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Grey Havens

This document provides an introduction and overview for roleplaying in Western Eriador using the One Ring roleplaying game system. It describes the region of Western Eriador and some of the locations within it such as the Grey Havens, Hills of Evendim, and South Blue Mountains. It also outlines some adversaries that adventuring companies may encounter, such as orcs, wolves, and river-trolls. The introduction aims to set the aesthetic tone of Western Eriador as a region experiencing a slow decline as elves depart and magic fades, in contrast with the greater dangers present in areas further east.

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Claudio Henrique
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100% found this document useful (1 vote)
284 views40 pages

Grey Havens

This document provides an introduction and overview for roleplaying in Western Eriador using the One Ring roleplaying game system. It describes the region of Western Eriador and some of the locations within it such as the Grey Havens, Hills of Evendim, and South Blue Mountains. It also outlines some adversaries that adventuring companies may encounter, such as orcs, wolves, and river-trolls. The introduction aims to set the aesthetic tone of Western Eriador as a region experiencing a slow decline as elves depart and magic fades, in contrast with the greater dangers present in areas further east.

Uploaded by

Claudio Henrique
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
You are on page 1/ 40

Grey Havens

Unofficial Roleplaying

in Western Eriador for

The One Ring


Roleplaying Game

B
How to use this guide ...................... 2
New Companies ............................. 2
Companies from the East................. 2
Companies from the South .............. 3
Aesthetics of Western Eriador........... 3

Hills of Evendim ............................. 4


Tower Hills .................................... 8
Grey Havens ................................ 11
East Lune ..................................... 14
North Blue Mountains .................. 17
Forlindon .................................... 19
South Blue Mountains .................. 22
Harlindon.................................... 25
Minhiriath ................................... 27
Enedwaith ................................... 30

Spectres of Amon Gwaren.............. 32


Orcs of the Blue Mountains ........... 32
Wolves of Harlindon ..................... 33
Huntsmen of Eryn Vorn ................. 33
River-Trolls .................................. 35
Reavers of the Fæsholt................... 35

New War Gear.............................. 36


Patrons and Titles ......................... 38

-1-
- Introduction -
Western Eriador offers interesting opportunities
Though they rode through the midst of the for a newly-formed company of adventurers.
Shire all the evening and all the night, The Shire is part of the Northwest (although the
none saw them pass, save the wild home of the Hobbits is not covered in this
creatures; or here and there some guide, as it will be detailed in the next edition
wanderer in the dark who saw a swift of the One Ring ruleset), and many a Hobbit
shimmer under the trees, or a light and has stepped out of his door and got swept up in
shadow flowing through the grass as the something bigger along the way.
Moon went westward. And when they had The presence of the Grey Havens attracts Elves
passed from the Shire, going about the from across the entirety of Middle-Earth, and it
easy to imagine a Westward-bound Elf deciding
south skirts of the White Downs, they came
to put off their departure into the Undying
to the Far Downs, and to the Towers, and
Lands in order to achieve something
looked on the distant Sea; and so they rode significant, and perhaps leave a lasting legacy
down at last to Mithlond, to the Grey of their deeds.
Havens in the long firth of Lune. Dwarves of all kinds, too, might find
themselves travelling to the holds of the Blue
Mountains for a myriad of reasons, perhaps as
envoys from the King Under the Mountain or
another Lord of Durin’s Folk.
This guide is intended to supplement the
The presence of Men from Wilderland or the
existing (and outstanding) range of official
South in Western Eriador is rather harder to
resources already in existence for the One Ring
justify (with the notable exception of Bardings
Roleplaying Game, focusing on one of the
and Men of the Lake, who are close friends
‘missing’ areas that was never covered in great
with the Dwarves and sometimes travel with
detail: Western Eriador. The year is presumed
them). Companions who are Men are far more
to be around 2460, although essentially every
likely to hail from Bree, Dunland, Miniriath, or
element is more or less ‘timeless’ (at least
Enedwaith (options for creating player-heroes
within the context of the period covered by
from the latter two areas are presented later in
other One Ring products), and so the
this volume). The Rangers too travel in these
Loremaster may move the year around as they
lands, although in fewer numbers than is the
see fit.
case in the East.
Loremasters should feel free to use or discard
any and all elements of this resource (although
It is best to offer Elves and Dwarves who have
the same could be said for the official guides it
travelled a long distance to reach Western
is doubly the case with regards to this
Eriador the Receive Title undertaking as soon
supplement). While a dedicated attempt has
as possible, for the Grey Havens and Blue
been made to comply with Tolkien’s texts, new
Mountains respectively. This will help ‘ground’
elements have been introduced or leaps in
the heroes in the setting, and will allow them to
reasoning made in order to present an
spend Fellowship Phases at home without
interesting game environment (for instance, a
traipsing back for hundreds of miles.
female orc chieftain is included, something
that neither the official range nor Tolkien
himself ever included).
In addition, some small references have been
made to other lesser-known adaptations of Existing companies from elsewhere in Eriador
(such as Bree-land or Rivendell) will make the
transition to the West with simplicity and ease.
While Western Eriador has a distinctly different
‘feel’ from the East (see the ‘Aesthetics of

-2-
Western Eriador’ section, below), there is most populous) still in existence graces the
significant overlap in the present cultures. One Western shores.
notable point, however, is that some Uniquely, the spectre of the First Age looms
companies may find Western Eriador a slight large over the Blue Mountains and the lands
‘step down’ in danger and difficulty when around them: strictly speaking, Lindon and the
compared to the East, as this guide is intended Ered Luin are actually a remnant of the lost
to present a ‘difficulty level’ suitable for newly continent of Beleriand, where great and terrible
formed or slightly experienced companies (in ancient wars were fought against the first Dark
contrast, there is intended to be a slight ‘step Lord, Morgoth. Many of the features and locals
up’ from Bree-Land, as many companies will of the far west thus relate to or focus on those
begin there and only travel West later). ancient days. As for the areas inhabited by
Companies hailing from Wilderland will Men, the evidence of the destruction and
naturally have to travel through Eastern deforestation wrought by the men of
Eriador to reach the West, and so all of the Westernesse; the imprint of fallen Arnor; or
guidelines presented in the Rivendell even the flooding of Tharbad is inescapable.
supplement on how to handle such groups The departure of the Elves and the presence of
apply equally here. so many ruins and remnants provide a good
indicator of the ‘feel’ of the region: that of a
slow dwindling of ‘magical’ and heroic
elements and the slow encroachment of the
mundane.
Companies hailing from Gondor or Rohan are
No great battles will be fought here, and no
unlikely to travel to the quiet Northwest, as
grand plans of the Enemy foiled. Instead,
they are often in the service of liege-lords who
Player-Heroes and their allies will be forced to
normally prefer to keep their retainers close to
decide what is worth protecting and preserving,
hand. However, southern adventurers
and what they will allow (or encourage) to slip
(especially Rohirrim) might find themselves in
away. Their adversaries (for these lands are not
Enedwaith, or even travel as far as Minhiriath.
entirely without evildoers) will be making
From there, events might conceivably conspire
much the same decisions for opposed reasons,
to draw such a group ever further northwards.
and it is due to this that conflict will arise.
The meddling of one of the Wise (the Grey
Wizard, perhaps) would serve as a reliable
justification for far-flung adventurers.
As with any Men hailing from afar, Men of
Minas Tirith and Riders of Rohan should
swiftly be offered the Receive Title undertaking
so that they have an investment in the cultural
landscape of the region. The former especially
might catch the attention of the Rangers of the
North.

Geographically, Western Eriador is rather


moderate. The mountains are not the tallest,
the forests are not the largest and the realms
are not the greatest. It is its population which
sets it apart from most areas of Middle-Earth,
as it is a land of Elves and Dwarves (and
Hobbits!), with very few Men. Indeed, the
single largest Elven territory (although not the

-3-
may once have been wheat, along with
- Regions of Western - brambles and gorse in abundance.
Eriador Much of the region's' trees show evidence of
long-hence planning and husbandry: in
Annuminas here and there stone paving slabs
lie in pieces, cracked by the roots of avenues of
pear trees; outside of the city, apple trees may
‘In the North after the war and the slaughter of be found in ranks too regular to have arisen by
the Gladden Fields the Men of Westernesse chance; and certain venerable specimens are of
were diminished, and their city of Annúminas kinds that grow nowhere else in the north (a
beside Lake Evendim fell into ruin…’ Gondorian would be quick to recognize Cedars,
clearly imported long ago from Lebennin).
Beyond these kinds, oaks, pine and firs crest
many of the peaks, especially to the north.
Many mice, chiefly harvest mice, nest in the
tumbledown ruins, seeking seeds and
strawberries and being chased by weasels and
stoats. To the north, Pine Martens can
sometimes be seen. Ravens, magpies and other
corvids have also found the ruins to their
liking, and in the city itself they are surprisingly
bold, oftentimes following any two-legged
travelers they might see out of interest and a
desire for food.

The Hills of Evendim are full of buildings but


empty of residents. Ruins crown every knoll
Once, the Hills of Evendim was the heartland of and tor, and the wind whistles through the
Arnor and the royal demesne of the Kings tumbled stones of Annuminas, once the
themselves. Aside the shores of the great lake greatest city of the north. However, unlike
from which the region takes its name, the Deadman’s Dike to the East (see Rivendell), this
Dúnedain built Annuminas, the West-Tower, twilit wold holds no horror for men, albeit
from which the royal house ruled until Arnor's drenched as it is in melancholy. In addition to
tripartite split. obvious decay the apparent desertion of the
Lake Evendim is the source of the River region is due to more prosaic reasons: The
Baranduin (known as the Brandywine in the Rangers treat Annuminas and the Hills as a site
Shire and Bree-Land, through which it passes of hallowed reverence and watch over them in
as it wends its slow way southeast towards the concentrations not found nowhere else except
sea). their hidden settlement in The Angle. For it is
The Hills themselves stretch out to the lake's here in a refuge overlooking the ancient City of
south, west and especially north. Travelling Kings that the Grey Company resides, when not
through the Hills is a tiring business, made serving as the Honour Guard of the Chieftain.
worse by their irregular undulations and the
poor condition of what few paths remain.

The Hills are largely covered in low, thick


grass, its uniformity broken by longer tufts that

-4-
settlement illegitimate. Decades later, the legal
battle still rages. Tax-collectors, Shirrifs and
Arbereth, Captain of the Grey Company census officials are unable to visit Long Cleeve
(which suits the North-Tooks very well), and
neither is the Shire Postal Service (which
It is traditional for the leader of the Grey
doesn't).
Company to be of the royal line, and Arbereth
For their part, the Rangers care little of this
is no exception. Sister to the fallen Chieftain
dispute, and are content to allow the North-
Arathorn, Arbereth has acted as something of a
Tooks to continue dwelling in the Hills…
regent for the Dúnedain, and will continue to
providing that they do not settle any further
do so until the day arrives when her nephew
north.
Aragorn will finally come into his own.
Companies meeting Arbereth are heavily
Upon the creation of the fortification,
unlikely to be told any of this, however, for the
Brandobras named himself as Bailiff of Long
Rangers have long been a secretive folk.
Cleeve, and now his descendant Flint North-
Arbereth travels widely in the spring and early
Took holds the title. Flint is a surprisingly
summer, meeting many Rangers in other parts
sombre Hobbit who takes his responsibilities
of Eriador to receive tidings and deliver orders.
seriously. Many a wanderer has found
On her return she stops over in Bree to confer
themselves called to the Bailiff’s table to
with the Inkeeper of the Prancing Pony, an
account for their movements. In the event of
association which surprises many of her
Flint and his perceptive wife Violet finding their
fellows.
explanations acceptable (which is almost
In Bree-Land, Arbereth goes by the unlikely
always), they will be invited to stay in the
name of Hillfort.
Cleeve for some days.
The pair have a son named Chalk and three
Attribute Level: 7
daughters: Emerald and the twins Agate and
Distinctive Features: Lordly, Secretive, Tall
Amber (the North-Tooks and their neighbours
Specialities: Eriador-Lore, Shadow Lore
having a curious tradition of naming their sons
Relevant Skills: Long Sword ◊◊◊◊, Great Bow ◊◊◊,
after varieties of rock and their daughters for
Travel ◊◊◊, Battle ◊◊◊, Riddle ◊◊
precious stones).
Endurance: 23
Armour: 3d
Flint North-Took
Attribute Level: 3
The North-Tooks of Long Cleeve Distinctive Features: Stern, Honourable,
The North-Tooks and the mayoral government Determined
of distant Michel Delving agree on one matter: Specialities: Smoking, Cooking
that the Long Cleave lies one mile away from Relevant Skills: Awareness ◊◊◊, War
the border between the Shire and the Hills of Club ◊◊
Evendim. They are not, however, in accord Endurance: 13
about the side of the border on which the Armour: 2d
coomb lies.
Founded by the hero Brandobras Took in the Violet North-Took
wake of the Battle of Greenfields, Long Cleeve Attribute Level: 2
was envisioned as a serious attempt to fortify Distinctive Features: Merry, Quick of Hearing,
the Hobbits' northern border, should goblins Fierce
(or anything else, for that matter) decide to Specialities: Gardener, Folk-Lore
come calling. Relevant Skills: Insight ◊◊◊◊
Even after Greenfields, a battle in the Endurance: 10
Northfarthing itself, the then-Mayor saw the
establishment of the fortification as a
potentially dangerous power grab by the Took
warrior, and declared Brandobras' new

