pretence of Orcs and other fell beasts has not diminished
the beauty of this land, but make it even more dangerous.
Combat Scenery: bogs, briars, mud, patche: of dry
ground, shallow water, sucking bog, the stench of death
(only around the Dwimmerhorn or other blighted area2),
warm sunlight and a cool breeze from the south (only on.
clear summer day:)
Cnoure
Fich thrive in the zhallow waters of the Gladden Fields
feeding on inseets and worms wriggling through the mud.
Many species of bird also nest here — a loud noise fills
the sky with startled birds. Otters burrow in the muddy
banks
There are a few dangerous creatures in the marshes. Grim
Haske etalk through the reeds in the east of the Gladden
Fieldz, while the middle reachee of the river are home to
Swarms of Poizonous Snake: and fat black blood-aucking
leeches. The brownish waters may conceal stranger beasts
58
— legends speak of giant swamp boars as big as houses,
of slimy monsters lurking in brackish waters, of wisps and
boggins and snceps
INHABITANTS
Riverfolk and Weodmen do net live in the Gladden Fields,
but they do camp along its edges when fishing or bird-
hunting. There are several hillocks in the region that
make good camping grounds, as the ground there is dry
and solid. Other humans do live in the fields — outcasts,
hermits and trappers forthe most part, as well as fugitives
from the Fast Nether Vales who fled Dol Guléur.
Ores and Goblins dwell in the central part of the marshe=
Low mists cloak the Gladden Field: a! times, and the
Ores uze them fo hide from the light of the sun. The Ore
chieftains always have trouble keeping their followers in
line in the marshes; fishermen efien find Goblins floating
face-down in the streams.
The Woodmen also have legends of the Tree-people, a race
of men who they believe lived in Mirkwood before them.
The Tree-people are said tobe gnarled and brown-skinned,
recembling old men and women even in their youth. They
can turn themselves into tree-chape, and in this form are
almost indistinguichable from the trees around them. If
you are very clever and very lucky, you ean spot the faces
of the Tree people peering out of the bark. Stories say that
most of the Tree-people left Mirknood when the Shadow
fell upon it, and migrated across the Anduin to the
Wolisnood and the Gladden Fields. Woodmen passing
the Gladden Fields on the way to the Mountain Hall point
at particularly humar-looking trees and wonder if they
sometime: walk
WOiLo Hossrrs OF THE ANOUIN VALES
Description, Names and Starting Attitudes:
Wild Hebbits dress in simple outfits of spun cloth or
crudely cured furs. In contrast to the round, cheery faces
of the Shire Hobbits, Wild Hobbits are often gaunt and
serious. Wide. wild eyes are sharp and untrusting, and
their bodies are rarely plump ~ save for elders who have
earned a place of admiration amongttheir kin. They alway=
carry simple tools of survival, mest often fishing tackle
and zimple hand tool:, and move about the watereourze:
of the Vales of Anduin on litle boats of reedsWild Hobbits take many of the names used amongst the
Woodmen and Beornings. In the
oft considered old-fashioned and “Heroic, but the Wild
Hobbits chorten and simplify their name: in regular use
(‘Gary’ for Garivald, for example) and do not uze family
Wild Hobbits are Unknown to most other Cultures, and
look Askance at most visitors other than their cousins and
the Eafolc (they are Friendly towards both)
Standard of Living
Wild Hobbits have no room in th
burdens of useless items and are ranked as Frugal.
hard lives for the
Bonus Equipment: A travelling cloak of mottled green
and brown, travelling gear for the current ceazon, a
sturdy dagger, 246 silver pennies, plus chooze any one:
fiching tackle, a hunting trap or a large emoked and
zalted ich.
Wild Hobbit Traits
Your hero derives the following traits from t
ir ancestry:
Ability Score Increase — Your Dexterity scare increaze:
by 2 and you may increase any two other ability :eoree
by!
Adventuring Age — 25-60. Wild Hobbits value family
above all else and have a deep and abiding distrust of
outsiders. Those who venture out are either young and
taking desperate chances or have had some calamity
foisted upon them. Around their fiftieth year, even the
‘mact ambitious Wild Hobbits think seriously af finding 2
hidden refuge and attending ta their family's need=
Size — Like their civilized kin, Wild Hobbite are Small
Speed — Your base walking speed is 25 feet
Untroubled by Shadows — When in a blighted area,
you must make a DC 5 Wisdom saving throw to avoid
Shadow instead of the regular DC 15.
Hobbit Nimbleness ~ You can move through the