Beornings and Woodmen

Anna Arquette: 111 Sale Lane #905, Red Bluff, CA 96080, USA

The following two-part essay was originally conceived as a contribution to Rohirrim and Other Northmen, a projected volume in ICE's "Peoples of Middle-earth" series which never reached completion. (The book was to be a revision and expansion of materials which had appeared in the 1985 Riders of Rohan module.) Written and submitted to ICE in 1995, the contents of this essay naturally do not take into account subsequently published MERP material relating to the Beornings or Woodmen (e.g., The Northern Waste and Hands of the Healer); nor did the author have access to information concerning the Northmen made available in 1996 by The Peoples of Middle-earth. Some discrepancy between this essay and the aforementioned works is therefore inevitable. Rather than attempting to completely update the piece, it is here presented as it was written (with minor editorial changes)—as one writer's interpretation of these two Northman cultures.

I. The Beornings

The origin of the Beornings is not swathed in mystery, nor is it forgotten in time—it is just a highly guarded secret. The roots of this Northman clan reach back to the Awakening of Men. Some even trace their blood to Bëor the Old, who died in Beleriand.
Beornings are descendants of the thousand who followed Bereg, great grandson of Bëor, out of Beleriand when Morgoth's shadow was cast upon their hearts (Sil: 145). These were the first Men to knowingly turn their backs to the fight against the Black Enemy. As their descendants, the Beornings remember this with shame, and vow to hunt until all Shadow is destroyed. At first, this was not so. The Years of Wandering, during the late First Age, when the Darkness was still fresh upon their hearts, brought no prosperity and little hope to the despairing band. Ever they traveled, their numbers fading. These wanderings eventually brought them into contact with the Gwathuirim of southern Eriador. With promise of a peaceful home, the band settled. Lore, craft and blood mingled between the peoples. Life was good, but the darkness on their hearts weighed heavy.
It was there, on one of his hunting forays, that the Vala Oromë discovered them. He lifting the Shadow from their hearts, he opened their minds to Eru and the Song once again. Many realized the folly in letting their fears control them, taking flight from Beleriand, and so they begged forgiveness of Oromë. It was in his Song to do so that day.
Taking the repentant into the Misty Mountains, Oromë began teaching their women-folk of the friendship of animals, their men of the hunt. In the seventh year of the Second Age, deeming them ready, he set them, henceforth, to hunting far and wide the scattered minions of Morgoth. But first, a blessing he gave them, and to some a gift:

"Of the warriors, Oromë chose five—Otrugar, Erskine, Beraulf, Owein, and Targrin—to receive his gift. He took them aside and taught them in secret, as would they, in turn, teach future generations. These gifted five were known ever after as the Shifters."

—from the teaching of Bair

Thus began the five secret houses of Bëor, the Hounds of Oromë, a people unto themselves. Hunting continually, the Beornings prospered on the western slopes of the Misty Mountains. Yet ever northward the secret clan was pushed as Eriador became more populated. They had grown in number to a few thousand when Sauron's host invaded Eriador during the Second Age. Vastly outnumbered, the Beornings begrudgingly retreated into the highest vales of the Misty Mountains. Within four years, there was no trace of any lowland settlement.
For three thousand years, the high mountain valleys were their homes, the majestic carrocks their hunting grounds. In the Third Age, when dark things began to stir once more, 4,000 Beorning warriors made ready for the hunt. Angmar proved the stronger, and many died. Reluctantly, the Beornings began slowly moving to new homes in the lower valleys on the eastern side of the Misty Mountains, into the Anduin Vale, and over to the Grey Mountains of the North.
By T.A. 1640, the war with Angmar had taken its toll. There were only 2,500 men, women and children left in the clan. Thankfully, the Plagues little affected this secluded people. Dragons on the other hand, lay waste to the Narrows of the Grey Mountains, forcing the houses to flee to their kinsfolk in the West. There was a slight reprieve when, with the fall of Angmar, the Orcs of Gundabad lost their organized force. Thus, not until Sauron began to stir again (T.A. 2480), were the last of the Beornings forced to give up their mountain homes, pushing east across the Anduin.
By the time Beorn carved the steps into his Carrock, few Beorning manors remained, due to the relentless onslaught of the Orcs. The clan's numbers were now as few as when Oromë first gifted them, but still the Shadow did not touch their hearts. In T.A. 3019, Mirkwood was cleansed of its evils. The Beornings were granted a section of it, but for the present they renewed their vow of old, once again setting out to hunt in the mountain vales.

