Last updated March 1, 2026

Lands of Arda adds 13 custom Middle-earth races on top of the standard Neverwinter Nights race options. This page summarizes each custom race and its main strengths, weaknesses, and cultural flavor.

Silvan Elf

Favored Class: Ranger

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

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, and longbow
  • Keen Senses: active Search checks are made automatically and with no movement penalties
  • Low-light vision
  • Nature Sense: +2 bonus on attack rolls made while fighting in wilderness areas
  • Hardiness vs. Poisons: +2 bonus on saving throws vs. poison
  • Trackless Step: +4 competence bonus to Hide and Move

Description

When the Eldar departed from the original Elven homeland, some remained behind rather than seek the light of Aman. These Avari were left to endure the long years of Morgoth's shadow in the East. Over time they withdrew into the forests of eastern Middle-earth, where they became known as the Silvan or Wood-elves. They are superb musicians and possess tremendous hearing, even by Elven standards.

Demeanor

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

Lifestyle

Silvan culture is rustic and unstructured by Elven standards, but still rich and advanced compared with most Men. Many now dwell in kingdoms ruled by the Noldor or Sindar, but they remain independent by nature and love travel, music, trickery, woodcraft, and woodland lore.

Prejudices

Silvan Elves are wary of Men because of long and bitter history. They despise Orcs, dislike Dwarves, and are suspicious of Men in general.

Noldor Elf

Favored Class: Wizard

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

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, and longbow
  • Keen Senses: active Search checks are made automatically and with no movement penalties
  • Low-light vision
  • Nature Sense: +2 bonus on attack rolls made while fighting in wilderness areas
  • Hardiness vs. Spells: +2 bonus on saving throws vs. spells
  • Hardiness vs. Poisons: +2 bonus on saving throws vs. poison

Description

The Noldor are often called High Elves or Deep Elves, as they are the only Elves still in Middle-earth who once dwelled in Aman across the sea. Their status is bound up with their ties to the Valar and with their deep traditions of craft, lore, and ambition.

Demeanor

Noldor are noble, confident, inquisitive, and passionate. They often appear haughty or arrogant and have a deep hunger for knowledge, mastery, and experience.

Lifestyle

Of all the Elves of Middle-earth, the Noldor are the most ordered. They prefer to build guarded communities and beautiful realms rather than simply wander.

Prejudices

The Noldor hate Orcs, Trolls, and Dragons above all. Their pride often leads them to look down on non-Dunedain Men.

Sindar Elf

Favored Class: Sorcerer

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

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, and longbow
  • Keen Senses: active Search checks are made automatically and with no movement penalties
  • Low-light vision
  • Lucky: +1 racial bonus to all saving throws
  • Hardiness vs. Poisons: +2 bonus on saving throws vs. poison

Description

The Sindar, or Grey Elves, are Eldar who remained in Middle-earth rather than cross the sea to Aman. Though related to the Teleri, they stayed behind and became one of the great Elven peoples of the mortal lands.

Demeanor

Of the three Elven races of Middle-earth, the Sindar are the calmest and quietest. Their feelings run deep and are not easily stirred, but once roused they are difficult to restrain.

Lifestyle

The Sindar are open, cooperative, and deeply interested in the works of other races. Unlike the Silvan Elves, they build towns and havens and gather in settled communities.

Prejudices

The Sindar are close to many peoples, especially Dwarves. Their chief enemies are Orcs, Wargs, and Dragons.

Beorning

Favored Class: Any

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

Ability Adjustments

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

Special Abilities

  • Ability to cast Barkskin
  • Nature Sense: +2 bonus on attack rolls made while fighting in wilderness areas

Description

Also called Beijabar or Bajaegahar, the Beornings are a small and scattered people related to the Woodmen, Lake-men, and Dale-men of Rhovanion. They are few in number, physically distinctive, and so closely tied to the wild that animals will not attack them unless provoked.

Demeanor

Beornings are loners by nature, yet capable of deep generosity, thunderous laughter, and explosive fury. In battle they are ferocious, and the rare shape-changers among them can become nearly uncontrollable.

Lifestyle

Beornings live in isolated manors, family holds, and mountain foothill settlements. Friendly animals often help tend their lands, while the men leave home for military, religious, or social duties.

Prejudices

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

Corsair

Favored Class: Any

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

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

Description

The Corsairs descend from Dunedain rebels who fled Gondor after the Kin-strife. Many settled in Umbar, where they fought for influence and slowly became a distinct people while preserving much of their Numenorean heritage.

Demeanor

Aggressive, haughty, determined, and embittered, the Corsairs carry themselves like royalty in unjust exile.

Lifestyle

Corsair culture preserves much of old Gondorian aristocratic tradition, sharpened by the harsh politics of Umbar and shaped by maritime influence.

Prejudices

Corsairs mistrust both Black Numenoreans and Haradrim, whom they often view as rivals or inferiors. They particularly hate the Northmen and blame them for the Kin-strife.

Druedain

Favored Class: Any

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

Ability Adjustments

  • Strength +2
  • Intelligence -2

Special Abilities

  • Quick to Master: 1 extra feat at 1st level
  • Nature Sense: +2 bonus on 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
  • Can become invisible and impossible to detect using normal vision

Description

The Druedain, or Woses, are an ancient and diminutive people famed for wood-lore and woodland craft. Persecuted for ages by Men and Elves alike, they survived through secrecy, endurance, and unmatched mastery of the wild.

