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Desert Campaign Guide PDF

This document provides tips and information for traveling in the desert region of Harad, including: 1) Tips for travelers such as bringing lots of water, traveling at night, wearing loose light clothes, and seeking shelter during storms. 2) An overview of the different areas within the Great Desert, including the Dune Sea, Mirror of Fire, Ne Tava salt flats, and Stone Forest region. 3) A brief history of oases and caravan routes in the desert, noting that oases originally supported settlements and trade, and nomads would leave the desert in summer for water and pasture.

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Tom Davie
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100% found this document useful (2 votes)
345 views

Desert Campaign Guide PDF

This document provides tips and information for traveling in the desert region of Harad, including: 1) Tips for travelers such as bringing lots of water, traveling at night, wearing loose light clothes, and seeking shelter during storms. 2) An overview of the different areas within the Great Desert, including the Dune Sea, Mirror of Fire, Ne Tava salt flats, and Stone Forest region. 3) A brief history of oases and caravan routes in the desert, noting that oases originally supported settlements and trade, and nomads would leave the desert in summer for water and pasture.

Uploaded by

Tom Davie
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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i

the desert: a campaign guide



introduction Carry light, nutritious food

 Eat, drink and talk little "thou shalt


The great desert, usually just called 'Harad' keep thy mouth shut"
by northerners, can be a harsh place, but it
has many different places, cultures and  Bring warm clothes/blankets/tents for
landscapes than just the typical sand-swept the night, especially in winter
dunes that most northerners believe. This
 The desert nomads usually only go
campaign guide is designed to explain the
into the deep desert in winter (as this
land of Harad, or Haruzan as it is known by
is the rainy season)
the natives - the first chapters are of interest
to both player characters (PC) and  Don't travel in the desert in mid to
Loremasters (LM), while later chapters are late summer if possible, instead camp
for the LM only. for this period as the nomads do near
a water supply source

 Wear good, solid boots for the many


A. Tips for Travelling in the rocky areas
desert- a Player Handout  Drink when you can while you can-
 Bring lots of water "water is better inside one than
outside"
 Travel at night under moon or
starlight from dusk until midnight
(gets too cold by this time), or in The Dune Sea
shade where possible, and don't
travel in the day if using camels

 Wear loose, light coloured clothes


made of cotton - definitely no armour!

 Bring protection for eyes, nose, mouth


& head (scarves, hats etc.)

 Always stop travelling and look for


shelter if a storm is coming

 Try to travel close to mountains, hills


etc where there is shade

 In the spring or early summer water


can be found in dried lakes & river
beds (this is when the nomads travel)

 Rest frequently and be prepared for


the worst
B. General comments,
History & Background

The Great Desert of Harad is thought


by Gondorians to be one huge
expanse of sand, burning heat and
little water. It is in fact made up of Ne Tava
more than this, and in fact most of
the desert is not sand but cracked,
broken earth, baked hard as rock by  The Dune Sea Ap. Daniz Ekesebi
the merciless sun during the day, but
shiveringly cold at night. Within this The stereotypical image of the desert,
general area are special areas: miles of sand dunes stretching from
near Umbar south to the Raj, a land
 Erim Poa impossible to navigate by landmarks
(hence the name, but actually it is
This is the area of the desert between only a small part of the desert).
the Raj to the West, the Mirror of Fire
to the North, the foothills of the  The Mirror of Fire Ap.Ogladalo
Yellow Mountains to the South and Vatra), aka The Mirror
Sirayn to the East. Tul Poac is in the
northern part of this region. The most alien landscape of all, this
land appears to have been blasted by
some great fire in the past (which it
 Ne Tava Ap.'Great Salt Flat'
was, being burnt by the flames when
the Lamp of Ormal was destroyed),
This is a large salt plain west of
Kirmlesra (part of Sirayn) and but beneath the parched, polished
northeast of Erim Poa, it is really part stone surface (hence its name) lie
great caverns filled with water,
of the Mirror of Fire although being
different terrain, being a great tapped by those few men brave
enough to venture onto the Mirror. It
expanse of salt stretching miles in
every direction. At times in history is separated from the Dune Sea by a
high escarpment that runs for many
the area has had salt mines. This
area is so hot that few can survive a miles.
trip across it, and rare rain
evaporates before reaching the
ground. Mirages are common here
(and in other salt flats). There is a
similar expanse in the northern part
of the Mirror.
Mirror of Fire
 The Stone Forest Har. Nun Gazir History
A region of southern Pezarsan,
bordered on the east by the village of Oases (except for The Great Oasis itself, see
Brafenas in Lûrmsakun, on the west below) were originally small areas cultivated
by a tributary of the Ode Pezar (that by the Colruh and the Elves during the Ages
runs into that river at Feah). This of The Stars. With the coming of the sun
region is a hilly area of limestone and the drying out of the surrounding lands
rock that has been eroded over many these places became more important as
years into fantastic shapes and places of water, food and shelter from the
landscapes, there are a few hidden surrounding harsh environment.
lakes fed by underground streams,
the region is also notable for many Thus the first settlements occurred at oases
narrow canyons and ravines, the to sell supplies to those stopping for water.
region is so named because many Camels made cross-desert travel possible
shapes look like stone 'trees'. because they required much less water.
Camels only travel at about 2 miles/hour, so
Stone Forest horses were still used for fast travel (such as
messengers). The first nomads would leave
the desert during summer to find water and
pasture for their herds in the hills and
mountains, and would go back to the desert
in the rainy season (winter).

The first traders traded salt from salt mines


in exchange for gold in the southern
countries. Later caravans would include
skins, ivory, timber, ostrich feathers and
slaves (especially), also gemstones such as
desert amber that were believed to have
In the desert the land is hot during the day, magical properties. The Númenoreans built
very hot in mid to late summer and/or in the first roads (along the coasts and main
areas such as the Mirror or Ne Tava where rivers), irrigation works, aqueducts and
the ground's surface reflects heat, and cold dams, such as the water channel that
at night (especially in winter). Rain only parallels the Harmal road for many miles,
occurs for a few weeks in late winter/early but the main caravan trails were established
spring, although storms without rain are by the Haruze in the Second Age.
frequent.
Guiding along the caravan routes is difficult
due to the shifting sands - the best guides
used all their senses, and often had poor
eyesight.

The Haruze of the deep desert have a saying:

"Trust your nose, trust your mouth, trust


everything before you trust what your eyes
reveal".

Númenorean ruins Caravans that had to travel in summer (not


many) only travelled at night.

Sudu Cull was originally an oasis town


established close to the salt mines in the
northeast of the Mirror of Fire to handle the
salt trade. At the mines are still the ruins of
the town of Bur Cull, which originally had
buildings made of salt blocks covered with
camel skins, and where salt was used as
currency - all food had to be imported. This
place was also the most feared by slaves as
all mining for salt was done by slaves.

A traditional desert caravan


Ruins of Bur Cull

Nomad tribes such as the Narakshi and Jelut


are nearly always on the move (except from
mid-summer to early Autumn), they carry
only what they and their animals require,
and sleep in special tents with very little
furniture, always conserving supplies.
and is at -4 to most actions, whilst a
partially blinded character has their Parry
C. Effects of the rating reduced by 2 and is at -2 to most
actions.
Environment on Characters
A character whose nose & mouth are
etc.
unprotected during a sandstorm has an Eye
Table 1 Temperature Effects result chance/round of suffering a choking
fit – if this happens the character needs to
For every 5 degrees Endurance Loss
pass a Body test (Feat die plus Body, TN12
above 30°C 2/hour
initially) or the choking fit worsens and
If character stays in Endurance Loss character starts suffering 1pt Endurance
shade 1/hour damage/round and is now at -2 to most
actions. If this continues for three rounds
For every 5 degrees Endurance Loss the character must pass a second Body test
below 10°C 1/hour (TN 14) to stay on his feet – if he succeeds
the Character still suffers a -4 penalty to all
actions. If he fails or after two more rounds,
These losses are halved if characters are the character falls to the ground and goes
wearing appropriate clothing for the into convulsions, starting to suffocate unless
conditions and taking all precautions. aided.
Every day in the desert will be above 30°C
Splashing water into the victim’s eyes will
from mid-summer to early autumn (often
wash the sand out, the victim will have
well above 30°) and every second day for
recovered after 1d6+1 hours. If this does not
late spring/early summer/mid autumn.
happen a partially blinded character will
Every night in winter will be below 10°C, recover naturally after 12 hours. A blinded
every second night for mid-late autumn. character whose eyes are not washed out
will only recover to the point of partial
Sandstorms
blindness after 1 day and will then need
Storms in the desert are usually of this type, healing or magic to have their eyesight fully
where the sand is whipped up into huge restored.
clouds of sand & dust. The main danger is
A Sandstorm
to the eyes, with damage to breathing also
possible. Any character that does not take
appropriate precautions to shield or cover
their eyes during a sandstorm can become
blinded ( an Eye result on Feat die) or
partially blinded (a roll of 3 or less on the
Feat die). Snow in a blizzard can also cause
partial blindness. The LM should make this
check every 3 rounds whilst the eyes remain
unprotected. A blinded character has their
Parry rating reduced by 4 and +2 damage
Heat Exhaustion character suffers a bout of madness (as per
their Shadow Weakness) due to the heat.
Caused if a character becomes temporarily
Weary from Endurance loss due to Heat, any Mirages are a particular phenomenon of the
damage suffered is negated if the character desert – characters must make a Riddle roll
moves into a cooler environment and does (usually TN 14) to avoid being ‘tricked’ by
not do anything strenuous. This is not the the mirage, otherwise a character sees what
same as normal Fatigue, however (note they want to see.
differently on PC sheet)

Heatstroke

If a character becomes Weary for any reason


at high temperatures and then has to make
a Fatigue Test which is then failed, then that
character suffers heatstroke, and will
immediately collapse, 50% likely to fall
unconscious. Even if conscious, the
character is incapable of moving or
defending himself until he recovers, and will
suffer maximum damage from heat until his
condition is treated. Such an affected
character must be immediately immersed in
cold water or some other way of cooling him A typical mirage
for at least an hour. If the affected character
does not get such treatment within ten
minutes, his Endurance drops by 1
pt/minute and he will die when Endurance
Sunburn
reaches zero. Any Endurance lost prior to
being treated is permanently lost (except Any character with Desert Lore knows the
with magic and/or Athelas). foolishness of having any unprotected skin,
and indeed also the right herbs from which
sunscreen can be obtained. Characters who
Loss of Intelligence & Mirages are not wearing the right clothing, including
an adequate hat, will suffer 1d6 Endurance
A character who has suffered Heat
damage to their skin.
Exhaustion must make a Wits Test
immediately (TN 14) and subsequently if
further Endurance is lost. Failure means
that the heat is affecting his ability to think
and he starts hallucinating, his Wits is at -1.
Each failed test increases the Wits penalty by
1. Once the Wits penalty = his Wits that
Heat Cramps tornado (very rare) are the characters
actually endangered, this usually only
A condition caused by lack of salt whilst
happens where the desert merges into some
working in very hot and laborious
other terrain.
conditions, greatly feared by slaves in the
salt mines. These cramps can strike a
character if they do a prolonged period of
Collapsing Sand Dune
exertion (more than 10 minutes) in
temperatures of 35°C or more, and can be Only occurs in the Dune Sea area and
relieved by ingesting salt in some form. But results in a sandslip - see the Encounter
during the cramps the victim cannot walk table below.
and will be in a lot of pain. If untreated the
cramps cause 1d6 Endurance damage per
hour, eventually causing unconsciousness. Sinkhole
Such damage can be reversed with proper
treatment. Not quicksand as myth sometimes makes it
(true quicksand is not found in the desert), a
sinkhole is a patch of especially fine sand
Flashfloods that will ‘give’ under a certain weight, each
character who traverses it must make an
These can only occur in a desert during the Athletics test or start to sink, camels will sink
short rainy season (usually early Spring), on an Eye result, other animals on a 1 on
and will only impact on the characters if 1d6, wagons etc. on a 1 or 2 on 1d6. If a
they are travelling close to or on a dry character starts to sink must make a second
riverbed, wadi etc. Athletics test (TN 18) to pull himself out.
Complete submersion takes up to six
minutes, with the character then dying of
Drumsand suffocation in no. of rounds = Feat die. If a
PC is completely submerged he/she must
An extremely rare phenomenon where sand
make an Athletics TN 20 to get out. Pulling
disturbed by the passage of animals or
a character out counts as a prolonged action
passersby causes the sand to vibrate,
using Athletics, with up to 3 characters co-
creating sounds like thunder or booming,
operating for a human-sized character,
which can be dangerous if the PC's are trying
more for a larger victim or if using rope or
to be inconspicuous.
something else to pull the victim out.

Whirlwind

This is a mini-tornado, where the wind


speeds reach up to 60 miles/hour. Visibility
is effectively reduced to nothing, Awareness,
Explore & Search checks are impossible,
also any ranged attacks. Only in a true
Lack of water Environment Effects on Equipment etc.

All characters can go without water for Blowing sand may cause effects that
normally 3 days, modified by: characters will have to deal with after a
+2 days if eating food with high water storm, as sand can find its way between
content (greens, fruits etc.) joints in armour, seams in clothing etc.,
+1 day if character weighs more than 200 pouches etc. Unprotected food will be
pounds or if character weighs more than rendered unpalatable if not inedible, &
racial average, or if character is shorter than liquids not properly stoppered will be
normal contaminated. The LM should make a Feat
+1 day if character has just drunk as much die roll after a sandstorm, an Eye result
water as he/she can indicating that one of these effects has
+1 day if female occurred, resulting in increases in Fatigue
+1 day if no strenuous activity accordingly.
-1 day if effective temperature is 90 degrees
Fahrenheit or more
-1 day if character fails to eat anything per Inside a sandstorm
day (any food is better than nothing)
-1 day if character’s Body score is less than 3

When this lack has been reached, initially a


character will become weakened from lack
of water, and will be at -1 to all rolls and
must make Fatigue tests. This penalty
increases by -1/day without water until
penalty = Body score, or a Fatigue test is
failed. When this happens character is
considered Exhausted and falls
unconscious, and will not recover until
given water. If said character does not get
water within two days of this condition that
character will die (without special magical
healing or Athelas).

Recovery

A character regains any Endurance lost from


Heat or Cold at 1/hour, but only if the
character’s personal temperature is now
within the tolerable range and character is
only performing minimal physical activity
(this means no walking!).
Desert Lore will be able to infer them.
Unless the LM has deliberately planted the
D Finding water & tracks to hint at the existence of a waterhole
known to the LM, the distance to the water
other things in the desert will be 1 Feat die in km away, with an Eye
result indicating something is wrong with
the water source (either poisoned, difficult to
There is now a new specialty, Desert-Lore: get to or guarded etc.)

“The desert may seem a lifeless, inhospitable


place to those unfamiliar with it. But you Waterholes
know how to find water, beasts and suitable
shelter in this environment, and how to A waterhole means anything from just a
respect the dangers” muddy puddle, up to The Great Oasis (with
many acres of vegetation and unlimited
This specialty is available to starting Haruze amounts of water). The LM should make a
characters (& some other cultures Feat die roll to check if the water is safe to
depending on LM's setting drink, an Eye result indicating the water is
poisonous, characters who drink this water
Hunting in the desert is always at -1 unless
will be poisoned (1d6+1 damage) and
the hunter has Desert Lore. Other skills
Wounded. There may be warnings nearby
similarly affected unless character has
(dead bodies etc.) to allow an Awareness
Desert Lore are Explore, Travel & Battle
check first.

