Custom Races

In addition to standard Neverwinter nights races, Lands of Arda for NWN EE features 13 more custom Middle-Earth races. Learn more about each race below or during character creation.


Silvan Elf

Description:

When the Eldar departed from the original Elven homeland during the Eldar days, a number of their brethern remained behind. They decided not to seek the light of the Aman and were labeled as the Avari (Q, "Unwilling, Refusers"). These kindreds were left to fend for themselves during the days when Morgoth's Shadow swept over the East. During these dark times they were forced into the secluded safety of the forests of eastern Middle-earth, where they wandered and hid from the wild Men who dominated most of the lands. They became known as the Silvan or Wood-elves. As a result of this co-mingling, some confusion arose as to the identity of Silvan kindreds, and many of the Teleri have been called Wood-elves, but the term is only applicable to the Avari. re appearance Generalizations are difficult, however, since there are many kindreds and there is wide variation among them. The Silvan folk are superb musicians and have tremendous hearing, even for Elves.

Favored Class (Ranger):

A multiclass elf's ranger class does not count when determining whether he suffers an XP penalty for multiclassing.

Silvan Elves Ability Adjustments:

  • Strength -2
  • Dexterity +3
  • Intelligence +1
  • Constitution -2

Special Abilities:

  • Sleeplessness: Immune to spells and effects of the 'Sleep' subtype.
  • Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow)
  • Keen Senses: Elves make active Search checks automatically and with no movement penalties.
  • Low-light vision: grants the ability to see in the dark, but not as far as darkvision.
  • Nature Sense: +2 bonus on all attack rolls made while fighting in wilderness areas.
  • Hardness Vs. Poisons: This feat grants a +2 bonus on saving throws vs. poison.
  • Trackless Step: This feat grants a +4 competence bonus to Hide and Move.

Demeanor:

They are a fun-loving but guarded folk. Outward mirth often hides their grim intentions.

Lifestyle:

The culture of the Silvan Elves is best characterized as unstructured and rustic by Elven standards, but rich and relatively advanced when compared to the ways of Men. They have always been independent, but as of late many have settled in kingdoms ruled by the Noldor or Sindar. Still, all the Silvan folk enjoy a good journey or adventure and most look at life much as a game to be played. Music and trickery are their favorite pastimes. The Silvan Elves are also masters of the wood and know much of wood-craft and wood-lore.

Prejudices:

The Silvan Elves seclude themselves more readily than the Eldar, for they have a less friendly history of relations with Men. They despise Orcs, dislike Dwarves, and are suspicious of Men.


Noldor Elf

Description:

The Noldor are often called "High Elves" or "Deep Elves", ostensibly because they are considered to be the most noble of the Quendi in Middle-earth. In reality, they are so named because they are the only Elves living in Endor who have ever resided in the Blessed Realm of Aman across the sea. This exalted status is accentuated by their close ties to the Valar, a relationship which accounts for their unique cultural and linguistic roots. Other names for the Noldor include Deep-elves, Golodhrim or Gelydh (Sindarin labels), and Nomin (Edain label). Finwe was the first King of the Noldor, which is counted among the Eldar as the Second Kindred. Finwe's sons - Feanor, Fingolfin, and Finarfin - produced the three traditional lines which compose the whole of the Noldor.

Favored Class (Wizard):

A multiclass elf's wizard class does not count when determining whether he suffers an XP penalty for multiclassing.

Noldor Elves Ability Adjustments:

  • Strength -2
  • Dexterity +2
  • Intelligence +2
  • Constitution -2

Special Abilities:

  • Sleeplessness: Immune to spells and effects of the 'Sleep' subtype.
  • Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow)
  • Keen Senses: Elves make active Search checks automatically and with no movement penalties.
  • Low-Light Vision: Allows them to see better than normal in the dark.
  • Nature Sense: +2 bonus on all attack rolls made while fighting in wilderness areas.
  • Hardness Vs. Spells: This feat grants a +2 bonus on saving throws vs. spells.
  • Hardness Vs. Poisons: This feat grants a +2 bonus on saving throws vs. poison.

