Dwarves are a hardy folk, as hardy in mind as they are in body. They are stern, often stubborn and proud, and resist any attempt to dominate or sway them. They rarely forget insults or wrongs done them or their families, even over centuries, and they take the burdens of vengeance (and other obligations) placed upon them seriously. But they rarely forget a favour or kindness, either. Dwarves have a love of craft works, particularly the things they make by hand, and of silver, gold, and Mithril, often scorning marriage and other pursuits to devote themselves to their craft. Other races hold them in great regard for their skill as smiths, miners, jewellery-makers, carvers, and
even toy-makers. But this love of wealth and made things often turns to greed and desire. Gold holds dominion over the minds of many Dwarves. Dwarves are secretive and protective of their privacy. They dislike others knowing their business, rarely mingle with other races, and keep to themselves most of the time except to trade. In particular, they guard their women and children with fierce jealousy and protectiveness. In all the chronicles of the Dwarves, only one
Dwarf-woman is even mentioned. Vindictiveness, avarice, ingratitude, and foul nature have led a few Dwarves to ally themselves with the Enemy, though not so many as the tales of greedy or suspicious Men would have it. Most hold the Dark Lord and all his servants, particularly Orcs, as their direst foes.
Dwarves dwell in mountains and hills, delving great halls and mansions underground, where they work at their forges and build treasure-vaults to hold their wealth secure. At the end of the Third Age, they are a scattered people, many of their once-proud homes having fallen to Orcs or other evils, but they have strongholds still in the east of the Ered Luin (especially south of the
Gulf of Lune), at Erebor (the Lonely Mountain), and in the Iron Hills. The greatest of- their halls, Khazad-dum—which Elves and Men call 'Moria'—remains under the shadow of Durin's Bane, which the Dwarves awoke by digging too deep for Mithril.
The Dwarves have Seven Houses, each descended from one of the Seven Fathers, each holding one of the Seven Hoards. The oldest, wisest, and proudest is the Longbeards, or House of Durin, whose ancestral mansion was Khazad-dum. A king rules each House, though by the time of the War of the Ring the diminishment and scattering of the Dwarves has deprived their kings, save perhaps the lord of the House of Durin, of much of their power.
After their awakening, the Dwarves slowly revealed themselves to the other peoples. They built great fortresses and became allies of the Elves in their wars against evil.
Elsewhere in Middle-earth, the Dwarves allied themselves with Men, trading metals, smith work, stonework, and other goods for food, and sometimes taking on young men as their apprentices. Many of these ties endured into the Third Age, though a long series of‘ quarrels created enmity between the Dwarves and the Elves, and greedy Men sometimes plundered Dwarf-hoards, as did fearsome dragons. When Dwarves noticed Hobbits at all, they got along well with them, particularly with Harfoots.
Despite their often bitter relations with the Elves, the Dwarves reserve their greatest hatred for Orcs and Trolls, with whom they have Fought long and fiercely through the ages. The most terrible of these battles was the War of the Dwarves and Orcs (TA 2793-99), which began when the Orcs slew Thror, lord of the House of Durin, after he entered Moria. The Dwarves won that war, slaying Azog, king of the Ores, but they dared not reclaim Khazad-dum for fear of Durin's Bane, nor did they Free their former mansion of Gundabad from Orc hands.
Not until TA 2941, when Thorin II Oakenshield and his comrades, including Bilbo the Hobbit, retook Erebor from the dragon and triumphed in the Battle of Five Armies, did the Dwarves regain something of‘ their ancient glory. Only in the Fourth Age, when they returned at last to Khazad-dum, would they recover that glory in full.
The Elves take great care to trace their lineages and differentiate themselves, one group from another, but for the most part they have three main divisions:
Also known as the High Elves, the Noldor were those Elves who went across the Sea. In time, at the urging of Féanor, they rebelled against the Valar, and Féanor led them back to Middle-earth. Powerful and learned, even compared to most Elves—they have great love of lore and the arts of making. The Elven smiths of the Noldor surpass all others, even the Dwarves, in their crafts. They count the Rings of Power among their works. By the end of the Third Age, most Noldor had returned to Valinor via the Grey Havens, leaving only a few in Wandering Companies in Eriador, or lords of Elven-kingdoms who yet preferred to remain in their lands.
Galadriel, Gildor, and Glorﬁndel are of the Noldor.