Animal tracks A Waterhole

Desert animals seek waterholes at dusk and


dawn. In sandy country, their tracks may be
encountered and used to guide a party to
nearby water. In the morning, these tracks
will lead away from the waterhole, since the
animals will have finished drinking and be
seeking shelter from the sun. In the early
evening, they will lead towards water.
Confusing tracks made earlier may still
exist, but are usually erased during the
course of the day by desert winds. Either
the LM rolls 9+ on a Feat Die for characters
to encounter animal tracks, or a PC does a
TN 14 Hunting test.

Interpretation of the tracks should be left to


the players depending on how successful the
Hunting test was, but a character with
An Karagmir's oasis

Dry river/streambeds

Particularly in spring & early summer, water


is often found near the surface of these,
although sometimes shovels or similar
implements maybe necessary.
A solar still
A dried up river
Only possible to those with Desert Lore, it is
a way of creating water utilising the
Greenhouse effect, requiring a pit about a
metre across, a translucent (transparent
such as Desert Amber) sheet, a container for
the water and a straw to drink from, also a
rock to hold down the sheet. This is always
more effective in areas where water is close.

Finding Shelter

Smelling water Rock crevasses, cliff overhangs, caves and


nomad tents are all ways to keep out of the
Natives of the desert (and those with Desert desert sun during the day and for warmth in
Lore who have been in the desert for long the cold nights, although natural ones may
enough) seem to be able to locate sources of have the danger of other creatures also
water nearby without riverbeds. seeking shelter.

Water bearing plants Navigation

Some plants have adapted to survive in the Familiarity with the stars makes navigation
desert by storing water – an Eye result easier in the desert, since there are rarely
means the plant is poisonous. clouds to obstruct the views of the stars.
Perhaps this is why the nomads have many
names for the stars, and why Ladnoca (the
Native Stores of water moon) was the first goddess worshipped.
The local natives are also very familiar with
The Narakshi and other natives of the desert the landmarks of the area ( a character with
have their own stores of water, often secret Desert lore may or may not be aware of
and/or guarded. The Jelut's main store is at these).
An Karagmir.
The Moon seen at Hole in the Rock

Sightings/Landmarks in the desert

The table below can be used to determine if


a party can see a landmark, although larger
features such as big rock formations can be
seen from much further away, whereas
streams, rivers and canyons may not be
seen until almost on top of them.

Table 2: Landmarks
Target or Landmark Distance at which seen

Waterhole no vegetation Must roll TN 14 Awareness test to see


within 1 mile, not possible at greater
distances unless Keen Eyed

Single Building Definitely seen within two miles,


Awareness TN 14 within 5 miles

Small Oasis or settlement Seen within 5 miles, Awareness TN 14


within 10

Large Oasis or village Seen within 10 miles, Awareness TN14


within 20

The Camel's head landmark, Stone Forest


injuries and burns. The juice can be
prepared as a salve to use later. Difficulty of
e Plants & other things of Finding: TN 16. Cost: N/A for leaf, 1
the desert Treasure for salve.

1. Medicine & Healing All Heal (Sin.Arkasu)


This is a salve or cream popular with
merchants who travel in the desert, as it
The Haruze have a formal system of court
restores damage from wounds and/or
physicians, doctors and guilds for midwifes,
sunburn, and if ingested it also helps with
apothecaries, alchemists and herbalists due
headaches, mild aches & pains. The secret
to Númenorean influence, but the common
of making this cream is a closely guarded
Haruze people have little knowledge of
secret, but is believed to require rare herbs
exalted healing, being more familiar with
from the East of East. In game terms it
more traditional healing methods. There
restores 1d6 + Body Endurance and speeds
are many travellers through the area and as
normal healing by 1.5x. Difficulty of
in all regions those with money can access
Finding: TN 14 to find in markets and/or
the best of both traditions as generally
merchants. Cost: 3 Treasure for 1 dose, 10
healers are respected in the area. All the
Treasure for a jar of cream.
great cities of Near Harad have hospices
tending to the sick and injured that are
Arukke
maintained as charities by private and/or
A dark mushroom that grows in groups far
religious concerns. The greatest of these is
away from the light of the sun in areas such
The Hospice of Lost Faith in Amrûn.
as thick forests or dark desert caves.
Farming of these mushrooms is difficult
2. Plants & Herbs
and is a technique only known by the
Qarsag & Haruze nomads, it is slightly
Each plant listed below includes a Difficulty
poisonous if eaten and causes
of Finding TN (Explore or Hunting), and a
hallucinations if abundantly consumed, but
cost in Treasure Pts to buy a prepared dose.
if taken with caution the poison is not
Craft is the skill to use to actually make a
addictive. The solid parts of Arukke dissolve
herbal preparation (use the same Difficulty
poorly and cause strong stomach gripes, so
TN as for finding) , with Herb-lore or Desert
only fluids are extracted. In small portions
Lore being the relevant Specialty here.
Arukke causes activity of mind, loquacity
and slight hallucinations. When someone is
Aloe
drunk on Arukke it results in hallucinations
This is a spiky green plant well known to the
but no loss of senses, but superficial and
north but it grows wild in Harad in
secret thoughts may be “thought aloud.” -
scrubland and desert fringes. The leaves
these kinds of unintentional and honest
when crushed provide a juice that heals 1 or
opinions can result in lots of fights and
2 Endurance damage (roll to check), or 1d6
arguments. Difficulty of Finding: TN 16.
Endurance damage from burns/sunburns,
Cost: 15 Treasure for a bottle or wineskin.
and also doubles the healing rate on minor
Atashi Tree popular as it is considered the best tasting
An aromatic and beautiful tree found in tea in all Middle-Earth, and is particularly
oases or anywhere with sufficient water, it favoured by monks or those suffering from
blossoms in spring with brilliant, fiery pink pain, since although it can be addictive and
flowers that have a very strong, sweet scent. if drunk regularly can cause the drinker to
It grows wild in some regions, there are starve to death, the victim will do so without
scouts and guides that can find an atashi any anguish or suffering, it also helps with
tree by its smell, carried on the wind for visions/dreams. Difficulty of finding: TN 16
many miles through the wilderness. (only in Gaj, although as a tea it can be
purchased from merchants). Cost: 5
A perfume and an exotic bath oil used in Treasure for enough to make a pot of tea.
hammams is made from these flowers. All
three (flowers, perfume and oil) are traded Cockfan Aka Bushwhip, Sin.Gwaethar
and exported as the perfume and oil is This small palm plant produces palm fronds
highly prized in Bozisha-Miraz, Tulwang that resembles the fans favoured by
and elsewhere. There are some wealthy courtesans, the whole plant is only about 5
nobles in Bellakar and Near Harad feet high and only a few inches thick, it can
(including the Great Khan himself ) that be found even in the central desert areas.
have whole orchards of this flowering tree. When crushed and boiled the palm fronds
Difficulty of Finding: TN 14. Cost: 10 produce a healing tea that removes nausea
Treasure for one product, 50 for all three [LM info: any poison or disease is cured,
(flowers, perfume & oil). especially orc or spider poison]. Intact
plants can also be dried and used as fans, so
Boxdeath (Sin.Cennilloth) are popular with female Haradrim.
This plant is a small bush with spiky Difficulty of finding: TN 12. Cost: 1
branches and small green leaves that dies Treasure.
off every year and returns in the wet season,
but each plant before it dies produces a Creosote
single black flower shaped like a small box. A bush, small gnarled and many-branched,
If this flower is eaten by someone with coloured red or black-purple, they ooze a
grievous/fatal injuries, the flower sends the black, sticky liquid from their branches. The
victim into a coma for 3 days, during which natives burn them over basins to catch this
time no other healing can be performed. At liquid, which is useful for sealing containers
the end of this time the person has a 50/50 etc. from dust & sand. Difficulty of Finding:
chance of waking up completely healed, or TN 12. Cost: 1 Treasure for a jar of tar.
dies unless athelas can be found. The
Haruze refer to this plant as "Fortune's
Choice". Difficulty of finding: TN 20. Cost:
200 Treasure.

Caj Tea (Sin.Gurthond)


This is a tea made from a shrub found only
in the Gaj Forest of Far Harad, but the tea is
Elf Eye Cactus & Poponik
Daggerleaf Cactus (Sin.Sigillas) Sin.Hennedhel, Har. Klagul
This cactus native to Far Harad looks like a This cactus is light green with yellow spines,
pin cushion and is a small sized plant but barrel-shaped up to 3 ft high. In spring it
with very large pins that can be up to one & brings forth small white flowers on top of
half feet in length. The leaves are very the plant, these flowers if eaten give the
sharp, anyone brushing against the plant consumer the Keen-eyed trait for several
takes 1d6 Endurance damage - if falling into hours. Eating more than one of these
or running into such a plant the victim must flowers causes a distracting side effect of
roll a Protection Test against TN 14 to avoid itching. Difficulty of finding: TN 12. Cost:
being wounded. The leaves can be cut and 10 Treasure.
used as weapons, although only for 1 The Poponik plant (Sin. Olwir) is a separate
combat round before wilting and losing plant that is usually only found growing on
edge. top of elf-eye cacti, it grows to the size of a
The centre of the plant can provide water man's fist and sprouts white blossoms at the
for 1 day, removing the spines is not hard same time as the elf eye does. If one of these
(TN 12 Hunting or Explore), and the plant blossoms is eaten the user falls into a deep
produces a local delicacy custard when sleep for a day and cannot be roused by any
baked. Difficulty of finding: TN 10 in Far means. While sleeping the user can recover
Harad, TN 14 in Near Harad. Cost: 2 one point of any attribute (Endurance, Hope,
Treasure for 1 sharp leaf, 6 Treasure for the Body etc.). Difficulty of Finding: TN 12.
preserved tissue and/or custard. Cost: 5 Treasure.

Desert Onion Har.Poa Frankincense


This plant grows away from the light or These are a number of related small trees
underground and looks like an onion, but with short trunks that fan into many
the plant is dangerous as its bulbs release a branches, found only in limestone soil such
gas at a shock, this gas is usually lethal if in as The Stone Forest or other stony areas on
a cramped underground area. It is found the fringes of the desert. The sap of such
only in the Stone Forest area or trees hardens into a translucent golden resin
underground, especially in caves in the Erim known as frankincense used throughout
Poa. Harad for ritual and health purposes,
mainly by burning as 'incense', but also
Dogbane used in cosmetics by Haruze women.
This bush is so called as its leaves when Difficulty of Finding: TN 12 Stone Forest, TN
crushed produce a mild poison that kills 16 elsewhere. Cost: 1 Treasure for 1 candle.
small animals and children, although it is
not usually fatal to adults it gives the
sufferer a permanent heart condition.
Difficulty of Finding: TN 14. Cost: 5
Treasure for poison.

Frankincense & Myrrh


Hrast Fruit Sin. Bas e-Lothladen
Garig Cactus Sin. Iannungol This grey fist-sized fruit only grows on trees
This cactus is unremarkable in appearance in the Gaj forest of Far Harad but is easily
and grows several feet in height, with sharp, found in markets across Harad, as they are
long but widely separated spines, green with favoured by desert travellers since just one
tiny yellow vertical stripes with no side fruit is able to sustain a man for one day in
branches. The plant grows a single white the desert (provided he also has water). The
flower once/year. The plant is well known fruit keeps well when picked, being edible
to healers and nomads for its healing for up to 3 weeks after picking. Difficulty of
properties: pieces of the plant can be sliced finding: TN 16 in the Gaj Forest, otherwise
off the trunk without harming the plant, one only found in markets in the south. Cost: 2
of these pieces restores Endurance = Heart Treasure for 1 fruit.
score. The roots can also be mashed up
and made into a serum that can be Jimsonweed aka Mad Nightshade
preserved and has the same effect when Although called a weed this small flowering
drunk. Such treatment can only be used bush has many uses: by healers the leaves
once/day for the same individual, and the are ingested or smoked to relieve pain,
serum can only be preserved for a few whilst the seeds if eaten produce
hours. Difficulty of Finding: TN 12, but hallucinations, so are often used by monks
healers only use it when desperate due to its etc. Either source is toxic if too much is
bad smell. Cost: 10 for a piece, 20 ingested, indeed overdosing on 'jimson' is a
Treasure for the serum. relatively common occurrence in
communities such as at Urud-an-khibil and
Maresh. An overdose results in delirium
followed by amnesia - hence its nickname.
Difficulty & Cost - n/a easy to find in most
places.

Juniper
A relatively common bush found wherever
there is some water, its berries have a very
bitter taste so it is difficult to eat raw, but is
popular with the Haruze as a flavouring for
meats and sauces by crushing the berries.
When fermented it also produces a popular
local alcoholic drink, and freshly crushed
juice is also used as a contraceptive.
Difficulty of Finding: TN 12. Cost: 1
Treasure for a wineskin of the fermented
drink.
Kafe Kingsfoil Sin. Athelas
This plant is used to make a local hot drink, Often confused with common wildflowers,
originally native to Chennacatt in Greater this plant is found wherever the
Harad, but has now spread throughout Númenoreans settled, especially the coastal
Harad due to 'The Coffee Ceremony" (see regions. The plant produces small, white
below) becoming an important part of daily flowers all year round that give off a
rituals and life. The beans of the bush are pleasant scent. Healers know that when the
dried and ground, then boiled and served leaves are crushed and placed into boiling
with sugar as an aromatic hot drink that water the plant will heal anything,
acts as a stimulant (similar to pipeweed in depending upon the healer preparing the
its effects according to hobbits who have plant - in the hands of a king the plant has
sampled both). Difficulty of Finding: TN 16. been known to bring people back from
Cost: 2 Treasure for enough beans to make a certain death . In game terms the Healer
kettle/pot of kafe. can reroll the Feat dice and keep the best
result, and add 1 skill dice to the Healing
The Coffee Ceremony attempt. The common folk use the flowers
of the plant to give to any sick people as a
According to Haruze legend, many sign of goodwill. Difficulty of finding: TN
years ago there was a sheikh who had 16. Cost: 10 Treasure, but usually it is best
to hide in the desert from enemies. He to freshly pick this plant.
discovered a small tree that was
Kingslock Sin.Hwindos, Har.Kly, aka
growing outside the cave he was
Berrydeath
hiding in - he tried to eat the berries
This bush has small oval leaves and small
but they were too bitter, and he tried
bright purple berries, and is found in semi-
using the plant in many different ways,
arid scrub and bushland. The berries can be
before finally discovering that boiling ground into a paste that is highly toxic if
the seeds in hot water produced a added to food or a blade's edge - if ingested
drink that both allowed him to or failing a Protection Test a victim takes
manage without water for longer and 3d6 Endurance damage in the next minute
also helped him think. Thus 'kafe' or (and is considered Poisoned) unless they
coffee as Westron users pronounce it inhale smoke from dried kingslock. The
was born, it soon became an important paste can be preserved for up to 2 weeks.
ritual of the Haruze nomads to then Difficulty of Finding: TN 16. Cost: 50
drink coffee in ceremonial occasions, Treasure for the paste.
especially in settling disputes. This
custom then spread to the cities and
other areas, especially with the rise of
the Enlightened Path (Batan an-Izindi)
and the Prophet's blessing and use of
the drink.
Lesser Aloe Aka Culkas, Sin.Sauthoel Finding: TN 16. Cost: 2 Treasure for 1
Nihen potion.
This plant resembles the common aloe plant
(see above) but has small, white dots along Mesquite Tree
its leaf edges and is only about half the size This tree is the main source of wood for the
of common aloe, and also is (unlike aloe) desert nomads, usually found only in oases
found in desert and arid areas. The leaves they look quite small but yield large
of this plant can be cut and mashed to amounts of wood once uprooted and
produce a thick gel/paste that can be spread sundried. Its roots go down deep to find
on burns/sunburn, healing them within 1 deep water underground and as such also
hour if the damaged area is completely stabilise sand dunes if growing on them.
covered, although wounds healed in this Difficulty of Finding: TN 12 Oasis, TN16
way remain tender for some time. Difficulty elsewhere.
of Finding: TN 14. Cost: 15 Treasure for the
paste. Mesquite Tree

Marub
A coated tree-like shrub with large light
green leaves that mainly grows in oases, it
provides delicious purple fruits year-round,
its' hollow trunks are used as fire-wood,
irrigation pipes and raw material of
utensils, its leaves are used in roofs and
when cut to strips can be used for twining
many kind of utensils, its roots when
uncovered and empty are used as holders
and musical instruments, its' seeds can be
(and are) used as sling bullets. Difficulty of
Finding: TN 10 (oasis),TN 18 (anywhere
else). Cost: 5 Treasure for whole plant.

