Desert Campaign Guide PDF
Desert Campaign Guide PDF
Heatstroke
Whirlwind
All characters can go without water for Blowing sand may cause effects that
normally 3 days, modified by: characters will have to deal with after a
+2 days if eating food with high water storm, as sand can find its way between
content (greens, fruits etc.) joints in armour, seams in clothing etc.,
+1 day if character weighs more than 200 pouches etc. Unprotected food will be
pounds or if character weighs more than rendered unpalatable if not inedible, &
racial average, or if character is shorter than liquids not properly stoppered will be
normal contaminated. The LM should make a Feat
+1 day if character has just drunk as much die roll after a sandstorm, an Eye result
water as he/she can indicating that one of these effects has
+1 day if female occurred, resulting in increases in Fatigue
+1 day if no strenuous activity accordingly.
-1 day if effective temperature is 90 degrees
Fahrenheit or more
-1 day if character fails to eat anything per Inside a sandstorm
day (any food is better than nothing)
-1 day if character’s Body score is less than 3
Recovery
Dry river/streambeds
Finding Shelter
Some plants have adapted to survive in the Familiarity with the stars makes navigation
desert by storing water – an Eye result easier in the desert, since there are rarely
means the plant is poisonous. clouds to obstruct the views of the stars.
Perhaps this is why the nomads have many
names for the stars, and why Ladnoca (the
Native Stores of water moon) was the first goddess worshipped.
The local natives are also very familiar with
The Narakshi and other natives of the desert the landmarks of the area ( a character with
have their own stores of water, often secret Desert lore may or may not be aware of
and/or guarded. The Jelut's main store is at these).
An Karagmir.
The Moon seen at Hole in the Rock
Table 2: Landmarks
Target or Landmark Distance at which seen
Juniper
A relatively common bush found wherever
there is some water, its berries have a very
bitter taste so it is difficult to eat raw, but is
popular with the Haruze as a flavouring for
meats and sauces by crushing the berries.
When fermented it also produces a popular
local alcoholic drink, and freshly crushed
juice is also used as a contraceptive.
Difficulty of Finding: TN 12. Cost: 1
Treasure for a wineskin of the fermented
drink.
Kafe Kingsfoil Sin. Athelas
This plant is used to make a local hot drink, Often confused with common wildflowers,
originally native to Chennacatt in Greater this plant is found wherever the
Harad, but has now spread throughout Númenoreans settled, especially the coastal
Harad due to 'The Coffee Ceremony" (see regions. The plant produces small, white
below) becoming an important part of daily flowers all year round that give off a
rituals and life. The beans of the bush are pleasant scent. Healers know that when the
dried and ground, then boiled and served leaves are crushed and placed into boiling
with sugar as an aromatic hot drink that water the plant will heal anything,
acts as a stimulant (similar to pipeweed in depending upon the healer preparing the
its effects according to hobbits who have plant - in the hands of a king the plant has
sampled both). Difficulty of Finding: TN 16. been known to bring people back from
Cost: 2 Treasure for enough beans to make a certain death . In game terms the Healer
kettle/pot of kafe. can reroll the Feat dice and keep the best
result, and add 1 skill dice to the Healing
The Coffee Ceremony attempt. The common folk use the flowers
of the plant to give to any sick people as a
According to Haruze legend, many sign of goodwill. Difficulty of finding: TN
years ago there was a sheikh who had 16. Cost: 10 Treasure, but usually it is best
to hide in the desert from enemies. He to freshly pick this plant.
discovered a small tree that was
Kingslock Sin.Hwindos, Har.Kly, aka
growing outside the cave he was
Berrydeath
hiding in - he tried to eat the berries
This bush has small oval leaves and small
but they were too bitter, and he tried
bright purple berries, and is found in semi-
using the plant in many different ways,
arid scrub and bushland. The berries can be
before finally discovering that boiling ground into a paste that is highly toxic if
the seeds in hot water produced a added to food or a blade's edge - if ingested
drink that both allowed him to or failing a Protection Test a victim takes
manage without water for longer and 3d6 Endurance damage in the next minute
also helped him think. Thus 'kafe' or (and is considered Poisoned) unless they
coffee as Westron users pronounce it inhale smoke from dried kingslock. The
was born, it soon became an important paste can be preserved for up to 2 weeks.
ritual of the Haruze nomads to then Difficulty of Finding: TN 16. Cost: 50
drink coffee in ceremonial occasions, Treasure for the paste.
especially in settling disputes. This
custom then spread to the cities and
other areas, especially with the rise of
the Enlightened Path (Batan an-Izindi)
and the Prophet's blessing and use of
the drink.
