TEXT: r*--~
  .=
  . -~.'" The Kingdom of Cardolan encompasses all of the lands between the Rivers Brandywine, 
  . : " .' 
  Greyflood, and HoarweU. For a time, Cardolan stood at the forefront of resistance to the forces of 
  . . . . . 
  the Witch-king, mounting campaigns against his Orcs, Trolls, and Easterlings. Those were the 
  1 ... r 
  days of the Royal Army. Now only mercenaries and adventurers remain to block the advance of 
  . k...... Darkness. The conflict rages on, but it is a war of pillaging, burning crops, and inconcluslve 
  sieges; war with little honor and no glory. 
  EXPLORE: 
  • THARBAD, greatest surviving work of the Numen6reans 
  • LOND DAER ENEDH, Aldarion's ancient seaport 
  • BARAD GIRITHLlN, mighty tower of the Great Houses of Cardolan 
  
  1" 
  300' 
  , .. u 
  -z 
  1" 
  50' 
  z-
  Metraith 
  o 
  " 
  , 
  C" 
  , . 
  ,. :. 
  Processional Road 
  
  THE LOST REALM OF CARDOLAN 1M 
  1.0GUIDELINES 
  I . J DEFINlTIONS AND TERMS ................................................... 2 
  1. 11 Abbreviations ...................................................................... 2 
  1.12 Definitions ........................................................................... 2 
  1.2 ADAPTING THIS MODULE TO YOUR CAMPAIGN ........... 3 
  1.3 CONVERTING STATISTICS ................................................... 4 
  1.31 Convening HilS and Bonuses .............................................. 4 
  1.32 Convening Statistics for Any Major FRP System .............. 4 
  1.33 Convening Slals .................................................................. 4 
  1.34 Converting Combat Abilities .............................................. 4 
  1.35 Convening Spells & Spell Lisls .......................................... 5 
  1.36 A NOleon Levels ................................................................ 5 
  1.37 Skill Bonuses ....................................................................... 5 
  1.38 Locks and Traps .................................................................. 5 
  2.0 INTRODUCTION 
  2.1 OVERVIEW ............................................................................... 6 
  2.2 THE HISTORY OF CARDOLAN ............................................. 6 
  2.3 CARDOLAN IN LATER TIMES .............................................. 9 
  2.4 A BRIEF TIMELINE ................................................................. 9 
  3.0THELAND 
  3.1 GE(X)RAPHY ......................................................................... 12 
  3.2 CLIMATE ................................................................................ 14 
  4.0CARDOLAN'S ECOLOGY 
  4.1 A..ORA ..................................................................................... 15 
  4.2 FAUNA .................................................................................... 15 
  4.2 1 Predators ............................................................................ 15 
  4.22 Herbivores ......................................................................... 16 
  4.23 Birds and Aying Creatures ............................................... 16 
  4.24 Reptiles .............................................................................. \ 7 
  4.25 Domestic Animals ............................................................. J 7 
  S.OPEOPLES & CULTURES 
  5. 1 DUNEDAIN OP CARDOLAN ................................................ 18 
  5.2 ERIADORANS ........................................................................ 18 
  5.3 CLANSMEN OP SARALAlNN .............................................. 19 
  5.4 COMMON FOLK .................................................................... 20 
  5.5 TRIBESMEN ........................................................................... 20 
  5.6 OTHER RACES OF CAROOLAN ......................................... 20 
  5.61 Nonhmen .......................................................................... 20 
  5.62 Hobbits .............................................................................. 21 
  5.63 The Beffraen ..................................................................... 21 
  5.64 Wandering Elves ............................................................... 21 
  5.7 RELIGION ............................................................................... 21 
  6.0 POLITICS AND POWER 
  6.1 GOVERNMENT ...................................................................... 22 
  6.2 WARCRAFT ............................................................................ 24 
  6.2 1 The WarriorClasses .......................................................... 24 
  6.22 The Mercenary Companies ............................................... 25 
  6.3 THE POLITICAL SITUA 1l0N .............................................. 26 
  6.4 THE ECOMOMY .................................................................... 27 
  6.5 TliE INSTITUTIONS .............................................................. 28 
  6.5 1 The Guilds ofTharbad _ .................................................... 28 
  6.52 Fairs and Festivals ....... _ .................................................... 29 
  7.0PEOPLEOFNOTE 
  7.1 THE PRINCES OFCARDOLAN ........................................... 30 
  7.2 NORTHERN CARDOLAN ..................................................... 31 
  7.3 SOUTHERN CARDOLAN ..................................................... 32 
  7.4 THARBAD ............................................................................... 33 
  7.5 MERCENARY CAPTAINS .................................................... 34 
  8.0THARBAO 
  8. 1 OVERVIEW ............................................................................. 34 
  8.2 THE CITY PLAN .................................................................... 34 
  9.0 LOND DAER ENEDH 
  9.1 VINYALGNO£ ........................................................................ 35 
  9.2 LOND DAER ..................... _ .................................................... 35 
  9.3 THE RUlNS OF LOND DAER ............................................... 37 
  9.31 Area Map: Land Daer Ruins ............................................. 37 
  9.32 Area Map: Vinyalon~ Ruins ........................................... 37 
  9.33 Minas faur ......................................................................... 37 
  9.34 Minas Mellon .................................................................... 39 
  9.35 Tim Formen ..................................................................... 40 
  9.36 Aldarion's House .............................................................. 41 
  10.OSUOURI ANDTHETOWNS 
  10.1 SUDURi ................................................................................. 43 
  10.2 THE TOWNS ......................................................................... 43 
  11.0FORTRESSES 
  11 .1 THEARGOND ...................................................................... 44 
  11.2 BARADGIRITHLIN ............................................................. 46 
  12.00THERSITES 
  12.1 OLD PALACEATTIlALION .............................................. 48 
  12.2CREB DURGA ...................................................................... 49 
  13.0AOVENTURES 
  13.1 HUNT POR THE WARLORD .............................................. 53 
  13.2 A BLOW FOR PEACE .......................................................... 54 
  13.3 THEMITHRILROOM .......................................................... 55 
  13.4 TREACHERY ........................................................................ 56 
  13.5 CARAVANS, GARDENS. AND TWO· LEGGED CURS .... 56 
  13.6 OTHER ADVENTURES ....................................................... 57 
  14.0TABLES 
  14.1 MASTER ENCOUNTER TABLE ......................................... 58 
  14.2 MASTER BEAST TABLE .................................................... 59 
  14.3 MASTER MILITARY TABLE ............................................. 60 
  14.4 MASTER NPCTABLE ......................................................... 62 
  CREDITS 
  Author/Designer : Jeff McKeage 
  Editor: ColemanCharJton 
  Series Edito r & Color Maps: PeterC.Fenlon 
  Interior Art: Liz Danforth 
  Layouts: Carolyn Savoy, CarrieGaslon 
  Cover Art : Angus McBride 
  Cover G raphics: RichardH.Brillon 
  Layout Design : Kim Keziah Robin50n McKeage 
  Production: Kurt Fischer, Jessica M. Ney. John David 
  Ruemmler. Suzanne Young, Coleman Charlton 
  Typesetting: KarenSrange, FASA, and MAeSE 
  Special Contributions: Terry Amthor, Kevin Barrett. Evil 
  Brad, Deane Begiebing, Rob Bell, Karl Borg, John Breck-
  enridge, Bill Downs, Presion Maxwell Bennnett Eisenhower 
  IV. Ernest Lewis Ir.. Bruce Neidlinger. Kurt Razmussen, 
  Swink, Jeffs "the old gangs" 
  Copyright 1987 Itl TOLKIEN ENTERPRISES. a division of ELAN MERCHANDISING. Inc., Berkeley. CA. Tht Losl Rtalm ojCardo{on, Th~ 
  flohhit, and The Lord ojfhe Rings, and all chara<:ters and places therein, are trademark propenies ofTOLKJEN ENTERPRISES. 
  Produced and distributed by IRON CROWN ENTERPRISES.lnc .. P.O. BOlt 1605. Charlottesville, VA 22902. 
  First U.S. Edition. Sepl. 1987. 
  Stock#3700 
  ISBNO·9IS79S-9S-7 
  
  2 
  Smoke swirled across the fiery spring sky as the King's Men 
  made their last stand. Cries of dying Orcs resounded like some 
  hideous chorus, magnifying (he lerror that gripped (he Barrow-
  downs. Carda/an's end was at hand. 
  His back to a Standing-slOne, Osroher surveyed the battlefield, 
  of/fhe while praying /0 Vardafor salvation. His loyal warriors 
  seemed hopelessly outnumbered, despite the fact that they had 
  slaughtered a hundred score of rite Witch-king's minions. Day-
  light was too far away. 
  RagTag had struck at midnight, allowing the Cardalan; no time 
  to dress, much less prepare an adequate line of defense. King 
  Ostoher fought without pants. or a shirt, or even padding beneath 
  his enchanted breastplate. Hr cursed himself for his lack of 
  foresightJor he had never expected the NazgiU' s Warlord to force 
  march in rhe early evening. As he fumed toward a noise, he 
  uttered: "Why must these noble souls pay for my confusioll?" 
  Ostoher brought his W'ea/-sword dOWlI, sweepillg through the 
  {irst of a pair of attackillg Orcs. He moved left alldfelled anorher 
  with a mighty blow that cleaved the beast's iroll helmet. 
  Theil, through the black smoke, he spOiled the huge shadow of 
  his enemy. The Killg turned again, pressillg againstlhe cold Stolle 
  that guarded his allcestors. As the Troll closed, he littered his last 
  oath: "My blood may color Ihis grassy hill tonight, but the Spirits 
  of the Edain shall sleep undisturbed." 
  1.0GUIDELINES 
  Fantasy role playing is akin to a living novel where the players 
  are the main characters. Everyone combines to write a story which 
  is never short of adventure. They help create a new landand strange 
  new tales. 
  This series is designed as a tool for Gamemasters (GMs) who 
  wish to run scenarios or campaigns set in J.R.R. Tolkien's Middle-
  earth. The adventure modules are complete and ready-to- run 
  studies of very specific areas. and are intended to be used with a 
  minimum of additional work. Each has statistical infonnation 
  basedonthe M idd Ie-earth Role Playing (M ERP)andR ole master 
  (RM ) rantasy systems. The modules are, however, adaptable for 
  use with most major role playing games. Creative guidelines. not 
  absolutes, are emphasized. 
  PRm'ESsoR TOLKIEN'S LEGACY 
  Each module is based on extensive research and attempts to 
  meet the high standards associated with the Tolkien legacy. Ra-
  tional linguistic, cultural, and geological data are employed. Inter-
  pretive material has been included with great care. and fits into 
  defined patterns and schemes. ICE does not intend it to be the sole 
  or proper view; instead, we hope to give the reader the thrust of the 
  creative processes and the character of the given area. 
  Remember that the ultimate sources of infonnation are the 
  works of Professor J.R.R. Tolkien. Posth umous publications ed-
  ited by his son Christopher shed additional light on the world of 
  Middle-earth. These modules are derived from The Hobbit and 
  The Lord of the Rings.althoughthey havebeendevelopedsothat 
  no conflict exists with any of the other sources. 
  Guidelines: Abbreviations & Definitions 
  1.1 DEFINITIONS AND TERMS 
  These abbreviations and terms are used thro ughout the series. 
  1.11 ABBREVIATIONS 
  GAME SYST£MS 
  MERP ........ Middrt- tarthRolePlaJi~g 
  RM ....... Rofemasttr 
  C IIARACJER STATS 
  Ag ..... Agility(RMIMERP) 
  Me .... Memory(RM) 
  Co ...... Constitution(RMIMERP) 
  Ig ...... Intelligence(MERP) 
  SI. ...... Strength(RMIMERP) 
  Re ..... Reasoning(RM) 
  PR ..... Presence(RMIMERP) 
  Em .... Empathy(RM) 
  It(ln)lntuition(RMIMERP) 
  Qu ..... Quiekness(RM) 
  Sd ...... SelfDiscipline(RM) 
  GAME TERMS 
  AT ..... AnnorType 
  Lvi ...... Level (exp. or Spell level) 
  bp ....... bronze piece(S) 
  MA ...... Martial Arts 
  ep ....... copper piece(s) 
  Mod .... Modifier or Modification 
  Cril .... Critical strike 
  mp ....... mithril piece(s) 
  D ........ Die or Dice 
  NPC .... Non-player Character 
  D 100 .. Percentile Dice Result 
  DB ...... Offensive bonus 
  DB ..... Defensive Bonus 
  PC ....... Player Character 
  FRP .... Fantasy Role Playing 
  PP ........ Power Points 
  GM .... Gamemaster 
  R or Rad .......... Radius 
  gp ....... gold pieces(s) 
  Rnd or Rd ........ Round 
  ip ........ iron piece(s) 
  RR ...... Resistance Roll 
  jp ........ jade piece(s) 
  Stal ...... Statistic or Characteristic 
  tp ........ tin piece(s) 
  M II)I)U:-URTH T£MMS 
  A ....... Adunaic 
  Kh ....... Khuzdul (Dwarvish) 
  BS ..... Black Speech 
  LotR ... TheLoTdojtlle Rings 
  Cir ..... Cinh or Cenar 
  Or ....... Orkish 
  D ....... Dunael (Dun lending) 
  Q ......... Quenya 
  Du ..... Daenael (Old Ounael) 
  R ......... Rohime 
  E ....... Edain 
  Rh ....... Rhovanion 
  EI ...... Eldarin 
  S ......... Sindarin 
  Es ...... Easterling 
  S.A ..... Second Age 
  I.A .... First Age 
  Si ........ Silvan Elvish 
  F.A .... Founh Age 
  T.A ..... Third Age 
  Hi ...... Hillman 
  Teng ... Tengwar 
  H ....... Hobbitish (Westron variant) 
  V ......... Variag 
  Har .... Haradrim 
  W ... Westron (Common Speech) 
  Hob .. The Hobbit 
  Wo ...... Wose (Oruedain) 
  Kd ..... Kuduk (ancien! Hobbitish) 
  1.12 DEFINITIONS 
  Themajorityofuniquetennsfrom The Hobbit and The Lord 
  of the Rings aredescribed inthetext. 
  Arnor: (S. "Land of the King·' or "Royal Land. '1 Encompassing most of 
  EriadOT. ArnOT is the nonhernmost of the two "Realms in Exile." It 
  constilUtes the Nonh Kingdom, while Gondor -
  its sister land -
  is the 
  South Kingdom. Founded by Elendil the Tall in S.A. 3320, Arnor is 
  settled by the Faithful Numen6reans who ned the Downfall of Nlimenor. 
  These OCmedain dominate the indigenous Eriadoran groups unlil the 
  collapse of the realm. In T.A. 861, Arnor splits into three successor states: 
  Arthedain. Cardolan. and Rhudaur. 
  Arthedain: (S. "Realm of Ihe Edain.") Originally the northwestern 
  ponion of ArnOT, Arthedain is independent after T.A. 861. [t survives as 
  a Dunadan realm until overrun by Ihe forces of the Witch-king of Angmar 
  in T.A. 1974. With its collapse. lhe last remnant oflhe Nonhern Kingdom 
  passes into oblivion. 
  Anhedain 's name is shared by il.$ relatively unifonn, albeit small. Adan 
  (Dunadan) population (sing. "Anhadan"). 
  