Merrig Sin. Tosnorn


This low bush is found in the semi-arid Mormon Tea
grassland areas of Near Harad & Umbar This bush is found in most places with a
and is recognisable by having tightly wound little water, when brewed into a tea it is an
spiral growths, pear shaped leaves and effective cure for hayfever, colds and minor
small thorns on its stem. The thorns can be ailments.
scraped off and boiled overnight to create a
potion that gives the drinker +1 to all
Personality skill tests for two weeks.
However, this potion is addictive if the user
continues to imbibe the potion. Difficulty of
Myrrh Ragweed
A resin produced by a small, thorny shrub A shrub found almost everywhere, it is
that only grows in the deep desert, when considered a nuisance plant as it has no
heated the resin produces an aromatic oil known uses and it causes hayfever etc.
popular for religion, cooking and as a
medicine for pregnant women. Difficulty of Saltbush
Finding: TN 16. Cost: 5 Treasure for a jar of This common shrub is so called because its
oil. leaves are a useful source of salt in the
desert and desert fringes, it is harvested as a
Nashadt Tea Sin. Laugraw vegetable by the Haruze not only for
This small cactus has many thick, rubbery themselves but also for their herds of camels
stalks with oval shaped leaves - these leaves and/or goats. Difficulty & cost: n/a as quite
if crushed and placed in hot water produce a common.
sweet tasting tea that warms the drinker,
restoring him/her if suffering from cold Sourberry Sin. Ufaug, Har.Kiseoboba
exposure, usually inducing sleep. The tea is This hardy, thorny shrub with reddish leaves
also used as an antidote for most poisons. grows up to 4ft in semi-arid areas, especially
Difficulty of Finding: TN 14. Cost: 30 scrubland. It does not flower but produces
Treasure for a pot of tea. blue coloured fruit that taste bitter, hence its
name. When eaten the berries allow the
Palm Tree aka Date Tree eater to avoid feeling thirsty, allowing
The most common tree found in the region is him/her to go without water for longer
the date palm, there are other palm trees as (although the danger is that the consumer
well but less common. Its fruit is known as can become seriously dehydrated).
dates and is a staple food of the nomadic Difficulty of Finding: TN 10. Cost: N/A -
Haruze. Such trees are common in oases cheap.
and coastal areas. Difficulty of Finding: TN
14 outside oases. Cost: 1 Treasure for a bag Stinging Nettle
of dates (1 week). This small flowering nettle is so named
because if contacted it causes a stinging
sensation, but ironically it has many uses:
by soaking the leaves in water or by cooking
to remove the stinging chemicals, it is a very
nutritious vegetable and is also good at
making soil better. Difficulty & cost: n/a.
Tumbleweed Har.Penhuij
This is the most common type of plant found Water Root Har.Karoosh
in the region, its Haruze name of 'flying This desert sponge appears as a brown
bush' indicates its ability to move with the bush, its mass of branches carries no fruit or
wind from one dune to the next and flowers, it is often covered in a light coating
seemingly live on very little water, they are of sand and grows in rocky cracks in the
actually any plants without roots that are deep desert. While the bush itself has no
able to survive in this fashion until they find value, its roots are quite remarkable, being
a wet area to put down roots. Difficulty & of a spongy material that retain an
cost: n/a. enormous amount of water, if dug up and
cut almost a pint of water can be extracted
from each root. A single plant may have as
many as five of these long, orange soft-
tissued roots, enough water to sustain five
men for 1 day. Difficulty of Finding: TN 16.
Cost: N/A need to use immediately.

Vala's Plant Sin.Baladhroen, Har. Ul-Naza.


This small but extremely rare shrub grows to
about 1ft high with shiny pointed leaves and
greasy bark, according to legend it is
believed to grow only where a Vala has
walked and will cure any poison if the leaves
are chewed. According to tradition the plant
originally came from East of East. The
leaves retain their power for up to 1 year if
wrapped in leather, otherwise they last only
for 1 week. Difficulty of Finding: TN 20.
Cost: Priceless.
3. Other Useful Items Salt

Desert Amber Sin. Glitharn Gelebren. The other reason men brave the Mirror of
Fire is to be found in the North-eastern and
Desert amber is a hard, translucent South-western parts of the Mirror - in these
gemstone that unlike amber is silver rather areas the waters of Almaren were
than golden in colour, and lodges in cracks transformed into great salt pans (the south-
and crevices of the Mirror of Fire in Harad. western salt pan is called Ne Tava), so salt
Desert amber was originally the living mines were set up to harvest the salt as slabs
waters of Almaren, the lake created by the transported back to Sudu Cull or Tul Poac,
Valar in the Spring of Arda. But when usually about 5 slabs/camel, the salt
Almaren was destroyed by the destruction of caravans would leave Korondaj or nearby
the Lamps, by some means the primeval cities in early November and late March
waters of the lake was preserved as Desert with food and supplies including slaves,
Amber. It is most commonly sought after returning after about three weeks with salt.
as a decorative gem for jewellery and the This caravan was greatly feared by slaves as
Haruze believe that it wards off demons, the salt mines were mostly mined by slaves
hence why men brave the dangers of the having to dig with picks on the surface of the
Mirror of Fire to collect it. salt pans, thus fatalities were high.
Less well known are two other effects: in There is a smaller salt mine not far from
alchemy if crushed and powdered desert Urud-an-Khibil, as where the trail from the
amber can be used with other compounds to White Palm Oasis leads back into the hills
stave off death (this was certainly known in there are a few salt lakes due to the land
Númenor and Gondor); Secondly if it is here being in a depression. Although
mixed with other preservative substances smaller in size compared to the salt in the
desert amber enhances their affects, even Mirror, a similar caravan would leave Hajaz
those that preserve life. Loremasters have Tollin or Boshiza Dar at the same time of
speculated that this is due to the primeval year for these mines. 1 Salt slab = 20
waters of Almaren 'diffusing' into the Treasure (worth more in the North).
mixture. Difficulty of Finding: TN 18
(Mirror of Fire, anywhere else requires an
Epic Feat). Cost: 2 Treasure for a raw stone,
20 Treasure for a dose of crushed powder.

A salt caravan

Desert Amber
Gold & other precious metals
One of the most popular and consistent
rumours in the region is about the latest
'secret gold mine' being discovered, or of the
lost 'City of Gold' long buried by the desert
sands. These legends have tempted many a
foolish soul to go wandering in the desert
looking for riches. But in fact there are only
a few deposits of gold, silver etc. to be found
in the area between the Mountains of
Shadow and the Yellow Mountains - indeed
such deposits are more likely to be found in
A Camel cart
the Ered Harmal (Mountains of Southern
Gold) to the east of the desert. The 'city of
gold' does indeed exist, but far to the
southeast (in Harshandatt) 5. Opportunities for Adventurers

There are usually always some merchants


needing hardy souls for hire to accompany
4. Special Equipment caravans into the desert from Umbar or one
of the cities of Near Harad, Harshport etc.
Large Tent (& poles) On a good trip the rewards can be great, as
10ft x 20ft, weight 40 encumbrance, requires usually workers share any profits plus
40 minutes to set up, half this time to take treasure found en route. Caravans tend to
down. Cost: 1 Treasure for 2 tents require the following types of workers, with
all other characters usually having to pay a
Bundle of firewood fee to the caravan master (or owner), usually
1 encumbrance, gives fire for one night. 1 Treasure (depending on where caravan is
Cost: 1 Treasure (wood is expensive in the going etc.)
desert - normally would cost much less)
1) Guards
2 weeks iron rations
2 encumbrance (low water content). The most common, any warrior will usually
Cost: 1 Treasure to feed 10. be accepted, but sickly looking types will be
rejected - all characters must provide their
Camel Cart own equipment
A special type of cart that is used by the
wealthy, women, the sick & injured etc., 2) Drover
designed to be pulled by a camel.
Cost: 2 Treasure (4 if comes with camel) Any character who has some skill in
handling animals (Craft or Hunting &
relevant traits) can apply for this position
3) Cook

Open to any character, but if he/she proves


to be a bad one will be sacked without pay
at destination (if nothing happens to
character before then!)

4) Scouts

Preference is given to natives of the area,


unless a character can prove they know the
area or have convincing referees
A Harad Guardsman
5) Interpreter

Character must be able to speak at least one


language of the area such as Haradaic,
Apsyaic etc. and preferably at least one
tribal dialect. The more languages the
character knows, the more pay.

6) Lieutenant

Character must have Awe of 3 or more or be


able to provide convincing references of how
good in battle character is, or to convince
the guard commander by fighting him/her.

A Caravan Trader
7) Servant

Any character who is able to make a


favourable impression on the caravan
master (or owner) can work as his/her
servant.
F Encounter Tables
The LM should roll the Feat die once/day [twice if travelling in the desert in summer], also at
night if party travelling at night, an Eye result indicates an Encounter

Main Encounter Table (roll Feat die)


1 Encounter with natives or other people, roll another Feat die:
1-6 Haruze nomads ( there will be 2d6+4 - the natives
may/may not be hostile, depending on what the party is
doing); 7-8 Variag nomads (same number but more likely to
be hostile); 9 - Merchant caravan;10 - Traveller; Gandalf &
Eye - special (an important personage/NPC or unusual
encounter), eye meaning a potential threat to the PC's. See
Section I People & Places below.

2-7 No encounter

8 Animal or Monster encounter - see Creatures of the Desert


section G below

9 Vehicle breakdown/injured animal/injury to one of the


party, they must stop for 1d6-1 hours (at least)

10 Event - roll on the Event sub table F1 below

12 Rockslide or sandslip, triggered by vehicle or characters.


Characters need to make Athletics rolls to avoid falling rocks
or being buried in sand.

Eye Hazard - see Desert Hazards Section J below

2 Beautiful Sunset
The company turns a corner or reaches a
F1 Event Sub table (roll a Feat die)
rise in the ground - before them the sky is lit
by the most amazing colours as the sun sets.
1 Ancient Glory/Relics
The beauty of the scene is enough to take
The company passes ruins and statues of a
most people's breath away - all companions
great civilisation of long ago. All
regain 1 Hope (unless they have a trait that
companions make a Valour roll - those who
would ignore this).
succeed feel uplifted, reducing difficulty of
any Corruption tests by 2 on the journey.
Those who fail with an eye result are
daunted for the rest of the day (-2 to all
actions due to fear).
3 Carcass available, and at the end of the day you find
The company's trail leads past the bones or the perfect camp spot. After relaxing with a
carcass of some creature half buried in the beautiful dinner, it occurs to all of you that
sand/rock - depending on what is buried the this day was just perfect - all of the company
LM may require Wisdom tests. members gain 1 pt of Hope.

8 Farmstead/Desert Dwelling
The company comes across an isolated
farmstead or desert dwelling of some kind -
the owner will usually be welcoming and
eager for news.

9 Dead Orc
The company comes across the still warm
body of an orc killed - but by whom or what?

10 Warm Welcome
4 Dripping Water The company is warmly received at its next
The party can all hear the sounds of water location - rumours of the character's quest
dripping from somewhere - but where? All and exploits have gone ahead, so the
companions make an Explore test to find the goodwill of the people overrides any
source (an underground cave nearby or a concerns their leaders may have.
tiny waterhole??)
Eye Goblins/Host
5 Holiday/Local Celebration There are signs that either a band of goblins
The party stumbles into a settlement to find or an armed (unfriendly) host of men are
the locals are celebrating something, and nearby - a successful Search or Explore roll
will usually be welcoming of any strangers during the day will reveal where the camp
to partake in the glad occasion. But is, but if night time the company must make
characters looking for work or the services of a Stealth roll if they wish to avoid them.
somebody will have some troubles.
Gandalf Secret Door/Treasure
6 Merchant's caravan/Wandering traveller On a successful Awareness roll, the
The party encounters a merchant's caravan company discovers either a secret door to
or a wandering traveller on the trail. The something, or the way to hidden treasure.
merchant could be heavily guarded or just a Roll the feat die to determine the size of
single pedlar wandering the wilderness. treasure (if any) with a Gandalf indicating
magical items and an Eye cursed item(s).
7 A perfect day
Sometimes life as an adventurer can be
fortunate, when the weather is neither too
hot nor too cold, the sun is shining with a
light breeze, supplies and game readily
array of hollow scales, it is feared because it
G Creatures of the Desertii hunts in a pack of 10-100, a large pack can
easily defeat a man.

Assassin Bug
Camels Aps. Deve, Devevi
Small insects that prey on other insects, they
Camels attack by biting and spitting, and
can give a painful bite even to humans, and
are likely to spit (a roll of 6 or less on Feat
a human victim has a chance (eye on Feat
die) at those trying to ride them, if this
die) of contracting a disease if bitten.
happens the rider can be temporarily
blinded for 1d6 rounds if an Eye result
Beaded Lizard Aps. Izhta
occurs (on a Feat die roll). Camels are also
This venomous lizard of the semi-arid desert
naturally ill-tempered and will refuse to rise
fringe is black with yellowish 'beads' on its
to travel at the start of a journey on a Feat
skin, it preys mainly on eggs of birds and
die roll of 5 or less, roll again after the
reptiles, it attacks by biting a victim then
animal trainer (or whoever is looking after
hanging on and chewing so its venom gets
the camels) spends a few minutes coaxing. If
into a wound. Its venom is highly toxic, but
camels remain in one place without moving
the animal is still sought after because a
for a lengthy period, they are likely to lie
highly intoxicating liquor called 'Izhta's
down on a roll of 2 or less. There are two
Tears' is brewed from the venom, also an
types of camel - the normal (one hump)
elixir that cures sunstroke.
variety, and then the two humped version
that can usually only be found in Erim Poa.
Beetles
The main beetle encountered in the desert is
the dung beetle, easily recognised by its
habit of rolling dung into large balls, it is
often encountered wherever camels, horses
etc. are found. Other beetles that can be
encountered is the blister beetle (so called
because contact with skin causes blisters as
it is poisonous to touch), and the stinkbug.

Black Bear Sin. Meglivorn


Only encountered in the semi-arid desert
fringes, this nocturnal dweller feeds on
almost anything, hibernates in caves in
winter and has excellent smell.

Black Lizard Sin. Andodailon


The 'Gate Shadow' is a nocturnal creature
that wanders the semi arid areas of the hills,
3ft long it has a prehensile tongue and tail
and can survive in tough areas due to its
Desert Cat Aps.Unca, Uncavi
Carpenter Bee The unca is a large cat (although smaller
This is a special type of bee, quite rare, that than a leopard) found in the hilly areas of
makes its home inside plants such as oak, Harad, it is large enough to be known to
even cacti, and unlike normal bees is attack man on occasion.
solitary.

