realm guard : rangers of the north

Upload: rietaugtolk

Post on 02-Jun-2018

222 views

Category:

Documents


0 download

TRANSCRIPT

  • 8/10/2019 Realm Guard : Rangers of the North

    1/45

    Realm Guard:Rangers of the NorthA Mouse Guard RPG Hack

    concept by Scott Acker (Saint&Sinnwritten by Patrick Riegert (Raf

  • 8/10/2019 Realm Guard : Rangers of the North

    2/45

  • 8/10/2019 Realm Guard : Rangers of the North

    3/45

    Credits Due

    Mouse Guard Roleplaying Game DesignLuke Crane

    Concept & Hack PremiseScott Acker (Saint&Sinner)

    Hack Writing, Layout & Rules ElaborationPatrick Riegert (Rafe)

    Artwork JAE, John Howe, Tamm, "elfFeleche", Ted Nasmith,

    Alan Lee, Cos Koniotis, Vance Kovacs, and others

    Heart-felt & Enthusiastic Thanks ToLuke Crane

    Additional Informationwww.burningwheel.org/forum/

    www.wikipedia.org

    Art used in this book does not have the permission of the artists/owners. Attempts were made to contacta number of artists, and to find artists who had painted/drawn various images within this book, but noresponses were forthcoming and the search for attribution was fruitless. If your art is being used, please

    contact me and I will gladly attribute it, or remove it if that is your choice: [email protected]

    Mouse Guard Roleplaying Game content 2008 Luke Crane. Burning Wheel is a registered trademark of Luke Crane.

    The Lord of the Rings, characters, places and creatures therein, are trademarks of The Saul Zaentz Com-pany d/b/a Tolkien Enterprises. All rights reserved. Realm Guard: Rangers of the North is a not-for-profitroleplaying game book made for private use, and is not intended for sales of any sort. It is in no way af-filiated with, or sponsored or approved by, Tolkien Enterprises, the heirs of the estate of J.R.R. Tolkien orany other affiliates or licensees.

  • 8/10/2019 Realm Guard : Rangers of the North

    4/45

    Realm Guard is a hack for The Mouse Guard Role- playing Game and requires The Mouse Guard Role- playing Game book to play.

    The Fourth Age The lands of Middle-earth have defeated the En-emy, Sauron, the Dark Lord of Mordor. AragornII, son of Arathorn, has been crowned King ElessarTelcontar. Prince Faramir and Lady Eowen abideand rule in Ithilien, under the dark eves of EphelDath, the Mountains of Shadow. Many of theElves have passed into the West.

    The lands have a new king though many knowit not. While there is no longer an Enemy in theEast, there is much to set aright in Middle-earth.Welcome to Realm Guard.

    The Dnedain You are of the Dnedain (a Dnadan), a Rangerof the North and sworn defender of the ReunitedRealms and a kinsman of King Elessar.

    Rangers keep the lands of Middle-earth safe fromminions of the Shadow and other dangers. Theyrove from the Lost Realm of Arnor, Eriador andRhovanion in the north to Gondor in the south.They keep their missions quiet for the benefit ofthe common folk of Middle-earth who know notwhat may lurk beyond their steps.

    MissionsThe Rangers of the North undertake numerousmissions, including: Hunting down the creaturesof the Shadow (Orcs, etc) which have moved intothe wilderlands after the fall of the Dark Lord; ex-ploring old settlements to determine if such maybe reclaimed; clearing and scouting paths betweensettlements; rescuing those captured or lost in thehinterlands; delivering important news; escortingfolk and assisting trade caravans; acting as envoys;

    and anything else the King or their Captains ask ofthem.

    A Note on Canon The Fourth Age of Middle-earth is, for the mostpart, largely unexplored territory. Feel free to makeit your own. Will you help retake and resettle For-nost or investigate the ruins of Annminas? Will acreature of Morgoth arise from Carn Dm in Ang-mar to threaten the northern world? Did Sauronleave tokens of power in Dol Guldur? Will youhelp Prince Faramir to cleanse Minas Morgul ofits taint and remake it as Minas Ithil as of old? Itsup to you!

    Referencing AgesThroughout this book, the Ages referenced will beabreviated: F.A. stands for First Age, S.A. is theSecond Age and T.A. refers to the Third Age.

    Introduction

    Ranger of the North

  • 8/10/2019 Realm Guard : Rangers of the North

    5/45

    Nmenor Long ago, the Nmenoreans (Men of the West),in arrogant defiance of the Valar and under thesway of Saurons subtle lies, decided to claim theimmortality of the elves by sailing to war againstAman, the Undying Lands. Elendil and his sonsremained faithful to the Eldar and refused. Insecret they had built their own fleet. They, alongwith those who held faith with the elves (theElendili), sailed east from Nmenor and unto theshores of Middle-earth.

    Unable to interfere in the affairs of the world,

    the Valar removed Aman from the world. In theensuing cataclysm, the great isle of Nmenorwas cast down, swallowed by the sea. Sauronremained on Nmenor when the nation sailedto war and its destruction and the death of hisbody ever after robbed him of his ability to assumeforms fair and charming. Henceforth, he wouldappear only in his true form as a Dark Lord.

    Though destroyed in body, Saurons spirit fled

    back to Middle-earth. . .

    Gondor and Arnor Landing upon the shores of Beleriand in Middle-earth, the Elendili founded the nations of Arnorin the north and Gondor in the south. These werethe Dnedain, the last blood of Nmenor. Sauronswore to destroy the Dnedain and amassed greatarmies to assail the new kingdoms of Arnor andGondor.

    Forming the Last Alliance of Men and Elves, thecombined forces of Elendil and the Elf lord Gil-gi-lad defeated Sauron. Isildur, son of Elendil, severedthe One Ring from Saurons hand. Saurons spiritwas vanquished and he fled into the East.

    For centuries, the Men of the West prospered andtheir realms flourished.

    Sauron, however, began to grow in strength oncemore. . .

    A Great Plague swept from the East, assault-ing the northern realms moreso than the south.Under such ills, the strength of Arnor began towane. The Witch-King of Angmar, the lord of the

    Ringwraiths, from his stronghold in Carn Dmstruck against the divided northern realms. Aftermany years of struggle, the Witch-King destroyedArthedain, the last Realm of the North.

    The Rangersof the North

    After the fall of Arthedain, a remnant of thedecimated Dnedain of those lands became the

    Rangers of the North, sworn to harry and harrassthe Enemy and to keep what peace they could inthe lands of their fathers.

    You are the Dnedain, descendants of the faith-ful of Nmenor in Middle-earth; the long-livedRangers of the North.

    The Dnedain

    Black Nmenorean

  • 8/10/2019 Realm Guard : Rangers of the North

    6/45

    Duties ofthe Dunedain

    While the realms of Middle-earth may be free ofSaurons tyranny, the Enemy and his master, Mor-goth, had many servants and set much to ruin andwaste. Also, in the wake of the War of the Ring,many nations have lost men, rulers and direction.Indeed, not all who once aided or submitted toSauron the Deceiver relinquished such ties. . .

    Patrolling the WildsEven in the Fourth Age, villages, towns and citiesare small candles in a vast chamber of darkness.Few venture far from the small regions of their birthand danger may spring from unlooked-for cornersof the world. Rangers are no strangers to traveling

    far, through rough terrain, and are well suited torooting dangers out and, through their vigilance,quietly keeping the wilds in check.

    Hunting the FoeOf all the tasks the Rangers of the North under-take, in none do they find greater satisfaction thanhunting down the foul and evil servants of the En-emy who have done such ill and caused them andtheir kinsmen such grief: Orcs, Trolls, Wargs, Spi-

    ders and even Black Nmenoreans.

    Mediating DisputesThough not diplomats, Rangers can be asked tointervene in regional affairs or assist lords in theirdiplomatic missions. Rangers are often lookedupon with suspicion and distrust, but many alsogrudgingly respect their unrelenting war againstthe Shadow.

    Reclaiming Lost LandsMuch that once was known has been lost. Theruins of the Lost Realm of Arnor sprawl acrossEriador, from Ered Luin in the west to the MistyMountains in the east and from Minhiriath in thesouth to Forodwaith in the north. Dozens of cities,watchtowers, strongholds and places of note havebeen lost, forgotten, claimed by servants of the En-emy or sit in ruin.

    Pathfinding & ScoutingDuring the last few centuries of the Third Age,distant travel became a thing seldom attempted.Now, with stability and the presence of peace inGondor, new paths must be discovered to encour-age trade, hasten the spread of news and to unifythe realms.

    Rescuing the LostIt is not uncommon for travelers unprepared forthe hazards of the road to become lost or be cap-tured. The Dnedain often seek out those whohave gone missing, particularly if they are notablefigures. Finding them can sometimes be the easi-est part. Should trolls or orcs be involved, freeingthem is often the harder!

    Safeguarding TravelersThe roads of Middle-earth are long. None whosteps upon them knows whence they might beswept. Rangers, as expert woodsmen and travelers,make excellent guides in the wild.

    Delivering NewsWord in the Shire might travel as swiftly as wildfire,but, throughout the rest of the wide world, news is

    more prized than gold; few in Tharbad know of thehappenings in Dol Amroth or Minas Tirith. It cantake a long time for a rumour to find its way to thecorners of the world and a great deal longer for akernel of truth to do so.

    Investigating the StrangeMiddle-earth is full of wonders, both fey and fell.Whether it is rumours of relics of the ancient world,sightings of unnamed creatures, the findings of to-

    kens of power or news of strange illnesses, it oftenfalls to the stern and cunning Rangers to root outmysteries and oddities.

    OthersThe Dnedain are skilled and hardy men andwomen, dutiful, driven and proud. There is no taskthey will not accept from their Captain or King.

  • 8/10/2019 Realm Guard : Rangers of the North

    7/45

    The regions of Middle-earth are diverse and nu-merous. A few prominent lands and cities, how-ever, stand out and will be elaborated upon here.Regions not spoken for are those under the ruler ofothers than King Elessar (such as Rohan).

    Gondor Minas Tirith

    The White City was originally called Minas Anor,the Tower of the Sun, when this stronghold wasbuilt as a western defense. It became the capitalof Gondor after the fall of Osgiliath and its name

    was changed to Minas Tirith, Tower of Guard orTower of Watch.

    Location/Structure This city is situated at the base of Mount Min-dolluin, the last eastern peak of Ered Nimrais(White Mountains). It is distinctive in that thecity rises high in seven tiers, each encircled by awall. At the height of the city, on the seventhtier, is the Tower of Ecthelion and the WhiteTree. The Seeing Stone of Minas Anor (a pal-antr) rests atop the Tower of Ecthalion.

    On the lowest level of the city is an inn, OldGuesthouse. Also within the city are the fabledHouses of Healing as well as the tombs for thekings and stewards of Gondor.

    Size City, Men (it is the largest city in Gondor in thebeginning of the Fourth Age)

    Government Though once ruled by the line of Dnedain kings,after the death of Isildur and the lack of heir,the stewards took up rulership but never namedthemselves kings. Now, Elessar (Aragorn) sitsthe throne and wears the winged crown of Gon-dor and Arnor, the Reunited Realms.