  Guid elines: Definitions & Adapting This Module 
  Baranduin: (5. "Long Gold-brown River;" W. "8randywine.'')A great 
  stream fed by Lake Evendim (Nenuial) in Anhedain, the Baranduin winds 
  across west-central Eriador and empties into the Belegaer nonh of the Rast 
  Vorn (5, "Dark Cape") of Minhirillth. The 8 aranduin fonns part oflhe 
  western border of Cardolan. 
  Barrow-dow ns: (5, "Tyrn Gonhad.") An ancient burial ground, the 
  8arrow-downs consilUte the oldest and most revered of Adan gravesites, 
  The grass-covered mounds contain royal passage-graves and sunnount 
  the wild fells of northwestern Cardo[an. 
  Beffrae n: A relatively primitive folk found in southern Minhiriath, the 
  Beffrden are relatives of the Druooain, or Woses. of Dniwailh lauT (Old 
  POkel-land). Like the Hillmen of Rhudaur and the other foothill regions 
  of the Misty Mountains. they are also descendants of the ancient folk 
  known as the Mebion Bron, 
  Cardola n: (S. "Red-hill Land" or "Land of Red Hills.") The southern-
  most pari of Arnor, Cardo1an is a separate Ounadan kingdom from T.A. 
  861 until T.A. 1409. It collapses under the weight of the Witch-king's 
  Angmarim. and its last Ru[ing Prince perishes while fighting in the 
  Barrow-downs. at the edge of the Old Forest. 
  Cardolan is the most densely populated area of old ArnOT and contains 
  siz.1ble populations of Dun[cndings. Eriadoran Nonhmen. and Dunedain, 
  as well as scallered groups of Beffraen. 
  Dunedain: (S. "Edainoflhe Wesl;"sing. "Ounadan''). These High Men 
  are descendants of the Edain who settled the western island continent of 
  Numenor around S.A. 32. The Ounedain returned to explore. trade with, 
  colonize, and later conquer many areas along the western, southern, and 
  eastern coasts of Endor during the Second Age. Unfortunately. their 
  hubris and desire for power led them to attempt an invasion or the Valar's 
  Undying Lands. As a result, Eru (the One) destroyed their home island in 
  SA 3319. lbose called the "Faithful" opposed the policies and jealous 
  Elf-hatred that prompted this "Downfall.·· The Faithful were saved when 
  Numenor sank, sailing east 10 nonhwestern Middle-earth, There they 
  found the "Realms in Exile," the kin~doms of ArnOT and Gondor. 
  The tenn Dunedain refers to the Numen6reans and their descendants in 
  Middle·earth, groups which possess considerable physical and menial 
  strength. longevity . and a rich Elven- influenced culture. AdOnaic is their 
  native language. 
  Dunlt ndi ngs: (On. "Daen Lintis.. ")TheDunlendingsaredescendants of 
  the Daen Coentis. A rugged race of Common Men, most migrated out of 
  Ihe White Mountains in the Second Age and stilled in Eriador. Their 
  largest concentration was in Dunland, in eastern Encdhwaith. Mostly 
  mountain-dwellers or hill-loving herders, they are known by various 
  names: Ounmen, Dunnish Folk. OUlllanders, Eredrim, the Hillmen of the 
  White Mountains. etc. 
  E Tiador: (S, "Empty Lands.") All of the territory north of the river lsen 
  and between the Blue Mountains (S. "Ered Luin") and the Misty Moun-
  tains(S. "Hithaeglir'·). Irs nonhern boundary [iesalong the highland ridge 
  that runs northwestward from Cam Dum and reaches to the Ice Bay of 
  Forochel. It includes the regions of Minhiriath, Eregion, Cardolan. 
  Rhudaur, Arthedain. and (by most) Dunland, and Enedhwaith. 
  G reenway: (S, "Men Galen.") The section of lhe Old Nonh Road 
  between Bree and Tharbad. the Greenway CUIS across Cardolan. It is so 
  named because of the grass that grows between its paving stones. 
  Gwat hlo: (S. "Gwalhir" or " River ofShadowi" W. "Greyflood;"A 
  "Agathurush. ") The wide. slow-moving river that cuts through southeast-
  ern Eriador. Fonned by theconnuenceoftheriversMitheilhel (Hoarwell) 
  and Glanduin. it carries water southwestward into the Belegaer. The 
  Gwathl6 separates Minhiriath from Enedhwaith (Enedwaith) and forms 
  the long southeastern border of Cardalan, Both Tharbad and Lond Daer 
  are situated on ils banks. 
  Lond oaer : (5. "Great Haven:·) Founded as Vinyalonde (Q. "New 
  Haven") by Tar-Aldarion of Numenor in S.A. 777. Lond Daer was a greal 
  haven for the seafarers of Westemesse. Its location between the pons of 
  Lindon and the harbor at Edhellond (near Dol Amroth) gave birth to its 
  other name: Lond Oaer Enedh (S. "Great Middle Haven''). 
  3 
  Metraith: (S. "Streetsend. ") Often considered the capital. Metrailh is a 
  strategically-located town in central Cardolan. It stands at the crossroads 
  of the Greenway and the Redway, by the royal hold at Thalion. (Metraith 
  is also known as Thalion.) 
  Minhiriath : (S, "Between the Rivers.") The region of Eriador located 
  between thc rivers Gwathl6 and Baranduin. Minhiriath fonns the south-
  western half of Cardolan. 
  Mitheithel: (S. "Pale-grey Spring" or "Grey Spring;" W. "Hoarwell.") 
  The relatively narrow, swift-moving stream that rises in the Misty Moun-
  tains near the junction between the Ettenmoors and the Coldfells of 
  Eriador. CUlling through Rhudaur.the Mitheithel slows and widens after 
  its confluence with the Bruinen (Loudwater), It joins the Glanduin in the 
  marshes of Swanflect, giving binh to Ihe Gwathl6. and wide. slow-
  moving river that cuts through southeastern Eriador. The Mitheithel 
  fanns pan of the northeastern border of Cardolan. 
  O ld Forest : (S. "Taur laur.") The Old Forest lies in the northwestern 
  comer of Cardolan, between the Barrow-downs (S. ''Tyrn Gonhad'') and 
  Ihe river Baranduin. The home of Tom Bombadil, it is a remnant of the 
  ancient wood that once covered much of nonhwestern Endor. 
  Redway: (S. "Men Caran.") The Redway is named forthcrcddish paving 
  stones that cover its surface. Beginning at the Sam Ford on the Baranduin, 
  it runs southeastward across weslern Cardolan and joins the Old North 
  Road (Greenway) at Metrailh (Thalion). 
  Rhudaur: (S. "East Wood;" O. "Place of Roaring Red-gold.") eastern-
  most of the three sections of Arnor, Rhudaur is the wildest, ruggede.~t, and 
  least populated region in the North Kingdom. When Arnor is sundered in 
  T.A. 861. Rhudaur becomes an independent realm. lIS sparse Dunadan 
  aristocracy loses control of the kingdom in T.A. 1349, and during the 
  following year Rhudaur goes to war with Cardolan and Arthedain. 
  Although a distinct state until T.A. 1409, it is a subject-state of the Witch-
  king of Angmar for the last sixty years of its existence. 
  Suduri: (S. "Lond GwathI6;" Q. "M ista lond~ ") Port town on the lower 
  Owalhl6. upsoeam f1UIIi lhe ruins or Lund Oaer. After the fall of 
  Cardolan, Suduri becomes the principal town in the Kingdom of (the) 
  Saralaillll. 
  T harbad: (S. "Crossing-way.") The fortified river-port that straddles the 
  riverGwathl6 at the point where the Old North Road meets the Old South 
  Road. Founded by the Nllmen6reans in the Second Age. it is the principal 
  city in Cardolan. 
  1.2 ADAPTING THIS MODULE TO 
  YOUR CAMPAIGN 
  This rnodule is desigDed for use with most major fantasy ro le 
  playing systems. Since the various FRP rules have their own 
  panicular approaches to combat, spells. and character generation 
  and development, cena iD common descriptive terms have been 
  selected for the indiv idual ouU ines of places. people. creatures, and 
  things. Unfonunately, statistical data such as bonuses and c harac-
  ter"stats" differ widely between systems; after all. they are keyed 
  10 specific game mechanics. ICE has chosen to use percentile 
  (01 00) terms as a base, since conversion to 0 20. 0 18, and 0 IDcan 
  be achieved with relative ease. (Note Section 1.32 for a handy 
  conversion c han.) Player character and NPC characteristics/slats 
  are also detai led in one panicular manner; again, simplicity and 
  consistency have been emphasized, and conversion to your game 
  system should be relatively painless. 
  Keep in mind that fantasy role playing is by nature a creative 
  experience, and the individual GM or player should feel free to 
  incorporate hisJher own ideas into their game. 
  The following steps may be helpful when beginning to explore 
  the region here described: 
  (I) Read the entire module to get a flavorful idea of the region; 
  (2) Reread the sections devoted to no les for the Gamemaster, and 
  converting statistics for your game systern; 
  
