  (5) Create a total settillg. Provide reasons for events and why the world is as 
  it is. Deve)op patterns of subsistence. migration, weather, etc. to ac-
  count for preordained or "rundom" events. Construct cuHures consis-
  tent with the land upun which Ihey live. If a group isn't originally from 
  Ihe region nole why, and what effects the area had on their old ways. 
  Take care to fit religious, political. and military constructs into the world 
  (an unusually powerful realm which conquered vast territories and is 
  capable of taking Mordor must be explained); 
  (6) Use lots 0/ maps 10 detail pattern.'i and provide a creative framewo rk. 
  With a generalized map you can create a specific picture 011 the top of 
  your head (making notations for future reference) and remain consis-
  tent ; 
  (7) Take your n~/es.syslem and nole what il ha,fj 10 sayaboUilhe cultures and 
  peoples upon which il is based. Make the necessary changes to conform 
  it to Middle Earth (e .g. dragons and balrogs may be too common and too 
  weak under your rules). See if this affects play balance. If it does. make 
  • 
  corrections to compensate. 
  Remember that a good world is more important than a technical rule. One 
  can make rules modifications without too much pain . The setting is much 
  more vital, and a world invariably determines its own physical laws. 
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  (9.0) OF MAPS AND MODULES AND THEIR USE 
  COMMENTARY 
  The following section is devoted to explaining lhe use of the accompany-
  ing poster map and giving the reader a guide to the use and integration of lhe 
  various modules based on Middle Eanh. Each module will detail a specific 
  section ofland covering an area between 37.400 (170 x 220) and 149.600 (340 
  x 440) square miles. The maps found in thcse packages can be referenced to 
  the grid sections on the folded version of the poster map and are scaled in 
  such a way that they will Cit together with others showing adjacent territories 
  -
  forming a vast mosaic of the entire continent (evt!ntually). Specific in-
  structions for combining these products are discussed in the modules pro-
  per. 
  (9.1) ILLUSTRATIVE MAPS 
  Below are series of maps which i1Iustrate important aspects of the conti-
  nent. Numbers on the pictures correspond to the notes below. These maps 
  provide the G M with accessible details concerning the social and political 
  aspects of Middle Earth. as well as some notes on weather . 
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  (9.12) Major Citadels of the West (Some Ruined) 
  I) Carn Dum 
  2) Mount Gundabad 
  3) Amon Sui (Weathertop) 
  4) Dol Guldur 
  5) Orthanc (Isengard) 
  6) Helms Deep 
  7) Minas Morgul (Once Minas Ithil) 
  8) Barad-Dur 
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  (9.11) Major Towns of the West (Some Ruined) 
  I) Grey Havens 
  2) Fornost 
  3) Bree 
  4) Rivendell (Imladris) 
  5) Esgaroth Upon the Long Lake 
  6) Caras Galadon (City of Trees) 
  7) Moria (Khazad-Dum) 
  8) Edoras 
  9) Minas Tirith 
  10) Osgiliath 
  I I) l'elargir 
  12) Linhir 
  13) Dol Amroth 
  14) City of the Corsairs (Umbar) 
  IS) Tilarbad 
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  (9.13) Trade Routes and Roads 
  I) Greenway (North Road) 
  2) Old South Road (North Road below Tharbad) 
  .1) East Road 
  4) Old Forest Road 
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  6) The Harad Road 
  14 
  ---
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  (9.14) Languages of the West 
  I) Elvish 
  a) Quenya 
  b) Sindarin 
  c) Silvan Tongues 
  2) Khuzdul 
  J) Northern Mannish 
  d) Westron 
  e) Rohimc 
  4) Southern Mannish 
  f) Dunlending Tongues 
  g) Wild Men Tongues (Woses) 
  5) Entish 
  6) Black Speech 
  7) Various Orkish Dialects 
  (9.15) Climate 
  I) Arid 
  2) Semi-arid 
  3) Hot and Humid 
  4) Temperate (Mild) 
  5) Temperate (Cool) 
  6) Cold 
  7) Severe Cold 
  8) Everlasting Cold 
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  (9.2) NOTES ON USE OF CONTINENTAL MAP 
  The (ull-color map of Middle Earth has been designed to give the viewer 
  the "lIavor" o( the land. The shading in green indicates temperate or lertile 
  areas with adequate or more than suHicient water supply. Deeper greens 
  represent territory with substantial water; lighter greens show regions with 
  seasonal rainfall and/ or runofr. Yellow greens cover areas which are semi-
  arid. Naturally. the desert is shaded in sand. White locations are those of 
  severe or everlasting cold. Be careful to distinguish them Irom swamps. for 
  the latter have their own symbol. 
  When using the large map a G M may wish to have a mobile mileage scale. 
  In this way travels can be easily measured regardless of direction . Simply 
  trace or copy the scale shown on the map surface and construct one or more 
  handy copies for use in the game. 
  
  (10.0) SELECTED REA I )ING 
  Almgren, Bertil. The Viking. New York: Crescent Books, 1975. Copyright © 1975 by A.B . Nordbok. 
  Beiser, Arthur. The Earth . New York: Time Inc .. 1%3. Copyright© 1962, 1963 by Time Inc. 
