TEXT:   
  
  OVERVIEW 
   
       Eriador (Sindarin for Empty 
  Lands) stretches from the Blue 
  Mountains (Ered Luin) to the 
  Misty Mountains (Hithaeglir), 
  and from the Ice Bay of Forochel 
  in the north, to the Greyflood 
  River in the south.  This 
  supplement only covers the 
  lands predominantly inhabited 
  by the Dunedain of Arthedain 
  and Cardolan, in the middle 
  Third Age.  The realms of Bree-
  land, Rhudaur, and the Shire 
  will be covered in other Realm 
  documents. 
       Within the range covered in 
  this document, Eriador can be 
  divided into two general regions: 
  Northern Eriador, or Arthedain; 
  and 
  southern 
  Eriador, 
  Minhiriath  (or Cardolan). 
   
   
  HISTORY 
   
  The Elder Days 
       Before the Ages of the Sun 
  and Moon, Eriador was largely 
  uninhabited, except possibly for 
  some Silvan Elves who lived in 
  the 
  woods 
  that 
  covered 
  Minhiriath and Enedwaith. 
   
  The First Age 
       With the rising of the Sun 
  and the Moon, Men awoke in 
  the East, and some journeyed 
  west. Within the first few 
  hundred years of the First Age of 
  the Sun, the first Men entered 
  Eriador. These were later known 
  as the Edain, and were opposed 
  to the Shadow. These Men soon 
  were sundered, however, as some 
  passed over the Blue Mountains 
  into Beleriand. At the end of the 
  First Age, these Men sailed over 
  the 
  Sea 
  and 
  became 
  the 
  Numanoreans.  
   
   
  The Second Age 
   
       In the 600
  th year of the 
  Second Age, the Numanoreans 
  returned to the shores of Middle-
  earth. They were re-introduced 
  to their Edain brothers by Gil-
  galad, the Elven king of Lindon.    
       At that time, the Edain lived 
  between the Hills of Evendim 
  and the Weather Hills. They 
  were separate in speech and 
  culture from the Bree-men, who 
  lived further south.   The 
  Numanoreans built a haven at 
  the mouth of the Gwathlo 
  (Greyflood 
  River) 
  around 
  SA750, named Vinyalonde, and 
  later called Lond Daer Ened. 
       In about 1697 of the Second 
  Age, Sauron invaded Eriador 
  with a large army of Orcs. This 
  war, the War of Elves and 
  Sauron, ravaged Eriador, and 
  many of the Men who lived 
  there were killed. The Men of 
  Numanor sailed to the aid of 
  Gil-galad, 
  and 
  Sauron 
  was 
  driven back through the Gap of 
  Calenardhon (later named the 
  Gap of Rohan).  
       By about SA1800, the Men of 
  Numanor began to colonize 
  Middle-earth in large numbers. 
  The Haven of Tharbad was 
  built, upstream from Lond Daer. 
  From that time forward, the 
  great forests of Minhiriath were 
  felled for shipbuilding.  
       In SA3320, after the sinking 
  of Numanor, Elendil founded the 
  Kingdoms of Gondor and Arnor 
  in Middle-earth. Arnor was set 
  down 
  in 
  Eriador, 
  and 
  encompassed 
  all 
  the 
  lands 
  between the Lune and the Misty 
  Mountains, from Forochel to the 
  Greyflood. Elendil set his capital 
  at Annuminas, on the shores of 
  Lake Evendim. The city of 
  Fornost was also built, and the 
  city of Tharbad swelled in 
  importance.  
   
