races:black_numenorean

Black Númenórean

General/Ranger Skills gaunt man

Awareness	27
Bandage	18
Climb	        13
Command	27
Leadership	27
Ride         	13
Swim          13
Track	        27
Wilderness	27

Thief Skills grey-cloaked man

The thief guildmaster doesn't wander far from where he loads, but can load in one of two places: a forest east of wild forest (2 zones east of R on the map) (be careful of wolves and bears), or on the trail winding upwards east of abr (abr = ancient broken road).

Backstab	23	-
Dodge	18	-
Envenom	-	16
Escape	13	-
Hide	16	-
Missile	5	-
Pick	5	-
Search	5	-
Sneak	23	-
Steal	12	-

Mage Spells cowled sorcerer

Sorcerer guildmaster will wander far and wide, but generally loads in one of two places: either near wolfgate by NOC (usually in the mountains just west and south of wolfgate) (1 zone south and 1 zone west of the O on the map), or south of ABR in green hills. The ranger guildmaster used to be the hardest to find because he sneaks and hides, so lowbie bn's wont even be able to see him unless they are in the same room. I think the recent changes to sneak has made it so that he reveals himself, but it's still a task to find him. Like the sorcerer he will also wander far and wide, but since he regens either near khuzur or near woodhall (sw of khuzur), it's not too hard to find him if you xp/map in eregion.

1:Magic Missile	8
1:Ventriloquate	5
2:Detect Magic	8
2:Detect Invisibility	11
3:Chill Touch	8
3:Armour	16
4:Create Light	3
4:Locate Magic	10
5:Burning Hands	11
5:Shroud	12
6:Locate	12
7:Night Vision	9
7:Shocking Grasp	11
8:Teleport	13
8:Earthquake	16
9:Lightning Bolt	16
9:Block Door	8
10:Control Weather	???
10:Store	16
11:Colour Spray	???
11:Locate Life	12
12:Call Lightning	16
12:Enchant	13
13:Shield	16
13:Scry	12
14:Charm	9
14:Sleep	13
15:Fireball	16
15:Identify	16
16:Dispel Magic	19
16:Watch Room	8
17:Silence	11
18:Portal	22
18:Magic Blast	22

Cleric Spells dark-robed man

The cleric guildmaster always loads on the “Path to Angmar” (not to be confused with “Angmarian Trail”). He never wanders far, so is easy to find. The “Path to Angmar” is north of loudwater plains if you follow a trail northwest (not buinen heath)

2:Create Water	6
3:Create Food	6
3:Smother	???
5:Cure Serious	6
6:Blindness	18
6:Cure Disease	???
7:Strength	8
7:Sense Life	8
8:Summon	11
8:Poison	10
9:Cure Critic	8
9:Remove Poison	6
10:Breath of Briskness	16
12:Remove Curse	3
13:Energy Drain	18
13:Darkness	12
15:Harm	15
17:Break Door	9
18:Sanctuary	18

Tharbad

Getting Citizenship

I'm not sure how most people get citizenship without being killed by the guards in the process but here's how I did it. Outside north gate Tharbad you can “bribe x gold” and either get the message that your bribe was refused or hear the gate click open. If you get refused just up your offer until you get it accepted (you do not lose gold on a failed attempt). For my level 18 BN I had to bribe 19 gold. Once the gate clicks open the guards will let you speak to the secretary without hitting you. Again, for my level 18 BN I needed to pay 104 gold to get citizenship.

Mume Black Númenóreans are wanderers from the far southern lands. They are allied with orcs and trolls who directly or indirectly serve the will of Sauron. BN's have a number of penalties:

  • - They can't become immortal.
  • - They generally have worse stats than other men.
  • - They have no cities in which to rent. However, they can camp outside and often do not pay rent.
  • - They must wander in search of those guildmasters of theirs who have made the trip to Eriador. No warrior guildmasters have ever been found, so their weapon skills are limited.
  • - When they die they return to a secret place and pray for a new life. Where they find themselves afterwards, only the Ainur know.
  • - They can suffer from depression.

A BN will see free peoples by name or race only eg. *an Elf*. They can however see and group both orcs and trolls, thus proving to be valuable aides. BNs are ineffective vs. Lightning Bolt (they take extra damage).

Snippet from Wikipedia: Númenor

Númenor, also called Elenna-nórë or Westernesse, is a fictional place in J. R. R. Tolkien's writings. It was the kingdom occupying a large island to the west of Middle-earth, the main setting of Tolkien's writings, and was the greatest civilization of Men. However, after centuries of prosperity many of the inhabitants ceased to worship the One God, Eru Ilúvatar, and rebelled against the Valar, resulting in the destruction of the island and the death of most of its people. Tolkien intended Númenor to allude to the legendary Atlantis.

Commentators have noted that the destruction of Númenor echoes the Biblical stories of the fall of man and the destruction of Sodom and Gomorrah, and John Milton's Paradise Lost. The tale forms part of the theme of decline and fall in Middle-earth that runs throughout Tolkien's legendarium, ancient Númenor representing a now-mythical age of greatness. Scholars, and Tolkien himself, have noted likenesses between Númenor and ancient civilisations including ancient Egypt, Mesopotamia, Phoenicia, and Carthage. Its language, Adûnaic, was modelled on Semitic languages. Tolkien chose to make the names of its months reflect those of the French Republican calendar, translated into his Elvish languages.

A novel by Tolkien's friend C. S. Lewis makes reference to a land called Numinor as "the true West". The television series The Lord of the Rings: The Rings of Power is set mainly in the Second Age, with Númenor's port city of Armenelos.

  • races/black_numenorean.txt
  • Last modified: 2022-09-15 09:36
  • by Admin