Ea RPGS Basic System GM Guidebook 20110728k
Ea RPGS Basic System GM Guidebook 20110728k
by Hawke
Revision: 1.2011-07-28.16:59:10
Table of Contents
1 Introduction..............................................................3
differential calculation damage.......................17
1.1 What is a Role-playing Game?.........................3
7.3.3.1 Optional rule different weapons
1.1.1 Three Versions of the E RPG System.....4
deliver different damage ranges.................18
1.1.1.1 E RPG Standard Rules...................4
7.3.3.2 Optional rule contested roll 1.1.1.2 E RPG Advanced Rules..................4
defend/parry...............................................18
1.1.1.3 Upgrading Characters from the E
7.3.3.3 Unarmed Combat...........................19
RPG Basic Rules..........................................5
7.3.3.3.1 Disentangle............................19
2 E RPG Basic Rules Overview................................5
7.3.3.4 Armor Damage Absorption............20
3 Skills........................................................................5 8 Character Growth...................................................20
4 Equipment................................................................6
8.1 Character Growth (optional rules)..................21
4.1 Equipment List.................................................7
8.1.1 Option 1 Attribute Increases................21
4.2 Clothing & Personal Items...............................7
8.1.2 Option 2 Skill development.................21
4.3 Food & Drink...................................................8 9 Time.......................................................................21
4.4 Room & Board.................................................9
9.1.1 Real time................................................21
4.5 Weapons...........................................................9
9.1.2 Game time..............................................21
4.6 Protective Gear (Armor & Shields)................10
9.1.3 Middle-earth Time..................................22
4.7 Professional Tools..........................................11
9.1.3.1 The Ages........................................22
4.8 Transport........................................................11
9.1.3.2 Month Names.................................22
4.9 Miscellaneous.................................................11
9.1.3.3 Day Names.....................................22
5 Herbs, Medicines, & Poisons.................................12 10 AppendiCES.........................................................22
6 Health and Injury...................................................13
10.1 Timeline of Arda..........................................22
6.1 Unconsciousness & Death..............................13
10.1.1 Events outside of time..........................22
6.2 Healing...........................................................13
10.1.2 Arda events..........................................23
7 Resolving Actions..................................................13
10.1.2.1 Years of the Lamps.......................23
7.1 Movement Rate..............................................14
10.1.2.2 Years of the Trees.........................23
7.2 Non-combat actions.......................................14
10.1.2.3 First Age.......................................24
7.2.1 Dice Required........................................14
10.1.2.3.1 During the Years of the Trees
7.2.2 Jumping and Falling...............................14
the First Age of the Children of Ilvatar
7.3 Combat...........................................................15
begins, at the Awakening of the Elves...24
7.3.1 Initiative ................................................15
10.1.2.4 Years of the Sun in the First Age. .26
7.3.2 Melee Combat Hit Determination..........16
10.1.2.5 Second Age..................................28
7.3.2.1 Damage Rule Hit Differential
10.1.2.6 Third Age.....................................30
Calculation.................................................16
10.1.2.6.1 "The Great Years".................34
7.3.2.2 Attack Procedure............................16
10.1.2.7 Fourth Age...................................35
7.3.3 Optional rule - Rolled damage instead of
Special thanks to everyone who contributed and helped with play testing, including but not limited to:
Hawke, Kirt, Phil, Katy, William, Brennan, Drake, Miles, Jackson, and everyone else who helped with
play testing, suggestions, and any other contributions.
Page 2 of 37
Game Master's
Guidebook
1 Introduction
Welcome to the world of J.R.R. Tolkien's imagination. If you have enjoyed the books or movies based on
his works including The Hobbit, The Lord of the Rings, The Silmarillion, Unfinished Tales, The Book(s) of Lost
Tales, The History of Middle-earth, and other works, and wished you could delve further and enjoy adventuring
in those richly created lands, then you will find the E RPGS (Role-playing Game System) your gateway to
enjoying many more hours and years of fun exploring this vast realm of imagination.
This guidebook is the second half of the Ea Role Playing Game Basic Rules. The first book, the Players'
Guide is only for those who will act as players, and only includes the information necessary for the players to
create their characters as quickly as possible to begin game play.. This second book is for the Game Master's
eyes only. It includes more technical rules and information necessary for playing the game. The greater share of
learning does fall on the shoulders of the Game Master, but it is a very rewarding and worthwhile effort for those
willing to take on the added challenge.
Page 3 of 37
1.1.1
One of the most difficult challenges to meet with any role playing game system, but certainly with as
richly developed a setting as J.R.R. Tolkien's Middle-earth (and beyond), is fitting the system mechanics to the
audience and the setting. Some participants prefer very minimally detailed rules that are openly and loosely
defined and allow for speedy action resolution, others enjoy much more detailed systems, and of course there are
many between. Though I have no delusions about succeeding in making everyone happy (especially in the
Tolkien communities), I hope to offer a single overall system but in variation, that can meet the preferences of
the broadest audience of Tolkien role-playing gamers possible.
It is not unusual to offer more than one version of RPG systems. Many systems offer 2 versions of their
game, an introductory or basic version, and a full version. Systems such as D&D 3.5 & 4.0, GURPS, and
others have basic/lite/beginner editions to get folks used to the overall idea of role-playing, and then work them
up to the more complex complete systems over time. Also, most systems have optional rules to modify or
extend the core rules, allowing GM's and Players to pick and choose the variants they like best. Finally, most
experienced gaming groups have house rules, these are rules created by the GM (and players) themselves
because they found the core and optional rules didn't quite fit the style of their group's game play. Many of these
house rules can end up years later as published optional rules, or even included in later revisions of core rules.
