| 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:
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."
They
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)
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