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D U N L A N D   A N D T H E   S O U T H E R N   M I S T Y    M O U N T A I N S TM

1.0 GUIDELINES1.1 DEFINITIONS AN D TERMS 2-31.2 ADAPTING THIS MODU LE TO YOUR CAMPA IGN 31.3 CON VERTING STATISTICS 4-5

2.0 INTRODUCTION

3.0 THE DUNLENDINGS

3.1 HISTORY 83.2 SOCIETY AN D EVE RYD AY LIFE 9

4.0 THESOUTHERNMISTY MOUNTAINS

4.1 CLIMATE 114.2 FLORA 114 .3 F A U N A 1 1

5.0 DUNLAND

5.1 CLIMATE 125.2 FLORA 125.3 FAU NA 14

6.0 POLITICS AND POWER:

THE SOUTHERN MISTY MOUNTAINS

6.1 THE SOUTHE RN MISTY MOU NTA INS: T.A. 1640 16

6.11 Turukulon the Worm 166.12 Am on Lind 176.13 The Giants 216.14 The Eagles 21

6.2 SOUT HERN MISTY MOU NTAINS: T.A. 1640-3019 217.0 POLITICS AND POWER: DUNLAND

7.1 DU NLA ND : T.A. 1640 237.11 The Clans 237.12 The Daen Ionti s 267.13 The Daen Coentis 267.14 The Dúnedain 277.15 The Temple of Justic e 287.16 The Stoors 297.17 The Healers and Their Hall 297.18 The Traders 307.19 The Bards 31

7.2 DU NL AN D: T.A. 1640-2510 317.3 DU NLA ND : T.A. 2510-2759 327.4 DU NLA ND : T.A. 2759-3018 327.5 DU NL AN D: AFTER T.A. 3018 32

8.0 SITES OF INTEREST:

THE SOUTHERN MISTY MOUNTAINS

8.1 THE GIAN TS' HOMES 338.11 The Miners 338.12 The Ranche rs 33

8.2 AMON LIND 348.21 Gatehous e Layou t 348.22 Nort h and South Towers 358.23 Main Keep Level 1 Layou t 36

8.24 Main Keep Level 2 Layo ut 368.25 Main Keep Level 3 Layout 368.26 Main Keep Levels 4-9 Layou t 388.27 Sub Level 1 Layou t 388.28 Sub Level 2 Layou t 408.29 Sub Level 3 Layout 40

8.3 THE LAIR OF TUR UKU LON 428.4 ISIL DUR 'S TOMB 448.5 DWAITH OHIR'S EYRIE.. ....................................................44

9.0 SITES OF INTEREST: DUNLAND

9.1 LARACH DUH NNA N 49.2 THE CAER DH WOOD 49.3 THE STOOR VIL LAG E OF NEW MARE SH 49.4 THE SMUGG LER'S HOLD 49.5 THE VILLAGE OF CILLIEN & THE HEALERS HAL L... 49.6 PALO MIRE'S ESTATE 4

9.7 THE TEMPLE OF JUSTICE 59.71 Entry Halls Layout 59.72 Level 2 Layo ut 59.73 Level 3 Layo ut 59.74 Level 4 Layou t 5

10.0 ADVENTURE AIDS

10.1 SELECTING AN ADV ENT URE 510.2 CHOOSING A TIME PERIOD 510.3 ADVE NTUR E SUGGESTIONS 510.4 TRAPS, WEAPON S, AN D SPELLS 5

11.0 SOUTHERN MISTY MOUNTAIN

ADVENTURES

11 .1 A CALL FROM SINGING HILL 511.2 TRADING WITH THE GIANTS 511.3 ASSAULT ON A LAZY DRAGON 511.4 FINDING A SOUTHERN PASS 5

12.0 DUNLAND ADVENTURES

12.1 A TROLL HU NT 512.2 MISSION FOR THE KING 512.3 SACRIFICE FOR JUSTICE 512.4 A CLAN WAR 5

13.0 TABLES

13.1 MASTER ENCOU NTER TABLE 513.2 MASTER BEAST TABLE 513.3 MASTER MILITARY TABLE 513.4 MASTER NPC TA BLE ........................................................

CREDITSAuthor/Designer: RandellE.Doty

Editor: Coleman Charlton Series Editor: PeterC. Fenlo

Interior Art:  JimHolloway

Layouts:Steve Sullivan, Rick Britton

Cover Art: Walter Velez Maps:Peter C. Fenlon

Cover Graphics:  Richard H. Britton

Production :Robert Bell, Coleman Charlton, Kurt Fischer,

Jessica M. Ney, John David Ruemmler, Suzanne Young

Editorial Contributions:  Terry Amthor, Kevin Barrett, Ric

Britton, John Ruemmler, Rob Bell

Typesetting: Karen the Amazon and "VASA"

Special Contributions :  Terry Amthor, DeaneBegiebing,

John Breckenridge, Kathleen Conner, Bill Covert, BillDowns, Bruce R. Neidlinger, Kurt Rasmussen, Swink 

Dedication and Special Contributions:  Dwight "Wafer"

Hayes, Becky Hayes, Barry "Bear" Edwards, "Sweet" William

Wilson, Gavin Gossett, Richard "Wack the @*#%! out of 

'em" Clark, Joyce Broyles.

Copyright 1987 © TOLKIEN ENTERP RISES, a division of ELAN M ERCH AND ISIN G, Inc., Berkeley, CA. Dunland and the Southern MistyMountains, The Hobbit, and The Lord of the Rings, and all characters and places therein, are trademark properties of TOLKIEN ENTERPRISES.

Produced and distributed by IRO N CRO WN EN TERPRISES,Inc., P.O. Box 1605, Char lottes ville, VA 22902. Stock#36

First U.S. Edition, 1987. ISBNO-915795-91

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Guidelines: Abbreviations & Definiti

The wind out of the West whipped across the grassy flanks of thehill, sending shimmers through the brilliant wildflowers. Loud and unyielding, the gusts drowned out the cries and horn calls from thebattlements atop the ridge. All of the enemies' rantings seemed likethe empty murmurs of faraway ghosts.

Celeclú of Duhnnan knew better, of course, for the challenge hesought so long was finally at hand. His foe was no spectre; he wasa real warrior born out of the constant fighting the foul Haed clansmen loved so dearly. Now, Celeclú rode to center stage.

Urmah, the driver, nodded his head as he twisted the reins and 

brought Celeclú's chariot in line with the opening gate. As the cart swung up the twisting path, the squire turned and yelled: "He'scoming, out!" 

Suddenly, Arl the Haed's chariot burst out of the gateway, thedriver screaming with all the fervor of a cyclone. Arl's eyesglistened with rage: "Now Celeclú, you can taste your brother'sblood!" 

The champion from Duhnnan smiled with toothy grin that belied his utter contempt for his Haed opponent. Bringing his weaponabout, he muttered: "Only after I savor my brother's triumph, youboarfaced sheepboy." 

1.0 GUIDELINESFantasy role playing is aki n to a livi ng novel where the pl ayers

are the main characters. Everyone com bines to write a story whi chis never short of adven ture. They help create a new land and strangenew tales.

This series is designed as a tool for Gamemasters (GMs) whowish to run scenarios or campaigns set in J.R.R. Tolkien' s Middle-earth. The adventure modules are complete and ready-to- runstudies of very specific areas, and are intended to be used with aminimum of additional work. Each has statistical informationbased on the  Middle-earth Role Playing(MERP) and  Rolemaster(RM) fantasy systems. The modules are, however, adaptable foruse w ith most major role playing games. C reative guidelines, notabsolutes, are emphasized.

P R O F E S S O R    T O L K I E N ' S   L E G A C Y  

Each module is based on extensive research and attempts to

meet the high standards associated with the Tolkien legacy. Ra-tional l inguistic , cultur al, and geological data are employed. Inter-pretive material has been included with great care, and fits intodefined patterns and schemes. ICE does not intend it to be the soleor proper view; instead, we hope to give the reader the thrust of thecreative processes and the character of the given area.

Remember that the ultimate sources of information are theworks of Professor J.R.R. Tolkien. Posthumous publications ed-ited by his son Christopher shed additional light on the world of Middle-earth. These modules are derived from  The Hobbit  andThe Lord of the Rings, although they have been developed so thatno conflict exists with any of the other sources.

1.1 DEFINITIONS AND TERMS

These abbreviations and terms are used throughout the series.1.11 ABBREVIATIONS

G A M E  S Y S T E M S M E R P M id dl e- ea rt h R ol e P la yi ng

C H A R A C T E R  S T A T S

Ag Agility(RM/MERP)

Co  Constitution ( R M / M E R P )

St Strength(RM//MERP)PR Presence(RM/MERP)

I t( In ) I n t u i t i o n ( R M / M E R P )

Sd Self Discipline (RM)

 R M R ol em as le r

Me ....Memory(RM)Ig Intelligence(MERP)

Re Reasoning(RM)

Em ....Empathy(RM)

Qu Quickness(RM)

1.12 DEFINITIONSA few crucial concepts are detailed below. The majo rity

uni que terms and translations from The Hobbit and The Lord oRing s can be found in the text proper.Andor:  (S. "Land of the Gift.") Sindarin label for Núme(Westernesse).Daen Coentis: (Dn. "People of Skill.") Ancestors of the Dunleings and (indirectly) the Drúedain (Woses) of the White Motains. The Eredrim of Dor-en-Ernil are descendants of the DCoentis. This forgotten race is the in digenous Mann ish populain most of what is now central and western Gondor. A nimisuperstitious and industrious, they leave a wealth of stone carvand megalithic structures in the hi lls and hig h vales they finsacred. They trace their lineages throu gh the fem ale line and rethe Earth Mistress (a manifestation of Ya van na) as hig h goddTheir tongue, D aenael, is often called Old D unael, since it spawthe Dunael speech of the Dunlen dings.Dúnedain:  (S. "Edain of the West"; sing . Dúnadan) . These HMen are descendants of the Edain who settled the western iscontinent of Númenor around S.A. 32. The Dúnedain returneexplore, trade with, colonize, and later conquer many areas athe western, southern, and eastern coasts of Endor duringSecond Age. Unfo rtun ate ly, t heir hu bris and desire for powethem to attempt an invasion of the Valar's Undy ing Lands. result, Eru (the One) destroyed their home island in S.A. 3Those called the "Faithful" opposed the policies and jealous hatred that prompted this "Dow nfall." The Faithf ul were swhen Númenor sank, sailing east to northwestern Middle-eaThere they found the "R ealms in Exile," the kingdoms of Aand Gondor. Al thoug h sparsely populated, Arthedain (in Arcontains the highest proportion of the Fa ith ful and the most pu

G  A M E   T E R M S

AT Armor Type Lvl Level (exp. or spell levelbp bronze piece(S) MA Mar tial Artscp copper piece(s) Mod ....Modifier or Mod ificationCrit ....Critical strike mp mi th ri l piece(s)D Die or Dice NPC .... No n-p laye r CharacterD100..Percentile Dice Resu lt OB Offensive bonusDB Defensive Bonus PC Player CharacterFRP....Fantasy Role Playi ng PP Power Points

GM ....Gamemaster R or Rad Rad iusgp gold pieces(s) Rnd or Rd Roundip iron piece(s) RR Resistance Ro ll

 jp jade piece(s) Sta t St at is ti c or C harac teris tictp tin piece(s)

M I D D L E - E A R T H  T E R M S

A A d u n a i c K h K h u z d u l ( D w a r v is h )BS Blac k Speech LotR ....The Lord of the RingCir Cirth or Certar Or OrkishD Dunael (Dunlend ing) Q QuenyaDu Daenael (Old Dunael ) R RohirricE Edain Rh Rho vanio nEl Eldarin S SindarinEs Easterling S.A Second Age

1 .A . .. . F irst Age Si Si lv an Elv ishF.A....Fourth Age T.A Third AgeHi Hillm an Teng ...TengwarH Hobbitish(Westron varian t) V VariagHar....Haradrim W...Westron(C omm on SpeeHob... Hobbit Wo Wose(Druedain)Kd Kuduk(an cient Hobbitish)

2

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Guidelines: Definitions & Adapting This Module

Dúnadan culture in all of Endor. Many "unfaithful" (or "BlackNúmenróean") groups survive as well, living in colonies andindependent states such as Umbar.

The term Dúnedain refers to the Nú menórean s and their descen-dants in M iddle-earth, groups which possess considerable physica land mental strength, longevity, and a rich Elven- influencedculture . Adûnaic is their native language.Dunlendings:  (Dn. "Daen Lintis.") A rugged race of Common

Men wh o, for the most part, migrated out of the W hite Mo untai nsin the Second Age. The Eredrim of Dor-en-Ernil are a related fol k.Descendants of the Daen Coenis, Dunlendings have a medium orstocky build, sparse brown hair , and tanned or rudd y complexio ns.Men average 5' 10"; women stand around 5'6". Mostly m ounta in-dwellers or hil l-l ov ing herders, they are know n by various names:Dun men , Dun nis h Folk, Dunlander s, Eredrim, the Hill men of theWhite M ountains, etc.Eldar: (Q. "Elves"; "People of the Stars".) The Calaquendi (Q."High Elves"), who made the Great Journey to the Un dy ing Lands.Eriador: Al l of the territory north of the river Isen and between th eBlue Mountains (S. "Ered Luin") and the Misty Mountains (S."Hithaeglir"). Its northern boundary lies along the high land ridge

that runs nor thwestwa rd from Cam Dûm and reaches to the Ice Bayof Forochel. Some accounts place the southern border along theline bounded by the rivers Greyflood (S. "Gwathlo") andSwanfleet (S. "Glanduin"). Most hold it to be that area north of Gondor's trad itiona l western border. Eriador loosely translates asthe "empty Lands" and includes the regions of Minhiriath,Eregion, Cardolan, Rhudaur, Arthedain, and, by some, Dunlandand Enedwaith.Glade: Generically referring to any open space in a forest, thisword in L6rien also refers to the various craft and service guilds.Gondor: (S. "Stone-land.") The great Dúnedain kingdom that lieswest of Mordor and north of the Bay of Belfalas. It includes anumber of regions: (clockwise from the north) Calenardhon(Rohan after T.A. 2510); Anorien; Ithilien; Lebennin; Belfalas;Lamedon; Anfala s; and Andrast. Osgiliath on the And uin serves asthe Gondorian capital u nt il T.A. 1640, when the throne is movedto Minas Anor (Minas Tirith).Kh az ad -d ûm : (Kh. Dwarf-mansion"; S. "Hadhodrond"; W.Dwarro wdelf'.) It is also kno wn as Moria: (S. "Black Chasm"), theBlack Pit, and the Mine s of Moria. K hazad-dûm stands as a citadel,mansion, and city-hold of Durin's Folk, the noblest of the SevenTribes of the Dwarves. Founded in the early First Age in cavesbeneath the Misty Mountains, it overlooks and incorporates theholy vale called Azanulbizar. Khazad-dûm has since been ex-panded to incl ude seven principle levels which stretch the wid th of the mountain range and extend under the three mountainsFanuidhol, Caradhras, and Celebdil. Early in the Second Age, the

Dwarves discovered mithr il here, and many from the Blue Mo un-tains migrated to Durin's home. Khazad-dûm was abandoned inT.A. 1982, two years after the release of the Balr og. As a realm , itincludes the Azanulbiza r and all the passages and chambers wi thinthe mountains.Lórien: (S."— Dream".) Also known at various times as Lothlo-rien (S. "Dreamflower"), Laurelindorenan (S. "Land of the Val leyof Singing Gold"), Lorinand, L indórinan d (N. "Land of the Sing-ers"), and Dwimordene (R. "Haunted Valley".) The Golden Woodwas formally established by Galadriel in T.A. 1375, although anumber of Nandor Elves preceded her there.Moria:  (S. "Black Chasm") See Khazad-dum above.Noldor: (Q. "The Wise"; alt. "The Deep Elves".) The SecondKindred of the Eldar.

Ost- in-Edhil:  (S. "Fortress of the Eldar".) Cap itol cit y and citof Eregion. It was inhabited u nt il S.A. 1697, when it was overrand sacked by Sauron's armies.Silvan:  Al l of the Elves who are not Eldar.Sindar:(S. "Grey Elves", alt. "Elves of Twi light". )The S indarneither Moriquendi nor Eldar.West-gate:  The western entry into Khazad-dum; also calDurin's Gate, the Doors of Durin, the West Door, and the ElvDoor. Flanke d by hug e ho lly trees, this door opened onto a w

road which led to Ost-in-Edhil, the Eldarin capitol of EregionWhite Mountains: (S. "Ered Nimrais.") Snow-capped moun tawh ich r un eastward from the Cape of Andrast and end above MiAnor (M inas Tirith), just west of the And uin . The Paths of the Dcross under the White Mountains between Harrowdale (on north) and Erech (to the south). Alpine in character, the WhMountains rise to heights of well over 11,000 feet.

1.2 ADAPTING THIS MODULE TO YOUR CAMPAIGN

This module is designed for use with most major fantasy r

playing systems. Since the various FRP rules have their oparticular approaches to combat, spells, and character generatand development, certain common descriptive terms have bselected for the in div idu al outlines of places, people, creatures, thin gs. Unfo rtunate ly, statistical data such as bonuses and charter "stats" diff er widely between systems; after all, th ey are keto specific game mechanics. ICE has chosen to use percen(D100) terms as a base, since conversion to D20, D18, and D10 be achieved with relative ease. (Note Section 1.32 for a hanconversion chart.) Player character and NPC characteristics/sare also detailed in one particular manner; again, simplicity aconsistency have been emphasized, and conversion to your gasystem should be relatively painless.

Keep in mind that fantasy role playing is by nature a creat

experience, and the individual GM or player should feel freeincorporate his/her own ideas into their game.The following steps may be helpful w hen beginning to expl

the region here described:(1 ) Read the entire module to get a flavor ful idea of the regi(2) Reread the sections devoted to notes for the Gamemaster,

converting statistics for your game system;(3) Choose the time setting for your campaign. Should you cho

to run a game at the b eginnin g or end of the Third Age, or eain the Fourth Age, pay particular attention to the sectdevoted to this region "at other times." In fact, thi s section wgive the GM an idea of the consideration involv ed w ith se tta campaign at any date other than that chosen here. ICE ch

the mid-Third Age as a particularly excitin g era, but you menjoy another time even more;(4) Assemb le any source materials you find necessary;(5) Research the period you hav e chosen and compose any o

lines you need in addition to the mate rial pro vided here;(6) Convert the NPC, trap, weapon, spell, and item statistics

terms suitable to your game. Note changes in the system yare using w hich must be made in order to keep your campain line with the flow of life in Middle-earth;

(7) Create a total setting, us ing lots of maps to detail patterns provide a creative framew ork. In th is way you wil l have a rand consistent world, and the found ation data wi ll give you flexibility to detail random areas and events.

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Guidelines: Converting Statist

1.3 CONVERTING STATISTICSWhen using this supplement with your FRP campaign, be

careful to note the character statistics before beginning play.Should any adjustments need to be made, you may wis h to considerthe following guidelines. The material provided is in terms of percentages and is intended to give the reader a relatively clearpicture of the strengths and weaknesses of the individuals andcreatures discussed. Most FRP systems wil l relate to the data, andconversion should be simple; rem ember, however, t hat there aredozens of role playing rules and the change-over from the statisticsgiven here may be troublesome.

1.31 CONVERTING HITS AND BONUSES•  When converting percentile values to a 1 -20 system a simple

rule is: for every +5 on a D100 scale you get a +1 on a D20.

•  The concussion hit numbers found in this module representgeneral pain and system shock. They cover bruises and smallcuts rather than wounds. Critical strike damage is used todescribe serious wounds and fatal blows. The h it figu res shownhere are less important than those used in game systems wheredeath occurs as a result of exceeding one's available hits.

Should you use a game system that emplo ys no specific criticalstrike results, such as TSR Inc.'s   Dungeons and Dragons®,simply double the num ber of hits your characters take or halv ethe hit values found in this module.

1.32 CONVERTING STATISTICS FORANY MAJOR FRP SYSTEM

All the statistics and numerical information used in this moduleare expressed on a closed or open-ended scale with a 1 -100 base.They are designed for use with percentile dice (D100). Use thechart below to derive appropriate bonuses or to convert the 1 -100numbers to figures suitable for non-percentile systems.

1-100

Stat102+101100

98-9995-97

90-9485-8975-8460-74

40-5925-3915-24

10-145-93-421

D 1 0 0

Bonus+35

+30+25+20+ 1 5+ 10+5+50

00-5

-5-10-15-20-25

D20

Bonus+7+6+5+4+3

+2+ 1+ 10

00-1

-1-2-3-4-4

3-18

Stat20+

1918171615141312

10-1198

76544

2-12

Stat17 +

15-1613-14

12

1 1

1098

765

43

22

1.33 CONVERTING STATSTen stats are used to describe each character detailed in

module. Should you use a character development system wdifferent characteristics and/or an alternative number of stasimply follow these steps:1)  Assign the appropriate stat from your FRP system to the val

given beside the analag ous characteristic listed in the m oduIf your rules use fewer stats, you may wish to average the valfor those combin ations of factors whi ch contribute to a charteristic found in your system (e.g., dexterity = an average quickn ess + agilit y). Should your guidelines util ize more sto describe part of a character, you may wish to use the vaprovided for more than one "corresponding" characteris(e.g., you migh t use the val ue assigned to constitut ion for bendurance and durab ili ty) . The follo win g is a chart listing soexamples of equiv ale nt stat terms:STRENGTH: power, might, force, stamina, endurance, con

tion, physique, etc. Note that the vast majority of systeinclude strength as an attribute.

AGILITY:  dexterity, deftness, manual skill, adroitness, mneuverability, stealth, dodging ability, litheness, etc.

QUICKNESS: dexterity, speed, reaction ability, readiness, CONSTITUTION: h ealth, stamina, endurance, physical re

tance, physique, damage resistance, etc.SELF DISCIPLINE:  will, alignment, faith, mental strength

 power, concentration , self control, determination, zeal , EMPATHY:  emotional capacity, judgement, alignment, w

dom, mana, magical prowess, bardic voice, etc.REASONING:  intelligence, learning ability, study abil

analysis rating, mental quickness, logic, deductive capacwit, judgement, I.Q., etc.

MEMORY:  intelligence, wisdom, information capacity, mtal capacity, recall, retention, recognition, etc.

INTUITION:  wisdom, luck, talent, reactive ability (mentguessing ability, psychic ability, insight, clairvoyance,

spiration, perception, presentiment, etc.PRESENCE: appearance, level-headedness, panic resistan

morale, psychic ability, self control, vanity, perceiv power, mental discipl ine, bardic voice, charism a, etc.

2) Convert the statistical val ue of the assigned characteristicnumbers appropriate for your game. If your FRP system upercentage values, no change should be necessary. If not, uthe conversion table.

1.34 CONVERTING COMBAT ABILITIESAll combat values are based on  MERP or Arms  Law/Claw L

The following guideline s wil l also aid conversion.1)  Strength and Quickness bonuses have been determin

according to the table in 3.42 above. Note that the stats you using and compute these bonuses using the rules under yosystem;

2)  Combat adds based on  level included here are: +3lleve fighters and rogues, +2/ level for thieves and warrior monand +1 /level for bards, monks and rangers. Simply take level of the character, note his character class (or equivalunder your system), and compute any offensive bonuses (duelevel) appropriate for your game. Note that the bonuses otthan those mentioned under armor type are "offensive" ad

3)  If  your system is based  on 

Skill  Levels(or  other skill incments), use the offensive bonus as given. You may haveconvert the add to a non-percentile value. Alternatively, ymay wish to note Section 1.37.

4

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Guidelines: Converting Statistics

4)  Armor  Type   ( A T ) a r e   based on the following breakdown:

AT 

8  

Simply look at the armor description and substitute the appro- priate armor type/class from your FRP system;

5)  Defensive bonuses are based on the NPC's quickness bonusas computed on the table in 1.32. Where the defensive bonus isin parentheses, the value also includes the added capability of a shield (an extra 20 for non-magic normal shields, plus anyvalue for magical enhancement). In such a case, simply notethat there is or is not a shield, and if there is, what type.

1.35 CONVERTING SPELLS & SPELL LISTSSpell references provided here are in the form of "lists," group-

ings of related spells. Each l ist has a common theme and norma llywi ll hav e a diffe rent but related spell at each level. For instance,knowledge of "Fire Law" to tenth level would result in theacquisition of 10 similar fire-based spells, one of each level fromone to ten. Wh ether the spell user could effectively cast these spellswoul d be up to the GM , the system, and the caster's level or degreeof skill. FRP systems using rules whic h provide for the learningand dev elop ment of spells throug h "colleges" or along specializedlines employ concepts simila r to those used in this mod ule.

Many systems, however, dictate that player characters or NPCsundertake to learn b ut one spell at a time, often with no re quirementthat its subject matter/effect relate to a particular background orpattern. Converting the NPC spell lists to individual spell counter-parts will be more dif fic ult , but can be achieved with relative easeusing the following guidelines:1)  Look at the NPC's spell lists and note the various names for 

the groupings. Each name will indicate what type of spellspecialization the NPC has followed (e.g., the "Fire Law" list indicates a preference for fire-oriented spells);

2)  Note the NPC's level and determine the number of spells or spell groupings he/she would have under your game system.

 Also consider the level of power of accessible spells the NPC would have (e.g., a 5th level magician under your rules might have a maximum of 8 spells - two 3rd level spells, three 2ndlevelspells, and three 1st level spells).

3 )  Select spells from your system appropriate for a spell user of the NPC's level and profession, keeping in mind that the

 preferences indicated in the module should be followed where possible.

1.36 A NOTE ON LEVELSWhen using certain "level-systems," a GM may find that the

levels provided make characters too powerful for his w orld sys-tem. If this is the case, multiply the levels given by .75 or .6depending upon your situation. This would reduce a 20th levelcharacter to a 15th level or 12th level character respectively.Remember to reduce appropriate bonuses accordingly.

1.37 SKILL BONUSESGeneral skill bonuses can be obtained by taking the level of thecharacter and calculating the appropriate bonus under the systembeing used. An NPC's add, as noted above, will be based on acompilatio n of level, his weapon and/or other items, the relevantstats, and ski ll levels. The normal bonus derived from s kil l devel-opment has been computed as follows:  (a)  where the skill levelis zero the bonus is -25; a reflection of basic unfamiliarity ; (b)a bonus of +5 is awarded for skill level one (a +30 increase); (c)

 for each skill level between one and ten an additional +5 bonus isapplied; (d)  for skill levels eleven through twenty the additionalbonus is +2 (e.g., skill level nineteen yields +68); (e) for skilltwenty-one through thirty an additional bonus of +1 per level isawarded(e.g.,skill level twenty eightyields +78);  and  (f)  a bonu

of + 1/2 is given for each skill level above thirtieth level.

1.38 LOCKS AND TRAPSThe locks and traps found in this module are described in terms

of diffi cult y to unlock or disarm. Subtractions are from the rollsrepresenting a person's attempt to find or overcome these devicesThe diffic ulty factor may represent a specific column on an action/maneuver chart (e.g., Role master) or an  additional subtraction ormodification to the attempt roll.

In any case, the terms are descriptive and will help the GMdetermine whether the trap is of above average difficu lty, an d howtricky it is relat ive to other devices and the PC's skills. Thedescriptive term is a relative constant based on the fol lowing orderof modifica tion: Routin e (+30), Easy (+20), Light (+10), Medium(0), Hard (-10), Very Hard (-20), Extremely Hard (+30), Sheerfolly (-50), Absurd (-70). Poor lighting, one's physical conditionnearby ac tivity, etc. may affect the lock/trap modification nu mberbut not the difficu lty category. Thus, a trap might read "very hard(-50)," indica ting it is normally a "-20" construct, bu t other factors(e.g., dark) make it harder to disarm.

These additional problems are easier to overcome than theintrinsic complexity of the mechanism ; this explains wh y it differsfrom another well-lit trap which reads "sheer folly (-50)" (todisarm). The "-50" associated with the "very hard" trap can, w iththought, easily be reduced to "-20," but no more advantage isnormally attainable, short of disassembling the mechanism. Wesuggest that a modified (D100) roll exceeding 100 results insuccess; skills, stats, etc. should be applied versus the difficultysubtraction and the roll to yield a result.

5

AT123456 

9

10

11

121314

1516 17 18 1920

Covering DescriptionSkin (or light/normal clothing)

 Robes Light Hide (as part of body, not armor) Heavy Hide (as part of body, not armor) Leather Jerkin (pliable leather) Leather coat 

 Reinforced Leather Coat  Rein forced Full-Length Leather Coat  Leather Breastplate Leather Breastplate and Greaves Half -Hide Plate (as part of body, not armor)Full-Hide Plate (as part of body, not armor)Chain Shirt Chain Shirt and GreavesFull ChainChain Hauberk 

 Metal Breastplate Metal Breastplate and Greaves Half PlateFull Plate

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Introduct

2.0 INTRODUCTION Dunland and the Southern Misty Mountains focuses on a

dramatic and strategic region, the reaches north of the gatewaybetween the wide, cool lands of Eriador and the grassy reaches of Calenardhon (Rohan). Extremely diverse in history, inhabitants,and opportunities, it is an ideal setting for adventuring and explor-ing.

Dunland is the home of the fierce and proud Dunlendings (D."Daen Lintis"), highland tribes frequently influenced by minionsof Sauron and Saruman. Their Daen ancestors experienced similara similar domination during the late Second Age, and mostmigrated out of the traditional Du nn ish homeland s in the vales of the White Mountains (S. "Ered Nimrais"). These Dunmen settledall over eastern Eriador, min glin g with older Eriadoran groups, butthey retained their unique culture in the western foothills of thesouthern Misty Mountain s (S. "Hithaeglir"). The distinc t Dun-lendings of this region formed an often loose collection of tribalterritories, which became known as Dunland.

Dunland (D. "Dunfearan") encompasses the rugged footh illsthat rise to the north of the Old South Road (S. "Tiar Hariar")

 jo ining Tharbad in Cardolan to the markets further east. The

highway skirts Dunland's southern border and runs eastwardthrough the wide Isen Gap (S. "Búlith Angren") separating theMisty Mountains to the north from the White Mountains to thesouth. Later called the Gap of Rohan, th is portal from Eriador toGondor served as the most important pass in western Middle-earth.It was once the div idin g line between the lands dom inated by th etwo Dúnadan Kingdoms in Exile — Arnor and Gondor — and itremains a vital link for the Free Peoples of the West. Thus,Du nlan d's importance remains sign ifica nt, despite the reduction intraffic along the highwa y.

A turbulent people, the Dunlendings are for the most partherders and hunters who jealously guard their independence andoften raid the lands of their kinsmen. Strife is the rule in D unla nd,which is just as well, for the neighboring folk fear the unific ationof the warlike Dunme n. This is particularly true of the Men of Calenardhon (Rohan ), the Dunlen ding's oldest and most cha llen g-ing enemies.

The inhabitants of southernmost stretch of the Mist y Mo unta ins— the Giants, Dragons, Gia nt Eagles, Orcs and other creatures of the wilds — are also affected by the presence of the Dunmen.

Although they live at or above the treeline, they invariably focustheir attentions to the west rather tha n the east, for they make t hei rhomes along the western side of the range. The Hit hae glir 'seastern cliffs of the drop sharply, lik e sheer fells , ma kin g eastwardland travel exceedingly hazardous. Access to the upper moun tainvalleys is provided by trails that originate in Dunland, lendingfurther credence to the old adage that says:  "the Daen have noKing, no wealth, no capital, and no roads — yet they hold a good claim to yours and mine." 

A BRIEF TIMELINETHE SECOND AG E

1  — Noldo kingdom established in Lindon after the fall oBeleriand w ith Gil-galad as king. The Ents migrate fromBeleriand to various parts of Middle-earth.

32 — Númenor founded.

600-1200  — Númenóreans explore much of Middle-earth anmake contact with the Daen Coentis of the White M ountains. Ports are established on the Gwa thló by TaAldarion at Lond Daer and (later) Tharbad.

750 — The Noldor found Eregion and build Ost-in-Edhil.

1200-1500  — Númenóreans begin building fortresses anhavens all along the western coast of Middle-earthDuring this time they begin to use the great southerforests extensively for ship building.

1300  — Treebeard relocates to what will become FangorForest and takes up permanent residence there, bringinmany Ents and Entw ives with him .

1500 — Elves of Eregion begin to make the Rings of Poweunder Sauron's ("Annatar's") guidance.

1600 — Sauron makes the Rulin g Ring.

1652 — Amon Lind completed.

1693-1700 — Sauron makes war on the Elves of Eregion. Moall of Eriador is laid waste by his armies. Large tracts oforests are destroyed in what will one day be DunlandSauron is defeated by the Númenóreans and the Elveand retreats to Mordor.

1800-2251  — Núm enóreans increase their holdings in Middleearth. It is during this time th at the circle of Isengard smoothed, but the fortress wi ll be buil t later. Saurobegins to send emissaries to the Daen Coentis to subvetheir religion and turn them against the NúmenóreanGradually, Númenóean strength forces the Daen Coentis into the remoter vales of the White Mountains.

2500 —  The Entwives cross the Anduin and make a gardeparadise in the area that will later be called the BrowLands. They teach the Men of the area much abouagriculture.

3315  — Drúedain make a final split with the Daen Coentibecause of the la tter's descent into e vi1 ways. They take uresidence in the deep wooded areas of the W hite M ountains and the Enedwaith.

3319  — The Downfall of Númenor and the Bending of th

Seas.3320 — Found ation of the Realms in Exile. The Daen Coent

swear an oath of loyalty to Elendil.

3325-3341  — Religiou s strife among the Daen Coentis proliferates with the rise of the Dark Cults. Many of the DaeCoentis migrate north into Eriador, settling mostly iDun land and Rh uda ur. Later groups migrate to escapthe fear caused by the Oath-breaking.

3430 — Last Al lia nc e of Elves and Men is formed to confronSauron.

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Introduction: the Timeline

3434  — The Daen Coentis are called by the Alliance; theyrefuse, and thereby bring the Curse of the Oath-breakersupon them.

3435  — The Battle of Dagorlad rages and the Entw ives disap-pear.

3441  — Barad-dur falls and Sauron isoverthrown after he slaysElendil and Gil-galad. Isildur cuts the Rul ing Ring from

Sauron's finger and keeps it as his own.

THIRD AGE

1 —  The tower of Orthanc is constructed.2 —  Isildur is ambushed and dies at the Gladden fields wh ile in

route to Arnor. Neither the One Ring nor his body arerecovered.

250-850 —  Amor declines gradually.

250 — Calenardhon begins to be settled along the Great WestRoad. Dunnish migrations into Dunland slow to a trickleand the clans reassert themselves. The Dunm en beginidentify ing themselves as Daen Lintis rather than by theolder label Daen Coentis.

312 —  Larach Duhnnan becomes a major trading site inDunland.

500-1400  — Calenardhon is a prosperous province of Gondor.

1000  — Sauron stirs again, and the Istari are sent to Middle-earth as a balance to his presence.

1050  — Hobbits migrate from the Anduin valley across the

Misty Mountains into Eriador, some settle in Dunland.1050  — Gondor at the heigh t of its power expands and build sman y border fortresses. Sauron reappears and goes toDol Guldur .

1300-1350 — The Witch-k ing founds Angmar. The Dúnadanrealm of Rhu daur falls under his control. He beginsplotting the downfall of the North.

1409-1636 — Cardolan is overrun and slowly declines. Thar-bad becomes a haven of thieves and smugglers. Com-merce between the North and Gondor declines.

1432-1447  — The Kin-s trife grips Gondor. Civ il war rages inthe South Kingdom.

1600-1601  — Hobbits are granted a fief in Arthedain and beginsettling in the Shire.

1630 — A large number of Hobbits from Dunland migrate tothe Shire.

1636-37  — The Great Plague,a devastating pestilence,sweepsthrough Rhovanion, Gondor, and Eriador.Calenardhon's population is decimated and the realmceases to have a distinct identity. Tharbad is particularlyhard-hit and trade from the North begins a more rapiddecline.

1640  — The Capital of Gondor is moved from Osgiliath toMinas Anor.