-5-
New Fellowship Phase Undertaking:
Annuminas Look Upon Annuminas (Rangers of the
North Only)
A Ranger of the North companion spending
The ancient city of Elendil has lain in ruin for the Fellowship Phase at home or in a
over two millennia. Despite this, the damage is nearby Sanctuary (Such as Bree) may
not as extensive as one might expect. The Men choose to travel to the Hills of Evendim and
of Westernesse built to last, and no single great spend a handful of quiet days wandering
battle or cataclysm occurred here. The the ruins of their former capital,
population of the city simply dwindled with chaperoned closely by members of the Grey
time. The abandoned town was nominally part Company (regardless of their Standing).
of the petty Kingdom of Arthedain until its Many Dúnedain have found hope and
eventual fall, but few Men ever walked its inspiration from still-visible inscriptions
paths in those days. written on tombs, or else in the faces of
Today, the ruins are guarded closely by the statues. Others are overcome with the
Rangers, who perceive the city both as a sorrow of the place, and leave with little but
treasured relic of the past and a promise for the a brooding expression. A Ranger who
future: for it is said that were the days of kings experiences this Undertaking may Heal
to return then there would be need again for a Corruption by using their Search Skill, and
royal seat. reduce their Shadow Points by twice the
Annuminas is a large ruin. The flagstones normal amount when they do so. However,
underfoot are largely whole, only cracked in if their roll fails and produces an Eye, the
some areas around overgrown street-trees or by Ranger becomes Miserable until they gain a
the shifting of the earth. Towards the old river- point of Hope by any means.
docks parts of some streets are now underwater
(the quays themselves are long gone, as they
were made of wood). Most of the buildings are
at least partly standing, all built of the same The Refuge of the Grey Company
pale stone. Few have whole rooves, however, From the outside, the home of the Grey
and fallen slates line many paths through the Company looks rather like the dozens of other
city. fallen mansions which dot the Hills of
The curtain wall surrounding the town is Evendim… and the same is true of the interior.
sundered in several places, but parts of that Few who choose the ruined manor as a camp
which remains is safe to walk on, providing a site would expect that they are sleeping on top
good vantage point for a lookout. of a fortress of the Dúnedain, for it is
The Rangers sometimes hold councils in the old underneath the hill that the elite of the Rangers
Palace of Kings, one of only a few buildings in maintain their holding.
which restoration efforts have been made. The Refuge is accessed through the old cellars,
Although the ruins have been surveyed through a hidden door in the walls that opens
thoroughly over the years, there may still be a only when the correct words are spoken (the
lost vault or hidden library still to find here hands of a Dwarf are obvious in its
and there. construction). Over the threshold lie a warren
of well-ventilated and brightly lit tunnels and
caverns, with the main way leading towards a
hall of sorts.
Other passages lead to dormitories, pantries,
armouries and reliquaries, or else end in
hidden postern gates and egresses which
collectively allow a Ranger to pop up out of
wells and from behind toppled statuary

-6-
throughout almost the entirety of the Hills, with Amon Gwaren
a great many exits terminating in Annuminas Known as The Hill of Wind in the Common
itself. Tongue, Amon Gwaren is aptly named.
Ranger of the North companions with the Star Amon Gwaren is the tallest hill in the region,
of the Dúnedain Virtue know of the existence of and atop it stands a shattered tower. A chill
the Refuge and the words required to open the gale blows nigh ceaselessly from the northeast,
secret door, but the Grey Company do not in which direction the cold Hills of Angmar
receive visitors idly and the company may find may be espied by a particularly keen-eyed
a frosty reception unless they are in need of companion.
safety. It is not hard to infer that the tower was
deliberately destroyed, its sides sundered by
The Kingstree some fell weapon.
In a little dell at the base of a great hill, a The tower and the hill on which it stands are
curious tree may be found. At the right time of both Blighted Places, but the woes of an
the year, the discoverer will be rewarded with adventuring company will not end there should
the sight of its showers of yellow blossoms as they find themselves here, for the ruins are
they burst from catkins in the spring. haunted by the shades of men who fell in that
Many scholars, along with travellers from the long ago battle (See the Monsters of Western
far southlands, are well aware that the Eriador Chapter).
Kingdom of Gondor bears the sigil of the White
Tree. Few other than the Rangers, however, Long Cleeve
know that King Tarcil once sought a tree of gold The Cleeve is a deep indentation splitting a
to match (or even surpass) the glory of the rocky hill. Two rows of Hobbit Holes face each
white. other, cut into the chalky valley sides,
Eventually, one of the King’s retainers found a accompanied by a scattering of small
laburnum tree, and carefully transported it outbuildings and a well. At the cleft's mouth a
north. The Kingstree of today is that tree’s low wall of thick-cut yellow stone bricks lies,
descendant. bearing a sturdy oaken gate at its centre.
The Kingstree is watched by the Rangers Towards the other end of the vale the ground
closely, and maintained by a handful of skilled pitches upwards swiftly as the cleft narrows,
arborists who are charged with its care. and the path terminates at the door of the
Companies resting at the base of the Kingstree North-Tooks' 'watch tower', which is in reality
find their worries lessened upon the morn: simply a large building with three stories (an
characters who pass a Wisdom test after a otherwise unheard of development in Hobbit
night sleeping here recover 1 Hope point on a architecture), from the balconies of which a
success, and 2 on a great or extraordinary Hobbit may see (and shoot) a great distance.
success. The Watch Tower doubles as the house of the
Should a Gandalf rune be rolled by a character Bailiff, and is crowed with his relatives and
with an appropriate Specialty, the arborists see their creature comforts.
potential in them and offer training. The next A handful of other families live in the Cleeve,
Fellowship Phase, that character may spend and the settlement has a close friendship with
time learning with the arborists and gain the the village of Greenfields, where the historic
Tree-Lore trait, in exchange for one Experience battle took place.
Point.
Ranger of the North companions who possess
the Tree-Lore trait may eventually decide to
become an arborist themselves should they
retire from adventuring.

-7-
He was on a dark heath, and there was a The Tower Hills are a land of gentle
strange salt smell in the air. Looking up he saw moderation, containing a profusion of plants
before him a tall white tower, standing alone and beasts, but none that are particularly
on a high ridge. A great desire came over him large, striking or imposing.
to climb the tower and see the Sea. He started Squirrels, badgers, rabbits, owls, mice and
to struggle up the ridge towards the tower: but foxes (to name but a few) are present in great
suddenly a light came in the sky, and there was numbers upon the Far Downs, for all are
a noise of thunder. common in the Shire. The Downs also feature
scattered woods, small copses and little
A plain stretches between the Shire and the thickets, chiefly of ash and chestnut, only to
Havens, cradled and bordered by two stretches give way to stretches of meadow carpeted with
of highland. The three pale spires atop the delicate orchids and rampions as one treads
western range are the region’s most notable the road west, while daisies abound upon the
feature, and it is for them that the land is hillsides themselves, over which butterflies of
named. many shades flitter. The grasses here are
The Great West Road splits the area into two coarse, but also long and fabulously green due
parts: to the north of it lie twenty miles of grass, to the abundance of rain caught by the hills.
while the hills run for twice that distance to the In places, one may hear the cries of seabirds
south. Both the Tower Hills themselves and the from afar if they possess keen ears, but the
eastern Far Downs slope gently and are easy gulls and others rarely travel so far inland.
enough to climb.
These hills have always been a borderland,
and a meeting place of folks. It was here that
Númenórean seafarers first made tentative There are but few permanent residents of these
contact with their distant kin and future allies quiet hills. Elves travelling to the Havens often
(and subjects), the ‘Middle-Men’. Far later, gaze into the seeing stone atop Elostirion before
when Elendil the Tall and his folk began to continuing their journey, although they do not
settle the lands which would become Arnor, tarry for long. The small band of sentinels from
Gil-Galad the High King of Lindon built the Mithlond who watch over the towers thus see
White Towers as a gift for his mortal friend. many visiting faces, but rarely the same one
Today the Hills are still a boundary between twice.
peoples, although Elves and Hobbits are In addition, the Far Downs at the eastern edge
typically disinterested in each other and rarely of the Hills border the land of the Halflings,
meet. and rather more of their number live in this
region than even they themselves would expect.
No inns or villages may be found here, but
camps of small-game hunters, charcoal
burners and foresters are not excessively hard
to find. The Hobbits who choose this life are
typically bolder and hardier than their town-
dwelling cousins, but even they rarely spend
the whole year west of the Shire and normally
return to their families for winter and festival
days at least. In time these camps will grow
into true settlements, but that day is still far off.

-8-
likely to encounter him abroad. Should they
render him assistance upon the road, they may
Malanor the Lingerer find Círdan especially welcoming if their path
Most Elves who drift towards the Havens from will take them to Mithlond as the two Elves
across Middle-Earth are intending to leave for have been close friends for long years. Many
the Grey Havens, and Malanor was once no other beings also value Galdor’s counsel and
different. The Wood-Elf hails all the way from opinion.
Mirkwood, and was struck with melancholy by If a company befriends Galdor during an
the encroachment of shadow and decay over Adventuring Phase, they may each select the
that once green forest, the reason for his Write A Letter Undertaking (See Bree) in the
departure. A long journey followed, seeing him following Fellowship Phase and entrust the
crossing the mountains with a company of missive into Galdor’s care, in which case the
fellows, stopping in Rivendell before setting out letter arrives on time with no unpleasant
once more. complications (remove the need for a Letter
Delivery Roll and treat the result as a Gandalf
At each stage of the journey Malanor would Rune). Galdor will generally only deliver letters
halt, often for many years (spending decades in to characters in Mithlond or Imladris, but
Imladris alone), and he even turned back might be Persuaded (TN16) to go slightly off his
several times before resuming his journey west. path, perhaps delivering a message to a
None of his prior stops have been as long as his notable Ranger like Arbereth, or even Tom
current, for he knows he is nigh unto the sea Bombadil or Gandalf.
and fears to look upon it, lest the waves enthral
him. Malanor is still deeply unsure about Attribute Level: 7
departing Middle-Earth, but still wants the Distinctive Features: Forthright, Energetic, Wise
decision to be his own. Specialities: Eriador-Lore,
The Wood-Elf is a sorrowful figure who is easily Relevant Skills: Courtesy ◊◊◊◊, Spear ◊◊◊,
moved to pity, who has helped many a Lore ◊◊◊, Travel ◊◊◊
wayfarer in his time, expecting little in return Endurance: 21
save their thoughts on his quandary.

Attribute Level: 5
Distinctive Features: Wary, Kind, Listless White Towers
Specialities: Herb-Lore, Elven-lore
Relevant Skills: Travel ◊◊◊, Healing ◊◊◊, The only Stone left in the North was the one in
Stealth ◊◊, Lore ◊◊ the Tower on Emyn Beraid that looks towards
Endurance: 12 the Gulf of Lune. That was guarded by the
Elves… it was unlike the others and not in
Galdor accord with them; it looked only to the Sea.