   
  The Third Age 
   
       Arnor remained strong and 
  unified for over 800 years, but in 
  861 of the Third Age, the High 
  King Earendur died, and the 
  kingdom was split between his 
  three sons. The successor states 
  of Arthedain, Cardolan, and 
  Rhudaur emerged. The three 
  kingdoms warred for several 
  hundred years, especially over 
  control of the fortress of Amon 
  Sul 
  (Weathertop), 
  and 
  the 
  palantir kept within. These wars 
  weakened the Dunedain of all 
  three kingdoms. Of all the three 
  kingdoms, however, Arthedain 
  remained the strongest and was 
  the only one to keep the 
  bloodline of Earendur pure.  
       In TA1300 the Witch-king of 
  Angmar arose to the north. 
  Unknown to all, this was the 
  King of the Nazgul, who was sent 
  north to destroy the weakened 
  Dunedain kingdoms. Rhudaur 
  became 
  a 
  puppet 
  state 
  to 
  Angmar and the Dunedain of 
  that kingdom were either killed 
  or 
  driven 
  off. 
  In 
  TA1356 
  Angmar and Rhudaur attack 
  Arthedain in the First Northern 
  War.  
       In TA1409, Angmar and 
  Rhudaur 
  again 
  attacked 
  Arthedain and Cardolan, in the 
  Second 
  Northern 
  War.  
  Cardolan received the brunt of 
  the attack. The royal house of 
  Cardolan was slain, as were all 
  the knights, effectively ending 
  the Dunedain rule in Cardolan. 
  Tharbad remained untouched, 
  but central authority ended in 
  the realm.  
       In TA1635 the Great Plague 
  struck Middle-earth. Cardolan 
  was decimated, and virtually all 
  the remaining Dunedain of the 
  realm died. Arthedain was little 
  hurt by the Plague, since it 
  weakened as it traveled north.  
   
   
  1
  
       By TA1635, Arthedain was 
  the only successor state of Arnor 
  remaining.  Arthedain survived 
  for another 300 years, until the 
  Third 
  Northern 
  War. 
  In 
  TA1974, 
  Angmar 
  again 
  launched an offensive against 
  Arthedain. In this offensive the 
  tower 
  of 
  Amon 
  Sul 
  was 
  destroyed, Fornost Erain was 
  overrun, and the kingdom of 
  Arthedain ceased to exist. The 
  Witch-king 
  claimed 
  Fornost 
  Erain as his capital, and sent 
  many fell things to live in and 
  about the city.   
   
  The Rangers of            
  the North 
   
       The Witch-king was driven 
  out of Eriador, and his kingdom 
  destroyed, in TA1975 by a force 
  from Gondor, the remaining 
  knights of Arthedain, and the 
  Elves of Lindon. After Angmar 
  was defeated, Aranarth, son of 
  King 
  Arvedui, 
  refuses 
  the 
  Scepter of Annuminas, saying 
  there were too few Dunedain left 
  to rule. He took the title 
  ‘Chieftain of the Dunedain’ and 
  gave the heirlooms of the 
  kingdom into the safekeeping of 
  Elrond Halfelven.  
        For over 1,000 years, the 
  Dunedain 
  descendants 
  of 
  Arthedain protected their lands 
  from the forces of Shadow. As 
  the Rangers of the North, they 
  wandered 
  forgotten 
  paths, 
  holding Orcs, Trolls, and other 
  things at bay. Although they 
  remembered 
  their 
  heritage, 
  almost everyone else in Eriador 
  forgot, and no longer associated 
  the wandering Rangers with the 
  tales of the tall Sea-kings.   
       In the year 15 of the Fourth 
  Age, Annuminas was rebuilt by 
  King Elessar and the Reunited 
  Kingdom of Arnor and Gondor 
  were 
  restored. 
  Fornost 
  was 
  rebuilt, 
  and 
  Tharbad 
  was 
  returned to past glory. 
  NORTHERN 
  ERIADOR 
   
       Also known as Arthedain, for 
  over a thousand years. Northern 
  Eriador stretches from the Ice 
  Bay of Forochel, south to the 
  Great East Road. From west to 
  east, it stretches from the River 
  Lune to the Weather Hills. It 
  does not include the realm of 
  Bree-land or the Shire.  
       Northern Eriador is a country 
  of hills, downs and highland 
  plains. Most of the woods are of 
  pine.  Temperatures are warm in 
  the summer, but bitter cold in 
  the winter, although snow is not 
  common.   
       Beyond the North Downs, 
  towards the Ice Bay of Forochel, 
  the land becomes a rough, 
  uneven plain. Few trees are 
  found north 
  of 
  the 
  North 
  Downs, and the land becomes 
  tundra near the Ice Bay of 
  Forochel.  
       The Hills of Evendim are 
  heavily wooded, primarily with 
  pine trees. The North Downs 
  and Tower Hills, however, are 
  not heavily wooded. Most of 
  these hills are downs: low hills 
  where erosion has exposed rocks 
  from underneath in many places. 
  While most of the hilltops there 
  are barren, there are trees nestled 
  in the ravines and valleys 
  between hills. 
       Northern 
  Eriador 
  is 
  a 
  dangerous land. It is filled with 
  wolves, roaming bands of Orcs 
  from Mount Gram, occasional 
  Trolls from Rhudaur, Wights, 
  Ghosts, and other fell things. No 
  settlements of Elves, Dwarves, 
  Men or Hobbits are to be found 
  throughout its desolation.  Only 
  the very brave, or very foolish 
  travel the ancient paths north of 
  Bree. 
   