1974-75 —  The Witch-king's armies overrun Arthedain. Thelast King of Arthedain dies, but the Witch-king's armiesare defeated by the Gondorians and their Eriadoran allies.By this time all the Hobbits have moved out of Dunland.

1980  — The Witch-king reenters Mordor, and gathers the Nine.The Balrog of Moria comes forth.

1981  — Amroth and Nimrodel are lost.

2050  — Orthanc is locked. Only a small hereditary force is leftto guard the fortress. The last King of Gondor dieswithout an heir, and the first of the Ruling Stewardspresides over the South Kingdom.

2063 — Beginning of the Watchful Peace. A few Dunlendingsbegin to settle further south of Dunland, in the West-march between the rivers Isen and Adorn.

2460-2510  — The Easterling Balchoth invade Gondor. TheÉothéod, led by Eorl the Young, come to Gondor's aid atthe Battle of Celebrant. Cirion the Steward grants theNorthmen the land of Calenardhon as a reward for theiraid. The Oath of Eorl and the fou nding of Rohan follows.

2710 —  Dun lendings take control of the circle of Orthanc.2754 —  Freca killed by Helm Hammerhan d, Kin g of Rohan.

2754-58 —  Wulf, Freca's son, raises a Dunlending army tomarch against Rohan.

2758 — The Long Winter grips the land. Easterlings invadeRohan from across the And uin . The Haradrim of Umbarattack Gondor. Seeing a great oppor tunity to defeat hisbitter foes, Wulf marches his army into Rohan. Hedefeats the Rohirr im in the deep snow at the Fords of theIsen and besieges the Rohirrim at Helms Deep andDunharrow. Helm and his two sons perish.

2759 — Fréaláf, He lm' s nephew, surprises the Dun lend ings inEdoras and kills Wulf. After routing the Dunlendinginvaders, he is crowned King, becoming the first of theSecond Line in Rohan. The Dunlendings retreat fromIsengard and Saruman is given the keys to Orthanc.

2830-2903  — Reign of Folecwine in Rohan. The Rohirrim drivethe Dunlendin gs from Westfold.

2911-12 — The Fell Winter strikes Eriador and Rhovanion.White Wolves appear in force even as far south asDunla nd . The spring thaw causes floods, forcing Thar-bad and numerous Dunn ish settlements to be abandoned.

2941  — The Whi te Council drives Sauron from Dol Guld ur.

2953 —  Last meeting of the White Council. Saruman beginsgathering his forces (including many Dunlending s), and

claims Orthanc as his ow n. Orc raids on Fangorn Forestbecome more common after this time. Saruman beginssending servants to search the Gladden Fields.

3000  — Saruman uses the Palantir in Orthanc and becomesentrapped by Sauron (who uses the Ithil-stone).

3018-19  — War of the Ring . The Ents attack Isengard. TheDunlendings in league with Saruman are defeated atHelm's Deep but are allowed to return home. The OneRin g is destroyed and Sauron is cast out of Eä. Sarumanpasses from Arda.

mid-3021  — End of the Third Age.

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Background: Hist

3.0 THE DUNLENDINGS3.1 HISTORY 

The  Daen Coentis, or "People of Skill," lived in the fo othi lls andvalleys of the White Mountains during the mid-Second Age. Anancient and noble race that crossed westward over the Anduin atthe end of the First Age, they settled in w hat w ould later be Gondor.

There, they lived in peace for many centuries, absorbing most of the older Drúedain (Du. "Drughu") bands that preceded them.During the middle of the Second Age, however, two things

happened that would forever alter their way of life . One was thecoming of the Dúnedain of Númenor; the other was the subtleinsurgence of emissaries of the Dark Lord of Mordor. The coloniz -ing Dúnedain eventually drove the Daen into the mountainousinterior, confining them to the vales of the Ered Nimrais. S auron'sagents subsequently subverted many of the substitious DaenCoentis by promoting insidious cults rooted in the Dark Religion.

The Daen Coentis were a simple hunter-gatherers who supple-mented their diet by growing a small selection of crops. Craftsmenmined the mountains for jewels and precious metals which theymade into fine tools and works of art with intricate designs. They

were noted for their artistry, hence, their name.Living in bands, small family un its tha t were loosely associated

with the numerous clans, the Daen rarely gathered in groups largeenough to compose an entire tribe. They preferred a decentralizedsociety which was suited their fragmented territories. Althoughsome clan leaders vied for the position of High-chie ftain or King ,this was a dubious and constantly-disputed title. Warring accom-panied any Chi efta in's attempt to unite the clan's but theseconflicts were short, often bloodless affairs, for the Daen as awhole made it clear that they disdained authority.

Wi thou t a central focus, violence was common means of settlingdisputes. Constant cattle-raiding and border wars kept the DaenCoentis in a continuous state of turmoil, preventing them from

effectively resisting the advance of Dúnadan culture. In the end,these proud and passionate folk were doomed to either lose theirhomes or relinquish their independence.

Daen religion, like their political beliefs, was quite simple,superstitious, and disunified. They worshiped a number of godsloosely based on the Valar, with Yavanna and Aule being held inthe highest regard. Erecting mega lithi c temple observatories on thenaked peaks that dominated their lands, they paid homage to thisdiverse pantheon in accordance with the natural cycle of the sky.

Daen temples consisted of a series of standing stones set inconcentric circles or a spiral, patterns which their Priests used ashuge calendars and as forecasting devices. In the early days, theDrúedain (Woses) composed the ma jority of these Priests, but thisspecial relationship broke down as many Daen Coentis began to

embrace the evil ways propogated through the teachings of theDark Lord's minions. The rift between these two peoples remainsuntil this day.

As the years progressed, the Daen Coentis became friendly w iththe Dúnedain, despite the threat the more powerful Númenóreangroups presented. For those lowland Daen groups w illing to acceptsome of the Dúnadan ways, the relationship between the peoplesgrew strong. These Daen f olk adopted more advanced agriculturaltechniques, joined in tribes, and eventually succeeded in electinga Council and a High-chieftain.

Late in the Second Age, the High-chieftain of these lowlandDaen Coentis swore an oath to King Elendil that they would helpshould the Dúnedain ever need them in time of war. The highlandDaen Coentis were not pleased w ith this pact, since considered the

Númenóreans more as invaders than neighbors. Dissension gand fed on itself, furthering the split between the two Dfactions. At this same time, noticeable changes began to emergthe religion of the Daen Coentis, aggravating the problem. persuasive influence of Sauron began to take its toll.

When the last Alliance of Men and Elves called for the helpthe Daen Coentis to overthrow Sauron at the end of the SecAge, their High-chieftain refused and thereby sealed the doomhis people. The Oath had been sworn and they would notreleased un til they had fulfilled it, if not now, then in the futThis was their curse, but at the time they did not realize the pothat lay at the heart of it.

The Daen Coentis began having problems almost immediaOre veins in the mines began to run out, farms became unprotive, livestock became sterile, craftsmen forgot important sk

and some of the women became barren. But the most horrconsequence was that the apparitions of those Daen Coentis died could be seen roaming aimlessly or near their burial site

After this, the thoughts of the Daen Coentis turned ever towdeath, until they became fixated on it. More and more, the SkiPeople began to include sacrifices in their worship to appeasegods. As this progressed, groups of these worshippers wooccasionally sacrifice human captives in their desperationchange their fortunes. These families that did not agree withchanges in religion were persecuted and left the area to settlwhat is now Dunland. This was the beginning of the migrationswould slowly move most of the remnants of the Daen Coentthat area west of the southern end of the Misty Mountains. Thiswas much like their former homeland in the White Mount

although less productive and fertile.

8

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10  Background: Society and Everyday Li

scavengers (of all sizes) in the winter. The women of the familieswork as hard as the men, being in charge of most of the agricu lture.Children are taught at a y oung age to gather berries and nuts, andare also taught whic h types (in the area) are har mf ul. By a dultho od,the Dunlending s know their way through the rough terrain in whi chthey live well enough to wa lk it blindfolded.

Commerce is conducted withi n the clan itself, wit h little outsidetrading. Several times a year the family will travel to a nearby

settlement or to the town at the clan-hold. Market days usuallycoincide with the public gatherings (e.g., marriage ceremonies).Necessities are traded for hand-made goods or services. Money,per se, is kept on hand in small quan tities, and is only used whe npurchasing goods from non-Dun lendings. Dunle ndings are fairlyxenophobic, but will buy or trade for items wi th non-Dunland ersif the price is good. On the other hand , they wi ll not in vite a foreignmerchan t back to their house for mead.

Several of the highland clans have a n umber of people that trapanimals and sell their fur, wh ich brings a good price in Du nland butcan be sold for ten times as mu ch in the major cities to the south.Bartering for price is a matter of pride among al l Du nlend ings, w hoenjoy dickering for hours.

Craftsmen among the Dun lendings are either part of the fam ily

(accessible to the family group o nly), or fou nd in the tow ns of thearea where they have shops. A clan-hold usually has a largishvillage nearby which supports most of the local craftsmen. A ny-thing that cannot be made locally can usually be bought (some-times for outrageous prices) from the trave lling m erchants. Crafts-men, particularly smiths that make weapons and armor, are wellrespected in most tribes and often serve as advisors to the clanleaders. This stems from their ancestors' (the Daen Coentis)respect for the crafts, which they considered to be a gifts from thegods. Since that time, the craftsmen have lost most of the refinedskills that the Daen Coentis used, but they are still held in highregard by the comm on folk.

R E L I G I O N

Most Dunle ndings are more superstitious than re ligious, beingdevoted to serving a group of vaguely described petty deities thatrequire complex rituals. These deities have their roots in the oldDaen Coentis gods and are based on the Valar, but they have beentwisted into smaller entities that loosely represent the elements, thesun, and moon. Most of the rituals require appeasing the godsthrough sacrifices, which usually occur at the solstices and equi-noxes. Natural phenomenon are considered by the Dunl endin gs asactions of a wrathful god, and become the subject of great fear forthem. In the last few centuries prior to T. A. 1640, the superstitiousnature of these people has been exploited by one of Sauron'sservants: Maben, the High Priest of the Temple of Justice.

M I L I T A R Y    S T R U C T U R E

The military structure of the clans is very loose. The only

standing soldiers are the young men of the clan Chieftain'sextended family of their retainers. In threatening times, anyonethat can wield a weapon will join in defense, inclu ding the wom en(often more vicious in battle than the men). Open attacks are rarelymade, instead they harass others through quick raids intended todrive off livestock, trample crops, and scare foes. If open war isdeclared between clans, they usua lly meet in open conflict on barehillsides. They will shout at each other, saying slanderous thingsabout their enemies, while bu ilding themselves u p by proc laimingtheir former deeds of heroism and strength. This verbal onsl augh tcan sometimes last for hours before the actual battle is joined.

Dunlending men are taught to fight when yo ung b ut training isinformal and done by fathers or uncles. Typically, the weaponsthey are taught to figh t with are the axe and the shortbow. The clans

that view the bow as a cowardly weapon wh ich they use only fhun ting use short throwing javelins in combat. The lowland claare better horsemen and use spears from horseback or from thligh t two-wheeled chariots. Swords of good qua lit y can be fouamong heads of families and clan leaders. Others possess sworbut sometimes they are of such poor workman ship that the blamu st be straightene d after a few blow s in order to make the weapfunct ional again. In combat, the Dun lendings are exceeded in th

fervor only by Dwarves; they become crazy at times attackiagain and again and rarely taking any defensive m easures (a faiscary sight). Armor worn by the Dunlendings is restricted leather jerkins in most cases. Very few own suits of chain armHowever, Dunme n prefer light armor or no armor. The standigarrisons of some clans will go into battle completely nakbecause they believe that the gods wil l protect them. This comnation of verbal abuse, berserker tactics and psychological mnipulation, makes the Dunlendings fearsome warriors.

P H Y S I C A L A  P P E A R A N C E

Dun lendin gs are thic kly built, but by no means fat. Overweigpeople are looked down on and warriors that become overweigare put on a diet by their fellow s un til they lose their excess. Mare from 5'8" to 6'4" tall and the wo men average 5'6". They ha

ruddy but smooth complexions, dark eyes and dark hair, and litbody hair. There are a few clans that have fair or red-headed peopwith b lue or green eyes. Hair is very important to the Dunle ndingand is kept well-groomed at all times. Well-groomed for Dunlening women usually means long locks drawn back in braids clasps. Well-groomed men wear single braids or many small onwhi le you ng men and warriors use a lime-wash that bleaches hair white r. Aw ay from the scalp the wash causes the hair to sttogether and become stiff. This mixture is usually applied to hair to cause it to stand up on end like a bundle of spears on thhead. The men also sport long, trimmed, full beards or lomoustaches that completely cover the upper lip and h ang past mou th below the ch in on either side.

For cloth ing, th e men prefer breeches (or short skirts) and sh jac kets or tun ics. Over this , a long coat and hat made of fur or heacloth can be added in cold weather. Wom en wear jackets and locloth dresses or long, pleated skirts. Over-coats are worn in tcolder months. A ll Du nnis h cloth and clothin g are made in brigpatterns and plaids, which the Dunlendings love. Most are mafrom sheep wool, but other fabrics can be acquired from tradeThe colors of a Dunlending's clothes indicate his clan, becauthere are certain colors that signif y fam ily lines. These are weavespecially for the person, if he can afford it to show his lineag

The women, a lthough u sually big-boned, are very pretty as was very strong. The Dunlending men are well proportioned amusc ular, w ith broad foreheads and definite jawlines. Overall, Dunlendings as a race are a fine looking and strong peop

described by outside observers as "rustically beautiful".T H E   O R A L   T R A D I T I O N

Although the Dunlendings are xenophobic and isolationistthey also have a rich oral heritage. All warriors, in Dunnish eyare not complete if they cann ot express themselv es well and hothe ir own in a contest of words. Orators that are particularly goare respected as much as or more than great warriors. Bards thkeep the history of the people draw large crowds wherever they All of Dunle nding history is kept this way because few kn ow hoto read and write. People that prove to be bad speakers or unintesting are not tolerated, and wi ll be pelted w ith food or ridicuand harassed un til they leave. This emph asis on oration and ver

 jo us ting can catch o thers o ff gu ard and land them in deep troubbecause the D unlanders are not very tolerant of outsiders.

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The Southern Misty Mountains: Climate & Flora & Fauna  

4.0THE SOUTHERN MISTY MOUNTAINS

The cloud-topped mountain range known as the Misty Moun-tains is possibly the most formidable barrier to cross in all of Middle-earth. The 700 mile long chain has peaks that average10,000-12,000 feet and are snow-capped throug hou t the year.

These mountains were formed by Morgoth before the coming of Elves as a barrier to the riding of the Vala Oromë across Middle-earth. They are young compared to some of the other mountainranges and generally have very jagged peaks. Over the last threeAges, the mountains have weathered somewhat but the sharpnessof the peaks has changed little.

The Mountains reach their maximum height near the middle of its range at the triple peaks of Celebdil (Silvertine), Caradhras(Redhorn), and Fanuidhol (Cloudyhead). South of these spines themountain range decreases in average height until very near thesouthern tip where the peaks are very high. Methedras (S. "LastPeak") is a very wide mountain capping off the range at the h eigh tof 15,987 ft. The southern part of the range is typ ical of the wholerange; the western side of the range decreases slowly in height in

a series of plateaus and broken hil ls u nt il it reaches the plain s of theGwathló basin. The eastern side, on the other hand, drops off steeply to the Anduin Plain, which is relatively flat.

The rock types of this lower part of the range are very diverse.While the northern range is known for its vast cavern complexes(because of its limestone deposits), the features exist in the southin smaller proportions. The bases for most of the volcanic southernmountains are crystalline, which means that mines in the area(much like those of Moria) have rich veins of gems and preciousmetals as well as iron and copper.

The upper vales and peaks of the Misty Mountains are qurocky and prone to avalanches. While the mountains are passabto those who kno w the way, not many people use that route duethe inaccessibility of the gap and the danger that lurks in tmountains. Higher up, above the permanent snow line (11,5feet), there are glaciers and heavy build-ups of snow. Theprecipitate occasional avalanches that thunder down the moutainsides burying an yth ing in thei r path under 10-30 feet of sno

Mountain streams, fed by the melting snow, are commthrough out the area. They drain into the Nimrodel, the Lim ligand the Entwash on the east side, and the Glan duin, the Gwathand the Isen on the west. These waters are very pure and cold, bat lower altitudes they are well stocked with fish (a staple food the bear population). Other water sources in the area includemultitude of small lakes and ponds trapped in the mountavalleys . These meres are usua lly ice covered in the winte r and cbe invigorating bath sites.

4.1 CLIMATEThe weather in the southern Misty Mountains is somewh

milder than the climate in the northern part of the range. Overa

they follow the same pattern; the winters are very cold (bochil ling in the higher altitu des) and the summers are mild to warSpring and Fall are sudden in onset and short in duration.

The weather patterns in these mountains are dependent on tconf lict ing air masses that converge over the western border of tMisty Mountains. The warm winds from the Great Sea to the souand west meet with violent reactions the cooler air that follow tmountai ns down from the n ort h. This impaction of air masses cresult in very sudden thunderstorms and driving rains or snowthe colder months and at highe r altitudes. Overall these storms not as vio lent as those in the north because the temperature gradieis not as great (the cooler air from the north has time to warm beforeaching this la titude). The only times that the storms reach savafury are in late Summ er and early Fall, during the hurricane seas

4.2 FLORA

Fangorn Forest runs hig h into the mountains on the eastern sof the Southern Misty Mountains at this latitude. Here, the highmountainsides and valleys are lined with coniferous forests, wmore broadleaf trees occurring as one progresses downslopAbove the tree line travelers find only small scrub bushes, lichand some short grasses. After these fade out , the slope becombarren and rocky; only a few plants persist in cold temperaturThe tree line this end of the mounta in range is significan tly highin elevation (9000-9500 feet depending on the location) than thof the mountains that tower above the Trollshaws (4000-50feet). This is caused by differences in average yearly temperatu

at these heights (and more specifically the influence of the Witcking of Angmar on the climate of the area).In addition, the tree line in the south is highe r because the tops

in the area is richer. Due to the volcanic nature of the Regioseveral sought after herbs thrive at higher altitudes.

4.3 FAUNAThe southern Misty M ountains are alive w ith animal life. T

mountain streams are replete with several varieties of fish. Tforests are inhabited by ma ny kinds of smaller anima l life incluing rabbits, muskrats, raccoons, squirrels, and many others. Bevers are comm on on the western side of the mountains. Their daare buil t across small streams in the mo untains v alleys and expathe ecosystem of the area, making the land more fertile.

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12 Dun land: the Clim

Larger animals also inhabit this area. The higher slopes arepopulated by Mountain Goats and Horn-sheep, along wi th a long-haired mou ntain bovine called Calluks by the locals. The predatorsof these mountains are not w itho ut representation either. Bears of all types roam the area during the spring, summer, and fall,hibernating in caves during the w inter. W olves can also be seenthroughou t the lower elevations of the mou ntain s. For the mostpart, these are Grey Wolves that will not attack men unless very

hungry or provoked. On ly in the lairs of the Orcs and Trolls of thearea are the more vicious Wolves and Wargs found. Some of themore unusual animals of the area are listed below.Giant Vampire Bat:  The Misty Mountains are home to one

unique and particularly noxious bat: the Giant Vam pire Bat, ablack monstrosity, a foot or more in w ingspan , w hich roostsamidst its lesser relations but hu nts in swarms. G iant Vam pirebats have been known to accompany Ore-hosts to war inominous clouds, fastening indiscriminately upon the woundedand slain who offer an easy source of fresh blood. In lieu of thissource, bats can attack humans in the wilds at nigh t, latch ing onwith tooth and claw and feasting on the blood of their victim.Since they attack in swarms, as many as 25 can attack oneperson. Attacks of this sort are very hard to defend against,

because as soon as one bat is knocked off, another wi ll take itsplace. Dunnish mountain men, when out in the mountain s atnight, will rub down their exposed flesh wit h the leaf from theMegillios plant. The vampire bats can still attack, but the smellof the juice from these plants is evidently very unpleasant forthe bats and the taste seems to send them flying into objects.One side effect of this, however, is tha t rubbing thi s on the skincauses it to be very sensitive to the touch until washed off.

The Blue Bears: Blue Bears are rare and reclusive. The y are als omore commonly found in the W hite Mountains but do occa-sionally show up in Southern Misty Moun tains. B lue bears areunique in nature in that they are semi-sentient and possess aninnate sense (similar to a continual Presence spell) which wil l

allow them to perceive all living creatures around them w ithi n50 feet irregardless of obstacles or sensory deprivation. Bluebears appear to be sinister in nature to some because they seemto seek out men to kill from time to time. A lthou gh this m ay bethe case, it might also be true that their increased intelligenceallows them to realize that man is a constant threat to theirsurvival. They are territorial and will attack trespassers if theparty is not very strong. Otherwise, they will stalk the trespass-ers and attack them individually if given the opportunity.

The Snow Leopard: This high elevation predator lives off theherds of Mountain Goats, deer, Bighorn sheep, and Calluks.The cat is typically 5 feet long and can we igh up to 250 pounds.Their coat is almost completely white in the winter with greycircular spots scattered all over. During the warmer m onths it

turns more greyish. This camouflage makes the cat an ex-tremely effective hunter. The leopards are very powerful andcan easily take down large Mountain Goats. Cal luks are alsofairly easy prey for them but take more time because of theirsize. The paws of these animals are particularly large (to thepoint of being disproportionate), which allows them to travelover the snow wit h little effort; they also tend to help in killingits prey. They rarely interact with the other predators of themountains. If a kill is not involved, they will usually back off from bears and wolves. Their coats are considered prizesamong the Dun landers, but only if taken in single combat, andthe claws, which can be 2.5 inches long, are used as jewel ry bythe clans. This animal is very di ffic ult to h unt or defend against;it is totally mute and attacks from ambush.

5.0 DUNLANDThe area called Dunl and is topographically very similar to

land to the north called Rhudau r. It can be broken down into tgeographical regions: the H ighlan d to the east against the motains and the Plains to the west next to the Gwathl6.

The Highla nds backed by the Misty M ounta ins rise and falhil ls and ridges, whic h can reach heigh ts of 1200 feet nearermountains. These hill s lie in a more orderly fashion than thosethe Trollshaws and Ettenmoors to the north in Rhu dau r. Theyin fairly regular ridges with a few cliffs and ravines scattethroug hout the countryside. As one proceeds westward, these hbegin to flatten out, creating almost m esa-like conditions in soareas (wi th h ills h avin g long flat tops and steep sides). These hdecrease in size as the y move furth er west until they begin to finto long stair-step plateaus that slow ly drop down to the plaover a distance of 50 miles . It is on these pla teaus that the great South Road passes by D unla nd. Further west these plateaus brup into low rolling hills slowly even out into the flat plains tmake up the w ide Gwathló basin.

5.1 CLIMATELike the land in general, the climate of Dunland is similar to in the North (but much milder). In the Highlan ds, the winters

cold and wet with regular and heavy snowfal ls starting in late and often continuing until early Spring. In the early Spring wthe snows from the moun tains melt off, flash floods can turn smbrooks into raging torrents. Fogs also occur during the Sprbecause of the increased moisture in the air. These fogs can be vthick and can reduce visibility to less than 10 feet.

The early Summer months are the most pleasant in the Hilands, with w arm days, pleasantly cool nights and only occasiogentle rains. As the Summer turns to Fall, however, the increastorm activ ity off the coasts to the south and w est cause the weapicture to become more violent, with massive thunderstorms dense fogs covering the area. As the Fall continues, these sto

usua lly settle down, but the colder temperatures can cause themturn to sleet or hail.

The climate in the Plains and Gwathló basin parallels that inHighlands bu t on the whole is less severe and warmer. The wimonths drop snow on the area but melt-offs occur often betwsnowfalls. In the Spring, rains coupled with increased watersfrom the mountains drench the land and the areas near the Gwabecome quite m arshy. For the first months of summer the temptures are warm but the humidity is very high while the land dout somewhat. As the summer progresses, however, the weabecomes quite nice and holds until early fall. During fall in Lowlands, thunderstorms occur as in the Highlands. They usually less severe being further away from the source of storms. Fogs are also common and cover the land in layers vclose to the ground; so close on some occasions that a perstanding on the open plains can be surrounded by fog up toknees and have clear skies for yards above him.

5.2 FLORADunland was once covered by part of a vast forest that cov

most all of Middle-earth. In the Second Age, this land was rendevirtual ly treeless by the large expeditions of the Númenóreans the devastation wrought by the passing of Sauron's armies Eriador. Only a few isolated forests in the Highlands survivNow, the Highlands are covered in light to medium coniferforests except where they meet the few patches of older forests remained from the Second Age. There are also stands of isola

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Dunland: the Flora  

broadleaf trees. Low scrub brushes and brambles grow in massesin some valleys forming impassable thickets. On treeless hilltops,

heather, thistles, and other low ground cover thrive.The Lowlands and the Gwath l6 basin are still almost devoid of any large plant life, with only an occasional stand of trees found onthe open plains. More trees are found near human settlementswhere they have been cultivated. Virtually all of this area iscovered by a type of short grass that is light green to greenish b luein the Spring and Summer months. It turns to a yellow b rown as theFall and Winter months come.

In the marsh areas along the Gwathl6, many different types of plants grow: reeds and cattails are comm on. In the more open waterareas, lily pads abound making navigation of any of these smallerstreams somewhat difficult. It is from these swampy areas thatseveral of the most abused herbs of Middle-earth come. Theseparticular herbs and other plants of special interest are notedindividually below.

Eorna: This hardy grain is strong enough to be grown as a Wincrop. The grain is much like barley in na ture and is one offew crops grown in large volum e by the Dunlendings.

Avhai l :  Avh ails are a sweet, yellow ish frui t that grow wildbushes in the Gwathló basin. They resemble cherries and tsimilar to port. The fru it is ripe five months out of the year, be eaten off the bush without preparation and stores well. TDunlendings consider it to be an unmatched remedy for ha

overs, but it is also the ma in ingredient in one of their favofermented beverages, Biotaille. A few attempts to grow thbushes as crops have been relatively unsuccessful resultinga smaller bitter frui t than that produced by the w ild bushe

Tartella: This much abused herb grows in the swamps alongGwathló in great concentration. It is a powerful euphorelaxant whic h w ill induce euphoria for 1-10 hours. The uof the drug, however, will become resistant to its effec t afte5 doses such that an ever-increasing dose will be neededproduce the same effect. The drug is also extremely addictMore than 2 doses in a three day period will precipitwithd rawa l symptoms if another dose is no t ingested w ithinnext 72 hours. Withdrawal symptoms include severe nauheadaches, chills and seizures if the addiction is long teWhile under the effect of the drug, the user's stats drop byand most activity requiring concentration (e.g., fightingcasting spells) wil l be impossible or at best, clumsy . In the century, a purified form of the drug has been made by herbalthat has the same effect in one quarter the norm al dose. Ifsame dose of the purer form of Tartella is taken, a deeeuphoria can be induced. In this state the user's stats will dby 20 for 2-15 hours, and permanent damage to the reasoncenters of the brain can result. Addiction to this drug occmore rapidly and withdrawal is worse After using the pudose of the drug, the user's Reason   (Rolemaster ) or Integence (MERP) wil l decrease permanently by 1 point for evdose taken. Of course, the user will not be in a state

consciously realize this. The herb in this distilled form is caTartec. Dunlendings rarely use either form of this drug, buis shipped to the larger cities for illegal sale.

Gort: Gort is another locally found herb that grows in or aroumarsh areas. It is found in the form of the leaf of a smwaterside bush. Gort is a euphoric stimulant/ hallucinowhich causes an increase in the user's Presence for 2 houafter which time he is at -50 for 1-10 hours. To use the drugleaves must be crushed and inhaled . This drug also exists purified form appearing as a yellowish powder that cansniffed , much like sn uff , and is easier to carry and conceal. Breffraen are the originators of the use of this herb. It is uin the ceremonies during which they pick their chieftains

Kirtir: Kirtir is found as the bud of a spiny plant that branchesat the ground and has thick fluid-fi lled leaves. It grows insandy areas near the Gwathl6. The effect of these buds, wingested, is that of a powerful stimulan t. The user's quicknwhe n this herb is used, is increased by 10 for 1 hour, but agiis decreased by 5. (Treat stats over 102 as 102 with additional +1 stat bonus for each point over 102). After the his over, the the user's constitution bonus w ill be modified b30 for 1-10 hours and the user will be completely exhaustThis drug can also cause weight loss without the drastic seffects if used in smaller doses and is used by some of the mchubby of the Dunlanders to avoid being ridiculed by thclansmen. This practice has led to harm in some individualsoverdose, which can cause halluc ination , mental disturban

seizures and death.

WEATHER TABLE

Months

1.

2.

3.

4.

5.

6.

Narwai n(winter)N i n u i(winter)Gwaeron(winter)Gw ir i th(spring)Lothron(spring)

Nórui(spring)

Gwaitho

Plain

30-50°Moderate

25-45°Moderate

30-50°Moderate

35-55°Moderate

40-55°Heavy

45-60°Moderate

DunishHighlands

25-45°Moderate

20-40°Heavy

25-40°Heavy

30-45°Moderate

40-50°Heavy

45-60°Moderate

The MistyMountains

15-30°Heavy

15-30°Very Heavy

15-30°Very Heavy

20-35°Heavy

25-40°Heavy

25-45°Moderate

— Loëndë (intercalary day: Midyear) — enderi (3 middle days) —

7.

8.

9.

10.

11.

12.

Cerveth(summer)

Ú r u i

(summer)Ivanneth(summer)

Narbeleth(fall)

Hithui(fall)

Girithron(fall)

55-75°Moderate

60-80°

Dry

65-80°Dry

60-75°Moderate

50-65Moderate

40-55°Moderate

55-70°Moderate

60-75°

Moderate65-75°

Dry

55-70°Moderate

45-65°Heavy

35-55°Heavy

30-50°Moderate

40-60°

Moderate

45-65°

Dry40-60°

Moderate

35-50°Heavy

25-40°

Moderate

— Mettarrë (intercalary day: Yearsend) —

KEY

Temperature: Degrees are expressed in Fahrenheit. Notethat most peoples do not describe temperature so precisely;they simply describe the temperature as cold, cool, warm orhot. Mountain temperature refers to the habitable regionsbetween 1000-3000' above sea level. To calculate temperatureat higher altitudes, subtract 1 degree for every 300' more abovesea level.Precipitation: Very Dry = less than one inch; Dry = one totwo inches; Moderate = two to three inches; Heavy = four tofive inches; Very Heavy = over five inches.

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14   Dun land: the Flora & the Fau

Feduilas:  Feduilas is also an intoxicant herb found in the area thatis abused, although less so than the others. This flower isknow n for its relaxant effect wh ich wil l allow the user to resistversus Mentalism and Essence attacks at +20 for 1 -5 hours.However, agility and quickness are reduced by 10 each durin gthis time.

Phacalus:  Another plant found in the area with d rug-like effectsis Phacalus, which was also originally used by the Breffraen in

their ceremonies. This root is found only in the swampyregions on the south banks of the Gwathló. To receive thedrug's effect, the root must be dried in the sun for at least a weekand swallowed whole, if not the root has no effect at all. Theoriginal use of this herb was to stop bleeding when appliedtopically to the wou nd (w hich it does effect ively). Later it wasdiscovered that the root had different effects when eaten. Thedrug will increase the user's Presence, Intuition, and Intelli-gence (Presence, Reasoning, Intuition, Empathy, and Memoryin Rolemaster ) by 1 point permanently (not to exceed 102).However, with each dose there is a 35% chance that the userwill have a negative reaction to the herb. Such negativereactions are of two types, with a 50-50 chance of eitheroccurring.

The first type of negative reaction is the he rb's toxic e ffect,which is completely independent of how muc h herb the useringested. This toxic effect will immediately cast the unfortu-nate user into a 4-day coma. Once he or she awakens, the userwill have a Presence, Intuition, and Intelligence (Presence,Reasoning, Intuition, Empathy, and Memory in Rolemaster)15 points below what they had before the dose. Up to half of these lost points (round up) can be regained through magic andhealing but no more.

The second type of negative reaction to the drug is anallergic reaction, because the drug is evidently very irritatingto the body (in all such cases there is no stat increase). Thisallergic reaction can come in several forms. A Resistance roll

versus a 17th level poison is required; if the roll is  successful

then the user receives a minor rash only. If the user fails his rollby  1-24, then multiple blisters form on the elbows, knees andin the groin area, wh ich cause the user to be imm obilized for atleast 10 days. If the user fails by 25-49, he will imm ediately gointo anaphalactic shock and if not treated will die within 30minutes. If the user survives, he will be debilitated for 2months. If the user fails by 50  or more, then over the next 1-4days the user's skin will completely slough leaving only thebare bone and musc le, leaving the user to die in immense p ain.The victim's only hope at this point is a high level Chann elinguser with  Lifekeeping  or  Lifegiving  (the body will start torespond after 15 days of tre atm ent ). A ll the effects of this drugare not known to most users and it has been responsible for

many deaths, not only in this area but ever ywhere it has beenexported by u nscrup ulous merchants.

5.3 FAUNAThe fauna of Dunland is plentifu l and varied. The H ighlands and

up into the mountains are alive with anim al activ ity nearly yearround. Herds of Fiara (Du., Deer) of several varieties are foundhere as well as Cam (Du., Elk) in the northernmost hills. The Goral,a species of golden-colored Horn-sheep, also liv e in these areas bu toften migrate to the higher altitudes in the warmer months. Smalleranimals, such as beaver, muskrat, gopher (and its relative the rockhydrax), and of course rabbits are found in large quantitiesthroughout this region.

Predators of the region include Grey Wolves which the Dulend ings call "Moctire". They run in packs of 10-15 thro ughout High lands. Dunlen ding s can get a good price for Wolf coats andthis reason their numbers are not as high as they once were. Foand Wildcats roam the region as w ell as a few Snow Leopards trange down from the mountains on occasion. In the deep foreMadratine can be found. Bears can also be found in the area, butthe most part they have retreated further into the mo untains as

huma n population of the Highlands has increased.In the Low lands, the anim al population is spread over a wiarea and consists mainly of smaller animals, because the laranimals are too easily seen and killed. Herds of Pronghorn (Abanhe) roam some of the area, but not in the numb ers they once dhunting has greatly decreased their numbers. Some herds Pronghorn and Fiara now exist in captivity under some of Lowland clans. Because of this protection thei r numbers may sto increase soon. Rabbi ts are very plentiful on the plateau s and lhilly areas. One particular species is exceptionally large and been reported to have grown to the size of a medium dog. Sohave been mistaken as such until they start to run.

Other than man, predators are few in the Lowlands. Beastsprey were once more plentif ul, but that was easily remedied. T

Swamps of the Gwathló are one of the few areas of northMiddle-earth where crocodiles are indigenous.Birds of all types inha bit the region. The Highlan d Woods

noisy wit h song in the Spring. The Lowlands and marshes spovariety of cranes and bitterns and other types of "walking" birPredatory birds of several types are also to be foun d in the regHigh in the hills. Golden Eagles and Falcons of several types cbe seen (although they usually roost in the mountains). In Lower Highla nds, Gos hawks are a common sight. This infuriathe Dun lending s because these birds are often so bold that they wsteal the game from the foot of the hunter. Owls can be foundsome of the forests and smaller varieties inhabit the barns adeserted build ings of the area. D unlendings try not to harm obecause of their supersti tion that owls are the phys ical presenc

long dead ancestors.Some of the more notable creatures of Dun land are listed bel

Highland Nathair: This snake, although very sim ilar in colotion to the N athair of the Plains, attains a length of only 2-3 fIt angers easily and will defend itself viciously. Its poisonsimilar to that of the Nathair, also but is us uall y not as effect(level 5).

Vereut Eagle: This variety of eagle inhabits the northern hillDun land and the Plateau regions. It is black in color over mof its body and wings but reaches a dark purple near the fand w ing tips. Its beak and eyes starkly contrast this by bea bright yellow. When hu ntin g, Vereut Eagles fly sile ntly to the ground to surprise the gophers and rock hydrax as th

top the hills. This method of huntin g has often meant troufor Eagle and Dunlender alike,wh o have on occasion surprieach other at the crest of a hil l. Several D unlanders wear son their faces attesting that these sudden meetings candangerous.

