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The Hall of Fire issue 37 - January 2007
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JJJJ JJJJ JJJJanua rrrr rrrr rrrr y y 2007
G I II I I II I I II IANT S I II I I II I I II IZE
Ann iiii iiii iiiive rrrr rrrr rrrr sss ssss ssssa rrrr rrrr rrrr y y IIII IIII IIII sss ssss ssss sss ssss ssssue !!!! !!!! !!!!
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G REETINGS ,
Salutations.... Hello All!
Our great achievement continues into its fourth year with quite
a bang! Hey, maybe not with any news on the Decipher front
but at least we've brought to you a really BIG issue stuffed full
of great stuff per our usual. I hope you're impressed because I
certainly know I am. David went all out in his layout
presentation and certainly gets a ton of kudos from me. Sure it
may not be exactly printer-friendly on a few pages, but it looks
gorgeous!
I N THIS ISSUE
I T S A LL O PTIONAL
• Creating Heroic Items
2
F AN F LAVOUR
• The Folk of Bór (Hill-Men)
3
• The History of Necromancy
6
• Morgul Wraiths
11
• The Legend of Bullroarer
13
Now on to the meat and potatoes of this issue. This, this
cornucopia of content just begs for your reading (and viewing)
pleasure: a new adventure, pictures of Elostirion that we missed
getting into last issue straight from Peter, a treatise on the
Hillmen, a story about 'Bullroarer' Took, plus a whole lot more!
A DVENTURING I N
• The Tower Hills
21
G ETTING S TARTED
• Aracar
23
Tuck in that napkin and ask for an extra plate as you step up to
this smorgasbord and enjoy!
• Racial Package: Ranger of the North
23
Happy Gaming,
T HE R OAD G OES E VER O N
• Shadows at Midnight
Matthew A. Kearns
aka GandalfOfBorg
Editor
24
C ROSSWORD
35
W ISDOM OF THE M ASSES
36
I NTERVIEW
• Matt Kearns
37
CONTACT THE HALL OF FIRE AT:
CODAWEBZINE@HOTMAIL.COM
• ZehnWaters
39
CREW
MATTHEW KEARNS (GANDALOFBORG), EDITOR, WRITER
ultimac@hotmail.com
PETER MERRYMAN, ARTIST
DAVID D. (ISSACHAR), WRITER, PROOFREADER, LAYOUT
issachar44@yahoo.com
C ALLING ALL GAMERS / C REDITS
41
This is an unofficial fan webzine created for players of Decipher's The Lord of the Rings Roleplaying Game and the world of Middle-earth created by
J.R.R. Tolkien. There is no affiliation between the creators of this webzine and Decipher, Tolkien Enterprises, or any other related corporation. All
material is either direct from Tolkien sources, Decipher, opinion, or has been created for the said purpose of roleplaying in the world of Middle-earth.
Some images are used herein for the purpose of adding flare to the webzine, but are owned by varied sources mentioned in the Credits on the last page.
THIS DOCUMENT IS NOT FOR RETAIL SALE AND INDIVIDUALS MAY PHOTOCOPY AND PRINT FOR THEIR PERSONAL USE.
Issue Thirty-Seven
T HE H ALL OF F IRE
January 2007
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Hall of Fire * The Unofficial Lord of the Rings Roleplaying Game Webzine
Issue 37 * January 2007
I T S A LL O PTIONAL
C REATING H EROIC I TEMS by GandalfOfBorg
Anduril/Narsil, Herugrim, The Elf-stone – these are items of heroism and heroic worth. Their monetary worth is beyond measure to
those that find or inherit them. To PC’s, their worth in game mechanics is also quite high as they convey minor unique powers in the
form of skill bonuses and maybe edges or abilities.
First, a sword is just a sword until you give it a name. That gives it a start to becoming truly famous in the likes of those renowned items
above. Even if the item didn't have its own inherent heroic bonuses, using the rules for invoking the power of words could still be
appropriate.