    OsgiliathOsgiliath means Citadel of the Host of Stars.Originally, this city was once the capital of Gon-dor in which the sons of Elendil had their throneswhen Isildur dwelt in Minas Ithil (which becameMinas Morgul) and Anrion in Minas Anor (MinasTirith). The Great Plague which initiated the ruinof the Lost Realm of Arnor devastated the popula-tion first of Minas Ithil and then Osgiliath. WhenMinas Ithil fell to the Ringwraiths and became Mi-nas Morgul, Orcs from Mordor destroyed the GreatBridge and forced the population to move into saferlands to the west.

    As the seat of Gondor, Osgiliath also held a palatirat the heart of the city, in the Dome of Stars, but it

    fell into the Anduin during the Kin-strife.

    Lands of Middle-earth

    Minas Tirith

  • 8/10/2019 Realm Guard : Rangers of the North

    8/45

    The city is ruins and has been for centuries. It isdeserted by all. Some say ghosts roam the crackedstreets and dwell amongst the stone ruins.

    Location/Structure Osgiliath is circular in design with the GreatRiver Anduin cutting through the center. A

    number of bridges, including the Great Bridge,once united the city, but most were destroyed.

    Size City, Men (a small garrison resides there)

    Government None. It is controlled from Minas Tirith.

    Dor-en-Ernil (Dol Amroth)This ancient city of the Dnedain is situated incentral Gondor, on the shores of the SunderingSea, on the Belfalas penninsula. Surrounded bynumerous estuaries and backed against a southernarm of Ered Nimrais, it is a major port. Even dur-ing the T.A., Edhellond (Elf Harbour), the StraightRoad, was used by Elves to sail to Aman.

    Dol Amroth is not seen as having suffered much ofthe decadence and fading as other regions of Gon-dor due to the fact the Princes of Dol Amroth areof partial Elven blood; they are peredhil, or Half-Elven.

    Location/Structure Dol Amroth is thought to be one of the most faircities and lands in Gondor and in Middle-earth.Seaward Tower of Tirith Aear is the seat of thePrinces of Amroth.

    Size City; Men (Dol Amroth is the second-largestcity in Gondor in the Fourth Age)

    Government The Prince of Dol Amroth rules in the city fromthe Seaward Tower of Tirith Aear. He also sitsupon the Council of Gondor. Dol Amroth itselfis relatively autonomous as a fief of Gondor.

    Eriador

    The ShireThe Shire is home of Hobbits, a small folk. It is anidyllic, agrarian realm comprised of the four Far-things. The Westfarthing is the most populous andis where Hobbiton, Bywater and Michel Delvingon the White Downs are located.

    Location/Structure

    The Shire is bounded in the west by the FarDowns and by the Brandywine Bridge in theeast; and from the marshes in the south to moorsin the north.

    Bree

  • 8/10/2019 Realm Guard : Rangers of the North

    9/45

    There are numerous towns within the Shire.The most notable include: Hobbiton, MichelsDelving, Bywater, Tuckborough and Buckland.

    Bywater, a short walk east of Hobbiton, has twoinns: The Green Dragon and the Ivy Bush. InStock, in the East Farthing, the Golden Perch is

    an inn of high repute.

    Size Towns; Hobbits

    Government There is very little formal government in theShire, though there is a mayor and a thain, a he-reditary title established after the fall of Arthe-dain to hold the kings authority in the Shire.The 32nd Thain is Peregrin Took, in Tuckbor-ough. The mayors full title is Mayor of MichelDelving.

    Bree-landThere are four villages of Bree-land: Bree, Staddle,Combe and Archet. Bree is the largest settlement,mostly populated by Men, as is Archet. Staddle ismostly a Hobbit village, while Combe is populatedby both Men and Hobbits. In the Fourth Age, Breeis the last town of Men in the West.

    Location/Structure Bree lies at the junction of the Great East Roadand the Greenway, and has a small amount ofcommercial traffic as a result. The inn, ThePrancing Pony, is a mainstay for any visitor. Adays ride east of Bree is the Forbidden Inn.

    Size Towns (Township); Men and Hobbits

    Government Since the fall of Arthedain, the last nation of Ar-nor, Bree has been self-governed. They live byrules of reason and avoid the troubles abroad.

    Imladris (Rivendell)Rivendell was founded in S.A. when a force led by

    Elrond, sent from Lindon by Gil-galad, rescued therefugees of Eregion from Saurons army. While at-tacked later by the Witch-king of Angmar, Riven-dell was protected by the powers of its lord, ElrondHalf-Elven, and his ring Vilya. For much of theT.A., it was one of three Elven strongholds. It isa quiet, serene place and is often a sanctuary for

    those in need of sound counsel and healing.

    Location/Structure Rivendell is located at the edge of a narrow gorgeof the river Bruinen, well hidden in the foothillsof the Misty Mountains. The nearby Ford ofBruinen is one of the few approaches to it.

    Size Town; Elves (with few occupants)

    Government After the War of the Ring, Elrond departed Mid-dle-earth. However, his sons, Elladan and Elro-hir yet dwell in Rivendell.

    Rivendell

  • 8/10/2019 Realm Guard : Rangers of the North

    10/45

    MithlondMithlond, the Grey Havens, is a quiet sea-sidesanctuary, its stone buildings full of Elven grace andcraftsmanship. It was founded at the beginning ofthe S.A. by the surviving Elves of Beleriand, thosewho chose to remain on Middle-earth after thewars against Morgoth. It was afterwards used bythe Elves to sail for Valinor. The Grey Havens waspart of Lindon, the kingdom directly ruled by Gil-galad, the last High King of the Noldor in Middle-earth.

    Location/Structure Mithlond is an Elven port on the Gulf of Lhn.Mithlonds anchorage is divided into the Harlond(the south-haven) and the Forlond (north-

    haven), which occupy the southern and north-ern banks, respectively, of the River Lhn.

    Size Town; Elves (with few occupants)

    Government It has always been ruled by the Elf lord Crdan, theShipwright. Though he remains in Middle-earth,it is not known for how long.

    Rhovanion Esgaroth on the Long Lake

    Esgaroth is also known as Lake-town. It was estab-lished to take advantage of the trade with Ereborand the Elves of Greenwood (Mirkwood).

    Location/Structure As per its name, Lake-town is built of wood uponpilings driven deep into the bed of Long Lakeand connected to the mainland with a bridge.It is within but separate from the kingdom ofDale.

    Size Town; Men

    Government The Master of Esgaroth is typically an electedmerchant or elder.

    Erebor (Lonely Mountain)Erebor, also called the Lonely Mountain, becamethe home of the Folk of Durin after they weredriven from their ancestral home, Khazad-dm.It was a prosperous realm for more than an Age,until Smaug, a fire-drake, was drawn there. Hekilled the Dwarves and took up residence for a fewdecades before he was slain by Bard of Laketown.The Battle of the Five Armies was fought in thevale below the mountain. While it had few originaloccupants after that battle, Dwarves from the IronHills settled there and Erebor prospered.

    Location/Structure Erebor was delved beneath a single mountain,

    south of Ered Mithrin (the Grey Mountains). Itsgate, from which the Celduin flows, faces south.

    Size City; Dwarves

    Government Thorin III the Stonehelm became King Underthe Mountain after the death of Din II duringthe War of the Ring.

    Esgaroth

  • 8/10/2019 Realm Guard : Rangers of the North

    11/45

    The West

    The Old ForestThe Old Forest is one of the few survivors of theprimordial forests which covered most of Eriadorbefore the S.A., and it was once the northern edgeof one immense forest which reached all the way toFangorn Forest.

    The Hobbits of Buckland believe the trees of theOld Forest are in some manner awake and hostile.They sway when there is no wind, whisper at nightand mislead travelers farther into the forest. Deep

    within the Old Forest is the Withywindle Valley, adark, evil and malevolent place which is thought tobe the root of all the terrors of the forest.

    Barrow-downsThe Barrow-downs were one of the first placeswhere the Dnedain emigrants from Nmenor set-tled. Later, the Barrow-downs were incorporatedin the kingdom of Arnor. The Downs were reveredby the Nmenoreans because they were rightly rec-

    ognized as being the first tombs of their ancestors.

    During the conflict with Angmar, the Witch-kingsent dark spirits and wights to inhabit the region tocorrupt the lands and defile the revered crypts. Tothis day, those barrow-wights remain. . .

    Many of the hills are crowned with standing stonesand barrows, and a dense fog will sometimes appear

    to swath the area in a chilling grey mist. It is saidmany treasures of the Edain (First Men) and Dne-dain lay entombed there in the dusty dark.

    Midgewater MarshesNorth of the Great East Road, between the Chet-wood in the west and the Weather Hills in the eastlie the Midgewater Marshes, a difficult swampland.It is plagued by midges, tiny biting flies that swarmaround creatures to bite and suck at their blood.

    WeathertopWeathertop is a prominent hill capped by hints ofthe ancient ruins of the watchtower, Amon Sl, andis easily seen from the Great East Road. It is thesouthernmost mount of the Weather Hills. Rang-ers often mark the tumbled stones of Weathertopto leave messages for their kin. The Weather Hillswere the site of a final stand of the small realm ofCardolan against the Witch-king of Angmar.

    Places of Note

    Weathertop

  • 8/10/2019 Realm Guard : Rangers of the North

    12/45

    The North Angmar

    Angmar was founded in the T.A. by the evil Lord ofthe Ringwraiths, known after as the Witch-king ofAngmar. As Mordor was to Gondor, Angmar wasto Arnor. This dark nation was used by the Nazgllord to devastate the northern Dnedain kingdomsof Arnor: Rhudaur, Cardolan and Arthedain.

    The Witch-king first conquered Rhudaur, theweakest, and Cardolan next, using the wild Hill-men he had placed in Rhudaur to devastate Car-dolan. Arthedain was the last remaining Dnedainkingdom in Arnor and, though bereft of allies, itstruggled on for another 500 years. The end camewhen Angmar amassed its forces and took theArthedain capital, Fornost, thereby destroying thelast kingdom of the Dnedain in the North. Thisevent gave rise to the Rangers of the North.

    However, a year later, the Gondor army, along withthe remaining Dnedain, the Elves of Lindon, acompany of Hobbit archers and Elven forces utterlydefeated the forces of Angmar in the Battle of For-nost. However, the Witch-king was not slain andhe escaped to Mordor. His kingdom of Angmardissipated. Arnor, however, was never reclaimed.

    Carn DmThis was the capital of Angmar where a race ofevil men lived. Carn Dm was established in theMountains of Angmar, near Mount Gundabad.

    Nenuial (Lake Evendim)Lake Evendim is in the Hills of Evendim north of

    the Shire and is the source of the Baranduin (Bran-dywine River). When the northern kingdom ofArnor was established in the S.A., the High KingElendil had his seat at Annminas on its shore.

    Annminas & FornostWhen the northern kingdom of Arnor was estab-lished, Elendil had his seat at Annminas on theshore of Lake Evendim and one of the palantri waskept there.