  4 
  (3) Choose the time setting for your campaign. Should you choose 
  [Q run a game at the beginning orend of the Third Age, or early 
  in the Fourth Age, pay particular attention to the section 
  devoted 10 this region "at other times." In fact. this section will 
  give the OM an idea oftheconsideration involved with setting 
  a campaign al any date other than that chosen here. ICE chose 
  the mid·Third Age as a particularly exciting era, bUI you may 
  enjoy another time even more; 
  (4) Assemble any source materials you find necessary; 
  (5) Research the period you have chosen and compose any out· 
  lines you need in addition to the material provided here; 
  (6) Canven the NPC, ttap. weapon, spell, and item statistics to 
  teons suitable to your game. Note changes in the system you 
  are using which must be made in order to keep your campaign 
  in line with the flow of life in Middle-earth; 
  (7) Create a total sening, using lots of maps to detail patterns and 
  provide a creative framework. In this way you will have a rich 
  and consistent world. and the foundation data will give you the 
  flexibility to detail random areas and events. 
  1.3CONVERTING STATISTICS 
  When 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 wish to consider 
  the following guidelines. The material provided is in terms of 
  percentages and is intended to give the reader a relatively clear 
  picture of the strengthS and weaknesses of the individuals and 
  creatures d iscussed. Most FRP systems will relate to the data, and 
  conversion should be simple; remember, however. that there are 
  dozens of role playing rules and the change-over from the statistics 
  given here may be troublesome. 
  1.31 CONVERTING HITS AND BONUSES 
  • 
  When converting pcrcemile values to a 1-20 system a simple 
  rule is: for every +5 on a 0100 scale you get a + I on a 020. 
  • The concussion hit numbers found in this module represent 
  general pain and system shock. They cover bruises and small 
  cuts rather than wounds. Critical strike damage is used to 
  describe serious wounds and fatal blows. The hit figures shown 
  here are less imponant than those used in game systems where 
  death occurs as a result of exceeding one's available hits. 
  Should you use agame system that employs no specific critical 
  strike results. such as TSR Inc.·S Dungeons and DragonS®, 
  simply double the number of hits your characters take or halve 
  the hit values found in this module. 
  1.32 CONVERTING STATISTICS FOR 
  ANY MAJOR FRP SYSTEM 
  All the statistics and numerical information used in this module 
  are expressed on a closed or open-ended scale with a 1-100 base. 
  They are designed for use with percentile dice (0100). Use the 
  chart to the right to derive appropriate bonuses or to convert the I-
  100 numbers to figures suitable for non-percentile systems. 
  1.33 CONVERTING STATS 
  Ten stats are used to describe each character detailed in the 
  module. Should you use a character development system with 
  different characteristics and/or an alternative number of stats. 
  simply follow these steps: 
  1) 
  Assign the appropriate stat from your FRPsystem to the value 
  given beside the analagous characteristic listed in the module. 
  If your rules use fewer stats, you may wish to average the values 
  Guidelines: Converting Statistics 
  for those combinations offactors which contribute to a charac-
  teristic found in your system (e.g., dexterity = an average of 
  quickness + agility). Should your guidelines utilize more stats 
  to describe part of a character, you may wish to use the value 
  provided for more than one "corresponding" characteristic 
  (e.g., you might use the value assigned to constitution for both 
  endurance and durability). The following is a chart listing some 
  examples of equivalent stat tenns: 
  STRENGTH: power, mighl,force, sfamina, endurance, condi-
  tion, physique. etc. Note that the vast majority of systems 
  include sfrength as an attribute. 
  AGILITY: dexterity, deftness, manual skill, adroitness, ma~ 
  neuverability, stealth, dodging ability. litheness, etc. 
  QUlCKNESS: dexterity, speed, reaction ability, readiness, etc. 
  CONSTITUTION: health, stamina. endurance, physical resis-
  tance, physique. damage resistance. etc. 
  SELF DISCIPLINE: will, alignmentJaith, mental strength or 
  power, concentration, selfcontrol, determinarion, zeal, etc. 
  EMPATHY: emotional capacity, judgement, alignment, wis-
  dom, mana, magical proweSj', bardic voice, etc. 
  REASONING: intelligence, learning ability, study ability, 
  analysis rOling, mental quickness, logic, deductive capacity. 
  wit, judgement, I.Q., etc. 
  MEMORY: intelligence. wisdom, information capacity, men-
  Ial capacity, recall, retentiOlI, recognition, etc. 
  lNTUITJON: wisdom, luck, talent, reactive ability (mental), 
  guessing ability, psychic ability, insight, clairvoyance, in-
  spiration, perception, presentiment, etc. 
  PRESENCE: appearance, level-headedness, panic resistance. 
  morale, psychic ability, self control, vanity, perceived 
  power. mental discipline, bardic voice, charisma, etc. 
  2 ) 
  Convert the statistical value of the assigned characteristics to 
  numbers appropriate for your game. If your FRP system uses 
  percentage values, no change should be necessary. 
  1.34CONVERTING COMBAT ABILITIES 
  Allcombatvaluesarebasedon MERPorArms Law/Claw Law. 
  The following guidelines will also aid conversion. 
  1) 
  S trength and Quickness bonuses have been determined 
  according to the table in 3.42 above. Note that the stats you are 
  using and compute these bonuses /Ising the rules under youl" 
  system; 
  J.1oo 
  Dloo 
  D20 
  3·18 
  2-12 
  Stat 
  Bonus 
  Bonus 
  Stat 
  Stat 
  102+ 
  +35 
  +7 
  20+ 
  17+ 
  101 
  +30 
  +6 
  19 
  15·/6 
  100 
  +25 
  +5 
  18 
  13·14 
  98·99 
  +20 
  +4 
  17 
  12 
  95·97 
  + 15 
  +3 
  16 
  -
  90·94 
  +10 
  +2 
  15 
  11 
  85·89 
  +5 
  +1 
  14 
  10 
  75·84 
  +5 
  +1 
  13 
  9 
  60·74 
  0 
  0 
  12 
  8 
  40·59 
  0 
  0 
  10-11 
  7 
  25·39 
  0 
  0 
  9 
  6 
  15·24 
  -
  ~5 
  · 1 
  8 
  5 
  10-14 
  ·5 
  · 1 
  7 
  4 
  5·9 
  ·10 
  ·2 
  6 
  3 
  J.4 
  ·15 
  ·3 
  5 
  -
  2 
  · 20 
  -4 
  4 
  2 
  1 
  ·25 
  ·4 
  4 
  2 
  
  Guidelines: ConvertingStatislies 
  2) 
  Combat adds based on Ie vel includedhereare:+3lJevelfor 
  fighters and rogues, +2l1evel for thieves and warrior nwnks, 
  and 4-1 !level for bards, monks and rangers. Simply take the 
  level of the character, nOle hi.f choracler class (ar equivalent 
  under your system), alld compute anyaffensive bonuses (due to 
  level) appropriate for your game. Note that the bonuses otller 
  than those mentianed under amwr type are "offensive" adds. 
  3) l/your system is based on Skill Levels (arotherskill incre-
  ments), use the offensive bonus as given. YOIl may have to 
  cOnl'ert the add to a non-percentile value. Alternatively, you 
  may wish to note Section J .37. 
  4) Armor Types (AT) arebasedonthefollowingbreakdown: 
  AT 
  CoveringDescripfion 
  J 
  Skin (or light/normal dothing) 
  2 
  Robes 
  3 
  Light Hide (as part afbody, not armor) 
  4 
  Heavy Hide (as lJart of body, not armor) 
  5 
  Learher Jerki" (pliable learher) 
  6 
  Leather coat 
  7 
  Reinforced Leather Coat 
  8 
  Reinforced Full-Length Leather Coat 
  9 
  Leather BreaslplaJe 
  10 
  Leather Breastplate and Greaves 
  II 
  Half-Hide Plate (as part of body, IIOt armor) 
  12 
  Full-Hide Plate (as parr of body, not armor) 
  13 
  Chaill Shirt 
  /4 
  Chain Shirt and Greaves 
  15 
  Full Chain 
  16 
  Chain Hauberk 
  17 
  Metal Breastplate 
  18 
  Me/al Breastplate alld Greaves 
  19 
  Half Plare 
  20 
  Full Plale 
  Simply look at the armor description and subs/ilute the appro-
  priate armor typ(dcfassjrom your FRP system; 
  5) 
  Defensi ve bonuses arebasedolltlleNPC'squicknessbonus 
  as compUled on the table in 1.32. Where the defensive bonus is 
  in paremheses, Ihe value also includes the added capability of 
  a .fhield (all exIra 20 for non.magic 1I0rmai shields, plus any 
  value for magical enhancement), III such a case, simply 1I0te 
  that there is or is not a shield, and if there is, what type. 
  1.35 CONVERTING SPELLS & SPELL LISTS 
  Spell references provided here are in the fonn of "lists," group-
  ings of related spells. Each list has a common theme and nonnally 
  will have a different but related spell at each level. For instance, 
  knowledge of "Fire Law" to tenth level would result in the 
  acquisition of 10 similar fire-based spells, one of each level from 
  one to len. Whelher Ihespell user could effectively cast these spells 
  would be up to the GM, the system, and the caSler'S level or degree 
  of skill. FRP systems using rules which provide for the learning 
  and development of spells through "colleges" or along specialized 
  lines employ concepts similar to those used in this module. 
  Many systems, however, dictate that player characters or NPCs 
  undertake to learn butane spell ata time, often with no requirement 
  that its subject matter/effect relate to a particular background or 
  pattern. Convening the NPC spell lists to individual spell counter-
  pans will be more difficult, but can be achieved with relative ease 
  using the following guidelines: 
  1) 
  Look 01 the NPC's spell lists and note the various namesfor 
  the groupings. Each lIame will indicate what type of spell 
  specialization the NPC lias fallowed (e.g .. the "Fire Law" list 
  indicates a preference for fire·orienred spells); 
  5 
  2) 
  Note rhe NPC's level and ~termine lhe number of spells or 
  spell groupings he/she would have under your game system. 
  Also consider tile level of power of accessible spells the NPC 
  wauld have (e.g., a 5th level magician under your rules might 
  have a maximumof8 spells -lWo3rd level spells ,Ihree 2nd level 
  spells, and three 1st level spells). 
  3) 
  Select spellsfrom your system appropriatefora spell userol 
  the NPC's level and profession, keeping in mind lhat the 
  preferences indicated in the module should helollowed where 
  possible. 
  1.36 A NOTE ON LEVELS 
  When using cenain "level-systems," a OM may fmd that the 
  levels provided make characters too powerful for his world sys-
  tem. If this is the case, multiply the levels given by .75 or .6 
  depending upon your situation. This would reduce a 20th level 
  character to a 15th level or 12th level character respectively. 
  Remember to reduce appropriate bonuses accordingly. 
  1.37SKILL BONUSES 
  General skill bonuses can be obtained by taking the level of the 
  character and calculating the appropriate bonus under the system 
  being used. An NPC's add, as noted above. will be based on a 
  compilation of level, his weapon and/or other items, the relevant 
  stats, and skill levels. The normal bonus derived from skill devel· 
  opment has been computed as follows: (oJ where the skill/evel is 
  zero the bonus is -25, a reflection of basic unfamiliarity; (b) a 
  bonus of +5 isawardedfor skill level one {a +30 increase): (c)for 
  eoch .fkillieve/ between ant and ten all additional +5 bonlls is 
  applied; (d) for skill levels elevm through rwenry the additional 
  hnnus is +2 (('.g .• skill leve/nineteen yields +68); (,) for skill 
  twenty-one through thirty an additional bonus of + I per level is 
  awarded(e.g.,skilfieveltwenryeighlyields +78); and (f) a bonus 
  of + 1/2 is givell for each skill level above thirtieth level. 
  1.38 LOCKS AND TRAPS 
  The locks and traps found in this module are described in terms 
  of difficulty to unlock or disarm. Subtractions are from the rolls 
  representing a person's attempt to find or overcome these devices. 
  The difficul ty faclormay represent a specific column on an action! 
  maneuver chart (e.g., R ole m as I e r) or an additional subtraction or 
  modification to the attempt roll. 
  In any case, the terms are descriptive and will help the OM 
  detennine whether the lfap is of above average difficulty, and how 
  tricky it is relative to other devices and the PC's skills. The 
  descriptive tenn is a relative constant based on the following order 
  of modi fica lion: Routine (+30). Easy (+20), Light(+ 10). Medium 
  (0), Hard (-10), Very Hard (-20), Extremely Hard (-30), Sheer 
  folly (-50), Absurd (-70). Poor lighting, one's physical condition, 
  nearby activity, etc. may affect the loc.k/trap modification number, 
  but not the difficulty category. Thus, a trap might read "very hard 
  (-50)," indicating it is normally a" -20" construct, but otherfactors 
  (e.g., dark) make it harder to disarm. 
  These additional problems are easier to overcome than the 
  intrinsic complexity of the mechanism; this explains why itdiffers 
  from another well-lit trap which reads "sheer folly (-50)" (to 
  disann). The "-50" associated with the "very hard" trap can, with 
  thought, easily be reduced to "-20," but no more advantage is 
  normally attainable. shon of disassembling the mechanism. We 
  suggest that a modified (0100) roll eXceeding 100 results in 
  success; skills, statS, etc. should be applied versus the difficulty 
  subtraction and the roll to yield a result. 
  
