Culture - Men of Dorwinion
Culture - Men of Dorwinion
Culture - Men of Dorwinion
BY
'LOFAR'
WITH ADDITIONAL MATERIAL BY
RICHARD HARRISON
FOR
Artwork Credits Artwork found within this fan created compendium is strictly the copyright of the original artists and, if applicable, any publications associated to their printing and distribution and such usage in no way challenges this. Special thanks to all those artists (known and otherwise), including: Jon Hodgson, Alan Lee, John Howe, Angus McBride, et al.
- Men of Dorwinion It must be a potent wine to make a wood-elf drowsy; but this wine, it would seem, was the heady vintage of the great gardens of Dorwinion, not meant for his soldiers or his servants, but for the kings feast only, and for smaller bowls not for the butlers great flagons. Dorwinion means Land of Wines and may come from the Sindarin dor (land) and winion (mannish in origin, closely linked to wine and denoting the kingdom's purpose). The fertile climate, perfect latitudinal positioning, and close proximity to the Sea of Rhn make Dorwinion the ideal agrarian society. Its wines are of such high-quality and widely enjoyed that even the elvish guards of Thranduil's prison cells drank themselves into a stupor with the wine of Dorwinion. Its wines are readily enjoyed by the Elves of Mirkwood, the Men of Dale and Esgaroth (Lake-town), and the Dwarves of the Lonely Mountain (Erebor) and of the Iron Hills. In earlier times of peace and stability, when Gondor's boundaries reached the Sea of Rhn, Dorwinion was a protectorate and semi-autonomous colony. Its fine wines enjoyed by the Kings of Gondor and its Stewards alike.
STANDARD OF LIVING
The Men of Dorwinion are great traders; their wines in particular are drunk at the high tables across Middle-earth. It is only through their cunning negotiations that their realm, poised precariously between Western and Eastern cultures, was able to survive. Men of Dorwinion are considered a Prosperous folk.
LANGUAGES
Men of Dorwinion generally speak the Common Speech (Westron) as well as their own language, Logthig. Some are also well versed in Sindarin to aid in their dealings with the elves of Mirkwood.
DESCRIPTION
The Men of Dorwinion are a mixed people, descending from Northmen and Easterlings alike. Consequently, they are of average height, often with a darker skin and dark brown or black hairs, very often curly. Men keep well-groomed moustaches and beards. When abroad, their clothes are well-crafted but simple; they are fond of jewellery but tend not to display it outside their own homes. They favour earth-tones, bright tans and orange-yellows contrasted by deep navy, burgundy, brown and green.
DORWINION ADVENTURERS
As merchants, the Men of Dorwinion wander far and wide, and speak to many peoples. They are not a martial culture and do not seek war, yet history has taught them to be ready when it comes to protecting their own fields and homesteads. Suggested Callings: Wanderer and Warden. These callings reflect best the two major dispositions of the Men of Dorwinion: they either strive far and wide across the land in search of new trade routes, or they stay at home, generally open to strangers, but at the same time carefully protective of their customs and holy places. Unusual Callings: Slayer. Living in the midst of a range of aggressive cultures, the Men of Dorwinion have learnt other ways to survive and thrive.
CULTURAL BLESSING
JOURNEYMANS BOON
The Men of Dorwinion are born travellers, and their culture lives on the interchange between other cultures. Every Man of Dorwinion is so used to journeying and its perils that he can fulfil two roles during the travel phase if necessary (e.g. he can be both Hunter and Scout). At the same time, his unfailing sense of direction and knowledge about routes lets him add his Attribute to every Lore roll when preparing a journey.