Society and Culture

The leader of the Beornings is called the waildanbair. He has the final say in all matters concerning the safety of the clan as a whole. Due to the independent nature of his people, he is rarely bothered except in times of emergency or war. To become waildanbair, a man must shift and be chosen by consensus of all of the family heads.
The waildanbair is advised by the heads of the Five Houses. These five men come to their decisions by listening to the heads of each manor belonging to their house. These in turn listen to the heads of the families who reside within the manors. A man entering the Order of the Bair must relinquish any authority he may possess as head of a family, manor or house. His authority passes on to his brother or eldest son.
It is not unheard of for couples to marry at the age of fifteen, but because of the long lifespan of the Beornings (80-100 years), weddings are most common around the twentieth year. Some men even wait until their thirtieth year or later, so as to fully develop their martial skills.
At the age of seven, every Beorning child receives a necklace hung with a number of carved, wooden bear claws (denoting the child's house) and braided with warg-leather (denoting his or her family). When a couple marries, they retain their number of claws, but re-braid the leather into their own unique pattern. This is done in a private ceremony, and the promises exchanged are personal. An extremely festive celebration follows, sometimes lasting for days. Kinship in Beorning society is always reckoned according to the father's house. If a woman is widowed, she has the choice of remaining with her late husband's kin, returning to her own, remarrying or living at the Place of Women. Women are not allowed to be heads of families, manors or houses. However, the eldest female oversees all the daily activities of a Beorning manor. She is responsible for the teaching of animals and the smooth operation of such mundane tasks as laundry, cooking and child-rearing. A well-run manor displays such oddities as raccoons dicing carrots in the kitchen, badgers digging potatoes in the garden, deer and cows holding laundry in their horns so that squirrels can fasten it to a line, sheep and dogs setting tables for meals, geese keeping watch over young toddlers, and goats ever fussing over the perfection of great thorn hedges. All items in a manor are constructed so that animals can manipulate them with ease, except for the one chair at the head of the table, which never moves.
The befriending of animals, as taught by Oromë, is the reason Beornings seldom eat meat. When eaten, it is always warg-flesh. Fish and eggs are not considered meat, and are eaten freely by all. Naive Beornings visiting another culture may mistakenly assume that the meat being eaten is warg. Once they learn otherwise, they tend to be reclusive around meal times. (Getting sick-at-the-stomach is a common Beorning ailment when adventuring.) One of the most joyful Beorning festivals is the celebration of the last days of winter. Families gather together for the first hunt. Running wargs from the lowlands and valleys, hunting, slaughtering and feasting through an entire night (sometimes two) are interrupted only by singing and dancing. The Dance of Sun Return, the Maiden Toss and the Joy Dance are popular at this active feast. All is not considered done until the last drops of the winter brews have vanished from the kegs.
The summer solstice, known as the Gathering, marks another large festival. The entire clan convenes for two weeks in a large mountain meadow. Although the Gathering involves religious ceremonies, its focus is purely social: counsels are held, goods bartered, contests of strength and skill are undertaken (most favored are the honey-judging, brew-tasting and jam-sampling). Games that are very physical are also enjoyed.
A favorite game with the men is otterball. This game developed by watching river otters at play, and is best described as "no-rules rugby in the river" (drowning opponents is frowned upon). An odd custom, cultivated by this game, is the stealing of some or all of a young man's clothing by a girl who finds him attractive. This mission, if successful, shows the daring and stealth of the young lass. It is then left to the lad to show his intelligence and wit by finding her and his clothes. Any differences are settled with an excellent meal or the promise of an embroidered outfit, thus furthering the woman's claim by showing her skills as a wife.
Though self-sufficient, the occupants of a Beorning manor commonly barter with their neighbors (within the clan) to add more variety to their lifestyle. Such exchange stimulates the perfection of crafts, such as brewing, tanning and needlework. It also encourages friendly competition between households. Thus Beornings are famous for their honeys, waxes, candles, leathers, yarns, felts and brews.
Surplus goods are traded for the buttons, buckles and other fine products of the Woodmen. Sewing needles, swords and other metal items are acquired from the Gondorians or their Northman allies. With Elves the Beornings barter for frivolities: spider silk, fine thread, jeweled hair combs and musical instruments. Never do the Beornings use their animals or bees as trade goods.