Next, a character needs to give up something of himself to the item. It's his personal power that is used to help the subtle workings of
this world infuse power within the item. There are two ways of going about this while applying the restrictions below: spending
Advancement Picks or transferring acquired powers and skills.
S PENDING A DVANCEMENT P ICKS
When you've acquired an Advancement, you may spend picks on skill bonuses, edges, and abilities to apply to an item.
T RANSFERRING P OWER
At any time the Narrator approves, you may assign skill bonuses,
edges, abilities, or other personal effects to an item. To give an
effect to an item, the character removes that effect from his
character, ie. to give a skill bonus, remove an equal number of
ranks in the skill.
R ESTRICTIONS
• Effects may be applied to an item a maximum number of
times equal to the original owner's Bearing modifier.
• No bonus value can be greater than the Attribute Modifier of
the skill's associated attribute.
• A character must have at least 8 ranks in a skill to place a
bonus on an item for that skill.
• An item is limited to contain effects worth more
Advancement Picks than the original owner's total attribute
modifiers.
• No more than half of the bonuses placed in a Heroic Item
may be applied to any one effect.
• All effects purchased or transferred are permanent and
cannot be removed unless the weapon becomes cursed or
destroyed.
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Hall of Fire * The Unofficial Lord of the Rings Roleplaying Game Webzine
Issue 37 * January 2007
F AN F LAVOUR
T HE F OLK OF B OR By Thomas Gingras
H ILLMAN (M AN OF D ARKNESS )
R HUDAUR C OMMONER (M AN OF D ARKNESS )
Armed Combat +1, Climb +1, Ranged Combat +1,
Stealth +1, Survival (Mountains) +1, Travel sense
Armed Combat +1, Climb +1, Craft +1, Ranged
Combat +1, Weather sense
H ISTORY
After the Edain a second wave of men migrated into Beleriand
during the later years of the First Age. The Swarthy Men or
Easterlings were not as true or noble as the Edain, and betrayed
the Elves, falling pray to the guiles of the shadow and entering
into secret alliance with Morgoth, while serving in the open the
sons of Feanor. The greatest chieftains of these people were Bór
and Ulfang.
Through the early years of the Second Age the Folk of Bór
establish themselves in the angle of land between the River
Mitheithel (W. Hoarwell) and the River Bruinen (W. Loudwater)
and reach as far north as Mount Gram. The majority of this
terrain is rolling and rocky, very much the foothills of the
mountains to the east. Within these geographical boundaries they
remained relatively isolated from the rest of the people of Eriador
and benefited little from the golden age of the region ushered in
by the arrival of Númenóreans. Reclusive by nature, they feared
the Men of Westernesse even during their most benevolent stage
and instead sought the refuge that their natural borders provided.
The establishment of havens and settlements in Middle-earth by
the Númenóreans affected them little.
The people of Bór remained loyal to the Elves and Edain, and in
the dark hour when their services were called upon by Morgoth
they forsook him and remained true, while those of Ulfang
betrayed their friendship and served Morgoth. The wars raged for
many years and in the end the forces of good were triumphant
over the shadow, but only through the intervention of the Valar,
who in their wrath destroyed much of Beleriand in order to
overthrow Morgoth the dark enemy.
The war between the Elves and Sauron that begins in 1693
largely passes the Hillmen by. The Forodrim to the east ally
themselves with the Númenóreans and the Elves and suffer
greatly as a consequence. Sauron's domination of Eriador and
desire to conquer all free men serves only to push the Hillmen
further to the north out of the low lands of the angle and into the
higher lands of the Trollshaws, as this land was largely
inaccessible due to the limited fording points. This fact was
known to Elrond Half-elven and contributed greatly to this area
being selected for the foundation of Imladris after the fall of
Eregion to Sauron in 1697.