    Later, in the T.A., the capital was moved to For-nost, and Annminas began to fall into ruin andwas eventually abandoned. When Arthedain fellto the forces of the Witch-king of Angmar, Fornostwas also lost. The area became known as Dead-mans Dike and is visited solely by the Rangers.

    Ettenmoors & TrollshawsThe Ettenmoors are highlands west of the MistyMountains and north of the Coldfells. Once thenation of Rhudaur, it has become home to Trollsand even Orcs of the Misty Mountains. Many atraveler has become lost in those moors, amongstthe crags, and in the Trollshaws, a dense forest of illrepute north of the Great East Road.

    The East MirkwoodIt was once called the Greenwood, for it was a vastand fair realm of Elves. However, decades beforethe end of the T.A., a hideous power arose in DolGuldur in southern Greenwood, and vile creaturesand spirits came with it and spread. The forest be-came dark and twisted but for the far north wherethe Elves of Thranduil yet held sway.

    Besides the Elves, the most notable inhabitants arethe vicious Great Spiders, the brood of Ungoliant,and various foul spirits.

    Dol GuldurIt was once a green hill named Amon Lanc andthe Elves of Greenwood dwelt there. Early in theT.A., the Wise perceived evil growing there. Whena fortress was built, it became Dol Guldur, the

    Hill of Sorcery, and it was the stronghold of theNecromancer (Sauron). During the latter part ofthe T.A., before the War of the Ring, Sauron usedthis fortress as a base to regain his strenght and at-tack Lothlrien and the surrounding area. He alsochose the site to search for the One Ring. Beforethe War of the Ring, the Council of the White be-lieved the Necromancer routed but Sauron had leftit on purpose and withdrawn to Mordor.

  • 8/10/2019 Realm Guard : Rangers of the North

    13/45

    Iron HillsThe Iron Hills is one of the seven kingdoms ofthe Dwarves. It was founded in the T.A. after theDwarves were exiled from the Grey Mountains tothe west because of attacks by Cold-drakes seekingthe vast wealth of the mountains.

    The Dwarves of the Iron Hills have friendly re-lations with the Dwarves of Erebor (the LonelyMountain), who are close kin. Indeed, many set-tled in Erebor after the Battle of the Five Armies.

    Brown LandsThis region is on the east side of the Anduin, acrossfrom Fangorn Forest. In the F.A., the Entwives set-tled there and began to make gardens, and taught

    the Men living there to engage in agriculture. Inthe S.A., Sauron laid waste to the entire area priorto the Battle of Dagorlad, after which it becameknown as the Brown Lands. It is described as with-ered, as if by fire, without any living green thing.

    The South Khazad-dm

    Khazad-dm means the Dwarrowdelf. In theancient days upon Middle-earth, it was one of themightiest of the seven Dwarven holdfasts. In theS.A., it began a more prosperous trade with theElves of Beleriand and its halls were enriched.

    However, in the T.A., a Darkness was unleashedand the Dwarrowdelf fell. It has since been namedMoria, the Black Chasm or the Black Pit.

    At the end of the T.A., by the efforts of the Fellow-ship of the Ring and Gandalf, one of the Istari, theDarkness, a Balrog, was destroyed. However, its

    halls are still a great refuge and stronghold for Orcsand Trolls of the Misty Mountains.

    LothlrienLothlrien, the Dreamland, was once home of theGaladhrim (the People of Galadriel). In the S.A.,Elves crossed the Misty Mountains during the Warof the Elves and Sauron, which was spurred by theforging of the One Ring. Here by Galadriel wereplanted the great mallorn trees. By the end of theT.A., Lothlrien was one of three Elven bastionsin Middle-earth (Imladris, or Rivendell, being oneand the realm of the Wood Elves of Mirkwood be-ing the other).

    Caras Galadhon is located in the northern portionof the woods, and was the heart of that realm. Formany long centuries, Lothlrien was warded byGaladriels ring, Nenya. After Galadriel departedinto the West after the War of the Ring, Celebornruled in Lothlrien. He also settling east of theAnduin and founded East Lrien near Amon Lanc.He dwells there still and with him are numerousother Elves of that realm.

    Khazad-dm

  • 8/10/2019 Realm Guard : Rangers of the North

    14/45

  • 8/10/2019 Realm Guard : Rangers of the North

    15/45

    north of Osgiliath. Its name means ship of long-foam. Cair Andros was used as a stronghold ofGondor, and it was fortified again to defend Anrienafter Ithilien fell to Orcs of Mordor.

    The garrison at Cair Andros was maintained untilthe War of the Ring, but it was defeated and the isle

    overrun shortly before the Battle of the PelennorFields. It was retaken during the Kings marchupon the Morannon. Upon the isle are the fairesttrees of Ithilien, Culumalda, the golden-red.

    Henneth AnnnThis refuge lies in northern Ithilien, the name ofwhich means Window of the Sunset. It is derivedfrom the fact that it was formed by a cave behind awest-facing waterfall, the Window-curtain, stat-ed to have been the fairest of the falls of Ithilien.The cave had been excavated by the stream thatfed the cascade, which had since been diverted bythe men of Gondor to fall from doubled height; thetunnel has been sealed, except for a concealed en-trance along the brink of a deep pool beneath thewaterfall.

    Once used as a secret refuge by the Rangers ofIthilien (led by Lord Faramir of Gondor) during theWar of the Ring, it now stands quiet.

    Emyn MuilEmyn Muil is a craggy, impassable highland of jag-ged rocks and deep fissures located upon both sidesof Nen Hithoel, only a short distance north of thegreat falls, Rauros.

    Dead MarshesOnce the ancient battlefield of Dagorlad, the DeadMarshes lie northwest of the Morannon, the prin-cipal entrance to Mordor. Several battles werefought here, most notably the Battle of Dagorlad atthe end of the S.A. when the Last Alliance foughtthe forces of Mordor. Over the years, the battle-field became a marsh, which grew and swallowedup the dead. The Marshes are also known as theMere of Dead Faces; the faces of the ancient dead(Men, Elves and Orcs) seem to peer sightlessly up

    from out of the brackish waters. Strange corpse-candles float above the waters, mesmorizing theunwary and drawing them into the swamp.

    Minas MorgulOnce it was called Minas Ithil, the Tower of theMoon. After their defeat in Arnor, the Ring-

    wraiths took Minas Ithil and, afterward, Minas Ithilwas occupied by fell creatures and its walls werestudded with menacing fortifications. As a result,the city became a foul, evil place and was calledMinas Morgul, the Tower of Black Sorcery. Thepalantr kept in the tower was captured and laterinstalled at Barad-dr. The tower served as thehome of the Ringwraiths and was the launchingpoint for attacks from Mordor against the West.

    At the end of the War of the Ring, the bridge lead-ing to it was thrown down and King Elessar decreedthat the tower be destroyed and made clean forseven years and that no man should dwell there.

    Cirith UngolSteep, treacherous stairs lead up around MinasMorgul to a reeking tunnel above: Tirech Ungol.The tunnel is the lair of Shelob, greatest of Ungo-liants spider brood. Beyond, the Ungol Pass con-tinues to the Tower of Cirith Ungol. . .

    The Tower of Cirith UngolThis black-stone watchtower is located high in theMountains of Shadow overlooking Cirith Ungoland Mordor. On a northern horn of stone standsthe Tower of Cirith Ungol, built up against theeastern face of the rock. It has three tiers, each setback from the next like steps. The sheer sides facenortheast and southeast and form a bastion point-ing eastward. At the top of the Tower is a roundturret that can be seen above the pass.

    It is guarded by the Two Watchers -- hideous stat-ues with vulture heads seated on thrones. The TwoWatchers create an invisible barrier between themthat prevent any enemy from passing the gate. Thetower was once Gondors easternmost watchtower,build to keep watch on Mordor.

  • 8/10/2019 Realm Guard : Rangers of the North

    16/45

    The life of a Ranger is filled with many dangers.The conditions are discussed on p. 123 of TheMouse Guard RPG . Note that Strained (below) re-places Sick; it is not in addition to Sick.

    StrainedStrained represents mental fatigue and stress. Theburdens of the road, hardships and horrors facedand the pressures of obligation can all take theirtoll on the long-lived Dnedain.

    Being Strained imposes a -1D penalty to Nature,

    Will, Health and skill tests. This penalty is notapplied to Resources and Circles tests, nor to Willand Health tests made to recover.

    Strained requires an Ob 4 Will test to overcome. Ifsuccessful, the Ranger faces and masters the con-cerns that trouble him and focuses on matters at

    hand. If the test is failed, the condition persistsuntil the character seeks out the advice and coun-sel of a friend (another players character, a familymember or his Friend as noted on the charactersheet).

    A character cannot seek out the counsel of a friendduring the GMs Turn unless he wishes to spendtwo checks to do so.

    Conditions

  • 8/10/2019 Realm Guard : Rangers of the North

    17/45

    weather can: Heavy rains cover tracks, cause floodsand create swamplands; blizzards can create harshfreezing conditions and force travelers to seek al-ternate paths. Other conditions include swelteringheat, smoke, fog, floods, hail and sleet.

    Mundane weather factors into activities related to

    it. The Seasons act in Realm Guard as they do inThe Mouse Guard RPG .

    WildernessIn Middle-earth, the roads are few and long. Manythat were have been grown over and forgotten.In the dawn of the Fourth Age, though roads arebeginning to see more use, the wilds are often theswiftest and only route. However, many a travelerhas lost his way in the hinterlands. It takes skill,knowledge and perseverance to find ones way.

    Creatures of the EnemyThe destruction of the One Ring broke the back-bone of the legions of the Enemy, but hordes of Orcs

    yet roam through the wilds and dwell in passes andunder mountains. Wargs lope through the deepwoods and across the highlands. Trolls venture outfrom their caves under cover of night to strike outat weary travelers and isolated farmsteads. The En-emy has been destroyed, but his servants remain.

    PeoplesNot all the troubles in the world are born of theEnemy. Hobbits distrust Big Folk in general whileDwarves may view the War of the Ring as havingbeen caused by the hubris of Men, and they makelittle separation between the stoic Rangers of theNorth and any other Men. Many Men see theRangers of the North as homeless wanderers andvagabonds, and call them stormcrows and bring-ers of ill news; many want to be left in peace andwant no truck with such folk. Those in positionsof regional authority might see the Rangers as po-tential usurpers or fear for their rule or the stabilityof the region. Even Elves, who know the strengthof the Dnedain, are seeking their own paths inthis twilight time and are not often disposed to givecounsel or share their camps.

    Dead Marshes

    While missions may seem direct and straightfor-ward, they rarely are. Various complications inevi-tably arise, often from unlooked-for places!

    There are four general hazards in Realm Guard:Weather, Wilderness, Creatures of the Enemy, andPeoples. By combining issues arising from thesehazards, a GM can create a mission worthy of fire-side tales.

    WeatherWhile standard weather does not usually impedethe activities of the Rangers, more extreme

    Hazards

  • 8/10/2019 Realm Guard : Rangers of the North

    18/45

    Dnadan

    The Races ofMiddle-earth

    All the peoples of a race of Middle-earth share afundamental nature with other brethren of theirrace, no matter how distant. This Nature is whatseparates them from the other races and is whatmakes them distinctly Dnedain, Men, Elves,Dwarves, and Hobbits.