Religion and Worldview

Beorning lifeways are founded upon the teachings of Oromë—nothing is more revered than the hunt, nothing more precious than their animals. All Beornings respect Eru and the Valar deeply, and many are the ceremonies in their honor; but these pale in comparison to the devotion given to Oromë. He is the Remover of the Shadow, the Giver of the Gift, the Master of the Hunt. Individual families frequently hold private ceremonies or prayers, the entire house gathers for the two most important ceremonial days (the spring Blossom Feast and the Day of the Gift). If a Beorning is traveling and can not attend these festivals, the entire day is spent in meditation and prayer.
Beornings celebrate the coming of spring with great praises to Yavanna and with the Blossom Feast, which focuses on the harvesting of the first blossoms of the grapeleaf magnolia by the young maidens. These blossoms, woven into garlands and wreaths, are worn by the maidens throughout the festival. (Later these will be made into herbal distillations for other ceremonies.) The ritual ends with the Blossom Dance, but it is not until the "Blessing of the Bees" (the Honey Dance) that the festival is over.
The shifters of the clan imbibe liquors made with the blossoms in the most sacred of dances: the Dance of the Gift. This is enacted in the fall, before the first snow comes, at the Festival of Oromë on the Day of the Gift. For this festival, all shifters return to their houses to celebrate with their relatives the sacredness of Oromë and his teachings. This is the one night when shifters dance openly in bear-form. Animals too dance this night as the women of the clan renew their bond of friendship in the Dance of the Living.
It is Beorning women who teach and train the animal servants of their homes. From mother to daughter the teachings of Oromë pass, but there is a great mother who guides this to ensure that the teachings are correct. The great mother lives in a manor forbidden to men (the Place of Women) where she oversees the teachings of Oromë. This manor has extensive flower, herb and vegetable gardens for learning the ways of plants, healing and cooking. Many women come to aid in this teaching, or to further their own learning. None except men are ever refused entrance, and a woman may come for nothing more than wanting peace.
When a great mother dies, she is buried with respect equal to that of a waildanbair. Her manor is tended solely by animals until another woman asks for the title. Though there have been times of two or even three great mothers (none are refused who ask), there has never been a time of none.
All Beornings adhere to the true Cult of the Bear, but only shifters are allowed to participate in the Order of the Bair. Such men transmit the teachings of Oromë to the clan. The waildanbair serves as head of this order, being advised matters of cultic observance by a council of three: the orobair. These preside over most Beorning ceremonies. It is a great honor to host an orobair in one's house.
Subordinate to the orobair are eight bair whose duty is to teach the children of the clan all aspects of Oromë's teaching. Each year at the Gathering, five are chosen to teach the houses, and one to study under the orobair and guide the twenty-one tirbair. Tirbair spend four months out of the year under the tutelage of this bair and the other eight traveling far and wide to gather news, carry messages and hunt. It is this constant movement of the tirbair that helps keep the Beornings so closely-knit as a people.
The teachings of Oromë mark off several creatures and things as sacred. Here follow some of the most notable items:

Bears. The most sacred of animals, it is thought to be good luck to come across one in the wild. Mercy killings (e.g., for a rabid or badly wounded bear) are accompanied by great sorrow, and a day of mourning follows the burial. Bears motifs are a common feature of all Beorning crafts (pottery, sewing, scrimshaw, leatherwork, etc).

Bees. As honey is the staple of their cuisine and helps them to observe their dietary prohibitions, Beornings always ensure that there are enough flowers surrounding their manors to keep their bees happy. The bees of the Beornings are uncommonly large, but not aggressive around their keepers. As with bears, bees are a leit-motif of Beorning artwork, especially as decoration between flowers on embroidered things.

Naming Necklaces. Given to a child at the age of seven at a child's public naming ceremony (See above.), the expertly-crafted bear claws of a naming necklace are carved from stained hardwood. It is an Absurd maneuver to perceive they are not real.

Red Mead. Brewed from bee's honey derived from the grapeleaf magnolia blossoms (also gathered in spring by maidens for use in special herbal distillations). All parts of the magnolia plant are widely used in ceremonial situations and are a common motif on clothing and jewelry.

Splayfoot Goodwart. The root of this plant is pounded into flour and mixed into the batter of travel honey cakes (+5 for 4 hours).

Warcraft

Though each Beorning household has its war leader, it is the waildanbair who directs their tactics. In most cases the main force keeps an enemy busy while the shifters sneak to the flanks and rear in bear-form. Charging at the signal, the shifters surround the luckless fiends. A shifter in bear-form may sometimes carry an archer on his back, depositing him in an advantageous spot. If the foe holds a strong line or has many ranks, shifters serve as shock troops. Charging as a unit, teeth bared and growling, they scatter the opponent's lines by force or fear, supported by the rest of the Beorning warriors, wielding polearm, spear, javelin, throwing mace and bow. Enemies that escape are ruthlessly hunted down.
The Beornings use warg-leather for armor. Designs range from a rigid breastplate to softer coats. Bone and horn (from goat and deer) are used as stiffeners and plates for added protection. Shifters do not wear armor, preferring to fight in bear-form (though they use weapons when in man-form).
The throwing mace is a stone-headed mace, balanced for throwing. If wielded in hand it is -10. (Use 1HC/mace table.) Its ranges are as follows: 0'-10' (-0), 11'-25' (-15), 26'-50' (-30), 51'-60' (-45). Other widely used weapons are slings, clubs and quarterstaves. Less common, but still used, are broadswords and hand-axes.