Lesser Aloe Aka Culkas, Sin.Sauthoel Finding: TN 16. Cost: 2 Treasure for 1
Nihen potion.
This plant resembles the common aloe plant
(see above) but has small, white dots along Mesquite Tree
its leaf edges and is only about half the size This tree is the main source of wood for the
of common aloe, and also is (unlike aloe) desert nomads, usually found only in oases
found in desert and arid areas. The leaves they look quite small but yield large
of this plant can be cut and mashed to amounts of wood once uprooted and
produce a thick gel/paste that can be spread sundried. Its roots go down deep to find
on burns/sunburn, healing them within 1 deep water underground and as such also
hour if the damaged area is completely stabilise sand dunes if growing on them.
covered, although wounds healed in this Difficulty of Finding: TN 12 Oasis, TN16
way remain tender for some time. Difficulty elsewhere.
of Finding: TN 14. Cost: 15 Treasure for the
paste. Mesquite Tree
Marub
A coated tree-like shrub with large light
green leaves that mainly grows in oases, it
provides delicious purple fruits year-round,
its' hollow trunks are used as fire-wood,
irrigation pipes and raw material of
utensils, its leaves are used in roofs and
when cut to strips can be used for twining
many kind of utensils, its roots when
uncovered and empty are used as holders
and musical instruments, its' seeds can be
(and are) used as sling bullets. Difficulty of
Finding: TN 10 (oasis),TN 18 (anywhere
else). Cost: 5 Treasure for whole plant.
Desert Amber Sin. Glitharn Gelebren. The other reason men brave the Mirror of
Fire is to be found in the North-eastern and
Desert amber is a hard, translucent South-western parts of the Mirror - in these
gemstone that unlike amber is silver rather areas the waters of Almaren were
than golden in colour, and lodges in cracks transformed into great salt pans (the south-
and crevices of the Mirror of Fire in Harad. western salt pan is called Ne Tava), so salt
Desert amber was originally the living mines were set up to harvest the salt as slabs
waters of Almaren, the lake created by the transported back to Sudu Cull or Tul Poac,
Valar in the Spring of Arda. But when usually about 5 slabs/camel, the salt
Almaren was destroyed by the destruction of caravans would leave Korondaj or nearby
the Lamps, by some means the primeval cities in early November and late March
waters of the lake was preserved as Desert with food and supplies including slaves,
Amber. It is most commonly sought after returning after about three weeks with salt.
as a decorative gem for jewellery and the This caravan was greatly feared by slaves as
Haruze believe that it wards off demons, the salt mines were mostly mined by slaves
hence why men brave the dangers of the having to dig with picks on the surface of the
Mirror of Fire to collect it. salt pans, thus fatalities were high.
Less well known are two other effects: in There is a smaller salt mine not far from
alchemy if crushed and powdered desert Urud-an-Khibil, as where the trail from the
amber can be used with other compounds to White Palm Oasis leads back into the hills
stave off death (this was certainly known in there are a few salt lakes due to the land
Númenor and Gondor); Secondly if it is here being in a depression. Although
mixed with other preservative substances smaller in size compared to the salt in the
desert amber enhances their affects, even Mirror, a similar caravan would leave Hajaz
those that preserve life. Loremasters have Tollin or Boshiza Dar at the same time of
speculated that this is due to the primeval year for these mines. 1 Salt slab = 20
waters of Almaren 'diffusing' into the Treasure (worth more in the North).
mixture. Difficulty of Finding: TN 18
(Mirror of Fire, anywhere else requires an
Epic Feat). Cost: 2 Treasure for a raw stone,
20 Treasure for a dose of crushed powder.
A salt caravan
Desert Amber
Gold & other precious metals
One of the most popular and consistent
rumours in the region is about the latest
'secret gold mine' being discovered, or of the
lost 'City of Gold' long buried by the desert
sands. These legends have tempted many a
foolish soul to go wandering in the desert
looking for riches. But in fact there are only
a few deposits of gold, silver etc. to be found
in the area between the Mountains of
Shadow and the Yellow Mountains - indeed
such deposits are more likely to be found in
A Camel cart
the Ered Harmal (Mountains of Southern
Gold) to the east of the desert. The 'city of
gold' does indeed exist, but far to the
southeast (in Harshandatt) 5. Opportunities for Adventurers
4) Scouts
6) Lieutenant
A Caravan Trader
7) Servant
2-7 No encounter
2 Beautiful Sunset
The company turns a corner or reaches a
F1 Event Sub table (roll a Feat die)
rise in the ground - before them the sky is lit
by the most amazing colours as the sun sets.