Known as the Grey Elves, these are the Elves who began the journey across the Sea but chose to remain in Beleriand and the west of Middle-earth. Although their love For the wide lands of Middle-earth is strong, since the end of the First Age they have slowly been departing for the Uttermost West. Once awakened in them, the Sea-longing does not die. Although considered less powerful and wise than the Noldor, the Sindar remain more numerous in the Third Age, and they are renowned for their gifts of music and song.
Legolas, Cirdan, Celeborn, and Thranduil are all Grey Elves. Elrond's Elven heritage comes partly from the Grey Elves.
THE SILVAN ELVES
Also known as Wood-elves and East-elves, these are the Elves who, like the Sindar, did not undertake the journey across the Sea, preferring to remain in Middle-earth. Unlike the Grey Elves, most ceased their journey before even crossing the Misty Mountains. (Some later pressed on as far as Lindon.) Accounted of less wisdom, learning, and majesty than either the Noldor or the Sindar, they outnumber their cousins. During the Third Age they live in realms, such as Lorien, ruled by Noldorin or Grey Elves. They tend to distrust strangers and outsiders, at least until they get to know them.
The history of the Elves begins in Valinor, where they dwelt in bliss among the Valar, beneath the light of the Two Trees. But Morgoth the Enemy slew the Trees and stole the Silmarils, great jewels forged by Feanor, which held the Trees' light within them. Feanor led the Noldor back to Middle-earth to hunt for his stolen works. For centuries, aided at times by the other Free Peoples, the Noldor warred on Morgoth to recover the Silmarils, but they never succeeded. Only at the very end of the First Age was Morgoth overthrown. Thereafter, the Valar allowed the Noldor to return to Valinor, and permitted other Elves to journey there for the first time. Many Elves chose to remain in Middle-earth, for a time at least, out of pride or for love of its lands. In the Second Age, Gil-galad, last High King of the Noldor in Middle-earth, ruled a great realm in Lindon, Cirdan maintained the Grey Havens, Elrond founded the refuge Imladris (Rivendell), and Galadriel and Celeborn assumed leadership over the Elves of Lorien. All were nearly destroyed in the War of. The Elves and Sauron (SA 1693-1700), but the Elves held fast, and finally won with the help of‘ the Men of Numenor. At the end of the Second Age, after Sauron brought about the destruction of Numenor, Gil-galad joined with Men to formthe Last Alliance, and he and Elendil gave their lives to defeat the Dark Lord. During the Third Age, though they still had stronghold such as Imladris, Lorien, and the Woodland Realm of Thranduil in Mirkwood, the Elves dwindled as Men became more powerful. May departed from the Grey Havens to the lands across the Sea. Most spent their days in idle, joyful wandering or other pursuits, or governed their seemingly timeless realms with a strong though easy hand, aiding the causes of the Wise as they deemed best. After the War of the Ring, when the true Dominion of Men begins, most of the remaining Elf-lords, including Elrond and Galadriel, depart as well.
The least numerous type of Hobbit, Fallohides are taller and slimmer and have fairer skin and hair than their brethren. They also have more skill with language and song than with craftwork. Oft possessing a streak of boldness and a sense of‘ adventure unusual in Hobbits, theylove trees and woodlands and enjoy the company of‘ Elves. Like Bilbo and Frodo, both of whom had a strong
Fallohide strain in their ancestry, they often become leaders among their people.
The most numerous of the Hobbits, Harfoots tend to be shorter than most of their folk, with browner skin. Their neat and nimble lingers make them good at craltwork, and they have better relations with Dwarves than other Hobbits do. They favour highlands and hillsides, and they have retained the old hobbit custom of living in holes and tunnels the longest.
Broader and heavier than other Hobbits, and with larger feet and hands, Stoors the most common in the Marish and Buckland. They have less shyness of men then their cousins do, and they are the only Hobbits who know aught of swimming, boats and fishing. They prefer to live in flatlands and beside rivers.
Most Hobbits have lifespans equal to those of ordinary Men. A Hobbit older than 100 is considered quite elderly and respectable.
Hobbits originally lived in holes and tunnels, and many (particularly Harfoots) and still do. Their dwellings range from poor, simple holds to larger, more luxurious warrens called smials. But by the late Third Age, many live in long, low houses of wood, brick, and stone. Their workshops, mills, and smithies are also in buildings.
Hobbits have long childhoods, coming of age at 33; they refer to the carefree and irresponsible twenties as the 'tweens.' Birthdays are an occasion of much celebration in which the ribadyan (celebrant) both receives and gives away presents, often mathoms, objects Hobbits have no use for but don't wish to throw away.