  6 
  2.0 INTRODUCTION 
  Even as the Third Age drew to a close. many of the favorite tales 
  spun in the cozy inns of the Shire revolved around the old Kings at 
  Norbury away to the north. Only those Hobbits with a most 
  peculiar interest in ancienliore, such as cenain Bagginses, would 
  recall that there once had been another Dunadan King no fanher 
  away to the south. That yam would have been laughed away. for 
  in Ihe wide lands between the Brandywine and theGreyflood there 
  now lived only a few lonely men, outcast or crazed. Indeed, when 
  the Fallohide brothers. Martha and Blancha. had founded the 
  Shire in T.A. tOOl the Kingdom of Cardolan (S. "Land of Red 
  Hills'') had been an expression only found on old maps. All that 
  now remained of the eITans and accomplishments of generations 
  of Men were the Wight· infested crypts in the Barrow-downs and 
  the treacherous ruins of a great bridge at Tharbad. Even the Wise 
  had consigned Cardolan lO dusty and forgonen tomes. Only Tom 
  Bombadil remembered: 
  Sheep were bleating illflocks. Greell walls and white walls 
  rose. There were fortres.tes 011 tile heights. Kings of lillie 
  kingdoms fOllg hI togelher. and the young Sun shone like lire 
  011 the red metal oftheirllcwand greedy swords. There was 
  victory and defeat; and tilt towers fell, fortresses were 
  burned. and theJIames welltup into the sky. (LoTR /,141 .) 
  This is their tale, that of the Dlinadan Princes of the lost realm 
  of Cardolan. 
  2.1 OVERVIEW 
  Cardolan comprises all orthe lands between the two great rivers 
  of Eriador, the Baranduin and the GWBthl6/Mitheithel extending 
  out imo the En Eredoriath, the great central plain. The lTaditional 
  northern boundary of Cardolan was the Men Rhunen, the East 
  Road. Although the climate is fair. only a small pon ion of the lands 
  are notably fertile. When Cardolan has prospered it has been 
  because of the Gwathl6, the Ramsir (S. "RiveH oad"). that pro-
  vides the easiest communications between Enador and the rest of 
  Middle-earth. 
  The center of this commerce is the great city ofTharbad, the self-
  proclaimed Queen of the North. Tharbad was raised above the 
  fenlands that surround it through the efforts of generations of the 
  Men of West em esse. dating back to the first tower raised by Tar-
  Aldarion in S.A. 880. The results have the immense dike that 
  protect the city from the spring floods, UIC raised causeway of the 
  Greenway thai links Eriador and Gondor by land. and the won-
  drous bridges that span the Gwathl6. The lasl expansion of Thar-
  bad came shortly after the Division of Arnor in T.A. 861 Siege. 
  civil strife. fire. plague, and flood have seriously diminished 
  Tharbad from its days of glory. but its induslries and slTategic 
  location ensure that Tharbad will not be soon forgotten. 
  The Men Caran (S. "Redway") and Jaur Men Fonnen (S. "Old 
  North Road") linking Tharbad with Arthedain conveniently di· 
  vides Cardolan into two geographicdisuiclS: Minhiriath (S. "Land 
  ofthe Streams") to the southwest, and Mintymath (S. "Land of the 
  Downs") to the northeast. The latter is home to the hills that give 
  country its name, but both are lreeless and desolate. with an austere 
  beauty. The fertile farmlands that once fed most of the north are 
  concentrated in south central Cardolan. Cardolan is cUlTently 
  divided into seven principalities. the traditional number that dates 
  back to the warrior Kings of the ancient Eriadorans. These include 
  the Kingdom ofSaralainn. the Hfrdyr (S. "Lord-Iands") ofGirith-
  lin and Tym Gorthad.the Domain of the Warlord, the the lands of 
  the Irnil (5. "Princes") of Tinare and Calanlir. and the Cantons of 
  Peotar. In addition the Beffraen of Rast Vorn and the Eriadorans of 
  Introduction 
  Pinnath Ceren pay scant attention to their nominal lords. In theory 
  Gondor holds stewardship overTharbad until the restoration of the 
  Dunadan Kingdom; in practice the city is ungovernable. orGondor 
  would rule all of Cardolan. 
  It seemed in the early seventeenth century that Cardolan might 
  be recovering from the ravages of the early 1400s. These hopes 
  were dashed when Argil. now called the Last Prince. was assassi-
  nated at Amon Sill in T.A. 1634, and by the Great Plague that slTuck 
  in the following year. The influx of southern refugees has done 
  much to restore the physical losses of the Plague. but the hope of 
  the peoples of Cardolan seems to have been broken and there 
  seems little will to oppose the decline of the lands into chaos, then 
  wilderness. as has already occurred in eastern Mimymath. 
  Life is hard and unforgiving for the majority of the peoples of 
  Cardolan. For those with ambitions. or a SlTOng sword arm, or a 
  lack a scruples. it is a timeof considerableopponunity. The Princes 
  of Cardolan are almost always at war with at least one of their 
  fellows or. if not, they are in league against foreign intervention. 
  Only the elite mercenary bands are picky about references. a 
  luxury that merchants and minor lords cannot afford. SeU-swords 
  are noted for low pay and a high mortality rate. so many adventur-
  ers are drawn into the constant political intrigues. or into the 
  exploration and plundering of the many ruins that dot the land. The 
  more powerful may entertain lofty dreams for there is the example 
  of Gordaigh Trollbane. who won himself a Kingdom. There are 
  also considerable opportunities for those who temper their quest 
  for glory with higher purposes. The Witch-king maintains many 
  agents in Cardolan. and the foul Lord of Angmar has generally 
  been able to slTike at will. His mightiest servant is the noxious 
  Warlord whose demise few who would lament. 
  2.2 THE HISTORY OF CAR DOLAN 
  The first persons 10 enter the lands of Cardolan were the 
  ancestors of the Beffraen who came early in the First Age. They 
  fled to the coast when the ancestors of both the Dunedain and the 
  Eriadorans arrived in the middle years of the Age. The untutored 
  and quarrelsome Nonhmen slowly built up a relatively advanced 
  forest society led by brash warrior Kings. These little Kingdoms at 
  first profited from their distant cousins. the Numen6rean sailors. 
  traders, and teachers who returned to the coast of Middle -earth. As 
  Numenor gradually fell into darkness, its inhabitants came increas-
  ingly for tribute and to seize the woods needed for their fleets. 
  There were increasingly bitter wars between the Eriadorans and 
  Numen6reans that greatly contributed to the destruction of the 
  primordial forest that had once covered all of Cardolan. 
  The Numen6reans came as colonists as well as conquerors. 
  They began construction of the havens at Lond Daer and Tharbad 
  before the wars and a few venturesome persons settled perma-
  nently. though more of the most loyal of the Faithful only passed 
  through on their way to the lands that would become Anhedain. 
  Lond Daer was often wrecked by great slonns. so Tharbad became 
  the chief city of the region. and the original settlers slowly 
  prospered and grew. Their leaders were granted wide but ill 
  defined lands and wider and even less defined powers by the 
  ineffectual Ar-Sakalthor in 3304 S.A.. the origin of the Princes of 
  Cardolan. 
  A lnlOR 
  Nonhwestem Endor was considered a dull backwater by the 
  later Numen6reans. and the later Faithful emigrants usually 
  headed for the more pleasant lands around Pelargir. Thus the 
  colonists in Cardolan played little part in the conflicts between the 
  King's Men and the Faithful, :-.!umenor and Sauroll, and Ar-
  Pharaz6n the Golden and the Valar- that is until Elendil the Tall 
  and his four storm-tossed ships. filled with many of the remaining 
  
  The History of Car dolan 
  Faithful of Nlimenor, arrived at the mouth of the Baranduin. 
  Although the old colonists easily surpassed the native peoples, 
  their achievements paled in comparison to the arts and technology 
  of the seat of the Dlinadan domain in drowned Nlimenor, so when 
  Elendil of the Line of Elros Tar-Minyatur (the founder of 
  Nlimenor) arrived there was no objection to his creation of the 
  Kingdom of Arnor. 
  The first years of Arnor were a time of growth, as the Exiles 
  sought to assuage their grief through great labors: including the 
  reconstruction of the highways into paved roads, the construction 
  of many towers, and the daunling rask of bridging the Gwathl6 at 
  Tharbad. However, Sauron soon struck at Elendil's sons Isildur 
  and Anarion in their Kingdom ofGondor. EJendiljoined with Gil-
  galad, High King of the Elves, in the War of the Last Alliance that 
  ultimately defeated the master of Evil. albeit at great loss. The 
  forces of Arnor took particularly heavy losses, and the few and 
  slowly multiplying Dunedain of the Nonh never recovered. 
  T HORONDUR 
  'nlcearlyThird Age was generally aglad if quiet time in Arnor. 
  The Dlinedain of Cardolan gmdually came to resent their Princes' 
  lack of influence at the coun, which was dominated by the Great 
  Families of the Exiles and consequently perceived a neglect of 
  their interests. Still, except for tensions within the Royal House 
  itself the realm was neverin danger of collapse. King Eirendur, the 
  tenth King of Arnor, had three sons but he loved best his second son 
  Eldacar. Eldacar was bellcr known by his eponym, Thorondur (S. 
  "Dark Eagle"), for he was surpassingly mighty in mind and body 
  even by the standards of the Olinedain. Earendur would have 
  passed the scepter to Thorondur, but his Lords would not pennit 
  this. Thorondur was also a man of surpassing pride who refused to 
  accept the overlordship of his elder brother, Amlaith (whom he 
  7 
  regarded as a spastic jackass). Eiirendur finally decided to divide 
  the reaJm on his death, and his third son. AJdarion, was awarded the 
  dubious honor of ruling the wild lands of eastern Arnor as the 
  Kingdom of Rhudaur. 
  THE KINGDOM OFCARDOLAN 
  Thorondur quickly gained popularity in Cardolan by easing 
  restrictions on trade. His major program of public works. espe-
  cially rebuilding the walls of Tharbad, stimulated the economy. 
  Problems soon arose though because Earendur's will had specified 
  that the borders of all three of the new Sister Kingdoms met at 
  Weathenop (Amon Sot). The ciradel atop Amon SOl was the 
  strongest fonress in Eriador, and also conrained the most powerful 
  of the northern Palantfri (S. "Seeing-stones"). Eventually a treaty 
  eSlablishingjoint use of the Stone and TOtaling garrisons was made 
  but tensions remained high. 
  The first conflict between the Sister Kingdoms came when the 
  hapless Aldarion sought to re-esrablish Arnor after his elder 
  brothers died. This ended in the farcical Baltle of Nen-i-SOI. an 
  engagement beside the small river that runs from Amon Sfil to the 
  Mitheithel where most of the troops refused to fight. This was a 
  perilous precedent, however, for in 1084 the Twelve Years War 
  began. Sides shifted, but most often Arthedain and Rhudaur 
  contested Cardolan's attempts to posses Amon Sal. The war was 
  indecisive, but its expenses and those of Thorondur's building 
  projects caused a depression in Cardolan. 
  King Tarandil of Cardolan reorganized his realm and brought it 
  to its height of power. He reduced the power of the lmil, reducing 
  their authority by making them Hiri (S. "Lords', and esrablishing 
  a national anny paid by land grants. More importantly, Tarandil 
  disestablished the traditional communes of the common folk, 
  dividing the lands to encourage the large scalc breeding of sheep. 
  Providing bounties to tbe guilds who would work the wool and the 
  merchants who would expon it in order to provide a mark.et. he 
  rebuilt the economy. This succeeded beyond Tarandil's fondest 
  hopes and soon he could mainrain a court, army, and fleet. 
  DISASTER ANI) CIVIL WAR 
  Calimendil. the fifth King and only child ofTarandil, sought to 
  prove himself wonhy of his father's legacy and esrablish his own 
  power by overthrowing the Hillman Rhugga, who had usurped the 
  throne of Rhudaur. He claimed the throne of Rhudaur through his 
  mother, but Rhugga was an effective and popular leader despite his 
  sometimes unsavory methods. This war dragged on for twenty 
  years before Calimendil trapped Rhugga and his army in Cameth 
  Brin, the capitol of Rhudaur. Though a mighty forness, Cameth 
  Brin was unprepared for another siege in T.A. 1235. Sensing final 
  victory, Calimendil summoned his lords and coun to the battlefield 
  to witness his second coronation and, when they arrived, launched 
  an assault that carried the lower levels of the fortress from the 
  starving defenders. The royalty celebrated that night, but unknown 
  to all, Ihe Orcs of Gun dab ad had answered Rhugga's pleas for aid 
  and had secretly marched east of the Misty Mountains. The Orcs 
  fell upon the unsuspecting forces of Cardolan that very nigh!. 
  Although the professional pikemen of Cardolan cut a bloody path 
  out of the cul-de-sac, the Royal Pavilion fell, and with it well nigh 
  all the lords of Cardolan. 
  The Orcs and Rhudaurans pursued the beaten army and ravaged 
  eastern Cardolan. Seven persons claimed the throne, and the 
  situation was virtually as bad in four of the Hfrdyr. Civil war raged 
  throughout the countryside on the national, provincial, and local 
  levels. The Kings of Arthedain and Gondor both sent expeditions 
  to explore their own potential claims to thectown. During the next 
  fifteen years Tharbad changed hands eight times, and the royal 
  compound at Thalion, eighteen. At last, the Dwarves of Moria 
  