Cattle Sin.Auroch, Aurych


Domesticated breed of the Kine of Araw,
there are few wild herds in Harad by this
time, most are claimed by the Haradrim
clans as their property

Centipede
Many varieties of this insect can be
encountered in the desert at night, most are
mildly poisonous and not fit to eat (a
character with Desert Lore will know).

Cobra Aps.Caja
These highly venomous, 6ft long hooded
snakes are common in Far Harad in the hills
areas, but rare in Near Harad, although can
be encountered in hilly areas.

Crebain Desert Eagle Aps. Orao


Evil crows, they are mainly scavengers or The Orao is smaller than the Great Eagles
acting as spies for some powerful adversary. (although still large enough to carry off a
goat), less intelligent and more vicious – the
Death Shrew environment has forced it to become a
This creature can only be encountered in the carrion eater or to attack caravans. Their
underground caverns under the Mirror of eyries are in hills or large rocks, especially
Fire, they are harmless-looking small the Stone Forest region.
creatures, but they carry a deadly disease
known as the Blue Hand - anyone bitten by a Desert Fox Aps.Lisica, Lisicavi ‘Nightears’
shrew can contract this disease, which A small, large-eared fox found throughout
results in a bluish cast to the skin, with Harad, it hunts in the cool of the desert night
sufferers later becoming crippled - many in pairs or small groups on rodents &
have killed themselves due to this disease insects, and knows how to dig for sleeping
being similar to leprosy in its effects. reptiles if desperate, they are hunted for
their brilliant auburn coats that keep the
wearer warm on cold desert winter nights.
Goat Sin.Fintonarki, Har.Koza
Desert Mouse Aps. Quaquam, Har.Giajia This is the most common herd animal found
This small mouse is revered by the nomads in the region (after camels), as goats require
as it lives in the harshest of environments less food and water than the other main
(including the Mirror of Fire) and seems able domesticated animals and are more
to live without water, obtaining moisture omnivorous, so most milk, cheese etc. in
from the seeds it eats. The nomads believe Harad comes from goats.
that anyone who injures a quaquam is
cursed with bad luck. Gorcrows
Smaller versions of the evil Crebain, these
Desert Starling Aps. Wuflila birds are scavengers and usually only found
This bird is considered a great blessing for on the desert fringes.
travellers - it is called 'Eyes of the Master' as
it can sense water sources over great Grey (common) Wolf Sin.Draug
distances and will circle over water. The ones that roam the desert are blacker in
colour, they are usually only encountered on
Dog, Wild Aps.Vuk, Har.Kineh the desert fringe. War wolves (Sin.
Large numbers of this animal roam across Ormaraka) are wolves that have been bred
Harad and further, they look like wolves and trained for combat, often used by orcs
except they have spotted brown fur. They as trackers, scouts and harassers, they
hunt in packs and are feared as remorseless appear as larger wolves but are bolder and
hunters, running their prey to exhaustion. more cunning.

Forest Strangler Aps.Petla, Petlavi Harnen Wasp Har. Koradh


This large (30ft) snake is found in the forests This dangerous wasp is found in the river
of Far Harad and also at oases, where it gorges of the Harnen and its tributaries, as it
lurks in branches waiting for unwary prey to lives in colonies in the crevices of the gorges.
come to drink. It has perfected the art of It is coloured like most wasps and is very
camouflage and ambush and attacks by aggressive, attacking any animals
firstly seizing its prey in its powerful jaws encountered including humans, its sting is
and then constricting its victim - once a highly toxic. However, the wasp is afraid of
victim is in its coils there is little chance of fire and will not approach a campfire, it also
survival - death occurs within half an hour. produces a honey that is valued by the
But it is weak if attacked by a group, so the natives of the area.
snake will usually only attack an isolated
victim. Horned Lizard, Horned Toad
This lizard looks like a large toad (hence its
name), it feeds on insects and similar prey, it
can squirt blood from its eyes and has
mildly poisonous spines on its back that
secrete contact poison.
Hounds Sin.Hua Poison Adder Aps. Otravati
These creatures being 'good' are usually only This small (1ft long) snake found throughout
encountered with humans and/or hobbits. Western Harad is murky grey in colour and
The most common in the area is the Sheep can be overlooked by the unwary, which is
Hound, used by Haruze shepherds to help not wise as its name (which means 'poison')
maintain herds. indicates that it is the most venomous snake
in Middle-earth as the Haruze believe the
Hyena Aps. Hanajaib only effective remedy to a bite is amputation
These pack scavengers of Far Harad roam - a victim bitten usually dies within an hour.
the hills and desert fringes, usually not
found in Near Harad. The Haradrim say to
beware the Hanajaib when it starts
laughing, as this means death is nearby.

Jackal
Usually only found on desert fringes, they
are pack hunters. Ravens
Intelligent birds and on the side of good,
Lion Aps.Lata, Latava, Sin.Ra according to legend they were the
Normally only encountered in the hills of messengers of the Vala Namo (Mandos),
Far Harad and Isra, lions are rarely and thus associated with Fate & Prescience.
encountered in Near Harad, they roam the Most ravens can speak some Westron, they
scrubland and desert fringes in prides, it is are usually found only near human
the largest predator in the area and hunts habitations.
during the day but usually avoids man,
although some males become maneaters Rock Viper aka Leopard Viper
and terrorise areas of the Raj. A small snake (1ft) that can be a danger to
any who climb cliffs & mountains, it is
Locusts found on rocky ledges and is grey with
One of the most feared of all creatures, speckled spots (hence it's name), so is very
fortunately a locust swarm happens rarely hard to see against bare rock, its' bite is
(perhaps every 7th year or so), and usually almost as deadly as the otravati but rare
only during the short rainy season. A locust cases have according to the Haruze survived
swarm will devour everything in its path, a bite with the proper medical and/or
including any provisions carried by an magical treatment. A victim dies of massive
unfortunate fellowship (making all heart failure after about ten minutes.
temporarily Weary), and all subsequent
Hunting & Explore rolls to find food are
penalised by 4. Visibility is reduced as if
travelling in a sandstorm during such a
swarm.
Scorpions Har. Kulp Snare Snake Aps. Zamka, Zamkavi
There are many species of scorpions found This snake is common in the dry hills of
in the desert - one is called the Black Western Harad, less common down on the
Scorpion and produces a mild poison called plains of the desert. It is so named because
Juth (Sin. Saevegil) that can be used on the the snake attacks by whipping its tail out to
edge or tip of a weapon (otherwise no good). coil around a victim's limb, the snake's
The victim suffers the poison if fails a whole body is covered with poisonous barbs
protection test and becomes Poisoned. A that enter the victim through this attack.
victim loses 1d6 Endurance, and then The poison is medium toxic and paralyses
becomes paranoid (just like a Bout of its prey for at least 20 minutes, long before
Madness), this paranoia gets worse day by that the zamka constricts its prey to death.
day until the victim is insane, unless the A zamka will remain with its victim for at
poison is cured by either athelas or a least a day before it feeds, other animals
mixture of herbs known only to the Haruze. and natives know not to disturb it, as the
Another species is the Red & Black Scorpion, snake may well 'add to its larder'. The
feared because it likes human shelter and zamka does not constrict any prey that is
willingly lodges in human boots or under still moving.
saddles. Its poison is medium toxic, not
usually fatal but very painful, a victim is Spiders
unable to do much action for at least half an There are numerous spiders in the desert
hour. It is nicknamed the 'executioner' by the (although not as many as scorpions!).
Haruze as a victim makes similar cries of Tarantulas are large, hairy spiders that will
agony as if being tortured. usually avoid man, their bite is not fatal.
The tiger spider (Har.Syh-sah) is the most
feared, very small and striped like a tiger it
lives in holes in the desert but uses nomads'
caravans & herds to travel, it is greatly
feared because the female looks for a large
host creature to lay eggs on (such as a horse,
camel or human) - the host is bitten by a
very toxic venom that results in cardiac
arrest - once the victim is dead the spider
then lays its eggs.
Skink
Skinks (small lizards that lose their tails) are
Spitting Viper aka Egil's or Horned Viper
plentiful in the area but are of no real
This huge (20ft) poisonous snake is a native
interest to humans, not usually being good
of the plains & steppes, not usually found in
to eat and none are considered dangerous.
the desert except in the fringes. It is a
yellowish-brown colour (as per the
Sloth Bear Sin. Meglitiuka
landscape), it hunts in late afternoon/early
The largest bear in Middle-earth is huge but
evening. It can spit its venom up to 30ft
slow-moving and stupid, it is only
away, and its fangs are large enough to
encountered in Nen Umbar and the coastal
penetrate leather armour.
areas and will eat almost anything.
Stetan Aps.’Mischief’
This otter is found only in oases , Nen
Umbar , the coast & major rivers, it is as
large as a dog, friendly and playful, but its
name is well-earned from Haruze who
would spend a day gathering herbs only to
find their parcels and sacks torn apart, but
they are tolerated as a good luck charm by
the Haruze.

Termite Har. Marouk 'Builder'


So called because of the huge mounds this
insect builds, sometimes several meters in
height and width. It will only attack in large
numbers if the mound is threatened.
Wild Cat Har. Lumo
This large cat, as big as a large dog, only
Trail Lizard Ap.Zurku, Zurkuvi
lives in the Stone Forest area and surrounds,
A 1ft long lizard with black & yellow stripes
it is nocturnal and very agile, well suited to
and no natural enemies as its flesh tastes
the jagged landscape of the Stone Forest as
awful, it secretes a mild skin poison that
is able to jump and climb.
numbs (paralyses small prey). Most Haruze
believe that finding a zurku is a good omen,
Wild Horse Har. Sulan/Ninfin,
as they believe any who are lost will get back
Sin. Roch, Roh
to the trail by following it.
There are two types of horses: The first is
known as the Sulan and is also found in
Unbirds Q. Angusalweli
Harondor and Ithilien, it has high
These creatures are so called because they
endurance and is able to make long rides
are not birds but are (unlike other reptiles)
into the desert as it can stand heat and can
warm blooded and walk upright, the closest
go without water for several days, subsisting
similar animals are the flightless birds such
on bushes and grass. It is highly intelligent
as the ostrich etc. They can run quite fast -
but slow for horses, but they make excellent
the Leaping Unbird of Khand is slower but
war horses as they are disciplined and do
needs less water & food than other unbirds,
not scare easily.
they hunt lizards, frogs, birds, insects and
Ninfin horses are found on the edge of the
small mammals during the evening & night.
desert just south of the Harnen river,
They have a mild venomous bite that
especially bred by the Hassim clan, and
paralyses their prey. They are also hard to
unlike the Sulan the Ninfin is fragile (lacking
kill as their skin is quite thick and tough.
in endurance) but fast, often bred for racing
or in playing Kaeli (a Haruze sport). Hybrid
Vultures
'sulfins' are bred by the Bandar clan and are
Found throughout Harad, they feed on
popular choices for cavalry.
carrion. Eastern ones are larger and more
dangerous.
Encounter Table G1 Animals & Monsters

If Encounter Table F on page 23 above indicates an animal/monster encounter, go to this table.


Firstly roll a Feat die and consult the table below, then go to the relevant sub table indicated.
Each sub table is split into further tables depending on the type of terrain: Semi-Arid & Hills
(includes coastal areas and the Stone Forest), the Desert plains, and the Mirror of Fire (includes
Ne Tava).

Sub table Feat Die Roll

Bats and Birds 1-2

Insects and Spiders 3-5

Amphibians and Reptiles 6-8

Herbivores & Riding animals 9

Predators 10

Special* Gandalf

Monsters - go to Section H Eye

*Special indicated in these tables could be an intelligent or magical version, or a creature


well/ill disposed to the PC's. Should be beneficial to the Fellowship in some way if a Gandalf
was rolled, harmful if an Eye. If Gandalf rolled, roll again to find out what type of special
creature - a second Gandalf indicates a famous creature such as Shadowfax.

Shadowfax
Sub table F1a Bats and Birds
Semi-Arid & Hills
Die Roll Creature

1-2 Bat

3 Cliff Buzzard

4 Desert Eagle

5 Desert Starling

6 Hawk

7-8 Gorcrow

9-10 Vulture

Gandalf Raven

Eye Crebain

Desert
1-2 Bat

3-4 Desert Eagle

5-6 Desert Starling

7-8 Hawk

9-10 Vulture

Gandalf Special

Eye Crebain

Mirror of Fire
1-2 Bat (underground only)

3-4 Desert Eagle

5-6 Desert Starling

7-8 Echo Hawk (underground only)

9-10 Hawk

Gandalf Special

Eye Special
Sub table F1b Insects and Spiders
Semi-arid & hills
1-2 Ants

3 Beetles & Bugs

4 Centipedes

5 Flies

6-7 Scorpions

8-9 Spiders

10 Termites

Gandalf Special

Eye Locust Swarm

Desert & Mirror of Fire


1 Ants

2 Assassin Bug

3 Beetles

4 Centipedes

5 Flies

6-7 Scorpions

8-9 Spiders

10 Termites

Gandalf Special

Eye Locust Swarm


Sub table F1c Amphibians & Reptiles

Semi Arid & Hills


1 Beaded Lizard

2 Black Lizard

3 Cobra

4 Petla (Forest Strangler)

5 Horned Lizard

6 skink

7 Snare snake

8 Spitting Viper

9 Toad

10 Unbird

Gandalf Trail Lizard

Eye Poison Adder or Rock Viper

Desert & Mirror of Fire


1-2 Beaded Lizard*

3 Petla*

4-6 Horned Lizard

7-8 Skink

9 Snare Snake

10 Cobra (or other venomous snake)

Gandalf Trail Lizard

Eye Special

* indicates only found near an oasis or source of water (with accompanying plants etc.)
Sub table F1d Herbivores & Riding Animals
Semi Arid & Hills
1 Antelopes

2 Camel

3 Wild Cattle

4 Desert Mouse

5 Elephant (not Mumakil)

6-7 Wild Goat

8 Wild Horse

9 Sheep

10 Stetan (must be close to water)

Gandalf Poa Camel (2 humps)

Eye Special

Desert (in the Mirror of Fire only camels or the Desert Mouse can be encountered)
1-4 Camel

5-7 Desert Mouse

8 Wild Goat

9 Wild Horse

10 Stetan (oasis only)

Gandalf Special

Eye Special

A Bull
Sub table F1e Predators
Semi Arid & Hills
1 Black Bear

2 Unca (Desert Cat)

3 Desert Fox

4-5 Wild Dogs

6 Grey Wolf

7 Hyena

8-9 Jackal

10 Lion

Gandalf or Eye Special

Desert (in the Mirror of Fire there are no Predators, except at oases)
1 Unca

2-6 Desert Fox

7-8 Wild Dog

9 Grey Wolf

10 Jackal

Gandalf or Eye Special


H Monsters Desert Orcs

The Haruze are a very superstitious people Over the many centuries, some orcs have
and their legends evoke a multitude of adapted to the harsh environment of the
fabulous animals and monstrous creatures desert. Most are descendants from raiders
with supernatural powers. Unfortunately for
coming south from Mordor who for one
travellers some legends have foundations in
truth, as reflected in the following reason or another got cut off and unable to
descriptions. return to Mordor. Like the human nomads,
these orcs roam in large bands of 30-50,
Bird-Na hunting down anything that moves, with the
more powerful leaders riding upon wargs.
Of all the legends that have fallen into the These orcs appear shorter and thinner than
collective consciousness of the Haruze, the normal orcs, and their skin is a mottled light
legend of the bird-na, a huge bird that lives brown & grey (to blend into the surrounds).
on a bed of diamonds at the bottom of an They are the only breed of orc before uruks
abyss is probably the most famous. In fact to withstand sunlight without penalty
the bird really does exist, named Did the (legend has it that Sauron used some to
Fabulous it lives somewhere in the Stone breed the first uruks).
Forest and is a cousin of the Great Eagles of
the North (being the same size). In The largest tribe is the Hara Hai (about a
appearance it resembles a giant desert eagle thousand or so), they live in an
but has distinctive red and blue plumage underground city named by them Kutot-nan-
and beak, and black claws. Very little is Rar in the Stone Forest's western edge, they
known about the Bird-Na ,it is claimed to be are greatly feared due to their habit of
gifted with extraordinary powers: one of its capturing human women for concubinage
feathers has the ability to heal any wound, and for attacking caravans. Their symbol is
heal all ills and even bring back from the a black skull on a sandy field.
dead. One of its claws would manufacture
an arrow unerring and deadly. Of course,
nobody has ever been able to confirm these
assumptions, although some Haruze have
seen in the sky a strange creature of graceful
and colourful plumage. (LM note: most of
these legends are not true - Did has the same
powers that the Great Eagles have).