The E RPG will of course have such changes over the years (likely published in Other Minds Magazine
http://www.omzine.org or elsewhere).
E RPGS takes the offering of beginner and standard versions a step further by offering three variants of
the same overall system. The first version is just a very basic version of the rules. This allows participants to
get their feet wet in the shortest time possible, without the significant amount of time investment typical for
making characters, and learning a new system. After folks are hooked on role playing in Tolkien's universe,
then generally they will be more than happy to invest the extra time for a more detailed system so they have
more features, depth, and detail available to enhance their gaming experience. The basic version is usable for
several game sessions, but is not designed for any lengthy campaigns, so it will certainly be found to be lacking,
even outright flawed, by anyone attempting to stretch it beyond the original design of a few short adventures.
1.1.1.1
The second variant of the E RPG is the Standard Rules. This is what most people will be happy to play
for many years on end. It attempts to provide just the right balance of detail, speed, and playability. The E
RPG Standard Rules (E RPG SR) takes more time to create a character and longer to learn the nuances of the
rules than the Basic Rules, but allows for a broader and deeper offering of ideas, rules, and options that increase
the depth of experience from role-playing. Characters created with the standard system can adventure in
campaigns spanning many years (or decades).
1.1.1.2
Finally, the third variant is the advanced system. The E RPG Advanced Rules ( E RPG AR) is for
those gamers who really enjoy a high level of detail in their RPG systems, enjoy number crunching, lots of
rolls, and plenty of tables to reference. This has a more detailed character development and combat system, more
complex magic system, healing, and nearly every mechanical aspect of the system is more involved, adding
additional dice rolls, math calculations, chart look-ups, etc. This is certainly not for everyone, but there are
definitely those gamers out there who love getting into the nitty-gritty of a detailed system. For those who like
the extra detail and complexity, this system variant is for you. Of course, those playing the standard system are
welcomed (and many will likely do so) to adopt portions of the advanced system into the standard rules to tweak
the parts they prefer to enhance. Every effort is made while developing the standard and advanced systems to
make it as easy as possible to plug in portions of the advanced rules into the standard rules whenever possible.
Page 4 of 37
1.1.1.3
Characters created using the E RPG Basic Rules (E RPGBS)will not easily be upgraded to the E
RPG Standard Rules (E RPG SR) or E RPG Advanced Rules (E RPG AS). Though it is certainly possible to
loosely convert a favorite character from the basic to standard system, the conversion will not be exact by any
means. Conversion from standard to advanced on the other hand will be simple enough, since the Advanced
Rules build directly on top of the Standard Rules, allowing GM's and Players to add as much complexity from
the Advanced Rules as they wish to their Standard Rules..
3 Skills
The basic version of the E RPGS does not use any skills. Any time a character needs to attempt to
overcome a challenge, they simply use the appropriate attribute and a 1d6 roll to see if they succeed at the task.
The GM determines how difficult a task is to overcome based on a rating between 1 to 10, with 10 the most
difficult.
This section does provide a brief list of different activities that might be attempted, and the appropriate
attribute(s) to combine with that roll to determine success or failure at the attempted activity.
The standard systems has a moderate skills system. The advanced system has an extremely detailed and
lengthy list of skills, including gradients of success or failure, rather than just simple succeed/fail results.
Where multiple attributes are listed, select the character's highest attribute to use.
TODO: Add examples using Hroa and Fea too.
List of activities and related attribute(s) to use and suggested difficulty ratings:
Activity
Attribute(s)
Difficulty example
Agility
Agility
Agility
Page 5 of 37
Notes
10
Intellect
Intellect
Intellect
Intellect
10
Intellect
4 Equipment
The equipment list is the same for all three versions of the E RPG System. Only the detail included on for each
item and tracked on the character sheet varies in detail.
Every PC begins with a little bit of money and some basic necessities as listed in the Players
Guidebook.. The GM also determines if the characters have an opportunity to purchase additional equipment
beyond the basics, depending on the character''s background story and the campaign.
For example Bilbo left his comfy hobbit hole very unprepared for such a lengthy journey and the rough
climates he would encounter. Fortunately Gandalf and the dwarves provided him with the necessities he needed
to survive the journey, but Bilbo did NOT get to stop at the local mercantile first to stock up on equipment and
gear.
If the GM allows the PC's to prepare for an adventure, then they may spend some amount of their beginning
money to purchase supplies and equipment from the equipment list. The GM may also automatically provide
some additional equipment (weapons, armor, food, etc.) to help the PC's get a better start depending on the
campaign situation.
Page 6 of 37
Overly detailed list for Basic Rules. Copy complex list to standard system (with fields added for weight and
such), and trim this down for Basic Rules.