…with him was Galdor, an Elf from the Grey Atop each of the three highest hills of the
Havens who had come on an errand from region (which happen to be the furthest north
Círdan the Shipwright. of the western stretch) an ivory-hued pinnacle
rears. The Elven craftsmanship of the Towers is
Galdor is the Herald of Círdan, who serves as a obvious to all with even a passing knowledge
messenger in times of peace. The noble Elf is of stonework. Each is elegant but relatively
both well-travelled and well-informed, as he plain, and shaped something like a lighthouse
makes his way between the sanctuaries of or watch-tower. The central building of the
Mithlond and Imladris with some frequency, three is slightly taller and grander than the
stopping to share news with certain Rangers others: this is Elostirion, and within it a wonder
along the way. While Galdor is an important of the age may be found. From the outside,
figure in the Havens, a company is far more there is no obvious entrance to any of the

-9-
Towers, only smooth and unadorned white Skafidur’s sons have recently discovered a
rock. The secret of their opening is known to network of natural caverns connected to one of
the Elves, and Elves in respectable numbers their mineshafts, which Skafidur swiftly
guard the towers ceaselessly. In addition, decided to seal off. While the old Dwarf is
Wandering Companies (see Journeys and keenly interested in discovering what may lie
Maps) of that folk often come to behold the within, he remembers the tale of Moria and is
Towers, from as far afield as Rivendell and wary of risking his kin in such an endeavour.
beyond.
To most companies, the White Towers might Lady Sundown
serve as little more than an interesting Within the Far Downs and just to the north of
landmark. Others, however, may learn their the Road, an old statue stands. Its form is of a
secrets. woman of grace and elegance, arms
outstretched in greeting.
New Fellowship Phase The Hobbits who work in the Downs know the
statue as Lady Sundown. Some believe it good
Undertaking: Gaze into the Palantir
luck to leave pretty stones or even food (a
of Elostirion (High Elves Only) kingly gift for a Hobbit to offer) at the statue’s
A High Elf companion spending the feet. This old superstition has waxed in
Fellowship Phase at any place where popularity as of late, as certain Hobbits have
other Elves can be found may join a found their offerings gone when next they visit,
Wandering Company and make a with wonders such as fancy silver coins or
pilgrimage to the Emyn Beraid in order sweet-smelling cordials in their place.
to climb the highest of the Towers and Are departing elves giving gifts in return, or is
examine the treasure which it there some secret to the statue of Lady
contains. All Elves who look upon the Sundown that few would expect?
sea in this manner find it a haunting
experience that fills their thoughts
from then onwards, for the call of the
Undying Lands rings out like a clarion
to them at that moment. This
Undertaking thus combines the effects
of Heal Corruption and There and
Back Again, allowing for an Elven hero
to recover a prodigious amount of
Hope and a similar reduce in Shadow
in return for a Marked Skill and a
Permanent Shadow Point.
This Undertaking may only be carried
out once by any single High Elf hero.

Skafidur’s Hall
The southernmost of the Hills plays host to a
hidden refuge of Durin’s Folk, founded by a
group of explorers from the Blue Mountains
lead by one Skafidur.
Under the Hill the Dwarves have found coal in
respectable amounts, and now their home
doubles as a mine of modest proportions.

-10-
In Eriador Imladris was the chief dwelling of Seabirds, chiefly gulls, are the most obvious
the High Elves; but at the Grey Havens of denizens of the Gulf, their numbers second
Lindon there abode also a remnant of the only to the vast shoals of silver fish which dart
people of Gil-galad the Elvenking. At times they through the sheltered waters, fleeing the
would wander into the lands of Eriador, but for attentions of the region’s many otters.
the most part they dwelt near the shores of the Sand-lizards, shrews and crabs are common on
sea, building and tending the elven-ships the south beaches, and the oak copses which
wherein those of the Firstborn who grew weary follow are favoured by deer, with oak and deer
of the world set sail into the uttermost West. both beloved by the Elves. Cornflowers and
Círdan the Shipwright was lord of the Havens columbines grace the low hills, over which
and mighty among the Wise. butterflies and bumblebees flit in the summer.
The northern cliffs are more rugged (yet only in
The Grey Havens are an ancient land, bisected comparison to the south), and are where the
by the great gulf of the river Lune. The south gulls nest. Heather and bramble crests the
bank consists of low hills which gently sweep cliffs, the great blackberries and raspberries
downwards towards the shores, while the produced by the latter feeding the smaller
smaller north bank is rockier and higher. Both inhabitant birds such as sparrows. Many other
areas are remarkably easy to travel across, avians from pipits to curlews are easily found
however, and the very grass and stones exude a here.
wholesome and peaceful feeling.
This is Elven country: the heartland of Lindon
and the terminus of the Great East-West Road,
and it is at once cultivated and primal. The Havens are an Elvish land: Dwarves have
There is little in the way of danger in this never come here in any great numbers, and
region, although no great army or Ring of Men are rarer still. Elves live together in the
Power maintains its safety. It is a land of peace, Grey Havens in a greater concentration than
albeit in slow, graceful decline. can be found anywhere else in the world, with
Mithlond itself being the only true city of that
folk which still stands today. Many (although
by no means all) of these inhabitants are
transitory visitors, having come from afar to
cross the sea into the Ancient West. Of the more
permanent residents, some few abide in
outlying cottages or farmsteads, although most
of these small and isolated dwelling-places
now stand empty. Mithlond cannot sustain
itself through farming alone (although the most
inland areas of the south are home to many
orchards and wheat-fields), and for this reason
a great many Elves are semi-nomadic,
spending much of the year aboard fishing-
vessels of myriad sizes (the bulk of this industry
is carried out elsewhere, in Forlond).
Elves of the Havens are perhaps less learned
than their distant cousins in Imladris, and yet
are often more wise. They generally prefer the
natural beauty of the sea and stars to that of
gemstones and metal, although many covet
pearl and cunning woodwork.

-11-
High Elves of Mithlond
Creating a Player-Hero from the Grey Círdan the Shipwright
Havens is a simple process, as they are
similar in most respects to their kin in Círdan the Shipwright came forth to greet
Rivendell. them. Very tall he was, and his beard was long,
Indeed, all of the rules for creating Rivendell and he was grey and old, save that his eyes
Elves should be used, with the following were keen as stars.
differences:
Ancient and wise, Círdan has dwelt on the
High Elves of Mithlond select two specialties coasts of Middle-Earth for dozens of centuries
from the following list (rather than those and is counted as among the greatest Elf-Lords
available to High Elves of Rivendell): alive today. Such is his eminence that the Lord
Elven Lore, Eriador Lore, Fishing, Boating, of the Havens was given one of the Three Elven
Woodwright, Minstrelsy. Rings, although he has since given it to another
and is now content to rule over a dwindling
In addition, the Artificer of Eregion Virtue is and changing realm. Generally speaking,
replaced by the new Shipwright of Mithlond Círdan is quieter and more contemplative than
Virtue, presented below. the rest of the White Council (of which he is a
member), generally favouring moderate and
New Virtue: Shipwright of Mithlond peaceful solutions to most problems. Still,
Círdan recognises that the actions of heroes is
Ship, my ship! I seek the West, often sadly necessary.
and fields and mountains ever blest.
Farewell to Middle-earth at last. Attribute Level: 9
I see the Star above my mast! Distinctive Features: Serene, Clear-Sighted, Tall
Specialities: Elven-Lore, Boating,
Long have you studied with the masters of Woodwright
the art of shipbuilding, and your endeavors Relevant Skills: Craft ◊◊◊◊◊◊, Insight
have begun to bear fruit. ◊◊◊◊◊, Lore ◊◊◊◊
When you select this Virtue you construct a Endurance: 23
Flat Barge (see Journeys and Maps). The
first time you encounter a sufficiently sized Narieth, Captain of the Watch
body of water each Adventuring Phase, you The closest thing Mithlond has to a standing
may spend a point of Hope to have your force is a small band of ceremonial guardians
Barge be present at that location (either you led by Narieth, an ancient warrior who fought
or another Elf from the Havens had the in the battles that ended both the First Age and
foresight to bring it). This will mystify the Second. Through intermediaries Narieth
mortal companions (and counts as a keeps an eye on the Blue Mountains in case the
Magical Virtue for the purposes of Eye Orcs there rise up and cause trouble once
Awareness – see Rivendell) but seem more. Alone of her kin, she is convinced that
completely normal to fellow Elves. the mighty Great Orc Utgash (whom she has
During a Fellowship Phase, you may spend clashed with more than once over the ages) still
an Experience point (and consume an lives.
Undertaking) to further your skills, after
which your Flat Barge will be replaced with Attribute Level: 8
a Swan-Ship. Distinctive Features: Valiant, Trusty, Disdainful
Specialities: Folk-Lore, Shadow-Lore
Relevant Skills: Awareness ◊◊◊◊, Awe ◊◊◊,
Arming Spear ◊◊◊
Endurance: 22

-12-
Armour 4d which are narrow and all of which would be
treacherous for a mortal to walk upon. Not the
least challenge would be the lack of empty
space for footing, as every ledge is covered in
nesting (and cacophonous) gulls. At times, if
Mithlond
the birds are undisturbed, their voices mix with
The greatest city of the northwest, Mithlond
the sounds of river and sea to produce a
stands astride the Gulf of Lune in two districts,
‘music’ of supreme beauty. Listeners who pass
connected by a wonder of the world, a slender
an Awareness Test recover a Point of Hope, Two
and graceful bridge far longer than any Man or
on a Great Success and Three on an
Dwarf has ever built. River-ferries also
Extraordinary Success the first time they visit
frequently cross the waters between the two
here. Many Elves travel to the cliffs for this
halves of the city. Traditionally, the larger
reason, but some come only for the shed
southern quarter is a residential area favoured
feathers the birds leave behind, from which the
by craftsmen, while the north is where the high
fletchers of Mithlond line their arrows.
buildings of the city may be found, with
Círdan’s hall being atop a stairway leading
atop the great white cliffs. Trees and fountains Fincalan’s Lighthouse
are abundant throughout the city. A soaring tower stands to the south of the Grey
Docks abound on both shores of the sea, but Havens, from which a great radiance issues at
fewer shipyards than one might expect (the night. This is the abode and responsibility of
bulk of Lindon shipbuilding takes place in the Elf Fincalan, who watches over and
Harlond, to the south). It is a beautiful, serene maintains the lighthouse ceaselessly. His
city, and it may take a visitor some time to obligation has lead the reclusive Elf to adopt a
realise that a great many of the houses lie nocturnal existence, as the great lamp atop the
empty, belying the fact that the Elves are in tower requires constant monitoring while it is
decline. lit. In addition to caring for the lighthouse,
Fincalan is also a painter of great skill, his
Menhennas most common subject being a view of the city
of Mithlond at night, its lights and the stars
Menhennas is a wayhouse on the road to
above reflecting in the seas below. Recently,
Mithlond, where traveling Elves may rest in
however, Fincalan has begun to paint many
comfort. Lying just to the south of the road, the
portraits of a woman floating in water with her
walled villa boasts stables for horses, a well,
eyes closed, as if asleep… or dead. Is a
and an expansive three-story house containing
drowned spirit calling out to the Elven hermit,
simple (yet comfortable) rooms. Although Elves
or has he simply fallen for a maiden he espied
from Mithlond make sure that the place is well
during one of his infrequent visits to the city?
stocked with firewood, food and other supplies,
visitors are expected to cook and clean for
themselves, and there are no servants or hosts.
The house has not been fully occupied in
centuries, and it is rare to find more than one
room in use at any time.
Companies who have yet to gain the complete
trust of the Elves of Mithlond might find
themselves being housed here.

Gull Cliffs
The northern shore of the Gulf of Lune is higher
and rockier than the southern, especially so
further from the sea. At the bank’s highest
point it takes the form of a rugged cliffside,
shot through with irregular ridges, many of

-13-
Oaks, lindens, pines, ash, beeches, birches and
willows are but a few of the varieties of trees
which can be found here, and the rough grass
“… there was all one wood once upon a time
is speckled with bluebells and daisies in the
from here to the Mountains of Lune, and this
spring, when the distinctive smell of wild garlic
was just the East End. Those were the broad
is inescapable.
days! Time was when I could walk and sing all
day and hear no more than the echo of my own
voice in the hollow hills.” The Lossoth of Forodwaith
A hilly, marshy and Lossoth Player-Heroes are created using the
heavily wooded rules for the Woodmen of Wilderland as a
expanse, East Lune basis, with the following exceptions:
is bounded by the Lossoth carry the following cultural
Blue Mountains to blessing: Winter Fighters
the west, and the When the Lossoth fight in winter or an
great River Lune to exceptionally cold location (such as high in
the north and east. the mountains), they use their favored Wits
The land consists of score as their basic Parry rating.
two halves, neatly
bisected by the For weapon skills, choose one of:
Little Lune (a Great Bow ◊◊, Axe ◊, Dagger ◊
tributary of the OR
larger river). The Spears (◊◊), Throwing Axe ◊, Dagger ◊
northern section is
generally marshier It should be noted that the Throwing Axe
and greener (albeit weapon is new to the game: refer to the
bitterly cold in Adventures in Western Eriador section for
winter), while the details.
south is rockier and For specialties, choose two of:
more rugged. Most Forodwaith-Lore, Tracking, Fishing, Fire-
of East Lune has Making, Story-Telling.
never seen much in
the way of Rewards may be selected from the following
civilisation, and list:
remains a wild and Feathered Armour, Bow of Sinew (which has
untamed land. the same effect as a Shepherd’s Bow), Giant-
Slaying Spear (see Beornings of the Anduin
Vales).