    Information on calculating Nature is provided inthe Recruitment chapter.

    DnadanAs described earlier, the Dnedain are the scionsof Nmenor, blessed with long life and greaterendurance than their fellow Men. They aredescended from exalted lineages, filled with tradi-tion, the losses of which can weigh heavily.

    The Nature descriptors for Dnedain are: Tradi-tion, Family and Grief .

    ManAlthough descended of the Edain, most Men havelong diluted their blood through the Ages. Theyare the common and predominant folk of Middle-earth and their sights are set on themselves andtheir local surroundings.

    The Nature descriptors for Men are: Pride, Com- munity and Preservation.

    ElfFirst Born, the Elves are immortal, majestic andpossessed of a boundless capacity for grace andsorrow. Living throughout the changing Ages --through times of joy, anguish and serenity -- has alasting effect on the Eldar.

    The Nature descriptors for Elves are: Fey, LongMemory and Desire to Sail Into the West.

    DwarfThese bearded and stout folk are implacable andhave the stone and earth in their bones and thelust for works of wonder and beauty in their blood.

    The Nature descriptors for Dwarves are: GreedStubbornness and Steadfastness.

    HobbitSimple, honest and hard-working, Shire-folk havelived in the four Farthings as long as any can re-member and few care to plumb their memories fur-ther. Good tilled earth, food, drink, the company offamily and friends, a merry tune and a good smokeare what Hobbits live for.

    The Nature descriptors for Hobbits are: Small FolkMerriment and Strong Will.

    Nature

  • 8/10/2019 Realm Guard : Rangers of the North

    19/45

    The Rangersof the North

    While the Rangers are not an organization butrather a fellowship of kinsmen bound by commonlineage and duties, there are yet various stationswithin Ranger bands. Examples are given here.

    King Elessar Telcontar (Aragorn II, sonof Arathorn)Raw Abilities Rating Special Abilities Rating

    Nature 6 Resources 10 Will 6 Circles 7Health 5

    Skills: Fighter 5, Persuader 4, Orator 4, Healer4, Scout 5, Militarist 3, Rider 4, Wilds-wise 4, Orc-wise 4, Reunited Realms-wise 4, Palantr-wise 3Traits: Alert (2), Leader (2), Wise (2), Deter-mined (3)Gear: Andril (sword), Scepter of Annminas,Elendilmir (crown), Ring of Barahir

    LordRaw Abilities Rating Special Abilities Rating

    Nature 5 Resources 6 Will 6 Circles 5Health 3

    Skills: Militarist 4, Orator 4, Deceiver 2, In-structor 4, Fighter 4, Persuader 4, Rider 4, Reunit-ed Realms-wise 3Traits: Independent (1), Stubborn (1), Brave(1)

    Captain Raw Abilities Rating Special Abilities Rating

    Nature 4 Resources 4 Will 5 Circles 4Health 4

    Skills: Hunter 4, Persuader 4, Fighter 4, Scout 3,Pathfinder 5, Rider 3, Archivist 3, Trails-wise 3Traits: Hard Worker (1), Quiet (2)

    Ranger Raw Abilities Rating Special Abilities Rating

    Nature 4 Resources 4 Will 4 Circles 3Health 4

    Skills: Miller 4, Fighter 4, Deceiver 2, Pathfinder4, Hunter 3, Weather Watcher 3, Orc-wise 3

    Traits: Stern (1), Tough (1), Stoic (1)

    Scout Raw Abilities Rating Special Abilities Rating

    Nature 5 Resources 2 Will 3 Circles 2Health 5

    Skills: Persuader 2, Fighter 4, Instructor 2, Sur-vivalist 4, Armorer 2, Alchemist 3Traits: Rangers Honor (1), Sharp-eyed (1)

    Recruit Raw Abilities Rating Special Abilities Rating

    Nature 4 Resources 1 Will 2 Circles 1Health 6

    Skills: Cartographer 2, Herdsman 3, Orator 2,Scout 3, Healer 2Traits: Inquisitive (2), Lost (1)

    Professions& People

    Administrator Raw Abilities Rating Special Abilities Rating

    Nature 3 Resources 6 Will 4 Circles 5Health 3

    Skills: Administrator 4, Archivist 3, Law-wise 4

    Traits: Skeptical (2)Alchemist Raw Abilities Rating Special Abilities Rating

    Nature 2 Resources 7 Will 6 Circles 4Health 3

    Skills: Alchemist 5, Healer 3, Herb-wise 3Traits: Curious (2), Greybeard (2)

    Denizens

  • 8/10/2019 Realm Guard : Rangers of the North

    20/45

    Archivist Raw Abilities Rating Special Abilities Rating

    Nature 3 Resources 4 Will 4 Circles 3Health 3

    Skills: Archivist 5, Administrator 2, Records-wise 3, Archive-wise 4

    Traits: Nocturnal (1), Inquisitive (1)

    Armorer Raw Abilities Rating Special Abilities Rating

    Nature 3 Resources 4 Will 4 Circles 3Health 4

    Skills: Armorer 5, Smith 3, Weapon-wise 3, Ar-mor-wise 3, Haggler 4Traits: Steady Hands (1)

    Baker Raw Abilities Rating Special Abilities Rating

    Nature 4 Resources 5 Will 3 Circles 4Health 4

    Skills: Baker 5, Cook 3, Haggler 4, Bread-wise4Traits: Fat (1), Scarred (1)

    Bandit Raw Abilities Rating Special Abilities Rating

    Nature 4 Resources 2 Will 2 Circles 3Health 5

    Skills: Scout 5, Fighter 4, Deceiver 3, Rider 2Traits: Young (1), Driven (1)

    Boatsman Raw Abilities Rating Special Abilities Rating

    Nature 3 Resources 4 Will 4 Circles 4Health 4

    Skills: Boatcrafter 5, Carpenter 3, River-wise 4Traits: Fearless (1)

    Brewer Raw Abilities Rating Special Abilities Rating

    Nature 4 Resources 6 Will 3 Circles 6Health 4

    Skills: Brewer 5, Miller 2, Beer-wise 4Traits: Short (1)

    Carpenter Raw Abilities Rating Special Abilities Rating

    Nature 3 Resources 5 Will 4 Circles 3Health 5

    Skills: Carpenter 5, Stonemason 2, Wood Grain-wise 3, Haggler 4Traits: Skinny (1)

    Cartographer Raw Abilities Rating Special Abilities Rating

    Nature 3 Resources 5

    Will 5 Circles 4Health 2

    Skills: Cartography 5, Archivist 3, Map-wise 4Traits: Greybeard (2)

    Archivist

  • 8/10/2019 Realm Guard : Rangers of the North

    21/45

    Charlatan Raw Abilities Rating Special Abilities Rating

    Nature 4 Resources 4 Will 4 Circles 4Health 3

    Skills: Deceiver 5, Persuader 3, Oratory 3, Scam-wise 4

    Traits: Clever (1)

    Cook Raw Abilities Rating Special Abilities Rating

    Nature 5 Resources 3 Will 3 Circles 3Health 4

    Skills: Cook 5, Farmer 3, Baker 2Traits: Bitter (1)

    Farmer Raw Abilities Rating Special Abilities Rating

    Nature 5 Resources 3 Will 4 Circles 2Health 4

    Skills: Farmer 5, Scout 2, Seasons-wise 4Traits: Early Riser (1)

    Glazier

    Raw Abilities Rating Special Abilities Rating Nature 3 Resources 3 Will 4 Circles 2Health 4

    Skills: Glazier 5, Haggler 4, Miller-wise 4Traits: Thoughtful (1)

    Groom / Stableman Raw Abilities Rating Special Abilities Rating

    Nature 5 Resources 3

    Will 3 Circles 4Health 4

    Skills: Animal Handler 5, Herdsman 2, Horse-wise 3, Rumor-wise 3Traits: Quiet (1)

    Healer Raw Abilities Rating Special Abilities Rating

    Nature 4 Resources 7 Will 5 Circles 5Health 4

    Skills: Healer 5, Alchemist 2, Sickness-wise 4,Herb-wise 3

    Traits: Calm (1), Determined (1)

    Herdsman Raw Abilities Rating Special Abilities Rating

    Nature 4 Resources 5 Will 4 Circles 4Health 4

    Skills: Herdsman 5, Animal Handler 3, Animal-wise 4Traits: Curious (1)

    Healer

  • 8/10/2019 Realm Guard : Rangers of the North

    22/45

    Hermit Raw Abilities Rating Special Abilities Rating

    Nature 2 Resources 1 Will 5 Circles 1Health 3

    Skills: Survivalist 5, Farmer 3, Cook 2, StrangeHappenings-wise 4

    Traits: Keen Ear (2)

    Hunter Raw Abilities Rating Special Abilities Rating

    Nature 3 Resources 2 Will 4 Circles 2Health 5

    Skills: Hunter 5, Animal-wise 3, Scout 3, Trail-wise 4Traits: Natural Bearings (2)

    Innkeeper Raw Abilities Rating Special Abilities Rating

    Nature 4 Resources 4 Will 5 Circles 5Health 3

    Skills: Haggler 4, Persuader 4, Deceiver 2,Eavesdropping-wise 4, Rumor-wise 4Traits: Extrovert (1), Deep Ear (1)

    Laborer Raw Abilities Rating Special Abilities Rating

    Nature 5 Resources 2 Will 2 Circles 1Health 4

    Skills: Laborer 5, Job-wise 3, Haggler 2Traits: Rough Hand (1)

    Merchant Raw Abilities Rating Special Abilities Rating Nature 4 Resources 10 Will 6 Circles 6Health 4

    Skills: Haggler 5, Administrator 4, Persuader 3,Coin-wise 4, Trade Route-wise 3Traits: Early Riser (2)

    Miller Raw Abilities Rating Special Abilities Rating

    Nature 4 Resources 6 Will 4 Circles 4Health 4

    Skills: Miller 5, Haggler 3, Brewer 2, Grind-stone-wise 4

    Traits: Compassionate (1)

    Peddler Raw Abilities Rating Special Abilities Rating

    Nature 4 Resources 3 Will 4 Circles 5Health 3

    Skills: Haggler 5, Orator 3, Trinket-wise 4Traits: Cunning (1)

    Politician Raw Abilities Rating Special Abilities Rating

    Nature 5 Resources 5 Will 6 Circles 6Health 3

    Skills: Orator 5, Haggler 4, Administrator 3,Half-truth-wise 4Traits: Quick-Witted (1), Extrovert (1)

    Potter Raw Abilities Rating Special Abilities Rating Nature 4 Resources 4 Will 4 Circles 3Health 4

    Skills: Potter 5, Haggler 3, Carpenter 2Traits: Stoic (1)

    Soldier Raw Abilities Rating Special Abilities Rating

    Nature 4 Resources 3 Will 3 Circles 2Health 5

    Skills: Fighter 5, Scout 3, Duty-wise 4Traits: Stubborn (1), Defender (1)