1 Ancient Glory/Relics
The beauty of the scene is enough to take
The company passes ruins and statues of a
most people's breath away - all companions
great civilisation of long ago. All
regain 1 Hope (unless they have a trait that
companions make a Valour roll - those who
would ignore this).
succeed feel uplifted, reducing difficulty of
any Corruption tests by 2 on the journey.
Those who fail with an eye result are
daunted for the rest of the day (-2 to all
actions due to fear).
3 Carcass available, and at the end of the day you find
The company's trail leads past the bones or the perfect camp spot. After relaxing with a
carcass of some creature half buried in the beautiful dinner, it occurs to all of you that
sand/rock - depending on what is buried the this day was just perfect - all of the company
LM may require Wisdom tests. members gain 1 pt of Hope.
8 Farmstead/Desert Dwelling
The company comes across an isolated
farmstead or desert dwelling of some kind -
the owner will usually be welcoming and
eager for news.
9 Dead Orc
The company comes across the still warm
body of an orc killed - but by whom or what?
10 Warm Welcome
4 Dripping Water The company is warmly received at its next
The party can all hear the sounds of water location - rumours of the character's quest
dripping from somewhere - but where? All and exploits have gone ahead, so the
companions make an Explore test to find the goodwill of the people overrides any
source (an underground cave nearby or a concerns their leaders may have.
tiny waterhole??)
Eye Goblins/Host
5 Holiday/Local Celebration There are signs that either a band of goblins
The party stumbles into a settlement to find or an armed (unfriendly) host of men are
the locals are celebrating something, and nearby - a successful Search or Explore roll
will usually be welcoming of any strangers during the day will reveal where the camp
to partake in the glad occasion. But is, but if night time the company must make
characters looking for work or the services of a Stealth roll if they wish to avoid them.
somebody will have some troubles.
Gandalf Secret Door/Treasure
6 Merchant's caravan/Wandering traveller On a successful Awareness roll, the
The party encounters a merchant's caravan company discovers either a secret door to
or a wandering traveller on the trail. The something, or the way to hidden treasure.
merchant could be heavily guarded or just a Roll the feat die to determine the size of
single pedlar wandering the wilderness. treasure (if any) with a Gandalf indicating
magical items and an Eye cursed item(s).
7 A perfect day
Sometimes life as an adventurer can be
fortunate, when the weather is neither too
hot nor too cold, the sun is shining with a
light breeze, supplies and game readily
array of hollow scales, it is feared because it
G Creatures of the Desertii hunts in a pack of 10-100, a large pack can
easily defeat a man.
Assassin Bug
Camels Aps. Deve, Devevi
Small insects that prey on other insects, they
Camels attack by biting and spitting, and
can give a painful bite even to humans, and
are likely to spit (a roll of 6 or less on Feat
a human victim has a chance (eye on Feat
die) at those trying to ride them, if this
die) of contracting a disease if bitten.
happens the rider can be temporarily
blinded for 1d6 rounds if an Eye result
Beaded Lizard Aps. Izhta
occurs (on a Feat die roll). Camels are also
This venomous lizard of the semi-arid desert
naturally ill-tempered and will refuse to rise
fringe is black with yellowish 'beads' on its
to travel at the start of a journey on a Feat
skin, it preys mainly on eggs of birds and
die roll of 5 or less, roll again after the
reptiles, it attacks by biting a victim then
animal trainer (or whoever is looking after
hanging on and chewing so its venom gets
the camels) spends a few minutes coaxing. If
into a wound. Its venom is highly toxic, but
camels remain in one place without moving
the animal is still sought after because a
for a lengthy period, they are likely to lie
highly intoxicating liquor called 'Izhta's
down on a roll of 2 or less. There are two
Tears' is brewed from the venom, also an
types of camel - the normal (one hump)
elixir that cures sunstroke.
variety, and then the two humped version
that can usually only be found in Erim Poa.