Though they once dwelt in the Vales of Anduin and in the region of Dunland, by the late Third Age all Hobbits live in or near a region of northwestern Eriador they call the Shire, a 40 by 50 league region ﬁrst settled by the Fallohide brothers, Marcho and Blanco, in TA 1601 with permission of the High King at Fornost. A green and pleasant land of rolling hills, tilled fields, sunny meadows, small woods, and mild weather, the Shire is divided into four farthings, North, East, South, and West, and suits their amicable nature quite well. Because they can grow and build there everything they need, they rarely have any traffic with outsiders, except for Dwarves and other travellers passing through their lands. The Hobbits of the Shire recognize the authority of a leader they call the Thain, though he does little actual governing, it rarely being needed. The chief of the Took family holds this office. Their largest town, Michel Delving, has a mayor elected every seven years. A group of Hobbits called the Watch, or the 'Shirriffs', keeps the peace and rounds up stray animals. Three Shirriffs patrol each farthing and several 'bounders' keep undesirables from crossing the borders.
Few Hobbits have entered into the chronicles of the Wise and thus become known to other peoples. Indeed, before the War of the Ring, the Men of Gonder and Rohan considered Hobbits the stuff of tales, but the actions of Bilbo Baggins (Ring Finder), his cousin Frodo Baggins (the Ring-bearer), and the other three Hobbits who joined the Company of the Ring, Samwise Gamgee, Meriadoc 'Merry' Brandybuck, and Peregrin 'Pippin' Took, have brought themselves and their people much fame.
These are the Men descended from the Edain who were given the island of Numenor, but who later returned to Middle-earth, either during the days of the rule of Westernesse there, or with Elendil and his sons after the Downfall. They founded the realms of Arnor and Gondor, and rule Gondor still. Though a mingling with lesser Men has much diminished their blood, a few of pure heritage, or in whom the qualities of the Numenéreans live again, still remain, such as the Rangers of Eriador, or Faramir of‘ Gondor. Some Dunedain, known as the Black Numenoreans, long ago went to live in the East and South, where they Founded realms among the lesser Men and became Followers of Sauron.
THE MIDDLE PEOPLES
These Men are descended from the same peoples from whom the Dunedain came, but who did not go to Numenor—and perhaps not even into Beleriand—in the First Age. The vast majority of Gondorians also Fall into this category, due to centuries of intermarriage with the pre-Nummenorean peoples of the region.
The Rohirrim, most Men of Gondor and Eriador, and the Beornings and other Men of the North are all Middle Men. So, too, are the Dunlendings, descendants of Men who once lived in the White Mountains, though the Gondorians refer to them as ‘wild.’
MEN OF DARKNESS
The Easterlings are Men who came late to Beleriand, did not belong to one of the Three Houses, and who for the most part fell under the dominion of Morgoth and, later, Sauron. As the
name records, they came from the East (and South), and live there still in the Third Age, having many realms, kingdoms, and tribes. The Wainriders and the Balchoth are of this stock, as are
the Haradrim (Southrons) and the Variags of Khand. Compared to the Dunedain and Middle Men, they are shorter, broader, darker haired and darker eyed, and they usually have swart or sallow skin, from the duskier shades of the Men of Rhﬁn to the black of the Haradrim. The Men of Gondor refer to these Men, too, as 'wild.' Most Easterlings, having lived long under the sway of the Shadow, bear no love for the Men of the West and war against them frequently. Thus, this type of Man makes a poor choice for a player character. Only the Men of Dorwinion trade peacefully with the West. (In the Fourth Age, King Elessar makes peace with many, but not all, Easterling and Southron realms.)
THE WILD MEN
A few races of Men, also called by the Gondorians 'wild', truly fit that term. Short, squat, and ugly, living rudely in the wilds with strange customs and equally strange speech, they nevertheless posses a certain nobility and powers of their own. They include the Druedain (Woses) who live in the forests of Anorien and Druwaith Iaur, and the Lossoth Snowmen of Forochel) who inhabit the Northern Waste.
If not slain in battle, taken by illness, or laid low by mischance, most Men live about 60 years. During the Second Age, the Numenéreans lived much longer, sometimes to more than two hundred years. Their descendants likewise have longer lifespans and greater vigour than lesser Men, but even those benefits have dwindled, so that one such as Aragorn Elessar, who dies at 210, is unique.