Being intelligent good creatures and


servants of Manwë, an encounter with the
Bird-Na is treated as:
Tolerance = Valour, modified by +1 if any Desert Orcs
elf in party, -1 if Haruze (as Haruze have
often attacked it).
Desert Trolls A Dragon-worm

Just as with orcs, over time some Hill-trolls


have migrated south (for various reasons,
usually sent by the Dark Lord) and can now
be found in the arid hills, coming out at
night to terrorise. In the desert the sun
blazes a lot longer , so these trolls have
partially adapted to the presence of sunlight,
not turning to stone. Sauron later used
breeding stock from these types of trolls to
make his Olog-Hai. Unlike normal hill-
trolls they usually band together in larger
groups of about 10 for raids, before Fell Beasts
retreating to caves to hide from the sun, they
are particularly prevalent during the winter Small winged creatures, relatives of dragons
months (when the nights are long). but not intelligent (even more stupid than
Sand Drakes), according to legend they are
native to Mordor, but have since spread to
Dragon-worm or Verse Drake desolate hills nearby in Near Harad. They
look like huge, featherless birds but have
A Haruze legend relates that during a
tough and leathery skin, similar to Unbirds,
decisive battle of the First Age the Sun God
they stink of carrion (its most usual food).
Vatra (Morgoth) entrusted a mission to
They are strong fliers and also good at
Nunjarad the king of the sand dragons. But
combat.
Nunjarad failed in his mission, so in his
rage Vatra tore the wings off Nunjarad and
condemned him to crawl in the dust of the
desert. The dragon-worm because of his
disability has adopted a somewhat different
hunting method to the sand drake: it lies
buried in the sand waiting long hours for
prey to approach, remaining ready to
emerge from its hiding place with
disconcerting speed to scratch and devour.
It is also (unlike the Sand Drake) highly A Fell Beast
intelligent and likely to use magic.
and remain trapped in a body half broken,
Geib Ghost or Phantom half mummified by the sand and the desert
heat, they lurk in caves in the hills or under
These particularly vicious but fortunately
desert dunes. These ghouls the Haruze
rare spirits are believed by the Haruze to
name lesina "corpse", they are particularly
take human form to lure unwary travellers
crossing the desert. Coming out only at hateful towards living beings as they sense
night and away from any light, in the dark a living creatures as painful and blinding
Geib Ghost appears as a human being with energy zones in the middle of a gray and
wispy more or less translucent edges. Often dull landscape. Lesina attacks are rather
a Geib will copy the appearance of the rudimentary: bites, scratches and punches
target, the more intelligent ones will use a
but with a frightening bestiality. The lesina
victim's appearance to take advantage of
new prey, as the illusion often attracts normally can be harmed by any weapon,
travellers intrigued by this unusual event but never gets dizzy and does not bleed, and
since the Geib also stores some human are immune to magic that attacks the mind
sounds and small sentences it speaks at or spirit (since there is nothing to affect!).
regular intervals. When the victim is at an Like sand devils they can be active during
ideal distance (less than ten meters), the
the day.
Geib dispels the illusion and appears in his
true form: a creature vaguely reminiscent of
a skinny skeleton of a human being, covered Lesinavi
with a black and sticky thin membrane, with
two huge green eyes of great hypnotic power
that it uses to hypnotise its victim.
The Geib when it attacks physically reveals
a split mouth with rows of sharp teeth, and
also has monstrous claws that serve as
hands. When in its ghostly or phantom form
the Geib cannot be harmed by normal
weapons, only by magical attacks, but in its
real form it can be harmed by normal
weapons. Being intelligent, a Geib that
realizes it is losing will give up its victim and
disappear into the night. Some Haruze
travellers tell a legend of ghost caravans that
have ten to twenty of these geib ghosts
acting in concert, but nobody has returned
from the desert with any evidence of these
facts.

Lesina or Lesinavi (Ap.'corpse')

In the desolate Deep Desert the Haruze


believe that some unfortunate creatures
have been condemned to wander forever,
criminals or victims of curses, these lost
souls have not been entitled to eternal rest,
are fully effective and most effective is water,
to which a sand devil is vulnerable. For this
Nush/Djinn Ap./Har. 'Bottle Demon' reason experienced travellers keep water
bottles open and ready to hand just in case.
When the forces of good won the decisive These are one of the few undead that can be
victory over Morgoth some of his followers encountered during the day.
escaped the vengeance of the Valar by
taking refuge in the heart of the Great
Desert. Over the centuries in the absence of
the Dark Lord, their powers gradually
declined, to the point that some went out of
the desert to live amongst men, playing their
tricks on occasion. According to Haruze
legend some unknown wizard(s) discovered
them and then imprisoned them in glass
bottles, hoping to unlock their secrets. The
Haruze say that a demon will 'give a lot of
bottles to recover his freedom and his lost
powers' ... but who can trust the nush?
Other types were imprisoned inside statues
and forced to guard important locations, A Sand Devil
these are usually called 'sphinxes' or
nehvaari, legend has it they ask riddles.
Sand Drakes Har. Zimaj
Sand Demons or Sand Devils
A winged dragon that haunts the night sky
of Harad, the Haruze call it the zimaj
The Haruze believe that men who perish in
"werewolf worm" (confusing it with the real
desert storms linger on as tortured spirits
were-worm that lives in the Far East), it lives
known as sand devils or sand demons,
mainly in the Dune Sea, but some specimens
retaining a semi-material nature appearing
shelter on the western fringes of the Stone
to be like a small whirlwind. They attack by
Forest and further east. Buried in the sand
wrapping its wispy body around a victim
for most of the day it leaves its lair at night
while sand enters the victim in two ways: it
and goes hunting through the Great Desert,
enters the victim's mouth, ears, eyes and
usually along trade routes, oases & other
nose whilst on the victim's skin it has an
civilised areas. In appearance it resembles
abrasive action. In one round the victim is
the great dragons that terrorize the people of
blinded, loses hearing after two rounds and
the North but is much smaller, rarely
by the third round the victim's mouth and
exceeding 5 meters long, nor does it breath
nose are obstructed by sand to the point of
fire or use magic, not being as intelligent.
now suffocating from lack of air. At the same
Armed with formidable claws and sharp
time the abrasive action of sand causes the
teeth it is more vicious and always hungry, it
victim damage as well.
will attack any creature that can make a
Even if the attack is stopped deafness and
meal. They can like true were-worms alter
blindness of the victim persists until victim's
their shape slightly to 'blend in' with their
eyes and ears have been thoroughly cleaned
surroundings, making them masters of
out by water. A sand devil can be hurt by
camouflage.
normal weapons, but being semi-material
means it only suffers half damage from
normal attacks, although magical attacks
magic. It has not (to most knowledge)
The Razarac Har.'The Destroyer'. ventured outside the Mirror.
The most terrible creature of all in the
desert, according to Haruze legend the
Razarac was placed under the stone of the
Mirror of Fire by Vatra after the War of the
Gods to prevent water from returning to the
surface (in fact it fled there for shelter after
the War of Wrath), but then in later years
men broke the seals leading to these
underground caverns searching for desert
amber, unwittingly releasing this creature to
prowl at night. Physically it seems to be like
a Great Mountain Troll, but it does have
leathery wings that allow it to make large The Razarac
leaps, and being a demon it is highly
intelligent and a master of fire and darkness

Sub table G Monster Encounter Table


1 Lesina

2 Sand Devil

3 Sand Drake

4 Fell Beast (hills only, otherwise Sand


Drake)

5 Desert Troll (hills only, otherwise


Lesina)

6-7 Desert Orc

8 Warg (hills only, otherwise Sand


Devil)

9 Geib Ghost

10 Dragon Worm

Gandalf Nush/Djinn or Bird-Na (if near Stone


Forest)

Eye The Razarac (Mirror of Fire only), or


Special
 History: According to tradition there
were originally nine Haruze clans who
I People & Places crossed the Great Desert and settled in Near
in the Desert Harad: Clan Makhara settled in northern
Harondor; Clan Zalrika in Western
1. The Haruze Nomads Harondor; Clan Bandar in Eastern
Har. Eluzan, Ap.Covshek-pust Harondor to the Harnen river; Clan Nijam
south of the Harnen on the coast; Clan
The People of the desert are the Haruze Boulak (now the Narakshi and Jelut) around
nomads descended from the 'Urdwan' (the Nen Umbar including An Karagmir; Clan
shepherds), and traditionally there is Hassim south of the Harnen river east to
friction between the people of the desert and Amrûn; Clan Djabah south of the Harnen
the people of the cities (descendants of the and east of Amrûn; Clan Khaloum east of
first farmers), even though to Gondorians the Harnen to the Nuvdzata river and north
they are all considered ‘Haradrim’. of the Ode Pezar river; Clan Khalib east of
the Nuvdzata river. Historically the three
 Appearance & Clothing: They are Harondor clans have been anti-Gondor,
black, grey or brown-skinned (lighter in the whilst Clan Boulak is usually pro-Gondor
North), with black hair & black or dark (and anti-Umbar).
brown eyes. In build tall and slender, they
are able to travel long distances without There are other tribes further south in Far
much water (although city dwellers less so). Harad (such as the Qarsag), but the clans
They tend towards comfortable, loose mentioned above patrol the deserts in Near
garments that completely cover to ensure no Harad. Generally as time has passed the
exposed skin but allows air to circulate. clans near to the sea (due to Númenorean
Haruze women are especially known for the influence) have become separated from the
amount and opulence of their jewellery, more eastern clans. All the clans are
even in the desert, and also their obsession prejudiced against the Variags of Khand,
with their 'toilet', i.e. perfumes, dress. due to many invasions and conquests over
bathing etc. Haruze women are notorious in the years, indeed the Haruze still regard
Gondor for both their beauty and Variags as 'poganin' (Har.'barbarian'), their
(supposedly) lack of morals. term for all foreigners. This ancient history
is relevant currently (Fourth Age 1220) as a
A Haruze Nomad half-Variag is on the throne at Amrûn as the
Great Khan.
 Food: Hot & spicy to assist with  Languages: Each clan has its own
perspiration, main staples are camel or dialect of Haradaic (Har.) in the North, or
goat’s milk, cheese & meat, seasoned with Apysaic (Ap.) in the south, most know some
various spices and sauces, dried fruits such Westron and Tazinain (Ta., the language of
as dates for dessert, and a hot beverage Greater Harad) also, some western clan
called ‘kafe’ (see The Coffee Ceremony nomads are also likely to know Bellakaze
above). The most common alcoholic drink (language of Bellakar) while those in the
is called Pijan, a strong wine made from east know some Varadja (the Variag
fruits from the Forest of Tears. tongue).

 Religion: The original religion of the


area was worship of Ladnoca the Moon
 Attitudes, Outlook & Culture: Family
Goddess (Elbereth), the cult is called the Kat
is less important than the clan, a sort of
Poloza (Ap. Story of the Land) after the epic
extended family. The clan chief is called a
poem. The most popular religion now is the
sheikh, and most important to a Haruze
Batan an Izindi after the advent of The
nomad is firstly clan honour, then personal
Prophet in the early Third Age (see sidebar
honour. The sheik and the nobility of the
below), resulting in numerous mosques in
clan (those that can trace descent) hold the
settled areas and oases and prayer mats for
land and herds.
the nomads on their travels. Believers are
easy to spot from their habit of praying at Polygamy is the normal custom, with men
allotted times of the day. Other popular expected to take more than one wife, but
cults include Vatra (Morgoth/Sauron) and they are expected to be able to support all
Ishtra. There are many gods and many their wives. In the cities the emirs have
cults in the area, although less so in the harems of women controlled by eunuchs
desert where the nomadic Haruze believe (slaves), this practice is viewed with disgust
one is 'closer to God'. by the nomads as they regard slavery as
worse than death, even though there are
slaves owned by each clan (in origin usually
prisoners of war, often from other clans).

Bathing is a common pastime in both town


and desert for the Haruze, a bath-house is
called a hammam and became more
popular after The Prophet declared that
bathing assisted with fertility and
purification, so often a hammam was built
alongside a mosque, but the original
hammams were built as special tents out in
the desert by followers of Batan an Izindi.
Ladnoca These tents use heated rocks over which
water would be poured, then people would
scrub the dirt and grime off (proper baths
being only available at oases and cities).
They are still the main place for socialising when the desert becomes too hot even for
for all classes, the bigger ones in the cities them, so they retreat to an oasis or similar
are open most hours and also offer place. The most common occupation for a
massage, barbers and other services. nomad is warrior/merchant and the main
pastimes being banditry, trade (especially in
desert amber and salt) and clan feuds.
Coins are seen as useless by the nomads
except as a tool to exploit the worthless ‘city
folk’ who the nomads see as ‘slaves to
money’. Most nomads live in tents that can
be rolled up and taken with them, there are
few permanent buildings except at oases.