Appearance

Beornings are the greatest among the Northmen in stature, the males standing 6'4" on average and weighing 215 lbs or more (most of this in the chest and shoulders), the women, equally hardy, averaging 5'7" and 145 lbs (though rarely stocky). Most Beornings have red hair, varying in shades from mahogany to strawberry. Occasionally, the old blood comes through, and a child is born with black hair. (These are almost always shifters.) All Beornings have fair complexions and eyes that tend towards grey or light blue.
Women in the clan make clothes from furs, leather and wool. All leather and fur is warg, the softest being from the young. Earth pigments are used to dye these various shades of brown and red. Wool is traditionally kept its natural color (tan, brown, black), but is often spun into tweeds. Special materials, such as white leather (tanned with stale urine), wool of green or blue (dyes obtained through trade), or Spider silk (from the Elves at high price) are reserved for feast day garments.
The average Beorning owns two sets of clothes for everyday wear, and one for festivals. The tradition of embroidered woolen garments harks back to a legend that Owein, one of the original shifters, changed form while still dressed, thus ripping apart his clothing. There was naught to do but sew it back together, hiding the odd seams with embroidered decoration. This is why most Beornings know how to sew, and the women take this craft to a perfection, rivaling even the Elves.
Men wear a mid-sleeved soft leather over-tunic, reaching to mid-thigh and split for walking, over a long-sleeved woolen under-tunic (both trimmed or embroidered at hem, sleeve and collar). Stout wool or leather breeches accompany this. Women replace the breeches with a suede skirt, lengthening the over-tunic to knee-length, or have a fine wool under-dress (ankle-length) and a stouter over-dress (suede or heavier wool) that reaches at least to the lower calf. If a woman must go out on extended travel, she wears breeches, like the man's, but with a knee-length tunic.
Tunics and dresses are belted at the waist with finely tooled leather belts, or lavishly embroidered cloth ones. Buckles and buttons are made of wood, bone or horn. Silk and other rarities are used for special clothing and frivolities, such as wedding clothes, hair ribbons and undergarments.
Shifters never wear fur unless a cloak of shame is involved. (See below.) They go barefoot or wear cross-gartered sandals. Loose fitting woolen trousers and tunics are preferred. Some have adapted to wearing a kilt-type garment if doing a task that may involve shifting. On no account will animal parts be worn by a shifter, be it simply a horn button.
Heavy woolen cloaks lined with warg-fur are used during the colder months. Fur hats and hoods keep heads warm. As the weather warms, lighter woolen weaves and felt hats are worn. Stout-soled leather boots designed for rough, mountainous terrain are worn by everyone when outside the manor, but women prefer suede slippers when at home. Thick, knitted wool socks help protect the feet. Children resent clothing and are generally found without it.

Shifting

Shifters are Beorning men who shift into the form of a bear at will. Not all Beornings can do this (7% chance). Women do not shift, but they may become berserkers if the 7% chance was made. This ability is treated as battle lust (there are no controlled berserk states), and those subject to such fits may also succumb to blood lust (Treat as insanity.) women who berserk are rebellious and often become warriors. They are sought as wives, for their blood is said to be strong; and a union between a shifter and one of these women increases the chance of an offspring being gifted with shifting to 14%.
Shifting takes 1 full round to complete. (Treat as spell casting.) Clothes and accessories do not shift, falling to the ground or entangling the wearer. A solid bracelet, if it does not break, becomes embedded in the flesh. Shifters necklaces are always measured for fit in bear-form. Shifters do NOT eat meat (fish and eggs being the only exceptions); nor do they wear ANY animal parts (fur, buttons, sinew, etc), unless it be of warg origin or a cloak of shame.
For every week during which a shifter consumes animal flesh (mistakenly or otherwise), he suffers a -5 penalty to all control rolls vs. blood lust. This penalty can only be removed by an extensive and painful purification ritual. A control roll must be attempted each time meat is eaten, increasing the penalty for every week in which this is done, until the shifter is cleansed. (E.g., Tsadhoq eats a vegetable soup made with beef broth: roll control at -5. Next week, he eats pie that has finely ground neat in it: roll control at -10. Three months later, unaware he has eaten meat in the past, he is served meat at a peace meeting with the Woodmen. Not wanting to insult his host he eats: roll control -15.)

Blood Lust

Blood lust is an affliction of Beorning shifters who eat meat. It manifests itself as a loss of control over their Mannish side. If a shifter succumbs to blood lust (loses control after eating meat), he is no better than a rabid bear and must be killed. There is no cure. The affliction brings great shame upon the shifter's house and family, incurring the following punishment:

1. The immediate family of the shifter skins, tans and makes a cloak of the his pelt.

2. The eldest male of the house wears this cloak.

3. All other men are given a scrap of the remaining pelt to wear openly on their left arm.

4. After a year and a day, a ceremony is held to remove the cloak and "bury" the shifter. (The stigma of shame is harder to shake.)


Battle Lust

Blood lust is not to be confused with battle lust (a loss of control due to pain and excitement). Though the latter shows immaturity and lack of control, it does not convey the great shame of the former. When a shifter receives a critical blow in man-form, he attempts a Control roll at Static (after melee). The results of a failure to stave off battle lust may be represented in one of the following ways:

A set penalty of -10/severity level of critical received (A = -10, B = -20, etc). If 2 or more criticals are received in the same round, roll for each.