  8 
  (whO were distressed by the collapse of trade) sent their army to 
  enforce the (TUce desired by the Wise. A great council was held at 
  Thalian and finally elected Tareil. a mariner of the Line of Isildur 
  who had been off uading in the South for most of the Time of 
  Troubles. The only acceptable compromise claimant to the crown. 
  Tardl proved an unexpectedly successful ruler. 
  "--" 
  T HE RISE OFTHE WITCH- KING OF ANGMAR 
  In approKimately T.A. 1276, the Lord of lhe NazgOi arrived in 
  the North. entrusted by Sauron with the task of destroying the 
  Dunedain of the North. The renewed war between Cardolan and 
  Arthedain over their respective rights to Amon SOl from 1284-87 
  made the establishment of his realm of Angmar in northeastern 
  Eriador far easier. This war led to the fai lure of the Line of Isildur. 
  for King Tarastor proved an inept military leader. He gave the 
  regency of the Realm to his bastard brother Minalear, who took the 
  throne when Tarastor died in 1332. 
  The crown of Cardolan rested uncomfortably on Minalcar's 
  brow when he accepted Argeleb of Arthedain's claim to the 
  renewed High Kingship of Arnor and aided Argeleb in his war 
  against recalcitrant Rhudaur. This war failed when the Witch-king 
  revealed his strength in alliance with Rhudaur, which he quickly 
  reduced to a puppet Slale. Argeleb and Minalcar fortified the 
  Weather Hills against the assaults of Angmar, but Argeleb fell in 
  battle. Fortunately, the Witch-king had to cease his campaign and 
  await the maturation of a new generation of Orcs in order to 
  replenish his loses. 
  T HE FALL OFnn: K INGDOM 
  The second srroke of the Witch-king which began in 1408 with 
  a series of prObing raids that found the Dunedain better prepared. 
  King Ostoher and the anny of Cardolan, which was comprised 
  The History oreardolan 
  largely of infantry was to play the anvil holding Amon SOl and the 
  Barrow-downs while the cavalry of Anhedain and the Elves 
  maneuvered in the plains to provide the hammer. Unfortunately 
  the Witch-king personally led the assault on Amon Sal. After its 
  faU, the anny of Cardolan along with the King and his sons was 
  ground to dust as they attempted to retreat across the Downs. Soon 
  thereafter moSI of the forces of the Witch-king were rrapped 
  against the Old Forest, and the remnants were pursued back to the 
  gates of Mount Gram and Cam DOm. It would take the Witch-king 
  almost half a millennia to recover from this defeat but Cardolan 
  never rose again. 
  Ostoher learned nothing from the Disaster of Cameth Brin, for 
  the death of his sons left only his young daughter Nimadel to take 
  the crown. Nimadel was slain along with the able Chancellor 
  Nimhir in an abonive kidnapping in T.A. 141 2 after only three 
  years of rule. Cardolan was again racked bycivil war, but this time 
  Gondor intervened after only two years. Annael, (Hir of Feolar), 
  the leader of the then ascendent faction, was made Canotar (S. 
  "High Commander"), with considerable powers in name but few 
  in practice. 
  CARDOLAN SINCE TIIEFA.LL OJ' THE K INGDOM 
  In the immediate aftermath ofthe Second Northern War, Gon-
  dor held a preeminent position in Cardolan. This position was 
  largely lost in the disorders thaI followed a widespread peasants' 
  rebellion in 1434, and the disorders that spread nonhwards from 
  the bloody Kin-strife jn Gondor in 1439. King Araphor of 
  Arthedain began to try to assert his aUlhority as High King in 
  Cardolan beginning in 1455. Araphor tried to limit these excur-
  sions to sieges or the casUes of his reluctant vassals. Nonetheless, 
  there was considerable blood lost that further sapped the srrength 
  or the remaining Dulltxlain or the NOM. The formalized warfare 
  of this period established the preeminence of the elite mercenary 
  companies. 
  The early years of the Sixteenth Century saw the demise of any 
  prelense of central authority in Cardolan. This process began in 
  1503 when Gordaigh expelled the DLinedain of Ethir Gwathl6 and 
  declared himself King ofSaralainn.ln 1509, the bodyguards of the 
  last native Canotar, Daeron the Bad, killed him and his retainers. 
  The former Hirdor of Feotar has since established so-called can-
  tons that rule the principality without the aid or advice of lords. 
  After Daeron's death, King Aldamir ofGondormade his legate in 
  Tharbad the new Canotar. This was a practical step, recognizing 
  that Gondor's will did not carry beyond the walls ofThamad -
  if 
  indeed it carried beyond the eyesight of her soldiers. However, this 
  led to the collapse of any pretense or cooperation among the 
  Princes. Those of Calamir and Tinare restored their old titles as 
  1mB, while those or Tym Gorthad and Girithlin enfeofed them-
  selves to Araphor. 
  In T.A. 1599 an unusual pretender arrived in Tharbad. Argil's 
  claims went back to a supposed illegitimate daughter of 
  Tarcii, no worseorbeuer than most orthislot. However, Argil 
  was also a ski lied di plomal, an accompl ished swordsman, and 
  very wealthy (his riches were said to come from the horde of 
  a Cold Drake). He made his reputation in the aftermath of the 
  Great Flood ofT.A. 1527 that caused widespread damage and 
  carried off the Shanty Town outside or Tharbad, Argil cap-
  tured the imagination of the common people and won at least 
  the grudging respect of most or the Princes, He was engaged 
  in rebuilding Amon SQI when a raiding party of the Witch-
  king's finest Hillmen Rangers slipped in and slew him. Soon 
  after his death, the Great Plague arrived in Tharbad, born in 
  that accursed vessel, the Lame Gull out of Pelargir. 
  
  The History of Car dolan & A BriefTimeline 
  The virulency of the Plague diminished as it spread northwards, 
  but il slill worked its infamous deathdealing in the fetid airs of 
  Tharbad. Between the disease and the subsequent panic, almost 
  eighty percent of the population ofTharbad fled to the countryside. 
  Waves of refugees fleeing the higher morbidity in the south 
  increased this disruption. In the days of the Kingdom, the rural 
  princi pal ities might have withstood this onslaught, but now starva-
  tion and brigandage were widespread. The Witch·king added to 
  the chaos by launching an invasion of undead spirits known as 
  Wights into the Barrow-downs which has only slightly abated 
  since. During this lime, the so-called Warlord also led a great band 
  of Hill-trolls into central Minhirialh where they established them-
  selves in the network of gypsum caves sevenly miles due south of 
  Sam Ford. Like it or not, the Warlord must be recognized as a 
  Prince of Cardolan though his designation of his realm as 'The 
  Domain of Minhiriath' denotes a certain mental instability. 
  The large numbers of southerners who have decided the risks of 
  contemporary Cardolan, while fewer than those of undertaking the 
  long voyage home, have made up some of the losses of Car dolan 
  in the Plague Years. However, for the brash clansmen of Saralainn, 
  and the gritty inhabitants ofTharbad, the disruption of these years 
  seemed to have pulled up the rOOIS to the past that were all that held 
  the people of Cardolan to theirdisintegTating homes. The birthrate 
  has not picked up since the Plague passed, and the south-bound 
  ships that leave Tharbad are packed with those who can afford to 
  take passage to Gondor. 
  2.3 CARDOLAN IN LATER TIMES 
  FROM 1645 T.A. TOTItE F Al.l. o.-ARTHEDAIN 
  After another half century of slow but inexorable decline, the 
  few remaining Dunedain of Car dolan, even the doughty defenders 
  of the sacred Barrows, packed it in. They emigrated to Arthedain 
  and Gondor in roughly equivalent numbers. The Gondorian garri ~ 
  son remained in Tharbad but the roIJHion of troops and command-
  ers gradually ceased so that they became a hereditary wamor class 
  in the decaying City. The people of Saralainn continued to do 
  reasonably well, but new settlements were made across the 
  Gwathl6 in Enedhwaith, rather than east or north because of the 
  increasing severity of the winters. Many of the common folk also 
  drifted south. most often to swell the population of Dunland. In 
  T.A. 1974 the Witch-king launched his last stroke and ruined the 
  Kingdom of Arthedain, although the late-coming revenge of the 
  Elves and Gondor utterly destroyed the realm of Angmar. Gon-
  dorian engineers remained in Eriador for some time, demolishing 
  the remaining strongholds and ruins in the countryside so that they 
  would not become dens of evil. They withdrew in T.A. 2052 and 
  the garrison at Tharbad was dissolved. Many of the better folk of 
  the city departed for tile south in the train of the Gondorian forces. 
  ImOTHEFouRTH Am; 
  In T.A. 2ll6 thecapitol ofSaralainn was moved fromSudllri to 
  Isenmouth, the new port at the mouth of the Isen River as the bulk 
  of the population shifted south of the Gwathl6. Becoming increas-
  ingly submerged in the tribal Dunlendings and Beffraen who 
  swelled the population of the Kingdom, the cultureofthe clansmen 
  declined. The clansmen became a petty-nobility in the scattered 
  villages that stretch from the middle ofSaralainn to Dnlwaith laur 
  (S. "Old POkei Land"). Suduri, and later lsenmouth became mere 
  towns, for fewer and fewer ships from the south braved the 
  dangerous waters off Cape Andrasl. The title ofKingofSaralainn 
  is still upheld, though its power and authority are but a dim 
  memory. 
  9 
  TheEriadorans were among the last folk to abandon the lands of 
  Cardolan. They held out in ever-dwindling numbers until the Orc 
  Invasion ofEriador of2720. Soon those who remained were either 
  slain, or forced to flee and take up life among the coastal people. 
  Tharbad held OUI longest of all. though in its later years it was 
  little more than a town among the ruins whose fields were pro-
  tected by the crumbling walls. After the Fell WinterofT.A. 29 1 I, 
  the Midgewater Marshes did not thaw before the spring floods. 
  Even the island ofTharbad was submerged and the Great Bridges 
  that had survived without maintenance for almost a thousand years 
  were broken by the torrent. The few who survived this catastrophe 
  had no desire to return. After the defeat ofSaruman 's invasion of 
  the Shire many of defeated men took refuge at Tharbad and sought 
  {O make it a base for banditry. These rogues were driven out by 
  forces led by King Elessar's Messengers in the 3rd year of the 
  Fourth Age. 
  2.4A BRIEFTIMELINE 
  FIRSTAGE 
  early I.A -
  TheanceslOcsoftheBeffraen, then indistinguishable 
  from other Dnledain. settle around the Midgewater Marshes 
  and the Nin·in-Eilph (5. "Swanfleet"). 
  mid l.A -
  The proto-Beffraen flee towards the coasts when 
  several Adan folk migrate into central Eriador and decide to 
  remain. These ancestors of the Eriadorans are often in con-
  flict with a more advanced group of Edain in the Tym 
  Gorthad whose leaders are eventually seduced by Morgoth 
  (in person) who hopes to block any Noldorin retreat from 
  Beleriand. 
  late 1.A -
  Early Dunnish peoples migrate into Enedhwaith, some 
  are enslaved and eventually assimilated by the Eriadorans. 
  SECONDAGE 
  1 -
  Foundation of theE Iv en Re.1lmofLindon byGiI-galad, High 
  King of the Noldor. 
  32 -
  Elros Tar-Minyatur leads most of the remaining Edain to 
  Numenor. 
  ca.400 -
  The early Eriadorans reach an advanced bronze age 
  culture in the woods of central Cardolan. 
  617 -
  The first Nl1men6rean ships explore thecoastsofSaralainn 
  while enroute to the Grey Havens. 
  750 -
  Noldorin Elves found the realm of Hollin in Eregion. They 
  build three towns along the south bank of the Mitheithel over 
  the next two centuries. 
  777 -
  Anardi! Aldarion, then Crown PrinceofNllmenor, begins 
  the construction of Vinyalonde (S. "New Haven") on the 
  south bank of the mouth of the Gwathl6. 
  880 -
  Aldanon ereelS a watch tower at a small Eriadoran village 
  on the upper Gwathl6. This is the traditional date of the 
  founding of Tharbad. There, he meets with Celeborn and 
  Galadriel. 
  1078 -
  Tar-Ancalime, the Queen of Nllmenor, refuses her 
  father' s (the retired Aldarion) wishes and abandons Vi-
  nyalonde after its damage by a severe hurricane, 
  Nl1men6rean trade increases regardless of the Queen's de-
  sires. 
  ca.llOO-1600 -
  Golden Age of the Eriadoran Kingdoms in 
  southern Eriador. Their decline begins when Sauron begins 
  increasing his influence in the region. 
  ca.1590 -
  The Elvcn Smiths of Hollin forge the Three Rings. 
  