  Carpenter, Humphrey. Tolkien: A Biography, Boston: Houghton Mifflin Co .. 1977. Copyright© 1977 by Humphrey Carpenter, 
  Day, David. A Tolkien Bestiary. New York: Ballantine Books, 1979. Copyright© 1979 by Mitchell Bea7Jey Publishers Ltd. 
  Fonstad, Karen Wynn. The Atlas of Middle Earth. Boston: Houghton Mifflin Co., 1981 . Copyright© 1981 by Karen Wynn Fonstad. 
  Foster, Robert. The Complete Guide to Middle Earth. New York: Ballantine Books, 1978. Copyright© 1971. 1978 by Robert Foster. 
  _____ . A Guide to Middle Earth. New York: Ballantine Books, 1971. Copyright© 1971 by Robert Foster. 
  Hogarth. Peter. Dragons. New York: Viking Press, 1979. Copyright© 1979 by Peter Hogarth. 
  Knauth, Percy. The Metalsmiths. New York: Time-Life Books. 1974. Copyright© 1974 by Time-Life Books. 
  Langacker. Ronald W. Fundamentals of Linguistic Analysis. New York: Harcourt Brace Jovanovich, Inc .. 1972. Copyright© 1972 by Harcourt Brace 
  Jovano\ich. Inc. 
  Leopold, A. Starker. The Desert. New York: Time Inc., 1962. Copyright© 1961, 1962 by Time Inc. 
  Milne, Larus J. and Margery. The Mountains. New York: Time Inc., 1962. Copyright© 1962 by Time Inc. 
  Norton-Taylor, Duncan. The Celts. New York: Time-Life Books. 1974. Copyright© 1974 by Time-Life Books. 
  Post, LB. , ed. All Atlas of Fa II tasy. New York: Ballantine Books, 1979. Copyright© 1973,1979 by J.B. Post. 
  Shepard, William R. Shepard's Historical Atlas. New York: Barnes and Noble Books, 1976. Copyright© 1964 by Barnes and Noble Books. 
  Strachey. Barbara. Journeys of Frodo. New York: Ballantine Books, 1981. Copyright © 1981 by Barbara Slrachey. 
  Tolkien, J.R .R. The Adventures of Tom Bombadil. Boston: Houghton Mifflin Co., 1978. Copyright© 1962 by George Allen & Unwin Ltd. 
  _ ____ . The Fellowship of the Rillg. Boston: Houghton Mifflin Co .• 1975. Copyright© 1965 by J.R.R. Tolkien. 
  ____ _ . The Hobbit. Revised Edition. New York: BaUantine Books, 1966. Copyrighl© 1937. 1938. 1966 by J.R.R. Tolkien. 
  _____ . Pictures by J.R.R. Tolkien. Boston: Houghton Mifflin Co., 1979. Copyright© 1979 by George Allen & Unwin Ltd. 
  _____ . The Return of the King. Boston: Houghton Mifflin Co., 1977. Copyright© 1965 by J.R.R. Tolkien. 
  _ ____ . The Silmarillion. Boston: Houghton Mifflin Co .. 1977. Copyright© 1977 by George Allen & Unwin Ltd. 
  _____ . The Tolkien Reader. New York: Ballantine Books, 1976. Copyright© 1966 by J.R.R. Tolkien. 
  _____ . Tree and Leaf. Boston: Houghton Mifflin Co .. 1965. Copyright© 1964 by George Allen & Unwin Ltd. 
  _____ . The Two Towers. Boston: Houghton Mifflin Co., 1965. Copyright© 1965 by J.R.R. Tolkien. 
  Unfimshed Tales. Boslon: Houghton MUnin Co .. 1980. Copyright© 1980 by George Allen & Unwin Ltd. 
  _____ . and Donald Swann. The Road Goes Ever 0,,: A SOllg Cycle, 2nd ed. Bo<ton: Houghton Mifflin Co., 1978. Text Copyright(c) 1962, 1978 by 
  George Allen & Unwin Ltd: Music Copyright© 1967, 1978 by Donald Swann; Copyright© 1967 by J.R.R. Tolkien. 
  Tyler, J.E.A. The New Tolkien Companion. New York: Avon Books. 1978. Copyrighl© 1976, 1978 by J.E.A. Tyler. 
  Credits 
  Design and Conceph Peter C. Fenlon and Terry K. Amthor 
  Map, Border, and lettering: Peter C. Fenlon 
  illustrations: From the movie "The Lord of the Rings". Copyright© 1978 by The Saul Zaentz Co. 
  Guidebook: Peter C. Fenlon and Terry K. Amthor 
  Special Contributions: Richard H. Britton. Howard Huggins. Tom WiUiams. Kurt H. Fischer. Laurie Battle 
  Printed by Kaminer and Thomson. Inc., Charlottesville, Va. 
  The Lord of the Rillgs~and The Hobbit'" are Irademark properties of Tolkien Enterprises. a division of Elan Merchandising. Inc. , Berkeley, California. No 
  unauthorized use permitted. 
  © 1982 Tolkien Enterprises. Berkeley. California. 
  Produced and distributed by Iron Crown Enterprises, Inc. 
  Stock fME 2200 
  P.O. Box 1605 
  Charlottes';lle. Va. 22902 
  16 
  
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SOURCE: textdata/thevault/Middle-Earth™ (MERP) [multi]/Middle-Earth Role Playing (MERP) [multi]/MERP - Iron Crown Enterprises - Campaign and Adventure Guidebook.pdf