A cumulative penalty of -5/critical received (3 criticals taken in 1 round = -15; if hit with only 1 the following round, the penalty increases to -20). Make only 1 roll/round. If a shifter succumbs to battle lust, he becomes enraged and will attack anyone or thing in sight. In this state, it is a Folly maneuver to distinguish friend from foe, all prior stun is negated, DB is -10, OB is +10, concussion given is x2. Attempts to regain control may not be rolled while in a combat environment.

Spell List: Beorning Ways

Name		 		Target		Duration	Range	
1. Calm I			1 or 1 hive	1 min/lvl	100'	
2. Teach Speech (Rank 1)	1 animal	Permanent	Touch	
3. Train (Simple)		1 animal	Permanent	Touch	
4. Calm II			2 or 2 hives	1 min/lvl	100'	
5. Teach Speech (Rank 3)	1 animal	Permanent	Touch	
6. Calm III			3 or 3 hives	1 min/lvl	100'	
7. Calm IV			4 or 4 hives	1 min/lvl	100'	
8. Train (Complex)		1 animal	Permanent	Touch	
9. Teach Speech (Rank 5)	1 animal	Permanent	Touch	
10. Dance			1 animal	Permanent	Touch

1. Calm I (F/RF10): Target takes no aggressive/offensive action, fighting only if attacked. 1 bee hive is considered a target.

2. Teach Speech (Rank 1) (U/RF5): Caster may teach an animal to understand any known language to Rank 1. Animals cannot speak or write, but may read. This spell is cast on the animal 1x/day for 1 week (requiring 2 hours of concentration/day).

3. Train (Simple) (U/RF5) As Teach Speech (Rank 1), but an animal may be trained to perform a simple task (e.g., wash vegetables, open doors, etc).

4. Calm II (F/RF10): As Calm I, but all targets must be in view.

5. Teach Speech (Rank 3) (U/RF5): As Teach Speech (Rank 1), but animal may learn up to Rank 3.

6. Calm III (F/RF10): As Calm I, but 3 targets or hives may be affected.

7. Calm IV (F/RF10): As Calm I, but 4 targets or hives are affected.

8. Train (Complex) (U/RF5): As Train (Simple), but a complex task may be learned (dicing carrots, manipulating lanterns, etc.).

9. Teach Speech (Rank 5) (U/RF5): As Teach Speech (Rank 1), but animal may learn up to Rank 5. (Caster must also know Rank 5.)

10. Dance (U/RF5): As Train (Simple), but a dance may be learned. (Used for Dance of the Living.)

Name (#)		Lvl	Hits	AT	DB	Sh	Gr	Melee OB			Missile OB	MovM	
Waildanbair (1)		20	190	No/1	15	—	—	130				100		25	
(as bear)		20	380	SL/8	110	—	—	145Medium 145Large 140Huge	—		50	
Orobair (3)		16	180	No/1	15	—	—	110				95		25	
(as bear)		16	360	SL/8	105	—	—	140Medium 130Large 120Huge	—		50	
Bair (8)		8	120	No/1	15	—	—	90				75		25	
(as bear)		8	240	SL/8	85	—	—	100Medium 85Large 75Huge	—		50	
Tirbair (21)		5	90	No/1	15	—	—	80				55		25	
(as bear)		5	180	SL/8	70	—	—	85Medium 75Large 70Huge		—		50	
Headman, Warrior (3)	12	150	RL/12	15	Y	Y	135				115		15	
Headman, Scout (2)	12	90	RL/12	20	Y	Y	110				100		20	
(as bear) 4% chance	12	295	SL/8	95	—	—	125Medium 120Large 95Huge	—		40	
Elite Warrior (80)	7	115	RL/10	15	Y	Y	110				95		15	
Elite Scout (20)	7	70	RL/10	20	N	Y	95				75		20	
(as bear) 4% chance	7	230	SL/8	85	—	—	100Medium 90Large 75Huge	—		40	
Adult Warrior (140)	4	85	RL/10	15	Y	Y	90				60		10	
Adult Scout (60)	4	50	SL/8	20	N	Y	80				55		10	
(as bear) 4% chance	4	170	SL/8	85	—	—	85Medium 75Large 60Huge		—		30	
Young Warrior (350)	2	85	RL/9	15	Y	N	60				40		5	
Young Scout (50)	2	40	SL/7	20	N	N	55				40		5	
(as bear) 4% chance	2	120	SL/8	45	—	—	65Medium 60Large		—		30	
Great Mother*		10	75	No/1	10	—	—	60				—		20	
*Animist: 11 spell lists; base 20; directed 35; 20 PP.