  10 
  ca.160 0 -
  Sauron complclcs the Ruling Ring in Mordor. 
  1644 -
  Tar-Minastir, whilestill Crown Prince. begins reconstruc-
  tion of the ruins Vinyalonde. He names the new port Lond 
  Oaer Enedh (5. "Great MKldie Haven"). 
  1693 -
  War between lIle Elves and SauroR. Within six years 
  SauroR has ravaged Eregion and overrun most of &iador. 
  Elfond leads the refugees out to found Rivendell. The Eri-
  adorans ofPinnath Cerran hold out, as does the Numen6rean 
  garrison in the keep at Lond OaeT. 
  170 0 -
  Tar-Minastir leads a Numen6reanannythatcomes lothc 
  aid of the Elves. His Captain. Pharconatar, uses the fleet in 
  brilliant amphibious operations along the Gwathl6 that con-
  tribute greatly to the utter destruction of SauroR 's forces. 
  1793 -
  Pharconatar begins me conslTUction of Tharbad as a 
  Numcn6rean colony and is accepred as Prorector by most of 
  the petty-kings of the Eriadorans. 
  19 14 -1 94 3 -
  Southern Eriadorans unite 100ppose Iheextensive 
  lumbering undertaken by the Niimen6reans to construct the 
  great fleer of Tar-Ciryatan. This conflict degenerates into a 
  guerrilla war, in which much of Saralainn is deforested. 
  ca. 2000 -
  Distressed by the increased materialism in Iheirnative 
  isle, some of the most religious of the Niimen6reans begin 
  A BriefTimeline &The Kings 
  emigrating, settling primarily in lheregion of Lake Evendim. 
  Tharbad is their primary enlrepot, and begins to prosper. 
  2350 -
  Pelargir is founded and becomes the chief haven for the 
  increasing emigration of the Faithful Niimen6reans. 
  ca.2500-2600 -
  Second Revolt of the Eriadorans. Pursuing 
  TarTelemmaite's desire fOT mithril, the Numen6reans move 
  into the hills and downs of Car dolan. provoking the natives. 
  This is the most destructive of the wars and largely respon-
  sible for the later treeless condition of Cardolan. 
  2511 -
  Lond Daer seriously damaged in agreat hurricane, and is 
  never fully restored. 
  3262 -
  Sauron taken as captive by Ar-Pharazon the Golden. He 
  succeeds in seducing the King and many Numen6reans to 
  evil ways. 
  33 19 -
  Ar-PharazOn invades Valinor. Numenorcast beneath the 
  seas. Elendil and his sons, Isildur and Anarion, escape with 
  the remaining Faithful. They found Gondor and Arnor, the 
  Realms in Exile. 
  343 0 -
  The Last Alliance of Men and Elves is fonned to answer 
  Sauron's attack on Gondor. 
  3441 -
  Sauron defeated and slain, though Elendil and Gil-galad 
  a1so fall. Arnor never recovers from its losses. for its 
  Dunedain were ever in the vanguard of the Allied annies. 
  KINGSOFTHE REALMS IN EXILE 
  A FTER THE DIVISION OF ARNOR, 861 T .A. 
  OFCARDOLAN 
  OF A RTHF.DAIN 
  OF RH UDAUIl 
  m' GoNDoR 
  • 
  THORONDUR* 
  AMLAJTH 
  ALDARION 
  TARANNON FALASTUR 
  861-936 
  861-946 
  861-951 
  830-913 
  TURAMBAR 
  BELEG 
  ORODRETH 
  EARNIL"' 
  936-1001 
  946- 1029 
  951-988 
  913-936 
  CIRYON 
  MALLOR 
  ELDATHQRN* 
  CIRYANDIL"' 
  1001-1079 
  1029-1110 
  988-103 1 
  936-1015 
  TARANDIL 
  CELEPHARN 
  ELDARION 
  HY ARMENDACIL 
  1079-1153 
  1110-1191 
  1031-1107 
  1015-1149 
  CALIMENDIL 
  CELEBRINDOR 
  FORODACLL 
  ATANATAR [J 
  1153-1235* 
  1191-1272 
  1107-1176 
  1149-1226 
  -
  -
  TARCIL 
  MALVEGIL 
  RHUGGA (usurper) 
  NARMACIL 
  1235-1287 
  1272-1349 
  1176-1231 
  1226-1294 
  TARASTOR 
  ,-
  ARGELEB* 
  -
  ELEWEN 
  CALMACIL 
  1287-1332# 
  1349-1356 
  1231-1307 
  1294-1304 
  --
  MINALCAR 
  ARVELEG 
  ALDOR 
  1-
  MINALCAR 
  1332-1381 
  1356-1409 
  1307-1347# 
  1304--1366 
  -
  OSTOHER* 
  . 
  ARAPHOR 
  I ~ 
  ELAGOST"' 
  ELDACAR 
  1381-1409 
  1-
  1409-1589 
  -
  1347-1355 
  1366-1437, 1447-1490 
  NIRNADEL* 
  ARGELEB II 
  various claimants 
  CASTAMIR (usurper)* 
  1409-1412 
  1589-1670 
  1437-1447 
  various claimants 
  ARVEGll. 
  ALDAMlR* 
  1670-1743 
  1490-1540 
  HY ARMENDACIL II 
  1540-1621 
  MINARDIL* 
  1621-1634 
  NOTE: Tarcif 11/ and tHdor were the last Kings o/Cardolan and Rlmduar from the unsuiUed 
  TELEMNAR* 
  line of Isi/dur. Argeleb of Arthedain reclaimed these realms in 1349, but the subsequent rulers 
  1634-1636 
  o/Cardo/an and Rhuduar were recognized by Gondor and the Elves. Although some later 
  TARONDAR 
  leaders gained widespread recognition. nOlle thereafter were uni\'ersallyaccepted. 
  1636-1798 
  * - Unnatural death. 
  etc. 
  
  A BriefTimeline 
  THIRDAGE 
  2 -
  DisasteroftheGladden Fields. Isildur slain and the One Ring 
  is lost. 
  ca.200-400 -
  A new w3veofOunnishmigration to Eriadorin the 
  wake of the sundering and downfaU of the Oaen Coenlis. 
  Most are assimilated into central Cardolan. but in the 
  sparsely populated south. many retain their native folkways. 
  c3.600-860 -
  Increasing tensions between the lords of Arnor, 
  who live largely in the NOI1h, and their more worldly kins-
  men in the southern areas of the Kingdom. 
  652 -
  King Va[andurof Arnonlainduring arevoltofthe Hillmen 
  of the eastern marches. 
  861 -
  Death ofEl:irendur, who divides the realm of Arnoramong 
  his three sons. Founding of the Sister Kingdoms Of 
  Anhedain, Cardolan. and Rhudaur. 
  862 -
  Thorondur the Magnificent ascends the throne as the first 
  King of Cardolan. 
  949· 950 -
  Aldarion of Rhudaur. the last of Eiirendur's sons, 
  attempts to reunite Arnor. The war ends in a mere skinnish, 
  but it is the first Slaying of Dunedain by Dunedain. 
  1084-1092 -
  Anhedain, Cardolan, and Rhudaur undertake a 
  more serious quarrel over Amon SOl and its Palantfr. 
  1100·1 200 -
  Cardolan reaches its peak of prosperity under the 
  reign of its fouI1h King. Tarandil. who introduces large scale 
  sheep herding. Tharbad thrives as a center of trade and 
  manufacture. 
  cl100 -
  Harfoot Hobbits enter Briador. Fallohides and Stoors 
  follow within fifty years. The Harfoots seule throughout En 
  Eredoriath with the Fallohides to the north and the Steors to 
  the south. 
  1197 -Calimendilattempls toconquerRhudaur. which has fallen 
  under the rule of a Hillmen usurper. 
  1235 -
  Disaster of Camelh Brin. Calimendil. besieging the 
  capitol of Rhudaur, is surprised by an Orcish army from 
  Gundabad. The professional forces of Car dolan cut theirway 
  out with heavy losses, but Calimendil. his sons. and all of the 
  ruling Barons of Car dolan (who had gathered fora premature 
  victory celebration) are slain when the Orcs capture the 
  exposed Royal Pavilion. 
  1235· 1248 -
  The Time ofTmubles. Civil war on national and 
  baronial levels, foreign intervention. raids from Rhudaur. 
  Diet of Thalion summoned by the Wise elects Tarcil from 
  among many claimants to the throne in 1258. 
  1276 -
  The Witch-king. better known as the Lord of the NazgCll, 
  establishes his realm in Angmar as Sauron has delemlined 
  that the divided northern Dunedain can be more easily 
  destroyed. 
  1284-1287 -
  Anhedain and Cardolan war over possession of 
  Amon SO.l. Minalear establishes himself as regent of Car-
  dolan. as his legitimate half·brotherTarastor is ineffective as 
  a military leader. 
  c1300 -
  The Hobbits move westward, many setUearound Bree. 
  The Stoors become well established in the Angle and the 
  abandoned lands of Eregion. 
  11 
  1332 -
  Death of Taras tor. deemed to be the lastofthe true line of 
  Isildur in Cardolan. Minalear, crowned as King. accepts 
  Argeleb of Arthedain claims to the High Kingship of Arnor 
  in 1349. and is promised autonomy. 
  1352· 1359 -
  FirstNorthem War. Arthedain andCardolan versus 
  Rhudaur and Angmar. 
  1408·14 10 -
  Second Northern War. King OstoherofCardolan 
  and his sons fall in the Battle on Tryn Gonhad, after which 
  Amon SOl is besieged and falls. though its Palantfr is saved. 
  1412 -
  Princess Nirnadel and the Regent, Nimhir, slain in 
  unsuccessful coup. Civil war in Cardolan. 
  1414 -
  Annael ofTryn Gorthadrecogni7..ed as Canotar (S. "High 
  Commander") of Car dolan with nominal powers equal to the 
  Kings. 
  1503 -
  Gordaigh. a Dunnish adventurer,establishes the Kingdom 
  of Saralainn. Most of the remaining baronies and other 
  successor states declare their independence of the Realm of 
  Cardolan soon thereafter. The lands east of the Nen-i·SOI 
  river are abandoned. 
  1601 -
  Hobbits senle in the Shire. 
  1636-1637 -
  The Great Plague strikes Eriador. There are fewer 
  fatal ities in the North. but it causes enough disruption to 
  overturn the two centuries of gradual recovery in Cardolan. 
  c 1700 -
  The few remaining Dunedain of Car dolan abandon their 
  homelands; equal numbers go to Arthedain and Gondor. 
  cI800 -
  The increasingly severe winters force most of the 
  remaining peasant population to begin a slow southern 
  migration. 
  1973· 1975 -
  TheThird Northern War. The Witch-king desu-oys 
  Anhedain. but Angmar falls to the vengeful wrath ofGondor 
  and the Elves. 
  2052 -
  Afterdemolishing most of the remaining foI1s in central 
  Cardolan. the Gondorian garrison in Tharbad is withdrawn. 
  Most of the better folk go with them. 
  21 I 6 -
  The capitol of Saralainn is removed from Suduri to 
  lsenmouth. 
  2720·2750 -
  Orcs invadeCardolan,slayingor driving off the 
  few .remaining Eriadorans. An auack on Tharbad fails, and 
  the Orcs drift off due to lack of plunder. 
  2912 -
  Unprecedented floods following the Fell Winterdesu-oy 
  the Great Bridges and devastate Tharbad (which is aban-
  doned). 
  3018 -
  Boromir of Gondor loses his horse while fording the 
  Gwathl6 at the ruins of Tharbad. 
  3019 -
  Remnants of Saruman 's forces establish themselves in 
  Tharbad. 
  FOURTHAGE 
  3 -
  Forces of King Elessar evict the bandits from Tharbad and 
  reopen the Old South Road. 
  
  12 
  3.0THELAND 
  The lands of Cardolan.li.ke its people. are quite diverse. Within 
  ilS borders one can find deep and ancien! forests, rocky COaslS, 
  rolling hills arrayed like iinesofmassive, ruddy warriors. and some 
  of the richest fannland in all of Eriador. However. most of the 
  landscape is dominated by slowly rolling. windswept and treeless 
  plains, a bleakness offset only by the teeming city ofTharbad, the 
  Queen of Ihe North. 
  3.1 GEOGRAPHY 
  The Kingdom of Car dolan encompasses all of the lands between 
  the Rivers Brandywine. Greyflood and Hoarwell, which were then 
  generally called by their Elven names: Baranduin. Gwathl6 and 
  Mitheithel. as far as the Great East Road. This fonns an area 
  roughly six hundred miles long by one hundred and fifty across. 
  The Old North Road. laur Men Fonnen, cuts across the middle of 
  Cardolan and divides it fairly neatly into two geographic zones: 
  Minhiriath (5. "Region of the Streams") to the southeast, and 
  Mintyrnath (5. "Region of the Downs") to the nonhwesl. 
  TilE ORIGl1'I'S OF TIlE LANDSCAt'J!, 
  In the Elder Days. Cardolan was covered by a single primordial 
  forest that spread over all of southern Eriador. The coast then 
  extended considerably farther to the west as the southernmost 
  region of ancient Beleriand. These lands sank beneath the ocean 
  during the great War of Wrath that ended the Elder Days. All that 
  remains of this region is the Dark Cape (5. "Rast Vom"), and its 
  Dark Woods (5. "Eryn Vom"). The great forests were destroyed 
  during the Second Age, revealing a generally poor and infertile 
  soil. like that of the rain forests far away in the South. Much of the 
  newly exposed topsoil was blown off by the strong sea winds, so 
  thai the fertile areas of Cardolan are those that are regularly 
  renewed by the annual flooding of its great rivers. 
  T ilE RIVERS OFC .... ROOL .... N 
  Despite the numerous small rivers thatgiveMinhiriath its name, 
  and the downs of Mintymath, on the whole the geography of 
  Cardolan is dominated by the great river valleys on its borders. 
  The Baranduin (5. "Long Gold-brown River") traces a lazy path 
  from Lake Evendim in Arlhedain down 10 the sea. forming the 
  northern/western border ofCardolan. Itgets its color, and hence its 
  name. from the rich earth along its banks. The Baranduin is an old 
  river. wide and slow; but it is also shallow. so there is little 
  commerce on its waters. 
  The Mitheithel (5. "Grey Spring") to the east is born in the snows 
  and springs of the highlands of Rhudaur. A raging narrow torrent. 
  it is only partially subdued when it joins the river Bmnien at the 
  apex of Ihe Angle. II continues on down to Ihe Nin-in-Eilph. the 
  Swanfleel Marshes. Just above Tharbad. where the Mitheithel 
  joins the River Glanduin coming out ofEnedhwaith, it gives birth 
  to the Gwathl6 (5. "Shadowy River from the Fens"). The Mithei-
  thel can be navigated with difficulty from Tharbad to the Angle. 
  but it is virtually unfordable for its entire course. 
  The Gwathl6 is broad and slow river like the Baranduin except 
  during the spring floods. The Gwathl6 isdeepand can be navigated 
  by ocean-going ships as far as Tharbad. The winds on the Gwalhl6 
  are predominantly easterly and the river is full of ever-shifting 
  mud-banks. so smaller ships ply most of the trade that is carried on 
  the river. This trade is considerable for the sea rOUle 10 Gondor is 
  much faster than the land route which has made Tharbad Ihecenter 
  of all the trade coming out of the north. The annual flooding on the 
  Gwathl6 is much more serious than that of Cardolan's other river 
  especially along its northern bank. After a severe winter. Tharbad 
  may become a virtual island for several weeks during the spring. 
  The Land: Geography 
  M INHIRIATII 
  The southwestern half of Cardolan receives its name for its 
  myriad streams and minor rivers Ihat empty into the Baranduin. the 
  Gwathl6 and the Sea. Minhiriath can be further divided into four 
  geographic districts: Eryn Vom (5. "Dark Woods"), the central 
  plain or Saralainn (D. "Exalted Land"), theGirithlin highlands that 
  extend from central Cardolan along the south bank of the Bar'dn-
  duin, and the Gwathl6 basin. The Eryn Vom covers the Ras! Vorn. 
  a large peninsula lying to the south of the mouth of Ihe Baranduin. 
  Except for a marshy region to the southeast, it is covered by ancient 
  forests. The trees themselves seem to share the malice of its 
  aboriginal inhabitants the Beffraen. influenced by the fractured 
  landscape that recalls the cataclysms of the Elder Days. The Eryn 
  Vom has remained essentially unexplored throughout the history 
  of Cardolan. 
  Thecentral plain ofMinhiriath is almost featureless, save for its 
  countless rivulets. It slopes slowlydown to the sea and the area near 
  the streams are reasonably fertile. but most of the land is fit only 
  for raising sheep. One redeeming feature is the set of amber beds 
  found along the south bank of the Baranduin near its mouth. The 
  name Saralainn is attribuled in folklore to a particularly glib 
  Dunnish Bard who was promoting selliement in the area and 
  named the land "exalted" as one might name an icy wasteland 
  "green". 
  The Girithlin highlands rise several hundred feet above the 
  plains of Saralainn in a series of gently rolling ridge lines. The 
  overall aspect of the highlands is not greatly different from that of 
  the plains, though erosion is a panicularly severe problem here. 
  The Gwathl6 Basin comprises Ihe region that is subject to 
  flooding by that river. It is very narrow nigh to the sea and 
  irregularly spreads until it is almost eighty miles across near 
  Tharbad. These floods are an inconvenience to the region's inhabi-
  tants but the silt endows the floodplain with the richest farmlands 
  in the North. The Gwalhl6 basin serves as the breadbasket of 
  Eriador, though most of its surplus goes to feed Tharbad. 
  