Demeanor:

Regardless of the line, all Noldor are noble of bearing and carry themselves with assurance. They are haughty and often appear to be arrogant. Of all the Elves, they are the most inquisitive and passionate, being full of a lust for experience and expertise in the arts and the ways of the world. Because of this thirst for knowledge the Noldor have often fallen prey to lust, corruption, and strife.

Lifestyle:

Of all the Elves of Middle-earth, the Noldor are the most ordered. While their brethren are content to wander or mark time in quiet diffusion, the Noldor seek to build communities and states in beautiful, guarded places.

Prejudices:

The Noldor hate Orcs, Trolls, and Dragons above all creatures. Due to their pride they look down upon non-Dunedain Men.


Sindar Elf

Description:

THE SINDAR (sing. Sinda) - The Sindar or "Grey Elves" are Eldar and were originally part of the great kindred called the Teleri. Unlike the Noldor, Vanyar, and bulk of the the Teleri, the Sindar chose not to cross over the sea to Aman; instead they stayed in Middle-earth. They, like the Silvan Elves, are part of the Moriquendi, those Elves who never saw the Light of Valinor.

Favored Class (Sorcerer):

A multiclass elf's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing.

Sindar Elves Ability Adjustments:

  • Strength -3
  • Intelligence +3
  • Charisma +2
  • Constitution -2

Special Abilities:

  • Sleeplessness: Immune to spells and effects of the 'Sleep' subtype.
  • Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow)
  • Keen Senses: Elves make active Search checks automatically and with no movement penalties.
  • Low-Light Vision: Allows them to see better than normal in the dark.
  • Lucky: This feat grants a +1 racial bonus to all saving throws.
  • Hardness Vs. Poisons: This feat grants a +2 bonus on saving throws vs. poison.

Demeanor:

Of the three Elven races of Middle-earth, the Sindar are the quietest and calmest, and appear to be the most content. They are less frivolous and playful than the Silvan Elves and are less fiery and passionate than the Noldor. Sindar feelings are deep and not easily aroused, but when they are they cannot be stayed. This is the root of their Sea-longing.

Lifestyle:

The Sindar are the most open and cooperative of Middle-earth's Elves. They are great teachers and borrowers and have an interest in the works of all races. This is in contrast to the more inquisitive Noldor, who are quick to scoff at things which are subtle or modest in appearance or utility. Grey-elves are a settled people and enjoy the company of others. Unlike the Silvan Elves, they build towns and havens and gather in close-knit communities.

Prejudices:

The Sindar are great friends of most races and have remained particularly close to Dwarves. Their chief enemies are Orcs, Wargs, and Dragons.


Beorning

Description:

Also called Beijabar or Bajaegahar, this dispersed group of large men has a confused origin. They are a Northmen branch related to the Woodmen, Lake-men, and Dale-men of Rhovanion, although they apparently become distinct in eldar times, probably before the Northman migrations our of Eriador. Their numbers are few, and some have distinguished them as a clan rather than a seperate people. Culturally, and to some degree physically, however, they are unique. Wild animals will not attack a Beorning unless actively provoked.

Favored Class (Any):

When determining whether a multiclass human suffers an XP penalty, his highest-level class does not count.

Beornings Ability Adjustments:

  • Strength +2
  • Dexterity -2
  • Intelligence -2
  • Charisma -2
  • Wisdom +2
  • Constitution +2

Special Abilities:

  • Beornings have the ability to cast Barkskin.
  • Nature Sense: +2 bonus on all attack rolls made while fighting in wilderness areas.