Virtues may be selected from the following


list:
East Lune is a haven for waterbirds of all kinds, A Hunter’s Resolve, Hound of Forodwaith
especially herons, who keep a keen watch on (with the same effect as Hound of
groups of travellers who enter their territories. Mirkwood), Natural Watchfulness, Fierce
Owls and kestrels hunt for mice in the Shot (see Bardings of Dale), Old Songs and
woodland and on the cliffsides, and wolves Children’s Tales (see Riders of Rohan,
range far and wide. Bears, too, are reasonably Adventuer’s Companion or Horse-Lords of
common in the woods (and prove to be solid Rohan).
and wise company, should a Beorning or Elf
wise in the speech of beasts find themself
treading the foothills of East Lune).

-14-
acceptable way to have a relatively safe
adventure while earning good coin.
Almost all of the (few) inhabitants of this region Artie Thistlewool’s journey began no different,
are Dwarves, although even they do not spend and at that time he intended to return home
the full year in the wilds and instead repair to and use his newfound affluence to convince his
their Halls in the mountains. Certain highly sweetheart Etta Foxglow’s family that he, a
independent Men make their homes here too, stablehand, was a suitable match for her, a
but not in any great numbers. It is a rare miller’s daughter.
Ranger who travels this far west, unless they
are tracking an adversary to make sure they do However, the young Bree-Man found himself
not return to the lands they guard. In winter, falling deeply in love with the lands outside the
the far north of the region plays host to some Halls of the Dwarves and decided not to return
among the tribes of the Lossoth, a collective home. Several years later Artie is now a tested
term for a disparate grouping of tribal wayfarer who has made good friends among
communities who vary greatly in tradition and Durin’s Folk.
outlook yet share the tenacity and
stubbornness required to live in the hostile Attribute Level: 3
chill and eternal snows of the north. Distinctive Features: Seasoned, Adventurous,
Hale
Specialities: Horsemanship, Beast-Lore
Relevant Skills: Travel ◊◊◊, Explore ◊◊,
Athletics ◊◊, Club ◊◊
Bruni Endurance: 14

No large settlement of Men is present in East


Lune, and so the Blue Mountain Dwarves are
partly required to fend for themselves as far as
their food and wood needs are concerned. The Royal Hunting Lodge
Bruni is the leader of a band of cragsmen who Some say that before it was granted to the
strike out from the Halls in search of whatever newly-come Halflings, the lands making up The
resource is required. Due to the wide area Shire were once a vast Chase reserved for use
across which he and his followers range, Bruni by the royal household. Certain Rangers know
is reasonably likely to be the first Dwarf more of this old tale, and add that the lands of
encountered by travellers in East Lune. Such East Lune were at one time used as a
companies will find him affable yet guarded, replacement, before the wars with Angmar left
for the Dwarf-band are also responsible for little time for hunting and leisure.
deterring any threats which come from the The Lodge is an old farmstead enclosed by a
east. squat wall. A strong, two-storied building
stands inside, with a grand stables off to one
side. A sturdy door stands in the middle of the
Attribute Level: 4
gate, matched by the identical entryway of the
Distinctive Features: Stocky, Rugged, Canny Lodge itself. While both wall and gates are
Specialities: Beast-Lore, Mountaineer well-built, the greatest defence of this place lies
Relevant Skills: Bow ◊◊◊, Hunting ◊◊◊, in its location, for it is but one house in a great
Travel ◊◊◊, Spear ◊◊ expanse where few travel.
Endurance: 22 The Lodge is inhabited by the family of the
Armour 1d Royal Henchman, a ceremonial title given to a
valued servant who was responsible for the
Artie Thistlewool care of the King’s horses. While the King is long
Lads from Bree-Land on the cusp of adulthood gone, the Henchman is ready to care for his
often join a company of Dwarves on their way horses again should he return, as was his
to the Blue Mountains, as it is a socially father and his fathers’ fathers for long

-15-
centuries. The household are not strictly incursion of Vampires into Western Eriador.
speaking Rangers, but deal with them often. Well aware of the price of engaging them
The current Henchman, Edegil, is troubled of directly, her and her Court would be well
late, as he has no son, and the title cannot be disposed to any mortal agents willing to act in
held by a woman. It was hoped by Edegil and her stead.
his wife Hettie Blackthorn (born in Bree-Land)
that their elder daughter Eledhwen would settle Vale of Tombs
here, with her Ranger husband to hold the This ancient and fiercely guarded valley is the
position, but both instead moved east. Now, resting place of the Kings of Belegost, who lie in
their hopes rest on their younger daughter repose in tombs cut into the living rock of the
Eluriel. Should Eluriel (or Edegil) not find a mountainside. It is well known among
suitable match among the Rangers who visit Dwarves that each of these great lords was
them on occasion, Hettie is resolved to travel buried with their arms and amour, ancient
all the way to Bree-Land to find a steady lad for artefacts of masterful craft. Debate in the Halls
her. While the household would prefer of the Dwarves periodically rages over whether
someone wise in the ways of horses, in truth or not the tombs should be opened and these
Eluriel knows more than enough to fill the relics recovered. The last time this question was
duties of the Henchman position, even though raised was when Thorin Oakenshield and his
she cannot claim the title herself. company were setting out to reclaim Erebor. At
that time the Lady Sigrún (see the Northern
The Court of the Heron Lady, Dowager Blue Mountains section) refused, having
Duchess of Waterfowl weighed the risk of Orcs or worse ending
Where the Lune is met by the Little Lune, an Thorin’s mission early and claiming the
expanse of marshland stretches out for nearly treasures of her forebears for themselves
twenty miles. Few know what lies at its difficult- against the benefits of providing Dragon-
to-reach core, outside of some among the resistant armour to the Company. The
Dwarves of the Blue Mountains and Elves of reclaiming of Erebor has quieted the debate for
Lindon. now, but it may rise again at a moment’s
At the centre of a reedy pond surrounded by a notice.
circle of drooping willows, a little islet stands.
Here, the Great Herons and their subjects nest. Greyrock Tor
The Great Herons are ancient beings, sharing A ragged and bare hill, Greyrock Tor stands
much in common with the Great Eagles of the like a sentinel above the surrounding lowland.
Misty Mountains and the Great Kingfishers of From its stony peak a lookout may see for
the Anduin, and they are led by the Lady Silith. many leagues (and be seen for almost as
Silith’s mate was once the Lord of the Herons, many). Dwarvern legend holds that there is a
until he was slain by a Vampire in mortal hidden door somewhere on the hillside, and
combat. Soon after this time, all of the Great while many have come to test the tale thus far
Birds were called to Wilderland to attend the none have found any such thing, or at least say
coronation of the Lord of the Eagles as the King that they have not. Bruni was the most recent
of All Birds. The new King elected to create to make an attempt, and he changes the
offices for the worthies among his followers. subject if asked about this matter.
Silith’s tale of her mate’s heroism moved the
King, and he assigned the title of Duke of
Waterfowl to her mate posthumously, a choice
which offended the forceful Lord of Swans (who
objected to the Herons being classified as
‘Waterfowl’).
Silith is a wise and proud bird, who hears tell
of many happenings from her subjects. In
recent years, Silith has caught wind of the

-16-
mountains, stretching back to the days of
Nogrod and Belegost. In addition to the
familiar Durin’s Folk (the Longbeards),
Thráin and Thorin with what remained of their
travelers can meet the Folks of Nai and Nithi
following … wandered in Eriador, until at last
(Firebeards and Broadbeams, respectively). An
they made a home in exile in the east of the
outsider is unlikely to notice much of a
Ered Luin beyond the Lune.
difference between the three Houses, but any
The northern half of
Dwarf can instantly tell the heritage of any they
the Blue Mountains
meet. Generally speaking, the Durin’s Folk are
runs in an almost
tallest and their hair and beards the longest,
straight line from the
while Nai’s kin boast copper or russet hair and
south to the north,
fervent voices. Nithi’s clan tend to be bulkier
before veering off to
and quieter, but have great skill with music.
the northeast.
Apart from Dwarves, few live in this region
To the south the
apart from some Lossoth tribes who favour the
mountains are not
foothills of the northernmost mountains as
particularly high, and
winter refuges.
do not attract snow
except in the deeps of
winter. Further to the
North, however, the
peaks grow higher, Sigrún
snowier and more Sigrún is the current Lady of Nai’s Folk. It was
rugged. The far north her father who welcomed Thorin into the Halls,
of the range is dotted and both he and later Sigrún refused to lead a
with abandoned large armed expedition to reclaim Erebor,
Dwarf mines, some of eventually forcing Thorin to settle for stealth.
which offer respite to Relations between Sigrún and King Dáin,
travellers. However, Thorin’s successor, are far less frosty, although
many of these are the two have not yet met.
now claimed by foul
creatures. Sigrún is a sagacious and worldly Dwarf who
values wisdom and learning, believing that the
lessons of the past are of key importance in
guiding the future.
A gracious host, Sigrún is ever-happy to
welcome travellers into her halls, especially if
they seem capable of recovering the ancient
The Northern Blue Mountains are a verdant
treasures of her people from wherever they may
range, where rowan and fir trees crowd
be hidden.
together as far up each mount as they can
reach, and rugged grass stretches even further.
Attribute Level: 8
Goats wend their way across the range, as do
hares, wildcats, martens and squirrels. Birds Distinctive Features: Fair, Poetic, Shrewd
such as merlins and hawks swoop down from Specialities: Old-Lore, Appraising
high nests, while ptarmigans and capercaillies Relevant Skills: Courtesy ◊◊◊◊◊, Persuade
wander below. ◊◊◊, Lore ◊◊◊, Riddle ◊◊◊
Endurance: 18

All three of the western Houses of the Dwarves


have at one time or other been based in these

-17-
Svior
Honourable Svior is Sigrún’s younger cousin
and the chief commander of her warriors. A Halls of the Dwarves
close friend of Thorin, Svior was sorely tempted Called Baraz-dûm by the Dwarves who live
to join the Quest for Erebor himself, although here, the Halls were but a single Hall, modest
he ultimately (on Sigrún’s advice) elected to in size, until the coming of the Longbeards
remain in the West. In recompense the from Erebor, who worked with the resident
Firebeards sent three volunteers along with Firebeards to expand the settlement (even now
Thorin (the brothers Bofur and Bombur, and some of Durin’s Folk say that they founded the
their cousin Bifur). Svior is very well disposed Halls, a turn of phrase that the Firebeards do
to the Sons of Durin, and keen to share tales not particularly like).
with any he meets. Today, Baraz-dûm is still humble compared to
Erebor or even the mines in the Iron Hills, but it
Attribute Level: 6 remains well-built and well-tended. Music and
Distinctive Features: Headstrong, Stout, Upright light fill its vaulted rooms ceaselessly, as does
Specialities: Stone-Craft, Smith-Craft the quintessentially Dwarven rhythm of
Relevant Skills: Battle ◊◊◊, Throwing-Axe hammer-falls. At dawn the sun shines into
◊◊◊, Travel ◊◊◊, Craft ◊◊◊ myriad small windows cut into the
Endurance: 24 mountainside, painting the halls a deep red.
Baraz-dûm is overall a peaceful and restful
Utgash the Scarred place.
Orcs are not nearly as numerous in the Blue
Mountains as is the case in Middle-Earth’s Ruins of Belegost and Nogrod
other ranges, but those present are as vicious All Dwarves know the tales of the great cities of
and cruel as any of their more easterly kin. An the Blue Mountains, Gabilgathol and
ancient Great Orc known as Utgash commands Tumunzahar, ancestral homes of the Firebeard
the Goblins of the northern stretch of the Blue and Broadbeam clans. Shattered and drowned
Mountains from the honeycombed interior of at the close of the First Age, these fortresses are
Mount Dolmed. far beyond reclaiming, but still contain
Utgash’s brutal intelligence belies his madness, wonders, secrets and treasures. Gabilgathol
for the ages-old Orc’s mind was broken by the (Belegost) was the fairer of the two cities in its
horror of the cataclysm which drowned day, and consisted of many broad and tall
Beleriand. Unable to accept the defeat of his chambers, most of which have now collapsed.
lord Morgoth, Utgash believes that ancient war The original gates of the city are inaccessible,
is still ongoing even today. but many great rents in the mountainside open
Utgash mused and planned for centuries into short reaches of accessible ruins. The
before assaulting the Elf-Lord Gil-Galad’s lands Dwarves who endeavour to uncover as much of
in Forlindon. His attack failed miserably, and Belegost as can be are largely mountaineers,
the Orc now bears a host of scars from that although newer projects involve miners
day, having taken enough wounds for the Elves creating new tunnels into the rubble. Warriors
to be sure of his demise. accompany both groups, as foul things of all
Since his failure, Utgash the Scarred has spent descriptions have been found nesting in
over an Age brooding, his hatred of the Elves shadowed corners.
competing with his crippling fear of the sea. If Tumunzahar was once a mighty fortress, and
he is to threaten Lindon once more, it will likely even now much of the upper levels are
be through agents and proxies. relatively free of damage. However, the city
flooded in the upheaval which doomed
Stats for Utgash may be found in the Monsters Beleriand and the lower levels are still largely
of Western Eriador section. underwater. The water level recedes slightly
every year thanks to the work of engineers, and
so the brave Dwarven divers can explore

-18-
progressively lower. Dwarves have never been
the ablest of swimmers, and so outsiders are
sometimes recruited should a particularly
In Lindon north of the Lune dwelt Gil-galad,
wondrous treasure be spotted and need
last heir of the kings of the Noldor in exile. He
recovering.
was acknowledged as High King of the Elves of
To generate areas of both cities, the Loremaster
the West.
is encouraged to adapt the rules for creating
The largest remnant
random ruins found in Journeys and Maps.
of old Beleriand,
Guidance for defining the treasure which may
Forlindon is a vast
be found in these cities is present in the Erebor
coastal region.
supplement.
Formerly the domain
of the Elven-King Gil-
Mount Dolmed galad, Forlindon was
Another survivor of Beleriand, Mount Dolmed once reasonably well
has always attracted rainclouds, a trait which populated and well
has only intensified since finding itself by the developed. However,
coast. Dolmed was never settled by the the tuning of the
Dwarves as its interior was at that time solid years has left it a
rock. This changed, however, in the War of wilderness north of
Wrath, when the tumult of the land created the river Rathlóriel.
vast chasms and chambers inside the The east of Forlindon
mountain. Orcs and other fell things which fled forms the foothills of
the War were quick to take advantage of the the Blue Mountains,
newly created refuges, and even now Orcs of and is made up of
great age can be found here. In modern times sloping hills and
Dolmed is a fortress, akin (although far precipitous gorges.
smaller) to Gundabad in the east. The coast is rocky
and rough.