  PLACES OF INTEREST 
   
  Annuminas 
       Once the capital city of 
  Arnor, 
  Annuminas 
  was 
  established by Elendil himself.  
  The city remained until 861 of 
  the Third Age, when Arnor split 
  into three kingdoms.  The king 
  of Arthedain then moved his 
  thrown to the more defensible 
  location 
  of 
  Fornost 
  Erain.  
  Annuminas was left abandoned 
  and soon fell into ruin. 
   
  Deadman’s Dike  
       The capital of Arthedain was 
  the city of Fornost Erain (‘North 
  Fortress of the King’).  Once a 
  thriving center of commerce and 
  politics, it was also surrounded 
  by walls, dikes, and moats.  The 
  city fell in the Third Northern 
  War of Angmar, in 1974 of the 
  Third Age.  Now, only crumbled 
  stones, 
  foundations 
  of 
  battlements and walls remain.   
       The city has not forgotten 
  the Witch-king, however. Many 
  evil things still lurk in the ruins, 
  and no one dares live within 
  many miles of the site. 
   
  The Greenway 
       Once known as the Old 
  South Road in the days of the 
  kingdom 
  of 
  Arnor, 
  the 
  Greenway is now an unpaved, 
  grass grown path, leading from 
  Deadman’s Dike to Tharbad. 
   
  Hills of Evendim     
       The most sacred of place to 
  the Dunedain of the North-
  kingdom. The Hills of Evendim 
  overlook 
  Lake 
  Evendim 
  (Nenuvial), on whose shores the 
  old 
  capital 
  of 
  Arnor, 
  Annuminas, once stood.  No 
  Dunedain ever lived in these 
  wooded hills, rather they were 
  seen as a place to renew their 
  spirit and seek contemplation. 
   
  2
  
  Lake Evendim 
  (Nenuvial) 
       The largest lake in Eriador.  It 
  is a serene, still body of water, 
  which reflects the hills on the 
  eastern shore.  Fed by many 
  small streams, the lake is always 
  ice cold and deep. The ruins of 
  Annuminas, the old capital of 
  Arnor, lies on the southern 
  shore. 
   
  The Lone Lands 
       The Lone Lands are the name 
  of the uninhabited hills and 
  woods between the Weather 
  Hills and the Hoarwell River. 
  These lands are lightly forested, 
  rough, and with few trails. 
   
  Midgewater Marshes    
      Between 
  the 
  Forest 
  of 
  Chetwood and the Weather 
  Hills is a lowland depression 
  called the Midgewater Marshes. 
  Waters from the Chetwood and 
  the Hills drain into this land, 
  making it damp and swampy in 
  places. No large Predators live in 
  the Marshes, but many rodents, 
  birds, 
  and 
  irritating, 
  biting 
  insects do. 
   
   
   
   
   
  North Downs          
  (Tyrn Formen) 
       These rugged hills are only 
  lightly forested, consisting more 
  of tough grasses and rocky 
  outcroppings.  Once the heart of 
  the 
  Dunedain 
  kingdom 
  of 
  Arthedain, the North Downs are 
  now completely depopulated.  
  Ruins 
  dot 
  the 
  hilltops 
  throughout the region.  The 
  largest of these is the old, ruined 
  capital city of Fornost Erain 
  (Deadman’s Dike).  Like the 
  Barrow Downs, many of these 
  ruins are haunted.  After the fall 
  of the North-kingdom (in Third 
  Age 1974), the Witch-king 
  claimed Fornost as his capital 
  and brought many evil and fell 
  things to dwell there.  Even after 
  the Witch-king was driven out, 
  the next year, many unnatural 
  things remained. 
   