Nathrach: The Nathrach is an aquatic snake, preferring pomarshes, and lakes. The snake is distin guished by brown baon a rust colored body, and typica lly m easures from threfive feet in length . Contrary to popular belief, thi s serpent dnot normally strike in water; most v ictim s are on dry land marsh island when they stray into a snake run. The venom isvery toxic (level 2) but does cause bleeding, bruises, swelling.

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Dunland: the Fauna

Nathair: This Plains Snake is roughly six feet long, with a thicktriangular head and a cream-colored body overlaid with a darkdiamond pattern. The Nathair angers easily, and will vigor-ously defend itself rather than flee a confrontation. Its venomis rather toxic (level 6); symptoms include swelling, weakpulse, shock, and wide discolorations.

Coireal: This small (2"-6") inoffensive snake inhabits forests andheavy copses; it can be readily identified by the bright yel lowbands on its glossy black body. It is generally docile and willavoid people — most bites happen to idiots who pick up the"pretty snake". The Coireal's venom is one of the most lethalnatural poisons (level 10) in Middle-earth. Symptoms appearin one to four hours, resulting in all but certain death fromparalysis.

Highland Lynx:  These hunting cats, although smaller than theSnow Leopard of the mountains, are still effective hunters and

fishers. Unlike most hunting cats of this size that are usuallyloners, the Highland Lynx lives in prides of 5 to 8 cats. Thesecats have an intricate social structure in daily life, but they alsohunt as a group making them fairly unique . Groups of these catscan bring down large game using similar tactics to those usedby wolves. If taken young, these cats make loyal pets that arevery protective of their people.

Jatewoone:  These Marsh Birds, also known as CleaverbeaksSwordbeaks, stand some 9 feet tall with long swan-like necand long powerful legs. From a distance they might look lia large crane, although they are not of that family. They awhite wi th scarlet legs and a scarlet band that crosses their heat eye level. Their beak is a light grey with the exception of sharp, brilliant indigo dorsal ridge from which they get thname. Extending from this ridge over their head and thrustiout behind is a crest of feathers of the the same color.

Birds of prey in every sense, their legs end in talons that cgrip even small creatures tightly, and their beaks are made tearing. These birds live on snakes, fish, and small mammaTheir reputation for hostility comes from their protectiontheir nests which are usually hidden in swampy areas. Thwill also attack when they are surprised by noisy people. Thbirds are incredibly strong, and with their superior height, cdo terrible damage to the normal human, often splitting skull. They can also use their talons with great effectivene

Jatewoones mate for life and produce one or two eggs evyear or every other year. Usua lly only one of the fledglings wsurvive. These young Jatewoones grow at a remarkable pareaching three-quarters of their fu ll height in only one year, a

are fully mature by two. Jatewoones can fly , but if the needescape danger arises, it is more common to see them runnat high speeds through the swamp.

Glutan: The Glutan (wolverine) of Dunland is one of the mfearsome predators of the region. There are two currenrecognized varieties. The Lowland variety is approximattwo feet long on the average, with a reddish brown coloratithat fades to a lighter color in the winter. They are vpowerful for their size and will fight long after other animwould have fled. These animals are quite temperamental awill attack for no reason. A bounty has been placed on thheads of 25 gp, but this reward is not one high ly sought afThose that do hunt the Glutan can sell the live creatures more to Dunlanders who use the creatures in animal figagainst Bears or Wolves. The Highland or Mountain Glutanno longer than its Lowland relative, but it is somewhat bulkThey are dark brown to black in coloration, and stalk the hihills of Dunland. They are similar in disposition to thLowland relatives, but are usually not sought after for bouor capture because cages that will hold them are hard to coby and Dunlanders are fond of keeping their limbs.

Gorbet:  The Gorbet, or "Trail lizard", is found throughout Dland. It is a du ll yellow color with black and blue specklesits head and neck. There is a bright orange patch on the backthis reptile, roughly in the shape of an arrow pointing towits head. It typically grows to a length of 12" and can be fouin the summer months, plodding along through the forest

plains oblivious to everything. The lizard has no natuenemies because it tastes terrible and secretes a mild netox in from its skin. The poison is absorbed through the skin paralyzes the toucher for a period of 10-20 minutes. Of courfor humans this only numbs the hand and arm for awhile, bfor most animals it is an effective deterrent. What is notaabout this relative ly harmless lizard is its reputation among Dunlanders as a pathfinder . It is believed by most Dunlandthat if they are lost and follow a Gorbet it will lead them to a tor road. This, of course, is complete ly absurd. The lizard hasnotion of what a trail is, and the whole legend probably caabout from an incident where one of these lizards was sewalking along a road because that jus t happened to be the wit wanted to go.

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16   Power & Politics in the Southern Misty Mountains: Tur ukulo

6.0 POLITICS AND POWER:THE SOUTHERN MISTY MOUNTAINS

The Southern Misty Mountains area is usually thought to berelatively inactive. However, it has enough activity of a uniquenature to influen ce the people of the lands below. The presence of 

Giants, Elves, Dragons, Great Eagles, and other individuallypowerful creatures always has an effect on the Du nmen. In general,the powerful creatures in the southern Misty M ountains are locatedon the western borders because the mountains of the eastern sidedropoff rather drastically. A ny interactions with the inhabitants of the mountains usually come by way of Dunland or the littletravelled southern pass.

6.1 THE SOUTHERN MISTY MOUNTAINS:T.A.1640

Politics and Power in the southern Misty Mountains is a simpleand constant matter durin g most of the Third Age . In T.A. 1640 thissituation is unchanged, w ith the area dominated by the presence of 

a few very powerful indiv iduals and creatures.6.11 TURUKULON THE WORM

After the War of Wrath ended the First Age, man y of Morgoth'sservants escaped to roam free in the world. Of these creatures themost feared (besides Sauron himself and the Balrog) were theDragons. The Dragons that escaped the wrath of the Valar jour-neyed along the Iron Mountains eastward to the Withered Heathwhere they took up residence, and there they ate, slept, terrorizedDwarves and carried out their bizarre mating rituals. From one of these mating s came a special Dragon; one of the very fe w born afte rMorgoth's defeat. Turukulon was his name and he was stunted,being only half the size he should h ave been upon ha tching andnever growing to a respectable size. Dragons were never known for

their charity and new Dragons always have to fight for a placeamong the others on the Heath. Of course Turukulon realized aftera couple of defeats at the hands (and breath) o f other Dragons tha this place was not in the Ered Mithrin. So he decided to head sou ththrough the Misty Mountains, knowing that the Dúnedain andElves were to the west. He walked because his wings nevercompletely developed and were not capable of supporting him inflight for more than a mile.

He made a few stops along the wa y and had problems with otherDragons, Giants, and the Dwarves of the Khazad-dûm . Final ly, hefound a home in a set of caves near the southern end of the m ountainchain, just above the treeline on the southern side of a craggymountain. Here he had no competition and did quite well for man yyears, living off Horn-sheep and the long-haired cattle that inh abit

the area. He fou nd that being a smaller Dragon had its advantages,for he did not exhaust the food sup ply of the area.Years passed and Turukulon noticed a mountain pass not far

from his lair. This gap was occasionally used by men and Dwarves.Once on this road, he met a party of Dwarves on an expeditionlooking for Helvorn Wood. Kno wing that Dwarves were skilledworkers, he decided to spare their lives in return for enlarging andbettering the structures of his lair. As an alternative to death, theDwarves agreed. When they had finished he had a better home w ithtraps to protect him should anyone try stealing his treasure (whatlittle he had). Then he killed them anyw ay.

The whole experience gave him the splendid idea of using othersto do things for him. Soon Turukulon had enlisted the aid of someTrolls as servants and began trapping Men, Dwarves, and Elves

wh en he could find the m. Some he got to do his biddi ng, some h just kil led and ate, and others he ransomed for gold. The ransominwas always carried out via his servants so that it would seem thou gh the person had been abducted by Trolls. By ob taining thhelp of those he captured, as we ll as the he lp of his Trolls, he wable to slowly change his cave complex into one large snadesigned to trap intellige nt beings.

Over the years the flow of traffic in his area of the mou ntai

began to diminish. Altho ugh no one knew why at the time, treason was that people going to that area did not come bacTurukulon decided that he would have to increase the flow otraffic to the area if he was to mainta in his hobb y. His answ er to thdilemm a was to use some of his rema ining cap tives. The ones thcould be boug ht or hypnotized were sent down in to the cities antowns to spread rumors. The rumor to be spread was this:  "Theis a Dragon living in the moun tains that has great riches but is lazy and stupid that he won't wake up long enough to protect theand probably won't know that they are gone."   Along with thesubversives, he sent a few items of worth so they c ould prove thestories. These stories, of course, were not believed by everyonbut one or two adv enturou s young souls from each town w oumake the trek into the mountains, and never be heard from agai

The rumor-starters would say,  "Well, he is probably is as rich a king and living away east in Gondor."  T uruk ulon paid his spiwell and kept them in reg ular circulation in the town s, not only keep the rumors alive but also to gain knowledge of what whappening in the w orld that migh t interest him . They returnedhim regularly and gave reports.

At the present time, Turukulon has only one spy in Dunlanwhose name is Purfin. He is a Dwarf of Moria who w as exiled fseven years for stealing. During that time he met Tu ruku lon and

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now working for him. He travels from town to town working as ablacksmith and weaponsmith, spreading the rumor and collectinginformation to take to Turukulon. Turukulon pays him in gems orgold, but never as much as the Dwarf would like. Of course, askingfor a raise is out of the question.

C O N T A C T S W I T H  A M O N   L I N D

Súlkano (see Section 6.12) met Turuk ulon in the mo untains nearTurukulon's lair about 300 years ago. Sulkano near ly killed him onprinciple, but during the fight Turukulon asked Sulkano if therewas not some way that they could come to a peaceful arrangement.Thinking that these words were awfully strange coming from aDragon, he stopped fighting and listened, making sure not to fallunder a spell of words that the Dragon might cast. After anextensive conversation, Sul ka no realized that Turukulon was notlike most Dragons, so they made an agreement. Turukulon wouldhelp Sulkano in his experiments with metals by using his breath tofire the forges (instead of natural or magical means). In return,Sulkano would teach Turukulon some of the basics of EssenceSpell use and help him fortify his lair. Through this agreement,both have benefited in reaching their goals and both think they aregetting the best out of the deal. In truth, Sulkano and Turukulon arebeginning to see a lot of themselves in the other.

The other tie that Turukulon has with Amon Lind is throughElenril (see Section 6.12). Some 400 years earlier, Turukulon metElenril on a foray looking for specimens for his experiments onanimals. Upon finding the Dragon sunning on the side of a hill,Elenril was bold enough to approach him and ask to study him orat least to borrow a loose scale for examination. Initially,Turukulon was confused by the existence of someone that wasn'tfilled with either fear or hostility, but he quickly replaced hisconfusion with plans for the futu re. At the end of the afternoon, theDrake had agreed to supply Elenril with subjects (includinganimals and humans) in return for tutoring in the field of Channel-ing magic. This contract also includes a provision that any Elvescaptured by Turukulon will be kept without harm until Elenril cantake them to Amon Lind. Turukulon still doesn't know whether

they are used in experiments or not.Another connection that Turukulon has made is Maben, theHigh Priest of the Temple of Justice. Since they are both servantsof darkness and Turukulon is obviously more active than mostDragons, Maben persuaded Turukulon to help in Temple ceremo-nies. He appears to the Dunlendings as   "the Spirit of DunnishJustice"   which comes to devour the enemies of the Dunnishpeople. In return, some of the more influential captives of thePriest's would be turned over to Turukulon after they had outlivedtheir usefulness. Maben plays on Turukulon's ego to manipulatehim, or so he believes. Turukulon realizes what Maben is trying todo and allows; it pleases him to let Maben feel that he is in control.

Turukulon also knows of an Orc tribe (the Barz Thrugrim) thatlives on the east side of the mountains, including the location of 

their back entrance. He considers them stupid and small, preferringto work with Trolls that may be even more stupid, but can at leastlift more and don't reproduce as quickly. Turukulon does notparticularly care for the Orcs and would gladly give the informa-tion about their dwelling to anyone if he thought it would benefithim in some way.

P H Y S I C A L   A P P E A R A N C E

Turukulon is now in the prime of his life. He is still not as largeas many younger Dragons, but he is more agile than larger Drakes.He is approximately 30 feet long and blue-black in color. His wingsare small and can carry him for approximately 1 mile in a straightflight or 2 or 3 miles if gliding. He is a Fire Drake with a shortranged breath weapon that is extremely hot and well controlled.

6.12 AMON LINDIn Eregion, during the Second Age, the Noldor reached th

height of their technology in the city of Ost-in-Edhil. Led byCelebrimbor, the smiths of the Gwaith-i-Mírdain were responsiblfor this technology. They created wonderful works of all typessome with the aid of Annatar, "Lord of Gifts" who was actuallySauron in disguise. At the height of their power, they created thRings of Power, which also proved to be their undoing.

Before the downfall of Ost-in-Edhil and after the departure o

Annatar, a small group of younger Elves decided to leave. Theireasons all concern their personal freedoms which was beinghindered by the society. Several had projects that they wished twork on w itho ut fear of interference from their masters. They lefquietly and quick ly, taking only close friends and servants, and notelling anyone of their departure. For awhile, they lived in a ratheprimitive structure in the low foothills while they designed a keeto build in the mountains. They made friends with some of thDwarves of Moria, and started build ing a small citadel high on thwestern side of the Misty Mountains in the northern area oDunland. They also recruited some of the Giants to help in thebuilding process which took some 50 years.

Fëamírë the architect designed the keep at Amon Lind (S. "thHill of Song" ) so that the natural updrafts sweeping up the clifface, would pass through giant collecting ducts under the fortressSubsequently, the wind passes through smaller and smaller ductand tubes that divided from the larger and eventually project frompoints all over the citadel. These pipes and tubes are responsible fothe name of the citadel; the assorted musical notes issuing from thecastle depend on the strength of the winds coming into thcollecting pipes. This design allows the wind to be channeledthrough specific areas so that songs can be played. (See Sec. 8.2

For the next 3400 years the Elves at Amon Lind worked on theiown projects and experiments. Even now, they are sometimes sinvolved in their work that they don't see one another for daysThey govern themselves and their retainers as a group; but becausof their adherence to a person's right to individual behavior, there

is rarely any disciplinary action taken. They rarely interact withother persons in the area, although there are some agreementmade by individuals for the good of all. Occasionally, they areattacked by Trolls or small parties of Orcs, but never in force. Theare friendly with the Giants in the area, and a few of the Dúnedainaround Tharbad know of the presence of the citadel (but not whlives there). Every once in a great while, someone who sees thcitadel from a distance will be curious enough to want to find ouwho its inhabitants are. More likely than not they will be politelyturned away by the guard; but depending on the mood of the Elvesthey may be invited in for a dinner and some entertainmentSometimes they might actually end up being the entertainmen(See Section 8.29).

There are a total of 36 free people living at Amon Lind. The 7

founders, the guard captain, 15 men at arms, three of the Weapon(described later in this section), and 10 other retainers. All thretainers are very loyal to the founders of Amon Lind, most havinggrown up w ith them in Ost-in-Edhil or having served their familiebefore they were born. (The notable members of the communityare detailed individually below.)

NOTE: It must be remembered that the Elves of Amon Lind are a very powerful, albeit small force, and do not ofteninterfere in the affairs of men. They have ha d 34 00 years of 

 peace and would not mind 3400 more. If the whole keep wereever threatened by a force they could not overcome, theywould retreat to Rivendell or Lindon. There they might stayor sail to the Undying Lands.

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18 Power & Politics in the Southern Misty Mou ntains: Am on L

SÚLKANOBefore leaving Ost-in-Edhil, Súlkano was a young member of 

the Gwaith-i-Mírdain working in the Silver Smithies. He was apromising student and was looked upon as one of the finestupcoming smiths when Annatar arrived. Although he dislikedAnnatar, he often listened to him and took his advice because of theknowledge that went behind it. Súlkano spent his spare timeindulged in his hobby, the making of flying things. He had alreadymade several items that were capable of flying and controlled fro mthe ground, the most notable of these being a ful l scale model of ahawk. The hawk from a distance looks identical to a real hawkexcept for the metallic sheen when the sun strikes its feathers. A llthese items that he made required magic. H e disliked thi s depend-ency on magic, but saw no alternative power source that wouldwork. He discussed the topic with Annatar who seeded his mindwith the idea of Mithrarian, the enchanted metal that would defygravity. For Súlkano this sounded like the perfect solution, but itdid not set well wi th the master smiths. W hen they told him that hecould not conduct experiments of that type in the Silver halls, hedecided to leave. He took all of his personal equipmen t as well asothers' items that he deemed necessary for his work. One of theseitems was the amulet of making (Echicerta), a x7 power point

mult iplier medallion worn by his master that allowed a Constant  ora Daily True up to twentieth level once per month regardless of thespell caster's level.

When Amon Lind was built, Súlkano contributed in makingmuch of the metal that went into making the structure itself as wellas much of the ornamental work of the keep. Since the completion ,he has busied himself wi th his projects and has had some successon some projects. He had no real success with Mithrarian until hemet Turukulon some 300 years ago. With his help, Súlkano madeenough of the metal to plate the bottom of a 20 foot, boat, wi th someleft over. He is now in the process of duplicating the procedure fora larger vessel.

At Amon Lind he is considered reclusive by the other residents,and although they know him to be a genius, they wonder about his

obsession with fligh t. His rooms in the keep are on the lowest level(see Section 8.29) and are made so that the walls and floor canbecome invisible so that he can feel as thou gh he is not land -boundat any time. He is a moody person that often has fits of depressionor rage after failures. He not only makes flying things but alsokeeps hunting falcons, partially to study, and partially because heenjoys hunting them.

Physically, Súlkano is tall, 6' 9". He is very th in for his size, butnot to the point of being skeletal. His hair is ve ry dark and his eyesare a very clear blue/violet and he has a prominent nose. Despitehis thin appearance, Súlkano is very strong from years of smithwork. Surprisingly enough, though , he is not stooped as are somesmiths after years of work. In combat he uses an Elvish longswordand spear, both of which he is skilled in using. He uses a +25

Ithilnaur longsword that is of Orc and Troll slaying that can alsocast a Mass Word  spell I/week and allows the user to see throughall invisibility, illusions, and facades. His spear, Maikarama, wasmade in the Undying Lands, and is capable of being a spear or staff on command. In spear form it is +30, has a range that is 10 timesthat of a normal spear when throw n, and wi ll return if not embed-ded in something or someone. In staff form, it is a +15 weapon, andadds +10 to all spell attack rolls (if one could normally use thesespells, the bonus is +20 instead of +10). It also allows the possessorto learn spells from the Wind Law spell list regardless of theirprofession. It also has a Constant Breezes spell about it, and it cancast a Hard Wind   spell once per day.

HELKAMA Helkama was also a smith of the Gwaith-i-Mírdain. Heor

nally worked in the glass smithies and then in the High Jeworks. Helkama is also the oldest in the group, being born safter the Noldor entered Middle-earth on their journey into exHe is very good at his work and particularly likes working wlaen. He constructed all the laen fixtures for the keep and hasmall cold forge in the sm ithy that he uses to occupy his time. sculptures are magnificent and priceless to the right buyer. Hhopelessly in love with Teletasarë, wh ich is the ma in reason forleaving Ost-in-Edhil. She is not aware of his love for her but woprobably return it if she knew. Helkama has a runni ng argumwith Teletasarë's brother, Elenril, about which is more imporin the improvement of an army, the soldier or his weaponry. Eleargues that in order to improve a fighting force, one must fimprove the soldier, and Helkama is of the opinion that givenright weapon any soldier will do well. Helkama realizes Elenril is probably right, but he wi ll not adm it it because he doelike Elenril's idea of soldier improvement.

Helkama is short for a Noldo (6' 2"), but he makes up for his lof height in musculature. He is very broad shouldered and stocbuilt. Fëamírë says he is really a tall beardless Dwarf, much

Helkama's dislike. He has brown hair, very dark green eyes, is very pale, his skin being almost translucent.Helkama personally does not like to fight and only wears

sword when out of the keep or when going into combat. His swElenrûth, was obtained from his father and H elkama reforged his liking . It is now a +30 weapon made of silver/gray laen that wadd an Electrical Critical of the same value as any critical delivenormal ly. On top of this, once a day it can put forth a 10'R DeCloud   that will affect only the enemies of the sword wielElenrûûth is intelligent and its use is limited to Helkama's famso that it will react using the Death Cloud  functio n if anyonetakes it.

FËAMÍRËFëamírë is a Sindarian Elf and the designer of the castle. He

because of Lalaith, his wife and because there were no buildileft to build in Ost-in-Edhil. He had designed most of the kbefore they left, but many changes were made on site. He picthe site for its western view, de fensib ility and closeness to a wsource. Now that the citadel has been completed for many yehe works to maintain it, writes normal songs, and worksdeveloping new songs of power for himself and for use in the Hof Sounding (See Section 8.23).

Fëamírë is one of the few from Amon Lind that regulinteracts with outside people. Fëamírë arranged for the Gianthelp w ith the build ing of the castle. He keeps in touch with tand another group that he has negotiated wi th for live stock. He makes regular visits into D un la nd disguised as an aging Dunnbard, Strunthor. He accomplishes this disguise w ith the helpring (made by his w ife) that allows hi m to assume the appearaof any humanoid creature he so desires. In this way, he obtnews and sundry items. He has managed to influence some ofpeople of Dunland, thereby keeping some of the clans fbecoming affilia ted with the Daen Iontis and the Temple of Juswhich he knows to be an instrument of Evil. He has also bknown to take other forms wh ile in Dunland, w hich has resultesome Half-elven children in some of the Dunn ish clans.

Fëamírë loves his w ife b ut he becomes bored very easily will do nearly anythin g for a moment of intrigue or excitementwife kno ws noth ing of this, but as of late she has had some growsuspicions.

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Fëamírë is a beautiful, well built Sindarian Elf, and he know s it.Brash, flamboyant, and possessed of a very qui ck sense of humo r,his charm and good looks only add to his ab ility as a bard. He is 6'6" tall, with dark blonde hair and blue eyes.

Fëamírë is probably the best swordsman in Amon Lind and leadsmost of the sorties against raiding Orcs and Trolls. He hun ts Trollsin the mountains for sport. He uses his +20 longbow whe n hun ting,but in close combat he uses his sword, Anarmacil. Anarmacil is a+30, Holy, highly intelligent Elvish longsword that is made of golden laen. It's hiltguard is shaped into a brillian t sunburst and canproduce a Sunfires True 1 time/day that can be used in combat asa  Fire Bolt   with a +20 OB bonus and a 1.5x concussion hitmultiplier. The sword can also produce a Beacon or  Utterlight  atwill (up to 3 times/week).

LALAITHLa lai th left Ost-in-Edhil because they w ould no longer present

her plays. It seems that many of the townspeople fel t that they weresacrilegious. Her feelings on the matter were that the Valar couldtake a joke because they all had senses of humor. Of course she no whas a much smaller audience and they are rarely shown more thanonce. She has written some for the Dunlendin gs using Fëamírë'sknowledge of politics. When he presented them at some of the

major towns they were well received. The people of Dun land werenever ones to turn down entertainment of any type.

Lalaith is also a superb musician and holds recitals of newlycomposed works for the Elves at Amon L ind. Being a bard like herhusband, she works with him on new spell research and iteminvention. She has a ring identical to the one used by her husbandand enjoys walking around the keep disguised as other people justto see if she can fool anyone. She is quite good at this and canappear to be Fëamírë, Elenril, or any of the women of the castle.Considering her skill, it would not take long before she couldimpersonate a visitor to the complex.

Lalaith, along with Teletasarë, teaches the children of one of thegiant families reading, writing, and elementary ma th about one dayevery two weeks. She and Teletasarë have been surprised by theamount the children have been able to learn even though it hastaken them years to do it. She has decided that they are probablyas intelligent as a normal hum an, b ut the learning process is aboutten times longer for the children (perhaps longer if they are alreadygrown). She has her suspicions about her husband's activities inDunland, but she dismisses them since the whole idea is ratherrevolting to her. On occasion she has has been tempted to followhim, but realizes that it could jeopardize their relation ship.

Lalaith is a Noldorian women of great beauty. She is 6' 1" tall andvery shapely. Her hair is dark brown and she has dark blue eyeswith flecks of bright gold scattered through them that cause themto be very noticeable and enchanting. She tends to wear clothingthat accentuates her body in order to appear as appealing as

possible. She says that it is more comfortable, but it is her way of maintaining her own bit of control over the men of the citadel.If threatened, Lalaith w ill use her magic. If this is impossible,

she will retreat to a place where she can. She carries a dagger thatSulkano made for her, but she has little skill with it.

MORANAR Moranar was alway s a recluse while living in Ost-in-Edhil and

that has not changed now that she lives in Amon Lind. She leftbecause her few friends, Súlkano and Elenril, were leaving. She isone of the few females that worked w ith the Gwaith-i-Mírdain. Sheworked with the Keeper of the Fires as an assistant and w as beingconsidered as his eventual replacement (she would have turned itdown). She is a mage and at Amon L ind spends most of her timeresearching spells and helping Helkama and Súlkano imbed spells

in items. She also helps them by provid ing the mag ical fires neein some of the processes. She rarely socializes with anyone incomplex aside from an occasional dinner. She is fond of allpeople in the complex, but she has a diff icul t time demonstraher affections. She has very little patience and a short temwhich tends to drive people away from her. Lalaith feels Moranar is cold and insensitive, and they have ne ver gotten awell.

Moranar is a tall Noldorian woman (61 5") with very dark eyes and black hair cut short (she says it gets in the way). dresses primarily in utilitarian dark blue and purple clothing.is a very beautifu l woman but tends to let her personal appeartake a back seat to her work and research. When she does deto dress up, most everyone is startled by her beauty (forgottento the length of time between occurrences).

If threatened, she will not hesitate to use magic or her swwhichever is m ost convenient. Considering her capabilities both, she may be the most dangerous person in the citadel. sword, Raukambar, was made for her by Súlkano and the oHigh Jewel smiths long before they left Ost-in-Edhil. Narrothan most other swords of similar make, it is intell igent and mof Galvorn with Laen edges. The +30 sword can cast  Long D

(300') twice a day and it delivers an Impact Critical equaseverity to any other critical delivered.ELENRIL

Elenril's mother was Noldo and his father was Sinda. upbringing was decidedly Sindarian and shows in the waydresses and arranges his rooms. His mind set, however, is Nin that he has always been curious about creating and changthings. Because of his interest in nature, he became an animist

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excelled at all he did. W hile talking to a smith about rewo rking aweapon to improve it, he realized that soldiers are much likeweapons and perhaps they could also be improved by 'rewo rking'.He soon began experimenting with animals to change their physi-cal structures so that they functioned differently. He hoped toimprove the average soldier by improving his physical body orinstincts.

Word of his experiments soon spread, and he was strongly urged

by others to stop his inhum ane activities. If they had know n that hewanted to someday continue his experiments with Humans andElves, they wou ld have done muc h more. This greatly disturbedhim and he began thinking of leaving. Soon afterwards, he metwith the others that were planning to leave and decided to go withthem. During this time he was benefited by a strange experimentthat went wrong at the Smith Halls. While in the process of mak ingan item of power, a terrible accident occurred; two smiths diedhorribly with the very flesh of their bodies merged together. Elenrilfoun d out from his friends in the Hall that a largish gem of irregularshape was created by the accident. The gem had a very strangeability to merge any two items together, although not alwaysperfectly, as the smiths found out. When Elenril took the gem withhim, the grief-stricken smiths did not notice that it was gone for

quite some time.After moving to Am on Lind, Elenril continued his experiments.At first he worked only with animals, usually re sulting in failu re.However, by combining what he had learned about the mergingstone and spells, he was able to make some combinations of animals that lived. His sister Teletasarë helped him, in order toreduce the pain of his subjects. Over the years he refined histechniques and started working with men. He made a deal withTurukulon the Dragon to buy subjects. At first, their experimentson humans were benign and not very noticeable, but later he wasable to make more radical changes (described later in this section).

By the year 1640, he has had several successes, including the useof the procedure on his first Elven subject. Helkama and L alaith didnot like the direction his experiments were taking and objected

with little effect since the subjects had volunteered. Teletasarë alsoobjects, but she is rather subdued and will not act against herbrother. Elenril also was quick to point out that the reason he cameto Amon Lind was to get away from close mindedness. The othersthat have a say in the keep do not really care one wa y or another,so long as he doesn't start killing the guards. Elenril is very p roudof his plot and feels that some day it will be very useful.

Elenril is 6 '7" tall and slimly built. His hair is light blonde, andhis eyes are pale grey. If he must fight, Elenril uses his sword,Durlachiel. It is an intelligent +30 Galvorn Holy Sword with clearlaen inserts on the hiltguard and pommel. On command it willcreate a cold blue flame along its length. The cold flame willdeliver a Cold Critical of one severity degree less than any other

critical delivered. The sword also gives the wielder a resistancebonus of 25 verses Flame and Heat Attacks.TELETASARË

Teletasarë is Elenril's Sindarian half-sister. She is older andfeels responsible for him sometimes. She left Ost-in-Edhil becausehe was leaving. There, she was in the healing services. Teletasarëis a very fine lay healer and particularly good with prosthetics.Elenril has often wondered if she could not make a whole new bodyif she set her mind to it. She now works as the healer for AmonLind. Although Elenril also works in this capacity, she makes abetter healer because she has more compassion for the sick orwounded. She loves animals and tries to lessen their pain as bestshe can. She also keeps two hu nting falcons tha t she flies for sportand usually goes along w ith Súlkano whe n he flies his birds.

The others at Amon Lind tend to try to protect her becauseseems small and weak. Helkama is deeply in love w ith her and she will con fron t her with his feelings to see her reaction. He dnot know it, but she has admired him for many years and has bwaiting fo r him to approach her. She leaves the castle only fooccasional ride w ith Súlkano to exercise or h un t with their falcor to go to teach the Giants' children.

Teletasarë is striking: 6' 2" tall, with s ilver wh ite hair that fl

nearly to her knees. Her eyes are such a pale shade of grey that tappear white from a distance. She is not as proud as her brethbut w ill not back down from a position once she has decided it is right. She very rarely shows any emotions beside happiand love, but if she ever truly gets angry, heads wou ld roll.

She does not like to fight, but she is skilled in using the longbspear, and longsword. If in danger, she would most likely retto a place of safety and care for the w ounded. If forced to fightwould use one of her three weapons mentioned, all of whic h+25 and of Orcslaying.

THE "WEAPONS"Elenril has nearly perfected the phy sical portion of the pro

and is able to "merge" humans with several different typeanimals. The mental stress of these changes often causes

subjects to go mad. Only four of his subjects have adjus ted to state. One of these was a Dunlending that Elenril merged wilarge fr ui t bat. The man died of old age after serving the citada guard for years. He was extrem ely intellige nt, and the procehad given him ex traordinary senses of smell and hearing, althohis vision had been diminished. His reflexes had also beencreased so that his reaction time was above that of most ElThere are three other such creatures; two were merged with and one with a badger. To alleviate the confusion of what tshould be called, Elenril just calls them "Weapons"

The first of the Weapons is a Northman mercenary, Eniad,got lost in the mountains and captured by Tu rukulo n 10 yearsHe was altered by adding many of the attributes of the great SLeopard. Although he had initial problems, he now enjoysadded strength and agility of his new form . The next Weapona Elvish prisoner of Turukulo n (Cornen), that volunteered tthrough the process to obtain his freedom from the Dragon. Sthis was Elenril's first procedure using an Elf, he was qapprehensive. But everything went well, and the Elf was nohorrified by the results, although the appearance of hair uponface was quite startling. The third Weapon is a Silvan girl, Miwho w as a servant in the citadel. Upon seeing the Northm an andElf in their final forms, she vo lunteered for the same treatmenbecome "unusual"). She was also in love wi th Elenril and wanget his attention. He performed the procedure on her usingattributes of a Lynx before anyone else knew and was succesIn fact, he is almost sure that the procedure would work on E

consistently better than Men, due to their superior healing abiland resistance to disease. He has decided that in the fu ture , he try to find Elvish specimens in preference to Men.

All of the Weapons are capable of above normal feats of agand strength. They also have several of the secondary featurethe animals, such as a fine distinc tly marked fur covering over mof their bodies as well as slightly longer than normal teeth. Thave claws on their hands and feet that can be used to geffectiveness in combat. Elenril and some of the others have noted the presence of anim al-lik e behavior in both of the subjmanifesting itself in the form of extreme unpredictabilitquick er temper and quic k mood shifts. All of these mental chamake the Weapons more difficult to get along with, b ut they hnot warranted their being further altered or caged.

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Power & Politics in the Southern Mis ty Moun tains: the Gia nts & the Eagles

All have been trained extensively in unarmed combat to helpthem cope w ith their new capabilities and to train them for theirpositions as guards. Elenril also believes that the discipline the

training requires will help their mental stab ility. Fëamírë and theguard captain took care of this training, as both are experts inunarmed combat. The pupils have shown themselves to be superiorto their teachers and now train themselves. They include manymaneuvers in their routines that normal Men or Elves could notcomplete, thus giving them a great advantage when in combat. Ingeneral all of the Weapons are considerably more unpredictablethan normal people. Because of their resemblance to wild an imals,some would be frightened by their mannerisms, and right fully so.

Of course, along wi th any success there is almost always fa ilure .In Elenril's case, he has had many; some have been extreme andsome mild. A t the present time one of his failure s is in a cell in thedungeon. This once Dunnish man is now partially Glutan, a speciesof lowland Wolverine, and completely mad. He has no t been killedbecause Elenril still considers him salvageable if his insanity canbe cured . So far, spells have not been effective. Elenril theorizesthat the mind of the Dunn ish man is now fightin g with the mind of the Glutan for control. If the "Man" side wins, then he will becured, but if the "Glutan" wins then he will probably need to beterminated.

Elenril's plans for his next few experiments inc lude a mergerinvolving a young Blue Bear and one involving a small Ape thatFëamírë said he could secure from a travelling merchant inDunland. One of his long-range goals is to locate and use one of thehuge legendary Cats (Chatamogs) from the hills of Rhudaur.

6.13 THE GIANTSWhile the Giants of the southern Misty Mountains are simila

their northern Misty Mountain cousins, they are more opencontact with other races, trading with huma ns and Dwarves thave the courage to approach them . One of the fam ilies even trafairly regularly with merchants from Dunland and the ElvesAmon L ind. These Giants are more like ly to either ignore ormore friendly to non-Giants than their relatives to the North. T

is probably due to the relative lack of evil in the southern areaopposed to the constant presence of the Orcs and the Witch-kin the northern country. If provoked or threatened, these giants still be extrem ely dangerous. All Giants, northern or southern,very protective of their property and will kill all thieves aperhaps suspected thieves. They are slow at making dec isions friends, but are resistant to change once their min ds are made

6.14THEEAGLESGiant Eagles are scattered throughout the mo untain ranges

Middle-earth, and the Misty M ounta ins are no exception. Dutheir large size and food intake, the ir territories are very large atheir numbers small. The southern end of the Misty Mountchain is home to some 25 of these majestic crea tures, spread fa

even ly East to West and North to Sou th. They patrol the areafood regularly and report any strange occurrences or sightingsa designated Warden of the region. The Warden is given position by the Lord of Eagles himself and is responsible reporting to him regularly w ith information about happeninghis area. The Warden is also responsible for gathering the eagfrom h is area when the Thoronrim (S. "Eagle Host") is summonby the Lord of Eagles.

In 1640, the Warden of the southern Misty MountainsDwaithoh ir and he knows most of wh at goes on in the area. He talked on occasion with Súlkano and also knows Ski nba rk (an EnDwaithohir has fought with Turukulon and has taken prey frunder h is nose jus t for the joy of it. Turuku lon w ould love to rohim for dinner, as one might guess. Dwaithohir reports on all t

happens in the area to his Lord at Eagles Eyrie twice a m onth.is young , hav ing only been appointed to this position three yeago, but he takes his responsibilities very seriously.