 Politics & War: The fezir nobility


recognise as their rulers the sihad (Har.
'knight'), and above them the tarb (Har.
Inside a Hammam 'lord') and one Autarb (Har. 'king') who
tradtionally has ruled from Amrûn,
A key difference between the Haruze and although currently there is no Autarb as the
Gondorians is that the Haruze behave Great Khan Durgid rules the Khaganate of
differently towards their close friends and Khand and surrounding realms from
family, compared with rivals, enemies etc - Amrûn. In the desert the clans are ruled by
the Haruze believe that truth is only for your sheiks who have total authority over the clan
friends etc., whereas others should expect as per a father to his family.
flattery, show etc. being all part of the 'Great The favoured weapon is the scimitar, a
Game' of trying to raise one's clan and curved sword with a single edge for slashing
lowering one's enemies. This difference has that can be used easily with a dagger in the
led to the Gondorians' perception of the other hand. Warfare is a favourite pastime,
Haruze as manipulative liars. with all nomads trained at a young age to
handle weapons and to ride, as the Haruze
 Society & economy: Traditional are famed for their cavalry skills.
Haruze society divides the people into four Originally the nine clan shiekhs would meet
classes: the utarf (peasants) who till the soil at a council where they would discuss
in farms in the river valleys, the urdwan important matters and try to resolve feuds,
(shepherds) who roam around with the these councils were first abolished by
herds into the desert; the feswan (artisans, Adûnaphel (who later became a Nazgûl) in
merchants & soldiers) of the towns; and the the Second Age and consistently have been
noble rulers called the fezir. The urdwan abolished when a greater power rules the
nomad’s life is dictated by the changing area - currently there is no such council due
seasons and his herds that are his to the Great Khan. Each sheikh still controls
livelihood, each clan keeping herds which a small bodyguard of loyal followers.
they accompany roaming the clan’s lands
during most of the year, except for summer
Batan an-Izindi 2. The Variags of Khand
Ad. 'Path of Righteousness', aka
Enlightened Path, path of truth. The other most commonly encountered
people in the desert are the traditional
This cult was founded in Bellakar by a enemies of the Haruze, who usually come
former bazaar merchant, who in 842 from the steppe land of Khand that lies
Third Age retreated into a cave in between the Mountains of Mordor and the
Urud-an-Khibil for forty days, after Mountains of Southern Gold (Ered Harmal),
but they have often raided and settled
which he claimed to have received a
further south and west, indeed at this time
visitation from God, and from this time
in the Fourth Age the Great Khan of Amrûn
began calling himself The Prophet. He
is part-Variag in descent. They are
preached monotheism of Eru worship,
considered barbaric by most Haruze, even
although allowed supplication of the
when civilised.
Kolir (the Valar) as a substitute. After
 Appearance & Clothing: Dark grey
fifty years his cult had spread from skin, black slanted eyes and red or reddish -
Bellakar north across the desert. His brown hair, they are short and stocky, only
death and the destruction of the 1.7metres for men and 1.6m tall for women.
monastery at Urud an-Khibil did not They prefer clothes coloured in red and
slow the cult down. The main basis of black and love gold jewellery, especially
its popularity is that it preaches rings, which they often wear in their ears,
equality of all peoples, whether nostrils and mouth. Their armour and
Southron, Dunedain etc., and also the helms have designs of hideous beasts and
importance of achieving an 'inner along with their weapons are often gilded.
peace' or enlightenment. By the mid- The most popular weapon they use is called
Fourth Age the majority of people in a usriev, which they wield from horseback
Harad are of this religion. Followers as both spear and sword.
are expected to pray five times a day
at designated times, fast during
February (the time of The Prophet's
retreat), give alms and make a
pilgrimage to Urud an-Khibil at least
once. They also give special offerings
to the fourteen kolir.

A Variag warrior wielding a usriev


 Religion: They worship a pantheon of  Politics & War: Warfare is the usual
gods and cruel practices of nocturnal occupation of the average Variag, who
ceremonies where ritual sacrifice is respects anyone who is stronger - they
common, the most worshipped God is usually have only grudging respect for
Malud the Lord of Darkness Mordor peoples, and despise the Haruze as
(Morgoth/Sauron), and worship is led by weak. At present most obey the Great Khan
their priestesses, who practise witchcraft out of fear.
and are also usually the only Variags who
can read and write. Their failure (except for
a few) to be converted to the Path of 3. Other Peoples
Righteousness is seen as proof of their
barbaric nature by the Haruze. In the northern desert the most likely
encounter is with a member of the two races
listed above. But the occasional traveller or
 Language: Each clan has its own merchant may be encountered on the trail
dialect of Varadja (the language of the who is not of these races, and in the cities
priestesses), and usually only they are able there are many races, the most likely to be
to communicate with another, members of encountered as a merchant and/or traveller
different clans can speak simple words to would be a Corsair/Black Númenorean from
each other, but often they are more likely to Umbar, a Bellakaze from Bellakar, an
use Westron when not fighting each other. inhabitant of the Raj, or someone from the
cities of the Southeast (known as the Sirayn),
as all these areas are linked by trade routes
through the desert.
 Food, Attitudes & Culture: 'Might is
right, the weak must submit' is the best way
to sum up the general outlook of the
Variags, they will follow whomever is
strongest in general. Clans are nomadic,
moving around. There is no real family
structure as such, women can have several
men companions, lineage is traced via the
female, children are removed at an early age
and raised by the clan elders, children learn
to hunt and fight almost from the time they
can walk. Basically all Variags are
Warriors/Hunters. They do keep some
herds, but raids and wars b/w clans are A Travelling Merchant
continual. Cities and settlements are
considered places only for the elders, great
chiefs and priestesses, otherwise are seen as
unsafe.
4. Places of Note Camel Road Ta. 'Yol Deve'
This caravan trail runs from Tresti to Tul
Amrûn (Sin. 'Sunrise', aka Korb Poac, then to Sirayn & Harshandatt - along
Taskral, 'Stone Kings City' in Har., aka Korb some of its length were built shelters with
Devral, Ayn Arom). wells.
The capital of the most powerful Haruze
kingdoms of Near Harad throughout history, Chennacatt
located where the Ode Pezar river joins the The westernmost province of Sirayn and a
Harnen river. Many common folk also call semi arid highland plateau, so is a little
it 'the capital'. cooler than the surrounding lands.

An Karagmir Far Harad aka Raj, Har. 'Gift',


A concealed oasis town ten days east of Ap. Bozisha Miraz.
Umbar on the Rath Khand, controlled by the The fertile hill country that surrounds the
Jelut tribe. The entry to the town is Rijesha river in the Southwest part of Harad.
concealed so only those knowledgeable of
the area can find it. Fuinur's Well
According to Haruze legend, at the very
Arysis centre of the Mirror of Fire at the point
Region dominated by the foothills of the where the lamp of Ormal struck the island of
Ered Harmal, western part runs into the Almaren a deep rift has been torn. A path
Mirror of Fire. runs down this narrow canyon to a cave-
opening, this is the domain of Fuinur
Bellakar according to legend.
Coastal and highland region of Harad,
bounded by the sea on the west and Great Oasis
Tulwang Bay to the south, sheltered from the Often considered a legendary or mythical
desert to the east by hills and mountains it place as those few who have visited cannot
has many varied lands, realms and towns. remember where it lies, although it is
believed to lie somewhere northeast of the
Bûr Esmer Raj in the Mirror of Fire, Haruze tales tell of
Trade City in Bellakar on the coast, about a large green area filled with all manner of
150 miles west of Harshport. creatures and a huge lake teeming with
fishes and large trees, and in the centre a
Burning Walk Ta. Kek Yanan tower of solid gold where a powerful and
Caravan trail that runs southeast from An wise mage lives, and those brave enough to
Karagmir to Sud Sicanna, for much of the hazard the desert will receive gifts etc. The
way it runs along the escarpment that tales are in fact mostly true: The Great Oasis
separates the Dune Sea from the Mirror of is what is left of the primeval island of
Fire, a very dangerous way with many Almaren before it was destroyed (the lake
raiders etc. being what is left of the inland sea), the
'mage' is Forlindaal the Last, a Maia (similar
to Tom Bombadil) tasked by Manwë with
preserving this former paradise until a Kirmlesra
prophecy is fulfilled. The magic of the place Northeastern part of Sirayn and the most
is such that only those at death's door are inhospitable, much of it is desert, bordered
whisked to the oasis by whirlwind (usually on the north by The Mirror of Fire and to the
while unconscious), and then whisked away west by Ne Tava.
again by whirlwind, hence why no-one
recalls where it is. Lûrmsakun
Region of rivers & oases in eastern Near
Harad, bordered by Khand, the foothills of
the Ered Harmal and the Nuvdzata river in
the west (where the town of Parzee is). Also
includes the unique landscape of the Stone
Forest, the realm has always been the most
disputed with the Variags.

Great Oasis

Greater Harad aka Sirayn (Ta.'Watered


Earth')
This region centred on the Siresha river
includes the fertile hills and valleys on the
northern flank of the Yellow Mountains to
the Bay of Ormal, it is a much more
populous area than both Far & Near Harad,
with seven cities. A River Canyon

Harmal Road Maresh


Caravan trail that runs over 1100 miles Capital of Lûrmsakun and on the border
from Harshport to Ovatharac in southern with Arysis, a city notorious for its unusual
Khand, in the part between Sud Sicanna and lifestyles.
Sudu Cull there is a covered water channel
that parallels the trail, near to Ovatharac Oasis of Five Palms
there are palm trees lining the trail and This oasis on the Rath Khand, northwest of
fortified caravan stations. Umbar is the site of a massacre in the past.

Harshport Ap. 'Bozisha Dar' (Gift of Pezarsan


the Goddess) Realm in Near Harad east of Amrûn, around
Chief city of the Raj, where the Rijesha river the river Ode Pezar, with many settlements
empties into Tulwang Bay, often called in the river valley area. Capital is the city of
simply 'The Dar'. Harshport is the name Korondaj.
given by Gondorians.
Shand Tulaim
A Twin oasis and town located in the eastern Tul Isra
Mirror of Fire. Capital city of Sirayn on the Maudar river.

Sud Sicanna Tul Poac aka Sud Tulima, Camel's Wells


Oasis at the southern end of the Burning Chief settlement on the Mirror of Fire, well
Walk, named for a warlord who once ruled fortified and a major trade centre roughly
the area, now treated as a 'neutral' place by halfway between the Raj and Sirayn, also
the clans. the main place of the Poa tribe.

Urud an-Khibil Har.'Mountain of Truth'.


Holy mountain where The Prophet had his
vision, it is located in the arid hills east of
Mardruak, the northernmost part of
Bellakar.

Ruins at Sud Sicanna

Sudu Cull
Oasis in the Northern Mirror of Fire, main
stop for the salt mines.

Tarnett Bazain Urud an-Khibil


Ta.'Red Sand Desert Island'
An oasis town south of Tul Poac, on the
caravan trail to Chennacat. Velarith Sin.'God's Safety', aka Valarith
A place of legend amongst the Haruze, it is a
Tresti aka Al Harif refuge in the Ered Harmal.
Sacred holy city of the Haruze, on the
White Palm Oasis aka Junast's Oasis
eastern border of the Raj in Far Harad where
the hills meet the Gaj forest, still sacred as it An oasis on the trail from An Karagmir to
is believed the Prophet ascended to heaven Urud an-Khibil, known for its fable white
here. palm tree, the oasis is controlled by the
Narakshi clan.
Tul Harar
Main port on the Bay of Ormal and Siresha
river, the largest city in Sirayn (Greater
Harad) in the southeast and oldest
settlement, a major trade centre.
J Desert Hazards
LM should use this section when Encounter
Table F on page 23 indicates a Hazard, or on
an eye result with a failed Fatigue test whilst
travelling in the desert.
The LM can either roll a d6 & Feat die
randomly, or choose to assign Hazards. For
example, a random roll of a 3 and a 10 gives A Salt Flat
the Stubborn Animals result on the
Huntsman table. 3 Ill Equipped

Table J1 Guide The Guide must make a Travel roll - failure


means the company is not properly
Dice Roll Result equipped for the route, and Fatigue
penalties now doubled for this leg of the
1 Poorly Packed journey.
Provisions
4 Biting/Stinging Insects
The Guide must make a Travel Roll - a
failure means that provisions were not The Guide leads the company through an
packed properly and bottles stoppered, so area rife with dangerous vermin such as
provisions are now spoiled. All companions scorpions, spiders etc. If the Guide fails a
are now considered Weary until they eat Travel roll no companion can recover
properly (by for example all succeeding at a Endurance during this leg of the journey.
Hunting roll).
5 Treacherous Terrain
2 Salt Flat
The trail ahead is difficult and an unwary
The Guide must make a Travel roll - a failure traveller could easily twist an ankle or other
means the company stumbles inadvertently disaster, but the Guide can point out the
onto a Salt Flat (a part of the desert where hazardous areas with a successful
water has evaporated, leaving only exposed Awareness or Travel roll, otherwise one
salt). The reflected heat and glare requires random member of the company injures
all companions to make a Fatigue test to their foot, delaying the journey for 1d6 days.
avoid Heat Exhaustion (or worse). The
company loses 1 day of travel getting back 6 Lost Trail
onto the trail. The Guide makes a Travel test - a failure
means all companions double subsequent
penalties due to failed Fatigue tests for this
journey, and the journey takes an extra day
as the company tries to find the right trail.
7 Dribbled Away Fatigue, a success 1 Fatigue, great success
no Fatigue gained and an extraordinary
The Guide makes a Travel roll - failure success can increase another companion's
means that while the party has been success level by 1.
travelling one necessary supply (such as
water or salt) has slowly leaked out without Eye Very Nasty Dreams
notice - all companions are considered
Weary until this provision is replenished. The Guide makes a Travel roll - failure
means the company unknowingly stops to
8 Bad Weather rest on the doorstep/lair of a very dangerous
adversary such as a sand-drake, or a large
Storms are closing in, so the Guide must orc encampment - each companion must
make a Travel roll to find an appropriate make an Awareness test of TN 18 to avoid
place for shelter. If this roll is failed the being captured or attacked.
penalty for failed Fatigue tests is increased
by 1 until either a Gandalf is rolled or the Gandalf Landmark/Sanctuary
journey ends.

9 Straggler Eru has smiled on the company - roll the


Feat die again - a normal roll indicates a
The Guide makes a Travel roll, failure familiar landmark is reached during the
means a random member has fallen behind journey - take one day off the journey time
and gotten lost. The fellowship must stop and all companions gain 1 Hope. A second
their journey and find him/her. Each Gandalf roll means a previously unknown
Hunter is allowed two hunting rolls/day to Sanctuary has been discovered (Loremaster
track down the straggler or return to the to determine details). Provided the company
fellowship if the Hunter was the one lost. If does not exceed their hosts' Tolerance, they
anyone rolls an Eye during the search they are welcomed and can rest in safety.
stumble upon an adversary of some type
(orcs etc.) If a fight ensues let other party
members roll after one round of combat,
successes mean they come in as
reinforcements. Any lost member must also
make a Corruption test each day they are
lost.

10 Obstacle
An unusual rock formation
The Guide makes a Travel roll, failure
means that the Fellowship has encountered
a steep cliff or fissure, all companions must
make an Athletics test to go across the
obstacle back to the trail, failure means 2
Table J2 Scout stockpile of gear here which reduces the
difficulty of next Fatigue tests by 2.
1 Flashflood
4 Unexpected Obstacle
The Scout makes an Explore test - failure
means the company is caught in an area The usual trail has been blocked somehow
with a flashflood (such as a riverbed), and (by a new fissure etc.), and the Scout must
all companions must make an Athletics test find an alternative route around the obstacle
to avoid being swept away by the water. by an Explore test. Failure means the
company loses one day of travel until a
2 Drumsand/Broken successful Explore is rolled. Thus three
terrain failures means three days lost!

The Scout makes an Explore test - failure 5 Separated!


means the party blunders into a patch of
drumsand (or broken/rocky slope) and sets The scout has become separated from the
off the sand to make booming noises, or if company and must make an Explore test, -if
broken/rocky slope creates large noises from he fails he takes Endurance damage equal to
the slipping, sliding and crashing of rocks. the feat die roll (Wounded if an Eye), no
damage if Gandalf. The company must stop
until another scout rolls a successful Explore
Test each day to find the lost scout, if no
scouts another companion needs to spend a
Hope point in order to make the test.

6 Sinkhole

The scout must make an Explore test to


guide the company away from a sinkhole,
otherwise each character must make an
Athletics test as per the description for the
hazard (see Section C).