Demeanor:

Beornings are loners by nature, but enjoy their rare moments with others. Generous and normally quiet and introspective, they can become jovial and explosive when in social situations. Their deep, thundering laughter is legend. As warriors, Beornings are fierce and often uncontrollable. This is particularly true of the rare Shape-changers, for they have a tendency to transform into Bears when outraged or overly stimulated. Once Bears, they can attack with tremendous force, but they have little more than single-minded instinct to work upon.

Lifestyle:

Beornings have traditionally lived in small groups or single families on well-tended "manors". Some, like Beorn's line, have favored relative lowlands, while the majority reside in the passes and foothills of the Misty Mountains or Grey Mountains. In each case, their presence is extremely subtle. Beorning families tend both them and their surrounding manors with the aid of a wide variety of friendly animals, members of the household which appear tame to the outsider. Males leave their manors for extended periods in order to conduct military, religious, or social affairs.

Prejudices:

Beornings hate Ores, Wargs, Trolls, Giants, and Dragons.


Corsair

Description:

The Corsairs are descendants of the Dunedain rebels who fled from Gondor in the wake of the Kin-strife of T.A. 1432-47. Most settled in Umbar in T.A. 1447 and began a long struggle for control with the stronger Haradan and Black Numenorean elements. Since that time modest inbreeding with the locals has created a somewhat distinct group, although their Dunedain roots remain strong. They long to reclaim Gondor as their own.

Favored Class (Any):

When determining whether a multiclass human suffers an XP penalty, his highest-level class does not count.

Corsairs Ability Adjustments:

  • Strength +1
  • Dexterity +1
  • Intelligence -1
  • Constitution -1

Special Abilities:

  • Quick to Master: 1 extra feat at 1st level.
  • Skill Affinity (Listen): +2 racial bonus to Listen checks.
  • Skill Affinity (Spot): +2 racial bonus to Spot checks.

Demeanor:

Aggressive, haughty, determined, embittered - the Corsairs have the attitude of royalty in unjust exile.

Lifestyle:

Corsair culture reflects the conservative elements found among Condor's aristocracy, only it is carried to an extreme. The warm coastal influence of Umbar has added some additional influences, mostly Black Numenorean, and the result is a throwback to the ancient marine culture of Numenor.

Prejudices:

The Corsairs are a minority group and are locked in a constant struggle with their allies the Black Numenoreans and Haradrim. They look upon both groups with suspicion and some disdain. The Black Numenoreans, like the Dunedain, have in many cases married subject peoples and the Corsairs consider this a sign of weakness. They view the Haradrim as yet another inferior race, one which must be tolerated. Their greatest enemy is the Northmen (Rohirrim, Woodmen, Beornings, etc.), because they are held to blame for the Kin-strife.

Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.


Druedain

Description:

Of all the Men, none surpass the Woses in the arts of wood-lore and wood craft. This very ancient and diminutive race has long been tied to the forests and has remained the greatest lot of woodland warriors ever produced by the Second-born. Their skills have in fact guarded their narrow survival, for they are considered ugly by Men and Elves alike and have been persecuted since the days of the First Age. The Woses have many names. What they call themselves is not altogether clear, although the name Drugs is taken from their own tongue. Drudain (sing Druadan) is the label given them by the Elves, while Men call them by various labels; Rogin (sing Rog), Pukelmen, Wild Men or Woses, the latter a Westron term. Orcs fear the Woses and have names them Oghor-hai. They have the ability to sit for days on end without movement. With legs crossed, hands on their laps or knees, and eyes closed or facing ground ward, they can remain silent as a statue. This affords them peace and allows for recall or meditation. Unfortunately, it apparently does nothing to lengthen their years, for the Woses generally die at a young age.

Favored Class (Any):

When determining whether a multiclass human suffers an XP penalty, his highest-level class does not count.

Druedain Ability Adjustments:

  • Strength +2
  • Intelligence -2

Special Abilities:

  • Quick to Master: 1 extra feat at 1st level.
  • Nature Sense: +2 bonus on all attack rolls made while fighting in wilderness areas.
  • Skill Affinity (Listen): +2 racial bonus to Listen checks.
  • Skill Affinity (Search): +2 racial bonus to Search checks.
  • Skill Affinity (Spot): +2 racial bonus to Spot checks.
  • The Drudain can become invisible and impossible to detect using normal vision.