Beetles
The main beetle encountered in the desert is
the dung beetle, easily recognised by its
habit of rolling dung into large balls, it is
often encountered wherever camels, horses
etc. are found. Other beetles that can be
encountered is the blister beetle (so called
because contact with skin causes blisters as
it is poisonous to touch), and the stinkbug.
Centipede
Many varieties of this insect can be
encountered in the desert at night, most are
mildly poisonous and not fit to eat (a
character with Desert Lore will know).
Cobra Aps.Caja
These highly venomous, 6ft long hooded
snakes are common in Far Harad in the hills
areas, but rare in Near Harad, although can
be encountered in hilly areas.
Jackal
Usually only found on desert fringes, they
are pack hunters. Ravens
Intelligent birds and on the side of good,
Lion Aps.Lata, Latava, Sin.Ra according to legend they were the
Normally only encountered in the hills of messengers of the Vala Namo (Mandos),
Far Harad and Isra, lions are rarely and thus associated with Fate & Prescience.
encountered in Near Harad, they roam the Most ravens can speak some Westron, they
scrubland and desert fringes in prides, it is are usually found only near human
the largest predator in the area and hunts habitations.
during the day but usually avoids man,
although some males become maneaters Rock Viper aka Leopard Viper
and terrorise areas of the Raj. A small snake (1ft) that can be a danger to
any who climb cliffs & mountains, it is
Locusts found on rocky ledges and is grey with
One of the most feared of all creatures, speckled spots (hence it's name), so is very
fortunately a locust swarm happens rarely hard to see against bare rock, its' bite is
(perhaps every 7th year or so), and usually almost as deadly as the otravati but rare
only during the short rainy season. A locust cases have according to the Haruze survived
swarm will devour everything in its path, a bite with the proper medical and/or
including any provisions carried by an magical treatment. A victim dies of massive
unfortunate fellowship (making all heart failure after about ten minutes.
temporarily Weary), and all subsequent
Hunting & Explore rolls to find food are
penalised by 4. Visibility is reduced as if
travelling in a sandstorm during such a
swarm.
Scorpions Har. Kulp Snare Snake Aps. Zamka, Zamkavi
There are many species of scorpions found This snake is common in the dry hills of
in the desert - one is called the Black Western Harad, less common down on the
Scorpion and produces a mild poison called plains of the desert. It is so named because
Juth (Sin. Saevegil) that can be used on the the snake attacks by whipping its tail out to
edge or tip of a weapon (otherwise no good). coil around a victim's limb, the snake's
The victim suffers the poison if fails a whole body is covered with poisonous barbs
protection test and becomes Poisoned. A that enter the victim through this attack.
victim loses 1d6 Endurance, and then The poison is medium toxic and paralyses
becomes paranoid (just like a Bout of its prey for at least 20 minutes, long before
Madness), this paranoia gets worse day by that the zamka constricts its prey to death.
day until the victim is insane, unless the A zamka will remain with its victim for at
poison is cured by either athelas or a least a day before it feeds, other animals
mixture of herbs known only to the Haruze. and natives know not to disturb it, as the
Another species is the Red & Black Scorpion, snake may well 'add to its larder'. The
feared because it likes human shelter and zamka does not constrict any prey that is
willingly lodges in human boots or under still moving.
saddles. Its poison is medium toxic, not
usually fatal but very painful, a victim is Spiders
unable to do much action for at least half an There are numerous spiders in the desert
hour. It is nicknamed the 'executioner' by the (although not as many as scorpions!).
Haruze as a victim makes similar cries of Tarantulas are large, hairy spiders that will
agony as if being tortured. usually avoid man, their bite is not fatal.
The tiger spider (Har.Syh-sah) is the most
feared, very small and striped like a tiger it
lives in holes in the desert but uses nomads'
caravans & herds to travel, it is greatly
feared because the female looks for a large
host creature to lay eggs on (such as a horse,
camel or human) - the host is bitten by a
very toxic venom that results in cardiac
arrest - once the victim is dead the spider
then lays its eggs.