Difficult terrain
7 Native Camp/Outlaws

3 Abandoned Stores
The company is in an area where there are
few sheltered places to camp. Each scout
The Scout discovers a seemingly abandoned
makes an Explore test - if none succeed, the
store of supplies, but must make a
only available place to shelter is already
successful Search or Hunting test to find a
claimed by either natives or outlaws - up to
leg trap near the supplies - failure means the
the company what they do next. If the
scout must make a Protection Test to avoid
company is unable to gain shelter, they are
being wounded by the trap. There is a small
all considered Weary and unable to recover Gandalf Waterhole
lost Endurance until they reach a safe place.
The scout has discovered an unmarked
8 Rocky Slope waterhole! The company can replenish all
its water and all Weary penalties removed,
The route leads up a broken, rocky slope. all companions gain one Hope.
All scouts must make an Explore test, but if
none succeed the company is forced to leave
behind any horses and ponies as no
available path up can be found, so the
journey time must be recalculated.

9 Cave/Abandoned Ruin

Scout discovers a cave or ruins, must roll an


Explore to realise that cave or ruins is
actually the lair of a nasty creature - on a
failure will not know until the creature A well
returns.

10 Trackless/Starless Table J3 Huntsman

The weather and the land makes the way


1 Poisoned/Tainted Water
dark and confusing. All scouts must make
an Explore test, if none succeed, the journey
Huntsman discovers a source of water but it
time for this leg is doubled as the company
is tainted in some way - perhaps a natural
has to go slow.
hot spring that contains minerals or a pool
fouled by decaying plant matter, or an
Eye Out of the Frying Pan
outflow from a salt mine etc. The huntsman
into the Fire
makes a Hunting test, otherwise the whole
company is poisoned (treat as an orc
The scout makes an Explore test. On a
poison).
failure the company has been put into
danger by the wrong choices of the scout -
2 Missing Supplies
for example, someone targets the company
with a ranged volley, or a rotten tree falls on
Some of the foodstuffs are missing, so the
the company etc. - all companions must roll
huntsman must go out to bolster the
the Feat die and lose the indicated number
supplies - all huntsmen make a Hunting test,
of Endurance - an Eye result means one
if none succeed then all companions are
random member is wounded.
Weary due to half rations until either a
Gandalf is rolled or the journey ends. If any
Hunting roll produced an Eye result a hunter
is accidentally wounded during the hunt.
3 Snake! 7 False Paradise

The hunter makes a Hunting roll - on a A hunter finds a waterfall and a pool of
failure he/she accidentally disturbed a clear water but it is also a gathering place
snake from its slumber (probably by for Wargs or Wild Dogs. One hunter makes
stepping on it) and the snake attacks the a hunting test, if he fails the company stays
hunter as a result - an Eye result means the at the pool too long and is later ambushed
snake is deadly poisonous (such as a Poison by wargs or wild dogs.
Adder, see description above).

4 You Put What In the


Stew!
The Hunter must make a Hunting check, if
failed chooses something mildly poisonous
as an ingredient for one of the meals the
company eats. All companions must then
make an Awareness check, failure means A waterhole
they eat without noticing the 'funny taste'
and as a result are considered temporarily 8 Out of arrows
Weary for a number of days equal to the
Feat die roll - an eye result means Endurance All hunters to make a Hunting test – any
loss as well (equal to number on Success who fail are out of arrows or other hunting
dice rolled). A great success means they can equipment, and can no longer fulfil the role
warn another party member before they eat, of Hunter unless he/she borrows another’s
Extraordinary success can warn two party gear. If this is not possible then the
members. company is treated as though it has no
hunter. The hunter can re-equip at the first
5 Scarce Game safe place the company stays at.

The company moves through an area devoid 9 Desert Creature


of much life and food to be gained. All
huntsmen must make a Hunting check, if One hunter makes a hunting test – if he fails
none succeeds the company is Weary until he has disturbed a desert creature such as a
the next journey leg, unless they have lion that attacks him.
provisions with them.
10 Stubborn Animals
6 The Luck of the Chase
The hunter makes a hunting test – if he fails
The Hunter has especially bad luck tracking he has failed to persuade the company’s
game. He makes a Hunting test, if he fails animals to move, add one day on to the
the company adds two days to the journey journey time every day of failure until the
as the company has to wait around for the hunter succeeds with a hunting test.
hunter to return from his hunting trips.
Eye From Hunter to Prey Table J4 Lookout

The hunter makes a Hunting test – on a


failure the whole company is attacked by an 1 Sandstorm
unusually dangerous creature ( such as a All lookouts make an Awareness test –
Troll or a sand drake). failure means that the company does not
prepare properly for an incoming
sandstorm, and suffers penalties as per the
description above in Section C.

2 Fire’s Gone Out!

Each lookout makes an Awareness test, if all


fail then the camp fire has gone out whilst
the lookout was asleep, and they just wake
back up to notice a pack of wolves or wild
dogs surrounding their camp.

A Sand Drake
3 Runaway Horse/Camel

All lookouts make an Awareness test –


Gandalf Animal Tracks/Natural failure means that one of the horses or
Bounty camels has been spooked by something and
fled in panic. This adds one day for all tests
The hunter discovers either animal tracks remaining on the journey (thus if there are
leading to a water source, or easily two tests still to go this adds two extra days).
obtainable and abundant food such as a
patch of wild berries/forgotten
orchard/pond with fish etc. By extending 4 Whirlwind
the journey by one day the company can
detour to benefit from this bounty, with each All lookouts make an Awareness test to
companion regaining up to 3 Endurance, detect an incoming whirlwind to steer the
and their next Fatigue tests are at one company away from it, otherwise the
difficulty lower. company suffers the full force of an
incoming whirlwind (see description above
Section C). An eye result on the Awareness
test indicates the whirlwind is actually a
mini-tornado and characters will take 1d6
Endurance damage for 1d6 rounds (instead
of just not being able to see the trail).
5 Hidden Ditch considered Weary until they reach a safe
place.
Each lookout makes an Awareness test – if
none succeed all companions must make an
Athletics roll to avoid falling into the unseen
ditch that opens unexpectedly on the trail,
taking 1d6 Endurance damage. An eye
result on a failed Athletics check means that
character is wounded.

6 Scavengers

The company has attracted the attention of


scavenging animals such as jackals, hyenas
etc. that follow them along the journey. All
lookouts must make an Awareness test –
if none succeed then the scavengers loot the
Vultures
company’s provisions, the company is
considered Weary until they reach a safe
place.
10 Moaning Wind
7 Dashed Hope
In the desert at night there are many noises
One Lookout climbs up a large rock to see and movements that sound threatening.
how far they still have to go. If he fails his One lookout makes an Awareness test – if he
Awareness check, he reports that the desert fails he puts the party on high alert so
stretches on forever – everyone in the nobody gets any proper sleep for this leg of
company loses one point of Hope. the journey and thus no one recovers
Endurance.
8 Bandits
Eye Wandering Monster
All lookouts to make an Awareness test. If
none succeed the company is ambushed by The lookout hears something huge moving
pirates (at sea) or bandits. If any lookouts nearby –perhaps a troll or drake. The
succeed the company can decide to ambush lookout makes an Awareness test to be able
the bandits instead or just bypass them (this to give the company enough warning to try
hazard is n/a in really desolate areas). and hide (Stealth) – failure means the
company is detected by the monster.
9 Aerial Assault
Gandalf Wandering Company
The party is being pestered by aerial
interference such as vultures following the The lookout spots a wandering company of
company overhead. All lookouts to make an friendly elves, dwarves or even natives
Awareness test – if none succeed then the (depending on the situation) – the company
company’s provisions are looted by the is invited to join them for a feast.
aerial scavengers and the company is
3 False Friends
Table J5(& 6 on d6)
All Companions The company encounters a group of nomads
who seem friendly. All companions to make
1 Heat an Insight test - if no-one succeeds they don't
realise that these nomads have fallen to the
The company has the misfortune of Shadow and will seek to ambush and rob
travelling in particularly hot and oppressive them at the first opportunity (LM to decide
conditions. All companions must make an when this will be).
immediate Fatigue test or take 1d6
Endurance damage from the Heat (and 4 Mirages/Day dreams
possibly suffer further affects if made Weary,
see above Section C). An Eye result means The heat of the desert makes all the
that character suffers Heatstroke and will company wander in their thoughts,
immediately collapse (see Section C above daydreaming of better things. All
for effects). companions to make a Riddle test, failure
means they believe they are seeing whatever
2 Rockslide/Sandslip they were daydreaming about. An Eye result
on a failed Riddle means that companion
The company's trail leads through an area of cannot be persuaded otherwise to desist
loose rocks or unstable sand. All lookouts from pursuing whatever daydream they
may make an Awareness test to give want (LM note: treat like a Bout of
warning first. All companions to make an Madness).
Athletics check or take 1d6 Endurance
damage from either falling rocks or buried 5 Unquiet Dead/Riddle
by sand (an eye result on a Failed Athletics = Me This
Wounded) - this check is at TN 10 if warned
beforehand. Loremaster's Choice: The company either: 1)
shelters in a place that was the site of a
massacre or other bad event, as a result the
companions are plagued in their sleep by
ghosts and must make a Corruption test or
gain a Shadow point;
OR 2) the company encounters a desert
spirit (such as a sphinx, djinn etc.) who
poses a riddle to allow the company to
proceed. If none in the company solves the
spirit's riddle the land itself turns against the
company - all Fatigue tests are at +2 for the
remainder of this leg of the journey.
6 Broken Wheel/Lame companion can avoid walking, the journey
animal time is now doubled. This hazard is ignored
by those who have native footwear for the
The company either suffers a broken wheel area.
on their wagon/cart, or one of their animals
has become lame (whichever is applicable). Eye Dark Embassy
Requires a TN 14 Craft test to fix the wagon
or the animal - failure means contents of the The company encounters a servant of the
vehicle/animal have to be redistributed, Enemy (or of their principal enemy). This
counting as an extra pt of Travelling gear servant may/may not know the company,
(and thus increased Fatigue). This lasts until might wish to 'warn the company off', or
the journey ends. possibly negotiate, even offering the
company a rich reward - the characters
7 No Way Out should be tempted to accept according to
their respective Shadow Weaknesses.
The company feels like they are going in
circles. All companions must make a Gandalf Oasis/Settlement
Wisdom test, otherwise the company loses a The company stumbles upon a previously
Fellowship point as bickering saps the unknown oasis or settlement (or both),
company's trust in each other. perhaps an unmarked farmstead. The
owner of any building there is courteous and
8 Lost Baggage welcoming, offering the company useful
news and information.
All companions must make a Travel test -
those who fail lose 1 Treasure due to
dropped packs etc.

9 Against the Wind


The company's trail leads them against the
prevailing wind direction. This slows them
down, adding .25 days of travel for every
day they are moving against the wind (when
the wind changes direction to end this
hazard is either up to the LM or on a A Hidden lake
subsequent Gandalf roll).

10 Worn Out Footwear

All companions make a Travel test - those


who fail have ruined footwear, making
further travel difficult and painful. Hobbits
afflicted with this have stepped on a stone
and hurt their foot badly. Unless the injured
K Desert Rumours  Desert orcs in league with some of the
nomads are the true rulers of the desert and
they slay all they encounter (F - this is the
These are some common rumours that can usual slander of the desert nomads put
be used in and near the desert. Those
about by the city dwellers)
marked with a T are true, P means possibly
true and F is false.  In the middle of the desert is a huge
oasis with miles of jungle, teeming with all
manner of beasts, a large lake with fishes
 A great king in ancient days was and towering trees, and in the centre there
entombed in a great city – the city was then lives a powerful mage in a tower of solid
buried under the sands along with all the
gold who gives out fabulous gifts to those
king’s wealth. His wealth still lies there, worthy of reaching him (T - this is the Great
along with a curse on any who try to claim it
Oasis, see Section I above)
(P - this is true for Harshandatt, there may
be others)  The undead of the desert are coming
out of their tombs and attacking travellers
 A palace of gold and gems once on the desert trails - it is much more unsafe
glittered on the southern horizon. Many
now. (P - the undead are 'stirred up' from
people saw its spires of gold, but no one has time to time - depends on the LM's
gone in that direction (F – a common mirage
campaign, but usually has little effect on
in the desert) how dangerous travel is, the attitudes of the
 There are straight, tall monuments in nomadic tribes being more important).
the desert with writings on them that tell of
great people and deeds, but they are evil
places where death waits, and no one who
has gone to study these stones has ever
returned (P – these places are not actually
evil. Where they are and what they are is up
to the LM).

 A mighty pyramid lies far to the


southeast, that is believed to be theft-proof (T
– in Harshandatt - see first Rumour above)

 Tales of the ancient kings’ evil is A mysterious figure or a mirage?


surpassed only by tales of their wealth.
Many wondrous items were buried in their
tombs and untold wealth must surely still be
there (P – most of the wealth has already
been found and looted)
L monster Stats -

-
Desert Orc raider -
Desert Orc chief ATTRIBUTE LEVEL
-
ATTRIBUTE LEVEL 3
-
5 ENDURANCE HATE

ENDURANCE HATE 10 1

20 4 PARRY ARMOUR

PARRY ARMOUR 3 2d

5 + 2 (shield) 2d SKILLS

SKILLS Personality 2 Survival 2

Personality, 3 Survival 2 Movement 2 Custom 1

Movement 3 Custom 1 Perception, 3 Vocation 1

Perception, 3 Vocation 2 WEAPON SKILLS

WEAPON SKILLS Bow of Horn


Damage 4, Edge 10, Injury 12, CS 2
Broad-Bladed Sword
Poison
Damage 5, Edge Eye, Injury 14, CS 2
Poison Bent Sword
Damage 4, Edge 10, Injury 12, CS 2
Broad-headed spear
disarm
Damage 5, Edge Eye, Injury 12, CS 2
pierce SPECIAL ABILITIES

SPECIAL ABILITIES Craven

Horrible Strength Will flee at start of a round with 0 Hate pts

Following a successful attack, reduce the Hideous Toughness


creature’s Hate point score by one to increase
the target’s Endurance loss by a number of Reduce creature's Hate score by 1 to
points equal to the creature’s Attribute Level. reduce Endurance loss caused by an enemy's
attack by 3
Commanding Voice
Reduce the creature’s Hate point score by
one to restore one Hate point to all creatures
of the same kind involved in the
confrontation (not including the creature
using the special ability).