Demeanor:

Woses generally seclude themselves from other folk and do not take on friends easily, but when they do, they are unwaveringly loyal. Those that do get to know them will be impressed by their frequent bouts of laughter, since the Woses will laugh when others sing. Their rich and unrestrained joviality forms quite a contrast to their usual demeanor; normally they appear unemotional and slow to speak.

Lifestyle:

Wose culture revolves around the forests and plants they hold so dear. They are frugal and eat little, even in the best of times, and they partake of no drink but water. Being exclusively vegetarian, they live on the gifts of the woodlands and are quick to acquire an understanding of the nature and location of nearly every plant in an area - regardless of its size. Only the Elves and Ents exceed their skills in carving and plant-lore. It is for their stone sculpture that the Woses are best known. They carve a variety of motifs and beasts, and employ a particular form in the making of life-like "watch-stones" (Piikel-men). These are guardian statues which they place to protect paths, entries, crossroads, and the like. Legends surround the watch-stones, most of which are true. It is clear that they are enchanted. Orcs fear them most of all, and with good cause, since the Woses can communicate with watch-stones of their making and can derive knowledge from the carvings' "experiences." Some very powerful watch-stones actually come to life in order to guard their posts - acting instead of their creators - although in such a case the Wose sculptor will feel all the pain of his creation. They place these watch-stones and hideous statues around the borders of their lands and at various sensitive sites. Some are used to do no more than dishearten their foes.

Prejudices:

Woses hate Orcs, Wargs, and Rohirrim. The latter group has occasionally made sport of hunting the Wild Men.


Dunedain

Description:

The Dunedain are descendants of the Edain who settled on the island kingdom of Niimenor during the Second Age. It was their Numenorean forefathers who colonized and conquered much of Middle-earth. When the Isle of the West sank into the sea during the Downfall of S.A. 3319, two groups survived: the Black Numenoreans and the Faithful Dunedain. The latter settled Arnor and Condor, the Realms in Exile. Like all their brethren, they have traces of Elven and Maia blood.

Favored Class (Any):

When determining whether a multiclass human suffers an XP penalty, his highest-level class does not count.

Dunedain Ability Adjustments:

  • Strength +1
  • Intelligence -1
  • Wisdom -1
  • Constitution +1

Special Abilities:

  • Quick to Master: 1 extra feat at 1st level.
  • Lucky: This feat grants a +1 racial bonus to all saving throws.

Demeanor:

Noble, confident, impatient, proud, and often haughty.

Lifestyle:

Comfortable and centered around cosmopolitan cities and towns.

Prejudices:

The Dunedain hate the Corsairs, for they blame them for the Kin-strife, Condor's civil war. They also despise the Black Numenoreans. The Dunlendings, Haradrim, Wargs, and Orcs have always been their enemies.


Dunlending

Description:

Also called "Hillmen", this group of Common Men traditionally lives in the hills and highlands west of the Anduin valley. Most have become settled farmers and herders and make up majority populations in Eriador. Others remain pure and live in the foothills and mountain vales.

Favored Class (Any):

When determining whether a multiclass human suffers an XP penalty, his highest-level class does not count.

Dunlendings Ability Adjustments:

  • Strength +1
  • Dexterity +2
  • Intelligence -2
  • Wisdom -1

Special Abilities:

  • Quick to Master: 1 extra feat at 1st level.
  • Fearless : This feat grants a +2 bonus on saving throws against fear spells and effects.

Demeanor:

Suspicious and self-centered, yet vocal and animated. They love to talk, laugh, sing, and scream.

Lifestyle:

Dunlendings are herders, hunters, and gatherers who live in extended families and reside in villages.