Skink
Skinks (small lizards that lose their tails) are
Spitting Viper aka Egil's or Horned Viper
plentiful in the area but are of no real
This huge (20ft) poisonous snake is a native
interest to humans, not usually being good
of the plains & steppes, not usually found in
to eat and none are considered dangerous.
the desert except in the fringes. It is a
yellowish-brown colour (as per the
Sloth Bear Sin. Meglitiuka
landscape), it hunts in late afternoon/early
The largest bear in Middle-earth is huge but
evening. It can spit its venom up to 30ft
slow-moving and stupid, it is only
away, and its fangs are large enough to
encountered in Nen Umbar and the coastal
penetrate leather armour.
areas and will eat almost anything.
Stetan Aps.’Mischief’
This otter is found only in oases , Nen
Umbar , the coast & major rivers, it is as
large as a dog, friendly and playful, but its
name is well-earned from Haruze who
would spend a day gathering herbs only to
find their parcels and sacks torn apart, but
they are tolerated as a good luck charm by
the Haruze.
Predators 10
Special* Gandalf
Shadowfax
Sub table F1a Bats and Birds
Semi-Arid & Hills
Die Roll Creature
1-2 Bat
3 Cliff Buzzard
4 Desert Eagle
5 Desert Starling
6 Hawk
7-8 Gorcrow
9-10 Vulture
Gandalf Raven
Eye Crebain
Desert
1-2 Bat
7-8 Hawk
9-10 Vulture
Gandalf Special
Eye Crebain
Mirror of Fire
1-2 Bat (underground only)
9-10 Hawk
Gandalf Special
Eye Special
Sub table F1b Insects and Spiders
Semi-arid & hills
1-2 Ants
4 Centipedes
5 Flies
6-7 Scorpions
8-9 Spiders
10 Termites
Gandalf Special
2 Assassin Bug
3 Beetles
4 Centipedes
5 Flies
6-7 Scorpions
8-9 Spiders
10 Termites
Gandalf Special
2 Black Lizard
3 Cobra
5 Horned Lizard
6 skink
7 Snare snake
8 Spitting Viper
9 Toad
10 Unbird
3 Petla*
7-8 Skink
9 Snare Snake
Eye Special
* indicates only found near an oasis or source of water (with accompanying plants etc.)
Sub table F1d Herbivores & Riding Animals
Semi Arid & Hills
1 Antelopes
2 Camel
3 Wild Cattle
4 Desert Mouse
8 Wild Horse
9 Sheep
Eye Special
Desert (in the Mirror of Fire only camels or the Desert Mouse can be encountered)
1-4 Camel
8 Wild Goat
9 Wild Horse
Gandalf Special
Eye Special
A Bull
Sub table F1e Predators
Semi Arid & Hills
1 Black Bear
3 Desert Fox
6 Grey Wolf
7 Hyena
8-9 Jackal
10 Lion
Desert (in the Mirror of Fire there are no Predators, except at oases)
1 Unca
9 Grey Wolf
10 Jackal
The Haruze are a very superstitious people Over the many centuries, some orcs have
and their legends evoke a multitude of adapted to the harsh environment of the
fabulous animals and monstrous creatures desert. Most are descendants from raiders
with supernatural powers. Unfortunately for
coming south from Mordor who for one
travellers some legends have foundations in
truth, as reflected in the following reason or another got cut off and unable to
descriptions. return to Mordor. Like the human nomads,
these orcs roam in large bands of 30-50,
Bird-Na hunting down anything that moves, with the
more powerful leaders riding upon wargs.
Of all the legends that have fallen into the These orcs appear shorter and thinner than
collective consciousness of the Haruze, the normal orcs, and their skin is a mottled light
legend of the bird-na, a huge bird that lives brown & grey (to blend into the surrounds).
on a bed of diamonds at the bottom of an They are the only breed of orc before uruks
abyss is probably the most famous. In fact to withstand sunlight without penalty
the bird really does exist, named Did the (legend has it that Sauron used some to
Fabulous it lives somewhere in the Stone breed the first uruks).
