Homebrew Adventures in Middle-Earth -- Bardings Species Details

 

"Bard had rebuilt the town in Dale and men had gathered to him from the Lake and from South and West, and all the valley had become tilled again and rich, and the desolation was now filled with birds and blossoms in spring and fruit and feasting in autumn."

In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.

From the Ashes

The city of Dale lay in ruins for almost two centuries, under the shadow of the Lonely Mountain. It was destroyed by the Dragon Smaug when he descended from the north to claim the vast treasure of the Dwarves of Erebor. Five years ago, the Dragon was killed and Men, led by Bard the Bowman, the Dragon-slayer, started to rebuild the city. Since then, Bard has been crowned King, and Dain Ironfoot, the Dwarf-lord from the Iron Hills, is the new King Under the Mountain. Under their rule, Men and Dwarves have laboured hard, collaborating to rebuild Dale, as they used to do before the Dragon came, and the city is swiftly approaching the glory it attained hundreds of years ago.

Bardings are descended from the same cultural group as the Beornings and the Woodmen of Wilderland. They are rapidly becoming the most powerful group of Men in Wilderland, strategically positioned as they are between the Elven kingdom of the Woodland Realm and the Dwarven Kingdom under the Mountain. Under the guidance of the new king, the city of Dale provides the Dwarves of Erebor with everything from food and clothes to wood and ceramics, in exchange for the many products of their skilful metalworking and stonecraft. Trading with the Elves gives access to the superior quality of their woodworking.

Description

The Men of Dale are Northmen of noble origins. They are often tall and strong-limbed, with fair hair, although dark or even black hair is not unknown. Their men usually shave their beards completely unless they are very old, and cut their hair shorter than the Woodmen of Wilderland. Women let their hair grow very long, but often braid it in tight tresses. Adventurers from Dale can be easily recognized as they carry the best equipment to be found among Men living in Wilderland.

Barding Names

A traditional Barding name is usually composed of one or two elements (for example, Dag, Day, or Lif-stan, Life Stone). Like most Northmen, Bardings often name their sons and daughters after a renowned ancestor or relative, or choose a name beginning with the same sound or sharing one element with that of the father (whose name is often given with their first name when introduced formally - for example, Lifstan son of Leiknir, or Ingrith daughter of Ingolf).

Male Names:

Aegir, Agmund, Agnarr, Alfrim, Alfwald, Arn, Arnulf, Bain, Balki, Bard, Bern, Bragi, Brand, Brandulf, Dag, Domarr, Drengi, Egil, Einar, Eirik, Erland, Erling, Farald, Farmann, Farulf, Fastarr, Finn, Finnulf, Folki, Folkmarr, Galmann, Galti, Gautarr, Geirmund, Gismund, Gorm, Grimarr, Guthorm, Hafgrim, Haki, Hakon, Halfdan, Hamarr, Hedinn, Helgi, Hergrim, Hildir, Holgeir, Holti, Holvidur, Hord, Ingi, Ingolf, Ioli, Isolf, Jarl, Jarmarr, Joalf, Joar, Jofur, Jokell, Karl, Ketill, Ketilmund, Kol, Kolbeinn, Kori, Keifnir, Lifstan, Lodin, Lomund, Magni, Mord, Munan, Nari, Nefstan, Nerulf, Odd, Oddmarr, Odvarr, Olaf, Olvard, Omund, Ornulf, Ottarr, Ragnarr, Randur, Reinald, Runolf, Sandarr, Saxulf, Sigdan, Sigfast, Sigmarr, Sigvald, Sigward, Sigmund, Skarf, Skefill, Smidur, Steinarr, Thorald, Thorfast, Torwald, Ulfarr, Ulfied, Unnarr, Valbrand, Valdimarr, Vali, Vandil, Varinn, Varr.

Female Names:

Aldis, Aldrif, Asfrid, Asny, Astrith, Bera, Bergdis, Brinhild, Dagmar, Dagny, Dalla, Edda, Eilif, Erna, Eydis, Estrild, Frida, Geira, Gerda, Grimhild, Gudrun, Gundrid, Gunnhild, Halla, Halldis, Halldora, Helga, Hild, Holma, Inga, Ingirun, Ingrith, Lif, Linhild, Kelda, Ragna, Runa, Saldis, Sigga, Signy, Sigrid, Sigrun, Solveig, Thora, Thordis, Thorhild, Thorleif, Ulfhild, Ulfrun, Una, Valdis, Vigdis, Walda.

Standard of Living

Thanks to their trade with Elves, Dwarves and far lands to the south, a Barding can choose any trade and be almost sure to thrive. Craftsmen from Dale include carpenters, cartwrights, shoemakers, tailors, tanners and weavers, not to mention those apprenticed to Dwarven weaponsmiths and masons. For these reasons, Bardings are considered a Prosperous folk.

Bonus Equipment: A fur-lined travelling cloak, travelling gear for the current season, a bedroll, a backpack of saddlebags, comfortable boots, 5d6 silver pennies, plus choose any two: a tent, extra blankets, rope, a magical toy, a silver comb, an amulet of a raven's feather, a bottle of wine from Dorwinion.

Adventures in Middle-Earth -- Bardings Traits

It’s hard to make generalizations about humans, but your human character has these traits.

Bonus Equipment

A fur-lined travelling cloak, travelling gear for the current season, a bedroll, a backpack or saddlebags, comfortable boots, 5d6 silver pennies, plus choose any two: a tent, extra blankets, rope, a magical toy, a silver comb, an amulet of a raven's feather, a bottle of wine from Dorwinion.

Ability Score Increase

Your Constitution score increases by 1 and you may increase two additional ability scores by 1.

Age

Bardings don't usually become adventurers before their 16th year of age, and rarely continue beyond their forties, when they retire to serve their family and folk.

Size

Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed

Your base walking speed is 30 feet.

Clear Eyed

You have proficiency in the Insight skill.

Starting Virtue

You gain one Barding Cultural Virtue of your choice.

Languages

You can speak, read, and write Dalish - an archaic version of the Common Speech.

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