   
   
  Weather Hills                 
  (Emyn Sul) 
       The Weather Hills are a 
  barren, 
  rocky 
  collection 
  of 
  uneven hills and plateaus. Few 
  trees grow on the hillsides, and 
  most of the rain runoff pools into 
  the Midgewater Marsh, to the 
  west of the hills. 
        In the days of the Kingdom 
  of Arthedain, the Weather Hills 
  were the eastern border.  Never 
  populated, 
  these 
  hills 
  were 
  fortified against the realms of 
  Rhudaur and Angmar.  
        
       At the far south end of the 
  Weather Hills lies the greatest 
  mound of the chain, Weathertop 
  (Amon Sul). Weathertop was 
  the 
  lynchpin 
  of 
  Dunedain 
  defense against Angmar and 
  Rhudaur.  On top of this hill, 
  over 
  1000 
  feet 
  above 
  the 
  surrounding countryside, lies the 
  ruins of the Tower of Amon Sul.  
  This great keep once guarded the 
  Great East Road and was home 
  to the palantir of Arnor. 
   
   
   
  3
  
  MINHIRIATH, 
  SOUTHERN 
  ERIADOR 
   
       Literally, ‘the land between 
  the rivers’.  Minhiriath is the 
  name of the region between the 
  Brandywine River (Baraduin) to 
  the northwest and the Greyflood 
  (Gwathlo) to the southeast.  It 
  stretches from the Sea eastward 
  to 
  the 
  Hoarwell 
  River 
  (Mitheithel).  Once part of 
  Arnor, later it was synonymous 
  with the kingdom of Cardolan.  
       West of the Old South Road, 
  Southern Eriador is a land of 
  rolling plains and meadows. To 
  the east of the Old South Road, 
  the land gradually raises into the 
  South Downs (Tyrn Gorthad) 
  and 
  into 
  Eregion 
  (Hollin).  
  During the Second Age, the 
  Numanoreans built havens in 
  Minhiriath, at the mouth of the 
  Greyflood, called Vinyalonde 
  (later Lond Daer Ened), and at 
  Tharbad, where the Old South 
  Road crosses the Greyflood. 
  Once 
  heavily 
  forested, 
  the 
  Numanoreans consumed most of 
  the woods for their many fleets 
  during the Second Age.  
       During the time of kingdom 
  of Arnor, Minhiriath was heavily 
  populated, with most folks living 
  along 
  the 
  Brandywine 
  and 
  Greyflood.  Large farms and 
  herds dotted the countryside.  
  The Wars of Angmar and the 
  Great Plague devastated the 
  land, with the vast majority 
  being killed.  
       Lond Daer Ened was deserted 
  at the end of the Second Age, 
  but Tharbad continued as a 
  major trade city throughout the 
  first half of the Third Age. Over 
  the second half of the Third 
  Age, Tharbad had declined to a 
  small town, like Bree. It was 
  finally destroyed in a flood in 
  TA2911. 
      PLACES OF INTEREST 
   
  Andrath 
       The ‘Long Road’. Andrath is 
  the name of the section of the 
  Old South Road that climbs 
  from the lowland plains of 
  Minhiriath to the higher country 
  at Bree.  Uninhabited due to its 
  proximity to the Barrow Downs, 
  its name comes from the lack of 
  amenities found on it, as well as 
  the climb northbound travelers 
  must endure.  
   
  Eryn Vorn                
       An untamed forest in the 
  peninsula of the same name.   
  The forest is home to deer, bears, 
  and wild boar.   
       The Eryn Vorn is also home 
  to Wild Men related to the 
  Druedain 
  of 
  the 
  White 
  Mountains.  These tribesmen 
  live 
  by 
  hunting 
  and spear 
  fishing, and guard their home 
  fiercely, and those few who 
  know if its existence give it a 
  wide berth. 
   
   
  Lond Daer Ened 
       Once 
  the 
  harbor 
  of 
  Vinyalonde, 
  built 
  by 
  the 
  Numanoreans 
  in 
  the 
  early 
  Second Age, Lond Daer Ened is 
  now only submerged ruins, and 
  fallen towers and battlements.   
       Located at the mouth of the 
  Grayflood river, the ruins have 
  been 
  abandoned 
  since 
  the 
  Downfall of Numanor.  
   