6.2THE SOUTHERN MISTY MOUNTAINS: T.A. 1640-3019

Overall, the situation in the southern Misty M ounta ins doeschange much over the years. In the year T.A. 1981, the Dwarwere forced out of Moria requiring them to find homes in otplaces. This stopped all trade that had come to the Giants andAmon Lind from this area. Around this time, Turuku lon captumany Dwarves, however not witho ut some pain; one of the grohe captured foug ht back more than he expected and wounded hHe kill ed them all and laid their bodies out in the open to be eaby vult ures and wild animals. Turuk ulon never buried the Dwarbecause he knew they would have wanted to be underground. sold some of the other Dwarves to a tribe of Orcs, and gave the rto Elenril, who found them too difficult to work w ith and set thfree after altering their memory. Turukulon decided that it wtime for a long rest and went to sleep for several hundred yeaBecause of the growing unrest in Dunland during this time, trwith outsiders by the Giants and the Elves at Amon Lind declinBy the year T.A. 2000, the Giants had ceased to trade with anyobut the E lves. Fëamírë' still made trips to Dunland , but his journbecame less frequent as time passed.

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22  Power & Politics in the Southern Misty Mountains: T.A. 1640-3

In T.A. 2050, Helkama renewed communication with Riven-dell. Elrond had known of their presence for years but had left themin peace. By this time, Súlkano had completed the permanentpropulsion devices for his smaller airboat and succeeded in d upli -cating his procedure for making the Mithrarian with the help of Turuku lon. Súlkano decided, however , not to use them for fear of discovery by the power growing in Dol Guldur. During this time,Turukulon was content to tinker with magic on his o wn, not evenbothering to deal with the people he caught; he just ate them.Elenril's experiments progressed, but his flow of humanoid sub-

 jects decreased, so that he m ainly worked w ith animals once again.There were only the two Weapons made from Elves left at AmonLind at this time.

When the White Council was formed in 2463, notice was sent tothe Elves at Amon Lind, but only Helkama responded. He left

Amon Lind for two years to consult with the Wise, because he wasone of the few left that was a member of the Gwaith-i-Mírdainwhen the Rings of Power were made. Upon his return, he an-nounced his plans to return to Rivendell with anyone wh o wouldgo, particularly addressing this to Teletasarë, by then his wife . Shealone consented to return with him, and they lived in Riven dellthroughout the rest of the Third Age and part of the Fourth. Fëamírëagreed to visit Rivendell should the council need advice on anymatters concerning Dunland or the surrounding area.

When Saruman took up residence in Orthanc, he had somecommunication with the Elves at Amon Lind. These were kept toa min imu m because Fëamírë did not trust him saying:

"Saruman is much like a Dragon in that he can manipulate

a person's thinking with his voice. Any idea he suggestsseems to be the person's own. Anything Saruman says seems perfectly logical. He is every bit as dangerous as a Dragon." 

When the White Council was a called together again in 2941,Fëamírë and Lalaith left Amon Lind and proceeded to Rivendel l tohelp in any way that they could. They stayed there until the lastmeeting of the White Council in 2953. On their return trip to Am onLind, they were attacked by Orcs and Wolves in Eregion. Fëamírëwas badly wounded and Súlkano risked the secret of his boats tofly him self as fast as possible to Lindon where Fëam írë and La laithsailed westward. Súlkano made his return trip in segments at nigh tto avoid detection, but he became increasingly paranoid aboutdiscovery.

Norantir the Eagle became Warden of the southern Misty

Mountains in the year 2954, taking the place of his forefathers inresidence on one of peaks near the end of the range. As a favor toGandalf, the Lord of the Eagles instructed Norantir to watchSaruman. His presence over the next few years was a key factor inseveral events. He rescued Isildur's body tha t had been discoveredby Saruman's servants in their search of the Gladden Fields.Norantir also alerted his Lord to Gandalf's plight on the pinnacleof Orthanc. For the first time, Norantir met Tu ruku lon , though hehad known that a Dragon was in the area. Needless to say, Norantirand Turukulon did not get along, crossing paths several times overthe years, with standoff results.

During the time of the war, the Elves at Amon Lind weharassed more often by Orcs and Trolls, making life diff icu lt forthose involved. Breaking all former agreements with the ElvTurukulon also attacked the keep to get to their treasures. He wdriven off by Súlkano and Moranar, but several of the Elves wkilled and others were seriously injured. Elenril had to use merg ing techniques on three of them to save their lives. The Giawere unaffected by the war and virtually unaffected by its ocome.

After the war, Helk ama and Teletasarë returned, bringing wthem some of the Elves that wanted to remain in Middle-earth bwith a more secluded lifestyle. Moranar and Súlkano marrimaking both of them happier.

Now no longer afraid of detection by Sauron, Súlkano is ablefly his boats wherever he likes. He has altered them now so that undersides can mimic the surrounding sky (so they are not sefrom the ground). Alon with several of the others, he leaves tcitadel for weeks at a time, visiting other places and seeing partsMiddle-earth. Of the Weapons made by Elenril during the Warsave their lives, one was ferried by Súlkano to the Grey Havens athe other two remained at Amon Lind. One was given attributesa mongoose-like creature from the South and the other was giv

the attributes of a Snow Leopard.Turu kulon stayed in the Misty Mountains and now plots agaithe Elves, but it wil l be a while before he will attack them openThe Orcs and Trolls of the mountains have been driv en into thholes, and only bother those foolish enough to wander too cloHelkama has lead some quite effective sorties against the cloOrc tribes.

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Power & Politics in Du nlan d: T.A. 1640 & The Clans  

7.0 POLITICS AND POWER:DUNLAND

Since the power structure in Dunland is dominated by a short-lived Mannish race, the political situation varies during the ThirdAge. This section covers the various shifts in politics and powerfrom T.A. 1640 to the end of the Ag e.

7.1 DUNLAND: T.A. 1640There are 15 major clans that are present in the Dunn ish power

structure. Several have smaller clans under their direct control.Each clan controls a given area of land with fairly well definedboundaries, borders which are subject to argument at fairly regularintervals.

The Great Plague of 1636-1637 killed many Dunlend ings; evenmore died to the north in Tharbad and to the west in the Mihiriath.The Dunnish c lans lost approximately 20% of their population and25% of their livestock (more would have died if not for the Healer'sHall). This tragedy was weathered quite well in Dunland, for theDunlendings were quite used to hardships. However, they did feelthat the plague was justly harsher on the Dúnedain, who deservedit. Some of the clans that hate the Dúnedain even w ent so far as tointerrupt shipments of herbs that were to be sent to Tharbad.Needless to say, after the plague was over, the trade between thepeople of Dunland and those at Tharbad declined.

By far the busiest city in Dunland at this time is Larach Duhnnan,which is located on the Old South Road about 85 miles south of Tharbad. This town surrounds the Feargan clan-hold and is thecenter of trade for the area, bringing in people from all theneighboring clans and the outside to trade. Larach Duhnnansupports the largest non-Dunnish population in Dunland proper.Many merchants that travel the Old South Road have takenresidence here, alongside some Northmen that migrated in afterbeing mercenaries in the wars between Arthedain and Angmar.

7.11 THE CLANSThe following clan descriptions are arranged according to

population.F E A R G A N

Clan Feargan is the largest clan in population but not in the size

of the area it controls. Its clan-hold is located in Larach Duhnnan,which is Dunland's largest town. Because of this commercialcenter, its large population, and its central location, clan Fearganis a major force in Dunland politics.

The Chieftain of clan Feargan, Enion , is a calm man and does notmake hasty decisions, a property he does not share with many of the other clan Chieftains. Because he keeps his clan neutral inregard to the Daen Iontis and the Daen Coentis factions, En ion isone of the prime factors keeping the clans from war. He is partialto the Daen Coentis faction, bu t shows no favoritism openly , so asnot to give anyone an excuse for war against his clan. He openlydislikes the Temple of Justice and their priesthood, whom hedeems an irritant. His attitude has caused the clans aligned with theTemple to be cool toward the Feargans. Clan Feargan also controlsseveral smaller clans: the Baertins, the Torbets and the Nathlos.

E R A S T O C

Like clan Feargan, clan Erastoc is a lowland clan. Erastoc hasmaller population than the Feargan, but of all the clans, thcontrol the most land. The Erastocs raise a large number livestock including, sheep, cattle and horses. They have the bhorse soldiers for the young people of the clan are taught to ridan early age. Because they are located away from where a lot ofcontroversy centers, the Erastocs are fairly neutral in clan politi

The Erastoc clan Chieftain died of complica tions brought onthe plague a year after he contracted it. Since that time, the positof Chieftain has been shifted back and forth between several of younger family heads. Clan Erastoc also includes the smaller clof Coinrach and Ealsaid.

 A R A I L T

Clan Arailt is the most warlike of all the clans, and therefore best trained. It is also the lead clan in the Daen Iontis faction athe main supporter of the Temple of Justice. The Arailt hate Dúnedain. Their young warriors go full y armed at all times, ridrelentlessly through their territory hunting and perfecting thbattle skills. They make trips to Larach D uhnnan to cause trouand carouse with others from clans Madoc, Sonmar, and Dob

Clan Arailt warriors often wear face and body paint when gointo battle to make their faces look more menacing. The Arailt in a 'near-war' w ith the Daen Coentis clans and their neighborclans, the Ruadh and Treforn. Clan Arailt also controls thsmaller clans: Grun, Guerd, and Semarg. Clan Semarg is locahigh in the mountains and is claimed by Arailt in name only; threally do not interact with the clan at all.

The present Chieftain of clan Arailt is Daonghlas. He has bChieftain for only 3 years but has a reputation as a cunning mwho was prone to fits of anger. He is in constant contact wMaben, and considers his counsel over all others. In the 3 yearshis rule, the clan has become even more war-like and drawn evcloser in its relations to the Temple of Justice.

L E O N N

Clan Leonn is one of the large lowland clans. They occupy territory north of the Old South Road and south of clan ErastThey are a peaceful clan and do not participate in overall cpolitics to a great extent. They have strong ties to the Erastoc, aare not friends with clan Madoc. Otherwise, they are neuttoward most of the other clans. Like the other lowland clans, tLeonn raise livestock. However during the plague, their herds whit heavily and after three years they are still quite low in numb

T R E F O R N

Clan Treforn is a highland clan that occupies the area jus t noof clan Arailt and south of Caerdh Wood. They are the princienemy and barrier to clan Arailt. Young warriors of the two cloften have minor skirmishes and verbal wars near the boundar

between their clan territories. This border is probably the mheavily disputed in the whole region. The Trefom clan is leading c lan in the Daen Coentis movement that is opposed to Daen Iontis faction led by the Arailt clan. Clan Treforn aincludes the smaller clans, Marvan and Niald. The clan Chieftfor clan Treforn is a middle-aged man named Aonghas. Hephy sica lly very impressive, being 6'4" tall and weighing some lbs, most all of which is muscle. He has v ivid red hair which faded to whit e at the temples. A very strong leader and very zealoin his ideals of Daen Coentis life, he believes that they canrestored by his people. He was instrumental in bringing Drûedain to Caerdh wood and back into the religion of the DaHe is particularly fond of the old bard Strunthor, and enjoys stories and listens to his advice when he comes to visit. (SSection 6.12.)

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24  Power & Politics in Dunlan d: The C

M  A D O C

Clan Madoc is located north of Caerdh Wood, along the edgesof the Misty Mountains. They are one of the clans of the DaenIontis group and are openly supportive of the Temple of Justice.They are not as belligerent as the other clans so inclined, b ut theyare warlike and very friendly with clans Arailt and Sonmar. Theyhave a long standing hatred for clan Ewen that dates back to thetime of the early migra tions to Dunland. The reason for this hatred

has been lost over the years, but since the Ewens are a Daen Coentisclan they still have sufficient reason to keep up the feelings.Fortunately, the two clans are separated by a long d istance, so th isanimosity turns into violence only w hen clan members interact atother locations.

EOGBANN

This fairly neutral clan occupies the highlands north of cRoth. They tend toward being friendly to the Daen Coentis clnearby. They have been pressured by the Daen Iontis clans to jthem, b ut so far the clan Chieftain has not committed. He is oldin failing health and the Daen Iontis hope that the new C hiefwi ll be more open to their invitations. The Eogbann h ave mostheir dealings with the people of Clan Tar Moid to the east, w

which there are many cross-marital ties. The village of Cillielocated in Eogbann territory. This is important since the HeaHall is located there. Derna has been personally visiting the Chieftain B elligel to check on his health because they had becfriends when he was much younger.

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Power & Politics in D unlan d: The Clans

O G A R O N

Clan Ogaron is a lowland tribe occupying the area along the OldSouth Road. Like the other lowland clans, they own herd anima ls,but their main source of income is grain farming, particularly thosegrains used to make alcoholic beverages. Most of the area's meadsand beers is made from grain grown in their fields. Compared to themanors of the Dúnedain, the Ogaron farms are very crude andunproductive; but they make do and are getting better as the years

go by. They are friendly with most of the clans of the Daen Iontis,but they are not officially members.Included in clan Ogaron are clan Cearn and clan Goirich. These

clans live in the northern areas of the Ogaron land and havedealings with the people of Tharbad. This familiarity with theDúnedain and their ways has kept the clan from joinin g the DaenIontis.

E WEN

The people of clan Ewen live high in the foothills of the MistyMountains in the northeastern part of Dunland. The other clansrespect the hunters and trappers of this tribe as expert woodsmen(from other Dunlendings this is quite a compliment). Because theyrange further into the mountains than most of the other clans, Ewenis the only clan that ever has any dealings with the Giants of the

mounta ins. The dealings are very minim al and the people of clanEwen will usually hide or leave the area when they hear a Giantcoming. When they do meet, however, the Giants will not takeaction against those who identify themselves as part of the Ewenclan — unless some offensive action has been occurred (e.g.,stolen cattle, trespassing, etc.). A few clan members have beencaptured by Turukulon when they wandered into his area (seeSection 6.11), but so far the clan hasn 't a clue as to wha t happenedto these unfortunate folk. Since some members of the clan haveseen Amon Lind from a distance, the Clan as a whole know s of itsexistence but they do not know who lives there. They think it ishaunted due to the sounds that come from it. Clan Ewen has a deephatred for clan Madoc and is disliked by most of the Daen Iontis

clans because of their staunch support of clans Treforn and Roth.DOBACThe Dobac are the southernmost of the clans of Dunland. Their

lands range south past the tips of the Misty M ountains and partiallyinto the gap. They are friendly w ith the Daen Iontis clans, but arenot aligned with the Temple of Justice itself. Using Dobac lands asa base, the Madoc, Arailt, Sonmar, and Dobac often join forces tomake extended raids into Calenardhon.

S O N M A R  

This clan is one of the Daen Iontis clans and worships accordingto the Temple of Justice dictates. Since the land they occupy islocated just east of the clan Feargan's land, clansmen regularly goto Larach Duhnnan to trade. Like the Erastoc, they raise manyhorses and are fine horsemen. They were once the fourth largestclan, but they lost a large number of people during the plague. Moreadults in clan Sonmar died of the disease than children leavingmany orphans. These children were subsequently taken in by otherfamilies or taken to the Temple of Justice to be raised by the Priests.A few of these orphans have wound up on the streets of LarachDuhnnan, where they make a li ving by picking pockets and pettytheft. Some have been taken by unscrupulous men and sold intoslavery. Clan Sonmar also includes the smaller clans of Guemmelon and Mar Hogo.

R O T H

Clan Roth and clan Treforn are the two major Daen Coenclans. Clan R oth 's territory is located in and to the north of CaeWood. They are superb mountaineers and some clan membhave been within short distances of Amon Lind. They, like Ewens, feel that the area is haunted and will not get too close. CRoth also includes clan Trothel. Many of the Priests of the DCoentis religions that have been reinstituted have been taken fr

clan Trothel. Clan Roth was hard h it by the plague (it was oncein population).R UADH

Clan Ruadh occupies a small area of land due east of cFeargan. Clan Arailt and clan Treforn are located on their otborders. These three larger clans are the cause of most of cRuadh's troubles. The Treforn are friendly with clan Ruadh, they hate the Arailt and the two clans often use Ruadh land skirmishes. The Arailt show little regard for Ruadh territoconstantly ruining crops and property and trespassing. In the eof clan Ruadh, the Arailt are evil. In the eyes of the Arailt, Ruadh are simpletons, who are in the way and should be undercontrol of another clan. This hatred is bui lding and the Ruadh wto do something about it.

The Ruadh Chieftain, R ul ar t, is in negotiations with the Chtains of clan Treforn, Roth, and Feargan. Ruadh is very importto the clans, because they have very fertile land and grow macrops. These agricultural products are sold to other clans that not so inclined (inc luding some of the Daen Iontis clans). If notthis, the Arailt might have taken control of them already.

COLGAR Clan Colgar is based in the land north of clan Madoc on b

sides of the river Cilstrem. They raise horses and have probablyfinest herds of horses of all the clans. However, their low numbhave made their lands and horses quite tempting to some of other nearby clans. They are a Daen Iontis clan, having aligthemselves w ith those clans to secure their future as an indepe

ent clan. They are unfriendly w ith the Ewen because they suspthem of horse thieving and because they are Daen Coentis. Thalso have a growing suspicion of clan Erastoc and clan Eogbawhom they suspect may be planning to declare war on thsuddenly. Clan Feargan has no intention of doing this, but thought has crossed the minds of the Ogarons. This paranoid natis apparent throughout the clan, and young warriors in parties o20 can be seen thundering across the country side in search of sounseen enemy that has 'invaded' their territory.

T A R M O I D

Tar Moid, the smallest clan, is the furthest to the north occupies a relatively large area. Primarily hunters, they hunt proghorn and deer that roam the area in small herds. The huntof the Tar Moid range out for miles from their homes and oftenas far as the Sirannon and the Glanduin rivers to hunt. They hbeen near the ruins of the Elven villas and the city of Ost-in-Edthey believe that all these places are haunted. Some have foitems of Elvish make in the debris, but they have little use forones that are not weapons, trading them for food or tools. Dueits size, the Tar Moid would be in trouble if it were closer topolitical center of Dunland; but because of its remote locatiois safe from most attackers and at the moment enjoys f riendly clon all its borders. The clan is, however, subjected to more troufrom Trolls and Wolves in the area.

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26   Power & Politics in Du nla nd: The Daen Iontis & The Daen Coen

7.12 THE DAEN IONTISThe Dunael word Iontis has no common tongue or Westron

equivalent. It means: rejected, dispossessed, betrayed, wronged,and unjustly punished. A group of aligned clans call themselves"The Daen Iontis" to show their displeasure at the way they weretreated (through their ancestors). The name is also intended toindicate that they will not stand for the same treatment and that w illnot make the same mistakes their ancestors made. To the Daen

Iontis clans, their ancestors' main mistake is that they trusted theDúnedain, whic h led to their dow nfall as a people. They feel thatthe Dúnedain living now in the vales of the Wh ite Mountains aremerciless invaders that forced their forefathers from their home-land. They believe that if the Daen Coentis had risen in armsagainst the Dúnedain whe n they first arrived, then they w ould beliving there now instead of in Dun land.

Their ultimate goal is to retake their ancient homeland a nd driv ethe Dúnedain into the sea from whence they came. These clans aremore war-oriented that other clans, and the young men trainconstantly for the tasks which are ahead. These clans are alsopushed in this direction by the Temple of Justice and its leader,Maben, who coun cils with the Daen Iontis Chieftains. The templeteaches that the Dunlen dings mu st have "justice" from those wh o

have wronged them. The lead clan in this move ment is Arailt; otherclans in the mov eme nt are: Madoc, Colgar, Dobac, Sonmar, and onthe periphery, Ogaron.

The Daen Iontis name and movement appeared approximately300 years ago just before the arrival of Maben and the establish-ment of the Temple of Justice. The Chieftain of clan Arailt at th attime (Goiridh) originally conceived the idea to increase the moraleof his people and to discredit the Daen Coentis m ovem ent of clanTreforn that had begun some 50 years earlier. Once the idea caug hton, he saw that this kin d of hatred could be very usefu l in helpinghim gain control of other clans. When M aben arrived, he imm edi-ately encouraged the movement and G oiridh, and the feu d betweenthe two factions was off and runnin g. It was Goiridh who hired theassassin to kill the leader of the Daen Coentis (Divemal). Mabenand Goridh believed that once Divemal was out of the way, theDaen Coentis would return to their old ways and forget his visionsand speeches. However, this was not to be.

The Daen Iontis view the Daen Coentis clans as a reflection of their ancestors: flawed and weak. The Daen Iontis believe that thi sgroup of clans are a bad influence on the other clans, and that thisinfluence must be eliminated. Therefore, a 'near war' has existedfor years between these two factions.

The Daen Iontis clans have begun to relearn the skilled weaponmaking crafts of their ancestors. How ever, th is process is slow andthe Daen Iontis do not like to move slowly. So to convinc e the otherclans that their way is the 'right' way, they have taken captiveseveral wandering Dwarves and forced them to secretly make

weapons for them. The Daen Iontis claim these as their owncreations, thinking that it is only a matter of time before they canproduce weapons of similar quality .

Most of the Daen Iontis clans wo rship in the m anner dictated bythe Temple of Justice, w ith M aben as their spiritual leader. Whe n-ever possible, people of these clans go to the temple fo r the ritu als,some which in volv e the sacrifice of their enemies. These sacrificesare made to gain the favor of the gods of their ancestors, and toshow them that the Daen Iontis are a strong people wh o w ill n ot failas their ancestors did.

7.13 THE DAEN COENTISUnlike man y of the other clans, the Daen Coentis ("the Skil

People") clans consider their early heritage as a goal to strive fThey are attempting to return to the ways th at their people followbefore the Dúnedain sailed to the shores of Middle-earth. The DaCoentis' search for this lost heritage began soon after they mgrated to Dun land in the late Second Age. Because they saw ttheir fellow clans were turning toward Evil and corrupting th

religion, these clans were some of the first to leave the WhMo untain s. Afte r migrating north , they spent the first few genetions settling into their new home and just survivin g, causing thto forget mu ch of their Daen Coentis heritage.

After several hundred years, Divemal came to power in Treforn clan. Divem al wa s a warrior, but not jus t a fighter; he walso scholarly inclined . He became clan Chieftain at 21 and ruthe clan un til he was killed by an assassin at the age of 63. Givgreat vision and directness of mind, he was a great speaker acould turn the hearts and min ds of a crowd 180 degrees if given chance to speak. His main contributions to his clan were the trthat he made to the White M ountains to study the lands and waof his ancestors.

Upon re turning from the last of these trips, he brough t his c

together to tell of the proud people that once reigned over the WhMountains, of their wonderful works in stone and metal, andtheir relationship to the Drûedain and the 'true religion'. Tspeech brought sorrow to the clan that mourned th e passing of twhich they once had, but Divemal was not through. He also tthem of how the y, through ha rd work and dedication, could regthat life and become a better people. Since that time, clan Trefohas been striving to become a great and skilled people again. Thabandoned the name of Daen Lintis, taking the old name of Daen Coentis again. Soon clan Roth and clan Ewen joined themtheir journey to the past and the Daen Coentis movem ent becaan active part in the politics of the area.

Since Divemal's death, the Daen Coentis have kept his woand goals ever in their mind s throug h song and speeches. At the of eight, the you ng men are required to memorize Dive mal 's mfamous speeches, accordingly many great storytellers and bacome from these clans. Over the years these clans have hadendure persecution from some of the other clans, particularly Daen Iontis. They have become the best craftsmen of the areawood metal and stone. Some of these skills they learned from Dwarves of Moria who they hired to teach them, but most hbeen mastered throu gh hard work and trial and error.

They hav e buil t temples similar in design to those found in White Mountains and have dedicated them to the worship of Earth Mother (Yavan na), and Gobha (Aulë) . For the most part,temples are located in Caerdh Wood (D. "Choil Caerdh") and in high mountain valleys of the ridge of the Misty M ountains t

borders the wood. Priests from the clans live at these tempgua rding them from intruders whil e studying the religion of oldrecent years, the Priests have realized that an important part of Daen Coentis worship is missing. The Drêedain who lived centuries among the Daen Coentis were an important link to past, but left when the Daen Coentis wavered towards Evil.

The present Chieftain of clan Treforn, Aong has Treforn, sentbrothers, Padrey and R aon ull , to find members of this anc ient rand inv ite them back to Dun land . Searching for nearly three yehis two brothers fin all y foun d a tribe of the ê in the Woof Westmarch. At first the Drûedain were wary, b ut soon realithat the two were sincere. (Drugs tell no lies and can recognmost untruths immediately.) After living with the Drûedain several months , the brothers asked the Drûedain to mov e north

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Power & Politics in Dunla nd: The Dúnedain & Price Table  

live with the Daen Coentis again. The tribal head man decided thata small group of the Drûedain would go with the brothers toDunland to see the area and meet Aonghas. The small party of Drugs that came with the two brothers decided that life w ith theDaen Coentis could be very fu lfill ing for both races and sent fortheir brethren. The Daen Coentis are planning to send a party southto escort the Drûedain to Caerdh Wood by a safe and secret route(i.e., bypassing the Daen Iontis clan territories).

The Daen Coentis are weaker in numbers that the Daen Iontis.The only thing that keeps them safe from an overt war is thestabilizing presence of the larger lowland clans which might sidewith the Daen Coentis should war break out. Should these clansever side with the Daen Iontis, then the Daen Coentis would be introuble. The Priests of the Temple of Justice are unwelcome onDaen Coentis lands.

The Daen Coentis do not hate the Dúnedain as much as the DaenIontis, but they do feel that too much Dúnadan in fluence can bebad. They trade with them on a limited basis and would supporttheir right to live in Dunla nd. However, they would no t be able todefend them openly against the Daen Iontis should the Dúnedainbe attacked.

7.14THE DÚNEDAINThe Dúnedain living in Dunland proper are scarce. By 1640,

most of the Dúnedain that lived on farm ing or herding estates haverelocated nearer to Tharbad, because of the growing unrest amongthe Dunlanders. This general relocation does not include all of theDúnedain; some still live as far south as 20 miles north of LarachDuhnnan. These Dúnedain are in a state of constant preparednessfor assault from some of the clans that express hate for theDúnedain, especially those of that call themselves the Daen Iontis.

The Dúnedain usually travel in large groups. Harassment of Dúnadan individuals in Larach Duhnnan occurs, but it rarely turnsviolent because of clan Feargan's influence. In other villages theintensity of this harassment depends on the con trolling clan.

Dúnadan estates are usu ally of better constructed than those of Dunlend ing make. The owners of these manors make their liv ingby farming and raising cattle. Their crops, like the Dúnedain, aresubject to assault, causing man y farmers to leave the area.

The Dúnedain are hospitable to visitors as long as they knowtheir intentions. Most non-Dunlending races are be welcome, but,before they will show unfamilar Dunlending visitors hospitality,they have to be vouched for by someone the Dúnedain know.Dúnedain livin g in areas controlled by Dunnish clans have agreedto live in peace and not to interfere in each others' affairs. Clansmaking such agreements are considered pro-Dúnedain by theDaen Iontis clans and are persecuted accordingly. Some of theseclans working with the Dúnedain are also Daen Coentis and thiscombination really infuriates the Daen Iontis.

On their own, the Dúnedain still represent a powerful force in thepolitics of the area, since they still control large tracts of land andlarge sums of wealth. Their superior weapons and knowledge of magic also enhance their influence and has helped keep them frombeing openly attacked. Some of the Dúnedain in the area contributeto the Healer's Hall, although it is rare that a young Dúnadan is sentthere for instruction.

NOTE:  In the event that the Dúnedain were attacked openly, they would band together and send for help fromCardolan or Gondor. The only Dunlending clans that might help would be some of the Daen Coentis clans. Althoughthese clans dislike the persecution of the Dúnedain, they arenot powerful enough to align themselves openly against the

 Daen Iontis for fear of re talia tion.

PRICE TABLEGood/Service  Cost*  Note

FOOD AND LODGINGS

Beer/AleBrandyCider/Mead

WineLight MealNormal MealHeavy Meal

Week's RationsTrail RationsGreat BreadWaybread

Poor LodgingsAverage LodgingsGood LodgingsStable

l/2cp1cp

l/2cp

1cpl/4cpl/2cp

1cp

5cp7cp2gp

45sp

l/2cp1cp3cp

l.5cp

pint.h a l f - p i n t .pint.

pint.cheese, soup and bread.Meat soup or pie, bread and potatoSteak and vegetables, bread.soup, pastry.Normal Spoilage 181b.1 wk. Preserved. 141bs.1 wk. Preserved. 41bs.1 mo. Preserved. 41bs.

Communal sleeping.Separate bedding.Separate room.1 wk. for 1 mount including fodde

ACCESSORIESBootsCloakCoatClothing

Bedroll

Backpack

RopeRopePoleTentLantern

Waterskin (l qt.)Flint & SteelLockpick kitOil f l askPitons (10 iron)TarpTorchWeapon beltPegs (10 wooden)ScabbardSack (501b)QuiverArrows (20)Crossbow bolts (20)

1sp7cp

14cp9bp

18cp

20cp

5bp15bp4cp2sp

22cp

l/2cp12cp25bp

4cp20cp12cp

l/4cp6bp

l/2cp34cp

7cpl l cp49cp15bp

3.5  lbs.2.51bs7 lbs.9 lbs. cotton pants&sh irt, woolcloak&hood.5.5 lbs; blanket and oiled canvasground cloth.2.5 l cu. ft capacity(maximum of 20 lbs).6 lbs; 50'; breaks 01-02 roll (unmo3 lb; 50'; breaks 01 roll (unm od.).7  lbs.9 lbs. sleeps two.1.5 lbs.50' d. light.

.5lb..5 lb fire in 3 min.

.5 lb. +10 bonus

.5 lb. 6hr refill .5 lb2.5  lbs.4 lbs. 5' x 8'; water resistant.1 lb; 20' d. light; 6hrs..5lb1.5 lbs.1 lb.2.5  lbs; 3  cu'..5 lb; holds 20 arrows or bolts.3.5 lbs.3  lbs.

TRANSPORTMature ponyLight horseMedium horseHeavy horseMule

Wagon

Sma ll boat

River boat

25sp35sp

7gP8gp5gP

5gP

4gp

12gp

Moves 4-20 mph; can carry 180 lbMoves 5-30 mph; can carry 200 lbMoves 5-25 mph; can carry 300 lbMoves 5-20 mph; can carry 400 lbMoves 5-25 mph; can carry 300 lbStubborn,tough.8' x 5'; 2-10mph. Carries up to 150requires heavy horse or 2 light hor10' long, 3 ft wide; comes wi th 2 oand small sa il, can float 800lIbs.20' long, 8ft wide; comes wi th 6 oand sails; can carry 4000 lbs.

* — Relative Cost in Dunlan d (many D unlendings w ill only bar

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Power & Politics in D unl and : The Temple of Just

7.15 THE TEMPLE OF JUSTICESoon after the Daen Iontis sect formed, a man appeared calling

himself an emissary of the gods of the Dunlanders. His name wasMaben. Such w as his charisma and the tim ing of his arrival thatmany of the Dunlanders saw him as a Messiah of sorts, and hebecame a great spiritual leader. This w as arranged by the forces of evil at Dol Guldur; Maben is an emissary of the Dark Lord. Hispurpose in D unland is to reinforce the hatred that the Du nlanders

feel toward the Dúnedain and their allies.The temple was buil t 220 years ago. Men in service to the templeare taught fighting sk ills and magic skills, making th em a strongforce in area politics. The temple population is made up of threeclasses: priests, acolytes, and guards. Guards are usually youngmen of the Daen Iontis clans that come to the temple to learnfighting ski lls and discipline. M ost do not stay to become acolytes ,but those that do are truly zealous for the cause or they are underpressure from clan leaders.

After a period of 1-3 years in the guard, acolytes are chosen byMaben from those guards that desire to serve the temple. Trainedin unarmed combat and in beginning spell use, they are under strictobservation by the priests and Maben. They can be disciplined,demoted to guard, or dismissed at any time for minor slips in

behavior. Acolytes that maintain their status for five years canbecome priests if Maben recommends them. He is the soul sourceof this promotion, and does not approve half-hearted servants.Acolytes that do not make the promotion have the choice of remaining acolytes for five more years, becoming officers in theguard, or leaving . Because of their superior training and discipline,many acolytes that have left the service of the temple have becomeleaders in the clans. Priests are taught more magical skills andoration skills by Maben himself, so that they can travel the landspreading the Laws of Justice.

Status in the temple is denoted by the color of the robes and hairstyles. Guards wear white robes with fine gold trim and they weartheir hair in warriors braids as the clansmen do. Acolytes wearsimilar robes that are red with gold trim, but they are required toshave their heads for their first year and then wear their hair like thepriests. The priests wear black robes with red and gold trim,keeping their hair very short. They also put a substance on their hai rthat bleaches it, and causes it to stand on end.

Guards are armed with long-handled, wide-bladed axes andshort pole arm weapons (called derfels). The derfel is 6 ft long andhas a "U" shaped end that is bladed on the outside edges but dullon the inner edges. This weapon can be used for thrusting andslashing and as a capturing device. One of an opponent's limbs canbe trapped by sink ing the prongs of the weapon in to the ground oneither side of the limb. Guards are extensively trained in thistechnique and are taught to work together in combat to capture foes(Maben prefers live prisoners). Guards are also trained to use of short, javelin-like spears. Priests and acolytes prefer to resolvecombat using their unarmed combat skills, but they carry daggersand will not hesitate to use magic if threatened.

Patrols of the temple's perimeter are conducted twice daily bygroups of 6 guards lead by an acolyte. Before public speeches byMaben, guards are posted in the area where the crowd stands andbehind in the hills above the temple. On these days, the patrols aredoubled and range further out and up into the hills.

M  A B E N

Maben, the High Priest of the Temple of Justice, is a servantSauron sent out from Dol Gul dur some 300 years ago to infiltrthe power structures of Dunland. Enslaved by Sauron through oof the lesser Rings of Power, he was originally a Númenórenobleman from Umbar.

The Ring does increase his lifespan, but like the other Ringalso deteriorates the flesh. Since th is is a Lesser Ring, the effec

not intense and can be warded off by regularly bleeding enerfrom other beings. If he not be able to obtain thi s energy, his flewould dissolve over a course of six mo nths unt il he became a miWraith, sim ilar to but muc h less powerful than a Nazgûl. To hthis process from h is follo wers , Maben drains prisoners about toexecuted or sacrificed. Regu lar execution/sacrifices are held evthree months to teach "enemies of the Dunlendings" fear. Opriests and the victim s attend these ceremonies; they do not realwhat is really happening. Once a year, the execution/sacrificeheld publicly on the Day of Retribution. The sacrifice is suppoto symbolize the revenge that the Dunlendings will onedachieve. If prisoners are not available when he needs to feMaben will leave the temple by the secret way, take his true foto kill and drain anyone he finds (he looks like a D únedain).

Besides these ceremonies, Maben delivers regular sermonsthe Temple for the guards, priests and acolytes. He also gipubl ic speeches from the top of the temple to the crowds gathebelow. He is not limited to the temple and often makes tripsnearby towns, villages, and clan-holds; where he makes passionspeeches to the people. Maben is a consummate orator and is qudramatic in hi s presentations. He has been know n to tear his clotand anoint himself with blood to illustrate a point or to drattention. He plays to the crowd's emotions and can cause rioThis can be particularly unhealthy for the Dúnedain and thallies. Through this policy of persuasion, Maben has attracman y people to the ways of the Temple and has more new recrvolunteering than he can use.

Maben appears as a tall (6'3") Dunlending man with long wh

hair and beard. He is strongly built and has deep set bright greyes that look somewhat wild. In his true form, he is a 6'6" Black Númenórean with black hair, deep-set gray eyes, andperpetually menacing look. Upon seeing his true form, most wknow that he is evil.

Maben is a skilled fighter with the long sword, short swospear, staff, and bow, but he will use magic first in a threatensituatio n. If confronted in an open area wi th others present, he wuse his powers of persuasion to incite the crowd to attack adversaries. When away from the temple, he is armed wi th a stand a concealed +25 short sword. His Ring is a times 6x Mul tiplie r and gives hi m use of all the Bard and Sorcerer Base Lto 20th level even though he is a Channeling magic user.

