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Races and Civilizations : Drúedain (Page 2) 1 2
Economic Overview

Though relatively primitive, it appears the Drúedain reached the height of their technology in Beleriand in the First Age. Like the Haladin, their society had highly skilled hunters, fishers, artisans and healers (especially of Orc wounds). Their inherent plant and herb lore almost rivaled that of the Eldar, and they gave names to even the smallest plants soon after moving to new territories.

Drughu painted with pigments and carved wood and stone to make tools, weapons, toys, and artwork. Some believe their skill in carving stone rivaled even that of the Dwarves! Drûgs used flint tools even before metal-smithing became commonplace, and after sharper and stronger tools became available with the "economic alliance" between Elves and the Dwarves of Ered Lindon, their craftsmanship further increased. They made vivid statues of Orcs fleeing in terror from the Drúwaith ("Drúedain wilderness") and carved "watch-stones" - each one of a larger-than-life Drúadan, often squatting on a dead Orc. They were able to imbue some "enchantment" into these watch-stones to protect their allies and scare away enemies (most notably at the Crossings of Teiglin - and ages later at Dunharrow). This "transference" of enchantments was similar to Sauron and the One Ring - but to a much lesser degree. Orcs ("gorgûn" in the Drúedain tongue) feared these watch-stones and would flee unless in great numbers.

Commodities:

  • Wood
  • Stone
  • Food

Goods:

  • Leather
  • Knowledge
  • Wool
  • Grain

Political Alignment

Friendly: Haladin, Ents, High Elves, Teleri
Neutral: Avari, Eagles, Béornings, Northmen, Dorwinions, Esgaroth/Dale, Realms in Exile
Hostile: Forces of Evil, Harad/Umbar, Gundabad, Balchoth/Wainriders, Isengard, Númenoreans (2nd Age), Rohirrim (3rd Age)

Military Overview

Drúedain would fight at need - many of their women were warriors like the people of Haleth - but preferred to be left alone in peace. They never sent large numbers of warriors past their own borders. The Woses of the White Mountains in the 3rd Age were especially secretive and suspicious of other Men who had harried them beyond memory.

Drúgs were guardians of the forest, and excellent trackers, hunters, fowlers and fishers. They had keen eyes, and boasted that they could "smell an Orc to windward further than a Man can see one, and could follow its scent for weeks except through running water."

The House of DurinThey used poisoned darts (arrows) to kill Orcs, but otherwise forbade the use of poisons on any living creature. Drúedain were stealthy and extremely patient; they were silent even when waging war. They were able to sit in stillness cross-legged (with hands in laps or on knees, or arms-crossed) on the ground for days without end in thought, grief, or delight, or in the making of plans - looking much like the statues they carve). However, "'Wild Men go quick on feet,' said Ghan."

Drúedain used drums for communication when going to war as well as their high-pitched whistle to alert allies of threats (and to intimidate their enemies!) They were gifted with uncanny foresight (i.e. the Downfall of Númenor: "the Great Isle no longer feels sure under our feet." and The Battle of Pelennor Fields, "Wind is changing!")

Drúedain Units: (males or females can fill any role):

  • Great Headman
  • Hunter/Warrior/Tracker/Forest Guardian (armed w/ bows, poisoned arrows (against Orcs only), flint knives, stone hammers, wooden clubs)
  • Artisan
  • Herbal Healer

Drúedain Structures:

  • Great Headman's Tent (Knowledge center)
  • Homestead
  • Forest Outpost
  • Artisan's Hut
  • Marketplace (includes wood-carver, stone-worker, Tannery, "Woolery"
  • Healer's House
  • Storage Cave (dug into the earth, or in mountain cave)

...back to page 1

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