  • 8/10/2019 Realm Guard : Rangers of the North

    23/45

    SmithRaw Abilities Rating Special Abilities Rating

    Nature 4 Resources 6 Will 4 Circles 4Health 5

    Skills: Smith 5, Haggler 3, Precious Metals-wise4

    Traits: Fiery (1)

    Stonemason Raw Abilities Rating Special Abilities Rating

    Nature 3 Resources 6 Will 4 Circles 4Health 4

    Skills: Stonemason 5, Miller 3, Laborer 2Traits: Rough Hand (2)

    Teacher Raw Abilities Rating Special Abilities Rating

    Nature 4 Resources 4 Will 5 Circles 4Health 4

    Skills: Instructor 5, Persuader 4, Complaining-wise 3Traits: Wise (1)

    Thug Raw Abilities Rating Special Abilities Rating Nature 3 Resources 1 Will 2 Circles 2Health 6

    Skills: Fighter 5, Haggler 2, Hometown-wise 4Traits: Tall (1), Big Hand (2), Jaded (1)

    Town Captain Raw Abilities Rating Special Abilities Rating

    Nature 4 Resources 6 Will 5 Circles 6Health 4

    Skills: Fighter 4, Orator 3, Haggler 4, Instuctor3, Rider 3, Soldier-wise 3Traits: Defender (2)

    Wanderer Raw Abilities Rating Special Abilities Rating

    Nature 3 Resources 3 Will 4 Circles 2Health 6

    Skills: Pathfinder 5, Farmer 4, Weather Watcher3

    Traits: Skinny (2)

    Weaver Raw Abilities Rating Special Abilities Rating

    Nature 4 Resources 4 Will 4 Circles 3Health 4

    Skills: Weaver 5, Haggler 4, Cloth-wise 4Traits: Steady Hand (1)

    Smith or Stonemason

  • 8/10/2019 Realm Guard : Rangers of the North

    24/45

    Allies &Other Creatures

    EntEnts are giant tree-men, as ancient as the stars.They are also called Shepherds of the Trees. Theyreside in Fangorn and rarely leave the bounds ofthat vast forest. They are possessed of an eternalpatience and a slow, methodical consideration.Only once or twice in all the Ages of Middle-earthhave they been roused to fight but, when they are,they become a storm of righteous devastation.

    Ent Nature 10Remembering Past Days, Striding, Dont BeHasty, Fierce Awakening

    Ent WeaponsRoot & Branch -- +2s Attack. Ancient Wood-- +3D Defend.

    Great EagleAmong the most noble guardians of the goodlycreatures of the world are the Great Eagles, one ofthe most ancient of creatures; they soared the skiesbefore even the Elves were born unto the world.

    In the Fourth Age, Gwaihir the Windlord is lord ofthe Great Eagles of the Misty Mountains.

    Great Eagle Nature 8Flying, Swift Striking, Protecting, Watching

    Great Eagle WeaponsTalons & Beak -- +1s Attack. Strike from Above-- +2D Maneuver.

    BeorningBeornings are great, bearded Men, capable of tak-ing the form of a Bear, who dwell on the western

    borders of Mirkwood. They are slow to developtrust and prefer seclusion, typically amongst doc-ile animals whom they protect and care for. Theyremain neutral and rarely side with anyone savethose whose pursuits match their own. They de-spise Orcs and will hunt them mercilessly.

    Beorning Nature 7Distrustful, Solitude, Killing Orcs

    Beorning WeaponsWrathful Swipe -- +1s Attack. Thick Hide --+1D Defend.

    Mearh (Mearas)These wild horses of Middle-earth are more intel-ligent, stronger and swifter than standard horses.At a full gallop, their hooves devour miles and yettheir rider is borne as if on a wind. Mearas are ut-terly tireless and their will never flags. They carryonly those of the Line of Eorl (Rohirrim lords) anda rare few others whom they allow.

    Mearh Nature 6Running, Grazing, Tireless

    Ents

  • 8/10/2019 Realm Guard : Rangers of the North

    25/45

    OrcsThe most numerous and long-standing enemies ofMen, Elves and Dwarves are the foul Orcs. OnceElves captured and taken to Angband, these crea-tures were tortured and twisted by the dark arts ofMorgoth in the Pits of Utumno. Though there arevarious types of Orcs, they have always been theslaves and foot soldiers of the armies of the Ene-my.

    Orcs make no homes and fashion very little butweapons and engines of war. They have no regard

    for anyone but themselves, and even amongst theirown ranks, there is turmoil and killing. They con-quer regions and make them their own, or dwellunder mountains in caverns and tunnels whichtheir crude manipulations adapt to basic, debaseduses.

    Their Nature descriptors are: Aggressive, Destroy-ing, Loud and Pursuing .

    Goblin (Moria Orc)Raw Abilities Rating Special Abilities Rating Nature (Orc) 4 Resources 2 Will 2 Circles 1Health 4

    Skills: Fighter 3, Laborer 3, Scout 2, Stonema-son 2, Hunter 2Traits: Fearful (1)Gear: A spear or bow

    Note: This stat block counts as 4 goblins together.

    Orc (Mordor Orc)Raw Abilities Rating Special Abilities Rating

    Nature (Orc) 4 Resources 2 Will 3 Circles 2Health 5

    Skills: Fighter 4, Hunter 2, Armorer 2, Scout 3Traits: Covetous (1), Suspicious (2)Gear: A sword or bow, (shield,) light armor

    Uruk (Uruk-hai)Raw Abilities Rating Special Abilities Rating

    Nature (Orc) 5 Resources 3 Will 5 Circles 3Health 5

    Skills: Fighter 5, Hunter 3, Deceiver 3Traits: Cunning (2), Fiery (2)Gear: A weapon, (shield,) plated armor, Urukdraught

    Uruk Captain (Uruk-hai)Raw Abilities Rating Special Abilities Rating

    Nature (Orc) 6 Resources 4 Will 5 Circles 4Health 6

    Skills: Fighter 6, Hunter 3, Deceiver 3

    Traits: Leader (1), Fearless (2), Cunning (1)Gear: A weapon, (shield,) horn, plated armor,Uruk draught

    TrollsBorn of Morgoths fell and wicked powers, Trollswere made in mockery of the powerful Ents. Trollspossess some of the cunning of Orcs and, despitetheir size, often put themselves in the service ofOrcs and other great powers.

    There are different types of Trolls: Torogs who rel-ish in preying on travelers and nearby, undefendedhomesteads to fill their cookpots; the Trolls bredfor servitude and strength in war; Olog-hai madeby Sauron to be cunning and unafraid of the sun.

    Torog (Troll)Nature: Nocturnal, Capturing, Hoarding, EatingRaw Abilities Rating Special Abilities Rating

    Nature (Torog) 6 Resources 4 Will 2 Circles 1Health 6

    Skills: Cook 4, Scout 4, Fighter 3, Deceiver 3,Traveler-wise 4Traits: Clever (1), Stubborn (1)Gear: Sacks, cookpot* sunlight will turn a Torog to stone. Torogs also hoartreasure they steal or find on their victims.

    The Enemy

  • 8/10/2019 Realm Guard : Rangers of the North

    26/45

    Cave-TrollNature: Nocturnal, Huge, Obeying, SmashingRaw Abilities Rating Special Abilities Rating

    Nature (CTroll) 8 Resources 1 Will 4 Circles 1Health 7

    Skills: Fighter 5, Scout 3Traits: Simple-Minded (1), Bold (1), Stubborn(2)Gear: Spear* sunlight will turn a Cave-Troll to stone.

    Olog-hai (War Troll)Nature: Powerful, Fearless, Huge, SmashingRaw Abilities Rating Special Abilities Rating

    Nature (Olog) 9 Resources 2

    Will 5 Circles 2Health 9Skills: Fighter 6, War-wise 3Traits: Fearless (2), Stone-skinned (2), Fiery (2)Gear: Black shield, heavy maul* sunlight does not affect the Olog-hai.

    Other Enemies

    WargVicious large wolves, these creatures are the de-scendants of Werewolves. They are possessed ofa meagre intellect and often align themselves withOrcs and serve as mounts.

    Warg Nature 7Keen Senses, Pack Hunting, Howling, GnashingFangs

    Warg WeaponsGnashing fangs -- as spear and as sword. Lopingstride -- +1D Maneuver.

    SpiderThe Great Spiders are of Ungoliant, a vast evil, oldas the world. These Great Spiders are murderousand even capable of a vile chittering speech. Theyreside in shadowed mountain passes and deepwoods.

    Spider Nature 6Patiently Stalking, Poisonous Biting, Web Spin-ning, Chittering Talk

    Spider WeaponsPoisoned Fangs -- +2D to Maneuver. Many-Legged -- +1D to Feint.

    Craban & CrowCrebain are the large, cunning crows of Dunland.They were often used by evil powers as spies.

    Crebain/Crow Nature 4Flying, Spying, Stealing, Screeching

    Crebain/Crow WeaponsWings -- +1D to Maneuver

    Great BatThese bats were bred in Angband as aggressiveblood-drinkers. A swarm of them heralded theOrcs and Wargs in the Battle of the Five Armies.

    Great Bat Nature 4Flying, Predator, Swarming, Blood Drinking

    Great Bat WeaponsErratic Flight -- +1D Feint. Vampiric Bite --+1s Maneuver.

    BalrogGreat demons of shadow and flame, these wereMorgoths chief lieutenants in the ancient warsagainst the Elves.

    Nature: Gigantic, Shadow & Flame, Aggressive,TormentingRaw Abilities Rating Special Abilities Rating

    Nature (Balrog) 11 Resources 2 Will 9 Circles 5Health 10

    Skills: Fighter 6, Deceiver 5, Scout 5Traits: Alert (1), Bold (1), Determined (2),Frightening (2), Tough (2)Gear: Lash of flame, sword of flame* immune to non-Tokens of Power weapons.

  • 8/10/2019 Realm Guard : Rangers of the North

    27/45

    KrakenAlso known as the Watcher in the Water, this foul,reeking creature is an ancient terror that bided itstime in the black pools beneath forgotten moun-tains. It now lies in a still, stinking pool at the DuskDoor of Khazad-dm.

    Kraken Nature 12Predator, Constricting, Whelming, Waiting

    Kraken WeaponsWrithing Tentacles -- +1D Attack. Constrict-ing Grasp -- +1s Attack. Foul Stench -- +1sManeuver. Submerged Bulk -- +2s Defend.

    WightWights are evil spirits, though only sometimes thoseof the dead. Others have always existed as malignspecters. Some have broken faith and are forced toroam or haunt, however dark powers compel manyto serve. Wights include Barrow-wights*, evil spir-its of Mirkwood unleashed from Dol Guldur, andthe Dead Faces of the Dead Marshes.

    Wight Nature 9Luring, Cozening, Corrupting, Envying Flesh

    * Barrow-wights have an aversion to the sun. -3D toall actions taken while exposed to daylight.

    Wight WeaponsEnrapturing Deception -- +2s Maneuver. Un-natural Form -- +1s Defend. Corpse Touch --+1s Attack.

    MmakMmakil are the great, lumbering war elephants

    used by the Haradrim. They are also known asOliphaunts by Hobbits and others.