Currently, Maben suspects that the old Dunnish B ard Struntis not who he seems and is plotting to find out his true identity.has had reports from spies that the Daen Coentis clans are harbing the D rûedain in Caerdh Wood. He has considered a raid intoarea to destroy them, but does not know their strength. Maben an agreement with Turukulon (see Section 6.11) to appear special occasions at the Temple as "The Spirit of DunlendAnger". These occasions are on dark nights so that Turukulon glide down off the h ill behind the Temple wit hout being seen. The can flame up the area behind the temple. Of course, no oneallowed behind the temple during these ceremonies.

Númenórean

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Power & Politic s in Du nla nd : The Stoors & The Healers

7.16 THE STOORSThe Hobbits of Middle-earth migrated from the Anduin V alley

into Eriador in and around T.A. 1050-1150. A portion of theseHobbits, primarily Stoors, settled south of Tharbad in the GwathlóBasin. In 1300, many of the Hobbits around Bree were forced tomove further south, west, or east back over the mountains to escapethe forces of the Witch-king. This increased the number of Hobbitsin the Northern areas of Dunland. The next major migrationoccurred 300 years later in 1600, when a large number of Hobbitsfrom Bree and the surrounding area moved to the Shire. Thirtyyears later, many of the Stoors of Dunland also moved there,leaving only a small number of Hobbits in Dun land.

By 1640, the number of Hobbits had decreased even furtherbecause of the plague. The only community of any size le ft is NewMaresh, which was originally founded some 400 years ago. It islocated 60 miles southwest of Tharbad along a small tributary of the Dunstrem which they call the Reedwater, about seven milesfrom the Dunstrem's confluence with the Gwathl6. The landaround the land is marshy and has patches of quicksand w hich allthe Hobbits know about. Since the creek which runs through thearea has a fairly swift current, little stagnation occurs and thusinsects are only a real problem in a summer after a mild winter. This

quaint little village is set on a low hill in the middle of this marsharea. It is fairly self-sufficient; the Hobbits fish extensively andnearly all citizens have gardens. When traders come through andbring other goods from time to time, the Hobbits trade smallhandcrafts and medicinal herbs they find in the marsh. This is oneof the prime sources for the herb Reglan in this area. The Hobbitsalso have boats which they use on the stream and in the marshes.Sometimes, they even travel down the Gwathl6.

The town is slowly dying as each year more of the townsfleave for the Shire. While the Hobbits here have few enemies, wanimals do range through this area at times and an occasioruffian shows up and makes trouble. These Hobbits are bymeans timid , and wi ll take whatever measures are needed to sectheir safety. To this end, they use the marsh very effectively, lurthe unwanted into it and then getting them lost. Many brigahave fallen victim to this strategy and found their grave at

bottom of a quicksand pit. The Hobbits are all skilled with shbows and spears which they normally use to fish. Strangers usually treated with kindness, tempered with suspicion until thave proved themselves to be no threat.

One of the major health risks for the Hobbits is the populatof Jatewoones (see Section 5.3), or Cleaverbeaks as the Hobcall them. These large birds have killed Halflings on sevoccasions. The Hobbits conduct hunting parties when the Jwoone population becomes too high.

7.17 THE HEALERS AND THEIR HALLThe Healers and their Hall are unique in Dunlending soci

The Healers are independent of any clan's control and loyaltallowing them to work freely within the framework of the csystem. The Healer organization and the Hall were founded nea500 years ago to provide good health care for all of the peoplethe land. Healers are located at each major clan-hold and at eachthe larger villages and towns. Since its original conception, group has grown in size and in the respect it commands. If somewere to commit a crime against the Healers, he would be punisquickly and severely by any of the clans that captured hregardless of who he is.

The Hall is located in northeastern Dunland in an area controby clan Tar Moid. The Ha ll, also called the Healers' Hold, is anDunadan outpost tower (built in S.A.) just outside the villageCillien. It was used as a private home, but it has been rearranto suit the needs of the Healers and their patients. Young men

women that have the inclination and aptitude to become Heaare sent to the Hall by their clans. There they train for a periodyears before taking up their duties in the world. At the HealHold, they are taught to forget or put aside their clan allegianEarly on in their training, the students still have these feelings many times fights ensue. Those headstrong and hostile studethat actively maintain these allegiances are not allowed to stay, may be looked down upon by their clans because they failedbecome Healers. Being a Healer is considered a noble calling is second only to oration/storytelling. The Healers are someticalled witches (although in a nice sense) by the common folk

D E R N A  

Derna, the leader of the Healers, appears to be a middle-aDunlending female. She is really the Half-elven daughter oDunnish woman who used to head the Healer's Hall. Like mother, Derna believes that she has Elvish attributes becausesome her distance ancestors were Elves. The truth is that wDerna's father appeared to be a charismatic young DunlandeDerna's mother, he was actually Fëamírë, an Elf from Amon l(See Section 6.12.) Subconsciously, she made the choice of moheritage for herself and is very slowly growing older. Most peconsider her longevity to be a reward for her goodness and excellent healing abilities. She is 150 years old and has beencharge of the Healer's Hall for 76 years. She appears to be midaged, but underneath her makeup she is a much younger, mbeautiful woman. Her knowledge of the healing arts is extensshe is a fine instructor, she is well liked by her fe llow teachers

her students, and she is well respected as a leader. Derna lwith her son in a small, comfortable house next to the Healer H

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Power & Politics in Dunlan d: Fr oithir & The Trad

F R O I T H I R  

When Froithir was one year old, his mother (of clan Ewe n) lefthim w ith Derna, who raised him as her own. His mother believedhim to be part Elvish and gave him up because he would never betruly accepted by the other clan members. She felt that life at theHealers Hall would negate this problem and provide him a betterhome.

Froithir has not made a decision between his mannish and Elvish

heritages, but he is leaning toward his Elvish side. Even at thisyoun g age of 25, he has become an accomplished ranger, ventu ringfar and wide in the northern part of Dunland. He has even enteredsome old Elvish dwellings along the Glanduin River. That is wherehe found his sword (one of the finest in existence in Du nla nd) andseveral other Elvish items that he keeps with him.

He loves animals and keeps many as pets, most of which werehurt when he foun d them in the wilds. He has healed them using hisown abilities and with help from Derna. Some of his pets are veryunusual and the villagers are happy that they live on the outskirtsof the village. Anyone entering Froithir's and Derna's homeunasked, will find themselves being "welcomed" and held at bayby these beasts. His most unusual pet is an albino glutan (seeSection 5.3), which he found injured and abandoned while still a

cub. The glutan, which he calls Wynael, comes and goes as hepleases and has been taught not to attack humans or herd animals.Wynael accompanies Froithir when he goes exploring or hunting.The glutan is very protective and will fight anyone that attacksFroithir. Froithir also has a Madratine, a squirrel, and two owlstrained to the lure.

7.18 THE TRADERSSince the general decline of Calenardhon and Tharbad, the trade

passing through Dunland by way of the Old South Road hasdecreased. With the plague it has decreased even more. Many of the merchants that used to survive on this commerce have had tofind other sources and markets for their goods. The increase ininter-channel trade has helped unite Dunland.

Because of its central location and its position on the road, mostDu nn is h merchants are based in Larach Du hnnan . Because theyare well established in the area and trade freely, the traders locatedin Larach Duhnnan, although not always full Dunlending, aretrusted by most clans .

Starting at Larach Duhnnan and circling through a preset routeof villages, towns, and clan-holds, these merchants make longtrading runs that take two weeks to three months to complete. Aftereach journey, the merchants return to Larach Duhnnan to procure

more merchandise and bank their profits.While the merchants of Dunland are respected by most Dun-lendings, they are closely watched by the clans, who are sticklersfor fairness and some of the best barterers in Endor. The merchantshave become a close group over the years. Although they are incompetition with each other, they will stick together in adversityand hold regular meetings to discuss topics of concern to all of them. In the past when a clan did something to disturb them (e.g.,making them pay heavy tolls, confiscating goods, etc.), the mer-chants have pressured the other clans for justice by withholdingtrade.

A section of town in Larach Duhnnan is set up almost excsively for the use of the merchants; it contains warehouses, shotaverns and inns whi ch are oriented to their needs. M erchants froutside Dunland come to this part of town and trade w ith the natmerchants, thereby making their goods available to all of DunlaWarehouses in this district can contain a wide assortment of tragoods. Where particularly valuable items are being stored, warehouses are kept under lock and guard. Shops in the tra

district of Larach Duhnnan are the most progressive in the regitypically containing the more modern products and best iteimported from the South.

T H E   S M U G G L E R S

A little known sub -group of merchants in Dun land makes vhigh profits. These merchants' forefathers made fortunes smugling illegal herbs and other contraband into Tharbad beforeeven tual depopulation by the plague in 1636. Afte r the plague, thfound that the area around Tharbad offered a relatively smmarket for their goods. Many became brigands and highw aymliving off merchants and pilgrims. Others began trading legaand eventually became merchants in Dunland. Still others triedfind new markets for their illegal goods and services.

The most successful of these smugglers grow illegal herbs a

then smuggle them into the large cities to the South. Thsmugglers reside in a Dúnedain Manor house that was abandon100 years ago. Ten years ago they m oved into the house and begoperations. Soon afterward they found a prime market for thgoods in Umbar.

Less than 200 years ago, the Corsairs were the minions Castamir in the Kin-strife. W hen they were defeated and driven of Gondor, they took over Umbar, and hav e foug ht the G ondoriever since, through open war and subvers ion. Subversion is at where; the Corsairs need a constant supply of illegal, highly addtive, and debilitating herbs such as Gort and Tartella. Thsmuggle these drugs into Gondor's major cities to subvert people and armies. The smugglers from Dunland are one of

larger suppliers of these herbs.The herbs are grown in Dun land and sent to the old port by LoDaer on the lower Gwathló, where they are shipped to Umbar aeventually smuggled into Gondor. Occasionally some herbs sent through Calenardhon, but this is rare. This operationconsidered very important by the Corsairs, and they have senliason to live wit h the growers. The emissary's name is Tigon he is in charge of all the shipments from Dunland to Lond DaTigon is the only Corsair there, but he does have a Haradbodyguard with him named Mungrod.

The leader of the smugglers is a Dun lending named Cinard, wis a shrewd businessman as well as a ruthless criminal. H e runsoverall operation and keeps others in line, altho ugh there is much dissension in the ranks. His wife Adeyn aids him in

managerial tasks and helps Voronthor with the agriculture. Shconsidered to be Cinard's equal. They have a naive 14 year daughter Neacal. She is being ta ught business and fighting skillsher parents and other members of the group.

Helin is Cinar d's best friend and strong arm. He is a N orthmthat joined them several years ago after becoming disgusted wthe wars in the no rth. He is in charge of the guards of the compouCila, hi s lady friend, has been pu t in charge of the kitch en staff housecleaning, because Adeyn feels that she is not capableanything else. Cila is actually much smarter than most of ththin k and is formul ating plans to leave wi th large sums of mon

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Power & Politics in Dunla nd: The Bards & T.A. 1640-2510  

Iarless is a Dunlending woman in her mid-thirties, strikinglybeautiful, but rather cold. She is in c harge of the field labor andrelations with the Breffrin tribes from which they learned muchabout the local herbs. She is a skilled warrior and tracker.

Voronthor is a Dúnedain herbalist that has been with Cinard for11 years. He is in charge of the crops, inclu din g growing patterns,harvesting, and storage. He also works on perfecting his ownpurification techniques for the herbs.

A group of these people go into Larach Du hnn an ev ery 4 mo nthsor so for supplies. This is the only real contact they have w ith theother Dunlanders, except for an occasional crossed path withindividual members of clans Erastoc and Leonn, whose territoriesare nearby.

7.19 THE BARDSThe bards of Dunland are not an organized group, and are rarely

seen in groups larger than 2 or 3. How ever, they a ffect the moodof Dunland as much as any of the other political groups. Bards,orators, storytellers, and sages are all held in high regard byDunlen dings, because the spoken word is most precious to them.With only few minor exceptions, all of the Dunlending historiesare kept by spoken word . In their oral traditions, the use and misuseof voice in persuasion, battle, and the keeping of history is secondonly to battle skills. A warrior is not considered complete if he

cannot express himself.

Starting at an early age and en ding in their mid-thirties or wtheir master dies, bards are tau ght th eir sk ills thro ugh a n apptice/master system. Once they are out on their own, they travelcountryside from town to town telling and listening to stories. Talso sing and report news from other areas. Because of tprivileged statu s, they are ha rdly ever attacked or molested. Ttypica lly wear no clan symbols, u nless they h ave progressed topoint of being an advisor to a clan Chieftain. In such a case, tusu ally stay in the c lan-hold as part of the Lords's fam ily, traveonly occasionally to the surrounding towns. Sometimes thbards act as the messengers for the clans, delivering messageothers from the Chieftain of their clan in the exa ct words voiceinton ation of their Chieftains. Other bards not affiliated w ith a earn their living thro ugh donations from th eir listeners, by carrmessages for private parties, and by delivering pu blic speechesrebuttals for private groups. On numerous occassions, a bdelivers a mo ving speech for a private party, onl y to turn aroafter being hired by the opposition and delive r a satirical rebthe next afternoon. Most bards are not politically aligned and work for anyon e. The few that become the targets of persecuor retribution for their actions are kno wn to be perman ently alig

with a certain political group or clan, (i.e., the Daen Iontis, DCoentis).Not all of these oral historians, storytellers, and sages m

public speeches on a regular bases. For example, the hDunedain named Elharian is thought to be a bard, but hprimarily a sage/fortune-teller/astrologer. He liv es in a short rotower in Larach Duh nna n, and his advice is high ly prized, aswell kn own that he is usua lly the first to hear rumors. Informagained from Elharian is usually correct, but is also expensaltho ugh he often takes payme nt in the form of juic y rumors

Anothe r bard of note in the area is Strunth or. In reality, he iSindar bard, Fëamírë of Amon Lind, who dabbles in Dunaffairs (see Section 6.12).

Alth oug h seen as a holy man, Maben is also considered by m

to be a bard in the sense of oral traditio n. As the h igh priest oTemple of Justice, he exerts a large amount of control overpeople through the power of his voice, wh ich ranks h im amongtop orators in all of Dunla nd.

7.2 DUNLAND: T.A. 1640-2510After T.A. 1640, the Dunle ndin gs remained virtu all y unchan

for over 800 years. Backed by the Temple of Justice, the DIontis contin ued to grow in power, wh ile the Daen Coentis coued to grow in skill and to become more civilized . In general, tthrou gh Du nland declined during these years, particularly aftefall of Arthedain in T.A. 1974.

For the most part, the clan structure remained the same; Rua dh wa s absorbed by the Arailt and a small war was fou ght the land. As time progressed the Daen Iontis clans, especiallysouthernmost of these clans, moved fu rther so uth into westfoldranged farther and farther into w ha t had once been CalenardSome of the other clans not completely aligned with the DIontis also moved south (i.e., the Erastoc and some of its clans).

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32   Power& Politics in Dunland:T.A. 2510-3018

7.3 DUNLAND: T.A. 2510-2759In 2510 TA, the Rohirrim were offered all the lands that once was

Calenardhon by the Steward of Gondor. They accepted and tookimmediate ownership. This meant that the land the Dunlendingshad long wanted and waited for, the land that they believed wasright fully theirs, was now fu ll of rivals. For most of the Dunlendingclans, this resulted in an incredible and immediate hatred for thepeople of Rohan . Many of the Neutral clans became aligned with

the Daen Iontis at this point. Fortunately for the Daen Coentisclans, the Daen Iontis attentions turned toward Rohan. Theyplotted and raided for the next two centuries, carrying on constantborder wars with the Rohirrim.

Over the years, some of the members of clans Madoc and Dobacbecame friendly with the hereditary force at Isengard. That forcehad been at the circle of Isengard since 2050, when the last of theGondorian Kings perished and the regular garrison had beenrecalled. In 2710 when the last of the hereditary captains of thisfortress died, the Dunlendings of clans Madoc, Dobac, and Arailttook the fortress; first infiltrating as friends and then seizingcontrol. This was but a forerunner of things to come; the real warwould begin in 2758.

In 2754, the spark was struck that would ignite the Dunlandersand send them marching against the Rohirrim. This spark came inthe form of a man named Wulf. Wulf was part Dunlending and partRohir and claimed to be a descendent of one of the K ings of Rohan.He was a fine warrior and a charismatic leader that only needed apush to get started. His father, Freca, was a wealthy land ownerfrom Westmarch who fancied himself wellborn. Freca beganattending the assemblies of the Lords of the Rohirrim and wasfinally so bold as to ask for the King 's daughter hand in marriagefor his son. King Helm of Rohan was not a gentle man andrewarded Freca for his boldness by striking him so hard on the topof the head that he died.

Wulf fled Rohan and for the nex t four years recruited men fromthe clans of Dunland to his cause. By right of combat, he won the

Chieftainship of his family 's clan, the Madoc. Once in control of this clan, he soon convinced the other clans of the Daen Iontis to join him in defeating the Rohir rim once and for all. Maben, st ill theHigh Priest of the Temple of Justice, put his voice behind W ulf'sin this venture. Men from every clan in Dunland joined his army;although few came from the clans Treforn, Ewen, and Roth, whoretreated to their holds and hoped for the best.

When the Corsairs invaded Gondor in 2758, and the Easterlingsinvaded Rohan from the across the Anduin , Wulf deemed that thetime was right. The Dunlendings attacked Rohan's forces at theFords of Isen. W ulf's forces were joined by a force of Southernersthat were in league with the Corsairs and had landed on theGondorian coast. The Dunnish army swept over the Fords of Isendefeating the Rohirrim and forcing them to retreat to the Hornburg

and Dunharrow. The Rohirrim were besieged all winter. Edoraswas taken and Wulf set himself up as King of Rohan and Dunland.

However, his reign was short lived. In the spring, the nephewand only remaining male heir of King Helm, Freáláf, descendedfrom Dunharrow, routed Wulf's forces, and killed Wulf on thethrone dais of Meduseld. The Dun lending clans retreated back toDunland and the Southerners were all killed. Even if this reversalhad not occurred, it would have been very unlikely tha t Wulf couldhave maintained his 'kingsh ip'. The Dunnish clans that followedhim into battle had not had a High Chiefta in since the early ThirdAge. The Dunlendings that returned from the wars of T.A. 2758-59 were a dejected and demoralized lot, whose hatred for theRohirrim had only increased.

7.4 DUNLAND: T.A. 2759-3018After their defeat at the hands of the Rohirrim, the D unlend

clans had a period of reorganization and rebuilding that lastednearly 200 years. Several of the once prominen t clans lost signcant numbers of men in the war and were absorbed by other clwhile other clans disappeared completely. The Daen Iontis clwere particularly hard hit, but most survived, sustained by thatred of the Rohirrim. Raids against the Rohirrim dur ing the e

years of this period were small and rare, and persecution of Daen Coentis decreased. A few more of the clans even took upways of the Daen Coentis. The clans also decided that Maben wa false prophet and forced him to leave the area. The TempleJustice was closed and sealed with all of its furnishing equipment intact.

The Fell Winter of 2911, and the floods in the spring of 29brought further change. The winter saw most of the major rifreeze over. Hungry Wolves from the north moved into Dunlacausing many problems among the northern clans. Tharbad innundated in Spring and became virtually deserted. Many oflowland villages of Dunland had to be rebuilt. Another fleroded the founda tions of clan Ro th's Keep, wh ich slid off thewhere it was located. All in all, Dunland survived the floodquite well and of the towns that were flooded were rebuilt.

S  A R U M A N

Just after the Dunlande rs were defeated, Saruman the White given the keys of Orthanc (in 2759). He occupied the fortress uthe end of the War of the Rings. His presence is the key factor involved the clans of Dunland in that War.

As Saruman became more and more corrupt, he made friewith the clan leaders of several of the Daen Iontis clans. By T2950, Dunlanders were part of his standing army. As the yprogressed, Orcs were recruited and even more Dun lendings cto Isengard. By the time of the War, there were 4000 Dunlanwithin the circle of Orthanc. Before the War, Saruman crossbDunlendings with Orcs to produce his force of Half-orcs.

When Saruman used his garrison against the Rohirrim in T3018, the Dunlendings in Isengard marched to war along wseveral thousand more from Dun land and the Westmarch. Atheir defeat at Helm 's Deep, the Dunlend ings swore oaths to reto their land and to never again cross the Fords of the Isen for

7.5 DUNLAND AFTER T.A.3018After the War of the Rings, the Dunlanders captured at He

Deep were allowed to return home after laying down their armsswearing their oath of peace. Because of the numbers tha t the oclans had lost in the War, only the Daen Coentis were strenough to exert control. They took control of some of the smaclans and reorganized the clan structure.

Soon after the War, King Elessar of Gondor rode north tothings right in the Northern Kingdom (Arnor). By royal edictDunlendings were granted the land south of the Glanduin, nortthe Isen, and west of the Gwathl6 to the Misty Moun tains. Ittheirs to do with as they so desired, provided they existed pefully with Gondor, Rohan, and the other Free Peoples. With noinfluence nearby to twist their loyalties, the Dunlanders prospeTo a sign ificant extent, they took up the Daen Coentis life-styleclans Treforn, Roth, and Ewen had preserved over the years.

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Giant's Homes Layouts   3

8.0 SITES OF INTEREST:THE SOUTHERNMISTY MOUNTAINS

There are five major sites of interest in the Southern MistyMountains: the Giants' Homes, Amon lind , the Lair of Turuk ulon,Isildur's tomb, and Dwa ithohir's Eyrie.

8.1 THE GIANTS' HOMESTwo basic types of Giant groups reside in the Southern Misty

Mou ntains: the M iners and the Ranchers.8.11 THE MINERS

These Giants mine the caves near their home for gems whichthey trade to Tharbad, to Moria, and to those Dunland traders nottoo terrified to do business. Having their own resources, theDwarves from Moria normally do not trade for gems, but theDwarve s wi ll bu y some gems that are in short supply. These tradesusu ally take place tw ice a year at prearranged times and places inthe lower valley s on the west side of the Misty M ountain s. For the irgems, the G iants get cloth , tools, casks of wine, and leather goods.At times, the Giants will also hire out as laborers for Dwarvishconstruction, but this is rare. These Giants helped the Elves atAmon Lind build their keep in exchange for some knowledgeabout gems that helps the m g et a good price for their goods. Theysell m ostly beryls, emeralds, rubies, some star sapphires, and a fewamethysts. They ha ve struck a very rich vein and w ould be loatheto tell anyone its location or allow anyone to leave if they knewwhere it was. The mine also contains some metal ores, but theabunda nce of such metals in Moria makes mini ng them unpro fit-able.

The fam ily is made up of 8 m embers. The two brothers, Seviand Tûn, are the heads of the house hold. The older, Sev in, haswife and 3 children: one son nearing adulthood, one son iadolescence, and one near infant daug hter. The other members othe fam ily are the mother of the two brothers and Tun's w ife. ThGiants live in a stone house in the higher elevations of thmou ntains, near the entrance to their mine. Any visitors wil l be toto leave or they will have to discuss business far away from th

house and mine. In the house, there will be from 1 to 10 chests fillewit h an assortment of uncu t precious stones. If these were to bstolen, a ma nhu nt wou ld ensue w ith any resulting captives becoming dessert for the evening . This fa mily does not eat other peopunless they particularly annoyed by them.

If the Giants are crossed, offended or attacked, they w ill fighSevin has a great sword that he traded for once that he uses asbroadsword and Tun uses an 8' club. The children and females w ialso fight if pressed, and altho ugh they wil l not have weapons, thecan kick and stomp as well as the nex t Giant. On occasion, a grouof Trolls will raid the house, but so far only the Trolls have hacasualties.

8.12 THE RANCHERSLike the miners, these Giants seem to be more civilized than th

Giants of the Northern Misty Mountains. This family does ntrade with the world outside. They do trade with other Giafam ilies and ha ve recently been persuaded to trade livestock to thElves at A mon lind. The Gia nts receive tools and reading lesso

for their children; a definitely ungiant-like agreement for whicFëamírë is responsible. They live at in one of the mou ntain v allea lower altitude than the mi nin g family . They herd big-horn sheemountain goats, and large long-haired cattle called Calluks. Apresent, their herd consists of roug hly 3000 goats, 2000 sheep, an500 of the Ca lluks. These are spread out over a very large area anthe nu mbe rs change d aily d ue to loss by Trolls and other predato(Giant Eagles, Turukulon, etc.).

The Giants have several houses spread out over this large areso they can more effec tively keep track of their herds. The mahouse is set in the side of a hill and is made of trees. The eighteemembers of the family live in this house and use the others oovernight trips. The family consists of a father, (Mûnd), moth(Grûna), six children (Bu nd, Gûnd, Kena, Kûrl, Mote, and, Dote

three spouses for three of these children (Mona, Tina, and Bûrna

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34  

 Amon Lind Layouts: Topo & Gatehou

and seven grandchildren ranging from 3 years old to adolescence.All of the children and the older grandchildren help with the work.The father and the eldest son are in charge of the trading with theother families. It was the eldest son, Bund, that convinced his fatherto accept the deal with the Elves at Amon lind. If the Giants everfound out that some of the Elves have dealings with Turukulon,

then all relations with them would stop. If attacked, all but thesmallest of these Giants will fight, mostly with clubs or stone axes.

These Giants can be friendly if approached in the proper manner.

8.2 AMON LINDAmon lind is located on a ridge of the Misty Mountains on th

western side. The location picked by Fëamírë to build the citadwas at a high elevation and on a protruding cli ff. These characteistics combine to make it very defensible. The rock outcropping o

which it was built was reinforced by Fëamírë before the structurwas built and although the citadel appears that it will fall off th

edge of the world at any time, the construction is actually such th

it would take a major upheaval in the mountains to dislodge it. Thwalls of Amon lind are 30' tall with large windows slantinoutwards and upwards for the last 7'. These windows are hinged the top and can be opened to allow for bowmen to shoot at attackeon the ground below. They are made of enchanted high glass this unbreakable to normal forces. The walls themselves are made owhite marble that is polished smooth.

The only entrance to the citadel is the main gate which is reacheby means of a causeway that spans the rift in front of the structurThe causeway is fifteen feet across and also made of white marblThroughout the castle are the pipes that gather the wind from belothe cliff. The pipes that are large enough to allow entrance fromabove or below are lined with spikes pointing in the opposidirection from which an intruder would be entering. These spike

are very sharp and anyone entering these pipes or even worsfalling into one, would suffer multiple +30 dagger attacks beforcoming to a stop.

The overall layout of the castle would make the most agiperson worry about falling, so Fëamírë with the help of Súlkanmade small amulets that are imbedded with fly spells that can bactivated by thought. Each person permanently residing in thcitadel wears one of these (usually under their clothes). This wialso help them in defending the castle as they would be able to takgreater risks near the edges than their attackers without fear falling. Visitors to the castle are also issued these items if it determined by the residents that the visi tors are friendly.

8.21 GATEHOUSE LAYOUT1. Mai n Gate. T h e c a u s e w a y l e a ds u pt o t h i s g at e w h i c h i s 1 5 ' a b o v e tground. Two steel portculli enclose the gate, and will not allow the gatto be opened if they are in place. The gates themselves are made of thsame stone as the rest of the castle and reinforced with steel.2. Seco ndary G ates.  Double gates create this space to use as an ambuspoint were the main gate to be compromised. These gates are the onentranceway to the main courtyard.3. Guar d room. These rooms are the post for the secondary gate guarand also provide access to the upper and lower levels of the gatehouse4. These ground level tower rooms are used as armories for the guaron duty in the towers and on the walls.5 . A s m a l l w a l k w a y along the outer edge of the passage allows thedefenders to reach these windows for shooting. As are all the windows the complex, these are enchanted to be unbreakable. The mechanisms th

open the portcull i and the gate are located in this hallway.6. G atehouse portal  . This area is open to the portal below and has arroslits on either side for shooting at attackers passing below.7. Second Floor Gatehouse.These rooms act as armories to the guarin the gate house.8. Inn er Walls. The hallwa ys through these walls connect the gatehousto the f ront towers. Arrow sl i ts are provided to a l low defenders to f i re ointruders that have breached the main gate.9. Second Floor Tower .This area acts as a sa fety val ve. lron doors cbe used to separate the corridor from the towers or the outer walls if onor the other were to be overrun . This is the guard s ta t ion for the f ron t waand the s ide walls . Guards walk these levels regular ly f rom the f rotowers to the north and south towers.

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Am on Lind Layouts: Gatehouse & No rth and South Towers   35

10. Outer Walls.Thesewallsaresimilar to thefro ntwa lls in structure.11. Murderholes. This room of the gate house is equipped with holesto allow defenders the opportunity to attack those passing underneath.12. Kitchen and Pantry.  These two rooms act as food storage andpreparations areas for the guards of the gatehouse.

13. Thi rd Story Tower. D ue to the slan ting of the roof of the towerthese levels are split into a covered and an uncovered area. The coverearea is used for storage and contains a ballista tha t can be taken outside anmounted on a s wivel on the wall of the tow er if needed.14. Washroom.

15. Quarters. This is a rest area for guards not on du ty.16. Stairwell. This spira l staircase leads to the Gua rd Captain 's quarters.

17.  Ectheon's Chambers. The guard captain (Ectheon) receives vitors and conducts business from this chamber. He is a collector othrowin g knives and has a superb collection covering most of one walThey range from purely decorative to a +30 dagger of growth that w iincrease in size as it flies so as to strike as a shortsword at 10-20', broadsword at 20-30', or a greatsword at 30-40'. B eyond 40' it w ill fa ll tthe ground (as a dagger). Any additions of uniqu e throw ing daggers to hcollection would be well paid for either monetarily or in favors.18. Private Chambers. This room Ectheon uses fo r resting and medtation. There is a commanding view of the surrounding area to the eas

8. 22 NORTH AND SOUTH TOWERS1. Grou nd Floor. This rooms were used for storage, but have since beeconverted into quarters for the "Weapons".2. Second Floor. The walls to the Gatehouse and the main keep araccessible through th is room. Doors can be locked from eithe r side to aas a cut off valve to intruders. Guards posted here patrol the wal l betweethe here and the main keep.3,4. Ou ter wa lls. see Gatehouse.5. Thi rd Floor. A lthou gh it is m ainly used as storage area, there issecret door that opens to show a ladder on the inside of the major piprunn ing thro ugh the tower. This ladder leads up to a small (3x3') platformalmost 70' above the gro und tha t can be used as a lookou t post or as a snipstand when being attacked.

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36  

 Amon Lind Layouts: Main Keep Level

8.23 MAIN KEEP LEVEL 1 LAYOUT1.  Entrance. These polished marble platinum inlaid doors are the onlyentrance to what the occupants call Nolorond (the hall of knowledge).These doors are locked magically at all times and open only when theQuenya word for freedom is spoken.2. Hall of Sound ing. Throughout this room columns of varying diame-ters extend from the floor to the ceiling. These pipes and rods of mithril,laen and various other materials are enchanted such that if a vibratingobject is touched to them, they will hold that vibration at the octave forwhich they are suited. A device such as a tun ing fork can create this effect.Alternatively, the lips can be placed against the pipe/rod and the note sung.The note by either method will be sustained until the same vibration istouched to the pipe/rod again. Due to the na ture of the magic, any untruenote will cause the pipe/rod to make a 15th level RR vs poison, or beshattered. The architect of the keep, Fëamírë, being a bard, knows how toprogram these from another location to play these different songs: sleep,fear, holding, calm, or stun. Since these pipes will play until stopped, thesesongs will affec t anyone in the hall un til the songs are stopped by Fëamírë,Lalaith his wife, or Helkama, and Súlkano the makers of the pipes. Anyonein the hall when the pipes are played mus t make a RR vs a 20th level spellor be affected in the appropriate manner.3. The Great Hall. The main meeting hall for allt he occupants of Amonlind, this hall has a vaulted ceiling for the first 15', which creates balconies

of the two levels above. In the middle of the hall is a depressed area withlarge pillows for lounging du ring conversation or meditation. Connectedto this area at the far end is another depressed area with a pool for bathingand swimming. In the back of the room are shelves of books for leisurereading, as the technical library is located elsewhere. Several game boardsare set up on small tables around the room, plants adorn pedestals or arehung from the ceiling in various places, and sculptures and paintings of incredible beauty can be seen here. Light for the hall comes from a skyl ightduring the day and from soft light globes along the tops of the walls du ringthe dark hours. Two spiral staircases lead up to the second and third levels.Access to the control room for the Hall of Sounding and the rooms behindis gained by hidden doors, Extremely Hard (-30) to detect, in the back of the hall.4. Contr ol room. In the front of the room a large collection of pipes runsthrough the room which Fëamírë uses to control the songs played by the

Hall of Sounding. These pipes can be played independently much like apipe organ but wi th clearer and less harsh tones. The air tha t fuels the soundin the pipes comes from the large collecting ducts under the cliff beneaththe keep. Fëamírë is a master of this ins trument and can use this to increasethe range of some of his bard spells to affect an area up to a quarter of amile away from the keep. His playing contributed greatly to the naming of the place as Amon lind. The door to the rear of the room leads to theelevator access hallway #5.5. Orta ni access hallwa y. Doors also lead to Fëamírë and L alaith'squarters.6. Ortani . Controlled by a system of counterweights and balances this7x7'. passenger compartment can carry a passenger from the lowest to thehighest level of the keep.7. Fëamírë and Lalait h's Quarter. As mostof the quarters in Amonlind this large room acts not mainly as a sleeping area as it would for otherraces, but rather as a private livin g, studying, working and relaxation area.In particular, this room is filled with musical instruments, music sheets,and other hints of this couples line of work and passion.8. Stables.  These two areas are capable of stabling 16 horses total. Stairslead up to the second level.

8.24 MAIN KEEP LEVEL 2 LAYOUT1. Hall of Soun ding. The vaulted ceiling of the Hall of Soundingoccupies this space.2. Balcony overlook. This area is open and shows the Great Hall below.3. The Upper Hall. Directly above the Great Hall lies this room. It issometimes used for dances or banquets as the glass area in the front of theroom allows light to pass through to the hall below. There is a low railingmade of glass and wood that guards the balcony. Light is provided by the

skyl ight or by globes hanging along the wall s. Doors lead to #4 on the bw a l l .4. Hal l way.  This hallway leads back to the ortani. The pipes comthrough from below are crystalline and the sunlight they receive fromstories above when they exit the build ing, refracts down th rough themcreates quite a light show during the morning hours. Occasionally,moonlight is refracted at night and on these occasions this hallw ay wilthe focal point of the evening.5. Ort ani access passa ge. See Main Keep Level 1 #5-6.