Heather carpets much of the Forlindon, which


is also home to voles and rabbit, while the wild
north of region lizards and snakes slither
between gorse bushes. Bears, goats and deer
are all present in respectable numbers.
Forlindon has no wolves.

Elves of the Havens live along much of the


coast in the south, and others of their wilder
kin inhabit the northern forests. These
northerners are Avarin Elves, a folk who hold
the more familiar Noldor and Sindar in
suspicion. Dwarves sometimes come this side
of the mountains to trade with the Elves, albeit
rarely.

-19-
and yet display uncanny proficiency in
Lossoth folk sometimes overwinter in northern appearing in exactly the right place to meet
Forlindon, although many hold this land of those who they have dealings with.
Elves in suspicion.

Attribute Level: 7
Elves of the Hwenti Tribe Distinctive Features: Secretive, Wary, Lordly
Specialities: Leadership,, Elven-Lore
Players wishing to create an Elf of the Hwenti Relevant Skills: Hunting ◊◊◊◊, Lore ◊◊◊,
Tribe as a Player Hero may do so by using the Battle ◊◊◊, Long Bow ◊◊◊
rules for the Wayward Elves of Mirkwood(see the Endurance: 23
Adventurer’s Companion), with the following
exceptions:
Curubeth
For weapon skills, choose one of: A clever wordsmith, Curubeth is the closest
Spear ◊◊, Bow ◊, Wood-Axe ◊ thing Forlond has to a leader. Of mixed
OR heritage, Curubeth’s father was one of the
(Bows ◊◊), Axe ◊, Dagger ◊ followers of Gil-Galad, and she has cousins in
Rivendell. On occasion, Curubeth joins a
Several of the above weapons are new to the Wandering Company who have come to see the
game: see the Adventuring in Western Eriador Sea on their return journey to the East,
chapter for further details. meaning that a company might encounter her
For Common Skills, use the starting values of the travelling in either direction on the Road or else
Elves of Lórien (see Adventurer’s Companion) in Rivendell itself.

Elves of the Hwenti Tribe may select all the same Attribute Level: 4
Virtues and Rewards as the Wayward Elves of Distinctive Features: Professional, Sensitive,
Mirkwood, although some of these should have Patient
their names and descriptions reworked to fit the Specialities: Old-Lore, Tunnelling
Forlindon geographical area. In addition, such Relevant Skills: Courtesy ◊◊◊◊, Inspire ◊◊◊,
Elves may select the Staunching Song Virtue (see Persuade ◊◊◊, Travel ◊◊◊,
Woodmen of Wilderland). Song ◊◊
Endurance: 16
Hwenti Elves have a Frugal Standard of Living.
All Avarin speak dialects of the same ancient
language (closely related to Quenya), and can
make themselves understood to other Elves with
relative ease. Forlond
Consisting of only a few dozen little buildings
as the mouth of the Rathlóriel, the smallest of
the Havens is perhaps the least fair of the three,
for it is a fishing port and even Elven-craft can
only go so far. The Elves here are more dour
Taira, Cieftain of the Hwenti and no-nonsense than elsewhere in Lindon, but
Taira is the leader of the Hwenti Tribe, and are still good (and unobtrusive) hosts to
would be considered an Elf-Lord of great strangers. Forlond does not have many
knowledge and wisdom were it not for the amenities, and so its resident Elves travel to
mutual suspicion borne between the Avari and Mithlond frequently.
other clans of Elves.
Taira and his kindred are wood-wise nomads
who are never found in the same place twice,

-20-
Himvindon Today, only the peak of the hill and the ruined
In a sheltered natural harbour far to the north keep atop it lie above the waters of the great
of the Havens proper, a small outpost of the sea.
High Elves may be found. Little more than a The fortress of Meadhros has never been
walled house with a vaulted tower (and, of explored in full, and it is possible that ancient
course, a small quay), Himvindon is not treasures and bitter weapons might be found
permanently inhabited, but is rather used as a here. However, the lands about the peak in
stopping place for expeditions to the islands of time fell under the sway of Morgoth and the
the Great Sea. entire island is a blighted place.
The house sits on an isolated hill, over which a
cool north breeze often blows. Tol Fuin
Tol Fuin is a dark and forested isle, the largest
Caras Elinoth of the three by far (being some forty miles
At a bend in the Rathlóriel, the city of Gil-Galad north to south and sixty east to west). The
still stands. A beautiful place of white marble simplest route to its shores would involve
and soaring spires, Caras Elinoth is now circling Tol Himling and continuing west for a
uninhabited and overgrown, its fountains dry further twenty miles. Once, long ago, Tol Fuin
and its buildings empty. The Elves of Mithlond was the highland region of Dorthonion, a
watch over the ruins, and respectfully leave its land of gentle pine-forests, cool lakes and
doors and vaults shut. swift streams. During his tenure as Morgoth’s
Lieutenant the Dark Lord Sauron claimed
Glosdaur Dorthonion and transformed it beyond
This wide forest of spruce contains many recognition into the twisted horror of Taur-nu-
ancient trees, most of which have voices, and Fuin. In the unlikely event that a native of
bear a great deal of old and forgotten lore and Mirkwood were to find themself on this
a solid grasp of common sense. Elves of the island, they would be struck by the similarity
Havens sometimes come to discuss thorny to the south of that great forest. For Tol Fuin is
problems with particularly verbose trees, very like Mirkwood indeed, although a
although the ones which know the most require version of Mirkwood long abandoned by its
curious payments for this service: such as a master and grown all the more feral for that.
Song they have never before heard. During a The malignancy which lies over Tol Fuin is
Fellowship Phase spent in Lindon, companies perhaps darker and more intense, but
who know the secret of Glosdaur may take the directionless and wild. Still, Sauron dwelt
Search for Answers Undertaking using any Skill here long, and it is possible that those with
in the Custom group. the strength to do so might find secrets here to
aid in his demise.

Tol Morwen
Lying approximately fifty miles from the
Not every ship which sets sail from Mithlond
is bound for the far West, for three island southwest corner of Tol Fuin, this rugged islet
is little more than a rock jutting from beneath
remnants of lost Beleriand lie off the coast of
the waves, atop which lies a standing stone.
Lindon.
Writing once covered its face, but time and the
wind have long since smoothed it bare. The
Tol Himling
ancient memorial was erected in
A sip travelling to Tol Himling would hug the
commemoration for a family struck by a
coast of Forlindon until reaching the far north
terrible curse, and certain of the wise have
of the region, before striking out due west for
found that the hallowed site eases the
approximately thirty miles. Tol Himling is all
breaking of other fell spells surrounding
that remains of Himring: the chief fortress of
ancient objects.
the March of Maedhros, the realm of Fëanor’s
eldest son.

-21-
the Dwarves are present for the full year, as a
good proportion are seasonal workers or
apprentices from the North.
Dwarves dwelt, and still dwell, in the east side
Men from Bree occasionally travel with
of the Blue Mountains, especially in those parts
Dwarves to the Mines, although not in the
south of the Gulf of Lune, where they have
same numbers as go to the Halls.
mines that are still in use.
The Southern Blue Mountains generally follow
the same arc made by the northern stretch,
although a vast spur forks off to the east,
surrounded by wilderness which few tarry in Farin
for long. Although sharing much of the same Farin is the overseer of the Mines, and thus is
geology and history with the rest of the range, directly responsible for the welfare of many of
the South Blue Mountains are more remote his fellows. Born to the Line of Nithi, Farin is
and lesser travelled. nominally the Lord of the Broadbeams
(although in effect Lady Sigrún directs the fate
of both peoples). Taking his responsibilities
seriously, Farin can occasionally be found at
the court of Sigrún, but prefers to remain
watching over the mines. An early life on the
road has left him stubborn, glum and rather
mistrustful of strangers. However, a friendship
with Farin is a friendship for life, and he holds
many old secrets close to his chest.

Attribute Level: 5
Distinctive Features: Industrious, Unbending,
Solemn
Specialities: Old-Lore, Tunnelling
Relevant Skills: Athletics ◊◊◊◊, Craft ◊◊◊,
Lore ◊◊◊, Short Sword ◊◊◊,
Song ◊◊
The South Blue Mountains are a haven for
Endurance: 23
birds such as kites, kestrels and ospreys. Deer
Armour 3d
(both red and fallow) are common further
down the peaks, as are wild boar. Butterflies
and bees rest on crocuses, poppies and
primulas, and bears linger around mountain Crugbit the Crafty
streams. Holly is very common on the western Crugbit is a wily Orc Chieftain who holds sway
side of the mountains, while the east bears over the Cracked Bone Caverns, having clawed
rowan and pine. her way to the top over many decades. Crugbit
is well aware of the provincial nature of her
domain, and her ambition is not yet sated. She
has first set her sights on the northern range,
and is debating whether to challenge Utgash
Dwarves and Goblins are the only folks who
directly or first join with him and then betray
live in the southern Blue Mountains, the
him later. Crugbit has also met with the Hound
former far more abundantly than the latter.
of Sauron known as Caunrist (see the section
Perhaps the largest population of Dwarves
on Harlindon) several times, and the two are
outside of Erebor can be found here, many of
on relatively amicable terms.
them working as miners and smiths. Not all of

-22-
night-unnavigable result. For their part, the
Crugbit is a capable fighter in her own right, goblins find the Caverns to be very much to
made all the more so by her ferociously loyal their liking, as they see in the dark very well
bodyguards (a group of five Orc Guards). and can slip through openings that no Man
could, allowing them to take much more direct
Stats for Crugbit may be found in the Monsters routes to their destinations.
of Western Eriador section.
The Hidden Vault
The Lord Celeborn and Lady Galariel once lived
in the lands to the west of these mountains,
Mines of the Dwarves long ago. Some Elves whisper that that they
The southern Blue Mountains contain multiple carried something out of the west when it sunk
Dwarven mines, but the greatest is found beneath the waves: something very old and
towards the north of the range. Here the very dangerous, only to lock it away in a vault
Dwarves have found iron and silver both, and in the Blue Mountains. Some take the hearsay
here Farin of Nithi’s Folk watches over his even further, calling this place a prison. The
people. The Mine is a working settlement, not a legends say that only way to know for sure
large or elegant mansion, and the Dwarves what the vault holds is to go there for oneself: a
who inhabit are more insular than their difficult task, as only the wisest of the Wise are
northern fellows, being unused to hosting trusted with its location.
travellers. Old wisdom is perhaps the greatest
treasure which can be found here.

Shadehorn
The dark peak known as Shadehorn is shunned
by the Dwarves, who credit it with an evil
reputation. In ages past, it is said that a Dwarf
sought to hide his accumulated treasure in a
place none would expect. This Dwarf climbed
the Shadehorn never to return, and all others
who have sought the treasure over the years
have likewise vanished. Perhaps a particularly
nasty Stone Giant or Mountain Troll makes its
home here… or perhaps something even more
sinister.