    Mmak Nature 10Enormous, Goring, Trampling, Charging

    Mmak WeaponsGoring tusks -- +1s Attack. Trample -- +2DFeint and Maneuver. Thick Hide -- +1D De-fend.

    Wight

    Dragon(Placeholder text.)

    Dragon Nature 13Hoarding, Gloating, Fire Breathing, Flying

    Dragon WeaponsBlasting flames -- +3s Attack. Sword-like fangsand claws -- +2D Attack and Feint. Scaly hide-- +2s Defend. Death from above -- +1D Ma-neuver.

  • 8/10/2019 Realm Guard : Rangers of the North

    28/45

    While Men are dominant in the 4th Age of Mid-dle-earth, they must contend with all manner ofcreatures, great both in stature as well as power.

    The Scale of Might chart illustrates a ranking thatdenotes not only the size of a creature in compari-son to Men, but the dimension of supernaturalpower that separates them from the world of Men.A creatures connection to malign or benign mightcan make a foe, regardless of stature, beyond theabilities of a band of Rangers.

    Creatures may kill another creature that is one rankhigher, equal to or lower than them on the scale.

    Creatures that are two or more ranks higher than you on the scale may not be killed by your hand orblade -- at least not by using Fighter or Hunter.

    Creatures that are two ranks higher (or less) maybe captured, injured or run off using Fighter orHunter.

    Those creatures that are more than two ranks high-er on the scale may only be run off. They may notbe captured or injured using Fighter or Hunter.

    Ways of War and Lore

    Under special circumstances, the Militarist andLore Master skills may be used to kill, injure or trapcreatures of greater power or size.

    To War!Lords and Captains of Men may band forces to-gether and attack en masse to confront a being ofancient might or fey power.

    The Militarist skill may be used to engage in aconflict to kill a creature that is two or more stepshigher than Men on the Scale of Might.

    Scale of Might Such a conflict requires an army of appropriatestrength that must somehow be raised during thecourse of the game, and the raising of such forcesought to be the focus of many excellent conflictsduring a session, or spread across a few sessions.

    Two steps higher on the scale requires a force of at

    least 10. Three steps higher on the scale requires aforce of at least 50. Four steps up the scale requiresa force of 100. Five steps higher requires 1,000,and a war with a creature six steps higher on theScale of Might requires 10,000.

    However, an army of Men is not the same as anarmy of Elves, or of Ents! The majority creaturetype of the force assembled is used to determine thebase ranking for the army or band, which in turn isused to measure the number of them needed.

    Ancient KnowledgeThe Lore Master skill may be used as per p. 224 ofthe Mouse Guard RPG .

    A Lore Master may also use his knowledge to ad-vance in effective rank. In order to do so, test LoreMaster versus a creatures Nature, with additionalranks given being equal to the margin of success.

    Power Against PowerWhile the weapons of mundane Men may not becapable of killing, or possibly even injuring, mightyfoes, implements and weapons forged with poweror made of lost craft can.

    Using an appropriate Token of Power (p. 31) in aconflict allows a member of the Ranger band to actas though he was higher on the Scale of Power. Usethe highest level Token of Power to determine rank.A level 3 Token of Power, for instance, places theRanger carrying it at the same rank as an Ent forthe purposes of that particular conflict with thatToken of Power. A particular weapon will slice intoa cave-troll, a lute or horn may cause a wight torecoil, and an ancient diadem might give a Rangerthe ability to treat with an Ent.

  • 8/10/2019 Realm Guard : Rangers of the North

    29/45

    Balrog, Dragon,Kraken

    Mmak, Ent, Wight

    Cave-Troll, Olog- hai, Winged Beast

    Elf, Dnadan,Torog, Great

    Eagle, Uruk-hai

    Man, Dwarf, Orc,Spider, Warg,

    Horse, Mearh

    Hobbit, Goblin,Great Bat, Wolf

    Scale of Might

    Paperdoll Images

  • 8/10/2019 Realm Guard : Rangers of the North

    30/45

    New Skills Rider

    The Rangers of the North use sturdy horses in theirfight against the Enemy. Emissaries and scouts useswift horses to spread news and skirt their foes.Rider can also be used in appropriate chase con-flicts.

    Rider FactorsType: Ponies, horses, mmakil, mearas

    Actions: Hold, stay quiet, flee, trample

    Suggested Help for Rider Animal Handler and appropriate wises

    Lore Master. . . replaces Loremouse. Using their knowledge ofmysteries and the arcane, a lore master may com-municate with beasts and animals, and discern theNature of friends and foes.

    Nature aspect as per p. 249 of the Mouse Guard

    RPG and not listed here.

    Lore Master FactorsCommunication (start counting at 2): Birds, mam-mals, reptiles, fish, intelligent creatures (such asWargs, Giant Bats, Wights, Mearas, etc.).Minor Mysteries: You may use Lore Master inconflicts. It may only be assigned to one action(attack, defend, maneuver or feint) in a givenconflict and it must be appropriate, such as usinga booming voice as the attack action in a speechconflict.

    Aid of the Wise: This skill can be used to providea help die for tests, such as creating light to helpanother players Pathfinder test or seeing far tohelp a Scout test.

    Suggested Help for Lore Master Appropriate wises

    New Names for Old Skills

    While some old skills no longer have a use inRealm Guard and others have been added, somehave simply undergone a name change but remainthe same in purpose and function.

    Alchemist. . . replaces Scientist. It can be used in variousways, including the making of medicines and poul-trices for Healers to use. It cannot be used to combacreatures of greater power and stature.

    Animal Handler. . . replaces Insectrist. Using this skill, a person

    can train and handle horses, dogs and other ani-mals, domesticated or otherwise.

    Farmer. . . replaces Harvester. This skill is used by farmersacross Middle-earth. As the Harvester skill states,this skill is used to till the soil, plant seeds and har-vest and store crops.

    Herdsman. . . replaces Apiarist. This skill is used by shep-herds, farmers and others to milk cows and goats,shear sheep and to manage herds of livestock.

    Skills

  • 8/10/2019 Realm Guard : Rangers of the North

    31/45

  • 8/10/2019 Realm Guard : Rangers of the North

    32/45

  • 8/10/2019 Realm Guard : Rangers of the North

    33/45

    Where Were You Born?Choose a town, city or region in which your char-acter was born. The residents of each place havetheir own culture and attitudes.

    Rhudaur Formerly the eastern nation of Arnor, it includesRivendell and all villages between Bree and theMisty Mountains.

    Skills: Archivist, Animal Handler, CarpenterTraits: Calm, Natural Bearings

    Bree-landA quiet area whose populace keeps to their ownbusiness.

    Skills: Miller, Farmer, BrewerTraits: Short, Independent

    Esgaroth & Dale The folk of this region ply the lake and river.

    Skills: Boatcrafter, Carpenter, HagglerTraits: Sharp-Eyed, Driven

    Gondor Includes the capital, Lebennin, and Lamedon.

    Skills: Archivist, Stonemason, AlchemyTraits: Brave, Wise

    Dor-en-Ernil Includes Dol Amroth, Belfalas, and Anfalas.

    Skills: Rider, Boatcrafter, Orator

    Traits: Graceful, Tall

    TharbadA trade town on the Bruinen and Greenway.

    Skills: Haggler, Glazier, LaborerTraits: Rational, Hard Worker

    Sarn FordNamed for the ford it straddles, this quiet, self-

    sufficient town trades with the Shire.

    Skills: Farmer, Stonemason, MillerTraits: Steady Hand, Quick-Witted

    Rhovanion This realm includes all the villages and commu-

    nities on the western border of Mirkwood.

    Skills: Baker, Animal Handler, HerdsmanTraits: Stoic, Tough

    Choose one skill and one trait from the land inwhich you were born. You cannot choose a trait aNature question has made you ineligible for.

    Life ExperienceThe following sections will present you with a num-ber of choices. Each time you choose a skill, checkit off on your character sheet. You may check askill multiple times, either from one section or vari-ous sections.

    Area of Natural TalentRecruits and Lords choose two. Scouts, Veteransand Captains choose one.

    Administrator Farmer PathfinderAlchemist Fighter PersuaderAnimal Handler Glazier PotterArchivist Haggler RiderArmorer Healer ScoutBaker Herdsman SmithBoatcrafter Hunter StonemasonBrewer Instructor Survivalist

    Carpenter Laborer WeatherCartographer Militarist WatcherCook Miller WeaverDeceiver Orator

    Starting Skill RatingsCount the number of checks beside each skill andwise and add 1 to the rating. The maximum skillrating is 6.

  • 8/10/2019 Realm Guard : Rangers of the North

    34/45

  • 8/10/2019 Realm Guard : Rangers of the North

    35/45

    KnowledgeWises are a special subset of skills. You start witha number of checks in wises proportionate to yourstation. These checks may only be spent on wises.Wises are tallied like skills; count the checks andadd 1.

    Rank Checks for WisesRecruit 1Scout 2Veteran 3Captain 4Lord 6

    Realm Guard WisesChoose from the alphabetical list below or create

    your own wises as per Specific Wises below.

    Wises A Anduin-wise, Angmar-wise, Armor-wise, Arnor-wise

    Wises BBandit-wise, Bat-wise, Bree-land-wise, Barrow-wise, Beer-wise, Blizzard-wise

    Wises CCaptain-wise, Celebrations-wise, Coast-wise,Cold-wise, Craft-wise, Crop-wise, Crow-wise

    Wises D Deadmans Dike-wise, Drought-wise, Dwarf-wise, Dwarven rune-wise

    Wises E Eagle-wise, Elf-wise, Elven sanctuary-wise, Epi-demic-wise, Erebor-wise, Escort-wise, Esgaroth-wise

    Wises FFamine-wise, Fireworks-wise, First Age-wise,Flood-wise, Forest-wise, Funeral rites-wise

    Wises G-H Gondor-wise, Governing-wise, Heat-wise,

    Herb-wise, Herd-wise, Hobbit-wise, Horse-wise

    Wises I-L Inn-wise, Ithilien-wise, Lake-wise, Lord-wise,Lothlrien-wise

    Wises M-N Medicine-wise, Minerals-wise, Mirkwood-wise,Mordor-wise, Moria-wise, Morgul-wise, Moun-tain-wise, Night-wise

    Wises O-P Open ground-wise, Orc-wise, Orthanc-wise,Palantr-wise, Path-wise, Pipeweed-wise, Poems-wise, Poison-wise

    Wises R Rain-wise, Rebellion-wise, Recipe-wise, Refuge-wise, Reunited Realms-wise, Rhovanion-wise,River-wise, Road-wise, Rohan-wise, Rumor-wise

    Wises SSea-wise, Second Age-wise, Shield-wise, Ship-wise, Shire-wise, Shore-wise, Snow-wise, Song-wise, Spider-wise, Star-wise, Stream-wise,Swamp-wise

    Wises T Tale-wise, Third Age-wise, Thunderstorm-wise,Tide-wise, Tokens of Power-wise, Tradesman-wise, Trail-wise, Trap-wise, Troll-wise, Tunnel-wise

    Wises U-ZWar-wise, Warg-wise, Watchtower-wise, Wight-wise, Wilds-wise, Wine-wise, Wizard-wise

    Specific WisesPlayers may also create wises based on specificplaces, creatures or types or groups of people notlisted above. For instance, Aglarond-wise wouldbe a specific to that small realm; Ent-wise would becreature specific; and Princes of Dol Amroth-wisewould be specific to a group of people. Other wisesmight include Shire culture-wise or Mearas-wise.