Each group or realm of Men has its own naming customs. The Dunedain use Sindarin names whereas others, such as the Rohirrim and Beornings, take names in their own tongues. What strange names the Easterlings, Haradrim, and Wild Men have, and how they get them, is not known in the West.
The records of Arnor and Gondor chronicle the deeds of many wise and bold Men, but none, perhaps, so wise and bold as Aragorn, son of Arathorn, and Faramir, son of Denethor. Aragorn ascended to the chieftain ship of the Dunedain of the North whiles still a child. For nearly a century, he worked and struggled endlessly against the Shadow, not only because it had to be defeated but because doing so was the only way he could win his kingdom and the hand of Arwen Undomiel.
Faramir, the second son of the last Ruling Steward of Gondor, embodied the highest qualities and beliefs of the Dunedain with his honour, valour, and willingness to sacrifice his own good for that of his people. After nearly dying during the War of the Ring, he was made Prince of Ithilien by King Elessar.
In the villages to the north there are tales of a man that is said to have magical powers, whether this is true or not, Nicholas has an aura that raises the spirits of those around him. He is known in the villages as a giver of gifts.
Created by Sauron in the Third Age,by breeding either Men or Trolls with normal Orcs, the Uruk-Hai, or Uruks, are larger, fiercer. stronger Orcs. They have tough, black skin and faces, and slanted eyes. They first appeared about TA 2475, when with others of Sauron's Forces they
overran Ithilien and took the city of Osgiliath. Nearly as tall as men, they stand straight-limbed and strong and do not shrink from the light of the Sun. They make fearsome soldiers, either in units of their own or when given command of squads of Orcs, whom they mock For their weaknesses and cowardice. Uruks prefer longswords and short, broad·bladed stabbing·swords to the scimitars of
Orcs. They also use longbows, like those of Men, and longer arrows.
Through some foul means Saruman, and perhaps Sauron as well,found a way to breed Orcs with Men, creating a mongrel race of Men with some Orc features and with Orc wickedness in their hearts. They have sallow Faces and sly, slanting eyes, but their height and build is more like Men. Some half-orcs look more like Orcs than others. These may take a flaw, Orc Ancestry which means they cannot hide their Orc blood without use or Guise. Other half-orcs while their appearance is noteworthy, can pass as normal Men. Combining mannish cleverness with Orc strength, half-orcs make fearsome opponents on the battlefield. They favour longswords and battle· axes. However, many of them instead serve Saruman as spies and ruffians.
The Snow Goblins of Mount Gram are wiry, pale creatures, mostly inhabiting the caves under the northern Misty Mountains and haunting Mount Gram itself. Their long limbs and bony hands are surprisingly powerful, a characteristic that many enemies discovered too late. This article contains profiles for the various Snow Goblins that inhabit Mount Gram.
In Eriador, between the Old Forest and Bree, lie the Tyrn Gorthad, or the Barrow-downs as they are now known. A region of hills and downs, it contains many burial- mounds, some the tombs of ancient kings of the forefathers of the Edain, and others of the Dunedain who later ruled this land. In the middle Third Age, during the 1600s, when the plague came to the North and devastated the people living there, the Witch·king of Angmar sent evil spirits, wights, to dwell within the mounds and make the Barrow-downs a place of horror. Since that day, few folk venture into this dread region. Barrow-wights are horrible, undead creatures. Although they have bodily form, they are evil spirits who wish to slay the living. Powerful with in their barrows or at night, they cannot stand the touch of sunlight. They prefer to attack from surprise, using their spells and powers to confuse their prey, bind it with spells, and then take it into the barrow to slay it and consume its spirit.
Corpse Candles can create the illusion of being a whole, healthy creature by cloaking the hideous remains of its once-living body. They lurk in water and exudes a beckoning light that magically attracts victims. Corpse Candles and Corpse Lanterns are lesser and greater manifestations of the same basic sort. They are remnants of those who, already lying unquiet, were flooded in their graves.
The Nazgul, Sauron's most powerful and favoured servants, are men to whom he gave the Nine Rings long ago, Three of them, including their dread captain, were great lords among the Numenoreans whom Sauron corrupted to his service. The others were powerful kings and chieftains of the Men in Middle-earth who worshipped him or were dominated by him, Each of these Men were powerful warriors and sorcerers as well, in time and they became more powerful and wealthy still with their Rings. But the Rings lengthened their lives over centuries, eventually causing
them to fade and become Ringwraiths, lesser shadows beneath Sauron's great shadow.