Price
Notes
Boots
Cloak
Coat
Pants
Shirt
Surcoat
Backpack
Page 7 of 37
Bandage
Bedroll
Belt pouch
Cooking pot
Fire-starting bow
Flint & Steel
Backpack
Lantern (hooded)
Lantern (bullseye)
Oil flask
Pegs (10 wood)
Pitons (10 iron)
Rope (50' regular)
Rope (50' high quality)
Sack (small 10 lb capacity 1 cubic foot)
Sack (large 50 lb capacity or 3 cubic feet)
Tobacco Pipe
Tarp (5'x8')
Tent
Torch
Water/wine skin (2 pint capacity)
Price
Notes
Beer/Ale
Brandy
Cider
Mead
Wine
Normal rations 1 week unpreserved
Trail rations 1 week, preserved
Greatbread ??? 1 week
Waybread ??? 1 month
Tobacco, average 1 ounce
Page 8 of 37
Price
Notes
Meal, Light
Meal, Medium
Meal, Heavy
Lodging, poor, communal
Lodging, poor, private
Lodging, average, communal
Lodging, averaage, private
Lodging, quality, private
Stable
4.5 Weapons
Item
Price
Damage (optional)
Range (feet)
Arrows (12)
varies
Battle-axe
1-6
Bola
1-2
Bow, short
1-6
Bow, long
1-6
1-6
Caltrops
1 each
Broadsword
1-6
Club
1-3
Crossbow (hand)
1-2
Crossbow (light)
1-3
Crossbow (heavy)
1-6
2-12
Dagger
1-3
Flail (footman's)
1-6
Flail (horseman's)
1-6
Halberd
1-6
Handaxe
1-3
Javelin
1-3
Knife (hunting)
1-2
Mace
1-6
Notes
Page 9 of 37
Morning Star
1-6
Mounted Lance
2-12
Quarterstaff
1-6
Scimitar
1-6
Short Sword
1-6
Sling
1-3
1-3
Spear
1-6
Two-handed Sword
2-12
War Hammer
1-6
War Mattock
1-6
Whip
1-2
Weapons Belt
Price
Notes
Leather helm
Leather hauberk
Leather arm greaves
Leather leg greaves
Leather bracer
Studded/Rigid leather hauberk
Metal helm (partial)
Metal helm (full)
Chain mail, hauberk
Chain mail, full suit
Metal Breastplate (only)
Metal arm greaves (chain mail)
Metal leg greaves (chain mail)
Metal bracer
Shield, small, wooden, buckler
Shield, small, steel, buckler
Shield, medium, wooden
Shield, medium, metal
Shield, large, wooden, wall
Page 10 of 37
Price
Notes
Price
Notes
4.8 Transport
Item
4.9 Miscellaneous
Item
Price
Notes
Page 11 of 37
Form
Preparation
Market Value
Effect
Notes
Arfandas
Stem
applied
Verified?
Bursthelas
Stalk
brewed
Verified?
Edram
Moss
Ingested
Verified?
Aloe
Leaf
Applied
Culkas
Leaf
Appllied
Bone Repair
Page 12 of 37
6.2 Healing
Characters will get injured. If they too severely injured they are knocked out and/or die. They need to
find time or other methods to heal or their adventuring careers will be short-lived indeed. All characters heal at
the rate of one health point per 24 hours rest. This can be handled a few ways.
If they sleep 8 hours, but then travel for the remaining 16, then they will need three nights of rest to heal
one health point. If they sleep 8 hours, and then remain resting (though awake) for the remaining 16 hours, then
they heal one full health point in just 24 hours.
Characters can also hopefully find various herbs that can help speed the healing process, or find
individuals who may have healing arts to help them heal more quickly as well.
7 Resolving Actions
The approach a game system and GM's take for action and combat resolution can sometimes make or
Page 13 of 37
break a game campaign. Sometimes the game system may be very well designed and well balanced between
level of details and speed of play, but the GM's lack of experience or mis-implementation of those rules may be
lacking and the game play suffers. Other times, the system may be less than ideally balanced to fit the group's
style of play, but the GM's abilities compensate for any issues lacking with the system, and everyone is able to
enjoy the game play in spite of the rules' shortcomings.
2
3
4
5
6
-2 to total check score (Celeg -2 for total vs. the difficulty level)
-1
+1
+2
Yay! Good luck, automatic success!
7.3 Combat
For the Ea RPG Basic Rules, combat is extremely simplified compared to the standard and advanced
versions. The attack just determines if a hit was successful, and how much overall damage. Health points are
based on adding Hroa and Fea attributes together for the total. For example if a character has a Hroa of 7 and a
fea of 6, they would have a total maximum of 13 health points.
To determine combat success the GM simply sets the level of difficulty for a target to be hit, and then the
attacker rolls to see if they can equal or exceed that number. This difficulty number to hit the target is usually
based on the target's Agility attribute. If the target has an Agility Attribute of 5, then the attacker needs to roll a
combined score of 5 or more for a successful hit.
In the Basic Rules, obviously combat details are kept to a minimum from a game system perspective.
The GM and players can use their imaginations and fill in as much detail as they want based on the very simple
mechanics that basically just determine a success or failure in their combat action attempt, and the severity of
that action.
Combat is typically resolved in rounds. A round is typically the time it takes for an attacker to attack,
and the attacked to take a reactive action such as attacking back or fleeing. In real time, a combat round is
typically only about 1 to 2 seconds.
7.3.1 Initiative
(find better Tolkien-ish name?)
In the Basic version of Ea RPGS it is the person with the highest Agility that takes action first. If there
are any characters or creatures that have the same Agility number, then those who are tied will roll 1d6, to
determine who goes before the other. The highest rolls going first, and lowest rolls last. If the roll is a tie, simply
re-roll until the tie is broken.