Forest and is a cousin of the Great Eagles of
the North (being the same size). In The largest tribe is the Hara Hai (about a
appearance it resembles a giant desert eagle thousand or so), they live in an
but has distinctive red and blue plumage underground city named by them Kutot-nan-
and beak, and black claws. Very little is Rar in the Stone Forest's western edge, they
known about the Bird-Na ,it is claimed to be are greatly feared due to their habit of
gifted with extraordinary powers: one of its capturing human women for concubinage
feathers has the ability to heal any wound, and for attacking caravans. Their symbol is
heal all ills and even bring back from the a black skull on a sandy field.
dead. One of its claws would manufacture
an arrow unerring and deadly. Of course,
nobody has ever been able to confirm these
assumptions, although some Haruze have
seen in the sky a strange creature of graceful
and colourful plumage. (LM note: most of
these legends are not true - Did has the same
powers that the Great Eagles have).
2 Sand Devil
3 Sand Drake
9 Geib Ghost
10 Dragon Worm
Great Oasis
Sudu Cull
Oasis in the Northern Mirror of Fire, main
stop for the salt mines.
10 Obstacle
An unusual rock formation
The Guide makes a Travel roll, failure
means that the Fellowship has encountered
a steep cliff or fissure, all companions must
make an Athletics test to go across the
obstacle back to the trail, failure means 2
Table J2 Scout stockpile of gear here which reduces the
difficulty of next Fatigue tests by 2.
1 Flashflood
4 Unexpected Obstacle
The Scout makes an Explore test - failure
means the company is caught in an area The usual trail has been blocked somehow
with a flashflood (such as a riverbed), and (by a new fissure etc.), and the Scout must
all companions must make an Athletics test find an alternative route around the obstacle
to avoid being swept away by the water. by an Explore test. Failure means the
company loses one day of travel until a
2 Drumsand/Broken successful Explore is rolled. Thus three
terrain failures means three days lost!
6 Sinkhole
Difficult terrain
7 Native Camp/Outlaws
3 Abandoned Stores
The company is in an area where there are
few sheltered places to camp. Each scout
The Scout discovers a seemingly abandoned
makes an Explore test - if none succeed, the
store of supplies, but must make a
only available place to shelter is already
successful Search or Hunting test to find a
claimed by either natives or outlaws - up to
leg trap near the supplies - failure means the
the company what they do next. If the
scout must make a Protection Test to avoid
company is unable to gain shelter, they are
being wounded by the trap. There is a small
all considered Weary and unable to recover Gandalf Waterhole
lost Endurance until they reach a safe place.
The scout has discovered an unmarked
8 Rocky Slope waterhole! The company can replenish all
its water and all Weary penalties removed,
The route leads up a broken, rocky slope. all companions gain one Hope.
All scouts must make an Explore test, but if
none succeed the company is forced to leave
behind any horses and ponies as no
available path up can be found, so the
journey time must be recalculated.
9 Cave/Abandoned Ruin
The hunter makes a Hunting roll - on a A hunter finds a waterfall and a pool of
failure he/she accidentally disturbed a clear water but it is also a gathering place
snake from its slumber (probably by for Wargs or Wild Dogs. One hunter makes
stepping on it) and the snake attacks the a hunting test, if he fails the company stays
hunter as a result - an Eye result means the at the pool too long and is later ambushed
snake is deadly poisonous (such as a Poison by wargs or wild dogs.
Adder, see description above).
A Sand Drake
3 Runaway Horse/Camel
6 Scavengers
-
Desert Orc raider -
Desert Orc chief ATTRIBUTE LEVEL
-
ATTRIBUTE LEVEL 3
-
5 ENDURANCE HATE
ENDURANCE HATE 10 1
20 4 PARRY ARMOUR
PARRY ARMOUR 3 2d
5 + 2 (shield) 2d SKILLS
-
Desert Orc marauder Desert Orc stalker
ATTRIBUTE LEVEL ATTRIBUTE LEVEL
4 3
16 3 12 3
4 2d 4 2d
SKILLS SKILLS
Craven Craven
Will flee at start of a round with 0 Hate pts Will flee at start of a round with 0 Hate
pts.
Savage Assault
Snake-like Speed
If attack scores a Great or Extraordinary
Success, spend 1 Hate to immediately roll a Spend 1 hate to double Parry rating after
second attack on same target with secondary an attack is rolled against it, if TN now
weapon. higher than attack rolled.