   
  South Downs 
       A low line of hills stretching 
  southeast from Bree, towards 
  Eregion.  The South Downs are 
  barren, with few trees.  Tall 
  grasses and rocky outcroppings 
  are 
  the 
  dominant 
  features. 
  During 
  the 
  reign 
  of 
  the 
  kingdoms of Cardolan, these 
  downs 
  were 
  occupied 
  by 
  herdsmen. Depopulated by wars 
  and plague, no one now lives in 
  the South Downs, but some 
  bandits do have holds here. 
   
  Tharbad 
       The oldest city in Eriador, 
  Tharbad 
  was 
  built 
  as 
  a 
  Numanorean haven in the mid-
  Second Age.  It was the center 
  of 
  Numanorean 
  culture 
  in 
  Eriador until Elendil and the 
  exiles 
  landed 
  in 
  Lindon. 
  Tharbad prospered as a trading 
  center throughout the first half 
  of the Third Age.  
       After Cardolan fell in the 
  Northern Wars with Angmar, 
  and after the Great Plague, 
  Tharbad was greatly reduced in 
  population and importance.  It 
  was finally destroyed in the 
  floods after the Fell Winter of 
  2911.   
       After 
  3000TA, 
  when 
  Saruman began uniting some 
  Dunlending 
  tribes 
  against 
  Rohan, and war was on the 
  horizon, 
  many 
  Dunlendings 
  migrated 
  north, 
  across 
  the 
  Greyflood, to avoid the conflict. 
  These ‘Southrons’ as the Bree-
  men called them, were the more 
  civilized of their brethren. They 
  began to set up communities on 
  the north side of the river, along 
  the Greenway and river bank. It 
  is conceivable that a settlement 
  was founded near the ruins of 
  Tharbad. 
   
  Greyflood River 
  (Gwathlo) 
       The greatest river west of the 
  Misty Mountains, the Greyflood 
  marked the old south boundary 
  of the kingdom of Arnor.  A 
  wide, fast moving river, the 
  Greyflood 
  is 
  fed 
  by 
  many 
  tributaries, including the great 
  rivers Hoarwell, Loudwater, and 
  Swanfleet. It is also very deep 
  south of the Swanfleet tributary.  
  The river is impassible, except 
  for the ford at Tharbad. 
   
  4
  
  ECONOMY 
   
  TRADE      
       Very little trade occurs in 
  Eriador, there are just too few 
  settlements, and what few there 
  are do not produce much more 
  than they need to survive.   
       In Minhiriath, a small barter 
  economy exists. The Men of 
  Minhiriath, and the surrounding 
  villages and farmsteads will trade 
  amongst 
  themselves 
  their 
  surplus, and they hold quarterly 
  fairs for such goods. Some 
  innovative merchants will brave 
  the Greenway north, passed the 
  Barrow Downs, to trade with the 
  Men 
  of 
  Bree, 
  and 
  even 
  occasionally 
  with 
  the 
  Dunlending tribes across the 
  river. 
       The Druedain of Eryn Vorn 
  do not trade with outsiders. 
  They are a closed community, 
  with little contact even between 
  villages. What little contact 
  there 
  is 
  between 
  Druedain 
  villages, it is usually of religious 
  or symbolic importance. 
       The Dunedain of the North 
  are too small and secretive of a 
  society to have any large scale 
  trade. The Dunedain have a 
  symbiotic relationship with the 
  Wandering Companies and the 
  Elves of Rivendell, but no true 
  trade exists.  
   
  FARMING, FISHING, 
  HERDING AND HUNTING 
       The Men of Minhiriath farm 
  along the riverbanks of the 
  Greyflood, as well as fish. Many 
  villages further north of the 
  town have extensive herds of 
  sheep, which graze the empty 
  plains. 
       The 
  Druedain 
  hunt 
  the 
  animals of their forest for food, 
  and also use the bones, sinew 
  and hides for tools, weapons, and 
  shelter.  The Druedain to not 
  farm.   
       The Dunedain of the North 
  do not live in Eriador proper, 
  they live in The Angle of 
  Rhudaur. No large scale food 
  production is carried out by the 
  Dunedain in Eriador. 
       The Rangers of the North, 
  while on patrols through Eriador, 
  live off the land. Rangers will eat 
  herbs and roots they find, kill 
  game, and even fish.  
   