Page 15 of 37
7.3.2.1
If the defendant is successfully struck, the defendant received an injury equal to the difference between
the attack target number and the actual total attack roll. If the attack roll total is equal to the attack target number,
for a difference of zero, then the attack successfully hit, but was only a glancing blow and did not cause any
significant damage other than damaging armor, clothing, etc. and some minor pain to the defendant. Damage is
subtracted from the defendant's Health.
7.3.2.2
Attack Procedure
1. Attacker declares intent to attack a target, and what will be used to attack with.
Page 16 of 37
(agility)), the attacker rolls the d6 another time, this result is the total number of health points harm done to the
defendant (minus any damage absorbed by any armor if applicable). All weapons do the same damage range (16).
7.3.3.1
If the GM wishes, and prefers not to use the damage differential calculation approach, he can provide a
broader variety of damage from different weapons than just the simple 1-6 roll for damage for all weapons. The
equipment list weapons section provides an optional column indicating different damage amounts each type of
weapon can deliver. These ranges are all divisible by 1 and the d6, the damage amounts range is as follows:
1, 1-2, 1-3, 1-6, 2-12.
7.3.3.2
Page 18 of 37
7.3.3.3
Unarmed Combat
Damage/Notes
Fist/punch
1-2
Foot/knee/kick
1-3
Lock/choke-hold/wrestle
7.3.3.3.1
Disentangle
If an entangle attack succeeds, the entangled target becomes immobilized. It will take the entangled
person 1-6 rounds to disentangle themselves from an item such as a net or bola. If entangled by held item such as
whip or arm(s)/leg(s) of attacker, then the entangled person can try each subsequent round to break free. If the
legs are entangled (depends on attackers target area goal), the entangled person can still parry and strike if
someone in immediate range, but can't move. If arms entangled, then can move but can't attack. If neck
entangled, then begins choking 1 health point per round.
To break free of a lock, choke-hold, or held weapon entanglement, the entangled person must make a
successful attack at the entangling opponent, against the attacker's combined hroa and agility score.
Page 19 of 37
Characters that decide to wear armor gain the benefit of some protection from damage. Wearing armor
does not make a person more difficult to hit, but does reduce the harm caused by a successful hit. In the standard
and advanced rules, characters must take into account the weight, agility, and other consequences of armor, but
for the Basic Rules the rule is kept very simple, providing only benefit and no consequence.
If someone wearing armor is successfully hit by an attacker, the attacker calculates damage, and the
character subtracts that damage from their health points, deducting the armor absorption points from the total
damage received. Below is the simple chart of damage absorption for armor protection. Note that adding a shield
improves the absorption rate in addition to the armor worn.
Armor Material
Shield
Leather
Chain
Example:
Malbana is wearing chain armor, carrying a shield in hand and wielding a short sword when she is
attacked by a bandit. The bandit is wearing just leather armor and wields a broadsword.
The bandit successfully hits Malbana for 3 points of damage, but fortunately her combination of shield
and chain armor absorb 2 of the 3 points, so she only receives 1 health point of damage.
Malbana strikes back at the bandit delivering 4 points of damage, but the bandit's leather armor absorbs
1 point of damage so the bandit receives 3 health points of damage.
8 Character Growth
By design, there is no mechanism for character advancement included in the E RPG Basic Rules. This
means no method to increase skills (there aren't any separate skills in the Basic Rules), increase stats (though
certainly magic items, herbs, and other devices may increase the PC's attributes during game play),
class/profession development (there is no class or profession per se in the Basic Rules), or otherwise
improve the statistical information of the character.
Characters can accumulate wealth, reputation, equipment, and other tangible assets, but they remain
basically flat in their development of attributes and other abilities. In the standard and advanced system
however, there are extensive rules for character development. Again, the goal with the Ea RPG Basic Rules is to
help introduce players (and GM's) to the bare minimum needed for a classical paper and dice role playing game
experience, for a few sessions, then if they enjoy it enough, they can learn the standard system now that they
have the minimum basics under their belt. This should also make jumping into the standard system less
overwhelming for new players, once they have played with the Basic Rules for a few sessions.
Page 20 of 37
9 Time
9.1.1 Real time
The Ages
9.1.3.2
Month Names
9.1.3.3
Day Names
10
10.1
AppendiCES
Timeline of Arda
This section provides an overview of history for all of Arda. The original source of this was from the
Timeline of Arda from Wikipedia, but modified through various revisions for brevity and where deemed
appropriate from Ea RPG community feedback.
to disrupt the Music with ideas of his own devising only serve to cause variations in Eru's themes.
* Eru makes E with the Secret Fire at its centre.
* Many Ainur enter E.
* 1900 - The Two Lamps, Illuin and Ormal, are set upon pillars to provide light for Arda.
* Ordering of Arda by the Valar. They form the isle of Almaren to dwell upon.
* Spring of Arda: first forests grow, and non-humanoid animals are awakened.
* Melkor's spies and secret friends, chief among them a great craftsman of the folk of Aul, later named
Sauron, inform him that the Valar are weary from their labours.
* 3400 - Wedding of Tulkas and Nessa. Melkor returns in secret with followers from E and begins building
Utumno.
* Melkor begins to corrupt the lands and living things of Arda, turning them into sickly or monstrous shapes.
* The Valar become aware of Melkor's return and begin seeking his stronghold.
* 3450 - Destruction of the Two Lamps and the isle of Almaren by Melkor and his followers; Spring of Arda
ends.