Cracked Bone Caverns


The Cracked Bone Caverns are an expansive
series of chalk and limestone caves which lie
underneath several of the peaks of eastern
spur, taking the form of a series of
interconnected ‘bubbles’ surrounded by rings
of stalactites and stalagmites, producing a
structure reminiscent of the inside of a loaf of
bread. Even without the resident orcs (who are
largely of the smaller varieties, mainly Goblin
Archers) the Caverns would not be a place
where any would go lightly, for the pitch
blackness conspires with the multitude of
openings and possible paths to produce a

-23-
New Fellowship Phase Undertaking: Study under Farin (Dwarves with the Broken Spells Virtue
Only)
The rare Dwarf who earns the trust of Farin might just be chosen as the recipient for some of the deep
learning he occasionally passes on from that which he learnt from his fathers. By spending an Experience
Point and an undertaking each time, a Dwarf with the Broken Spells Virtue may learn any one of the three
following new spells.

Spells of Shattering and Sundering


By whispering hard words over an unattended object and spending a Point of Hope, the process of its
natural decay may be hastened, making it easier to break, topple or destroy. This Spell is only powerful
enough to make such tasks moderately easier, however (Reducing the TN by 2 instantly, and by 4 after one
week has passed). A dubious incantation of poor reputation, use of this Spell might qualify as a Misdeed
depending on the circumstances. A Dwarf must know the Spells of Opening and Shutting to learn this
Spell.

Spells of Marking and Signalling


You may spend a Point of Hope to inscribe a mark into a rock, door, tree or similar large object while
thinking of a short message (generally a single word or simple concept, such as ‘Danger’, ‘This Way’ or
‘Burglar wants a good job, plenty of excitement and reasonable reward.’). Any Dwarf who beholds the
mark comprehends the message instantly. Others may attempt a Hard Riddle Test to do so (for this reason,
many such marks are protected with Spells of Secrecy). A Dwarf must know the Spells of Prohibition and
Exclusion to learn this Spell.

Spells of Vanishing
An advanced application of Spells of Secrecy, this spell can only be used on a small object such as a
musical instrument, message-scroll or knife. After spending a Point of Hope, the object cannot be
perceived by others, even if the bearer is subject to a stringent search. At any time afterwards, the bearer
may produce the item (which, to an observer, appears to pop into existence as if from nowhere). This Spell
is not without weaknesses, as Thror learnt to his cost: for beings of great and terrible power are able to
perceive that something is being hidden, and torture or fell sorcery may be employed to force the bearer to
reveal it. A Dwarf must know the Spells of Secrecy to learn this Spell.

-24-
In Lindon south of the Lune dwelt for a time Harlindon is sparsely inhabited, although Elves
Celeborn, kinsman of Thingol; his wife was are common in the North and some Dwarves
Galadriel, greatest of Elven women. can be found around the mountains. Evil
A wide and peaceful land of woods and things have slowly begun to creep into the
streams, Harlindon is a remnant of Beleriand south of the region, but have not yet gone far.
and remembers those days well. There is an Only a handful of Men have ever come here in
ancient, primal feeling about the place, and all the ages of the world.
travel here can be unsettling (if largely safe). The former inhabitants of the region, the folk of
There are few buildings here, standing or no, Galadriel and Celeborn, left their mark here
for the Elves hold Harlindon in special but have never returned.
reverence.

Caunrist, Hound of Sauron


Caunrist has travelled far indeed to reach
Harlindon, for she hails from distant Mordor.
One of the Dark Lord’s more powerful
Werewolves, Caunrist has been dispatched to
scout out the situation in the Blue Mountains
and the Havens, and has been given the
authority to deal with what she finds as she
sees fit. Caunrist has since unified the Wild
Wolves inhabiting the Eryn Oltha, and has
begun to examine the motives of the Orc
warlords Utgash and Crugbit.
Stats for Caunrist may be found in the
Monsters of Western Eriador section.

Dúathir, the Dark Messenger


On dark and moonless nights, Caunrist the
Werewolf sometimes receives orders and
instructions from her dark master, delivered by
the Vampire Dúathir. Werewolves and
A bewilderingly wide range of animal and
Vampires have never been friends, and the two
plant life can be found in Harlindon. A curious
have been at each other’s throats more than
quality of many of the native creatures is that
once. Dúathir watches patiently for a slip in
they are far quieter than their kin elsewhere:
Caunrist’s loyalty, as he would gladly dispatch
even the gulls which are endemic to the coast
her if he could (and he fancies that he would
rarely cry out. The ground is carpeted with
surpass her in a real fight). His secret and
flowers of all kinds, and some of the trees have
deepest desire is that the Werewolf’s duties will
clearly been sourced from elsewhere (although
then fall to him to execute as he chooses.
great plantations of spruce used for
Dúathir is a Secret Shadow, possessing the
shipbuilding efforts are clustered around
Driven Enhancement for his Bewilder ability
Harlond). The slow guiding hand of the Elves is
(see Rivendell). When he uses Bewilder,
responsible for most of these curiosities.
Dúathir appears as bright-eyed youth. He can
maintain this form longer than most other
Vampires, and might travel with a company for
some time before they become aware of his true
nature…

-25-
with the pervasive clouds of pollen to send the
unwary into a deep sleep.
Harlond In the south and east this forest becomes more
The Haven of Harlindon bears a far sparser mundane but arguably more perilous, for what
population than that of Mithlond, although its few wolves who inhabit Harlindon can be
buildings occupy a wide area. The reason for found here.
this is that Harlond is the centre of the Havens’
shipbuilding, taking advantage of the sheltered Garth Harven
cove where the town is based. Ships in every A redoubtable fortress atop an islet just off the
stage of construction fill the waters, and there southern coast of Harlindon, Garth Harven was
is never quite enough timber nor enough built by mariners of the south (who knew the
craftsfolk to go around. The various place as Barad Cuen) following the fall of
shipwrights often fall into quarrelling over Arnor, when the friendship of Gondor and the
limited resources, requiring the intercession of Elves was briefly rekindled. For a time, great
Círdan or one of his followers. The Lord of cogs and dromunds wended their way North
Mithlond himself comes here regularly, as from the Land of Stone, although very few Elves
shipbuilding is his true passion and none can indeed ever made the opposite journey.
surpass (or even match) him in his chosen art. Today Garth Harven is abandoned and its
gates sealed, although more than one Orc has
spied it from afar and dreamt of claiming this
Amon Sidh
mighty keep for themselves.
Crowned with a ring of trees, Amon Sidh is a
quiet place which the Elves hold in reverence.
Once a year in midwinter, a great procession
sets out from the Havens bound for this hill (a
journey that by rights should take almost two
weeks, and yet which never seems to).
Here the Elves sing and tell tales of the glory
and wonder of the west that was, and the
Undying Lands that are. Attending such a
wondrous event is a matter for a Year’s End
Fellowship Phase, and requires Círdan as a
Patron. All who choose the Heal Corruption
undertaking when spending a Fellowship
Phase in one of the Havens under these
conditions does not have to make a roll, and
instead reduces their Shadow Score by the
maximum number of points. Elves reducing
their Shadow Score by marking a Common
Skill similarly count the Skill Rating as being
one higher when they do so.

Eryn Oltha
This peaceful forest was once the dwelling-
place of the Celeborn, Galadriel and their
followers. Even now, the wood remembers
those days, and it is an especially wholesome
(yet deeply sombre) place in which to wander
and camp. Those who walk in the depths of
these woods should beware, however, lest the
rustling of the wind through branches conspire

-26-
region has been bare, what few copses and
little woods remain surrounded by scrubland.
Minhiriath is known as The Land Between the
The native people were fairly numerous and
Rivers, as it is bounded by the Bradywine to the
warlike, but they were forest-dwellers, scattered
north and the Greyflood to the south. The
communities without central leadership. They
highest point of Minhiriath is the north-eastern
were in awe of the Númenóreans, but they did
arc traced by the Greenway, and from there the
not become hostile until the tree-felling became
land slowly slopes downhill, trackless and
devastating.
wild, towards the sea.
Boats can physically travel up the Brandywine
as far as Sarn Ford and beyond, although
effectively no travellers ever make this journey
in modern times.

Rabbits and hares are rather common in


Minhiriath, who manage to eke out a living in
the rough grassland, where they are joined by
badgers and hunted by foxes. Boars, wolves
and bears can all be found in the woods,
Once, long ago, Minhiriath was blessed with although none are as common as they once
vast stretches of woodland. Then came the were. On the banks of the rivers, wading birds,
Númenóreans, and since then much of the kingfishers and geese abound.
The trees of the region are chiefly pine,
although firs and other needle-bearing
The Huntsmen of Minhiriath evergreens are common also.
Players wishing to create a Huntsman of Minhiriath Thickets of gorse bearing arrow-sharp thorns
as a Player Hero may do so by using the rules for are common in the undergrowth of the
the Men of Dunland (see Horse-Lords of Rohan or Blackwood, known to the Elves and Rangers as
the Adventurer’s Companion), with the following Eryn Vorn.
exceptions:

For weapon skills, choose one of:


War Club ◊◊, Bow ◊, Wood-Axe ◊
Minhiriath is not a populous region: indeed,
OR
much of the land between the rivers has felt no
Axes (◊◊), Billhook ◊, Dagger ◊
footfall since at least the days of Arnor, with
what few travellers who pass through it staying
Several of the above weapons are new to the game:
on, or at least close to, the old road.
see the Adventuring in Western Eriador chapter for
At certain points along the rivers and in the
further details.
deeper patches of woodland, however, it is a
For Common Skills, use the starting values of the
different story: especially as one nears the
Woodmen of Wilderland.
coast, for a folk of secretive and nomadic
hunters live in these parts, their only
Huntsmen of Minhiriath may select from the
permanent settlements lying within the
following as Rewards:
Blackwood. The only other people who
Lucky Armour; Shield of the First Men (See Men of
regularly travel in Minhiriath are Rangers, who
Bree, Bree or Adventurer’s Companion), Great
patrol the northern stretches of the region and
Forest Axe
maintain a refuge near to Sarn Ford.
Huntsmen of Minhiriath may select from the
following as Virtues:
A Secret Folk, Ill Omen, Wild Onset, Art of
Disappearing, Fair Shot

-27-
discreetly whenever the acting Chieftain comes
to Bree-Land. Ranger companions and those in
Targon, Watcher of Sarn Ford their confidence will know that Haleth is in fact
Arbereth’s daughter (her father is Hallas, who
Taciturn and rugged, Targon (or Greywolf, as captains the watch over the Shire along with
they call him in Bree) is the captain of the Haleth’s older brother Halbarad – again see
Rangers who watch over Sarn Ford. Most days Bree).
his charge leaves him with little official
business to carry out, as the few travellers who Attribute Level: 4
come up the Greenway tend to head north Distinctive Features: Lively, Intrepid, Carefree
towards Bree once they leave the settlement of Specialities: Eriador-Lore, Trading
Road’s End. The majority of the remainder (at Relevant Skills: Athletics ◊◊◊, Travel ◊◊◊,
least, those who aren’t simply lost) are Long Sword ◊◊◊
generally either traders heading for the pipe- Endurance: 18
weed plantations of the Southfarthing (which
was once rather popular in Tharbad and is still Graine the Seer
sought by some of the Exiles) or else Dwarves
taking a shortcut to their mines in the south of
the Ered Luin.
Graine is self-proclaimed Seer who holds sway
On rare occasions, a real troublemaker
over the Men of the Blackwood Depths.
attempts the crossing, and Targon and his
Although she is careful to pay respect to the
followers make them wish they hadn’t.
customs of the tribesmen, she was not born to
them and is in fact a foreigner from further
Attribute Level: 5
south. Since her arrival among them several
Distinctive Features: Brusque, Serious, Sombre years ago, Graine has impressed the Huntsmen
Specialities: Folk-Lore Appraising with her knowledge and seeming displays of
Relevant Skills: Insight ◊◊◊, Stealth ◊◊◊, power, and swiftly turned them towards dark
Search ◊◊, Great Bow ◊◊◊ rites intended to claim mastery over the forest.
Endurance: 19
Should a company defeat Graine, they might
find a token bearing the symbol of a white
Haleth, Ranger of Bree-Land hand among her possessions, but are unlikely
to be aware of its significance (if they are and
think to challenge Saruman, their accusations
Haleth is a young Ranger who patrols near to are easily dispelled by the White Wizard, and
Bree-Land for most of the year (and indeed, she none other of the wise will take their
appears in the adventures in the Bree insinuations seriously).
supplement as a supporting character), where
she is known as Brook due to the speed and Stats for Graine may be found in the Monsters
rhythm of her speech. Haleth’s boundless of Western Eriador section.
energy often sees her carrying messages and
orders to and from others of her far-flung
people. Many of these assignments are given to
her as and when they are needed, but some of Sarn Ford
her circuits are more regular. Every two months
A village once stood here in the days of Arnor,
or so Haleth travels to Sarn Ford to collect
but it fell into ruin along with that kingdom.
Targon’s report on the comings and goings of
The Númenóreans of Cardolan, however, never
the region, to be delivered (along with the
entirely abandoned the area. Most travelers
majority of the other reports she gathers)
crossing through the toppled buildings and
directly to Arbereth (see the Hills of Evendim
across the rocky ford would have no reason to
section), and the two Ranges socialise