Prejudices:

Dunlendings generally hate the Rohirrim and Woses above all, although many also despise the Dunedain, Dwarves, and Orcs.


Easterling

Description:

This term refers to a collection of peoples who live in northcentral Middle-earth, the area east of the western shore of the Sea of Rhun. These nomadic confederations are ever in search of territory and wealth and periodically invade the lands of their neighbours. The Balchoth and Wainriders are two such peoples. Each group has its own subculture and language, although most are related. The following is a general view; where specifics are mentioned, the discussion centers on the westernmost Easterling people - the Sagath.

Favored Class (Any):

When determining whether a multiclass human suffers an XP penalty, his highest-level class does not count.

Easterlings Ability Adjustments:

  • Dexterity +2
  • Intelligence -2

Special Abilities:

  • Quick to Master: 1 extra feat at 1st level.
  • Nature Sense: +2 bonus on all attack rolls made while fighting in wilderness areas.

Demeanor:

Cold, determined, brave to the point of foolhardiness. They relish, or are at the least unconcerned with, death in battle.

Lifestyle:

They are nomads who live in mobile camps and move their camps using great wagons (wains). Warriors all, they also herd horses and cattle. The leaders travel in, and fight from, rugged war chariots.

Prejudices:

Easterlings have little regard for anyone except their own people. They hate the Dunedain.


Haradrim

Description:

This is a collective name for the peoples who occupy the great arid and semi-arid lands south of Harondor and Mordor, the great land called Harad. Since this is a rough and unblessed territory, their greatest populations lie eside the seacoast, rivers and bays; however, Harad contains little true desert and sparse groups settle or roam the whole region. Haradrim (S. "Southmen") are also called "Southrons" or "Haradwaith" (a term referring to the land).

Favored Class (Any):

When determining whether a multiclass human suffers an XP penalty, his highest-level class does not count.

Haradrim Ability Adjustments:

  • Dexterity +1
  • Intelligence -1
  • Charisma +1
  • Wisdom -1

Special Abilities:

  • Quick to Master: 1 extra feat at 1st level.
  • Nature Sense: +2 bonus on all attack rolls made while fighting in wilderness areas.

Demeanor:

Passionate, fiery, and instilled with a fierce but peculiar honor. Some consider them cruel and vengeful, particularly since life is not particularly valued.

Lifestyle:

Laughter, partying, and violent games are common. Although some groups are nomads, most are used to urban life. Generally well traveled, they are used to interaction with foreign Men. Many are or were involved with the caravan trade and most ride well: horses and camels in northern Harad, horses and elephants in southern Harad. There is a distinct separation between males and females, and very strong bonds between members of families and clans.

Prejudices:

Most hate the Dunedain, Elves, Dwarves, and anyone who looks particularly different - although they are suspicious of most peoples.


Rohirrim

Description:

(Riders of Rohan) The Rohirrim (S "Masters of Horses") are the Northmen of Rohan and have a complex ancestry. They settled in Rohan (then Calenardhon) about TA 2510 at the request of Cirion, the Steward of Gondor. The grant was a reward for the Northmen's aid in the defeat of the Easterling Balchoth. Between TA 1977 and 2510 the ancestors of the Rohirrim - then called the Eotheod - lived in the northern Anduin Valley. During the period TA 1857-1977 these Northmen lived further south in the Anduin Valley, between the Old Ford and the Gladden Fields (S "Leog Ninglorn"). Prior to TA 1857 they were called the Eothraim of Rhovanion and lived south and east of Mirkwood. The Rohirrim call Rohan the Riddermark.

Favored Class (Any):

When determining whether a multiclass human suffers an XP penalty, his highest-level class does not count.

Rohirrim Ability Adjustments:

  • Strength +1
  • Dexterity +1
  • Intelligence -2
  • Wisdom -1
  • Constitution +1

Special Abilities:

  • Quick to Master: 1 extra feat at 1st level.
  • Nature Sense: +2 bonus on all attack rolls made while fighting in wilderness areas.