6. Access Passage. This series of doors allows passage through the lwind pipes of the keep to the walls or vice versa. The doors are in the wof the pipes and the walkways pass through without railings. A fall fthese walkways would result in an immediate exit from the castle vialarge wind ducts underneath, and a drop of some 200'. to the nearest routcropping. It is possible to to stop the descent through the pipes at a

 junc ture, bu t it is an Extremely Hard (-50) maneuver. The only opossible hope would be that a very strong updraft could slow ones desenough to brace against the sides of the pipe and then only if ones armsreach because the pipe is 7'. across. This maneuver is Sheer Folly (-70)in desperation, anything can be tried. The possibility of there beingupdraft of sufficient strength is 55%. The occupants of the keep comfortable with these passages and will not fal l unless struggling wanother and even then their chances of maintaining balance woulgood.7. Meet ing Hall.  The leaders of Amon lind meet here to discuss mof importance concerning the keep on a regular basis, usual ly twice a yUnscheduled meetings can be called at any time if needed. Visialthough rare are greeted offic ially in this room and interrogated in a suway if their intentions are not clear. This room is used as a conservawhen not used in its official capacity. Recitals of new works are held by the composers and musicians in the group. A large full length winoccupies the west wall with doors on either side that open to the balcThe view from this room and the balcony is stunning, particularlsunset.8. Balcony. This large balcony extends some 30'. from the keep atiled in an elaborate design, and bordered by a 3'. rai ling When the weais good banquets and dances are held here.9. Outer Walls. S imilar to the fron t walls. See Gatehouse

10. Storage.

8.25 MAIN KEEP LEVEL 3 LAYOUT1. Ha ll of Soun ding. The vaulted ceiling ends on this level as theof the main keep slants upward from the front of the Hall.2. Great Hall Overlook.  See Main Keep level2 #2 .3. G reen House. Th e r o o f o f t h e M a in K e e p o v e r t h i s r o o m a n d t h ehalls below is nearly all glass, as is the wal l that separates the front ofroom from the drop off. This glassed in area acts as a greenhouse wvarying types of plants are grown. This area is capable of growing mof the food for the keep, because advanced technics used by the gardeallow the space used to produce 5 times the amount of which the would normally be capable. Small sections are set aside for diffeclimates to grow some medicinal herbs that cannot normally be grow

a greenhouse setting. The middle of the room has a glass floor that allight to pass to the levels below. There is no passage back to the ortani fthis level.4. Reservoir. This area is sealed off from this level and is the wreservoir for the green house.5. Ortan i Access Hallway.  This hallway has a ladder that allowgardeners to periodically check on the waterlevel of the reservoir athrough a small door above the waterlevel.6. M oranar's Quarters.   Moranar uses this chamber for rest studysome minor spell research. She is a very private person and has haddoor made to operate at her command only . There are no locks to pickany use of spells other than her own within the elevator or her room cause a 15th level Lighting Bolt  to strike the caster of the spell. Thishappen every time a spell is thrown up to 5 times. Spells thrown by ihowever wil l not affect the trap. She has a small box of jewelry in the ro

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 Am on Lind La youts: M ain Ke ep Levels 1-9  

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38  

 Amon Lind Layouts: Main Keep Leve ls 4-9 & Subleve

mostly m ithril and black pearls worth 10,000gp. She has a few personalspell books with lower level spells in them but keeps most of her books inthe library (see sub level 1 #12). Her sword, Raukambar (Q. DemonDoom) is kept on a tablestand against the south wall. If the handle isgrasped withou t saying the sword's name, the pomm el of the sword, whic his shaped as multip le demon heads, will bite the ha nd that grasped it andnot release until the sword is released. The name is not written on thesword. The west end of the room has floor to ceiling windows, with abeautiful view.

8.26 MAIN KEEP LEVELS 4-9 LAYOUT1. East view Hallwa y. This four th level room has a slanted skylightceiling through w hich pass the crystalline pipes of the instrum ent on thefirst level. The window s at the ends of this hall overlook the main halls andthe courtyard. The only use for this hallway is as a lookout or place of meditation.2. Ortani Access Ha llway .

3. Teletasarë's Quarters. The quarters of the keep's resident lay-healeris a reflection of her personality. The room's decor puts forth an attitudeof openness and receptiveness tow ard others. The door is ne ver locked toher room and man y places are available for visitors to sit or lounge. Thesecan also be used for those recovering from wo und s that she mig ht wan t tohave under constant surveillance. Teletasarë has a small box of seldom

worn jewelry tucked under a pillow on a rarely used couch on the northside of her room. Several sculptures of fine workmanship that she hasmade are positioned around the room but would probably not appeal tosomeone that did not know the artist (Helkam a).4. Balcony. Stairs and dou ble glass  doors lead up to an elevatedbalcony with a three foot rail. The view from here is if possible morespectacular than from the second floor balcony.5. Eastward View. This level provides a view of the land to the east butis partially blocked by the Gatehouse.6. Helkam a's Quarters. The highest quarters in altitude, Helkama'srooms take up two levels that are connected by a spiral staircase. Hisquarters are sparsely furnished with many items made of crystal orhardened glasses including chairs and lounges. The room is locked, VeryHard (-20), and only Helkama has the key although he has a key forTeletasarë but has not given it to her yet. He has a small chest made of smoky laen that has 1000 mith ril pieces in it. It wil l only open by his tou chor by destroying the box. His sword, Elenruth (Star of Anger), which heonly wears when out of the keep or during an attack, is hun g in its sheathon the north wall. If it is taken off the wa ll by anyone but hi m a Hold Kind True will hold the taker in place for 10 rounds and a 10x 10 ft Death Cloud will form around the sword. The west wall of the room is made completelyof glass and the view is much like those listed on the other floors.7. Reservoir  Lev els. The leve ls between here and the high watch areclosed from the ortani and filled wi th water to provide wate r pressure forthe levels below. Water is pumped periodically from the stream at thebottom of the hill to re fill these tanks. There are actu ally two tanks; the onefacing east has a solid stone wall and stores cold water, and the one facingthe west has a wa ll made of a black glass that traps and stores the heat toprovide warm water. In the colder months this water is routed through a

furnace in the lower levels to provide the extra heat needed.8. Helkama's Quarters. The second levelof Helkama's quarters has aslanting ceiling that is also the west wall. This wall/ceiling is madecompletely of glass. H is bed is the only item on this level.9. Reservoir. See#7

10. Hig h East Watch . The window of this small hallway provides thebest view of the east from the keep. Doors to the west open to the ba lcony .11. High West Watch . 130' above the level of the keep foundations, thissmall balcony provides a b reathtaking view of the surr oun ding area, if theviewer's nerves can manage the strain of the 3' railing and the win d. A dropof 380' awaits the unfortunate that is not careful.

8.27 SUB LEVEL 1 LAYOUT1. Guards Quarters.  These rooms are the priv ate quar ters of 2 ofguards for the fro nt gate.2. Smithy. The norm al repairs on armor and weapons are made herthe hands of skilled smiths. Particularly delicate work is referredSúlkano or Helka ma. These smiths also work as helpers in the sm ithysub level 2. Due to the low population and the overall quality of armor and weapons of the keep, these smithies are not busy most of

time.3. Dini ng Area. A ll the occupants of Amon lind eat together in this roregardless of status . Meals are served twice d aily, and those tha t miss thtimes are expected to make their own as the cooks have other thin gattend to, also.4. Formal Din ing Room.  Use of this room is reserved for speoccasions such as when guests are present.5. Kitchen.

6. Maids Quarters.  Although th ey are called maids as a title, thElves are also the weavers of the keep making all manner of cloth forresidents. They can weave particularly fine fabrics from the wool of mou ntain sheep and from a mou nta in valley long grass similar to fThey also make tapestries as a hobby, some of which m ay take over years to complete due to their complexity.

7. Cook s Quarters.  The cooks are husband and wife and also arecharge of the greenhouse on the third level. They have mu ch to do but prthemselves in their results.8. Food Storage.

9. Cold Storage.

10. Ha ll of Silen ce. Due to the magic used above in the Hall of Soundno sound can be made or heard in this room. This means tha t any spell wa verbal component cannot be cast in this room.11. Lower  Ha ll. Because of its closeness to the library(s ee# 12) ,hal l is used mai nly for study or meditation. The pool from the Great Hcontin ues down into this level with clear sides. Light from above diffuthrough the w ater to give off a dim light. Add itional lighting is availain the form of light globes that can be moved to where they are need12. Library. A ll of the 20' high wa ll and shelf space in this room is t

up with books. This extensive collection contains books on mostsubjects; the largest portion being re lated to the field of mag ic. The bocontaining the more powerful information are kept in the v ault (see #however.13. Vault. This room is lined wi th lead and protected from detectionspells. There is only one key to the door, whic h is located behind a secof the shelves, and it is kept by Ectheon, the guard captain. The itecontained within the vau lt are kept there not to prevent the ft but ratheprevent the curiosity that prevails from overcoming someone and causthem to 'p lay' w ith something they know little about. The items thatkept here are: spell books of spells 20+ owned by the hig her level usermagic, Echicerta (the Am ulet of Making) owned by Súlkano, and Elenmerging stone. Other items are kept here at different times but these always be here unless they are in use by the owners.14. Ortani Access Hal lway.

15. Elenril's Quarters. Elenril's Sindarian upbringing influencedway in w hich he now lives and this is evident in the decor of his prichambers. The floors are covered in furs and rugs and large pillowsused for chairs. Low tables about the room are used for hold ing lamps plants as well as eating on and studying. Also present will be severaElen ril's successes in his early work. There is a small ferret-l ike creawith bat wings that flies about when disturbed (nickn amed "The Wingswink"), a creature that looks like a silver fox wi th rabbit ears and hquarters, and a large badger-like creature that craves affectio n. The laof these animals w ill rub u p against anyone entering the room to the pof annoyance if given the chance.

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A m on Lin d Layouts: Su blev els 1 an d 2 

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40   Am on Lind Layouts: Sub l e v e ls 2 and 3

8.28 SUB LEVEL2 LAYOUT1. Elenril's Lab. Elenril conducts his experiments here with the help of Teletasarë. This room is used to refine herbs and ana lyze anim als beforeand after the experiments. The doors to the room can be locked ma gicallyto prevent disturbance during crucial moments.2. Surgical Area. This sound proof room is used during large scaleexperimentation, or when special circumstances war rant the use of extramagical protection. This room is also used to work with the severely

wounded. In case of attack or accident.3. Specimen  Room. These cages contain animals that are waiting to beused in experiments or are currently being used. The cages contain :

a. An adult snow leopard (lethargic, post-experimental.)b. A horned owl with no eyes.c. A 2.5', 30 pound squirrel.d. A mountain Glutan (sedated, heavily!).e. A young Blue Bear (also sedated).f. A 22 year old male Dunlander.g. Two flightless bats.h. Three white rabbits.i.,k. Empty.

4. Infirmary.  This area is Teletasarë's workplace although there israrely anyone here. She has plenty to do in caring for Elenril's animals.The' a' indicates the room in wh ich she store her herbs and tools. The 'b' s

are ind ividu al patient rooms.5 Smithies.  Work by Súlkano and Helkama is carried out here. Therelatively small size of the room is not too much of a hindrance since noreal large scale work is done here. Very large jobs are worked on at thesmithies located in caves about a mile away where they worked on thestructural features of the castle when it was bui lt.6. Cold Forge. A small cold forge for use by Helkama is in place here.It is used to make only small laen items, no larger than a great sword blade.7. Hot Forge.  Magical fire provided by Moranar kind les this forge toproduce the higher alloys. To work other metals Súlkano uses nor mal firesor magical ones he can produce himse lf. He also receives help from otherplaces (See Section 6.11 )8. Containm ent Room. A set of doors guard the entrance to this room.The outer door will not open until the inner one is secure and vice versa.

This is to allow protection from the dangerous materials kept and workedhere. A small forge for work ing wi th the metals is in the northwest comerof the room.9. Storage Closet. This completely lead-lined closet also has a grid of kregora running through the lin ing to allow for mini mal escape of energyto the outside. In the closet is stored 100 lbs of Celebur ("burning silver";Uran ium) ore and in a separate case, which will be floatin g in the air, is ahalf a cubic foot of Mithrarian ("Abyss of High Silver"). He has not as yetbeen able to reproduce the process by which he made the first batch. Thismetal defies gravity and will float away from its case if opened. The case(which weighs 500 lb.) will then fall to the ground giving anyoneunderneath a D Crush critical or give the holder an immediate andcrippling hernia that will have to be repaired before any furth er action canbe taken by that character due to the pain. For more on these metals, (SeeSection 6.12) and the ICE campaign module:  Lórien .

10. Rest Room . Not only are there hygiene facilities located here, butalso a bed for collapsing on after days of work.11.  Stairs to Dock. See #10 Sublevel 3.

12. Quarters. The guards and retainers occupy these rooms.13. Wash Room.

14. Guard Room.  This room is locked and a guard posted whenprisoners are in the cells below.15. Ha ll of Cold. For some unexpla ined reason this Hall is 30 degreescolder than the rest of the keep.16. Visi tor s lounge. When visitors are not present this room is used byanyone that wishes for any purpose they choose.17. Ortani Access Hallway.

18.  Visitors Q uarters.  T hese rooms are hardly ever used. One has been

taken over by the weavers as a workshop bu t the other is alwa ys for guests.

8.29 SUB LEVELS LAYOUT1. Guard Post. Though not normally manned, at this time a gumakes roun ds thro ugh here every fo ur hours or so to check on the ti n m a t e s .2. Cells. There are presently two prisoners being held here. In cethere is an Orc caught by a hu nt in g party in one of the mou ntain vallFëamírë is trying to get information out of him because he is concerabout Orc movemen ts in the moun tains. In cell 'h ' is a Dunlander th

being held for Elenril. His brother has already been taken to Elenlaboratory.3. Grou p cell . This cell is no rma lly reserved for larger parties taprisoner or larger creatures. Presently it holds one of Elenril's experimgone astray. The occupan t was at one time a North men mercenary cauand sold to Elenril. Elenril experimented with c omb ining the best attriof the Glutan and the human and the result rages behind these doElenril hopes to bring it under control, or he would have already kille4. Stairs.

5. Ha ll of Wai tin g. Preparation for sporting even ts and theatricmusical productions are made here before proceeding to the RecreaRoom at #6. Mats and other equipm ent for sporting even ts are kept 6. The Recreation Room or Game  Room.The walls,ceiling, and fof this room are metal and the doors leading from the spiral staircases

the Hall of Waiting are flush w ith the wal ls to provide a smooth plasurf ace for games that are played here. Several differe nt games are plusing tightly wound, covered balls and paddles. Theatrical productare performed here and an occasional music recital, although thoseusu ally held in the Meeting Hall (#7 second level). A t times, gladiatbouts are held here, usually unarmed. When the Elves want to testmettle of a visitor they often hav e one of their number challenge himmatch. They then th row the switch on the wall at #7 and the floor and wturn in visible leaving the combatants standing over a 200' drop. Whenare feeling particularly devious they throw a second switch that opholes all around in the floor in differe nt shapes (shown in dotted lines)combatant that falls th roug h these holes however does not fall to his dethere is a net 10' beneath the floor that turns i nv isib le at the same timfloor does. The Elves of Amo n lin d tend to think this is very funnwatch, but w ill show great concern and apologize profusely to the vic

of this cruel prank, if they deem him a w orthy person. If not they wil llaugh and go on. If someone were to offend these Elves , they wou ldb e p a s t p u t t i n g t h e o f f e n d e r i n t h e s a m e s i t u a t i o n w i t h o u t t h e n e t .7. Viewin g Balco ny. The portion that separates this balcony fromroom below can be removed for plays and music productions. Seatsprovided for all here in an amphitheater fashion so that everyone huninterru pted v iew of the proceedings.8. Súlkano's Quarters. Súlkano's obsession wi th flig ht has proma strange arrangement to his quarters. The room extends 25' below theoverhang. The walls and flooring includin g the balcony can be made invisible if he so wishes by a switch on the wall. This sudden lacflooring disturbs most everyone with out wing s and wil l cause momove at -30. The room is furnished with loun ges and tables madshinin g silver metals wit h wh ite and blue upholstery and enameled On several of the tables he has displayed some of his works, such a

artificial falcon that ac tually flies and is controlled by a headbandallows the user to see and hear from where the falcon is. There are several models of flying ships.9. Dock. Súlkano has made this place to house the air ships that build ing. The larger model is 50' long and is almost completed. Theis made from the wood of the Rowan tree and overlaid in a thin sheGalnin (Shining-white; Aluminum) so that the process of addingMithra rian (See sub level 2 #9 ) wi ll be easier if and wh en more is mThe other ship is 20' long and has already been coated wi th the M ithraand has the abil ity to negate grav ity and does so at all times flo atingconstant height. In order to increase or decrease the altitude at whifloats a force must move it up or down at which point it wi ll float constathere. Súlkano has prepared temporary propu lsion devices for the craftthey work fairly well but the permanent ones will be ready by e1641. The ships are released from the dock by a lever that drops the floout of the room underneath the craft.

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 Am on Lind Layouts: Sublevel 3  

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42  Turukulo n's Lair Layou

8.3 THE LAIR OF TURUKULONWhen Turukulon first found his lair it was no thin g more than

fou r caves set in the southern side of a steep secondary peak westof the midline of the Southern Misty M ountains. Now that he hasdone remodeling there are three separate entrances and many morecaves. The main entrance faces south because it was the originalentrance he found and it has been expanded most. The other twoentrances are high up the slope of the peak; one to the northeast and

one to the west. The northeastern entrance is the highes t entranceand is primarily an escape route, since the altitude allowsTu ru ku lo n to fly a substantial distance beyond his normal limits.The western entrance is shielded from view because of severalboulders around it and is used most frequently by Turu kulon . Infact, Turukulon rarely uses the main entrance except when he isbaiting his trap or needs to do some work on its appearance (i.e.,make claw m arks and leave scales, etc.). The lair is located wit hin10 miles of a trail that leads through the mounta ins. Travellers thatdo not know the area well could easily take a wrong turn and endup very near Turukulon's front door.

L  A Y O U T

1. Main  Entrance. This 30'cave opening appears to have all th e signs

of a Dragon's front door. Scales are littered around the entranceway andlarge talon marks scar the floor. There is a concealed passage going off tothe left 25' into the cave that connects to Turu kulon's access tunnels. The'd' indicates a 2 ton dead fall that will drop on voice command byTurukulon.2. Branching Cave.  This seemingly natural cave has six passagesleading off from it. The largest of these and seemingly the most trav elled,is the one leading straight ahead to #7.3. Access. This concealed passage allows Turukulon entrance to thisnarrowed tunnel, which is too small for him to enter at its origin. This isso he can come in behind those going to #4.

4. Quicksand. An illusion of a long tunnel is t rigg ered by the passaof anyone from #3 to #4, w hich wil l cause those coming around the comto make a Sheer Folly (-50) perception check to see that the re is actuaquicksand under the illusio n if they have not run into Turu kul on' s illusiobefore. If they hav e then a bonus of +20 is in order. The hapless victimthis trap will sink in the quicksand until they drown unless Turukulonone of his servants activates a plate which slides through the quicksanda level just below the feet of the victim so they can stand (b ut not m ovSome shorter people may have to rely on the kindness of friends or bTurukulon to save them.

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Turukulon's Lair Layouts   4

5. Lower Cave. This cave is the only area of the complex that Turukuloncannot go. This was done on purpose. "What fu n is chasing a mouse if hedoesn't have a hole to run to." The stream in the room flows from#20. Inside the small cave that it flows from is a reinforced steel gratewhich makes travel up the stream nearly impossible. The grate could beforced now, due to erosion, Very Hard (-30), but then the adv enturo us soulwould have a 20' swim upstream to a nearly vertical tunn el, up th at for 200'to a water filled chamber below the pool at #2 0 and then th e swim into thepool through a very narrow opening, Absurd (-80).

6.  Trap. At the end of the passage is a widened area with a wall nearlyclosing it off. A 2' wide opening to one side shows a 40' deep, 20' wide, 10'across pit with a door and small landing (big enough for 4 people if theyare crowded) on the other side. There is a la yer of mud in the bottom of thepit that reduces the damage taken if someone were to fall to that of a 15'fall. The door is wooden with steel bands and an impressive lookingpadlock which is actually Easy (+20) to open. The door is protected fromany kind of detection or seeing spell. When the victims open the doorTuruku lon w ill be on the other side (behind a metal grating, for his ownprotection) waiting to bellow as loud as he can, or use his breath if thegroup has been troublesome. The shear impact will knock all on thelanding off into the pit wi th only the person standin g directly across fromthe opening getting the chance to ju mp to the other side, and that is an VeryHard (-20) maneuver. Once the victims fall into the pit they come underthe affect of the mud w hich actu ally contains Kregora (the metal alloy thatdampens spells and enchanted items) and the persons that hav e fallen intothis mud will remain under the effect of the substance until the personwashes everything, not know ing w hy the ir items or spells do not work. Tooperate, spells and magic items must resist versus a 20th lvl attack.7. Pseudo Lai r. At the end of this well-tra velled passage is wha t seemsto be a large room containing a large pile of treasure some 50' into theroom, and beyond that the back of a sleeping Dragon. This is not truehowever perfect the illusion may be. The reality (Very Hard, -20, toperceive) is that the room is totally em pty. Any one entering 15' into theroom wil l cause a porticul li to drop from th e ceiling , sealing the entrance.8.  Trap.  At the end of  this long hallway is a cave  w i t h  a metal tube-likestructure (18' across) stretching from wal l to wall. One mu st pass thro ughit to get to the door on the far side of the cave. A lo w red li ght is vis ibleunder the door, but no magical means can be used to see what is on theother side (Kregora again). If they could they would see that there isnothing beyond the door. The inside of the tube is filled with outwardpointing spikes and blades that leave an area roug hly 5' in diam eter clearin the middle of the tube (m aking the whole apparatu s appear to be somekind of giant cabbage shredder). The apparatus does nothing of the sort,in fact, nothing at all except look imposing and deadly, which is itspurpose. On either side of the tube are hinged spring-top pits that arecovered by the dus t of the floor and Very Hard (-20) to detect on th e near

side and Absurd (-70) to detect on the far side (un ti l someone is on that sidethen they are just V ery Hard, -20, like the near side). The pits h ave a 10'by 15' activation area next to the tube on either side which w ill cause thelid to tilt down and deposit the person in the pit. The pits are lik e the pitin #6. If a person tries flyin g through the tube they will encounter an areaof nu ll mag ic once they are 5' into the tube (Kregora again, see #6). W hentheir spell fails th ey wi ll be deposited onto and through the fake spikes inthat area of the tube and then down a chute into one of the two pitsdepending on which is closest. If someone were to walk on top of thespikes and somehow avoid the pits then they could g ain the other side, tohave the satisfaction of gaining nothing. Note the concealed entrance tothe access passages.

9. Norm al Cave.  Although this cave appears to be natura l, it is not. Itwas made to Turukulon's specifications right down to the fact that thefloor is smooth except for some talon marks.

10. Ro und Room . The 4 doors in this room are made so that only ocan be opened at a time. Upon closing any door the room wil l spin wildThis is caused by large weights th at drop from under the room int o a dcrevice and as there are only 6 of these weigh ts underneath, th e room wspin only six times before it has to be reset by hand . Once the room stspinning it may or may n ot be in the same place. Note th at the doors ofroom spin with it so marking the doors do no good and no seeing spells wwork through these doors (Kregora again, see #6).

11. Em pty rooms. These two rooms are identical. In the back of bof them is a concealed trap door that leads down to the m echanism of #to enable Turukulon's servants to reset the spinning mechanism. Persin #10 wil l not be able to tell the difference between the two rooms unlthey put something in the room themselves.12 .  Duplicate Room.  I d e n t i c a l to#9 in all  appearances(SheerFol60 to detect), persons coming to this room fro m #10 wi ll believe they at #9 for all practical purposes. Unless for some reason they alteredbefore stepping into #10 such as leaving an item or person there.13. Pit Trap. At this point in the passage a spring topped pit occuthe 1 0 ' in the middle of the passage leaving only a s mall ledge on eitside. This pit is Extremely Hard (-40) to detect due to th e fact that it is wconcealed and that the adven turers are predisposed to belie ving t hat this no trap there since there was not one in the passage to #8. The pisimi lar to the pits at #6 and #8.14. Dead En d. The fak e passage ends here bu t appears that it does because of an illusion of the cave at #2 that exists here. This ill usion subsequent pit trap in the room are Extremely Hard (-40) to detect forsame reasons that the trap at #13 was dif fic ult to find.15. Acce ss Passage s.  This passage and its tributaries run throughoutcave system w ith concealed portals passing into most of the ma jor rooThese portals are all Sheer Folly (-50) to detect unle ss th ey have been sopen before, and have a port culus be hind the door that can lowered rapiby a lever 10' back from the opening. The 'd's are similar to the omentioned in #l.16. Trol l Caves.  In these two caves live Turuku lon 's cavetroll servHe uses these trolls to keep the traps operating, to m ain tain prisoners, to sometimes gather food .

17. High Ent rance .  This passage spirals up throug h the rock 800'

cave that allow s entrance to the lair. This entrance is nearly impossiblreach for a humanoid due to the steepness of the rock faces.18.  These rooms are used to hold prisoners after the y are taken fro m traps.19. Passage to La ir. R ising steeply in circles thi s passage leads toactual lair of Turukulon. Along the way at several points like the shown are boulders set off to the sides of the passage tha t can be pusinto the passage and allowed to roll down upon whomever mightfollowing.

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44  

Isildur's Tomb and Dwaithohir's Eyrie Layo

20. Turukulon's Lair. In this room is a deep pool on the west side anda pile of treasure on the right. Turukulon often uses the pool as a restingand hiding place. The pile of treasure includes: gold and silver coins worth

1000gp, gems and jewelry worth 5000gp in two chests, one +20 sword of Elvish make with gem encrusted hilts, a set of 5 matched +10 javelins, ahelmet that allows the user to see as if it were day at night time and as if it were twilight in complete darkness, and a +25 spear of Troll sla yi ng thatin addition to the normal critical delivered also delivers an impact criticalof the same value. The area under the treasure is a pit that is activated by

a hidden lever on the west side of the room near the exit. This pit is 80' deepand has mud in the bottom similar to #6. The two chests and the bett ermagic items all have levitation spells that are activated by the same leverthat controls the pit. Located at the bottom of the pool is another 6000 ingold and silver coins, to serve as replacement for those lost in the pit whenit is opened. Usually Turu kulon w ill ask those in the pit to gather his coinsup in return for not leaving them there to rot.22 West Entrance Guard Chamber. All the kregora that is used in themud of the pit traps is mined from this room. Ore is unrefined but no magicwill work in this room, and any magic user must m ake a RR vs a 10th levelpoison to keep from passing out from the sudden loss of PP.23.  West Entrance.  Although hidden from direct view by a largeoutcropping of rock this entrance is accessible on foot. If anyone otherthan Turukulon or his servants enters the cave, however, a bell tone sounds

throughout the cave complex except for this passage.

8.4 ISILDUR'S TOMBLate in the Third Age Saruman's servants foun d, in their search

for the One Ring in the Gladdens Fields, what they believed w asthe body of Isildur. They took it and all that they could find aroundit back to Saruman. When he did not find the One Rin g on the body,Saruman gave the body to his servants to be disposed of. On thatday, Norantir the Great Eagle happened to be flying above Orthancand saw the body about to be thrown on a fire. Seeing the armor andtrappings of a great old Dúnadan Lord, he swooped down and borethe body skyward. After looking it over and finding no iden tify ingmarks, he carried the body to a point on the southern slope of Methedras, dug a shallow grave, and buried the body as it was.

No one except for his eldest son (wh o also died the same ni gh t)knew that Isildur was carrying a seed of the White Tree wi th h imto plant in Annúmnas. W hen the body was searched, this seed wasnot removed because it was of no use to Saruman and he wished itburned with the rest of the body. The seed remained in this dorm ant

state unt il the year 3000 when it sprouted and began to grow. Thisdrew the attention of Norantir, who reported th is to Gwaihir, whoin turn finally gave this information to Gandalf. Gandalf asked

Norantir to watch after the grave and tree to see tha t they aredisturbed. Afte r the War of the Rings, Gandalf told Elessar otree and a seed from it was obtained to grow the White TreAnnúminas.

The tree is the only m arker of the grave. If a man of Num enórdescent comes to this place or learns of it and comes here he wo

most likely stay for a while to meditate or pray. After 3 day of hi s Self Discipline and Presence wi ll increase by one point. Thnot due to any magic but to the intense psychological u pl if t oexperience.

8.5 DWAITHOHIR'S EYRIE

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Larach Duhnnan & Caerdh Wood Layouts 

9.0 SITES OF INTEREST:DUNLAND

This section details seven sites of interest in Dunland: LarachDuh nna n (a town in the heart of Dunland) , Caedh Wood (the onlytrue forest in Dunland), the village of Cillien and its Healer's Ha ll,the Smuggler's Hold, the Stoor Village of New Maresh, theTemple of Justice, and Palomire's Estate.

9.1 LARACH DUHNNAN (see insert)Larach Duh nnan is located in on the river Dunstrem, the heart of 

Dunland astride the Old South Road. This area slowly slopes downfrom the mountains and in a series of long plateaus. LarachDuhnnan is on one of these plateaus and has a commanding viewof the countryside. The stream runs th rough the town and is usedby some for transportation. The town itself is surrounded by a lowembankment and the clan-hold of Clan Feargan sets on a hill thatwas raised for that purpose on the north end of town.

For the people of Dunlan d w ho prefer to live in separate familygroups, Larach Duhnnan is considered a large town and a center of trade. The majority (though not a great one) of the people tha t live

in the town proper are of Clan Feargan or one of its subclans, butthere is a larger population of non-Dunlendings here than in anyother part of Dunland. Most of the merchants that make tradingruns through Dunland work out of this small city, and many of thebetter artisans of the area are found here. It is one of the few placesthat members of several clans can be found together, which canmake for some rowdy times. The standing army of Clan Feargankeeps fairly good control over the area, and the towns remainneutral territory even for warring clans.

S I G N I F I C A N T  P L A C E S I N  L A R A C H  D U H N N A N

1. Feargan Clan-hold.  The walls of this structure are made of stone andare 10 feet tall with a 10 foot wooden Palisade on top. The towers aresimilar in nature and will have guards posted at all times. Clan Feargan isin charge of keeping the peace in the town and the Clan Chiefta in Enion

makes all judgements against criminals with the help of his close advisors.The buildings inside include the Chieftain's tower, barracks, servantsquarters and stables.2. Chie ftain s Tower. This stone tower with its adjacent vaulted hallserves as the Quarters of Enion and his family . Their actual liv ing quartersare in the tower, and the hall is used for court and feasts.3. This small amphitheate r is used by the townspeople and visitors toview plays, satires, comedy, etc. as well as a meeting place for politicalgroups of the area. This sometimes irrupts into violence if two groupsschedule simultaneous meetings. Anyone that feels the need to speak hispeace can say it here near midday A crowd usually gathers for theseforums, but will not stand for a poor speaker.4. Common Market.  This area is available to anyone who wishes to bu yor sell goods. Sometimes it can get rowdy.

5. Elhar ian's Observator y. El harian is a half Dúnedain, half Dunis hastronomer. His business is information, which he gathers and sells forprofit. Some is gained through his professional skills, but muc h is gainedthrough his  "eyes and ears".  These are his names for the Dunlendingtwins that supply him wi th information that they hear or see on the streetsof Larach Duhnnan. Elharian has taken care of them since their parentsdied. They are very good at stalking and hiding, and most people do notknow that they relate everything they hear to Elharian. He is neutralpolitically, supplying inform ation to anyone w ith the price, which keepshim from being killed. He is one of the prime sources of rumors andlegends in this area, and welcomes visitors.

6. The Golden Goat Inn.  A f ine establishment. The owner's daughter,Darragh, is the prettiest girl in town, maybe all of Dunland.7. Herbalist.  The herbalist shares his shop with the healer from theHealer's Hall in Cillien, who lives next door. He is a good man, but has

un w it ti ng ly helped the drug smugglers who live to the west by givin g themadvice on purification processes.

8. The Merchant District. This area of town contains many wahouses. It also has taverns and inns oriented to merchants.9. The Bloo dy Axe. This tavern is frequented by the young warriorsthe Daen Iontis clans. They are usua lly looking fo r trouble.

9.2 CAERDH WOODCaerdh Wood is one of only two true fo rests in all of Dunla

Most of the Du nish High lands are covered in scattered woodlanbut nothing that could be considered a full blown forest. CaerWood is a place; it is a remnant of the original forests that coveall of southern Eriador. This distinc tion makes this wood a specplace in Dunland and therefore a mysterious place to the Dunlenings.

Clans Roth and Treforn have the traditiona l territorial rightthis area, and since they are allies in the Daen Coentis movemthey have no quarrels over rights to the area. Other clans rareventure into the wood because there is a superstition about place being haunted. A ltho ugh the woods is not haunted theresome active trees or Huorns in the wood and occasionally Ehave been known to come here.

Right now the most interesting feature of the wood is

presence of the Drûedain that have come to li ve there in the lastyears at the request of Clan Treforn, Clan Roth, and Clan EwThis was brought about primarily by the Chieftain of ClAonghas and his two brothers. The Drûedain that moved to Caehave now set up villages and become part of the Dun lend ing (mspecifically Daen Coentis) social and religious life.

The Drûedain live in three separate villages in Caerdh Wo40-60 in each village. The vi llages are about 10 miles apart near center of the forest and each has.regular commun ication with other villages. The Headman of the tribe, Rhân-gu ri-rhân, livesthe southernmost of the villages and he conducts the regumeetings with the religious leaders and Chieftains of the thclans.

Also of note in the wood are the worship sites constructed by

Daen Coentis clans for their worship services. Since the adventthe "return to the old ways" doctrine nearly 300 years ago, the DCoentis clans have been building , slow ly, worship sites for theselves. They are similar in form to those of the ancient DaCoentis of the White Mountain Vales. Several of these tempobservatories are scattered throu ghout the wood and the fooththat they border. Once the Drûedain came to Caerdh Wood, soof these temples were abandoned because the Drûedain felt thwere not  right   and the Daen Coentis clans took their word religion as absolute. The Drûedain take a major role in the religof these clans now and both groups seem to be benefiting bspiritually and physically.

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46  New Maresh & Smuggler's Hold Lay

9.3THESTOORVILLAGEOFNEW MARESH

The village of New Maresh is the only Hobbit settlement of any

significant size left in Dunland. M ost of the Hobbits hav e movedto the Shire. The Village is set on the side of several hill s that forcetheir way above the waters of a marshy area that drains into theDunstrem near its junction with the Gwathl6, about 60 miles

southwest of Tharbad. This marsh surrounding is well suited to the

Hobbits who (being Stoors) like the water and use small boatsdriven by poles to get around. The marsh also serves as a naturalprotection for the small people from raiders of various sorts. TheVillagers are visited by merchants like the other villages of Dun land, but only a few ac tually come here and only those that arewell established with the residents are welcomed.

9.4 THE SMUGGLER'S HOLD1. Front Ga te. The front gate is made of iron bars and can be reinforcby crossbars. It can also be locked by a mechanism inside, but will withstand battering by a ram.2. Rear Gate. Like the front gate.3. Barracks.  Once the servants quarters, this room now servesbarracks for the guards and field hands. Beds are located here for 15 be4. Stables.

5. Courtyard.6. Carriage House. Now used as a storage shed.7. Living Area.

8. Dining Room.   Since no formal Dinners are held this area is nused to house the three serving girls, and meals are served in the livarea.9. Heglin's Quarters. Heglin's personal belongs how ever few are khere. He has a locked strong box under a removable tile in the flocontaining 30 gold and 20 silver pieces. Most of his other possessionscarries.10. Cila' s Quarters. Cila, Heglin's mistress, spends most of her nigin his room and only uses this room to work and dress.11 . Murgrod's Quarters. Murgrod has no possessions of any vaother than a necklace he wears worth 10 gold.

12. Tigon's Quarters. Tigon uses this room as an office as well abedroom. He is often gone mak ing shipping arrangements furth er doriver.13. Kitchen. The stai rs lead to a root cellar that also has covered accto the wel l .14. Tower. This tower has only the groun d and top levels, and is ma iused for dry storage. M uch of the more expens ive herbs are stored hIt is always locked. The top level can be used for defense in case of attaand is accessed by using a ladder on the sou th wa ll.15. Tower. This tower has three levels, but they are only accessithro ugh the door on the lower floor. 10 guards are billeted on the first second levels and the top level is used as a watch post.16. Hallway.

17. Va rth or' s Quarters. Varthor's room is very neat and practical

smells of chemicals because he works on some of the refining technhere.18. Iarless' Quarters. Iarless' room is quit e the opposite of Varthbeing in a constant state of disarray. She is not here often as she learegula rly to meet with the Chieftains of the Brefen.19. Neacal's Quarters.  This room is nicely decorated for Cinadaugh ter, but contains no valuables.20. Cinard's Office. Here Cinard keeps track of sales, shipments payroll for the workers. All business transactions are discussed confirmed here. The vault is reached through a secret door in the fireplThis room contains the wealth of Cinard and the shared wealth of partners. 1000gp are in a chest on a table against the east wall and a sm

 jew elled cani ster nex t to it conta ins 5000gp worth of diamon ds and rub21. Cinard and Adeyn's Quarters.  This large room is so ric

decorated that it is almost gaudy. Cinard's wife Adeyn is here most alltime weaving and maki ng garments. Most of their wealth is in the va ul#20 but several of the fixtures in this room would bring a good price major city.

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Smuggler's Hold & C illien Villa ge Layouts  

9.5THEVILLAGEOFCILLIEN& THE HEALERS HALL

The village of Cillien is located in Northern Dunland in theterritory controlled by Clan Eogbann it is m uch like other isolatedDunlending villages w ith one exception. Cillien 's special claim tofame is that it is the home to the Healer's Hall. Co nsequently thetownspeople of Cilli en are more used to the presence of magic andmagic users than any other town in D unland.