-28-
expect that their every movement and word is
being closely monitored by the Ranger Heroes from Enedwaith
guardians, who maintain a sanctuary in the
Those wishing to create a Player Hero
hidden cellar of one of the more sturdy
hailing from the coastal tribes may do so by
buildings.
using the rules for the Men of Dunland (See
Horse Lords of Rohan or Adventurer’s
Eryn Vorn and the Blackwood Depths Companion). All Fisher-Folk of the
A vast pine-forest, Eryn Vorn is home to the Enedwaith may select the Fishing specialty,
bulk of the scattered, nomadic tribes of the use the starting Common Skill values of the
region. At the northern eaves and around the Wild Hobbits of the Anduin Vales, and may
coasts, the wood is wholesome enough, but choose a Barbed Fishing Spear (See Wild
grows swiftly darker and more perilous Hobbits of the Anduin Vales, Adventurer’s
towards its core. In the shadowed heart of the Companion) as a Reward (replacing Heart-
wood, an evil tree worshiped by Graine and her seeker).
followers begins to stir into life… Stats for this
Huorn, Grandfather Pine, may be found in the Exiles of Tharbad are created using the rules
Monsters of Western Eriador section. for Men Of Bree (Bree or Adventurer’s
Companion), although they possess the
Lair of the River-Troll Cultural Blessing of Shadow Sight (See Wild
Hobbits of the Anduin Vales, Adventurer’s
At a bend in the River Brandywine, the river Companion), use the starting Common
runs shallow over a rocky ford. Boaters are Skills of the Men of the Lake, and their list
forced to carry their vessels around the ford on of available Rewards and Virtues is
the shore, and many fish are slow to cross the modified, replacing some Bree-Lander
shallows. Both fish and traveler should be wary options with those available to
of lingering here too long, as a Troll makes his Dunlendings, as follows:
home inside the southern bank. At night the
Troll sits on the ford itself, jabbing into the For Rewards: Shield of the First Men, Heart-
water periodically to spear a fish. During the seeker, Spiral Armour.
day the creature sleeps, unless the sound of
boat-men should awaken him… For Virtues: Desperate Courage, Friendly
Stats for the River-Troll may be found in the and Inquisitive, Ill Omen, A Secret Folk.
Monsters of Western Eriador section. The
Troll’s loot counts as a Hoard consisting of
scavenged riches from traders, worth 100**.
Note: While the River-Troll has been presented
as a single character, others of his kind
certainly exist, and may make their homes as
far away as the Trollshaws or even Wilderland.

Gloom-Mire
A village once sat downriver from Tharbad,
little more than a collection of roughly-built
houses and a graveyard. Both village and
cemetery were inundated by the great flood,
and many villagers drowned. Now a pall lies
over the area, and it is given an extremely wide
berth by the few who still live nearby, for it is
said that when the Moon is full the dead of the
marsh stir in their repose.

-29-
Now he divided his company into four pairs, Enedwaith is a large and varied land, which
and they rode separately, but he himself went mostly consists of mires and marshes
ahead with the swiftest pair. Thus they passed populated by little more than buzzing insects
west out of Rohan, and explored the desolation and croaking frogs. However, large stretches of
of Enedwaith, and came at last to Tharbad. misty moorland may be found on higher
ground, as can woods both small and large.
Like Minhiriath to the north, Enedwaith was at The coast of the region is home to many gulls
one time heavily forested until seafarers from and pelicans, while crows favour the lands
Westernesse felled timber here extensively. further inward. Other common animals
Since then, Enedwaith has had a long history of include rabbits, otters and deer. Wolves are
being largely ignored by the kingdoms of present too, although in rather smaller
Gondor and Arnor, especially as one goes numbers.
further from the road. Travelling through these They Greyflood is home to kingfishers,
lands is not excessively difficult, although the moorhens and herons, as well as fish of all
sparsity of solid ground and civilisation along sizes including pike and trout.
with the frequent heavy rains might leave a
traveller tired and tetchy.
The river Greyflood marks the region’s
northern border, and for much of its span it is Enedwaith has long been a land of three folks,
easily navigable by boats. all of which are closely kinned. The east and
Hills are rare, and what higher ground there is south of the region is claimed by those of the
tends to be rather more wooded than the rest of Dunlendings who find Enedwaith’s wild heaths
the wilderness. The coast consists of rocky cliffs and fens preferable to the rugged hills of their
overlooking pebbled beaches, although the namesake homeland, while the coast and the
cliffs lessen in height nearer to the Greyflood. river Greyflood are home to a great number of
Fisher-folk. The third group lived in Tharbad
before its abandonment, and are superficially
similar to the Men of Bree.
Some of the Exiles of Tharbad have now settled
further south, while others have drifted north
and merged with the communities of Road’s
End (see Ruins of the North) and Bree-Land.

Osair of the Sea

In his younger days, Osair was a great mariner


who travelled beyond the sheltered firth of the
Greyflood and into wilder waters where larger
(and stranger) fish could be found. He says
little of those days himself, but others of his
community speak in hushed tones about the
sea monsters his crew reputedly fought, and
the ghostly ship they are said to have
encountered. For his own part, Osair rejects
these tales and says they are the result of
fanciful minds and too much ale.

-30-
Increasingly, however, Osair may be found
staring out into the sea at dawn from his home
in Lond Daer. Perhaps there is more truth to Lond Daer
the tales than he wishes to be known, and An ancient port and haven of the men of
perhaps he will soon be in need of a new crew Westernesse, the ruins of Lond Daer have long
to help tie up some unfinished business. Or since been claimed by the Fisher-folk, who
perhaps he simply misses being upon the sea. repaired it after a fashion by shoring up the
Perhaps. fallen stone walls with wood and daub (the
Attribute Level: 3 Fisher-folk generally have little skill for Stone-
Distinctive Features: Secretive, Hard-Eyed, craft). The Fisher-folk live in small family
Sombre groups in low huts, taking to the river or sea in
Specialities: Boating, Fishing order to ply their trade. The largest roundhouse
Relevant Skills: Spear ◊◊◊, Travel ◊◊◊ of Lond Daer contains the household of the
Endurance: 17 chieftain, a wary and ostentatious man named
Truis. As there is much that the Fisher-folk
Cleona the Wise value but cannot make themselves, Truis and
the rest are ever eager to trade with strangers,
Cleona is an Exile of Tharbad, and is just old provided that a trusted local (such as Osair of
enough to possess memories of the town as it the Sea) vouches for them.
was before its sinking. She lives apart from the
other Exiles in the forest which surrounds their Fæsholt
Village on three sides. A noted healer famous Once, this wood was rather larger and ran
for dozens of miles around, Cleona is often along much of the Isen. In those days it was as
visited by other exiles who wish to employ her notable a natural border as the river itself, and
services. Cleona asks for no payment, but indeed its name still means ‘Border Wood’. For
accepts gifts when offered. Recently, Cleona centuries the forest of birch, pine and beech
has taken an apprentice in the form of Alisa, a has been infamous in the Mark as a home for
young girl of the Fisher-Folk whose father outlaws and raiders. Were it not for the
Cleona saved from a life-threatening injury. dishonourable warriors inhabiting it, travel in
the Fæsholt would be relatively pleasant, as it
Attribute Level: 3 is a wholesome place boasting an abundance
Distinctive Features: Astute, Reliable, of edible mushrooms and little isolated groves
Benevolent of nut-trees. The outlaws keep well-defended
Specialities: Herb-Lore, Leechcraft and carefully hidden camps in the wood.
Relevant Skills: Healing ◊◊◊◊, Inspire ◊◊
Endurance: 14 Village of the Exiles
Many of those who were displaced when the
Conchobar of Dunland town of Tharbad became a fetid mire relocated
Conchobar is an outlaw and kin-slayer who south, next to the largest forest of the region.
commands the largest group of ne’er-do-wells Their new village is built atop the ruins of a
who infest the forest of Fæsholt. A sacker and previous settlement, the builders of which are
border-reaver, Conchobar troubles the West- unknown. Neither Forest nor Village bears any
March and Enedwaith alike. other name among the Exiles, and the folk
Stats for Conchobar may be found in the there have little contact with other settlements.
Monsters of Western Eriador section. The Village was constructed after the fashion of
Tharbad, and contains a grouping of well-built
oak houses and outbuildings surrounded by a
sturdy, gated wall. Outside the gate, fields of
farmland stretch out for some miles.

-31-
The Charred Heath
Millennia ago, The Enemy burnt vast expanses - Monsters of Western -
of the western forests during his great war with
the Elves. In most places the blazes were
Eriador
mundane (albeit still large and catastrophic),
and nature swiftly reclaimed the cleared
ground. In certain places, however, it is
apparent that fell sorcery was employed to start The Spectres of Amon Gwaren are grim sprits of
the fires, and of these The Charred Heath is the fallen soldiers. (General rules for undead may
largest. Amidst the blackened soil of a twenty be found in Rivendell.)
mile expanse, nothing grows. This is a Blighted
Place, and companies travelling over it see
their Eye Awareness increased by one.

Brytta’s Sward
Brytta King, ruler of Rohan, once fought a great
battle with Orcs from the White Mountains and
their Dunlending allies here (the Dunlendings
tell this story differently, saying that the
warriors were thralls captured in raids by the
orcs and forced to fight. The truth likely lies
somewhere between the two versions of the
tale). The battle was a resounding victory for
the Men of the Mark, but many brave warriors
fell and are buried here in honour. Brytta
himself suffered a painful wound from an orc-
spear which slowly festered and lead to his
death the next year. Like the other Kings of
Rohan, he is buried near to Edoras.
The Sward has not been forgotten by the
Rohirrim, and a trickle of Riders brave the The Orcs of the Blue Mountains are much like
dangers of travel through the Gap of Rohan their eastern kin from the Misty Mountains,
throughout most of the year. These visits have save that they reserve a special enmity for the
slowed in recent times, due to the bandit Elves of Lindon. Orcs and Goblins from the
infestation in the Fæsholt. Blue Mountains all possess the Hatred (Elves)
ability.

Utgash is a Great Orc with the Battle-Hardened


Enhancement and Reckless Hate ability (see
Rivendell), along with a few additional
abilities. He typically fights with his spear and
great shield to capitalise on his already-
prodigious Parry rating.
His Fear of Water ability functions identically to
the Fear of Fire ability, but requires large
amounts of water or a real threat of drowning
to activate.

-32-
The Wolves of Harlindon are largely Wild
Wolves possessing no additional qualities.
However, some among their Chieftains share
Caunrist’s Dreadful Spells ability, as detailed
below.

Caunrist is a fierce werewolf, who has long


been in the service of Sauron. She possesses the
Greater and Skillful Enhancements (see
Rivendell) and the Dreadful Spells Ability.

Dreadful Spells of Caunrist


Howl of the Hunt:
Targets who fail the associated Corruption test
find themselves bleeding from their injuries at
an unnatural rate, adding an amount to their
Fatigue rating equal to the Attribute Level of the
triggering creature.

Crugbit is an Orc Chieftain with the Greater


and Deadly enhancements (see Rivendell).
Her ensorcelled blade is clearly the
craftsmanship of one learned in the arts of the
Enemy: a pupil, perhaps, or even the work
Dark Lord himself…

The Eryn Vorn Huntsmen are well at home in


their forest. Functionally they are rather similar
to the Wildmen of Mirkwood (see Heart of the
Wild), with the changes presented below.

-33-
Blackwood-dweller functions identically to
Mirkwood-dweller.
Grandfather Pine is an ancient and wicked
Huorn who has developed a taste for blood.
The tree possesses the Cruel Stroke ability (see
A company might be surprised to discover that Rivendell), but is less limb-lithe than most
Graine is able to wield actual Sorcery, which Huorns (which is reflected in the creature’s
she appears to channel through a sceptre of statistics).
black stone (in truth, Graine doesn’t need the
sceptre at all, but likes the effect it supplies).
Graine’s sorcery is subtle, and is mixed with
the formidable (if mundane) power of her
voice. She possesses the Words of Power and
Terror ability (see Rivendell)

Graine’s knife delivers a weakening Poison that


has the same effect as Spider-poison (see The
One Ring Roleplaying Game).

Dreadful Spells of Graine the Seer


Word of Command: A target who fails the
associated Corruption test falls to their knees
and is held in place for a number of rounds
equal to half the roll of a success die (rounding
down), and cannot change their stance or act
on their turn. A companion may cancel this
effect at any time by spending Hope Points
equal to the amount of rounds which remain.