  MINING 
       No mining is done in Eriador. 
  The hills and downs of the 
  region are mineral poor.  
   
   
  THE PEOPLE OF 
  ERIADOR 
   
  The Dunedain                
  of the North 
    
      The Dunedain of the North 
  are the remnants of the nobility 
  of Arthedain. While they no 
  longer 
  live 
  in 
  Eriador 
  the 
  Rangers of the North still patrol 
  these 
  lands, 
  protecting 
  the 
  inhabitants from Bandits, Orcs, 
  Trolls, and other fell things.   
       The 
  Dunedain 
  are 
  the 
  descendants of the first men that 
  crossed the Blue Mountains into 
  Beleriand during the First Age. 
  Called the Edain by the Elves, 
  they fought against the forces of 
  Morgoth alongside them. 
       After the War of Wrath, 
  when 
  Beleriand 
  was 
  sunk 
  beneath the waves, the Edain 
  were 
  given 
  the 
  Island 
  of 
  Numanor by the Valar. 
       Because of their closeness to 
  the Undying Lands of the 
  Uttermost 
  West, 
  the 
  Numanoreans (as they were now 
  called) grew in stature, mind, 
  lifespan and spirit. They became 
  much like the Elves in thought 
  and deeds. Their kings, in fact, 
  were 
  descendants 
  of 
  Elros 
  Halfelven, brother of Elrond. 
       Throughout the Second Age, 
  the 
  Numanoreans 
  sailed 
  to 
  Middle-earth, building havens 
  and colonizing it.  They assisted 
  the Elven king Gil-galad in the 
  War of Elves and Sauron, in 
  SA1700. Near the End of the 
  Second Age, the Numanoreans 
  actually assaulted Sauron, in 
  what is now Umbar, and forced 
  him to surrender.  
       Sauron soon corrupted many 
  of the Numanoreans, however, 
  creating a schism between the 
  Faithful (those with allegiance 
  to the Valar and Elves) and the 
  Kings Men (those who sought to 
  rival the Valar, under Sauron). 
  Most of the faithful fled to 
  Middle-earth, to the havens of 
  Pelargir, Belfalas, and Tharbad. 
  Umbar, and the havens south, 
  were loyal to the Kings Men.  At 
  the end of the Second Age, the 
  Numanorean king led an armada 
  to assault Valinor. The backlash 
  was terrible. Numanor was sunk 
  by the Valar in their wrath, 
  killing all on the island. Only 
  Elendil, with his sons Isildur and 
  Anarion, and nine ships of 
  Faithful, survived.  
  Dunedain of the North 
  (Dunedain) 
  Skills:  
  Armed Combat +2,  
  Ranged Combat +1, Ride +1, 
  Survival +1, Track +1 
  Languages:  
  Sindarin, Westron 
       After the fall of Numanor, 
  the 
  remaining 
  Faithful 
  Numanoreans were called the 
  Dunedain (Men of the West).  
       Like their Gondorian cousins, 
  the Dunedain of the North are 
  tall, with most men averaging 
  6’4”. They have dark hair and 
  grey or light eyes.  
       Once, the Men of Numanor 
  lived lives three times longer 
  than other Men of Middle-earth, 
  and the kings of Numanor lived 
  five times longer. Now, however, 
   
  5
  
  after millennia of being sundered 
  from the West, the Dunedain are 
  lucky to live 120 years. A 
  Dunedain 
  man 
  will 
  remain 
  strong of body and mind until 
  about his 110
  th year. At that 
  time, before his mind and body 
  fails, he will chose to die.  
       Most of the men of the 
  Dunedain of the North become 
  Rangers of the North. These 
  Men 
  patrol 
  their 
  former 
  kingdom, waiting for the day 
  they might reclaim it. The 
  Rangers 
  are 
  secretive 
  with 
  outsiders. Few, if any, of the 
  Middle Men of Bree-land or 
  Tharbad 
  realize 
  that 
  these 
  wanderers are the descendants of 
  the Sea-kings of old. Other than 
  themselves, only the Elves, and 
  the 
  very 
  wise, 
  know 
  their 
  heritage. 
   