Lesinavi Sand devil
ATTRIBUTE LEVEL ATTRIBUTE LEVEL
3 4
0 5 0 6
5 2d 6 3d
SKILLS SKILLS
Claws Ensnare
2
Damage 3, Edge Eye, Injury 14, CS 2 CS Suffocate
Disease (treat as Poisoned)
Suffocate
Bite 2
Damage 2, Edge 10, Injury 14, CS
Damage 5, Edge Eye, Injury 15, CS 2 Choke
Disease
SPECIAL ABILITIES
SPECIAL ABILITIES
Seize Victim
Foul Reek
If Ensnare attack succeeds, target is held,
Any creature fighting it must spend Hope can't change stance and Parry halved
for any action other than attacks.
Undead
Undead
Whilst creature has at least 1 Hate, can't
Whilst creature has at least 1 Hate, can't be slain until receives 4 wounds.
be slain until receives a no. of wounds
=Attribute level (3). Suffocate/Choke
A Great/Extraordinary success with
Horror of the Desert
Suffocate means victim begins choking from
If encountered out in the desert, any sand inhalation - character is paralysed and
Battle rolls for combat advantages are at TN Wounded, and will die in hours=Heart if not
+3 healed
Fear of Water
Loses 1 pt of hate each rd of combat
confronted by water
Geib ghost Restless dead (zombie)
ATTRIBUTE LEVEL ATTRIBUTE LEVEL
6 2
0 8 0 4
8 3d* 4 2d
SKILLS SKILLS
Claws Claws
Damage 6, Edge Eye, Injury 16, CS 3 Damage 2, Edge Eye, Injury 13, CS 1
Any Disease
Bite Bite
Damage 5, Edge Eye, Injury 15, CS 2 Damage 4, Edge Eye, Injury 14, CS 1
Any Disease
Strike Fear
Spend 1 hate point to make all
Companions do a Fear test (TN 14)
Sand Drake Sand Drake
ATTRIBUTE LEVEL Foul Reek
An Overpowering stench forces any
7
opponent to spend Hope to attempt any
action other than an attack
ENDURANCE HATE
Winged Buffet
80 7
Can choose as an action to beat its wings,
PARRY ARMOUR any foes within 30ft (60ft if flying) must make
an Athletics TN 14 or suffer Knockdown
7 4d/1d*
* Weak Spot
SKILLS
The doom of all dragonkind is that
Personality 0 Survival 1 regardless of how hard their armoured skin
is to pierce, below they have a weaker area
Movement 2 Custom 1 with less armour
Perception 1 Vocation 1
WEAPON SKILLS
Claws
Damage 5, Edge 10, Injury 16, CS 3
Any
Bite
Damage 7, Edge 10, Injury 15, CS 4
Pierce
Tail Sweep
Damage 6, Edge Eye, Injury 14, CS 2
Trip (Knockback)
SPECIAL ABILITIES
Great Size
Not knocked out or killed when reduced to
zero Endurance or wounded once, keeps
fighting until wounded twice or reduced to
zero Endurance AND wounded
Horrible Strength
Following a successful attack spend 1 hate
to increase target's Endurance loss = 7
Thick Hide
When the creature succeeds in a
Protection Test against a close combat
weapon with a Great/Extraordinary Success
attacker drops his weapon.
