Errant said:
Oops, my bad. Consider me corrected!
Thanks for the extra info all, you've saved me heaps of time looking things up myself and made it much easier for me to appreciate who the PCs might run into or be related to.
My group is pretty limited at present for how often we can play (due to half of us being stationed away from the others with work) & I don't have half as much time as I'd like to develope things. We do have a game coming up soon though so with the help you've given me I'm sure I can put something together.
At present, I'm considering revamping the Lost Caverns of Tsojcanth or the Forgotten Temple of Tharizdun (aka Melkor) to the ME setting. Nice classic modules that should fit well with heroes trying to prevent/counter the awakening of ancient evils in Angmar/Morder. I think.
I'm thinking encounters with warg (warbeast-direwolves) riding orcs, & plate armored "trolls" (giants) might be fun. Not sure what else yet though.
Quite cool ideas--has some interesting potential.
BTW, I'd recommend
Unearthed Arcana for the optional rules they provide. IMHO, the generic classes from UA seem to be much more accomodating for adapting stuff rather than trying to shoehorn stuff into a more specific mechanics set.
As for races & whatnot, I'd figure that humans & halflings could pretty much be played as is. IIRC, the Dunedain were a dwindling kind, & probably should be rarely encountered at all. Dwarves are fine as is, though they may be rare since they become much more withdrawn into the mountain homes. Elves should be extremely rare (NPCs only, IMHO), though half-elves & perhaps an "elf-touched" race (along the concept/lines of the planetouched/feytouched races) could be ways for players to access the dwindling legacy of the Elves; along the same lines, perhaps a "Dunedain-touched" race, or maybe a "Blood of the Dunedain" feat for humans could be a way for players to have ties with the Dunedain. Beornings may be too potent for starting PCs--perhaps a "Blood of the Bear" feat for humans could hint at Beorning ancestry. Half-orcs seem viable, but with the clear-cut black/white view of ME, I don't think they'd be feasible for PCs, esp. for a non-Evil group.
Goblins would work great for Orcs, Orcs or Hobgoblins for the Uruk-Hai, & I'd think Ogres (modified for the sunlight weakness for normal trolls, and as-is for the Olog-Hai) would fit in well for Trolls.
But, of course, since the lands of the East aren't as richly detailed as the West, then I think that a bit more possibilities for creative license are available.
Quick question for those who may be more knowledgeable about LotR--did most/all of Sauron's minions perish when the One Ring was destroyed? I know that Sauron & the Nazgul would have been eliminated, while Saruman & Wormtongue met their end in the Shire. However, what about the Mouth of Sauron? If he (possibly) is still alive & kickin', I could see him trying to gather together the tattered remnants of Sauron's forces in a bid for revenge & personal conquest of his own.
Of course, either or both of the missing Blue Wizards (Pallando & Alator) could emerge as a new threat to Middle-Earth, perhaps inspiring/manipulating the forces of the East to rise against Gondor & the West.
And, of course, not all of the old evils may be completely accounted for--there may still be a spider nest in Mirkwood; Shelob may still live in Cirith Ungol; some dragons may yet still slumber; a balrog or two may still be concealed in some hitherto-yet-unrevealed deep place in the earth; spawn of the vampires & werewolves of the Simillarion may yet still roam some lands; some of the huorns & trees once shepherded by the Ents may turn nasty, wild, & angry, like Old Man Willow; or even mere ambition & greed may drive a mortal man to strive for treachery, war, & conquest in a bid to gain personal power & glory.