   
  The Men of Minhiriath 
   
   
       The 
  Men 
  of 
  Minhiriath 
  (‘Southrons’ to Bree-folk) are a 
  mix of Edainic and Dunlending 
  blood. 
  Dunlendings 
  have 
  migrated 
  north 
  over 
  the 
  Greyflood river since TA3000, 
  merging with the few remaining 
  Edainic Men of Minhiriath. The 
  Men of Minhiriath live near the 
  ruined town of Tharbad, as well 
  as in several villages along the 
  Greenway.  
       Men of Minhiriath share a 
  resemblance to the Dunlendings. 
  They tend to be shorter, with 
  men averaging 5’8” tall, with 
  darker complexions, and darker 
  hair and eyes.    
   
  Druedain of Eryn Vorn 
      
   
     The Wild men of Eryn Vorn 
  are akin to the Druedain of the 
  White Mountains. They are a 
  primitive fisher folk, shunning 
  all others. 
       The Druedain are short and 
  stocky, with ungainly features. 
  They are stumpy (some four foot 
  high) but very broad, with heavy 
  buttocks and short, thick legs; 
  their wide faces have deep-set 
  eyes with heavy brows, and flat 
  noses, and grew no hair below 
  their eyebrows, except in a few 
  men (who were proud of that 
  distinction) who grew a small 
  tail of black hair from their chin.    
       Their features are usually 
  impassive, the most mobile being 
  their wide mouths; and the 
  movement of their wary eyes 
  could not be observed, save from 
  close at hand, for they were so 
  black that the pupils could not 
  be distinguished. In anger, their 
  eyes glowed red. Their voices are 
  deep and guttural, but their 
  laugher is a surprise; it is rich 
  and rolling.  
       In peace they often laugh at 
  work or play, when other Men 
  might 
  sing. 
  They 
  can 
  be 
  relentless enemies, however, and 
  once aroused their red wrath is 
  slow to cool.  They fight in 
  silence, and do not exalt in 
  victory, not even over Orcs, the 
  only creatures for whom their 
  hatred is implacable. 
        
   
  The Wandering 
  Companies 
    
   
      The Wandering Companies of 
  Elves are some of the last Noldor 
  Elves in Eriador. Unlike their 
  brethren in Lindon or Rivendell, 
  these noble Eldar wander the 
  woods, plains and dells of the 
  Shire, Minhiriath, Rivendell, 
  and even occasionally northern 
  Eriador. 
       Once 
  part 
  of 
  Gil-galad’s 
  kingdom, they drifted apart after 
  his kingdom ended, at the end of 
  the Second Age. Unwilling to 
  sail to the West, these Elves 
  travel the hidden paths that 
  cross 
  the 
  lands 
  that 
  once 
  belonged to Elves and later the 
  Dunedain.  
       Like the Dunedain Rangers, 
  they seek to hold back the 
  encroaching evils of the Shadow. 
       It is unclear how many 
  Wandering 
  Companies 
  there 
  are. What is clear, however, is 
  that these remnants are some of 
  the most powerful beings left in 
  Middle-earth, some being old 
  enough to remember the Wars of 
  Beleriand, or the War of the Last 
  Alliance. These parties strengths 
  are not measured in numbers, 
  but rather the power they wield. 
   
   
   
   
   
   
   
   
   
   
   
  Men of Minhiriath 
  (Middle Men) 
  Skills:  
  Craft +2, Debate +1,  
  Observe +1, Sea-Craft (River 
  Boats) +1, Swim +1 
  Languages:  
  Dunlending, Westron 
  Druedain of Eryn Vorn 
  (Wild Men) 
  Skills:  
  Ranged Combat +1,  
  Stealth +1, Survival +1, 
  Track +1 
  Edges: 
  Night-eyed, Woodcrafty 
  Languages:  
  Druedain 
  Wandering Companies 
  (Noldo Elves) 
  Skills:  
  Language +1, Lore +2, 
  Perform +1,  
  Ranged Combat +1, Run +1 
  Languages:  
  Quenya, Sindarin, Westron 
   
  6
  
   
  7
   
  
   
  8
   
  
SOURCE: textdata/thevault/Lord of the Rings (LotR)/Realms/Realm Eriador.pdf