The Hall is located on the ou tskirts of the town and next to it isthe home of its headmistress Derna. The hall was once aNúmenórean outpost but wa s converted to the needs of the healerswhen established many years ago. It is made of dark granite andlooks quite imposing compared to the humble structures of thevillage.

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48  

The Healers Hall Layo

T H E   H E A L E R S   H  A L L

1. Derna's House.a. Living area.b. Derna's bedroom. Many books containin g healing spellstechnics can be f ound here.c. Froithir's bedroomd. Kitchen.e. An im al cages. Two owls, a Madratine, a raccoon, a silver ferand a gorbet occupy these cages when not roaming free around

grounds. This is also where Froithir works leather. His motsometimes makes him go elsewhere to work if the smell uppatients.

2. Visitor's Ha ll. Visitors to the halls o f healing are not allowed beyothis room. This area has been made comfortable for these people.3. Visitor's  Bed room s. These bedrooms are used for guests visifrom far away.4. Student Rooms. These rooms serve as bedroom and study area forthe students of the Hall they are also some located on the second flThese rooms are usually all occupied by students.5. Student Lounge. Students use this area for recreation and grstudies. Two large fireplaces run through the central pillar of the Hallhave hearths on each level.6. Classrooms/Libraries.

7. DinningHall.8. Kitchen. Students rotate kitchen duties.9. Gen eral Wards. These large rooms are used for patients who dorequire private rooms.10. Herb Storage and Preparation Rooms.

11. Storage.

12. Instructor s Rooms. Three instructors are now l iving at the Hbesides Derna.13. Patient Lounge. Patients that are well enough to get out of bedallowed to leave their rooms and come here a variety of games are khere to pass the time. Books are available also but most of the patientsnot adept at reading. Patients tha t need to be exercised to restore functo limb s are also taken care of here. A door leads through the large north

window and out onto the balcony.14. Individ ual Patient Rooms.

15. Healer s Rooms. When patients are present healers that have almcompleted their training are stationed here throu ghou t the night in caspatients need help.

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Palomirë's Estate Layouts 

9.6 PALOMIRË'S ESTATEPalomire', the wealthy Dúnadan landowner from western Dun-

land, lives with his family and retainers in a large manor houselocated on his estate 60 miles southwest of Tharbad. The house is

typical of the Dúnedain houses in the area and most will conform

in general to the same basic format and size.

1. Entrance Ha ll. The large front doors open into thi s hal l that servesas an airlock to keep out cold air in the winter and as a defensivemechanism should the house be attacked.2. Formal Din ing Hall.3. Palomire's Office. This large office is where Palomire conducts thebusiness of the estate. The sma ll room is Palomire's priva te work area.4. Kitchen.

5. Servants' Quarters.

6. Liv ing Area. This large area is used by a ll for many purposes. Largewindows let in light from the courtyard and a large fireplace serves towarm the room. Stairs lead up from this room to the second level .7. Storage Room . A ladder leads from this room up to the next lev el.8. Carriage Barn.

9. Retainers Quarters.

10. Arm ory. Stores  of weapons are kept here for the retainerreinforced door leads out of this room to th e outs ide. It can be barretwo iron poles to resist battering.11. Courtya rd Gates. These gates allow access to the courtyard the corral.12. Stables.

13. Conservatory. This room has large w ind ows and a domed roof for view ing the night sky. and is adorned with m an y plants whic

thrive here because of the greenhouse effect. A balcony also looks outthe entrance to the house from here.14. Children's Bedrooms.

15.  Palomire's Bedroom.

16. Upper Court. This area is used for sun nin g and relaxation bfamil y members.17. Fam ily Livi ng Area. This area is used as a conversation meeting room and private din ing room for the fami ly. There is a balthat looks out over the courtyard from here, and large windo ws to the ucourtyard allow large quantities of light to enter.18. Uppe r Tower Leve l. These areas are used as watch postdefense posts, but are mostly used for storage and work areas when is no threat of attack from the outside.

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50  The Temple of Justice Layou

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The Temple of Justice Layouts 

9.7 THE TEMPLE OF JUSTICE

The Temple of Justice is located in Dunland approximately 25miles east and sligh tly sou th of Cillien in a long dead end valley setin the woods of the area. The temple stands in the valley on a lowhill foun dation which allows it to stand above the valley floor andgive those in or on the temple a comm anding view of the surround-ing area. Directly behind the temple the valley w all climbs steeplyup and a watch post is located on a trail that leads in a winding

fashion up the 65 degree incline. In the fron t of the temple the widevalley floor allows large crowds to gather in relative comfort forceremonies and speeches. Towards the front of the va lley entranceis a bridge that crosses a stream that acts as a first line of defenseof the temple.

The temple itself is made from a dark granite from the w all of thevalley, and is formed into the shape of a large stylized bul ls head.The structure stands 60' tall and is 180' wide across the base. Themain entrance to the temple is through what would be the bull'smouth, although there are secondary entrances under the "ears",but these are always locked.

9.71 ENTRY LEVEL LAYOUT1. Preparation Room.  Similar to the room of the same name on the

fourth level this room is used for preparation for the ceremonies held in theMain Chapel. A secret door leads to stairs leading: up to the prison, up toMaben's Chambers, and down to a secret tunnel exiting 1/4 mi. awaybehind some boulders.2. Main Chapel.  D aily ceremonies for the guards and anyone else thatwishes to attend are held in th is chapel most of the priests and acolytes willbe present unless other duties keep them aw ay. A single door opens behindthe alter to the priest preparation room. The double doors leading to theentry hall swing outward and can be barred if the occasion should arise.3. Officers' Quarters.  3 officers occupy these each of rooms.4. Guards' Quarters. 6-8 guards live in each of these rooms. If andwhen any high ranking visitors were present one or more of these roomscould be converted into quarters for them.5. Entry Hall.  The entrance to the temple is through the 'mouth' and

is guarded on the outside by 2 guards at all times. The en try hal l itself has6 guards posted, 2 at the stairs and 2 at the doors to the chapel and 2 at theentry.

9.72 LEVEL 2 LAYOUT1. Prison. Those being prepared for sacrifice are kept in these 5' by 10'cells doors are locked by padlocks that are Medium (+0) to open. Twoguards will be on duty at all times if prisoners are present, which is mostof the time. The larger cells at each end are used for groups of prisonersor for special prisoners who rate more space. Manacles are attached to thewall in each room and have locks that open with the same key that opensthe cell. At present there are seven prisoners. Three are aw aiting sacrificeand are non-Dunlander s with no friends tha t wan t them saved. One is anacolyte that renounced Maben and is paying the price. Two are guardsbeing disciplined for speaking to a Dúnedain. The last is Keriel, the

daughter of a Dúnedain noble that lives in Northern Dunland, w ho waskidnapped by members of a supportive clan and brou ght to the temp le asa gift to Maben. He plans to sacrifice her at the next possible occasion afterthe search for her has died down some. A secret door at the rear of theprison opens to a stairway that leads up to Maben's quar ters and down tothe preparation hall behind the ma in chapel. Prisoners are transported tothe main chapel via these stairs by priests only the door is locked and onlypriests have a key.

2. Guards Quarters. 6 to 8 guards are billeted in each room, theyarmed with dagger, spear and axe they have leather armor and helmets that look simil ar to the temple itself also made of rigid leatherbronze strips. Guards do not have any personal possessions of wort3. Offic er's Quarters.  2 officers occupy each of these rooms, are in charge of the guards and report directly to Maben.4. Kitc hen and Mess Ha ll. All of the occupants of the templtogether in this hall. The priests and acolytes eat at different times thaguards however. Smoke from the cooking fires are routed out of the r

through pipes that exit at the 'nostrils' of the temple.

9.73 LEVEL 3 LAYOUT1. Maben's Quarters.  The high priest Maben uses this room apriva te chambers. No one is allowed in the room or near the door whis opened. Maben tells his follow ers this is for the ir own safety, bu t inhe wishes to protect his iden tity as a servant of Sauron. (See Section The room is decorated in a morbid style with tapestries and paindepicting the deaths of people in gruesome ways. Maben keeppossessions here when he does not carry them wi th h im. He has a sstore of gold, 1500 gp., that he keeps on hand mostly for bribes, he not need the money for anything else. A secret door in the back wardrobe on the far wall opens with a stiff push to reveal a spiral staileads down to the lower levels2. Stair Chamber.  S tairs are located here that win d up to the the folevel.3. Acol ytes ' Quarter s. These studen ts are being taught b y the pafter gradu ating from be ing a guard. There are 6 of the acolytes that rin each of the rooms. Typically they wear rough brown robes andarmed with a dagger.4. Priests' Quarters. The Priests have graduated from being acoand now perform the regular rit ual s and managerial dut ies of the temas well as go on trips to other clan-holds to spread their message. Sas a priest is determined by how long the they have been in the priestand the fav or of Maben the high priest. 2 to 4 priests will be quartered5. High Chapel. Daily services for the acolytes and priest are hethis room presided over by Maben. Pre-ceremonial services are alsohere to prepare those inv olve d for the ceremonies.6. Guard Room. No one but acolytes and priests are allowed to

the door into #5. Two gua rds are on du ty here at all times forpurpose.7. Eye Rooms. These rooms are open to the outsi de and form theof the temple from the front view. Du ring ceremonies acolytes lightin this room to produce the red eyed effect of the temple. A guard is onhere at all times, excep t for ceremonies. If needed to que ll dissent aman u nru ly crowd durin g a ceremony priests can be sent here by Mabcast shock bolts out of the eyes at the crowd or specific people.

9.74 LEVEL 4 LAYOUT1. Ceremonial Preparation   Room. The priests and acolytes temple prepare for publi c sacrific ial ceremonies in this room. The staircase leads up throug h a trapdoor in the roof to allow the priests visi ble to the crowds. On top of the roof there is a stone slap tha t theas an alt er in these sacrifices. The trapdoor to the interi or cannot be op

from the ou tside by no rma l means. To un lock it after it has been closemu st depress a pressure plate wh ich is located behind the al ter in the that is normall y used for kneeli ng. The acolytes are taug ht to kneel bthey enter for this purpose.2. Acolytes' Quarters.  See #3 on the third level.3. Priests' Quarter.  See #4 on the third level.4. Doors. These doors open below the 'horns' to a pathw ay on wthe acolytes stand in some of the ceremonies and also serves as a loopost in time of strife.

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52   Adv en tu re A

10.0 ADVENTURE AIDSThis section provides some helpful Gamemaster notes which

relate to runn ing a dventures in the Fangorn Forest and its borderareas. The GM should read over these gui del ine s before stud yin gand selecting one of the adventures in Sections 11.0 and 12.0.

10.1 SELECTING AN ADVENTURESections 8.0 and 9.0 present specific adventure sites. The GM

wil l need to refer to those sections for the appropriate layouts andfloorplans. Al l NPC 's are in described in Section 6.0, Section 7.0,and Table 13.4.

10.2 CHOOSING A TIME PERIODEach adventure is associated with a specific time period, but aGM may modify them to fit another time period. Once a time

period has been determined, the GM should carefully check thetimeline (Section 2.0) and note pertinent events.

10.3 ADVENTURE SUGGESTIONSOnce you're acquainted with the general background material,

look over the statistical sum maries outlined in the tables of Section13.0 Get to know the Non-player Characters (NPC 's). Read whatthe individual backgrounds have to say, and try to think as thatperson would.

Look over the layouts and note where traps, guards points, andweak points are located. Even if a room does not have an occupantindicated, consider the possibility that someone may be there when

the characters enter.

10.4 TRAPS,WEAPONS,AND SPELLSLayout sections include frequent references to traps and locks.

The following cross-references are provided for GM's usingMERP or  Rolemaster.

In order to compu te the success or failure of attempts to disarmor unlock these mechanisms, simp ly hav e the acting PC roll, addhis appropriate bonuses, and subtract the diffic ult y factor assignedto the lock or trap. Then refer to MERP table MT-2, p. 79 (or  RM:Character Law ).

Results of Fall/Crush attacks and anim al attacks can be deter-mined using MERP tables CST-2 and AT-5 or AT-6, all on page70. If you employ  Rolemaster , seeClaw Law.

Weapon attacks can be computed usin g MERP table CST-1, p.72 and AT-1 through AT-4 on p.71 (or RM: Arms Law ).

Non-magic bonus items are only used with Rolemaster.Whenusing MERP, all items with bon uses are assumed to be magical.

Some traps will not be functional du e to not being activate d ormaintained. For each 50 years that have passed since the lastknow n habitation of a location, there is a 1 % chance that the trapwil l not operate when it wou ld norm ally be set off (due to disuseand lack of mainten ance). Suc h a trap still has a chan ce of going off every time that someone hits the trigger mechanism (e.g., a trapmight not go off whe n the first person hits the trigger, but it mig htgo off later). The GM may also wish to assign a chance th at trapsare not activated (i.e., not armed or primed to go off). A 10-20%

chance overall is suggested.

11.0 SOUTHERN MISTY MOUNTAIN ADVENTURES

This section presents four adventures set in the S outhern M isMountains.

11.1 A CALL FROM SINGING HILL

Setting: The Southern Misty Mou ntain s Third or Fourth AgeRequirements: A group of adve nturers not daun ted by tales haunting.Aids: A guide to point the party in the right direction.

THE TALEMembers of several of the Hi ghla nd D uni sh clans te ll of heari

strange noises coming from a certain mountain. Some of thepeople have seen the strange castle that sits on a cliff in tmou ntain s and believe it to be haunted . They say, howev er, thais magnificen t to see and must have been the home to rich or nobpeople at one time. One claims th at he saw ghostl y figures leav iit one even ing, but was to terrified to stay and watch .

THE TASK

To go to the Singing Hill and investigate the castle, taking abooty that can be found. O f course whe n the p layers arrive thethey will find a totally different set of circumstances. Unless tElves of Amon Lind know they are coming, they might judecorate the whole castle to appear haunted jus t to ha ve some fand break the monotony.

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Southern Misty Mountain Adventures

11.2 TRADING WITH THE GIANTS

Setting: The Southern Misty Moun tains, Third Age (most like lyfrom the Dunland side)Requirements: A low level party looking for adve nture, strangeplaces and big friends.Aids: Something to trade.

THE TALEA merchant out of Larach Duhn nan named U lfri s doing businesswith many of the small villages, survived the plague but now hastaken ill an can not travel to sell his wares. Ulfris ' son, Eion, is justold enough to do the job for him , but is inexperienced and does notknow the people that Ulfris knows. Therefore he w ill need help onhis rounds. One of Ulfris' main stops is in a high valley of the MistyMountains, where he trades semiannually with two Giant familiesthat come down from the high moun tains. Ulfris is now looking fortrustworthy men to send with his son on his trading rounds assalesmen and guardians. Ulf ris is offering 2% of the profits to theparty or a flat fee of 10 silver/week. The trading run lasts 10 weeks.

THE TASK

Make as mu ch money as possible, and keep it from getting stolenby brigands or clansmen. Many options are open to the adventur-ers. They can go along on the whole trip and get their money, theycan take all the goods from Eion and sell them on their own, theycan leave Eion after finding the giants and follow them to their"treasure", etc.

11.3 ASSAULT ON A LAZY DRAGONSetting:  The Southern Misty Mountains (start in Dun land)T.A.Requirements: An experienced stealthy party of adventurers withgood mountaineering skills.Aids:  A map to the Lazy Dragon's lair, drawn by one of Turukulon's cronies.

THE TALEWhile in Dunland the party hears a story told by a travelling

Dwarven weaponsmith, named Purfin . The Dwarf tells the tale of how he, after leaving Moria (he won't say why), found themountain lair of a dragon. A quote from his chilling tale:

"Atfirst I was frightened but after mustering my courageup I crept into the lair real slow. Once inside I found severaldifferent passages going in all directions, one of which lead to a large cavern where I saw the Dragon, and he wasasleep. 'Pon seeing this I crept over to the piles of treasureon the floor and grabbed several pieces of jewelry worththousands of gold pieces. On my way out though I felt that 

 I was being stared at and turned round quickly! There laythe Dragon wide awake staring at me! Well, let me tell you,

 I thought I was dead. But the Dragon just looked at me, let out a big sigh, and said, and these are his exact wordsbecause I'll never forget them, 'Your not even worth thee f for t    to kill,  you repugnant little  Dwarf,  so just   take it and get out'. Well I was ne'er so happy to be a repugnant little

 Dwarf in my life. That was the only Dragon I ever saw, but they can't all be that way or none of them would have anytreasure. I'd say this one was just lazy. But I'll tell you thetruth; I believe if a body was sneaky enough he could drift right in there like I did and take somethin' nice that would make 'em rich for years to come. I'm not goin' back though.

 If he were to see me again he might decide I was worth

gettin' up about. Unfortunately I was robbed after I got tothe lowlands but I have this to remember it by." 

At this point Purfin shows a gold chain necklace which wearing tha t has opals and pearls imbedded in it, whic h appebe worth several hundred maybe even a thousand gold piPurfin w ill supp ly anyone seriously interested in the Dragona map, for a nom inal price. Should the party ask Purfin to gthem he wi l l for a larger s um, but wi l l not go wi thin s i te of the

THE TASK

To go to Turuk ulon 's lair using Pu rfin's map and take whatreasure the group can. Of course, once there, the rules chanTur uku lon is not really a lazy Dragon, and all of Purfin's sta lie. If the party is strong enough it might win it's way freetreasure. If not it may end up in slavery, sold to Elenriexperiments (especially Elves), sold to Maben for sacrificedead.

11.4 FINDING A SOUTHERN PASSSetting: Southern Misty Mountains, Third AgeRequirements: A strong party capable of travel through ruterrain, and able to handle many dangers.Aids:  A guide from one of the Dunn ish tribes or a partial mthe mountains would be of great help. Consider, however, thfirst might run when adversity comes and the latter mighinaccurate.

THE TALEMerchants from both sides of the Mounta ins would like to

a passable route over the mountains between Dunland and Nern Calenardhon, mainly Tir Limlight. (These merchantactually in the illegal herb business and are trying to find waship the herbs to Minas Arnor, which w ill not be as closely waas the ports and the Great West Road through CalenarShipments from Tir Limlight are not inspected as much becthese types of herbs are not grown in that area.) This banmerchants is wi llin g to pay a trailblazer party 3000 gp to find a

through the mountains that will be usable at least six months othe year, and wi ll also be capable of allo wing small carts or bof burden safe passage. They wi ll pay 30 gp per person to a that tries but cannot find one.

There is such a pass through the mountains but it is longtwisted, running a course near to Turuk ulon's Lair, one of the families' homes, by Troll lairs and comes out on the easternof the Mountains.within 20 miles of the Caverns of PainI.C.E.'s module, Ents of Fangorn.

THE TASKTo find a trail like the merchants want and make a map of

them to follow, while avoiding the multiple dangers of the mtains. (This adventure can be played as a lead-in for several o

in the same area.)

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54  Dunlan d Adventu

12.0 DUNLAND ADVENTURESThis section presents four ad ventures set in Du nland .

12.1 A TROLL HUNT

Setting: Dunland , Third AgeRequirements: A group of low to mid-level ad ventures capable of working with Dunnish clansmen.

Aids: A Dun nish guide is help ful, but not necessary.THE TALE

Clans Treforn, Roth and Ewen have set a bounty of 30gp,collectable by anyone, for each Troll, of any type, killed. To cla imthe bounty, the Troll's big toes and ears must be surrendered ateither Clan Hold to one of the clan guards. It seems th e Treforn andRoth clans have, as of late, been plagued by Trolls coming out of the mountains and into their territories. The truth behind t his is thatsecretly, Maben, Sauron's servant and High Priest of the Templeof Justice, has been ordering the Trolls in to the area to harass thesetribes because they stand against him. Anyone wishing to huntTrolls, and are not clan members, must first ask permission of theChieftains of the respective clans. At this point almost any one is

welcome to hunt, except members of the Justice Priesthood, ormembers of clan Arailt (and of course other Trolls).

THE TASKTo hunt Trolls, with clansmen or alone, and to bring proof of 

kills to the clan holds in order to receive paymen t. Members of clanArailt may be in the area uninvited supposedly taking shots atTrolls, but they may be aim ing for the hunters instead. O ther largepredictors such as Bears or Wolves might also cause problems forthe hunters, but the main source of conflict wil l be the Trolls.

Setting: D unlan d, Third Age 1640Requirements: A group of responsible adventurer s wit h gooinvestigative and spying skills. Members that are Dunl end ing oknow the area would be help ful, but not necessary. Knowledge oherb lore is almost essential.Aids:  Elharian the Astrologer has information about the dru

grower's regular visits to Larach Duh nnan .THE TALE

While in the south the party sees a public notice that reads afollows:

WANTEDThe King is now seeking trustworthy civilians for short term missions of a mili tarv nature.Persons must be in good standing with the law

and willing to travel. Persons applying should have prior combat experience for reasons of 

self defense. Pay is dependent upon services rendered and is negotiable. For more information contact:

 Arcondur.Commander of Special Missions,

 Min as Arnor.

If the party inquires about the positions, the members will basked many questions by Arcondur about the ir backgro und, exprience, and how muc h they would be w ill ing to risk for good wageBefore they accept the offer, he can tell them only t hat the mis siois secretive, it will be backed by the king's authority, could bconsidered dangerous, it will require the party to trave l and that thparty will be accompanied by a ma n tha t has had some experiencin this kind of work.

Should the party decide to accept the mission and its conditionof service, Arcondur will introduce them to Mengron, a halNorth man, half-Dúnadan ranger who wi ll accompany them on thmission. Mengron wil l then expla in to the party that over the la

30 years there has been a slowly increa sing trade in illeg al herbs Min as Arnor and the other souther n provin ces of Gondor, accompanied by an increase in il licit herb abuse thr oug hou t the popultion. In the past three years the su pply of these ille gal herbs hrisen dramatically. As of late, more and more soldiers are beinfound with an addiction to these agents, a situation which

 jeopardizing the defenses of Gondor.The mecha nism by whic h these herbs enter the area is not cle

but those looking into the matter, inclu ding M engron and Arcodur, believe that the trade is supported by the Blac k Num enóreain Umbar. The herbs being shipped are probably not grown therMany believe that the drugs are coming from somewhere Dunland where they are grown in large quantitie s and then shippto Gondor. The party was not allowed to have t his information

advance for fear of the mission 's purpose becoming kno wn. Tillegal substances that the government wo uld particularly like see decline in ava ilab ility are Tartella, (and Tartec its derivativeGort and Phecallus.

THE TASKThe mission is for the party, along with Mengron, to secret

travel to D unla nd and try to locate the source of the herbs being soand to shut down the operation by any me ans ava ilab le or createTriple wages will be given for anyone w ho accepts the challeng

12.2 MISSION FOR THE KING

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Dunland Adventures 

12.3 SACRIFICE FOR JUSTICESet tin g: Dunland, Third Age 1640

Requirements:  A well armed group of experienced adventurerswi ll ing to risk capture for a damsel in distress, and any money herfather can come up with.Aids: Maps of the Temple interior wou ld be of great help. E lharionhas enough knowledge of the interior to draw basic maps, but a

former or present inhabitant of the Temple would serve thispurpose much better.

THE TALEPalomire is a Dúnadan landowner from North Dunland. His

forefathers once were part of the Heri that met at Tharbad, bu t thathas ceased and now he rarely goes there. His family owns a largetract of land bordering the North-South road and stretching outnearly twenty m iles toward the Gwathl6. Hi s large fortified house/ compound is located only 5 miles from the road and 50 peoplecould live there comfortably. Because of the plague, and thesubsequent exodus of many of his neighbors, he has on ly 25 peopleliving in the complex at this time. Durin g the plague three of hisfive children died. Only his one son and youngest daughter

surviving.Now his daughter has been missing for two weeks, wi th no traceof a body. Palomire believes that she has been kidnapped by oneof the jealous anti-Dúnedain clans, and possibly taken to theTemple of Justice. He is afraid for her life, but he cannot so muchas be seen near the Temple. If captured, he will be killed brutallyand immediately. If Men are needed he can supply up to 10, fullyrealizing that, although they would have no chance in a frontalassault, they mi ght be used to divert attention. His other warriorsmust stay to guard the compound. Palomire w ill reward the partythat returns his daughte r alive with 6000 gp. He wi ll pay 1000 gpto the party for the return of her body.

THE TASKTo return wit h Palomire's daughter, who is currently being held

in a prison cell in the Temple of Justice, scheduled for sacrifice ata public ceremony in one week.

12.4 A CLAN WAR

Set ting : Dunland, Third Age

Requirements: A high level party w ith a desire to he lp keep peace

and thereby win friends and influence leaders among some of theclans (and unfortunately enemies in the others).Aids: A knowledge of clan politics.

THE TALEEnion, the clan Chie ftain of clan Feargan, has sent word that he

would like to meet with the party. At the audience with Enion theparty is informed of several events that have happened, and severalwhich are about to happen.

First, clan Treforn has br ought several Drûedain to live in CaWood over the last few years. Their existence in the wood wasrevealed to anyone outside of clans Treforn, Roth, and Ewexcept for Enion and a few close people to him. The Arailt, Maben also know of the Drûedain thro ugh spies sent into the aSecond,  although clan Feargan is openly neutral towards Temple of Justice and the Daen Iontis clans as well as the DCoentis clans, in real ity, clan Feargan, ma in ly because of Enion

covertly aligned against the Daen Iontis and the Temple. The cmaintains an ou twardl y neutral front only in the interest of keeppeace. Third, the Chief tain of clan Treforn, Aonghas, has sent wto Enion that he has good reason to believe that a small partyArai lt warriors, along w ith Priests from the Temple of Justiceplanning to raid the Drûedain villages in Caedh Wood, withobjective of killing every one of them or, at the very leperma nently dri vin g them away . Clan Treforn is aski ng for hin the matter. Fourth, should the Ara ilt atta ck and succeed in tpurpose, clan Treforn would have to retaliate, with clans EwRoth, Madoc, Dobec, Ruadh, Sonmar, E ogbann, and Colgar woprobably join in on their respective sides.

Should clan Feargan intercede and stop the raiding party, tit would have declared itself and war would start almost immately. Larach Duh nnan would cease to be a center of trade fothe clans, thereby diminishing clan Feargan's power. If CTreforn rides in force against the raiding party, the TempleJustice wi ll accuse that clan of persecuting its priest s wi th the send result; war. The only bid for peace available is for the p(since its members are not clansmen) to intercept the A railt raidparty, and stop them from ki lli ng the Drûedain. The Drûedaicourse have been noti fied and w ill protect them selves as best tcan, but they are few in number. (They will probably be mharder to kil l than the Arail t believe.)

Enio n stresses one other point. At least one or two of the raidparty should be allowed to escape in order to convey the messto clan Arailt and the Temple that their attackers were not clmen. Even considering this precaution, a clan war might enEnion, however, believes this the best hope for peace. The oother thin g that Enion mig ht suggest is that the party leave the if they are successful, because many of the Daen Iontis' clans be looking for people fitting the party's description.

THE TASKThe party should stop the Arail t riding party before it reache

Drûedain vil lage and kills some of the Drûedain. This wi ll noeasy for a small party unless they are very strong. The priests oTemple have ma gical abilities and the warriors of Ara ilt are amthe finest in Dunl and. The party could opt to attack them frontawhich w ould be inadvisable, or it could attack by ambush utilizhit and run tactics. Consider, however, that the Arailt probaknow the land mu ch better. The party migh t prefer to wai t with

Drûedain for the Ara ilt to arrive in the wood, laying traps for thTHE REWARD

Enion, wil l give the party an old Dúnadan dw ell ing in nortDunland (to which he owns the title), the land around it, anhorses if they succeed in thei r task. If they do not succeed, then twill probably be dead. They must try the mission once they hheard the story or Enion will tell his warriors to throw them indungeon. The beginning of the clan war will cause Enion to othem to the A railt and the Temple of Justice as appeasement. Enis a fair man, but he will have his way or someone will suffe

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56  Master Encounter Table

13.1 Master Encounte r Table

Encounter

Chance (%)Distance (miles)Time (hours)Inanimate Dangers

General TrapAv a l a n c h eFlash FloodGrass FireSites/ThingsCave/Cavern/LairDúnedain SiteCalenardhon SiteD u n l e n d i n g S i t eDrûedain SiteGrave Site/TombDunlendingsCommon FolkWarriorsHealers

BardsPriestsCalenardhonsCommon FolkSoldiersOther MenNorthmenEasterlingsTravelling MerchantsBanditsDrûedain

GwaithoPlain

20%104

01

02-0405-06

07-0809-10

1 1 - 1 61718

19-2627-3132-34

35-3839-40

——

41-4243

44-4748-50

51OrcsScouts 52-53Small Patrols (2-6) 54

Normal Patrols (6- 10) —Warband/Caravan ( 12-30) —Other Non-ManishDragonsDwarvesElvesEntsGiantsGreat EaglesHobbitsHuornsTroll, CaveTroll, ForestTroll , Hil lTroll, Stone

AnimalsB atBearBees/HornetsEagleBoarG l u t a nL y n xJatewooneH e r d a n i m a l sPoisonous SnakeSnow LeopardW o l f / W a r gOther Animals

Races

55-5657

5859-60

6162

63-6465-6667-69

707 1

72-7374-76

777879

80-8283-8788-90

91-9293-100

D u n i s hHighlands

15 %54

0102-0304-06

07

08-1011-12

13-1718

19-20

21-2627-3132-34

35-3738-40

——

4 1

42-4445-46

47

48-5051-52

53

5455-57

585960616263

64-6566-6869-7172-73

74-7576-78

7980-8283-8485-8687-88

89-9091-92

9394-9697-100

The MistyMountains

15 %34

01-0203-0607-08

09-121314

15-16

1 7 - 1 8

19-2122-24

25

26-2728

2930

3132

33-3435-37

38-4344-47

48-505 1 - 5 2

53-5455-56

5758

59-6061

6263-65

6667-6869-70

71-7374-76

7778-80

8 182-8384-85

86-8788

89-9192-94

95-100

Use of the Encounter Table and Codes:

The GM should determine the group's location and the appropriate colum n and then roll for a possible encounter. The periodof time covered by an encounter roll is either the Time  givenon the table or the time it takes the group to cover the Distance

given on the table, wh iche ver is shorter. If an encounter roll iless than or equal to the  Chance  of Encounter given on the

table, a second roll of (1-100) is made to determ ine th e natureof the encounter.An encounter does not always require a fight of simi lar act ivi tya group can avoid or placate some of the above dangersmeetings with proper action or good ma neuv er rolls. This tableonly gives the GM a guide for encounters with unusual opotentially dangerous sites or creatures.

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Master Beast Table 

Type

Ba tBat, G. Vampire

Bear, Black Bear, Blue

Bear, Brown

Bear, Cave

Big Horn Sheep

Eagle, Golden

Eagle, Great

Eagle, Verrin

GlutanGoats, Mountain

Goats, Wild

Gorbet, Trail Lizard

Highland LynxJatewoone

PronghomSnakes, Poisonous

Snow Leopard

Troll, Cave

Troll, Forest

Troll, HillTroll, Stone

Warg

Wild Boar

Wild KineWolf Wolf, Grey

Lvl

01

47

51 2

43

8

243

2439

11- 56

12

61076

3533

#/Enc

1-10012-30

1-51-6

1-21- 5

4-401- 5

1-51- 3

1

3-36

1 - 1 21- 21-5

1

1-50-2-21

-6-3-5

1 - 1 0

1

1-105-152-40

Size

SS

ML

LHMM

LMSM

MSML

SSML

MLLM

MLMM

Speed

VF/VF

VF/VF

F/FMF/MF

MF/MF

MF/FM/MF

F/F

VF/VF 

F/FF/VF

MF/MF

F/MFS/MDVF/VF

F/VF

VF/VFS/VF

VF/VF

M/M

M/MFSL/MSL/MVF/VF

F/MFM/MF/F

VF/VF

Hits

424

150200

1703007030

150405050

502570120

2510-2012017 5

10015 012 0150

12020011 0110

A T

No/1No/1

SL/4SL/8

SL/8Sl/8No/4No/1

No/3No/2No/3No/4

No/4No/3No/3No/2

No/2No/1No/3

RL/11

R L / 1 1RL/11RL/11No/4

No/4No/3No/3No/3

DB

6040

3025

1040

35

3040355035

30405530

25404525

15201050

30303030

(Primary/ 

Secondary/Tertiary)

Attack

25Ti/— /—40SBi/40SCl

60LGr/70LCI/30MBi80LGr/70LCl/30MBi

70LGr/60LCl/20MBi

95HBa/90HCl/30HGr

60MBa/40MHo/20MTS

45MCl/35SPi/ —

80LCl/60LPi/ —

50MCl/40Spi/ —

50Mbi/45MCl/—

50MHo/45MBa/30MTS

40MHo/40MBa/10MTS

10TBi/special/—

45MCl/30MBi/—

80LPi/70LCl/50LBa

30SHo/20STS40SSt/—/—

50MCl/40MBi/ —

100HCl/85We/ 

80LBa/65LCl/ —

95LBa/85LCl/ 

45LCl/35MBi/—

75LBi/60LCl/ 

40LHo/30MBa/20MTS

80LBa/90LCr/ —

65LBi/ — / —

60LBi/30MCl/ 

Will not normally attack unless provoked.Will cause 1-5 hits/md after a critical is achieved.

Will not normally attack unless provoked.Semi-intelligent; uses "Presence (50'R)".

May charge (60LBa); mean when provoked.

Use Large Creature Criticals.

Only males have horns.

Rarely attacks larger creatures (unless helpless).

Intelligent & good; Use Large Creature Criticals.

Bold and territorial.

Extremely aggressive. Will attack without reason.Only males have horns. Aggressive.

Only males have horns. Mildly aggressive.Secretes poison through skin, see Sec. 5.3.

Lives and hunts in groups.Huge bird of prey, rarly flies. "Cleaver Beak".

Curious, but skittish.Nathair, Nathrach, and Coireal; see Sec. 5.3.Unpredictable, has been known to help men.Use Large Creature Criticals.

Found in the woods.

Use Large Creature Criticals.

Use Large Creature Criticals.

Operate in packs and will warn Orcs of intruders.

Mean-tempered and solitary. Vicious if cornered.

Huge ox-like animal.Will not attack groups unless provoked.Rarely attack humans.

13.2 Master Beast Table

(Primary/

Secondary/Tertiary)

Codes:  The statistics given describe a typical creature of that type. Most of the codes are self-explanatory: Lv l  (Level), #/Encount  (number

encountered). Size (T iny, Small, Mediu m, Large, or Huge), Hits, and DB (Defe nsive Bon us). The more complex statistics are described below:Speed: A c reature's speed is given in terms of "Movement Speed/ Attack Quickness"): C = Creeping, VS = Very Slow, S = Slow, M = M ediu m,MF = Moderately Fast, F = Fast, VF = Very Fast, BF = Blin ding ly Fast.AT (Armor Type): The two letter code gives the creature 's MERP armor type (No = No Armor, SL = Soft Leather, RL = Rig id Leather, Ch =Chain, Pl = Plate); the number is the equiv alen t to the Rolemaster numeric armor type.Attack: Each attack code starts with the attacker's Of fensiv e Bonus. The first letter indicates the size of the attack = T = Tiny , S = Sm all, M =Mediu m, L = Large, and H = Huge. The last two letters indicate the type of attack = Ti = Tiny, Pi = Pincher/Beak, Ba = Bash, Bi = B ite, Cl = Claw,Cr = Crush, Gr = grapple, Ho = Horn, TS = Trample/Stomp, St = Stinger, and We = Weapon. These codes may differ sl igh tly from the  MERPa n d   Rolemaster  codes..

(Primary /Secondary /Terti ary ) = Each creature usu all y initiates combat using its "Primary" att ac k. Depending upon the situation or success of the Primary attack, it may later use its "Secondary" or "Tertiary" attacks (all in the same round if previous attacks are very successful).