  Geography & The Weather Table 
  13 
  MIJl{fYRNATH 
  Where the geography of Minhiriath is relatively straightfor-
  ward, that of the region of the hills is comple,... Si,.. occasionally 
  sudden divisions must be made. A substantial chunk of the 
  Gwalhl6 basin extends above the North Road. To the north lies a 
  hilly plateau of the Pinnath Ceren, the red hills that give Cardolan 
  its name. Slightly to theeasllies the Old Forest, and beyond these 
  woods, the rolling hills of Tym Gorthad, the Barrow-downs, and 
  Tym Hyarmen, the South Downs. South and west of these ranges 
  is the Girithlin Highland. Eastern Cardolan merges into the great 
  featureless plain of Eriador. the En Eredoriath. 
  The most distinctive feature of Mintymath are the downs south 
  of the East Road. These are only one line of hills, but custom has 
  given two names: the Barrow-downs in the more concentrated 
  northwest comer. and the South Downs forthe rest. The Downs are 
  a series of ridges running towards the northeast with relatively 
  steep southwestern faces that slope gradually down to the next 
  ridge line. This region is windswept and infertile and has been little 
  inhabited. The Tryn Gonhad are particularly noted for their bar-
  rows, or burial mounds that are thought to date back to the Adan 
  ancestors of the Dunedain in the Elder Days. The Princes of 
  Cardolan also make it their custom to make their graves here. 
  Directly to the west of the Barrow-downs lies the Old Forest. 
  This is a dark and dangerous place where the trees seem to 
  remember and to hate those whodeslTOyed their once innumerable 
  cousins. The House of Tom Bombadil is located somewhere deep 
  within these woods. He is more commonly known as Orald to the 
  people of Cardolan. though he plays small pan in their affairs. 
  To the southwest of the Old Forest are the Pinnath Ceren and 
  beyond it. the Girithlin highlands. The Pinnath Ceren (S. "Red 
  Ridges") are a group of red-tinted hills sunnounting a small 
  plateau. The iron ores that provide this color wereexlensively used 
  by the Northmen who inhabited the woods of Eriador before the 
  return of the Numen6reans. It became a cenLer of resistance to their 
  colonization efforts because thePinnath Ceren was the only source 
  of a rare, and now mined out, alloy of tin and cobalt that could be 
  used in the relatively primitive smelters of the Northmen to make 
  Cardolan Brass, a red metal that could almost stand up to the High 
  Steel ofNumenor. The Girithlin Highlands rise above theGwathl6 
  basin to the east. They include a major ridge line called the Pinnath 
  Nimren (S. "While Ridges"), named for ils many exposed marble 
  faces. Aside for ilS harsher climate, the Highlands are generally 
  similar 10 the Saralainn. 
  T HE COASTS 
  The north coast of Cardolan from the mouth of the Baranduin to 
  Rast Vom is generally rocky, with a kind of rugged beauty 
  recognized only by ils inhabitants. There are few harbors but the 
  area is fairly well protected from stonns and its resources, primar-
  ily shellfish and small whales, are extensively utilized. 
  The coasts of Rast Vom are the most treacherous known to 
  Dunadan mariners. There are innumerable shoals and reefs that are 
  usually shrouded in thick banks of fog. The e"'posed northern and 
  western shores are steep and offer few places to land at need. The 
  southeastern shore is covered by reedy marshes and said to be 
  inhabited by fou l and unnatural creatures. The native Beffraen 
  often attack those who do manage to find shelter on these coasts. 
  In contrast, the shores of Saralainn are notable for their broad 
  beaches and dunes. The natives have taken little interest though, 
  perhaps because of I he storms that strike the beaches roughly every 
  decade. devastating these low-lying areas. The vast amount of 
  trade on the Gwath16 is primarily served by the port of Suduri that 
  lies 90 miles up river from the sea. Thecity's location solves most 
  of these problems that defeated the Numen6reans millennta long 
  effort to construct a port at Land Daer. 
  WEATHERTABLE 
  Months 
  Minhiriath 
  Mintyrnath 
  Highlands 
  -
  Yestare (intercalary day: Yule) -
  I. 
  Narwain 
  25-40' 
  20-35' 
  20-35" 
  (Winter) 
  Mod.Snow/Raio 
  Mod.Snow 
  Snow 
  2. 
  Nfnui 
  25-45' 
  25-40' 
  20-40' 
  (Winter) 
  Snow/Rain 
  Mod.Snow/Rain 
  Mod.Snow 
  3. 
  Gwaeron 
  30-50' 
  25-45' 
  25-4Y 
  (Stirring) 
  Rainy 
  Rainy 
  Snow/Rain 
  4. 
  Gwirith 
  45-60' 
  40-55' 
  35-55' 
  (Spring) 
  Nor.Rain 
  Nor.Rain 
  Nor.Rain 
  5. 
  Lothron 
  45-65' 
  40-60' 
  35-60' 
  (Spring) 
  Nor.Rain 
  Nor.Rain 
  Nor.Rain 
  6. 
  N6rui 
  50-75' 
  50-70' 
  45-70-
  (Summer) 
  Mod.Rain* 
  Mod.Rain* 
  Mod.Rain'" 
  - wende Umcrcalaryday: Midyear) -
  Ended (3 middle days) 
  7. 
  Cerveth 
  55-80' 
  55-8Y 
  50-80' 
  (Summer) 
  Mod.Rain 
  D<y 
  D<y 
  8. 
  Urui 
  65-85' 
  70-90' 
  65-90' 
  (Summer) 
  Mod.Rain# 
  MOd.Rain 
  Mod.Rain 
  9. 
  Ivaneth 
  55-80' 
  55-85' 
  55-80' 
  (AulUmn) 
  Nor.Rain 
  Nor.Rain 
  Nor.~
  10. Narblclh 
  45-70" 
  40-75' 
  40-70" 
  (AulUmn) 
  Rainy 
  Rainy 
  Rainy 
  11. Hithui 
  35-60' 
  30-60" 
  30-55" 
  (Fading) 
  Mod.Rain/Snow Mod.Snow/Rain 
  Mod.Snow 
  12. Girithron 
  25-45' 
  20-45' 
  20-40' 
  (Winter) 
  Mod.Snow/Rain 
  Mod.Snow 
  Snow 
  -
  Me/tare (intercalary OOy: Yearsend) -
  KEY 
  Special Notes: #= 1 %chanceGreafSform(Hurricane), 
  * = 3% chance Severe Thuoderstorm/Hail{fomado 
  Temperature: Degreesaree,..pressedinFahrenheil. Note fhatmost 
  peoples do not describe temperature so precisely; they simply de-
  scribe the temperature ascold.cool, wann orhot. Mountain tempera-
  lUre refers 10 the habitable regions between 1000-3000' above sea 
  level. To calculate temperature at higher altitudes, subtract I degree 
  for every 300' more above sea level. 
  l~ciPitation: Refers to the % chance of rain or snow falling on a 
  given day. 
  Moderate Rain (Snow) -
  15% rain (snow); partly cloudy 
  Moderate Snow/Rain (RainISlIOw) -
  5% snow (rain); 2% sleet; 
  8% rain (snow): panly cloudy 
  Normal Rain (Snow)- 25% rain (snow); panly cloudy 
  Rainy (Snow)-40% rain (snow); cloudy 
  Dry-
  3-10%rain 
  At higher mountain altitudes. snow will always occur when Mod-
  erale Snow/Rain yields a precipitation result. 
  
  14 
  ENEDIIWAITH 
  The people of Cardolan, concentrated along the north bank of 
  the Gwath16. must be concerned with occurrences on the south 
  bank in the lands ofEnedhwaith. Mosl of Enedhwaith is a grassy 
  and semiwarid plain that is home to tribal Dunlendings who often 
  raid into Cardolan. Along the Gwath16, beginning about 80 miles 
  south ofTharbad. there are two e.'( tensive forests that provide much 
  of the wood used for shipbuilding in Cardolan. This is collected in 
  great semi-military expeditions. forfearofthe Dunnish tribesmen, 
  the cousins of the Beffraen who inhabit the southern woods, and 
  the Slone-trolls of the northern forest. 
  The four hundred square miles of the Nin-in-Eilph. the 
  Swanfleet Marshes. are often visited despite the treacherous alkali 
  bogs, and innumerable poisonous reptiles. Sometimes this is done 
  in search of rare herbs. but more often the intent is to poach the 
  lordly swans of the marshes whose feathers are so highly favored 
  by the fashionable ladies of Gondor. 
  3.2CLlMATE 
  Although the landscapes of Cardolan may seem monotonous al 
  times, the weather provides plenty ofvarielY. Cardolan has a humid 
  mid-latitude climate which is mild on the average, but which is 
  subject to some of the most severe weather in all of Endor. 
  Minhiriath and Mintymath have distinguishable weather patterns, 
  however. As a general rule, Mintyrnath runs about 5 degrees 
  cooler. 
  Both regions have cool, wet springs, summers that are usually 
  dry and moderately hot, cool wet autumns, and cold winters. The 
  weather patterns are dominated by warm, wet air coming off the 
  ocean, and the cold, dry air of the Misty Mountains and Forochel. 
  In the late spring and early summer mese air masses are prone to 
  collide with often disastrous results. Most of the damage isdone by 
  severe thunderstonns, but these can very easily escalate into hail, 
  and tornados. The latter are most prevalent in central Cardolan, 
  particularly during the month of N6rui. Less frequent, but more 
  devastating, are the hurricanes that spin out of the equatorial seas 
  and strike the coasts. In the early fall of every third year, galestonns 
  hit the shores; about one stonn per decade will wreck widespread 
  havoc, and one per century will be a monster. Old folk still speak 
  of the "Ireful Stonn of 1081". The predominant nonnal wind 
  direction in Cardolan is a strong westerly (wind out of the West) 
  that tends to complicate navigation of the Gwathl6. 
  As Cardolan is largely treeless, the temperature increases 
  sharply during the day, and drops just as quickly at night. It is not 
  unusual for the temperature to vary thiny-fivedegrees in a twenty-
  four hour period, especially during the summer and in higher 
  elevations. The average temperature in Cardolan has been drop-
  ping very slightly over the past two centuries. but this change has 
  made the task of Cardolan's farmers, who cannot easily afford 
  having a few days shaved off their growing season, much less the 
  late killer frosts. The superstitiolls attribute this to the malice of the 
  Witch-king of Angmar (indeed this trend will worsen until his 
  depanure in T.A. 1975 and then gradually improve). 
  Geography, Climate, and Ecology 
  4.0 CAR DOLAN'S ECOLOGY 
  The lands of Eriador are an integral part of the continent of 
  Endor, yet they are geographically isolated. To the north lies the 
  vast desolation of the Northern Wastes, to the east the mighty 
  Misty Mountains arise, to the southeast lay the broad White 
  Mountains, and to the west is the sea. These barriers prevent the 
  easy immigration of new species into Eriador. and most of those 
  have been brought by the Men who have undertaken the trek. In this 
  relative isolation the ways of nature became very static and fragile 
  over the centuries, not unlike the rain forests of the farthest South. 
  As the Ems recall, all of southern Eriador was a single forest 
  before the first Elves taught them speech in the Elder Days. The 
  early Second Age saw a general warming trend that put consider-
  able pressure on the delicate balance of life of the woods. With the 
  rise of advanced societies of Men, this balance was broken. The 
  Numen6reans returning to Middle-eanh in the middle of the age 
  feUed many trees to construct their famous fleets. Forest fires 
  raged. set by both sides in the merciless wars between the 
  N umen6reans and the native Eriadorans, or by the elecrrical storms 
  that previously had been very rare in the region. For many forests, 
  fire is a natural force ofrenewaJ, but here it was new and deadly. 
  In lillie more than three centuries virtually all of Cardolan 
  burned down, leaving only two significant patches of the primor-
  dial woods in the Old Forest and on Rast Yom. There were few 
  species of plants or animals prepared to adapt to the barren new 
  countryside after long ages of shade and branch. The steady 
  erosion that followed made much of Cardolan unsuitable for 
  permanent agricultural communities, while making other among 
  the most fertile lands in Endor. Only various reptiles. the sheep 
  introduced by the OCinedain. and the wolves that soon followed, 
  can be 
  have truly thrived in Cardolan. 
  ..... r~ ~ ....... 
  """~-.(". 
  - -..r::' : 
  ~ 
  ~ . - . 
  WOLF 
  