II. The Woodmen

In spring, colts were broken to ride. Faedred was sixteen this year—the horse he broke would be his to keep and he would be a man. Unfortunately, he picked badly, and rode worse. Faedred woke, remembering flying through the air, and his left leg was numb. The knee shattered in landing, and the healer could not repair the damage. He would never ride a horse again.
For a month he lay in bed, feeling helpless and thinking. Seeing the riders go out one morning, he realized that he was no longer one of the Ehwathrumi, and he began making ready to leave. He packed his axe, a small box of nails, two lengths of rope and supplies. Picking up a walking stick, he did not look back.
Upon hearing of his departure, Ceara, his betrothed, stopped him. Standing shoulders squared, drawn up to her full height, she insisted that he not leave her behind. After some debate, Ceara's two woolly goats were placed upon leash lines, and her sewing kit and cloth-knives were secured among the supplies.
Some time later, as the two were traveling past the eaves of Greenwood the Great, Faedred stopped. Turning towards the trees, he smiled.
"There are no horses in the wood, Ceara," he stated thoughtfully
"No, Faedred, only trees," she replied, beginning to move on.
Starting towards the trees, Faedred remarked, "We will live among them."
"We will?"
"Yes."
Faedred hobbled towards the forest, Ceara bemusedly following. Deep in the wood the couple stopped, and finding a clearing to his liking, Faedred began building a house. It was not on the ground, but in the trees as was suggested by an Elf they met in passing two days previous. With rope and nails, they fastened rough planks to the sturdier branches of a great oak. Faedred's arms were strong, and he soon found that it was easier to move about from branch to branch than it was to hobble on his useless leg.
The eleven sons Ceara eventually bore to Faedred all emulated and improved upon their father's style of traveling through the trees. Surpassed only by the Elves, they quickly became known as the Woodmen.

The forest had taken hold of the hearts of Faedred's sons; and though each left for a time to find wives, all eleven returned. Some set up tree-houses alongside their father's, others found favored trees further away, but all maintained contact with one another. The Wood-elves frequently saw two or more of Faedred's sons hunting together; other mortals, intrigued by this lifestyle, occasionally joined their community.
The persistence of these fraternal traditions from generation to generation has led to the consolidation of the Woodmen as a loose-knit tribe, scattered throughout the forest. The Woodmen trade with the Wood-elves or Beornings for that which they cannot gather or hunt, welcoming these visitors graciously into their arboreal villages. In T.A. 1640, the largest of these was Burh Widaus (population: 200), followed closely in size by Burh Tregarth (population: 175) and Burh Thignstat (population: 150). The remaining bulk of the 8,000 Woodmen during this time live in countless smaller settlements of ten to seventy people. Never evolving beyond its humble beginnings early in the Third Age, the hunting and gathering lifestyle of the Woodmen remains unchanged.
Their love of the forest likewise remained constant. Diminishing in number as the Necromancer's forces drove them ever northward, they never abandoned their homeland, even though it became known as Mirkwood. In later years, after the War of the Ring, the Elven-king Thranduil rewarded them for their valiant efforts by permanently gifting the central region of the forest as theirs to share with the Beornings.