  • 8/10/2019 Realm Guard : Rangers of the North

    36/45

    ResourcesResources represents a Rangers pay or availableinfluence in the area to receive room and board,as well as how resourceful he is with managing hispossessions and material goods.

    Starting Resources rating is determined by station:recruit 1, scout 2, veteran 3, captain 4 and lord 5.

    The following questions can modify that score. Itis possible to have a rating 0.

    Do you still practice a trade to help the Rangersmaintain their self-sufficiency?

    If so, increase Resources by 1. You must havethe skill for the trade in question. You may notstart with the Leader trait.

    Are your parents politicians, instructors, inn-

    keepers or merchants?

    If so, increase Resources by 1. Your parentsmust be of the noted profession.

    Do you like to buy gifts for yourself and yourfriends?

    If so, decrease Resources by 1.

    Are you thrifty?

    If so, increase Resources by 1. You may not takethe Generous trait.

    Have you ever been in debt; or are you gener-

    ally bad at managing money?

    If so, decrease Resources by 1.

    Do you always pack carefully for a journey, en-suring you have everything you need?

    If so, increase Resources by 1. You may not takethe Bold or Fiery traits to start.

    CirclesThis ability represents who you know and how wellconnected your character is.

    Starting Circles is based on station: recruits startwith 1, scouts with 2, veterans and captains with 3,and lords start with 4.

    Answer the following questions and adjust yourstarting rating accordingly. The minimum Circlesrating is 1.

    Is your character gregarious? Does he makefriends easily?

    If so, increase Circles by 1. You may not takethe Bitter or Jaded traits.

    Do you have strong ties to the Rangers, either

    as a family tradition or through close allies?

    If so, increase Circles by 1. Either your parentsmust be of the Rangers or your mentor must befamily.

    Has your character accomplished some greattask for the Rangers? Does he already have areputation?

    If so, increase Circles by 1.

    Do you have powerful enemies?

    If so, reduce Circles by 1.

    Has your character been convicted of a crime?

    If so, reduce Circles by 1.

    Is your character a loner?

    If so, reduce Circles by 1. You may not take theExtrovert trait.

  • 8/10/2019 Realm Guard : Rangers of the North

    37/45

    Dnadan Traits Innate Quality

    All players get one check from the following list.They can add a check to one gained from theirhometown/homeland if they wish.

    Bitter Fearless Realms HonorBodyguard Fiery Rough HandsBold Generous Sharp-eyedBrave Graceful ShortCalm Greybeard SkepticalClever Innocent SkinnyCompassionate Jaded SternCunning Keen-eared Stoic

    Curious Leader StubbornDefender Lost SuspiciousDetermined Natural TallDriven Bearings ThoughtfulEarly Riser Nimble ToughExtrovert Nocturnal Weather SenseFat Quick-Witted WiseFearful Quiet Young

    Inherited or LearnedThe following is for recruits only and representsthe influence ones parents had on the character.Choose one trait from this list.

    Brave Fearless Rough HandCalm Fiery ScarredClever Generous ShortCompassionate Graceful Skeptical

    Curious Keen-eared SkinnyDefender Lost SternDetermined Natural StubbornEarly Riser Bearings SuspiciousExtrovert Nimble TallFearful Quick-Witted Tough

    Life on the RoadCaptains and lords may choose one trait from thefollowing list. It represents a lesson learned duringtheir time in the wilds as a Ranger of the North.

    Bitter Early Riser Scarred

    Bodyguard Fearful Sharp-eyedBrave Fearless SkepticalCalm Greybeard SkinnyClever Jaded SternCompassionate Leader StoicCunning Natural ThoughtfulCurious Bearings ToughDefender Nocturnal Weather SenseDriven Quiet Wise

  • 8/10/2019 Realm Guard : Rangers of the North

    38/45

    Lineage Create a lineage (a House) for your character.It may be one of the three Houses of the Edain,though it will more likely be one you create your-self. Base it on names from Lord of the Rings, or becreative and create one from scratch!

    ParentsNote the names of your parents, whether they arestill alive and, if so, where they live.

    Senior Artisan Write down the name of the senior artisan withwhom you were apprenticed.

    Mentor If you are a recruit, your mentor must be anotherplayer character of veteran or captain station. Forscouts and veterans, it must be an older characterand, for captains or lords, it is an NPC or playercharacter with the Greybeard trait.

    FriendInvent a friend and name him. This friend willhelp you without hesitation. Note his profession

    or specialty and where he typically resides.

    Enemy Create an enemy for your character. He cannotbe of the Enemey, such as an Orc, but may be aDnadan, Dwarf, Elf, Hobbit or Man. Name himand choose a location for him. It is possible forplayers to choose a common enemy for their char-acters, if they so decide.

    House InsigniaChoose one item that is an heirloom of your Houseor company. It may be a ring, a necklace, a brooch,a diadem, a weapon, etc. Rangers of the GreyCompany, for instance, all wear a silver brooch inthe shape of pointed star.

    This token is not a Token of Power.

    First Mission Before proceeding, discuss what is going on in thegame and then return to this final section.

    BeliefWrite a Belief based on how your character viewsbeing a Dnadan Ranger. A Belief is an overarch-ing ethical or moral stance; an ideal.

    Goal Write a Goal based on the mission that youve beenassigned. This is an objective that can be accom-plished in the near future.

    Instinct An Instinct is a reaction or constant disposition. Itmay be conditioned through training or natural tothe character.

    Gear Choose a weapon from the list in The Mouse GuardRPG, p. 118. Remember that Hook & Line isWhip.

    Do not include backpacks, standard clothing, boots,

    or other fundamental or common gear. However, you will need to write any armor, if worn, as well asany distinctive gear the character carries.

    Starting RewardsAll characters begin the game with one fate pointand one persona point.

  • 8/10/2019 Realm Guard : Rangers of the North

    39/45

    Athanir Athanir is a firm but fair captain. He is a veteranof the War of the Rings and, though brusque, isdedicated and learned. Erothas has been a con-stant companion of his through the years. Thoughthey do not always see eye to eye, they have greatrespect for one another and their duty.

    Age: 63 Parents: Athelor, Car-penter

    Home: Rhudaur Senior: Baren, Cartog-rapher

    Lineage:House of Ruor

    Mentor:Daegan (dead,Ranger)

    Station: Captain Enemy: Thabren, Lordin Anorien

    Insignia: Ring of Ethrand Friend: Barliman,Brewer (Bree)

    Raw Abilities Rating Special Abilities Rating

    Nature 3 Resources 6 Will 5 Circles 4Health 4

    Belief: Caution is a mark of the Wise.Goal: I will keep a close watch on Menalor andguard him against danger.Instinct: Never discard the advice of others.Skills: Archivist 2, Orator 4, Carpenter 2, Per-suader 2, Cartographer 2, Hunter 3, Survivalist 2,Scout 2, Fighter 2, Weather Watcher 3, Rider 3,Troll-wise 2, Arnor-wise 2, Refuge-wise 2, Funeralrites-wise 2

    Traits: Leader (1), Calm (1), Wise (1)Gear: Bow and Gilded Bracers

    Sample Characters ErothasErothas is a Ranger of the North who helped wardthe Shire during the War of the Ring. Though hedid not ride to Aragorns aid, he rendered serviceto the refugees who came north through Bree andthose surroundings. Erothas is known for his quickand sometimes-black wit and is regarded amongsthis kindred as a healer and Man of generous spirit.

    Age: 51 Parents: Erohain, Boat-crafter

    Home: Sarn Ford Senior: Tella, Weaver

    Lineage: House of Brand Mentor: Mordan,Mithlond

    Station: Veteran Enemy: Etherelle, Elf,Mistwood

    Insignia: Star of Brand(diadem)

    Friend: Maggot, EastFarthing

    Raw Abilities Rating Special Abilities Rating

    Nature 2 Resources

    Will 3 Circles

    Health 5

    Belief: It is not for me to judge the ways of oth-ers.Goal: I will determine whether goblins (Orcs) arebehind the troubles in the High Pass.Instinct: Always try to alleviate the suffering ofothers.Skills: Miller 2, Healer 5, Boatcrafter 2, Per-suader 2, Cook 2, Fighter 3, Scout 2, Shire-wise 2,Rocky terrain-wise 2, Dwarf-wise 2

    Traits: Generous (1), Quick-Witted (1)Gear: Longsword and Herb Pouch

  • 8/10/2019 Realm Guard : Rangers of the North

    40/45

    Menalor Though a recent recruit to the Rangers of theNorth, Menalors family has been long associatedwith the Rangers. Menalor is a strong-willed andbold warrior. He is loyal to his fellows and wrathfulto his enemies. More than anything, he wishes toconduct himself well in Athanirs eyes and be ac-counted a full Ranger of the North.

    Age: 24 Parents: Melenas,Ranger, Alche-mist

    Home: Gondor Senior: Dell, AnimalHandler

    Lineage: House of Ruor Mentor: Athanir, Cap-tain

    Station: Recruit Enemy: Dalby, Miller,RhosgobelInsignia: Standard of

    RuorFriend: Anuwen, Elf,

    Imladris

    Raw Abilities Rating Special Abilities Rating

    Nature 3 Resources 3 Will 2 Circles 2Health 6

    Belief: The Rangers of the North are the moststeadfast and true of Men.Goal: I will prove to my brethren that I can betrusted with accomplishing our mission from theking.Instinct: Always offer an opinion.Skills: Alchemist 2, Fighter 5, Pathfinder 4, Ar-morer 2, Deceiver 2, Animal Handler 2, River-wise2Traits: Brave (1), Fiery (1), Sharp-Eyed (1)Gear: Spear and Belt of Anuwen

    Waestorn A wanderer of the wilds, Waestorn is a great hunt-er and scout. Raised in Dol Amroth, he loves thesmell of the sea air and to hear the cries of birds. Heis friends with Athanir and Erothas, and the threehave often traveled together, being well matchedin spirit and purpose.

    Age: 33 Parents: Wellen andSilla

    Home: Dol-Amroth Senior: Huward,

    Lineage: House of Telcor Mentor: Carathon, Vet-eran Ranger

    Station: Scout Enemy: Norn, Dwarf,Erebor

    Insignia: Shield of Telcor Friend: Faeden,Guard, DolAmroth

    Raw Abilities Rating Special Abilities Rating

    Nature 4 Resources 3 Will 3 Circles 3Health 5

    Belief: Violence is not the only means of uphold-ing my duty.Goal: I will visit my sister in Rhosgobel, near Car-rock, and bring her news from the south.Instinct: Always respect Athanirs words ofcounsel.Skills: Rider 2, Scout 3, Herdsman 2, Persuader2, Smith 2, Hunter 4, Fighter 2, Survivalist 3, Hag-gler 2, Escort-wise 2, Sea-wise 2Traits: Tall (1), Skeptical (1)Gear: Shield of Telcor

  • 8/10/2019 Realm Guard : Rangers of the North

    41/45

    Trouble in the High Pass

    This is a sample mission, written with notes for afirst-time GM or as a convention game.

