A character can be aligned towards either of the two sides, or neutral, and there are five levels of alignment. Note that the magical items can have their own alignment.
Neutral (0 points): Most of the common people of Middle-earth is not oriented to neither of the sides, caring only about themselves, their families and other things that concern them directly.
Preference (-1 point; quirk): Basic interest towards one of the sides, although the character still prefers to keep out of the way of the great events. He will react with -1 towards anyone who is obviously aligned to the opposite Power, while his reaction to someone who openly shares his preference will be +1.
Aligned to Good/Evil (-5 points): The character is obviously determined for one of the sides and will openly state his views and preferences. He will rarely turn down a request for aid from someone who is on the same side, reacting to him at +2, while his reaction for people of the opposite alignment will be -2. He also gets a +1 bonus when using the magical items that are aligned to the same side.
Devoted to Good/Evil (-10 points): The character's alignment is extreme and very hard to hide. The reaction modifiers of a devoted character is +/-4, and he will also react at -1 towards those characters who state neutrality. He can also use the similarly aligned magic items with a +2 modifier. Devoted to Good is the default alignment level for many Elves.
Obsessed with Good/Evil (-15 points): This level of alignment is similar to the Fanaticism disadvantage (p. B33), although it also includes the +/-6 reaction towards other aligned people, and a -2 reaction towards the neutral ones. He can use magical items of same alignment at +3. A character Obsessed with Evil/Good will be very active for the cause of his side, and will often (depending on his abilities) become some sort of a leader.
Completely Good/Evil (-30 points): As its name implies, this is the alignment of a person who has become one with the side he is aligned to. Since he puts his side before anything else, including his life, this alignment is extremely rare except in immortal beings such as Gandalf, Treebeard or Sauron. He reacts towards other aligned people with +/-10, and with -4 towards the neutral, while he can also use the magical items with a +4 modifier.
|Creature||GURPS Equivalent||Source & Page||Notes & Changes|
|Craban (great evil crow)||--||--||--|
|Dragon: firedrake||Firedrake||Fantasy Bestiary 83||no hatchling|
|Dragon: ice-drake||Firedrake||Fantasy Bestiary 83||no hatchling; breath weapon inflicts cold/ice damage|
|Dragon: wingless||Firedrake||Fantasy Bestiary 83||cannot fly: land Move only; no hatchling; either fire or cold breathing|
|Dragon: wyrm||Firedrake||Fantasy Bestiary 83||no wings or legs: crawling Move/Dodge 4/7; no hatchling; usually fire breathing|
|Dumbeldor||Wasp, Giant||Fantasy Bestiary 80|
|Fastitocalon||Aspidochelone||Fantasy Bestiary 10||--|
|Fell Beast||Quetzalcoatlus||Bestiary 43||ST 16-20; wt. 500-1000 lbs|
|Flies of Mordor||--||--||--|
|Great Eagle||Eagle, Giant||Fantasy Bestiary 22||IQ 12; speaks Westron|
|Great Spider||Spider, Giant||Bestiary 34, Fantasy Bestiary 71||--|
|Hummerhorn||Dragonfly, Giant||Fantasy Bestiary 13||aggressive|
|Keeper in the Water||Kraken||Fantasy Bestiary 38||northern seas|
|Keeper in the Water||Lucsa||Fantasy Bestiary 43||lakes & coasts (classic Keeper)|
|Keeper in the Water||Octopus, Giant||Bestiary 25||coastal waters|
|Keeper in the Water||Rogo-tumo||Fantasy Bestiary 60||southern seas|
|Oliphant||Elephant||Bestiary 15||only IQ and appearance|
|Oliphant||Titanotherium||Bestiary 37||other stats and behavior|
|Vampire of Middle-earth||--||--||--|
|Warg||Wolf||Bestiary 38||ST 20-22; DX 14; IQ 7; HT 15/18-20; dmg 1d cut|
|Werewolf of Middle-earth||Shadow Wolf||Fantasy Bestiary 65||somewhat changed behavior and description|
|Creature||Source & Page||Middle-earth Locality|
|Agropelter||Bestiary 6||Taur Moredain|
|Arctic Mole||Fantasy Bestiary 10||Forochel, Forodwaith|
|Athol||Fantasy Bestiary 11||Shadowlands (Mordor, Dol Guldur...)|
|Cactur Cat||Fantasy Bestiary 14||Greater Harad|
|Ccoa||Fantasy Bestiary 16||hidden hold in Orocarni or similar high mountains, somewhere in the East or South (possibly a renegade Maya, similar to Tom Bombadil)|