Demeanor:

Practical, rugged, straightforward, and somewhat loud. They enjoy song, celebration, physical games, and battle.

Lifestyle:

Herders and horse-masters, they spend much of their year living in various semi-permanent camps set out on a circuit of pastures. They return to their permanent homes for the winter. Some garden or farm. Most Rohirrim are also accomplished hunters and fishermen.

Prejudices:

The Rohirrim hate the Dunlendings and consider the Woses as lesser beings. They also have an age-old hatred of Orcs, Wargs, Easterlings, and Dragons.


Orc of Mordor

Description:

These hideous creatures are members of a race descended from Elves who were twisted and perverted by Morgoth during the First Age. Although they are not inherently evil, the are culturally and mentally predisposed towards Darkness.

Favored Class (Barbarian):

A multiclass half-orc's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing.

Orc of Mordor Ability Adjustments:

  • Strength +2
  • Intelligence -2
  • Wisdom -1
  • Constitution +1

Special Abilities:

  • Darkvision: Orcs are able to see in the dark.

Demeanor:

Orcs are cruel, jealous, petty, ambitious, selfish, and suspicious. They are almost always uncomfortable and, aside from mealtime or battle, are never happy or at peace with themselves.

Lifestyle:

Bred as laborers and warriors, Orcs respect power and terror above all things. They join and cooperate in substantial groups only when led by a "focused will", some overwhelmingly strong individual. To them, politics equates with force, and separate Orc tribes often war. Inter-tribal cannibalism is the norm. They are, however, quite skilled. Their smiths rival those of the Dwarves and Elves and, although the items they produce lack beauty in form, they are exceptionally effective. Orcs are also fine healers, despite their lack of concern for scarring. Utility is their principal concern.

Prejudices:

Orcs hate all races, including Orcs of other tribes. They particularly despise Elves, who they believe to be a spiteful, wicked, and wayward race.


Uruk-hai

Description:

Following Sauron's resurrection in TA 1000 he began breeding a new race of Orcs, one capable of independent and intelligent action. After centuries of work, he produced the first Greater Orcs, and he called them Uruk-hai(BS "Orc-race") because they were more suited to the formation of societies. Initially, the Uruk-hai remained close to Sauron and served as lieutenants and elite guards, but gradually their numbers grew and their strain strengthened. Their exsistance remained guarded until Sauron was willing to show his hand. Nonetheless, in TA 2475 they were unleashed in full scale battle formations. They are the Dark Lord's finest goblin troops.they are intelligent and cunning, despite their preference for darkness, they operate freely in daylight.

Favored Class (Barbarian):

A multiclass half-orc's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing.

Uruk-hai Ability Adjustments:

  • Strength +3
  • Dexterity +1
  • Intelligence -1
  • Charisma -3
  • Wisdom -2
  • Constitution +2

Special Abilities:

  • Darkvision: Uruk-hai are able to see in the dark.
  • Barbarian Fast Movement: This feat gives the Uruk-hai a 10% bonus to movement.

Demeanor:

Orcs are cruel, jealous, petty, ambitious, selfish, and suspicious. They are almost always uncomfortable and, aside from mealtime or battle, are never happy or at peace with themselves.

Lifestyle:

Bred as laborers and warriors, Orcs respect power and terror above all things. They join and cooperate in substantial groups only when led by a "focused will", some overwhelmingly strong individual. To them, politics equates with force, and separate Orc tribes often war. Inter-tribal cannibalism is the norm. They are, however, quite skilled. Their smiths rival those of the Dwarves and Elves and, although the items they produce lack beauty in form, they are exceptionally effective. Orcs are also fine healers, despite their lack of concern for scarring. Utility is their principal concern.

Prejudices:

Orcs hate all races, including Orcs of other tribes. They particularly despise Elves, who they believe to be a spiteful, wicked, and wayward race.