Those who remained after the sundering were split and cast over
the land, the houses were divided and people were in a world that
had physically changed. The lands of Beleriand were gone, sunk
into the sea with many of their folk lost forever. Many of the
Edain managed to remain with their Elven allies and were spared
great suffering and pain at the sudden loss of their kingdoms and
homes, but the Swarthy Men were not so fortunate. Instead with
the sundering of the land they wandered alone and without
guidance, forced to seek out lands and places of their own.
Whether sundered through the chaos of the time or whether
those dealings with Morgoth left a lasting mark on the spirit of
the people, the people of Bór were not numbered among the
chosen to dwell in Númenor, the land of the gift. Fearing the sea
and the damage and loss it caused the folk of Bór, they fled to the
east, traveling across the expanses of Eriador to finally stop before
the barrier of the Hithaeglir Mountains.
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Hall of Fire * The Unofficial Lord of the Rings Roleplaying Game Webzine
Issue 37 * January 2007
The Númenórean victory in the war sees a small return of the
Hillmen to the lowlands. The resulting age of imperialism has the
Hillmen of the lowlands under nominal Númenórean control but
otherwise unaffected in the north.
L ANDS
The Folk of Bór dwell solely in the area of Arnor known as
Rhudaur. The people were contained by the Hithaeglir mountains
in the east and would not migrate over their high passes. The
land starts as river basin to the west and steadily rises to foot hills
and rolling terrain as one moves north or east. The area is broken
into two distinct regions the lowlands and the highlands. The
lowlands are soft rolling hills of grass land good for growing and
pasture. The upper lands or highlands are distinguished by
steeper hills and rockier terrain. Small streams are numerous and
the vegetation is largely heavily wooded with dark pine the closer
to the mountains.
The Second Age passes with little direct impact on the lives of
the Hillmen until the founding of the realms in exile in 3320 of
that age. The establishment of the realm of the northern
kingdom sees the lowlanders incorporated into the Dúnedain
realm of Arnor by Elendil and they fight alongside him in the War
of the Last Alliance to the conclusion of the Second Age.
The Third Age sees the Hillmen dividing into two distinct groups
the independent minded Hillmen in the rugged terrain in the
north and the lowlanders of the south who welcome the rule of
the Dúnedain Kings of Arnor. The lowlanders come to inhabit all
of The Angle south of the Trollshaws and the open area
separating the North Downs and the river Mithiethel. The
Dúnedain population of the region remains small, though all
acknowledge the lordship of the King at Annúminas while peace
reigns for the first eight centuries of the Third Age.
The division of Arnor in 861 into the three kingdoms of
Arthedain, Cardolan, and Rhudaur finds the lands of the Hillmen
totally in the realm of Rhudaur under the kingship of the
youngest of the three sons of Eärendur, the tenth and last king of
united Arnor. The lowlanders make up the commoners of
Rhudaur and form the largest bulk of the population of Rhudaur
throughout the existence of the kingdom.
The incessant wars of the north throughout the first two
millennium of the Third Age would destroy the kingdom of
Rhudaur and destroy the lowlanders as a distinct people. The
Hillmen would survive into the Fourth Age largely unchanged
and remain independent even after the establishment of the
Reunited Kingdom under Elessar Telcontar.
P HYSICAL A PPEARANCE
The physical appearance of the Folk of Bór is much different than
all the other folk of lower Eriador. These people are not as tall and
lordly in appearance. Their height is less that of other peoples and
more pronounced the higher in the hills they are found. Dark hair
and swarthy complexion is prominent and where light skin is
found it is pale and sallow. The majority of the people are dark
haired and eyed as well. Some interbreeding in the low lands has
produced some browns and tans but the dominant trait of these
people is darker. The men average 5'5" with women being slightly
smaller.
The men often are seen wearing the skins of animals in the
highlands, while those in the low lands are dressed similar to the
other folk of Eriador, tunics and pants being the norm. The men
of the highlands also tend to grow their hair long and plaited,
while that of the lowlands is short and cropped. The women of
both folk grow their hair long and plaited and wear skirts of ankle
length and varying thickness depending on the climate.
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