Mewlips are an evil, semi-legendary race of exceedingly rare, cannibalistic spirits. These shadowy spirits exist to drink blood, which they need almost as much as other undead need life-energy. Denizens of graveyards, ruins, and other pleasant sites, they are often found surprisingly near inhabited areas, especially if they have not found much sustenance farther afield lately. Mewlips are rare even for Undead. Fond of the most noisome and darkest swamps and marshes, they have a silent tread and strangling hands, although they typically use jagged weapons of rusty steel or stone. They are deceptively human in appearance: however, their backs are horribly hunched and their skin shines with a clammy, greenish-brown pallor. Even their ragged clothing is moist and foul. Mewlips feed on most anything and they covet shiny objects, especially things of gold. It is said that such items remind them of uncursed life, of the nature of beings not in the thrall of Darkness.
There are numerous varieties, or sub-races, of Tereg, All "Therengi Melkoro," or "Wild Trolls," are classified according to their favoured ecosystem and trace their ancestry to Morgoth. The more intelligent and dangerous Olog-hai and their even more terrifying half-troll elatives owe their existence to Morgoths Main servent, Sauron of Mordor.
Trolls were born in utter darkness, Indeed, they still breed underground and spend their waking hours during the night. Wild Trolls shun daylight and prefer the illumination of a fire to the glistening aura of the moon. Most turn to rock if struck by the sun’s rays, as if the spell that created the Tereg becomes unravelled. Trolls are huge and strung and have thick bodies and powerful Limbs. Because they are by nature born of stone, Trolls have an extremely tough, scaly hide that protects them as well as fine rigid leather armour. Troll skin varies considerably in thickness, even at various spots on a given Troll, but it is usually strong enough to deflect the blows of most weaponry. The Tereg make formidable foes. There are numerous types of Wild Trolls, Some are grey or brown, others green. All, save Snow Trolls, have flat, often toeless feet, brown or black eyes, and black blood. They can be categorized in any number of ways, but the most common
Cave Troll s are among the largest and most powerful of the Wild Troll breeds. They are often ten to fourteen feet tall. Awesome in power, with tough, scaly hides, they fear only one thing: sunlight. which turns them to stone. Cave Trolls are generally solitary and seldom band together, even in family groups. Frequently cannibalistic (they will eat virtually any sort of meat), their race survives because they live a secluded lifestyle. Cave Trolls are almost blind but End this no handicap, as their senses of hearing and smell are superb. Their elongated arms are like steel cables, and their scaly hides are as pallid as those of most cave dwelling things. Their feet are huge and splayed.
Forest Trolls are generally only eight to ten feet tall. They are the least brutal and monstrous of the Wild Troll breeds, being closer to their Ent ancestry. More graceful than the Cave Troll and not nearly as hideous, Forest Trolls live in loosely organized tribes in wooded areas throughout Endor. Good hunters, they are rarely utilized by powerful evil beings except in the most casual way (for instance, an evil Power might choose to build his fortress in an area heavily populated by Forest Trolls and order them to report anything suspicious to him but would not employ them in the fortress itself). Forest Trolls are rarely cannibalistic, perhaps because their environment provides plentiful food of other kinds. Few use Mannish or Elvish style weaponry, except for an occasional sword honed down as a skinning-knife, preferring to hunt with slings and snares of their own making. They will eat anything meaty that is not a Troll, be it deer, boar, or Man. Forest Trolls cart survive in diffused sunlight (operating at 50%), but they will revert to stone in blazing daylight.
Nine to twelve feet tall, Hill Trolls are among the most common of Torog breeds. They are not as loathsome as Cave Trolls (few things are), but are quarrelsome, greedy, and cannibalistic. Most
groups live in isolation, although they adhere to their loose (and ever present) tribal structure when compelled to join. Hill Trolls will attack other beings with clubs and thrown stones, being territorial (as Forest Trolls are not), and save loot because they know that it is valuable, even if they cannot use the treasure, (For instance, one tribe of Hill Trolls had a priceless library of old books in their den, obtained when they ambushed a Magician travelling to visit another of his order; they cou1dn’tread much less use magic, but they guarded the books like gold,) These creatures have a great, if brutish, sense of humour and are fond of practical jokes, pranks that usually leave their victims dead or maimed.