* Melkor retreats to Utumno while the Valar save what they can from the cataclysm.
* The Valar establish a new home in Aman and raise the Pelri to defend it.
* 3500 - Yavanna makes the Trees of the Valar.
10.1.2.2 Years of the Trees
In some cases, after V.Y. 4580, exact chronological order cannot be determined and the placement of undated
entries is estimated.
* 3501 - A new tally of years is begun with Year of the Trees 1.
* Aul the Smith makes the Dwarves but is not allowed to awaken them; Yavanna thinks of the Ents in
response.
Page 23 of 37
* 4500 - The Valar hold council to discuss the concerns of Orom and Yavanna regarding Middle-earth and the
impending arrival of the Eruhni, or Children of Ilvatar.
* Varda begins gathering light from the Trees of the Valar for the Great Stars.
* Varda sets the Menelmacar and other constellations in the sky.
* 4550 - Varda finishes her work on the Great Stars, setting the Sickle of the Valar in the north as a challenge
to Melkor.
10.1.2.3 First Age
* 4997 - Melkor returns to Angband, and tries to take Beleriand: First Battle of Beleriand is fought; Denethor
of the Green-elves slain and the Havens of the Falas are besieged. The Noldor arrive at Helcarax; Fanor and
his host betray the sons of Indis and sail across, then burn the ships. Return of the Noldor to Middle-earth.
Morgoth's army attacks Fanor. Dagor-nuin-Giliath ("the Battle under Stars") is fought. Fanor is slain by
Balrogs in sight of Angband. Maedhros taken captive.
* The Valar hide Valinor behind the Enchanted Isles and raise the Pelri mountains to greater heights; they
begin devising the Moon and Sun.
* 5000 - The remainder of the Noldor arrives in Middle-earth; the Moon arises.
10.1.2.4 Years of the Sun in the First Age
From this time on years are of normal length. Events from Valinor during the Years of the Sun cannot be
accurately dated. All entries are derived from The Grey Annals (see references) unless otherwise noted. The
dating begins anew at 1, although these years are still held to be part of the First Age.
* 1 - The Sun first sets sail, start of reckoning by 'Years of the Sun', Awakening of Men in Hildrien.
* 5 - Fingon rescues Maedhros. The feud between the Noldor is healed.
* 7 - Sons of Fanor depart to Eastern Beleriand.
* 20 - The Mereth Aderthad (Feast of Reuniting) is held at Eithel Ivrin.
* 50 - Turgon and Finrod are told by Ulmo to establish a refuge.
* 52 - Finrod begins building Nargothrond.
* 60 - Dagor Aglareb: the Noldor defeat Morgoth's forces and start the Siege of Angband
* 60c. 200 - Melkor is absent from Angband, after discovering Men. Persuaded by Melkor, Men stop
worshipping Eru Ilvatar and turn to evil, but some revolt: the Atanatri. These travel to the West in search for
the Valar, aided by Avari Elves and Dwarves. According to legend, Men now lose the gift to die at will as the
result of divine punishment, and are doomed to lead short life-spans at the end of which death takes them by
force.[1]
* 64 - Turgon begins building Gondolin.
* 65 - The havens of Brithombar and Eglarest are fortified; the Tower of Barad Nimras is built.
* 67 - Quenya is prohibited by Thingol.
* 102 - Completion of Nargothrond: Finrod's folk depart from Hithlum.
* 116 - Completion of Gondolin. Turgon's people begin the migration from Nevrast in secret.
* 150 - The Dwarves renew their trade in Beleriand.
* 155 - An assault upon Hithlum from the Firth of Drengist is defeated by Fingolfin's forces.
* 260 - Glaurung ravages Ard-galen, but is driven back to Angband. The Long Peace begins.
* 310 - Bor leads The First House of the Edain into Beleriand: they are discovered by Finrod. They move to
Estolad, and after a few years the Second House enters Thargelion and the Third settles in Estolad.[2][3]
* 316 - Aredhel departs from Gondolin and comes to El.
* 320 - The Edain begin migrating from Estolad to Dorthonion, Hithlum and Talath Dirnen.[2]
* 369 - Many of the Edain, led by Bereg, leave to Eriador.[2]
* 375 - An attack of orcs on Thargelion; many of the Second House of the Edain perish, but next year Haleth
leads the remnants to Estolad.[2]
* 390 - Haleth lead her people from Eriador and in 391 they come to the lands south of Taeglin. The majority
later enter the forest of Brethil.[2][4]
* 400 - Return of Aredhel and Maeglin to Gondolin; later, El and Aredhel die.
* 410 - The province of Ladros is officially granted to Boromir of the House of Bor.[2]
* 416 - Dor-lmin is granted to the House of Marach.[2]
* 432 - Birth of Beren Erchamion.[5]
* 455 - Morgoth breaks the Siege of Angband in Dagor Bragollach ("Battle of Sudden Flame"); Dorthonion is
laid waste, people of Barahir become outlaws. Capture of Finrod's fortress of Minas Tirith by the forces of
Page 26 of 37
* 503 - Doriath is sacked by Dwarves of Nogrod. Beren and the Laiquendi destroy the Dwarves, with the help
of the Ents who prevent the Dwarves' escape; Lthien receives and wears the Silmaril, Dior travels to Doriath
and tries to restore it. Birth of Erendil and Elwing. Final deaths of Beren and Lthien; Dior receives the Silmaril
in autumn.