Society and Culture

Though each Woodman settlement has its headman, the loose structure and independent nature of his culture rarely leads a Woodman to appeal to the nominal thign (chieftain) of Burh Widaus. If there is an emergency that may affect the whole tribe, a runner is sent with news. Headmen are the eldest male of a settlement and the thign is the most respected of these.
The real institutional linchpin for Woodman society are the blood-brotherhoods. Though reclusive by nature, Woodmen enjoy camaraderie on the hunt; many swear blood-oaths of brotherhood, an act which crosses all lines of family and band. Two blood-brothers will take no part in a feud between their families. There are many brotherhoods, but the three largest are that of the bear, the forest cat and the stag. The Brotherhood of the Bear is often confused with the Beornings. The two are entirely different, and men of this brotherhood sometimes kill Beorning shifters unknowingly. Members of this fraternity enjoy wearing bear-skins and adorning themselves with jewelry made from the teeth and claws of that animal. A man is not considered fully part of this brotherhood until he partakes in the hunting and killing of a bear. (Some parties never return.) Dogs are extensively used by these warriors, and their favored weapons are the spear and shortsword.
Forest-cat brothers prefer to emulate their totem rather than kill it. It is of high honor to find and raise a forest cat from kittenhood. Men of this brotherhood disdain having to touch the ground, and spend hours each day honing their acrobatic skills so as to avoid this embarrassment. Stalking along limbs, they pounce upon their prey with knives or ensnare them with rope nooses. A game of stealth they play is the cutting of a horse's tail right under the nose of one of the Ehwathrumi.
The stereotypical Woodman can be found in the Brotherhood of the Stag. These men love to hunt. They are exceptional trackers and marksmen, preferring the bow and axe as weapons (knives are reserved for skinning their quarry). They are also trap-builders, and will wait patiently for an unsuspecting animal to be caught in their deadly snares. Most hate to use noisy dogs, and prefer to hunt singly or in small groups. They often ornament themselves with staghorn trinkets.
Some Woodwomen "take up the sword" and join a sorority known unofficially as the Sisterhood. (It has no formal title.) Its members are not shunned, but rather admired by men and women alike. The Sisters enjoy gathering to hunt, regretting that it is not as often as they would like, due to mundane duties. A huntswoman is still expected to be a wife and mother, though some never marry.
The house of a Woodman family ranges from a one-room fort with a rope, to a multi-level domain with several rooms per level. Privacy is of utmost importance to a Woodman, and it is not rare to find one sitting alone, enjoying his solitude. Mobile rope and wood ladders give access to the tree-homes from the ground and may be pulled up in times of need. Most houses also have a winch-and-basket device for hauling heavy or cumbersome loads, animals or wounded into their reach. At ground level, in a Woodmen yard, can be found pens for goats and geese, outbuildings, work or practice areas, and a small garden for vegetables. (These are not extensively developed except in larger areas like Burh Thignstat or Burh Widaus, as the Woodmen know that any building on the ground can be easily destroyed.)
Woven rugs and tapestries decorate the interior of the house, and some even serve as walls that can be rolled up on sunny days. Furs and down quilts are used to cover beds, some of which are intricately carved in motifs of trees, leaves and animals. Woodwork abounds, varying from a highly polished but plain sewing box to a perfectly carved and detailed statuette. All houses have a bug-swatter, made of a horse-tail braided, bound and attached to a carved wooden handle.
Water is hauled from nearby streams or springs, and is stored in wax-lined barrels on the first floor of the house for daily use. Sand is also collected from these sites and stored in pots throughout the house. Fire is a deadly threat to Woodmen and every precaution is taken to prevent it.
Woodmen are not farmers, and so have few animals—dogs, geese and goats are all they keep. Occasionally, a child makes a pet of a squirrel or some other woodland beast. It is every boy's dream to find the nest of a great falcon, steal the egg and raise the bird as his companion. Wood-dogs are used in the hunt, and are indispensable as playmates and guards for children. They climb sloped trees well, moving along the larger branches with ease. When hunting, these dogs wear wooden-spiked leather collars to protect their necks. Geese are kept for meat, eggs and feathers (the smaller down for quilts and pillows, the larger feathers for quills and fletching arrows). An added bonus of keeping geese is their knack for warning of danger by incessant honking.
An animal as unique as the Woodmen is the tree-goat, a longhaired, pygmy beast called fanras (pl. fenrais) by Elves who have seen them. These goats have adapted (as have the Woodmen) to life among the trees, and are as at home in a tree as they are on the ground. One often finds a fanras in the branches of a tree nibbling at its leaves. Woodman children brush these goats daily to collect their wool, which is later woven into fine cloth. Billy goats provide horn for armor, leather for gloves and meat when the hunt is unsuccessful. Nanny goats enrich the Woodmen diet with milk and cheese. Fenrais are loved by the Woodmen, who believe them to give good luck to their owners.
Besides goat-cheese, the Woodmen produce raw lumber, finished wood products, tree saps (maple syrup, pine resin, oakum), dyes from lichens, hides and furs. They also collect forest herbs and nuts. These are all used in trade with the Beornings and the Wood-elves. From the Beornings they receive products such as bees-wax, yarn, honey and produce. Silk ribbon, hair combs, weapons and sewing needles are bartered for with the Elves. The Woodmen do not trade with the Ehwathrumi, but some of the brotherhoods take up raiding the horse-lords' herds as a past-time. In this way they get horse-hide for armor and horse-tails for bug-swatters. Relations between Ehwathrumi and Woodmen have never been good.
Wood-carving is a tradition that is handed down from father to son. It is said that "Woodmen do not eke out a living, but carve theirs away." Years may be spent in the carving of a single puzzle of interlocking pieces which stack in only one way. The Woodmen delight in the complicated and confusing. A special box made by master carvers known as the inereneraban is filled with hidden compartments which cannot be found save by the owner (if the gift was given in good faith). Artisans decorate their carvings with designs of favorite leaves or trees. Animals are more commonly carved as statuettes, and there is a subtle competition between masters to make the details truly life-like. Patterns that repeat or groupings of eleven, twenty-two, thirty-three, etc. are common themes. Numbers and things that appear the same backwards and forwards amuse the crafty Woodmen.
Children develop skills early with games like hunter and quarry, tree-racing and climb higher. These contests, though learned in childhood, never grow old and are enjoyed by all, especially at festivals. As boys grow older, men begin including them in more martial competitions. Most girls decline these, learning instead weaving and tailoring from their mothers.
Though the Growithatriggwa festivals are enjoyed as social events, their serious undertones keep festivities in hand. At other times, whenever there is a reason, someone calls for a celebration. These range in size from one settlement to the gathering of the entire tribe. Common reasons are births, deaths, marriages, name days, new houses and good hunts. During these festivals men roll out large wooden drums, women sing and sometimes a dance is started. These dances are athletic and have many acrobatic displays.
Most festivals are one-day celebrations, but some last longer. The largest and longest of these is the Festival of Berries, an annual event held when the forest berries are at their peak in the best patch of that year. Thus, the time and location of this event changes from year to year. The Woodmen know the forest and its seasons, and so never miss this festival. The entire tribe spends the week picking berries for the making of pies, jams and brandies. Anything can happen at this event, and mothers often warn.