|Charadrius||Fantasy Bestiary 17||Far Harad, Taur Moredain (it can sometimes be found in the Cities of Sîrayn or the Ivory Coast for $10.000+)|
|Crab, Giant||Fantasy Bestiary 20||warm coastal waters|
|Crocotta||Fantasy Bestiary 20||savannah of Far Harad|
|Didi||Bestiary 13||Taur Moredain|
|Hamadryas||Fantasy Bestiary 29||foothills of Far Harad|
|Hide||Fantasy Bestiary 30||tropical coastal waters|
|Iemisch||Fantasy Bestiary 35||rivers of Taur Moredain|
|Irish Elk||Bestiary 18||northerh Eriador, Forochel, Taur Luin|
|Kekeko||Fantasy Bestiary 37||Taur Moredain|
|Mngwa||Bestiary 22||Taur Moredain|
|Qata||Fantasy Bestiary 56||Harad, Khand|
|Rat, Giant||Bestiary 29||Harad, Sîrayn, Mordor|
|Scorpion, Giant||Bestiary 30||deep Harad desert|
|Taniwha||Fantasy Bestiary 74||rivers, coasts and forests of Taur Moredain|
|Tazelwurm||Bestiary 36||high mountains|
|Tunguru||Fantasy Bestiary 77||Taur Moredain|
|Astar #||King's Reckoning||Stewards' Reckoning||Shire Reckoning|
Yestare (new year), according to the calendar of Imladris, corresponds to 6th April (Gwirith or Viresse in Dúnedain's reckoning, Astron for Hobbits).
Reach: 1; Min ST: 8; Cost: $800; Weight: 2 lbs; Skill: Shortsword.
Min ST: 12; Cost: $1.000; Weight: 10 lbs; Skill: Usriev (phys/hard, def. 2-hand Sword-3, Lance-5, DX-6)
This brandy is taken in small quantities, even by the Dwarves. The character who drinks one sip (one pint contains about ten sips) must make a HT roll to recover 1d-2 (minimum 1) fatigue, or 1d+1 in case of critical sucess. If he fails, he loses 1d-3 fatigue points; in case of critical failure he loses both 1d fatigue and 1 point of damage.
If the character drinks more than one sip there is no beneficial effects, but the drinker must roll vs. HT to avoid losing 1d fatigue and 1 HT of damage per sip; this roll is at -1 per sip after the first.
Pharazâin: The local barons make their own coins following the traditions of Númenor, so that their coins can be used in all the baronies without conversion. However, the largest coin they make is bar (see below). The Guild of Goldsmiths in Nimir is the only authority that makes coins of all sizes.
Rhovanion: The people of Dale and Esgaroth use mostly the Dwarvish money -- coined in Erebor, Grey Mountains or Moria -- but they also mint their own coins, following the Dwarvish system, to which they have added a large gold coin, equal in size and value to the ernil of Arnor.
Dorwinion: The central carvershop makes peculiar coins of ivory imported from Far Harad, but the metal coins of other peoples, especially Gondor and the Dwarves, are also widely used.
Dúnedain: At the time of the Two Kingdoms, the royal mints were located in Osgiliath and Annúminas; in late Third Age Minas Tirith has the only remaining mint, although the coins made in Annúminas, Fornost, Cameth Brin and Tharbad are still in use throughout the North.
Dwarves: The remaining mints are in Erebor and Ered Luin. Coins from Moria are still commonly used, with an occasional coin from Nogrod or Belegost.
Harad: Tûl Isra, Tûl Harar
Hobbits: The mint in Michel Delving produces only nickels and copper pieces; numerous coins from the times of the Kings are still in widespread use.
Rohan: Edoras produces a certain amount of its own coins, primarily golden pieces, while the Gondorian money is in regular use.
Sauron: Barad-dûr; the remaining coins from Angmar are normally used throughout Eriador.
|Common Name||Sindarin Name||Adûnaic Name|
Southern Dúnedain: For practical reasons, Gondor has adopted a variation of the Númenorean tradition. Corsairs of Umbar also use this altered system, translating names and inscriptions into the Adûnaic tongue.
Dwarves: Many coins from Moria were preserved both in Erebor and Ered Luin, and the Dwarves mint new coins as needed:
|copper piece (farthing)|
|small silver piece (penny)|
|large silver piece|
Harad: see Greater Harad, p. 33. The table sums up the coins of the two greatest cities in Greater Harad, Tûl Isra and Tûl Harar; this coins are in wide use in most of the Harad, including the Ormal Kharg and even Khand to the North.
|Coins of Tûl Isra:||garn|
|Coins of Tûl Harar:||garn|