* 5067 - Sons of Fanor attack Doriath at Yule. Doriath is destroyed in the Second Kinslaying; Dior,
Celegorm, Curufin, and Caranthir are all slain. Elwing escapes for the Mouths of Sirion with the Silmaril.
* 509 - Maeglin captured by Morgoth's spies.
* 510 - Gondolin is betrayed by Maeglin and sacked; Glorfindel slays a Balrog in the Echoriath, Ecthelion
slays Gothmog, both of them killed as well. Death of Turgon. Tuor and Idril escape.
* 511 - Tuor and Idril bring Erendil and refugees of Gondolin to the Mouths of Sirion which prosper as 'New
Havens'.
* 525 - Erendil marries Elwing. Tuor feels 'Unquiet of Ulmo' and sails into the West in the ship Errm with
Idril.
* 532 - Elrond and Elros are born to Erendil and Elwing.[11]
* 534 - Erendil begins his great voyages
* 538 - Third Kinslaying: while Erendil is away the remaining Sons of Fanor attack the people of the
Mouths of Sirion trying to claim the Silmaril. Elwing casts herself with the Jewel in the sea but is brought to
Erendil by Ulmo. Of the Sons of Fanor only Maedhros and Maglor now remain.
* 540 - Morgoth destroys the dwellings of Fanorians upon Amon Ereb. The last inhabitants of Beleriand flee
to the south or to the Isle of Balar. Morgoth's triumph is complete.
* 542 - Erendil arrives in Valinor and delivers the errand of the Two Kindreds.
* 545 - The Host of the Valar arrives in Beleriand.
* 545587 - The War of Wrath. Morgoth is defeated; the remaining two Silmarils are stolen by Maedhros and
Maglor, but are lost in the earth and in the sea; most of Beleriand and the lands to the north are sunk.
* 590 - Morgoth is cast into the Void; the Elves are summoned to Valinor and settle in Tol Eressa; a small
part of the Noldor and Sindar remain in Lindon or depart east and establish realms.
10.1.2.5 Second Age
The Second Age was 3441 years long. All entries are derived from Appendix B (see references) unless otherwise
noted.
* 1 - Foundation of Mithlond the Grey Havens under Crdan, and Lindon as the Noldorin Kingdom under Gilgalad
* 32 - Edain reach Nmenor, Elros is crowned first King of Nmenor
* c. 40 - Many Dwarves abandon the ruined cities of Belegost and Nogrod in the Ered Luin and join Durin's
folk in Moria
* 61 - Birth of Vardamir Nlimon, eldest child of Elros. Subsequently three more children are born.
* 192 - Birth of Tar-Amandil
* 222 - Birth of Nolondil
* 350 - Birth of Tar-Elendil
* 361 - Birth of Erendur
* 442 - Elros, also known as Tar-Minyatur, dies. Vardamir Nlimon succeeds the throne but abdicates
immediately. Tar-Amandil becomes third king of Nmenor.
* c. 500 - Sauron arises again in Middle-earth
* 521 - Silmarin is born in Nmenor,[12] line of lords of Andni splits off the line of Kings
* 532 - Isilm, sister of Silmarin, born
* 543 - Meneldur, brother of Silmarin, born
* 590 - Tar-Elendil becomes fourth king of Nmenor.
* 600 - First Nmenrean ships sail to Middle-earth.
Page 28 of 37
The Third Age was 3,021 years long. All entries are derived from Appendix B (see references) unless otherwise
noted.
Note on Shire Reckoning: Year 1601 of the Third Age, in which the Shire was founded, is year 1 of the Shire
Reckoning. Thus, Third Age years can be converted into their Shire equivalents by deducting 1600.
* Year 2 - Planting of the Second White Tree at Minas Tirith, Death of Isildur by Orcs in the Disaster of the
Gladden Fields, losing the One Ring in the Gladden river
* 109 - Elrond weds Celebran, daughter of Celeborn and Galadriel
* 129 - Elrohir and Elladan are born to Elrond and Celebran
* 241 - Arwen Undmiel is born to Elrond and Celebran
* 490 - Easterlings invade Gondor
* 541 - Easterlings invade Gondor once more, slaying King Rmendacil
Page 30 of 37
* c. 550 - King Turambar of Gondor defeats the Easterlings of Rhn; the Kingdom of Rhovanion becomes an
ally of Gondor
* 861 - Following Erendur's death, the kingdom of Arnor breaks up into Arthedain, Cardolan and Rhudaur
* 933 - Ernil I of Gondor takes Umbar in a surprise attack
* 936 - Ernil I lost at sea
* c. 1000 - The Wizards come to Middle-earth
* 1015 - Hyarmendacil I ascends throne of Gondor
* 1015 - Black Nmenreans of Umbar besiege their old city
* 1030 - Siege of Umbar ends, Umbar retaken by Black Nmenreans.
* 1050 - Hyarmendacil I, king of Gondor, conquers Umbar, Hobbits migrate to Eriador. The shadow of Sauron
falls upon Greenwood the Great, which is renamed Mirkwood.
* 1149 - Death of Hyarmendacil I, Atanatar II takes the sceptre of Gondor
* c. 1200 - Rulers of Rhovanion assume the title "King of Rhovanion"
* 1248 - Rmendacil II of Gondor strikes decisive blow to the Easterlings; forms a strong alliance with
Rhovanion, to which he cedes all the lands east of Anduin
* 1255 - Eldacar born
* c. 1259 - Castamir born[14]
* 1300 - Nazgl reappear in Middle-earth, the kingdom of Angmar first appears at Arthedain's north-eastern
border, built by the Witch-king, later revealed as Lord of the Nazgl.