    Note: [Im talking to you, GM!] Dont read brack-eted sections to the players. This is for your infor-mation.

    This mission is designed for 3-4 players. If you have3 players, it is advised that you leave Waestorn outof the band.

    MissionHaving come south to pay homage to the newly-crowned King Elessar Telcontar (Aragorn, son ofArathorn), your band has stayed for a day in theOld Guesthouse Inn within the first tier of MinasTirith. On the morning of the second day, a runneris sent to the inn, summoning you to meet with theking in the Tower of Ecthalion.

    The king is seated behind an elegant desk withinthe pristine tower, at the highest point in the city.Behind him are the twin thrones of the Stewardand, raised high by many steps, the throne of theking. A page stands nearby, ready to go forth andserve any purpose his liege asks of him. An olderman in robes stands at the kings shoulder, sheavesof parchment in his old hands.

    As you enter, the king stands and smiles fiercelyat you. It seems he is pleased to be freed, if onlymomentarily, from the routines of rulership. Mybrothers! welcome! It has been too long since wehave met. He greets you as kinsmen and beckons

    you to him.

    Though joyful at your presence, he settles into mat-ters straight away. I know you have come idly, myfriends, but I have need of your skills.

    Rumor has come to me that the High Pass cross-ing of the Misty Mountains has become hazardous.The Beornings know the area well. There is onewho lives at the Carrock, near the Old Ford. Seekhim out and learn what you may. Go with my bless-ings, and those of the Reunited Realms of Gondorand Arnor.

    Now that youve heard your task, check the Goalfor your character. You may keep the Goal of thesample character or change it. Those Goals are:

    Athanir: I will keep a close watch on Melanor andguard him against danger.Menalor: I will prove to my brethren that I canbe trusted with accomplishing our mission fromthe king.

    Erothas: I will determine whether goblins (Orcs)are behind the troubles in the High Pass.Waestorn: I will visit my sister in Rhosgobel, nearCarrock, and bring her news from the south.

    You set out from Minas Tirith, bidding the WhiteCity farewell. It is the early spring and though itis warm now in the south where you are, farthernorth, in Rhovanion near the Misty Mountains,there is still some snow upon the ground and therivers run cold from recent thaws.

    First Task: The Way to CarrockIn order to find the way from Minas Tirith, an Ob 6Pathfinder test will be necessary. [Spring Nature]

    [Regardless of whether they succeeded or failed,continue reading on. If they failed, tell them that atwist in the story will be happening soon.]

    Youve been traveling north for three weeks,through lowlands and wooded hills and are nowjust south of the Gladden River where it meets withAnduin, the Great River. Its getting quite late intothe night. As you are looking for a place to camp,

    you spy a fire up ahead and hear voices.

    You come upon three boatmen (Men) on the

    Sample Mission

  • 8/10/2019 Realm Guard : Rangers of the North

    42/45

    banks of the Anduin, their small cog drawn ontothe shore. Ones arm is badly injured. Another isdead, his body covered with a bit of sailcloth.

    [What happened is up to you, GM. I suggest a sim-ple accident on board their ship: a boom broke looseand struck one in the head while another raised his

    arm in time to avoid a similar fate, though his armwas broken.]

    [This is a chance to allow Erothas to use Healer(Ob 3), if he so wishes. Another - or all of them -may speak moving words over the body of the deadboatman -- using Nature via the Grief descriptor(Ob 2). Allow this to happen before the next bit.Apply Tired or Angry as a result of any failures.]

    The three remaining boatmen gladly invite you tocamp with them that night.

    Twist (Enemy): Into the Stew![This only comes into play if they failed the Path-finder test, First Task, above.]

    As youre making ready to camp, you hear shudder-ing boot steps and rumbling laughter behind you.Out of the trees a short distance away, two torogs(Hobbit-style trolls) emerge, their bulk framed instarlight shining from the clear sky.

    [It ought to be explained to the group that this isthe twist resulting in failing the Pathfinder test. Itisnt random!]

    Ah! one laughs. Some real fare to toss in thastew pot!

    They do look mighty tasty, them, says the other,hoisting a few filthy sacks. Lets chase em down!With gleams in their beady eyes, the 14-foot-talltrolls come bounding towards the shore, intent onsnatching up the boatmen and yourselves.

    [A chase conflict would work best here, and impressupon the players the power of the trolls should theyopt to stand their ground. Either a fight or chase

    works. Regardless, the goal of the torogs is: Graball the Men and stick em in sacks for our cook-pot! ]

    Torog (Troll)Nature: Nocturnal, Capturing, Hoarding, EatingRaw Abilities Rating Special Abilities Rating

    Nature (Torog) 6 Resources 4 Will 2 Circles 1Health 6

    Skills: Cook 4, Scout 4, Fighter 3, Deceiver 3,Traveler-wise 4Traits: Clever (1), Stubborn (1)Gear: Sacks, cookpot* sunlight will turn a Torog to stone. Torogs also hoartreasure they steal or find on their victims.

    [Tell the players to set their sights high in termsof their goal. If they opt for a chase, Gettingaway wont be good enough. Encourage them toadd more to it: Get away from the trolls, with theboatmen in tow, and keep the trolls looking til thesun rises up and turns them to stone. Shoot highfor interesting compromises!]

    [On that note, remember to be inventive withcompromises here. The trolls have an advantagebecause they can use their Nature (Capturing)for Attack and Maneuver actions during the con-flict and Scout for Defend and Feint. None of theRangers should die, though the same may not betrue for the boatmen! I would advise starting withconditions as a first tier of a compromise (Tired,as well as Injured, if warranted), then have some ofthe boatmen captured. Build from there, remem-bering the rules for compromises on p. 115-116 of

    The Mouse Guard RPG .][Allow the players a chance, after the outcome ofthe conflict with the trolls, to get closure on therest of the night/morning and what occurs with theboatmen. Then carry on.]

    The remainder of the journey passes swiftly. Youvepassed through a number of small villages and areapproaching Rhosgobel, a larger village renowned

  • 8/10/2019 Realm Guard : Rangers of the North

    43/45

    as once being home to Radagast the Brown. Thebuildings are of gray river stone and the rooves claytiles. People pause in their activities and peer up at

    you as you walk along the wide, hard-packed dirtstreets.

    [Here is an opportunity for Waestorn, if he is in the

    group, to accomplish his goal. If he is not amongthe band, carry on!]

    You continue onwards, having gathered from vil-lagers that there is, indeed, a Beorning who livesnear Carrock, just a ways farther north along An-duin, the Great River. His name is Harnbad.

    Second Task: . . .Harnbad the BeorningAfter a few more hours trekking, as the afternoonsun begins to sink behind the Misty Mountainsin the west, you see a modest and clean cabin setamongst a loose copses of trees, under the shadowof a massive finger of stone (the Carrock) on anisland of land in the midst of the Great River. Nu-merous animals, from horses and sheep to deer andbirds, meander about the cabin and seem to watch

    you.

    As you approach, a massive, bearded man stepsfrom the trees near the cabin and tells you to stopand explain yourselves.

    [Being independent and wary of strangers, invok-ing the name of the King will do little to humbleor impress Harnbad. Ultimately, it will come downto:]

    Ive no interest in Rangers, nor their ways, saysHarnbad. Why should I help in your meddling inlands far from your own?

    Beorning Nature 7Distrustful, Solitude, Killing Orcs

    Beorning WeaponsWrathful Swipe -- +1s Attack. Thick Hide --+1D Defend.

  • 8/10/2019 Realm Guard : Rangers of the North

    44/45

    [I would not recommend another conflict here, asone may develop as a result of their dealings withHarnbad... The best options are Persuader andOrator.]

    [If the party fails the Persuader/Orator test, thereare two options: 1) If the party used a fight conflict

    with the trolls instead of doing a chase, apply con-ditions to them (Strained for the primary speakerand Angry for the rest) due to the rigors of con-vincing the obstinate Harnbad; or 2) If they used achase conflict with the trolls, interrupt the parleywith a fight conflict... Orcs are on the scene!]

    [ For the fight conflict, go to Twist (Orcs) belowand continue the scene from there. ]

    [Read the following if Persuader/Orator was suc-cessful and ignore the Twist below :]

    Harnbad says, Very well, I will aid you. I see youas true-hearted folk, if queer to these parts. Comeinside and make yourselves comfortable by thehearth. I have tasks yet I must do ere night is fullyupon us. I will join you soon.

    Harnbad returns within an hour and settles downby the fire. He pours you drinks and places bread,a crock of fresh butter and a jar of honey before

    you. Over supper, he tells you that travelers have,indeed, been having problems. Goblin activitiesseem heightened, and he has seen the Great Eaglesof the mountains soaring high in the air. He wouldnot be surprised if goblins were behind the hazardsin the pass, but his duty is to his animals and thelands around Carrock, not to go wandering intothe lands of others.

    [Now skip down to: GMs Turn Ends, PlayersTurn Begins! on p. 45.]

    Twist (Orcs): Skewer Em an Tan Their Hides, Boys!As youre attempting to persuade Harnbad of yourgood intentions and need, there is a raucous howl-ing from the west! A dozen goblins are headed

    towards the trees around the Beornings home-stead. Harnbad snarls bestially and races to theanimals gathered outside his home.

    They seem to listen to him and he goes into thetrees with them. As he disappears from view, youswear you hear the bellowing challenges of a bear

    and fearful squealing and howling.

    A dozen more jeering goblins with torches andclanging weapons are coming towards you, splash-ing through the shallow waters of the Great Rivertowards you.

    Moria Orc (Goblin)Raw Abilities Rating Special Abilities Rating

    Nature (Orc) 4 Resources 2 Will 2 Circles 1Health 4

    Skills: Fighter 3, Laborer 3, Scout 2, Stonema-son 2, Hunter 2Traits: Fearful (1)Gear: A spear or bow

    Note: This stat block counts as 4 goblins, not 1.

    [Heres how we use Moria Orcs (Goblins): As perthe stat block note, 1 stat block is actually 4 gob-lins. So, with a dozen of them, there are only 3 in-dividuals, so to speak, or 1 team. Individually, theyare so easily overcome by the might of the Rangersthat they are not worth noting. Only together dothey become courageous enough to strike at travel-ers.]

    After theyre dealt with, Harnbad emerges fromthe woods with a few cuts and bruises.

    Harnbad says: Well, well. I see the tales are trueand you Rangers have no love of Orcs and theirkind. I will aid you in what small ways I can. Comeinside and make yourselves comfortable by thehearth. I have tasks yet I must do ere night is fullyupon us. I will join you soon.

    Harnbad returns within an hour and settles downby the fire. He pours you drinks and places bread,

  • 8/10/2019 Realm Guard : Rangers of the North

    45/45

    a crock of fresh butter and a jar of honey before you. Over supper, he tells you that travelers have,indeed, been having problems. Goblin activitiesseem heightened, and he has seen the Great Ea