Dragon Worm Dragon Worm
Attribute Level Thick Hide
When the creature succeeds in a
8
Protection Test against a close combat
weapon with a Great/Extraordinary Success
ENDURANCE HATE
attacker drops his weapon
85 9
Foul Reek
PARRY ARMOUR An Overpowering stench forces any
opponent to spend Hope to attempt any
9 3d/1d* action other than an attack
WEAPON SKILLS
Claws
Damage 6, Edge Eye, Injury 16, CS 3
Any
Bite
Damage 5, Edge 10, Injury 17, CS 3
Pierce
Tail Sweep
Damage 4, Edge Eye, Injury 14, Cs 4
Trip (Knockback)
SPECIAL ABILITIES
Great Size
Not knocked out or killed when reduced to
zero Endurance or wounded once, keeps
fighting until wounded twice or reduced to
zero Endurance AND wounded
Horrible Strength
Following a successful attack spend 1
hate to increase target's Endurance loss = 8
6 7
65 5 75 8
5 3d 6 4d
SKILLS SKILLS
Crush Bite
Damage 6, Edge Eye, Injury 12, CS 1 Damage 5, Edge Eye, Injury 14, CS 2
Any Pierce
6 8
50 6 80 10
5 3d 10 4d
SKILLS Skills
Claws Claws
Damage 4, Edge Eye, Injury 15, CS 3 Damage 9, Edge 9, Injury 15, CS 5
Any Any
Bite Beak
Damage 5, Edge 10, Injury 13, CS 3 Damage 5, Edge 10, Injury 16, CS 4
Pierce Pierce
Aura of Manwë
An invisible aura surrounds the bird that
makes any evil creature within 20ft make a
Fear test at TN 14 or run away
85 9
PARRY ARMOUR
10 4d
SKILLS
Personality 5 Survival 3
Movement 3 Custom 6
Perception 4 Vocation 4
WEAPON SKILLS
Crush
Damage 8, Edge Eye, Injury 14, 5
CS any
SPECIAL ABILITIES
Great Size
Not knocked out or killed when reduced to
zero Endurance or wounded once, keeps
fighting until wounded twice or reduced to
zero Endurance AND wounded
Fell Speed
Can choose who to attack (in any stance)
and can disengage combat at will
Snake-like Speed
Spend 1 hate or Hope to double Parry
rating after an attack is rolled against it, if TN
now higher than attack rolled.
11 Thing of Terror
WEAPON SKILLS
Rend
Damage 6, Edge 10, Injury 16, 4
CS any
Bite
Damage 7, Edge eye, injury 15, 3
CS Pierce
SPECIAL ABILITIES
Great Size
Not knocked out or killed when reduced to
zero Endurance or wounded once, keeps
fighting until wounded twice or reduced to
zero Endurance AND wounded
Great Leap
Spend 1 hate to attack any one
companion in any stance
Snake-like Speed
Spend 1 Hate to double Parry rating after
an attack is rolled against it, if TN now
higher than attack rolled.
20 3
PARRY ARMOUR
5 2d
SKILLS
Personality 1 Survival 3
Movement 3 Custom 1
Perception 2 Vocation 1
WEAPON SKILLS
Scimitar #
Damage 5, Edge 10, Injury 16, CS 2
Disarm
Bow
Damage 5, Edge 10, Injury 14, CS 2
Pierce
SPECIAL ABILITIES
Overwhelm
If an attack is a Great/Xtra success, spend
1 hate/hope to make target temporarily
weary until the end of target's next turn.
Deadly Archery
Spend 1 hate/hope to add Attribute Level
to damage with a successful attack.
Serpent Scimitar
Ignore the Parry bonus given by a Shield
to an opponent when using a scimitar, and
the penalty for wielding another weapon in
off-hand is reduced to -2 (usually -4)
Azhan Haruze term for the Ainur, the Narakshi Nomad desert tribe south of
Valar are called the Kolir. Umbar, they control the White Palm oasis.
Colruh Haruze name for Wind Spirits Poganin Haruze term for foreigners.
(Azhan), believed to bring civilisation to
Harad. Qarsag Desert nomads of the west-
central area bordering southern Bellakar,
Corsair A sailor and warrior, especially Kes Arik & Kes Weza.
responsible for Umbar's reputation.
Sihad Haruze term for knight,
Desert Screamers A feared defender of the land.
organisation of trackers and assassins that
roam the desert and rival the Rangers of the Sud Haruze name for an oasis,
North in skill, although they tend to stay in believed by them to originate from the tears
the southern (Far Harad) desert. of Lilis (Yavanna) & Ladnoca (Varda).
Devam Haruze name for Fire-spirits Tarb Haruze term for a Lord - the
(Azhan & enemies of the Colruh), believed to Autarb (king) traditionally rules from
come from Mordor. Amrûn.
Feswan Haruze term for merchants & Tedjin Nomads of the desert
craftsmen. bordering Bellakar, often allies of the
Qarsag.
Fezir Haruze term for the nobility.
Urdwan A nomad of the desert (country
Hammam A bathhouse or tent for dweller).
personal cleaning.
Utarf A city or town dweller.
Haruze 'Godly Folk'. Haruze term for
themselves, and they call the land Haruzan. Vatra Sun/Fire God
(Morgoth/Sauron), the Audrat Vatra is the
Hawnin Haruze name for all elves, from Cult of Vatra.
the original elven inhabitants of the area
(the Moonstone Nandor)