* 1344 - Death of Vidumavi
* 1356 - King Argeleb I of Arthedain is killed during an invasion by Rhudaur, now controlled by Angmar; his
son, Arveleg I, ascends the throne
* 1366 - Valacar ascends the throne of Gondor
* 1409 - Cardolan is conquered by the kingdom of Angmar and Rhudaur disappears; Weathertop watchtower
and fortifications are burned and destroyed
* 1432 - Eldacar succeeds his father, Valacar, as king of Gondor
* 1437 - Castamir the Usurper, Lord of Ships, usurps throne of Gondor (see Kin-strife); Osgiliath's palantr is
lost in the river
* 1447 - Eldacar reclaims Gondor with a Rhovanion army and kills Castamir
* 1448 - Sons of Castamir the Usurper and most of the fleet of Gondor flee south to Umbar; become known as
the Corsairs of Umbar
* 1540 - King Aldamir of Gondor is slain by Haradrim
* 1600 - Two Fallohide (see Hobbit) brothers decided to cross the River Baranduin and settle on the other
side, and are followed by large numbers of Hobbits
* 1601 - The Shire is first settled by Hobbits
* 1634 - Corsairs of Umbar attack Gondor, slaying king Minardil at Pelargir, and raiding the city
* 1636 - The Great Plague decimates Gondor and Rhovanion; Cirith Ungol is abandoned
* 1810 - King Telumehtar of Gondor destroys Umbar; renames himself Umbardacil
* 1851 - The Wainriders first attack Gondor
* 1856 - The Wainriders overrun eastern territories of Gondor; death of Narmacil II in battle.
* 1899 - Gondor attacks Wainriders from the east; the Kingdom of Rhovanion, occupied by Wainriders, rebels
and is freed
* 1936 - Ondoher succeeds Calimehtar as king of Gondor
* 1944 - During an invasion by the Wainriders and the Haradrim, King Ondoher of Gondor is killed in battle
with his sons; Haradrim, Wainriders and the Variags of Khand take Umbar; new Corsairs of Umbar emerge.
* 1945 - Ernil II succeeds the crown of Gondor
* 1964 - Arvedui, son of King Araphant of Arthedain, ascends the throne
* 1974 - The kingdom of Arthedain is conquered by Angmar
* 1975 - Gondor destroys Angmar in the Battle of Fornost, death of Arvedui
* 1980 - The Moria Dwarves awaken Durin's Bane, a Balrog, which kills Durin VI, king of Khazad-dm; the
Nazgl return to Mordor and lay siege to Minas Ithil.
Page 31 of 37
* 1981 - Durin VI's son, Nin I, is also killed, and the Dwarves flee Moria; deaths of Amroth and Nimrodel
* 1999 - Erebor is founded by Thrin I, discovers Arkenstone
* 2043 - King Ernil II of Gondor dies and his son, the Witch-king's old enemy, Ernur inherits the throne.
Upon his coronation, the Witch-king challenges him to combat, but King Ernur refuses.
* 2050 - The Witch-king again challenges King Ernur, this time he accepts. Ernur rides out of Minas Tirith
to meet the Witch-king in Minas Morgul. He enters the city's gates and is never seen again, thus ending the reign
of the Gondorian Kings and causing the beginning of the Ruling Stewards of Gondor, until the time of King
Elessar.
* 2063 - Gandalf drives Sauron from Dol Guldur. The Watchful Peace begins.
* 2210 - Thorin I, son of Thrin I, leaves Erebor with most of his people, settles in the Grey Mountains
* 2430 - Approximate birth year of Smagol
* 2460 - Sauron returns to Middle-earth; establishes himself in Dol Guldur in southern Mirkwood. The
Watchful Peace ends.
* 2463 - Smagol (later known as Gollum) becomes the fourth bearer of the One Ring, after killing his cousin
Dagol
* 2475 - First Uruks appear out of Mordor in attacks on Gondor.
* 25012510 - Eorl the Young, lord of the othod and first king of Rohan (25102545).