Religion and Worldview

The cultic life of the Woodmen is defined by the Growithatriggwa, a body of lore said to have been handed down to them by their Wood-elven neighbors, which combines reverence for the Valar with an array of ritual practices related to life in the forest. The observances of the Growithatriggwa are supervised by a female shamanic figure called the wita (pl. witans), who is also often sought out for advice. A favored saying among them is that "Woodmen will climb if you show them a tree." These women take it upon themselves to show everyone the right "tree."
The rituals of the Growithatriggwa are practiced privately except on two occasions: the Festival of the Hunt in fall and the Festival of Rebirth in spring. These gatherings include the singing and chanting of praises to the Valar. Traditionally, the fall celebration is accompanied by a bear-hunt followed by a display of the conquered prey. In spring, each person plants a tree that they have tended from the time of its seeding. It is hoped that these trees will grow and replace those that the Woodmen use for homes and crafts.

Warcraft

All men and most women know how to use at least one of the following: shortbow, hand-axe, wood-axe, throwing hatchet, club, quarterstaff, spear, knife or shortsword. For armor, Woodmen wear soft or reinforced leather coats of buck or horse-hide sewn with bone and horn discs or scales. Over this is worn a close-fitting surcoat (woven either of light wool or of patchwork) designed for camouflage. Depending on its quality, such cloth adds +5 to +15 to Hide maneuvers.
In battle, the Woodmen are ingenious at using terrain to their advantage. Often setting static traps such as, snares, pits, nets or falling logs in the path of a foe, they avoid open confrontation by using strike-and-fade tactics. In this way the Woodmen lead opponents away from their homesteads and into lairs of dangerous woodland creatures.
If a Woodman homestead is invaded, everyone (goats and geese included) takes refuge in tree-forts. Pulling up ladders and ropes in their wake, they uncover concealed archery slits in the walls and floors. Men utilize these openings for spear and bow-work, while women stand ready with water and sand in case of fire. Children keep geese and goats out of the way, and away from the furnishings.

Appearance

Coming from Ehwathrumiska stock, the Woodmen are a fair-skinned people. Their hair, unbleached by the sun, shows all of the golden and brown tones which the plainsfolk lack. Blue and green eye-coloring predominate. Woodmen tend towards stockiness, and women rarely stand taller than 5'9" (averaging 5'5" and 135 lbs). The men average 6' and 195 lbs. Their size and build is adapted for excellent maneuvering among the trees.
Woodmen track and hunt, almost daily. Because of these escapades, Woodwomen are outstanding tailors, as clothes must be kept snug to avoid catching on branches and underbrush. No scrap of cloth from tailoring is ever wasted; they are sewn together into larger patchworks. Woman take much pride in their patchwork patterns, and go to great lengths to beautify the cloth by hiding the many seams with crewelwork.
Men's trousers are full-length, snug, cross-gartered below the knee and tucked into boots. Their boots are of soft leather, usually buckskin, for added traction on tree limbs. Well tailored hip-length tunics of patchwork are tied at the waist with sturdy leather belts. Kidskin gloves protect hands, and caps of fur or leather keep dirt and leaves out of the hair (which is commonly kept short). In times of celebration, men advertise their skill in the hunt by wearing coats, caps and boots made from a variety of furs (squirrel, raccoon, forest-cat, bear). Their festive wear is loose-fitting but still well tailored. Solid colors (especially blues) are preferred.
Woodwomen wear comfortable trousers and thigh-length tunics, patterned after those worn by the men, when doing daily chores. Hair is braided and hidden under scarves to keep bugs, twigs and leaves from making it their home. Jewelry most commonly worn is necklaces, armbands and earrings. (Most of this is crafted from wood.) On holidays and festivals, the women let down their hair and bring out their dresses. All these have full skirts, often with matching gloves. If not of solid coloring, a patchwork pattern similar to that found on inlaid wood is used. The stunning designs are made to catch and bedazzle the eye with every shifting of the fabric. Accenting this is a stole or cloak made from fox or rabbit pelts. Soft suede slippers adorned with crewelwork emphasize a woman's dexterous feet, a feature of high importance among the men.

A WOODMAN SONG
Woodman, Woodman, where are you now?
I live in the wood, and touch not the plow.
Man of the woods, oh what do you then?
I climb high and hunt, unlike other men.
Where came you from, grey man of the wood?
Know you that not? I think that you should.
I came from the tree-bark and the thorns of the roses,
I came from the bush-roots, and the oaks in the groves.
Man of the wood in green woolen patches,
What is it that your eye most catches?
I have love of the hunt, of the bush, of the flower,
I have love for wooden tools high up in my bower,
But what I hold more dear than any of these,
Is my tiny tree-goat, for she gives me cheese.
Woodman, Woodman when will you climb down?
When I am home safe in my Woodman-town.
I hunt in the trees and I'll never be caught,
For I am the Woodman and that you are not.