Like all Trolls, Mountain-trolls originated from Morgoth's twisting and crossbreeding of other creatures of the world and were minions of Sauron..
Mountain Trolls could be found in the mountains of Middle-earth. Their type helped move the great battering ram Grond into place during the Battle of the Pelennor Fields, which they wielded and shattered the large gates of Minas Tirith. Mountain-trolls were very large, larger than Hill-trolls and had brownish skin. The mountain-trolls make dangerous opponents in battle. The trolls are smarter than Cave-trolls, and their power to lift massive objects to use as a weapon makes them deadly. It is assumed to be strong enough for other heavy tasks as well.
Snow Trolls are large (10-l2 ft tall), rare creatures with grey-white hides and icy blue eyes that glow faintly in the dark. They can go for long periods without food, but when they sec something edible, be it bear or Mannish hunter, they are unstoppable. When exposed to direct sunlight, Snow Trolls turn into huge pillars of icy slag, mysterious but fairly natural in appearance. In this form they are vulnerable to any thing that harms ice: heat, sharp blows, salt, but if unharmed, they regain their normal form at nightfall. Gaunt and ghastly, Snow Trolls prowl and prey in the northern regions of
Stone Trolls are the most common Torog breed. While they are typically only eight to ten feet tall, their numbers make them the most feared of the Troll varieties, In fact, most people that know of, or write about, the Tereg know of no other Trolls and necessarily refer to Stone Trolls. As their name suggests, Stone Trolls tum entirely and irreversibly to stone when exposed to direct sunlight. lt is likely that these futile, nasty beings were the original Trolls, as all of the other types are improvements in some direction or other, They are like Hill Trolls in habit, but if anything, they are worse. Quarrelsome and fratricidal in the extreme, greedy for both sustenance and useless (to them) riches, they spend a great deal of time hoarding piles of food and treasure, stealing it from each other if the opportunity arises, and boasting of their riches.
The Olog-hai are also called Black Trolls, for they have scaly hides which are as black as their Torog blood. In addition, they are the smartest. and most dangerous of all the Troll breeds. These cunning and dangerous Trolls serve as Saurons elite troops. Nine to eleven feet in height and utterly ruthless, may make superb commanders for the Dark Lord`s Orc armies. Some, like the Olog called Rogrog, the Warlord of the Witch king’s armies in Angmar, even enjoy positions of extreme trust and responsibility. Able to bear sunlight easily and as intelligent as many Men, the Olog-hai are flexible, reasoning creatures. They speak the Black Speech Huenrly and some know Westron aud other common tongues. Most can write. They always wear armor and use weapons. The Olog-hai also have a certain espirit d'corps, for unlike Orcs and lesser Trolls they rarely quarrel among themselves. instead, they release pent-up anger by bullying lesser creatures, especially other Trolls, to whom they consider themselves much superior — as indeed they are.
Sauron spawned Half-trolls (S. "Pertereg”; sing "Fertorog") by breeding the finest of his Olog Warriors together with extremely strong and brutal Men from Khand. By uniting the Olog-hai and the Variags, he produced the most dangerous race of evil beings in all of Endor, Half-trolls suffer little in sunlight and are more intelligent, agile, and brutal than any other Troll breed. Of all the Tereg, they are closest in nature to their master, the Lord of the Rings. Half-trolls are usually about seven feet tall. They have jet-black skin and sharp features. Their long, thin, red tongues and glowing red eyes suggest a demonic nature. Half-trolls wear clothing and armour like Men, however, so they often appear less frightening than the larger O1og-hai. Aside from comprising Mordor’s elite shock troops, the Half trolls serve as lieutenants for Sauron’s Nazgul and lead groups of Orc armies. They enjoy greater trust than the Olog-hai, for the Pertereg are more refined. Still, their influence is limited by their extremely small numbers. It is rumoured that the entire race consists of but a few score of these awful creatures.
Snow-trolls are smaller than their southern relatives, but they are usually ten feet tall. Their skin and fur colour is usually white or light grey and they are rather short for trolls. They also possess short and powerful legs to carry them long distances, and icy blue eyes that glow faintly in the dark. Profile for including Snow Trolls in your games.
To the far north of the Shire, past Evendim and into the icy land of Foronchel, live the White Wargs. Unlike their cousins in the lands to the south, these beasts have never been in the service of the Orc. In fact, the Goblins of Mount Gram hunt them for their pelts and the White Wargs in turn hunt the Goblins for food. Profiles for including White Wargs in your games.