Distinctive Features
WEAPON SKILLS
Choose one of the following weapon skill sets, and record it on the character sheet: 1) (Bows) 2, Sword 1, Dagger 1 2) Spear 2, Sword 1, Dagger 1
SPECIALTIES
Choose two Traits from: Boating, Folk-lore, Leechcraft, Celduin-lore, Trading
BACKGROUNDS
1 WINE MERCHANT
Your father took you on your first journey when you were five. In ten days on the road, you saw more than in your entire life until then. And at last, when you had reached your destination, you saw the boundless horizons, the greys, greens, and blues of the Inland Sea. After that, your path was set. You became a merchant, wandering across land and sea. And you have a matching temperament: an easy-going, friendly outward behaviour wrapped around an inner core of secret thoughts. If anything, it is the constant worry about profit that troubles you. Basic Attributes Body 2, Heart 6, Wits 6 Favoured Skill Insight
Favoured Skill Awe Distinctive Features Features (Choose two Traits from those listed) Hardened, Fierce, Grim, Gruff, Secretive, Vengeful, Wilful
Reckless,
Favoured Skill Riddle Distinctive Distinctive Features (Choose two Traits from those listed) Cautious, Determined, Forthright, Honourable, Patient, Proud, Secretive, Suspicious
Female Names: Ana (Mother), Katun (Woman), Kuzu (Lamb), Mareke (Snake-Sister), Markiz (SnakeMaid). Oyna (Dance), Tgeke (Arrow-Sister), Tgkiz (Arrow-Maid), Yileke (Wind-Sister), Yilkiz (WindMaid). Adventuring Age: 1616-30 Men of Dorwinion dont usually become adventurers before their 16th year of age, and rarely continue beyond their forties, when they retire to serve their family back in their homelands.
CULTURAL VIRTUES
A MERCHANTS EYE
Having dealt with many cultures, you see easily into the heart of men. When testing Insight, roll the Feat die twice and keep the higher result.
A TRAVELLERS LEGS
Being used to the road, you tire less easily. Reduce the difficulty one Travel roll during a journey by one category.
DORWINION NAMES
The Dorwinion culture has developed from both Northman and Easterling alike, for that reason they are prone to use the names from either of these races of men. The following names are from the Easterling culture, for Northman names refer to the appropriate Culture within the main rulebook. Male Names: Br, Bri (Wolf ), Borlach, Borlad, Borthand, Brodda, Edg (Good), Gizik (Storm), Gktg (Sky-Arrow), Karg (Spear), Kemik (Bone), Kili (Sword), Kustg (Bird-Arrow), Maltk (BeastStrong), Margz (Snake-Eye), ldr (Killer), Sacal (Beard),Uldor, Ulfang, Ulfast, Ulwarth,Yaban (Wild), Yiltg (Wind-Arrow), Yumruk (Fist).
VALOROUS WORDS
The Men of Dorwinion emphasize the importance of the community. When they fight, they fight for their fellow men, and they know the right words to inspire loyalty, valour, and steadfastness. When you successfully execute a Rally Comrades manoeuvre, you gain one additional success.
WINE OF DORWINION
Dorwinions famous vintage can serve two purposes. In small quantities, it fortifies body and mind. Lower the difficulty of one Fear roll per session by one category OR gain 5 temporary points of Endurance for 10 rounds (also above your normal Endurance maximum). As demonstrate on the Elven-kings butler, larger quantities of this wine act as a powerful sedative. Once per session, you can make a single humanoid creature fall in such a deep sleep that only the loudest of noise or direct violence can wake it provided he can persuade it to drink the wine.
CULTURAL REWARDS
Sailors Armour (Leather Shirt / Corselet) orselet) These sets of armour are said to be blessed by the priest of the Earth Maidens. They allow their wearer to move with far more freedom and are less encumbering than usual. Encumbrance is reduced by 1 (to a minimum of 1) and when performing an Athletics action, roll the Feat die twice and keep the best result. Kine Bow (Bow) These special bows made out of the horn of the Kine of Araw shoot further than any normal bow. They are perfect for travelling: small, powerful, and easy to handle. Double the ranges of the weapon (Adventurers Book 115). The character only needs to be protected by one companion in order to assume a Rearward stance. Guarding Shield (Great Shield) Shield) These large, tear-drop shaped shields have been developed as a special protection against the hitand-run tactics of the mounted Easterling archers. Any called shot with a ranged weapon only succeeds with an extraordinary success.