-34-
Closely related to Hill-Trolls, River-Trolls (as the
name suggests) make their dens along
riverbanks. Generally speaking they are rather
lazy, and mainly survive on fishing (showing
surprising cunning in their chosen art). Still, if
a poorly defended boat or isolated traveller
wander into their domain, a River-Troll will not
hesitate to diversify their diet.
River-Trolls favour large spears, which they
either fashion themselves or else loot from
victims. River-Troll spears always feature
wings, hooks or barbs designed to latch onto a
victim and reel them in, from where the troll
will crush them without mercy.

Conchobar is the undisputed leader of the


Reavers, possessing the requisite mix of
brutality and strategy to command such a
band. His preferred weapon is a Great Forest
Axe (see Horse Lords of Rohan or The
Adventurer’s Companion), allowing him to use
his Great Axe along with a Shield.

The Reavers of the Fæsholt are Dunlendings


(see Horse-Lords of Rohan), except their Spear
skill is replaced with Bow, and each carries a
Shield (+2 to Parry Rating).

-35-
Arming Spear (Spears):
- Adventuring in - Somewhere between a Spear and Great Spear
Western Eriador in length, an Arming Spear is generally used in
both hands on foot, and as a lance when
mounted. An Arming Spear may not be thrown.
Neither Dwarves not Hobbits can use this
weapon.
Loremasters and Players alike may wish to
introduce additional weapons and amour in Damage Edge Injury Encumbrance
order to increase the options available to 5 (1h)/7(2h) 9 16 3
Player-Heroes. Additionally, (and optionally),
Loremasters may allow newly created Billhook:
characters to ‘swap’ one melee Weapon Skill A curved agricultural tool mounted on a pole
for another, as long as the two Weapons in (generally shorter than that of a spear),
question have the same Encumbrance Rating Billhooks are rarely seen in modern times
(for example, a Hobbit of the Shire might start outside of Gondor’s peasant levies. A Billhook
play wielding a Club, a Javelin or even a wielder may use the Called Shots of the Sword
Throwing-Axe rather than a Short Sword). Weapon Group. Dwarves cannot use this
In addition, all Hobbits of the Shire may select weapon.
the (Clubs) Cultural Weapon Skill in the place
of their Favored Weapon Skill. Damage Edge Injury Encumbrance
8 (2h) 9 16 3
Most of the additional weapons presented
below fall into the existing categories of Club (Clubs):
Swords, Spears, Bows and Axes, and A very simple weapon to make and use, clubs
(naturally) any Hero with the relevant Cultural are employed by most cultures of Men and take
Weapon Skill may freely acquire and use them. a variety of forms. Some are exquisitely shaped
A new category is also presented (Clubs), and or carved, while others (such as those used by
Mattocks are joined by other exotic weapons the Bounders of the Shire) are little more than
(bearing no category). sturdy sticks.
It is suggested that the Additional Called Shots
(see Adventurer’s Companion) of Pummelling Damage Edge Injury Encumbrance
Attack and Savage Blow are reserved for the 7 (1h) f 14 1
Clubs Weapon Group, with the Spear Group
gaining the Swift Strokes Called Shot. Thus,
each weapon type bears two (mostly) unique Crossbow:
Called Shot options. Simple crossbows are a common hunting tool
among ‘wilder’ peoples, but these larger and
more complex varieties are rare in the West
It should be noted that many of the outside of the collections of rich merchants in
descriptions of the following weapons Esgaroth. A Crossbow wielder may use the
mention locations and cultures from Called Shots of the Bows Weapon Group.
outside Western Eriador, with Gondor being Hobbits cannot use this weapon.
the most common.
In general, these descriptions are intended Damage Edge Injury Encumbrance
to give the new weapons a ‘place’ in Middle- 8 (2h) 9 16 3
Earth, and are not meant as a limitation on
Players and Loremasters wishing to use
them.

-36-
Cudgel: Long Bow (Bows):
Shorter than a Club, this weapon generally Sized somewhere between a Bow and a Great
represents blunt tools which can be used as Bow, Long Bows are common in the South,
weapons in a pinch. Anything from a especially Gondor. Neither Hobbits nor
blacksmith’s hammer to a frying pan might be Dwarves can use this weapon.
used as a Cudgel.
Damage Edge Injury Encumbrance
Damage Edge Injury Encumbrance 5 (2h) 10 16 2
5 (1h) F&j 12 0
Mace (Clubs):
Fishing Spear: Essentially a Club bearing a head of iron or
Small-hafted hunting tools, Fishing Spears are steel, Maces are uncommon apart from in
poorly balanced and are thus unsuitable for Gondor, where they are seen as a worthy
throwing. These spears are growing rare, as weapon (albeit bearing less prestige than a
many cultures increasingly favour nets or rods. sword).

Damage Edge Injury Encumbrance Damage Edge Injury Encumbrance


3 (1h) 10 10 0 7 (1h) F 16 2

Glaive: Maul (Clubs):


Designed as a ‘nobler’ and more elegant Maces of great length and size, Mauls are a
refinement of the Billhook, Glaives are used by rare weapon requiring mighty strength to use
some among Gondor’s rural nobility. A Glaive effectively. Hobbits cannot use this weapon.
wielder may employ the Called Shots of the
Spears Weapon Group. Neither Hobbits nor Damage Edge Injury Encumbrance
Dwarves can use this weapon. 11 (2h) F 18 4

Damage Edge Injury Encumbrance Quarterstaff:


8 (2h) 8 14 3 Simple staves sometimes capped in metal, folk
such as the Beornings and Woodmen employ
Great Sword (Swords): Quarterstaffs during ritual combat and
Prodigiously large and aggressive weapons contests of skill. A Quarterstaff wielder may
held in great esteem by more ‘savage’ cultures, employ the Called Shots of the Clubs Weapon
these blades are exceedingly rare everywhere. Group. Neither Hobbits nor Dwarves can use
Neither Hobbits nor Dwarves can use this this weapon.
weapon.
Damage Edge Injury Encumbrance
Damage Edge Injury Encumbrance 10 (2h) 10 16 3
9 (2h) 10 18 4
Sling:
Javelin (Spears): A strip of cloth or leather used to fling stones,
Smaller spears designed with throwing in slings can be employed as a ranged weapon or
mind, Javelins are common among the tribes of as a bludgeon in melee.
Minhiriath, Enedwaith and Dunland (to name
a few). Javelins can either be thrown or used in Damage Edge Injury Encumbrance
melee combat. 3 (1h) F 10 0

Damage Edge Injury Encumbrance


5 (1h) 9 12 1

-37-
Throwing-Axe (Axes):
Axes specifically designed for throwing are not
commonly encountered, but are used by some A handful of notable characters in Western
in Wilderland. Axes of this variety may still be Eriador make for good Patrons. While other
employed in melee. options certainly exist (especially if the quirks
of your game lead to a friendship developing
Damage Edge Injury Encumbrance between the company and an unlikely figure
5 (1h) F 16 1 such as Truis of Lond Daer), the most suitable
candidates are presented below, employing the
War Bow (Bows): expanded rules for Patrons presented in The
Bows of prodigious size and power (even more Adventurer’s Companion.
so in both cases than that of a Great Bow), War
Bows are practically unknown outside of Círdan, Lord of the Havens
Gondor, where they are employed by the levied Reqirements: Wisdom 3, or Standing 1 (High
peasantry who form the backbone of that Elves of Mithlond or Rivendell)
kingdom’s armies. Neither Hobbits nor Resources: Standing, Information, Exceptional
Dwarves can use this weapon. Resources

Damage Edge Injury Encumbrance For such an unassuming and contemplative


9 (2h) 10 18 4 individual, Círdan is a wise, respected and
noble being. Círdan will rarely ask a company
War Club (Clubs): to carry out a mission directly, but will be well
Larger Clubs or Maces are sometimes borne as pleased should they help Elves on the road or
a mark of rank or nobility, either by mighty perform some other duty which keeps the
warriors or civic officials (such as the First Havens running as they should.
Shirrif of the Shire). The legendary weapon of Círdan is well liked by many of the other Wise,
Brandobas ‘Bullroarer’ Took (displayed in the and invoking his name is enough to open
home of the North-Tooks) is of this variety. doors in other Elven lands, or even such places
as Isengard (for the White Wizard is careful not
Damage Edge Injury Encumbrance to alienate his fellow White Council members).
7 (1h)/ 9 (2h) F 16 3 The Rangers, too, know of him and respect
him.
Wood-Axe The Elf-Lord has lived since before the Ages
Ubiquitous among all who know the secret of were numbered, and carries a great wealth of
fire, Wood-Axes are found in the travelling gear historical knowledge on a bewildering array of
of every self-respecting adventuring company. subjects. Given the Havens’ place as a
destination for Elves of all persuasions, if Elves
Damage Edge Injury Encumbrance anywhere have heard important news then
3 14 0 Círdan is likely to hear of it eventually.
F&j
The Exception Resources of the Lord of the
Havens are the great Grey Ships which sail
New Weapon Ranges (Yards) from his shores (see Journeys and Maps), and
Weapon Short Medium Long Círdan would be glad to offer transport (and a
Range Range Range crew) to any company which needs it.
Crossbow 15 + Body 20 + Body 30 + Body
Javelin 10 + Body 20 + Body 25 + Body
Long Bow 15 + Body 25 + Body 35 + Body
Sling 20 + Body 30 + Body 40 + Body
Throwing- 5 + Body 10 + Body 15 + Body
Axe
War Bow 30 + Body 40 + Body 50 + Body

-38-
Arbereth, Captain of the Grey Company exploring newly uncovered delves, or else
Requirements: Valour 4, or Standing 1 (Ranger contending with the mountains’ Orc
of the North or Elf of Rivendell). population.
Resources: Direct Assistance, Sigil, Information Sigrún does not have an excess of warriors
under her command, but the scholars, smiths
Arbereth is, for all intents and purposes, the and musicians of the Blue Mountains will be
effective leader of the Rangers of the North and happy to render assistance to a company with
a valuable ally. Missions for Arbereth will be Sigrún as its patron.
those common to Rangers: difficult, thankless On occasion, the excavations turn up artefacts
tasks carried out to protect folk who are of exceptional lineage and potency, and Sigrún
unaware of the actions of the company and is known to place a valuable object in the
disdainful of their presence. hands of the worthy if she guesses it will be of
Companies employed by Arbereth might see help in a mission for her (for instance,
themselves being offered assistance in the form providing a crystal that burns with an ethereal
of one or more Rangers (often Haleth) as guides light inversely proportional to the current
or additional sword-hands, or else given phase of the Moon unto a company which is
sanctuary in one of the Rangers’ refuges. In about to venture into a Goblin-hole).
addition, the companions will each be granted Companions who truly impress Sigrún will be
a Star of the Dúnedain, presentable to other presented with an ancient weapon or armour
Rangers or any of the Wise (while this Sigil will of Dwarvern make, bearing no more than one
grant them access to any refuges they happen Enchanted Quality (see Rivendell). Rewards
to come across, a companion may only actively gained in this manner may be later
search for a sanctuary if they possess the Star supplemented with other (non-enchanted)
of the Dúnedain Virtue). Finally, the Rangers Qualities as normal.
boast a considerable information network
throughout Eriador, which companions may Titles
call on if needed. Companions may now select the Receive Title
Undertaking at the locations presented in the
Sigrún, Lady of the Blue Mountains table below, gaining all of the normal benefits
Requirements: Valour or Wisdom 3, or for the Undertaking for the relevant culture.
Standing 1 (Any Dwarf) Note that a companion may also gain the Elf-
Resources: Direct Assistance, Reward, Magical Friend Title at Mithlond, in which case the
Boons guidance given in The One Ring Roleplaying
Game applies equally.
The ruler of the Blue Mountains is heavily To gain the Receive Title Undertaking from the
preoccupied with the excavations at Nogrod, Huntsmen of Minhiriath, a companion will
Belegost and the surrounding mountains, and naturally have had to break the hold of Graine
missions for her might lead a company into and Grandfather Pine over the Blackwood.

Rangers Esquire Annuminas, The Angle, Rivendell A personal refuge somewhere in former
Arnor.
Fisher-folk Skipper Lond Daer An elaborately decorated and sea-worthy
fishing boat and a roundhouse in Lond
Daer.
Huntsmen Chief’s Blackwood A cabin in the Blackwood.
Man
Exiles Burgher Village of the Exiles A tract of farmland outside The Village.

Dunlendings Champion Anywhere a suitably eminent A moderately sized roundhouse and a


chieftain may be found. place in the hall of the chieftain.
Lossoth Honoured Icebay of Forochel A snow-house in the Ice-Bay.
Guest
-39-

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