* 2509 - Cirion, Steward of Gondor, sends summons to the othod for military aid; Celebran is waylaid by
Orcs, receives a poisoned wound, and consequentially departs Middle-earth
* 2510 - The alliance between Rohan and Gondor comes into existence. The Easterlings launch a massive
invasion of Gondor. The Balchoth invade Rhovanion (which disappears as an independent realm) and Gondor,
conquering much of Calenardhon, but are driven back by the people of othod; Gondor gives the nowuninhabited province of Calenardhon to the people of othod
* 2545 - Eorl the Young, king of Rohan, dies in the battle in the Wold against the Easterlings. Brego succeeds
him as the second king of Rohan
* 2570 - Aldor, aged only 26, becomes third king of Rohan at the death of his father Brego; Dragons attack the
Dwarf settlements in the Grey Mountains
* 2589 - Din I and his son Frr are killed by a cold-drake
* 2590 - Thrr, son of Din I, leaves the Grey Mountains and resettles The Lonely Mountain, his brother,
Grr, settles in the Iron Hills
* 2645 - Fra becomes fourth king of Rohan after the death of his father Aldor ('the Old')
* 2659 - Frawine, fifth King of Rohan
* 2680 - Goldwine, sixth King of Rohan
* 2699 - Dor, seventh king of Rohan
* 2718 - Gram, eighth king of Rohan
* 2741 - Helm Hammerhand ninth king of Rohan ascends the throne as last king of the first line
* 2746 - Amrothos, fifteenth Prince of Dol Amroth, falls while defending Dor-en-Ernil against the Corsairs of
Umbar
* 2747 - Bandobras "Bullroarer" Took leads a force of hobbits and defeats invading Orcs of the Misty
Mountains in the Northfarthing at the Battle of Greenfields
* 2758 - Dunlendings, under Wulf, invade Rohan, supported by the Corsairs of Umbar
* Long Winter of 27582759 - The Dunlendings lay siege to Hornburg
* 2759 - Helm Hammerhand, king of Rohan, freezes to death outside the fortress of Helm's Deep, where he
and his loyal subjects have taken refuge from the Dunlendings. He is succeeded by his nephew Fralf Hildeson;
Saruman settles in Isengard
* 2770 - Smaug lays waste to the town of Dale and captures Erebor with all of its treasure. The surviving
dwarves there are driven into exile.
* 2790 - Thrr enters Moria and is killed by Orc chieftain Azog, starting the War of the Dwarves and Orcs
* 2798 - Fralf Hildeson, tenth king of Rohan, dies. He is followed by his son Brytta Lofa
* 2799 - The Battle of Azanulbizar, the culmination of the War of the Dwarves and Orcs, is fought on Moria's
East Gate, in which the Dwarves defeat the Orcs of Moria, including slaying their chieftain Azog, but lack the
Page 32 of 37
length uncertain. All entries are derived from the Appendices to The Lord of the Rings, unless otherwise
noted.
In the reckoning of Gondor, the Fourth Age began on March 25, T.A. 3021. Since most of the following events
were dated according to the Shire-reckoning, their years in the Fourth Age cannot be stated with certainty. Some
events may have occurred in the following year of the Fourth Age.
* 6 - Peregrin Took marries Diamond of Long Cleeve
* (Date Uncertain) - Birth of Elfwine, son of omer and Lothriel
* (Date Uncertain) - Birth of Elboron, son of Faramir and owyn
Page 35 of 37
* (Date Uncertain) - Birth of Durin VII, descendant (perhaps son) of Thorin III Stonehelm
* 13 - Peregrin Took becomes thirty-second Thain of the Shire
* 15 - Death of Glin, father of Gimli.
* 34 - Death of Prince Imrahil. Imrahil's son Elphir assumes the Principality.
* 41 - Birth of Holfast Gardner, son and heir of Frodo Gardner
* 61 - Samwise Gamgee leaves Middle-earth via Mithlond
* 63 - Meriadoc Brandybuck, aged 102, and Pippin leave the Shire to live in Gondor; death of omer, aged
93, whose son Elfwine ascends the throne of Rohan.
* 67 - Death of Prince Elphir son of Imrahil, twenty-third Prince of Dol Amroth. Elphir's son Alphros assumes
the Principality.[17]
* 80 - Birth of Harding of the Hill, Sam Gamgee's heir and great-grandson
* 82 - Death of Faramir, aged 120. His son Elboron assumes the Principality.[17]
* 91 - Death of Dwalin, brother of Balin, aged 341.
* 95 - Death of Prince Alphros of Dol Amroth, son of Elphir.[17]
* 120 - Death of Aragorn, King of the Reunited Kingdom of Arnor and Gondor, after 210 years of life and 122
years of reign; Aragorn's son Eldarion ascends the throne. According to legend, on the death of Aragorn, Legolas
builds a ship and sails into the west to the Undying Lands, taking Gimli (now a very old Dwarf) with him
* 121 - Death of Arwen, aged 2901
* 172 - A copy of the Red Book of Westmarch is made[18]
* 185 - Death of Harding of the Hill, Sam Gamgee's heir[19]
Page 36 of 37
Alphabetical Index
armor............................................................................................................................................................. 6p., 16
Armor...................................................................................................................................................................10
clothing..........................................................................................................................................................7, 16p.
Clothing.................................................................................................................................................................. 7
damage absorption................................................................................................................................................20
Damage Absorption..............................................................................................................................................20
Drink......................................................................................................................................................................8
Dungeon Master.....................................................................................................................................................3
E RPG Advanced Rules........................................................................................................................................4
E RPG AR.............................................................................................................................................................4
E RPG SR.............................................................................................................................................................4
E RPG Standard Rules..........................................................................................................................................4
equipment................................................................................................................................................6p., 17, 20
Equipment........................................................................................................................................................... 6p.
food..................................................................................................................................................................... 6p.
Food........................................................................................................................................................................ 8
Game Master..........................................................................................................................................................3
GM.........................................................................................................................................................................3
Health...................................................................................................................................................................13
Health Rating........................................................................................................................................................13
HR........................................................................................................................................................................ 13
Injury.................................................................................................................................................................... 13
Other Minds Magazine...........................................................................................................................................4
PC...........................................................................................................................................................................3
Player Character.....................................................................................................................................................3
Shield.................................................................................................................................................................... 10
skills.............................................................................................................................................................. 5, 20p.
Skills....................................................................................................................................................................... 5
Tools..................................................................................................................................................................... 11
Weapons.................................................................................................................................................................9
Page 37 of 37