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58  Master Military Tab

1 3 . 3 M a s t e r M i l i t a r y

Name/# Race L v l

T a b l e

Hits A T D B S h Gr Melee

OB

Missle/ 

2ndary

OB

Mov

M Notes

The Dunlending ClansClan Feargan

Chieftain (En ion) seeClan Guard/50Elite Warriors/400Adult Warriors/2100Young Warriors/750

Clan Erastoc

Chieftain/1Clan Guard/30Elite Warriors/300

Adult Warriors/1900Young Warriors/700

Clan Arailt

Master NPC ChartLesser Men

Lesser Men

Lesser Men

Lesser Men

Lesser Men

Lesser Men

Lesser Men

Lesser Men

Lesser Men

1 2

841

1512831

14 012 07045

15513 01106045

RL/11RL/9SL/7SL/6

RL/9SL/7SL/7SL/7SL/6

35302530

4535302530

YYY

Y

YYYYY

N

A/LAA

A/LA/L

AAA

125ss95pa75ha45ha

160ml130ml100ml60sp

40ha

l00sb80sb

60sb

40sb

l00sb90sb

75sb

40sb

40ja

1050

5

1510105

10

Chieftain's body guardWar group commandersAverage clansmen; some use polearmsSome use ss, sl, or, ja

Has + 10 equipme nt uses bs on footChieftain's body guard, always mountedWar group commandersAverage clansmen; some use haSome use ss, sb, sp, sl

Chieftain (Daonghlas) See Master NPC Chart

Clan Guard/80Elite Warriors/400Adult Warriors/1600Young Warriors/650

Clan Leonn

Chieftain/1Clan Guard/20Elite Warriors/200Adult Warriors/1200Young Warriors/400

Clan Treforn

Chieftain (Aonghas)Clan Guard/40Elite Warriors/250Adult Warriors/1600Young Warriors/600

Clan MadocChieftain/1Clan Guard/50Elite Warriors/300Adult Warriors/1500Young Warriors/500

Clan Eogbann

Lesser MenLesser Men

Lesser Men

Lesser Men

Lesser Men

Lesser MenLesser Men

Lesser Men

Lesser Men

14941

149531

15012 57050

14 512 0906045

No/2SL/5SL/6SL/7

Ch/13RL/9RL/9SL/7SL/6

50403030

302 5202525

NYYY

YYYYN

NNA

A/L

A/LA/LA/L

N

N

150bs105ba80ha50sp

145bsl00ha75ha60ha40ha

l00ja95sb60sb

45sl

105sb90sb

60sb

50sl

20ha

201055

101055

10

Chi eftai n's body guard, fight like madmenWar group commanders, ride together on raidsAverage clansmen; some use sp, ba. or bs-5Some use ss, ha, sb, or, ja

Uses +5 equipmen tChi eftai n's body guardWar group commandersAverage clansmen; some use spearSome use sb, sl

See Master NPC ChartLesser Men

Lesser Men

Lesser Men

Lesser Men

Lesser MenLesser Men

Lesser Men

Lesser Men

Lesser Men

1 2

84

1

1 4

1 1

731

14012 06545

15 013 511 06045

RL/11RL/9SL/8SL/7

RL/9RL/9SL/8SL/7SL/6

35303025

4035302530

Y 5YYY

YYYYY

A/LAAA

A/LA/L

NAN

140bal00ss75ha45sp

155ba130bs90ha60sp45sp

l00sb95sb65sb45sl

110sb90ja75ja45sb

40sl

101055

1 5

101055

Chieftain's body guard; use +5 weaponsWar group commandersAverage clansmen; may use ss or spSome use ha, sb, or ja

Uses +10 equipm entChie ftain's body guardWar group commandersAverage clansmen; may use haSome use ha, sb, or ja

Chieftain (Belligel) See Master NPC ChartClan Guard/20Elite Warriors/150Adult Warriors/1300

Youn g Warriors/350Clan OgaronChieftain/1Clan Guard/40Elite Warriors/200Adult Warriors/1200Young Warriors/500

Lesser Men

Lesser MenLesser MenLesser Men

Lesser Men

Lesser Men

Lesser Men

Lesser Men

Lesser Men

1063

1

15

1 1

631

13 010060

45

1551351006040

RL/9SL/8SL/7

SL/6

Ch/14RL/9RL/9SL/7SL/6

353025

30

3530302525

YYY

N

YYYYY

AAA

A

N

A/LANN

110pa85sp65ha

40ha

150bs125ha85ss

60ha40ha

90sb

65sb40sb

35sl

105sb95sb60sb

45sb40sb

1050

5

1510555

Chi eftai n's body guardWar group commandersAverage clansmen; may use sp

Some use sp, ss. ja, or sb

Uses +5 equipm entChi eftai n's body guardWar group commandersAverage clansmen; may use spearSome use ss. ja, or, sl

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Master Militar y Table 

Name/*

Clan Ewen

ChieftainClan Guard/40Elite Warriors/400

Adult Warriors/1200Young Warriors/400

Clan DobacChieftain/1Clan Guard/30Elite Warriors/250Adult Warriors/1200Young Warriors/350

Clan Sonmar

Chieftain/1Clan Guard/25Elite Warriors/200Ad ult Warriors/1150

Youn g Warriors/350Clan RothChieftain/1Clan Guard/20Elite Warriors/150Adult Warriors/1200Youn g W arriors/300

Clan Ruadh

Race

Lesser Men

Lesser Men

Lesser Men

Lesser MenLesser Men

Lesser Men

Lesser Men

Lesser Men

Lesser Men

Lesser Men

Lesser Men

Lesser MenLesser Men

Lesser Men

Lesser Men

Lesser MenLesser MenLesser Men

Lesser Men

Lesser Men

L v l

1 7

1310

41

14107

3

1

13116

3

1

15128

4

1

Hits

16014 5130

6545

14013011 06040

14013 510060

45

15014 01206545

A T

Ch/9RL/9SL/8

SL/7SL/7

RL/9SL/8SL/8SL/7SL/7

Ch/15RL/9SL/7SL/6

SL/5

Ch/16R L / 1 1RL/9RL/9SL/8

D B

453535

3530

40

40

35

35

30

35303025

30

4030302530

S h

N

N

Y

NY

YN

YN

N

N

YYY

N

Y 1 5Y10

YYY

G r

A/LA/L

A

NN

A/LA/L

NNN

A/LA/L

NN

N

A/LA/L

ANN

MeleeOB

160bs145ss115ss

75sp45ha

140ba115ba90sp

60ha45sp

145ba1 1 5 m l80ha60ha

40ha

150bs130ssl00ss70ha45ha

Missle/ 2 n d a r y

OB

1251b1201b951b

65sb40sb

105ja90sb

75sb40ja40sl

110sb95sb70sb45sb

40sb

115sbl00sb90ja65ja45sl

MovM Notes

15 Uses +15 equipme nt15 Chieftain 's body guard, uses +10 lb10 War group commanders; excellen t trackers

5 Average clansmen; may use ss, or ha0 Some use sp, ss, or sl

15 Uses +10 equipment15 Chieftain's body guard; usu ally moun ted10 War group commanders; may use ha on10 Average clansmen; may use sp

10 Some use ha, ss, ja, or sb

15 Use +10 weapons10 Chieftain 's body guard ; use ba on foot5 War group commanders

foot

5 Average clansmen; may use sp wh ile moun ted

10 Some use sp, ja, or sl

15 Uses +15 weapons and +10 armor10 Chief tain's body guard, use +5ss5 War group commanders0 Average clansmen; may use sb5 Some use ss, sp, sb, or ja

Chieftain/1 (Rulart) See Master NPC ChartClan Guard/20Elite Warriors/150Adu lt W arriors/1000Young Warriors/300

Clan ColgarChieftain/1Clan Guard/30Elite Warriors/200Adult Warriors/1050You ng Warriors/300

Clan Tar Moid

Chieftain/1Clan Guard/20Elite Warriors/100Adult Warriors/1000Young Warriors/300

Lesser Men

Lesser Men

Lesser Men

Lesser Men

Lesser MenLesser MenLesser Men

Lesser MenLesser Men

Lesser MenLesser MenLesser MenLesser MenLesser Men

106

3

1

141 1

8

3

1

15

1 2

74

1

130906040

145140

12565

40

1451401106540

RL/9SL/8SL/7SL/6

SL/8SL/8SL/8SL/7SL/6

RL/9RL/9RL/9SL/7SL/6

35303025

454035

30

30

35302 52530

YYN

N

N

YY

YY

YYYN

N

A/L

NNN

NA/L

ANN

A/LA/LA/L

A/L

N

105ha85ha60ha45ha

145ba110ml95ba60ha40ha

150bs120ha90ha70ss45sp

90ja65sb50sb

40sl

l00ja90ja75ja45sb40sb

120sb95sb

80sb

50sl40sl

10 Chieftain's body guard10 War group command ers5 Average clansmen ; may use spear5 Some use sp, ss, ja. or sb

20 Uses +10 weapons10 Chief tain's body guard; very good It. calva ry10 War group commanders10 Average clansmen; some use sp when mo unted

10 Some use sp, ss, ja, or sl

10 Uses +5 equip men t5 Chieftain 's body guard5 War group command ers5 Average clansmen ; may use ha, or sp

10 Some use ha, ss, ja, or sb

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60  Master Military Tab

KEY

CODES The statistics given describe each NPC; a more detailed description of some of the more import ant NPC 's can be foun d in the m ain text .Some of the codes are self-explanatory  Lvl  (level) Hits , Sh (shield), and Mov M (m ovement and maneuver bonus). The more complex codes

are listed belowAT (Armor Type) The two letter code gives the being's  MERP armor type (No = No Armor, SL= Soft leather, RL = Rig id Leath er, Ch = Chain.Pl = Plate); the number is the equ ivalent  Rolemaster armor type.DB (Defensive Bonus) No te defensive bonuses includ e stats and shield. Shield references include qual ity bonuses (e.g. "Y5" indicates "Yes.a +5 shield").

Gr (Greaves) "A" and "L" are used to indicate arm and leg greaves respectively.OB's (Offensive Bonuses) Weapon abbreviations follow O B's fa — falchion, ss — short sword, bs— broadsword, se — scimitar, th — two-handed sword, ma — mace, ha — hand axe, wh — war hamm er, ba — battle axe, wm — war mattock, cl — clu b, qs — quart er staff, da — dagger.sp — spear, ml — mou nted lance, ja — jave lin , pa — pole arm, sl — sling, cb — composite bow, sb — short bow, lb — long bow, lcb — li gh tcrossbow, hcb — heavy crossbow, bo — bola, wp — whip, ts — throw ing star, hb — halberd. Melee and missile off ensive b onuses include th ebonus for the combatant's best weapon in tha t category.Stats: Ag — Agility, Co — C onstitution, SD — Self-Discipline, Me — Memory, Re — Reasoning, St — Strength, Qu — Quickness. Pr —Presence, Em — Empathy , In — Intui tion . For MERP , average Re and Me for Intelligence.

Skills: Most skills are self-explanatory: S/H — Stalking and H iding , Per — Perception, Amb — Am bus h, Acrob — Acrobatics, etc.

The Temple of JusticePriests/12

Acolytes/36

Officers/8Soldiers/80

Lesser Men

Lesser Men

Lesser MenLesser Men

13

6

103

12 0

70

12 560

No/2

No/2

Ch/13RL/9

Palomire's Home (A typical Dúnedain Estate)

Guard Captian/1Men at arms/20Medium Horses

Lesser Dúnedain

EradorianHorses

Drûedain (Woses)

1033

12 060100

Ch/14Ch/13SL/3

Chieftain (Rhân-Guri-Rhân) see Master NPC ChanElite Warriors/4

Warriors/40Watchers/5Hunters/50Pukel-men/?

Amon Lind

Drûedain

DrûedainDrûedainDrûedainSpecial

10

510410

11 0

8010065200

Guard Captain (Ecth eon) See Master NPC ChartOfficers/3Retainers/12Light Horses

NoldorVarious Elves

Horses

1483

15 51 10100

N o / 1

No/1No/1N o / 1PL/20

Ch/15+Ch/15+

SL/3

55

40

3025

403035

45

35503030

90

7035

N

N

N

N

N

Y—

Y

YY10

YN

YYN

N

N

A/LA/L

A/LA/L—

N

NNNN

A/LA/L

N

85da

60da

120ba65ba

115bs65 ss35LTr

ha

80ha90ha70ha100ma

160bs130sp35LTr

70da

45da

95ja45ja

95cb50sb

1 1 5 b l

90bl1 1 0 b l80bl120bl

140cb115lb—

25

20

1 5

10

1510

35

20

101550

2020

35

+15 da; uses magic as a first atta ck; SpellLists: 3 Evil Cleric base to 10th; 4 OpenChan. to 20th; 2 Closed Chan. to 10th.

+5 weapon; Spell Lists: 2 base Ev il Clericlists to 5th, 4 Open Chan. to 10th:2 Closed Chan. to 5th.

OB is 110 with a"Derfel" (see Sec. 7.15).OB is 60 wit h a"Derfel" (see Sec. 7.15).

+ 15 equipment+10 equipmentOne per warrior

Each leads a group of 10.

Border Guards.Chief Scouts; Rangers.Less-experienced.Ignore bleeding and stuns.

+20 equipm ent; other magic item s: spell users+15 equipm ent: may use bs in close combatOne per warrior

Name/#   Race   L v l   Hits   AT   D B   Sh  G r   MeleeOB

Missle/ 2 ndaryOB

M ovM Notes

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Master NPC Table

1 3 . 4 M a s t e r M P C T a b l e

Name L v l Hits AT DB Sh Gr MeleeMissle/  2ndaryOB

MovM

OBNotes

S o u th e rn M i st y M o u n t a in sTurukulon 25 295 R L / 1 2 80 N N Special Special 20 A d u l t W in ge d Fir e D r ake ( B l ack /B l u e Gr e e n ).

Attacks: 85LBi/100HCl/70LBa/90FBr; each round m ay use l head attack (Bi, or FBr) , Cl attack, and Ba attack (Tail) . FBr = Flame B reath ( lxMin , 20x/day): B olt, OB90, 70' range, +10 to heat criticals due to inten sity of the f lame; Ball OB45, 50', 20' radius. Spell Lists: Open Ch anneling Lists; Concussion Ways, Sound's Way, Light's Way to 10th Level; Open Essence Lists; Spell Wall , Rune Mastery, Essence's PerceptionsLesser I l lusions, Unbarring Ways, Detecting Ways to 20th level; Closed Essence Lists; Spirit Mastery, Invisible Way's, Lofty Bridge,Dispell ing W ays to 10 th; 90PP x3PP M ultipl ier Belt (Wo rn around his lef t front leg. Use the Super Large Critical Table.

Purfin 9 105 C h l 3 35 Y A/L 120wh 90hcb 5 Dwarf Warrior/FighterAg84,Co97,SD62,Me74,Re72,St95,Qu89,Pr70,Em75,In59, Climb45, Smithin g35, Trickery 20, Act45, Mason30, +15 W ar Ham mer, +15 cha in+10 heavy crossbow, +5 bolts, +5 sm ith tools

Dwaithohir 25 275 R L / 1 1 85 N N 110HCl 90LPi 45 Great Eagle. Warden of the S. Misty Mountains 1640 TA.Uses Large Creature Criticals.

A M O N L I N D

Súlkano 35 165 Ch/19 90 N N 165bs 175sp 20 N o l do M age /A l che m is tAg98,Co89,SD100,Me75,Re95,St96,Qu99,Pr98,Eml00,In88, Swim40, S/H30, Locks50, Ru nes8 0, St/Wnd80, Dir Spell 40, Sm ithin g8 0,

Traps60, Ride20, Per65, The Echirerta, Maikarama, +25 Broadsword of Orc & Troll slaying, +25 chain no penalty to movement, +20 crossbowwith + 15 bolts, boots of windwalking/running, headband of longear/longeye/presence 50', set of +20 forging tools, 805PP. See Sec. 6.12 form o r e in f o r m atio n .

Fëamírë 25 170 Ch/19 85 N N 185bs 1751b 25 Sinda BardAg97,Co95,SD82,Me78,Re93,St98,Qul01,Prl01,Em88,In91, s/h65, Amb60, Trap20, Singing70, Music40, Seduct40, Act40, Per90, Track-ingSO, PblcSpeak60, Ride50, Trickery40, MA St 1:100 2:80 3:50, Sw 1:60, Anarmacil , +20 chain no penalty to m ovem ent, +20 longbow, +15arrows, +5 bo wstring-unbreakable, +20 l ight h elmet translates any language into S indarian, r in g of Facade II , belt x5 PP, 375PP. See Sec. 6.1for more information.

Lalaith 18 130 N o/ 1 70 N N 65da 85da 20 Sinda BardAg96,Co75,SD92,Me93,Re94,St60,Qu99,Prl01,Em79,In99, Music80, Per 70, Dance60, Singing90, Act90, Seduct 80, 2 Amoves +30 MA Sw1:50, +25 dagger, ring of Facade II, anklet x4pp, bracelets +30db & firearmor, Reverse Spells ring 2/day, 216PP. See Sec. 6.12.

Helkama 30 170 Ch/18 70 N A/L 17 5bs 15 0hcb 15 N o l do M age /A l chem is tAg90,Co100,SD98,Me84,Re85,St98,Qu95,Pr97,Em96,In72, Math 80, Sm ithing 80, St/Wnd50,Runes7 0, Per75, Elenruth, +20 chain , +20 helmwith laen visor which al lows Darkvision, and Sidevision, x6pp armband, Boots of Fast Sprint, +10 crossbow with +15 bolts, 360PP. See Sec.

6.12 or more information.Moranar 22 150 Ch/18 65 N A/L 150bs 1501b 25 Noldo Mage/MagicianAg97,Co96,SD98,Me60,Re84,St89,Qu98,Pr99,Eml01,In70, Acrob 40, Swim30, Climb20, St/Wnd50, Runes 50, Ride30, Dir Spell80, Per70,Dance30, 3 A mo ve +30, MA St 1:90 Sw 1:130 2:100 3:80 4:60, Raukam bar, +15 longbow, +10 arrows, collar x6PP acts as a ful l helm, bootsof leaping and landing, staff of Firebolts, 396PP, See Sec. 6.12 for more information.

Elenril 27 150 SL/6 100 N N 160bs 1501b 20 M ixe d S in da/N o l do A n im is tAg99,Co84,SD98 ,Me75,Re97,St90,Qu85,Pr96,Em60,In97, Tracking 50, Ride 30, W oodcraft20, St/W nd50, DirS pel3 0, Per90,Rope Mastery 3Foraging50, The merg ing stone, Durlachiel , +15 staff of Plant Control I and Plant G rowth V, soft leather armor that acts as Ch 16, r ing +20Dand Natu re's Eye, r ing x5PP, +15 longbow , +15 arrows of Orcslaying, 280PP. See Sec. 6.12 for more information .

Teletasarë 20 120 No/1 90 N N 90bs 1201b 20 Sinda Animist/Lay HealerAg95,Co60,SD90,Me90,Re95,St55,Qu88,Pr99,Em98,In99, Falconry 20, Dance80, M usic 50, P er80, Swim 20, Ride20 , 2 Amo ves, +20longsword, +20 longbow, +20 spear, necklace x3PP, robes +30DB and Protection II, ring of shockbolts, earrings 1 of Calm I and the other of Lord sleep each 1/day, 120PP. See Sec. 6.12 for more information.

Ectheon 25 165 Ch/16 75 N N 180bs 150cb 15 N o l do W ar r. /Fgt .; G u ar d Cap ta in ; e xce l l e n t k n if e thr o w e r

(Ag98,Co97,SD82,Me66,Re86,St100,Qu96,Pr98,Em76,In73, Climb40, Ride50, Swim30, Tracking40, Per70, W eather-watching40, Naviga-tion30, Trap-building20, First Aid20, Acrob40, MA St 1:120 2:100 3:80 4:60 Sw 1:60, +20 Broadsword, +30 dagger of growth, +20 chain,+10he lmit that negates 30% of al l head criticals, a crossbow of Trollslaying. See Sec. 6.12 for more inform ation

Miriel 15 130 No/4 110 N N 120MC1 150da 45 W eapon.. Silvan/LynxAgl02,Co72,SD50,Me55,Re69,St99,Qul02,Pr79,Em78,In98, Acrob 90, Tumbling 80, Per 70, Diving 70, Dance 40, Tracking 40, Climb 50,Amb 60, S/H 60, Cook 10, 4 AMoves +40, Adefense +30, MA St 1:120 2:100 3:80 4:60 Sw 1:1 10 2:90 3:70; 2 Katas: Staff & knife, +15Shortswo rd, +15 Dag ger, Bracelet +30DB, earring of Protection III. See Sec. 6.12 for more info rm ation

Eniad 17 160 No/4 100 N N 17 0bs 150ts 40 Weapon.. Northman/Snow LeopardAgl01,Co97,SD58,Me60,Re65,Stl02,Qul01,Pr65,Em84,In80, Acrob 70, Tumbling 60, Per 50, Diving 40, Tracking 70, Amb 70, S/H 75,

Clim b 70, Ride 20, 3 A moves +30, Adefense +30, Ma St 1:140 2:120 3:100 4:80 Sw 1:90 2:70; 4 Katas: S taff , Knife, B roadword, Throw ingStars, +15 Broadsword, +15 Throwing Stars, Bracelet +30DB, belt of Protection III See Sec. 6.12 for more inform ation.

Cornen 16 150 No/4 120 N N 160ss 160lb 45 We ap o n . . Sinda/BagerAgl03,Co93,SD54,Me65,Re70,St100,Qul02,Pr87,Em80,In89, Acrob 65, Tum bling 80, Div ing 75, Tracking 80, Per 55, Clim b 30, Fletching40, Music 10, 4 Amoves +40, Adefense +30, MA St 1:100 2:80 3:60 Sw 1:140 2:120 3:100 4:80; 3 katas: S taff , Lo ngk nife, F ighting cha in, +

Shortsword, +20 longbow, +10 arrows, +30DB ring. Cloak of Camouflage. See Sec. 6.12 for more information.

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62  Master NPC Tabl

Name Lvl Hits AT DB Sh Gr MeleeMissle/ 2ndaryOB

MovM

OBNotes

G I A N T R A N C H E R S :MûndGrûnaBûndGûndKenaK û r lMoteDoteMonaTinaBûrnaChildren

24172018141510101614131-8

400340380360300330240240330310270

60-200

RL/11RL/11R L /11

RL/11RL/11RL/11RL/11R L /11

RL/11RL/11RL/11RL/11

40303530

2525404025303540

NNNNNNNNNNNN

NNNNNNNNNNNN

150HBa150HBa175HBa165HBa130HBa145HBa105HBa105HBa145HBa135HBa120HBa30-90LBa

100HRo95HRo105HRo95HRo80HRo90HRo70HRo70HRo90HRo85HRo80HRo

20-60LRo

1001050101 5

155510

.Ro 20

Stone-Giant Warrior/Fighter. The PatriarchStone-Giant Warrior/Fighter. Mûnd 's wifeStone-Giant Warrior/Fighter. M ûnd's eldest son.Stone-Giant Warrior/Fighter. Mûnd's 2nd sonStone-Giant Warrior/Fighter. Mûnd's DaughterStone-Giant Warrior/Fighter. Mûnd's 3rd sonStone-Giant Warrior/Fighter. Mûnd's 4th sonStone-Giant Warrior/Fighter. Mote's tw inStoneGiant Warrior/Fighter. Bûnd's wifeStone-Giant Warrior/Fighter. Gûnd 's wif eStone-Giant Warrior/Fighter. Kûrl's w ifeStone-Giant Warrior/Fighter. Grandchildren too

G I A N T M I N E R S :SevinT u nTopiNinenJani

NikiMikiTiki

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380360360340310

32025535

RL/11RL/11RL/11R L /11

RL/11

R L /11R L /11

RL/11

4035253025

354020

N

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NNN

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175th165HBa165HBa155HBa130HBa

135HBa110HBa30HBa

105HRo95HRo90HRo85HRo70HRo

75HRo65HRo15HRo

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10105

Stone-Giant W arrior/Fighter. Head of the HouseholdStone-Giant Warrior/Fighter. Sevin's brotherStone-Giant Warrior/Fighter. Sevin and Tûn's m otherStone-Giant Warrior/Fighter. Sevin's w ifeStone-Giant Warrior/Fighter. Tun 's wife-to-be

Stone-Giant Warrior/Fighter. Sevin's 1st sonStone-Giant Warrior/Fighter. Sevin's 2nd sonStone-Giant Toddler/Fighter. Sevin 's you ng da ughter

NOTE: General Rules for Giants: Melee attack is a club (use Huge Bash), Ro (rock indicates a thrown object attack (any large object willdo); treat as Large Crush attack (LCr), range is 300' for Mû nd , Bûn d, Sevin, and Tûn and 200' for the rest. All of the giants can also stompopponents as a secondary attack , use their standard OB on a Huge Crush attack delivering double damage. Trea t all of the Giants as "Large"creatures for the purposes of criticals.

DUNLAND

S I G N I F IC A N T C L A N L E A D E R SEnion 18 170 Ch/13 50 Y A/L 160bs 130sb 20 Dunle nding Warrior/Fighter Chieftain of Clan Feargan

Ag90,Co97,SD90,Me80,Re82,St95,Qu96,Pr88,Em84,In89, Ride50, Climb20, Swim20, Music20, PblcSpeaking60, Per30, 1 Amove +20, MASw 1:70, +15 shield, +15 Broadsword, +10 chain, +20 DB ring, +30 M&M boots.

Aonghas 16 165 Ch/16 40 Y A/L 170bs 100ja   1 5 Dunlending Warrior/Fighter Chieftain of Clan Treforn

Ag70,Co99,SD89,Me60,Re85,St99,Qu87,Pr95,Em86,In93, Ride40, PblcSpeaking50, Act30, Seduct30, Singing20, Per40, Tracking30, 1Amove +30, MA St 1:90, +20 Broadsword, 3, +15 javelins, +15 ch ain, +10DB headband, belt that allows +50 to any OB I/day.

Padrey 12 130 Ch/14 40 N A/L 140bs 85ja 25 Dunlending Scout/RogueAg95,Co85,SD92,Me89,Re70,St85,Qu89,Pr85,Em91,In82, Ride30, PblcSpeaking30, Singing10, Per50, Climb20, +15 Broadsword, +10 chain3, +10 javelins,

Raonull 13 140 Ch/13 35 Y L 150bs 90ja 20 Dunlending RangerAg87,Co90,SD60,Me71,Re63,St95,Qu92,Pr92,Em60,In75, Ride20, Cl im 40 , Track ing50, Amb20, S/H20, Per30, +10 broadsword, 2, +5

 javelins , +10 shield, Boots of Traceless Passing, 13PP 3 spell listsDaonghlas 17 160 Ch/13 35 N N 165bs 110ja 20 Dunlend ing Warrior/Fighter Chieftain of Clan Arailt

Ag92,Co75,SD75,Me68,Re82,St90,Qu94,Pr96,Em56,In87, Ride40, PblcSpeaking45, Act35, Seduct10, Per30, Amb10, S/H10, Frenzy30, MASt 1:90 2:70 Sw 1:50, +25 Broadsword of Limb Pain; the victim mus t make a RR vs 10th level or have the spell effect the limb hit , +15 chainthat cancels the effects of 20% of all torso criticals. +10 Helmit that increases the morale of his soldiers in battle to near berserker proportionsfor up to 100' in diameter. 3 +15 javelins. Necklace of Protections II. (most of these items were given to him by Maben .

Belligel 14 90 Ch/13 20 Y A/L 90sp 80sb 10 Dunlending Bard

Ag55,Co40,SD95,Me80,Re75,St60,Qu60,Pr92,Em91,In80, Ride30, Runes20, PblcSpeaking60, Per55, +20 chain, +15 DB helmet, +10 spear,+5 shortbow, +10 shield, 14PP. 4 spell lists, +2 spell adderRulart   1 1 110 RL/9 30 Y A/L 120HA 95JA 20 Dunlen ding Warrior/Fighter Chieftain of Clan Ruadh

Ag89,Co80,SD60,Me70,Re83,St90,Qu92,Pr85,Em75,In66, Ride20 , Climb30, H/S30, PblcSpeaking20, +10 rigid Leather, +10 Hand axe +15shield

L A R A C H D U H N N A NElharian 20 120 No/2 50   N N 100st 50da 20 Dúnadan/Dunlending Astrologer

Ag82,Co70,SD85,Me92,Re100,St55,Qu85,Pr95,Em80,In95, St/Wnd60, Runes62, PblcSpeaking40, T rickery 25, Per40, Seduct50, Adefense+20, medallion x2PP, total 80PP +30DB robes, +20 dagger, x4 range m ultip lier mirro r for use with astrologer base lists. Wand of dualShockbolts.

Eion 3 35 Sl/4 35 N N 45ss 35sb 25 Dunlending Fighter (Trader)Ag93,Co93,SD40,Me57,Re69,St84,Qu87,Pr67,Em89,In75, Ride15, Tradings, Swim5, Mathematics20, Per10, +10 shortsword.

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Master NPC Table

Name L v l Hits A T DB Sh Gr MeleeMissle/ 2ndaryOB

MovM

OBNotes

C A E R D H W O O DRhân-Guri-Rhân  l5   100   N o / 1   40 Y5 N   70ss   50bl  30 Wose Ranger (Chieftain of the Drûedain in Caerdh Wood)

Ag95,Co94,SD60,Me85,Re69,St93,Qu99,Pr65,Em81,In92, Ride70, Swim78, Climb56, Tracking100, Per68, S/H82, Amb74, 2 Amoves +30MA Sw 1:50, +10 short sword. x2PP string of claws, 6 lists 30PP total.

H E A L E R ' S H A L LDerna 16 135 No/1 40 N N 50da 30da 25 Half-elf Animsist/Healer (Master of the Healer's Hall)

Ag92,Co90,SD98,Me92,Re85,St65,Qu75,Pr93,Em99,In97, Ride 15, St/Wnd30, Music25, Dance30, First Aid54, Singing20, Per58, RopeMastery20 Adefense +35, All Healer base spells to 10th, all closed Channeling Lists dealing with Healing to 20th, broach +7 spell adder, +15dagger, +10 DB robes, ring of leaving, Wand of Injury Assessment, 32PP.

Froithir 10 12 0 RL10 50 N A/L 120bs 120cb 25 Half-elf Ranger (Derna's adopted son)Ag96,Co80,SD69,Me70,Re89,St92,Qu100,Pr92,Em87,In95, Ride40, Climb30, Swim20, First Aid20, Amb45, S/H30, Tracking50, Per54,Leatherworking20, Nature's Ways, and Moving Ways to 10th Inner Walls, Nature's Ways, and Path Mastery to 5th, +25 It hil naur broadswor+5 crossbow, 20, +15 bolts, ring +20 bonus on Tracking, Amb &S/H, +10 rigid leather made from alligator skin. +10 DB greaves, +4 spelladder belt buckle 20PP.

T E M P L E O F J U S T I C EMaben 25 180 No/2 100 N N 120st 100da 25 Black Númenórean Animis t/Evil Cleric

Ag90,Co40 (98),SD94,Me83,Re98,St85,Qu91,Pr94 (101),Em90,Inl01, Tracking55, Seduct80, PblcSpeaking75, Per60, St/wnd50, Runes50,Dir Spell50, Subduing40, All Evil Cleric Base Lists to 25th, most Open and Closed lists to 10th, +25 Dagger that gives cold criticals of equalvalue and returns if thrown, +20 Staff of Fire that wi ll cast any spell below 10th level on the Fire Law List at the level of the wielder, +50DBrobes with permanent Essence Shield, Glove of Tongue Rot 1/day, Headband with Mind Shield that acts as a ful l helm, lesser Ring of Power,450PP. See Sec. 7.15for more information

Palomire 9 105 Ch/15 35 Y A/L 105bs 85sb 15 Dúnadan Warrior/Fighter; LandownerAg75,Co89,SD94,Me86,Re84,St92,Qu93,Pr91,Em86,In64, Ride40, Per25, Swim20, Mathematics30, +20 chain, +20 Broadsword, +10 Shield+10 Shortbow, +5 arrows, +15 DB ring

Kireil 2 15   N o / 1 20 N N 30da 20da 25 Dúnadan young womenAg90,Co80,SD61,Me70,Re91,St48,Qu93,Pr90,Em61,In93, Ride20, Dance25, Singing30, Weav ing l5, +10 DB earring, +20 dagger

S M U G G L E R ' S H O L DCinard 8 11 5 SL/7 35 Y N 105bs 90sb 15 Dunlending Scout/Rogue

Ag85,Co90,SD92,Me91,Re95,St82,Qu89,Pr92,Em82,In87, Ride25, Swimming20, Tracking35, Herblore20, Locks20, Traps25, Foraging30, SH25, Mathematics20, Per45, +10 broadsword, +5 soft leather, +5 shield, +10 helmet with Presence 25'

Helin 10 130 SL/8 30 Y A/L 130bs 90cb 10 Northman Warrior/FighterAg79,Co95,SD72,Me70,Re84,St96,Qu87,Pr86,Em92,In94, Ride40, Swimming10, Tracking30, Herblore5, Foraging15, Cookery 10, +15

broadsword, +5 soft leather,+5 shield +5 DB greaves, +5 crossbow that recocks automatical ly to allow twice the fire rate.Tigon 9 12 0 Ch/15 45 N A/L 120bs 95sb 15 Corsair Ranger

Ag89,Co86,SD95,Me72,Re92,St81,Qu93,Pr93,Em89,In91, Ride20, Swim40, Sailing30, Herblore25, Per40, Mathematics25, +15 chain, +20broadsword, +10shortbow, +5 dagger, +15 helmet, Medalion that casts Suggestion at will 3/day, 9PP, 3lists.

Mungrod 9 140 Ch/13 25 Y N 130sc 80cp 15 Easterling Warrior/FighterAg85,Col01,SD78,Me86,Re56,St94,Qu82,Pr78,Em76,In65, Ride30, Sailing20, Per20, Tracking10, +15 simitar, +10 shield, +10 chain.

Adeyn 5 65 SL/6 40 Y N 65ss 601cb 15 Dunlending Scout/RogueAg95,Co82,SD73,Me89,Re71,St65,Qu92,Pr89,Em89,In91, Ride20, Swim10, Herblore20, Agriculture30, Locks10, +10 shortsword, boots of landing, Wand of herb detection.

Iarlless 8 110 SL/7 45 N A/L 90bs 851cb 20 Dunlending Warrior/FighterAg96,Co85,SD82,Me84,Re81,St75,Qu98,Pr85,Em91,In94, Ride35, Tracking40, Swim20, Climb15, Per40, Traps30, Herblore10, PblcSpeak-ing20, +15 Broadsword, +5 ligh t crossbow, +15DB armband, boots of Waterwalking, ring that translates Breffren, and Drûedain into Dunal

Cila 2 10   N o / 1 15 N N 25da 10lcb 20 Dunlending Scout/Rogue

Ag90,Co60,SD80,Me28,Re85,St61,Qu83,Pr92,Em65,In93, Ride5, Swim10, Herblore5, Locks25, Amb5, +5 daggerVoronthor   1 1 95   N o/2 20 N N 60ss 40cb 15 D ú n adan An i mi s t / H e r b al i s tAg76,Co85,SD90,Me93,Re94,St82,Qu85,Pr87,Em89,In93, Ride20, Swim10, Sailing5, Herblore60, +10 Shortsword casts Light 2/day, +3 speadder ring, rod of Plant Growth III, 11 PP

Arcondur 16 145 Ch/16 40 Y15 N 145bs 110cb 10 Dúnadan RangerAg86,Co95,SD67,Me76,Re94,St91,Qu88,Pr91,Em83,In93, Ride40, Climb20, Swim35, Sailing20, Tracking54, Per45, Amb25, +20 chain, +1Helmet of Animal Facade and Animal Thoughts, +15 broadsword, +15 Shield, +10 Dagger, sheath is x2PP, 32PP.

Mengron 11 130 RL/9 40 N N 140sp 85sb   1 5 Dúnadan/Northman RangerAg84,Co90,SD78,Me60,Re85,St93,Qu93,Pr72,Em81,In81, Ride40, Climb30, Swim20, Tracking45, Per30, +15 spear with the permanentillusion of a walking stick thrown on it, +10 Rigid Leather Armor. +5 Helm, Ring of Nature's Awareness 100'.

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