Demeanor

Woses are usually quiet, unemotional, and difficult to befriend, but once friendship is earned they are utterly loyal. Their rare laughter is rich, unrestrained, and memorable.

Lifestyle

Wose life revolves around the forest. They are frugal, vegetarian, and deeply tied to plants, carving, and enchanted watch-stones that guard paths and borders.

Prejudices

Woses hate Orcs, Wargs, and Rohirrim. The last of these have sometimes made sport of hunting the Wild Men.

Dunedain

Favored Class: Any

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

Ability Adjustments

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

Special Abilities

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

Description

The Dunedain are descendants of the Edain who settled Numenor during the Second Age. After the Downfall, the Faithful among them founded Arnor and Gondor, carrying traces of Elven and Maia blood into the Realms in Exile.

Demeanor

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

Lifestyle

Dunedain life is comfortable, urban, and centered around towns and cosmopolitan cities.

Prejudices

The Dunedain despise Corsairs and Black Numenoreans alike. The Dunlendings, Haradrim, Wargs, and Orcs have long been their enemies.

Dunlending

Favored Class: Any

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

Ability Adjustments

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

Special Abilities

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

Description

Also called Hillmen, the Dunlendings are a people of the hills and highlands west of the Anduin valley. Many are settled farmers and herders, while others remain in purer and more isolated communities in mountain vales and foothills.

Demeanor

Suspicious and self-centered, yet vocal, animated, and prone to talk, laughter, song, and shouting.

Lifestyle

Dunlendings are herders, hunters, and gatherers who live in villages made up of extended families.

Prejudices

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

Easterling

Favored Class: Any

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

Ability Adjustments

  • Dexterity +2
  • Intelligence -2

Special Abilities

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

Description

Easterling is a broad term for the many peoples who dwell east of the western shore of the Sea of Rhun. These nomadic confederations frequently seek land, wealth, and conquest, and the western Sagath serve as a useful example of their culture.

Demeanor

Cold, determined, and brave to the point of foolhardiness. They relish battle or at least do not fear death within it.

Lifestyle

They live in mobile camps, herd horses and cattle, and move with great wagons. Their leaders travel and fight from war chariots.

Prejudices

Easterlings care little for outsiders and especially hate the Dunedain.

Haradrim

Favored Class: Any

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

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 attack rolls made while fighting in wilderness areas

Description

Haradrim is the collective name for the peoples of the vast lands south of Harondor and Mordor. Though Harad is harsh and dry, its peoples are widespread, with the heaviest populations near coasts, bays, and rivers.

Demeanor

Passionate, fiery, and driven by a fierce but peculiar sense of honor. Many outsiders see them as cruel or vengeful.

Lifestyle

Feasting, games, travel, riding, trade, and clan loyalty all play a major role in Haradrim life. Some are nomads, but many are comfortable in towns and cities.

Prejudices

Most Haradrim hate the Dunedain, Elves, and Dwarves, and are suspicious of most peoples unlike themselves.

Rohirrim

Favored Class: Any

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

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 attack rolls made while fighting in wilderness areas

Description

The Rohirrim, the Riders of Rohan, are Northmen with a long and complex history. They settled Rohan at the request of the Steward Cirion after helping defeat the Balchoth, and they call their land the Riddermark.

Demeanor

Practical, rugged, straightforward, and often loud. They enjoy song, celebration, physical contests, and battle.

Lifestyle

Rohirrim are herders and horse-masters who spend much of the year in seasonal camps before returning home for winter. Many are also skilled hunters and fishers.

Prejudices

They hate Dunlendings and hold the Woses in contempt. They also bear old hatred for Orcs, Wargs, Easterlings, and Dragons.

Orc of Mordor

Favored Class: Barbarian

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

Ability Adjustments

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

Special Abilities

  • Darkvision

Description

These hideous creatures descend from Elves twisted and perverted by Morgoth during the First Age. Though not inherently evil by nature, their culture and habits are deeply bent toward darkness.

Demeanor

Cruel, jealous, petty, ambitious, selfish, and suspicious. Aside from battle or mealtime, they are rarely at peace with themselves.

Lifestyle

Orcs are bred as laborers and warriors. They respect terror and force above all things, wage frequent tribal conflict, and prize utility over beauty even in craft and healing.

Prejudices

Orcs hate all races, including other Orcs. They particularly despise Elves.

Uruk-hai

Favored Class: Barbarian

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

Ability Adjustments

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

Special Abilities

  • Darkvision
  • Barbarian Fast Movement: 10% bonus to movement

Description

After Sauron's return, centuries of breeding produced a new line of Orcs capable of greater independence and organization. These Greater Orcs, the Uruk-hai, became the Dark Lord's most formidable goblin troops and can operate freely in daylight.

Demeanor

Like other Orcs, Uruk-hai are cruel, ambitious, suspicious, and deeply aggressive.

Lifestyle

Bred for labor and war, they respect power above all things, fight fiercely within and across tribes, and produce brutally effective tools, weapons, and gear.

Prejudices

Uruk-hai hate all races, including rival Orcs, and especially despise Elves.