-
Desert Orc marauder Desert Orc stalker
ATTRIBUTE LEVEL ATTRIBUTE LEVEL

4 3

ENDURANCE HATE ENDURANCE HATE

16 3 12 3

PARRY ARMOUR PARRY ARMOUR

4 2d 4 2d

SKILLS SKILLS

Personality 2 Survival 2 Personality 2 Survival 2

Movement 3 Custom 2 Movement 3 Custom 1

Perception, 3 Vocation 1 Perception, 3 Vocation 1

WEAPON SKILLS WEAPON SKILLS

Orc-Axe Bow of Horn


Damage 5, Edge Eye, Injury 16, CS 2 Damage 4, Edge 10, Injury 12, CS 2
Break Shield Poison

Broad-Bladed Sword Jagged knife


Damage 5, Edge 10, Injury 14, CS 2 Damage 3, Edge Eye, Injury 14, CS 2
Poison any

SPECIAL ABILITIES SPECIAL ABILITIES

Craven Craven
Will flee at start of a round with 0 Hate pts Will flee at start of a round with 0 Hate
pts.
Savage Assault
Snake-like Speed
If attack scores a Great or Extraordinary
Success, spend 1 Hate to immediately roll a Spend 1 hate to double Parry rating after
second attack on same target with secondary an attack is rolled against it, if TN now
weapon. higher than attack rolled.
Lesinavi Sand devil
ATTRIBUTE LEVEL ATTRIBUTE LEVEL

3 4

ENDURANCE HATE ENDURANCE HATE

0 5 0 6

PARRY ARMOUR PARRY ARMOUR

5 2d 6 3d

SKILLS SKILLS

Personality 0 Survival 2 Personality 0 Survival 1

Movement 2 Custom 0 Movement 3 Custom 0

Perception 0 Vocation 0 Perception 1 Vocation 0

WEAPON SKILLS WEAPON SKILLS

Claws Ensnare
2
Damage 3, Edge Eye, Injury 14, CS 2 CS Suffocate
Disease (treat as Poisoned)
Suffocate
Bite 2
Damage 2, Edge 10, Injury 14, CS
Damage 5, Edge Eye, Injury 15, CS 2 Choke
Disease
SPECIAL ABILITIES
SPECIAL ABILITIES
Seize Victim
Foul Reek
If Ensnare attack succeeds, target is held,
Any creature fighting it must spend Hope can't change stance and Parry halved
for any action other than attacks.
Undead
Undead
Whilst creature has at least 1 Hate, can't
Whilst creature has at least 1 Hate, can't be slain until receives 4 wounds.
be slain until receives a no. of wounds
=Attribute level (3). Suffocate/Choke
A Great/Extraordinary success with
Horror of the Desert
Suffocate means victim begins choking from
If encountered out in the desert, any sand inhalation - character is paralysed and
Battle rolls for combat advantages are at TN Wounded, and will die in hours=Heart if not
+3 healed

Disease Fell Speed


If a called shot is successful, target is Can choose who to attack (in any stance)
Diseased (treat as if Poisoned). and can disengage combat at will

Fear of Water
Loses 1 pt of hate each rd of combat
confronted by water
Geib ghost Restless dead (zombie)
ATTRIBUTE LEVEL ATTRIBUTE LEVEL

6 2

ENDURANCE HATE ENDURANCE HATE

0 8 0 4

PARRY ARMOUR PARRY ARMOUR

8 3d* 4 2d

SKILLS SKILLS

Personality 3 Survival 1 Personality 0 Survival 3

Movement 2 Custom 1 Movement 2 Custom 0

Perception 1 Vocation 1 Perception 0 Vocation 0

WEAPON SKILLS WEAPON SKILLS

Claws Claws
Damage 6, Edge Eye, Injury 16, CS 3 Damage 2, Edge Eye, Injury 13, CS 1
Any Disease

Bite Bite
Damage 5, Edge Eye, Injury 15, CS 2 Damage 4, Edge Eye, Injury 14, CS 1
Any Disease

SPECIAL ABILITIES SPECIAL ABILITIES

*Phantom Form Foul Reek


When in its phantom or ghost form, can Any creature fighting it must spend Hope
only be damaged by magic and/or magical for any action other than attacks
weapons (or renowned weapons)
Undead
Undead
Whilst creature has at least 1 Hate, can't
Whilst creature has at least 1 Hate, can't be slain until receives 2 wounds.
be slain until receives 6 wounds.
Disease
Dreadful Spells: Illusion
Spend 1 hate if a Called Shot is successful
Target must make a Wisdom test TN 16 or , victim is Diseased (treat as per Poisoned)
be 'drawn in' by the ghost, allowing it to
attack target as if target was surprised

Strike Fear
Spend 1 hate point to make all
Companions do a Fear test (TN 14)
Sand Drake Sand Drake
ATTRIBUTE LEVEL Foul Reek
An Overpowering stench forces any
7
opponent to spend Hope to attempt any
action other than an attack
ENDURANCE HATE
Winged Buffet
80 7
Can choose as an action to beat its wings,
PARRY ARMOUR any foes within 30ft (60ft if flying) must make
an Athletics TN 14 or suffer Knockdown
7 4d/1d*
* Weak Spot
SKILLS
The doom of all dragonkind is that
Personality 0 Survival 1 regardless of how hard their armoured skin
is to pierce, below they have a weaker area
Movement 2 Custom 1 with less armour

Perception 1 Vocation 1

WEAPON SKILLS

Claws
Damage 5, Edge 10, Injury 16, CS 3
Any

Bite
Damage 7, Edge 10, Injury 15, CS 4
Pierce

Tail Sweep
Damage 6, Edge Eye, Injury 14, CS 2
Trip (Knockback)

SPECIAL ABILITIES

Great Size
Not knocked out or killed when reduced to
zero Endurance or wounded once, keeps
fighting until wounded twice or reduced to
zero Endurance AND wounded

Horrible Strength
Following a successful attack spend 1 hate
to increase target's Endurance loss = 7

Thick Hide
When the creature succeeds in a
Protection Test against a close combat
weapon with a Great/Extraordinary Success
attacker drops his weapon.
Dragon Worm Dragon Worm
Attribute Level Thick Hide
When the creature succeeds in a
8
Protection Test against a close combat
weapon with a Great/Extraordinary Success
ENDURANCE HATE
attacker drops his weapon
85 9
Foul Reek
PARRY ARMOUR An Overpowering stench forces any
opponent to spend Hope to attempt any
9 3d/1d* action other than an attack

SKILLS * Weak Spot

Personality 4 Survival 5 The doom of all dragonkind is that


regardless of how hard their armoured skin
Movement 6 Custom 2 is to pierce, below they have a weaker area
with less armour
Perception 5 Vocation 2

WEAPON SKILLS

Claws
Damage 6, Edge Eye, Injury 16, CS 3
Any

Bite
Damage 5, Edge 10, Injury 17, CS 3
Pierce

Tail Sweep
Damage 4, Edge Eye, Injury 14, Cs 4
Trip (Knockback)

SPECIAL ABILITIES

Great Size
Not knocked out or killed when reduced to
zero Endurance or wounded once, keeps
fighting until wounded twice or reduced to
zero Endurance AND wounded

Horrible Strength
Following a successful attack spend 1
hate to increase target's Endurance loss = 8

Dreadful Spells: Dragon-spell


Spend 1 hate to make one Target make a
Wisdom test TN 16, or gain 1 Shadow and be
unable to attack the dragon for a number of
rds = 10 less Wisdom. Target also feels
compelled to answer truthfully any questions
put by the dragon.
Desert Troll desert troll chief
Attribute Level Attribute Level

6 7

ENDURANCE HATE ENDURANCE HATE

65 5 75 8

PARRY ARMOUR PARRY ARMOUR

5 3d 6 4d

SKILLS SKILLS

Personality 1 Survival 2 Personality 2 Survival 1

Movement 2 Custom 1 Movement 2 Custom 2

Perception 1 Vocation 1 Perception 1 Vocation 2

WEAPON SKILLS WEAPON SKILLS

Club Heavy Hammer


Damage 6, Edge 10, Injury 14, CS 3 Damage 7, Edge Eye, Injury 16, CS 4
Any Break Shield

Crush Bite
Damage 6, Edge Eye, Injury 12, CS 1 Damage 5, Edge Eye, Injury 14, CS 2
Any Pierce

SPECIAL ABILITIES SPECIAL ABILITIES

Great Size Great Size


Not knocked out or killed when reduced to Not knocked out or killed when reduced to
zero Endurance or wounded once, keeps zero Endurance or wounded once, keeps
fighting until wounded twice or reduced to fighting until wounded twice or reduced to
zero Endurance AND wounded zero Endurance AND wounded

Horrible Strength Horrible Strength


Following a successful attack spend 1 Following a successful attack spend 1 hate
hate to increase target's Endurance loss by 6 to increase target's Endurance loss by 7

Hate Sunlight Hideous Toughness


The creature loses 1 hate pt at the end of Spend 1 Hate to reduce Endurance loss
the first round of combat if exposed to the caused by an enemy's attack by 7pts.
light of the sun
Hate Sunlight
The creature loses 1 hate pt at the end of
the first round of combat if exposed to the
light of the sun
Fell Beast Bird-Na
Attribute Level Attribute Level

6 8

ENDURANCE HATE Endurance Hope

50 6 80 10

PARRY ARMOUR Parry Armour

5 3d 10 4d

SKILLS Skills

Personality 0 Survival 2 Personality 4 Survival 4

Movement 2 Custom 0 Movement 5 Custom 1

Perception 2 Vocation 0 Perception 6 Vocation 4

WEAPON SKILLS Weapon Skills

Claws Claws
Damage 4, Edge Eye, Injury 15, CS 3 Damage 9, Edge 9, Injury 15, CS 5
Any Any

Bite Beak
Damage 5, Edge 10, Injury 13, CS 3 Damage 5, Edge 10, Injury 16, CS 4
Pierce Pierce

SPECIAL ABILITIES Special Abilities

Great Size Great Size


Not knocked out or killed when reduced to Not knocked out or killed when reduced to
zero Endurance or wounded once, keeps zero Endurance or wounded once, keeps
fighting until wounded twice or reduced to fighting until wounded twice or reduced to
zero Endurance AND wounded zero Endurance AND wounded

Fell Speed Horrible Strength


Can choose who to attack (in any stance) Following a successful attack spend 1
and can disengage combat at will Hope to increase target's Endurance loss by
8 pts
Foul Reek
Fell Speed
An Overpowering stench forces any
opponent to spend Hope to attempt any Can choose who to attack (in any stance)
action other than an attack and can disengage combat at will

Aura of Manwë
An invisible aura surrounds the bird that
makes any evil creature within 20ft make a
Fear test at TN 14 or run away

Tolerance = Valour, +1 for any elf, -1 for any


Haruze.
Prison
Nush/djinn/sphinx All Nush/Djinn were imprisoned long ago
ATTRIBUTE LEVEL inside some sort of container, usually a lamp
or bottle (Sphinx inside a statue usually), and
10 can only be freed from this prison by a
willing master, hence a Nush or Djinn's
ENDURANCE HATE/HOPE willingness to give gifts etc.

85 9

PARRY ARMOUR

10 4d

SKILLS

Personality 5 Survival 3

Movement 3 Custom 6

Perception 4 Vocation 4

WEAPON SKILLS

Crush
Damage 8, Edge Eye, Injury 14, 5
CS any

SPECIAL ABILITIES

Great Size
Not knocked out or killed when reduced to
zero Endurance or wounded once, keeps
fighting until wounded twice or reduced to
zero Endurance AND wounded

Fell Speed
Can choose who to attack (in any stance)
and can disengage combat at will

Snake-like Speed
Spend 1 hate or Hope to double Parry
rating after an attack is rolled against it, if TN
now higher than attack rolled.

Dreadful Spells: Any


The Nush or Djinn is a Master of most
magic and can choose any spell - costs one
action. It can also grant such power to
others if it chooses (see below).
Thick Hide
THE RAZARAC If a Protection Test gets a Great or
Extraordinary success, attacker drops
ATTRIBUTE LEVEL
weapon

11 Thing of Terror

ENDURANCE HATE Such a terrifying creature means that a


hero must make a Fear Test TN 14 each
105 13 round of combat, until hero fails or succeeds
with Great/Xtra success. Failure means hero
PARRY ARMOUR tries to escape, Great/Xtra success means
hero no longer has to roll for Fear.
11 5D
Horrible Strength
SKILLS
Spend 1 hate following a successful attack
to increase target's Endurance loss by 11pts.
Personality 6 Survival 6
Hideous Toughness
Movement 5 Custom 3
Spend 1 Hate to reduce Endurance loss
Perception 6 Vocation 5 caused by an enemy's attack by 11pts

WEAPON SKILLS

Rend
Damage 6, Edge 10, Injury 16, 4
CS any

Bite
Damage 7, Edge eye, injury 15, 3
CS Pierce

SPECIAL ABILITIES

Great Size
Not knocked out or killed when reduced to
zero Endurance or wounded once, keeps
fighting until wounded twice or reduced to
zero Endurance AND wounded

Great Leap
Spend 1 hate to attack any one
companion in any stance

Snake-like Speed
Spend 1 Hate to double Parry rating after
an attack is rolled against it, if TN now
higher than attack rolled.

Dreadful Spells: Darkness


All adversaries within 30ft must make a
Wisdom Test TN 16 or their vision is affected
as if in complete darkness
# Variag raiders will instead wield a Usriev: Damage
Desert nomad raider* 4, Edge 10, injury 14, CS any, as a ranged
weapon treat as a javelin
ATTRIBUTE LEVEL

4 Usriev Special: When charging mounted, reduce


Edge rating by 1 and any successful attack
ENDURANCE HATE/HOPE adds extra dice of damage

20 3

PARRY ARMOUR

5 2d

SKILLS

Personality 1 Survival 3

Movement 3 Custom 1

Perception 2 Vocation 1

WEAPON SKILLS

Scimitar #
Damage 5, Edge 10, Injury 16, CS 2
Disarm

Bow
Damage 5, Edge 10, Injury 14, CS 2
Pierce

SPECIAL ABILITIES

Overwhelm
If an attack is a Great/Xtra success, spend
1 hate/hope to make target temporarily
weary until the end of target's next turn.

Deadly Archery
Spend 1 hate/hope to add Attribute Level
to damage with a successful attack.

Serpent Scimitar
Ignore the Parry bonus given by a Shield
to an opponent when using a scimitar, and
the penalty for wielding another weapon in
off-hand is reduced to -2 (usually -4)

* a chief will be 1 Attribute Level higher, & will also


have Commanding Voice
M Glossary
Ladnoca Haruze Goddess of the Moon
(Varda/Elbereth).
Ayten Nomadic people who live in the
southern desert near to Sirayn. Malikiam God of Water (Ulmo).

Azhan Haruze term for the Ainur, the Narakshi Nomad desert tribe south of
Valar are called the Kolir. Umbar, they control the White Palm oasis.

Colruh Haruze name for Wind Spirits Poganin Haruze term for foreigners.
(Azhan), believed to bring civilisation to
Harad. Qarsag Desert nomads of the west-
central area bordering southern Bellakar,
Corsair A sailor and warrior, especially Kes Arik & Kes Weza.
responsible for Umbar's reputation.
Sihad Haruze term for knight,
Desert Screamers A feared defender of the land.
organisation of trackers and assassins that
roam the desert and rival the Rangers of the Sud Haruze name for an oasis,
North in skill, although they tend to stay in believed by them to originate from the tears
the southern (Far Harad) desert. of Lilis (Yavanna) & Ladnoca (Varda).

Devam Haruze name for Fire-spirits Tarb Haruze term for a Lord - the
(Azhan & enemies of the Colruh), believed to Autarb (king) traditionally rules from
come from Mordor. Amrûn.

Feswan Haruze term for merchants & Tedjin Nomads of the desert
craftsmen. bordering Bellakar, often allies of the
Qarsag.
Fezir Haruze term for the nobility.
Urdwan A nomad of the desert (country
Hammam A bathhouse or tent for dweller).
personal cleaning.
Utarf A city or town dweller.
Haruze 'Godly Folk'. Haruze term for
themselves, and they call the land Haruzan. Vatra Sun/Fire God
(Morgoth/Sauron), the Audrat Vatra is the
Hawnin Haruze name for all elves, from Cult of Vatra.
the original elven inhabitants of the area
(the Moonstone Nandor)

Ishtra Haruze Goddess of Love


(Nessa).
i
The information in this guide is for Loremasters and PC's
with Desert Lore or succeeding in relevant Lore tests
ii
Some creatures are listed in the encounter tables but not
mentioned, such as ants - these are assumed to be as per
'normal' animals. Abbreviations used: Aps = Apsyaic,
Bell.=Bellakaze, Har.= Haradaic, Sin.=Sindarin,
Ta.=Tazanainan.

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