  Flora & Fauna 
  4.1 FLORA 
  The inhabitants of me annually renewed lands of the Gwath16 
  basin justly feel that they live in one ofthe gardens of Middle -earth. 
  but lhi s judgement should not be ex tended to the rest of the country. 
  In Minhiriath the dominant plant is a plains grass called abJas. 
  while in the windswept Girithlin highlands the ablas is replaced by 
  a short mossy grass named deblas which covers most of Min-
  tymath. There are scanered patches of new forest that have sprung 
  up throughout Cardolan; these consist largely of beeches with a 
  few pines. Elsewhere, the larger plants are chiefly thistles and 
  brambles which provide some shelter for gentler plants. The 
  fanners of Cardolan grow wheat along the banks and streams; 
  com. peas and cassona. a small potato. along the Gwathl6; and 
  eorna, a hardy grain resembling barley, in the uplands. 
  HAGAVOKL 
  Perhaps the most notable flora of Cardolan is the HedgewaU. 
  Pharconatar. the first Numen6rean governor of Cardolan. began 
  the planting of the Hagavorl (D.IE. Hawthorn-Wall) in S.A. 1777. 
  He desired a barrier to slow any large scale incursion of Orcs or 
  Hillmen from Rhudaur into central Cardolan, so that he would 
  have lime to prepare his few and scattered forces. The Hagavorl-
  a hedge of sharp thorns stretching from the Mitheithel to the 
  Baranduin above the Old Foresl- was an ambitious project even 
  by Numen6rean standards, but Pharconatar received aid from 
  Elrond's herbmasters. Nonetheless. the task was abandoned after 
  his death in S.A. 1812 and was not restarted until the time of 
  Elendil. The Hagavorl was finally completed by King Valandil in 
  1126 T.A. as part of his futile plans for eradicating the Wolves of 
  Cardolan. Now pierced in innumerable places. the HedgewaU is 
  punctuated by gaps of up 10 two miles. It is still very impressive to 
  look at and can be a serious barrier to the casual traveler. 
  HERBS 
  Most of the common herbs of Eriador can be found in both 
  Minhiriath and Mintymath. There are a few plants thai are more or 
  less unique. 
  Lus -
  A low gorse-like shrub found mainly in Saralainn. Its 
  mauve flowers appear in the early spring and can be distilled 
  into a potent poison. It acts in 1-12 rounds. A victim failing RR 
  by 51 + is killed. by 2 1-50 is in coma and is blind. by 11-20 is 
  blind in 1-2eyes, and by 1-10 is temporarily blinded. (t-T-3-
  F1ower/paste -
  31gp -
  Lv) 4) 
  Sailcha -
  A small violet orchid that blooms throughout the 
  spring. Sailcha is very. and ]Ilcreasingly, rare and the people of 
  Cardolan believe that its blossoms are a potent harbinger of 
  good luck. This superstition is very ancient, and is said to 
  predate the Eriadorans. Its psychological benefits are + I 0 
  morale. +10 10 RRs, and +5 DB for 3-7 days (until bloom 
  withers). (1-5-8 -
  FlowerfWear -
  50gp -
  AFO) 
  A vhail -
  A hardy bush found commonly in Saralainn and rarely 
  in the rest of Cardolan. The sweet yellow fruits. which re-
  semble a small cherry, are nutritious and tasty. This fruit is the 
  primary ingredient of the popular and potent brandy called 
  biotaille. 
  H aruell a -
  Haruella is a concoction of the Eriadorans of Pinnath 
  Ceren. The fonnula is a deep secrel, but is thought to include 
  the lichens and aphids from certain tree rools. The Shamen of 
  the ancient Eriadorans used Haruella in their infrequent deal-
  ings with the Undead. Haruella is highly prized at present as a 
  resource against the invasion of the Barrow-downs by wights. 
  15 
  Boskone -
  Boskone is a tiny blue orchid that grows among the 
  leaves of the tallest trees of the Old Forest and Eryn Vorn. 
  These flowers can be dried and ground to make a blue power 
  which, when inhaled, so stimulates the user's sense that he 
  functions as though using the "Awareness" spell. Boskone is 
  highly addictive and has particularly unpleasant withdrawal 
  symptoms. Gives user 'Awareness' for 10-20 rounds, then a 
  severe headache (-30) for 1-8 hours. (t-H-8- Powder/lnhale 
  -
  78gp -
  AFI8) 
  4.2 FAUNA 
  An uninquisitive visitorlO Cardolan might return home with the 
  impression that the only animals therein are Men, Sheep, and 
  Wolves. Actually, these lands support a surprisingly diverse ani-
  mal population that has been on the increase as more lands have 
  slipped back into wilderness since the downfall of the Dunadan 
  Kingdom. Most beasts are still very shy of Men. 
  4.21 PREDATORS 
  W 0 I ves -
  Anotherold Eriadoran saying: "Worry about the Wolf 
  that you don't see," The predator in Cardolan is the Wolf; 
  encounters with any others will be rare in comparison. The 
  common Wolf of Eriador is grey. though a few are black. and 
  will generally be found. or find you. in a pack of about a dozen 
  mature adults. They are vicious and intelligent hunters, tireless 
  in the chase, and (under the malign influence of Angmar) prone 
  to kill simply for sport. Their primary prey is Sheep, but 
  Wolves are not afraid of Men and will readily attack lone 
  individuals orsmall groups. They do. however, fear the Sheep-
  hounds and with good cause. 
  W args -
  Wargs. somelimescaJled War-wolves,are nOlcommon 
  in these lands. When not acting as mounts for Orcish raiders, 
  Wargs appear to be just overlarge Wolves. This is true, bul 
  Wargs are bolder and more cunning and usually are servants of 
  the Witch-king of Angmar. True Wargs, also known as Demon 
  Wolves or W oives o/Sauron. appear to be large Wargs, bulare 
  in truth the undead creationsoff powerful evil magic. They will 
  act only on dark nights when their trait of dissolving if killed 
  will not be easily revealed. The Witch-king has found lillie 
  need to send True Wargs to Cardolan since the fall of Amon Sill 
  in T.A. 1409. 
  Giant Eagles -
  The Giant Eagle is an infrequent visitor to 
  Mintymath for its home in the Misty Mountains is far afield. 
  The Eagles are wary of Men, and not without cause for the 
  noble birds are not averse to some occasional mutton. The 
  Eagles have very rarely intervened in the affairs of Cardolan. 
  Perhaps they consider these lands to be the responsibility of the 
  remaining Noldo Elves, orperhaps they are too busy defending 
  their eyries against the Orcs of Gundabad. 
  Spotted Lions -
  The Spotted Lion gets its name from the black 
  spots on their almost white underbellies; the rest of their coat 
  is a burnt orange color. Although quite rare, due to hunting, 
  they still range throughout Cardolan. The lions are not evil 
  creatures and. while they are extremely cunning, they are not 
  capable of speech. Their feud with the wolves is old and bitter 
  and has probably contributed to their decline more than the 
  efforts of Men. The Spotted Lions live in small family groups, 
  keeping lairs in trees and caves. They prefer to hunt fiara. but 
  sheep will do. Spoiled lions have been known 10 kill men only 
  in self-defense. 
  
  16 
  Bears -
  The Black Bear is unusual in Cardoian, unlikctherestof 
  Eriador where they arc common. Theclimate is a liuie wann for 
  the Bears' taste. but the main faclOT in their scarcity is hUman. 
  The Eriadorans have an almost cullie obsession with hunling 
  bears; it is lhoughllo be the ultimate test of one's prowess as a 
  warrior. News of Bear spoor will gather these reclusive North-
  men from a large area to join the hunt. The Bears are not 
  unaware of this unpJeasantnessand so tcnd to avoid these lands. 
  Glutan -
  The dreadful GillIan is found primarily in western 
  Minhiriath. It is a solitary, black-furred beast shaped like a 
  large badger. The Glulan is unbelievably quick and fierce and 
  appears to be quite insane. They have been known to attack 
  large groups of anned men without the slightest provocation, 
  fighting to the death even if escape is easily available. 
  Madrati ne -
  The Madratine is asmall cat-like fox found mainly 
  in the highlands. Its white mask and ears stand out in sharp 
  relief to its reddish brown fur. Madratine are very shy. 
  4.22 HERBIVORES 
  Deer -
  A little deer known as Fiara is the most common wild 
  herbivore in Cardolan. being able to thrive on the scalltgrasses. 
  Fiara keep to small groups offouror five does and a buck. They 
  are extremely timed. In the woodlands. the Caru (Elk) is fairly 
  common. and the caribou of Rhudaur will stray into the En 
  Eredoriath in severe winters. Larger than an Elk. the Nimfiara 
  (S.ID. "White Hart") is found deep within the Old Forest and 
  the Eryn Vorn. Its pelt is prized for fine garments and a potion 
  made from its hom is said (incorrectly) to retard aging. Very 
  wily. they will put up a good fight when finally cornered. 
  Hunting the Nimfiara was very popular with the Dunedain, but 
  there are now few of either left. 
  Astabanhe -
  The Astabanhe or Pronghorn is an antelope-like 
  creature found mainly in the Pinnath Ceren and the Girithlin 
  highlands. They stand about 4' tall. a dull yellow in color with 
  a loud white rump and short black horns that give them their 
  name. Pronghorns travel in small herds and are inquisitive, but 
  they are quick to flee. 
  Boars -
  Boars are common in both regions of Car dolan and are 
  generally found in large packs. The adults males defend the 
  perimeter of the pack against all enemies, real or imagined. The 
  primary concern of Boars is finding food, and most creatures 
  are wise enough to get out of their way. 
  Goral -
  Goral are wildgolden,bighornSheepfoundexc!usively 
  in the Downs. Solitary and intractable, they have nonetheless 
  been very profitably interbred with Cardolan 's domestic sheep. 
  Golodos -
  A Golodo is a mOderately large flightless bird,rather 
  like a large goose on stilts. Golodos gather in large flocks 
  during the breeding season in early summer. traveling in small 
  groups during the rest of the year. Golodos will immediately 
  flee the scent of any predator with surprising, if ungainly speed. 
  except during the nesting season when they will bravely defend 
  their eggs. Golodos enjoy the taste of meat, but they will eat 
  anything since they are poor hunters. 
  Rodents -
  The most common rodent in Cardolan is the Gopher, 
  closely followed by the Coney, or Rabbit. The Gophers of 
  Eriador resemble big stout Rats and live mainly on grass roots. 
  On the plains they are a major nuisance because they live in 
  large colonies of interlocking burrows. TIleir holes rise up 
  about a foot from ground level bUi their tunnels run very close 
  to the surface and cannot be easily detected by Sheep, Horses. 
  or Men (leading to many broken legs). Opossums. Mice, Rats, 
  and Ferrets are also common in Cardolan. 
  Predators, Herbivores, & Birdsand Flying Creatures 
  4.23BIRDSANDFLYINGCREATURES 
  While there arenol many species of mammals in Cardolan, there 
  is a great variety and number of birds. The migratory birds of the 
  north are the most numerous and are of the greatest economic 
  importance. Three of these species account for the incredible 
  flocks that crisscross the area. Thesc are the Ice Goose, the Red-
  headed Duck, and the Blue Pigeon. The Ice Goose is a large white 
  and black bird that summers in the Northern Waste and winters in 
  the Dniwaith laur. Its migration follow the coastline in late spring 
  and mid-fall. The Red-headed Duck is a common sight on all the 
  waterways of Cardolan. In the late Spring they aU gather in the 
  Midgewater Marshes and the Swanfleet Marshes to prepare to 
  migrate to the lakes of the Far North. 
  The Blue Pigeon does not linger in Eriador, passing over in their 
  migrations between Mirkwood and the Lindons. They have been 
  heavily hunted, but a large flock of Blue Pigeons can still blot out 
  the sun. The Lordly swans of the Nin-in-Eilph are also of economic 
  importance, as the price of their plumes has increased as their 
  numbers have diminished. 
  There are many species of songbirds in the remaining forests; 
  the Lark and the Blackbird are happy in the open lands as well. 
  There arealso large numbers of Crows and Gorcrows. The primary 
  carrion bird isa particularly awkward and ugly stork known as the 
  Hopla. Several varieties of Hawk reside here, though most are 
  small and dully colored. Great Owls still hunt the woods at night; 
  their calls are said to bea lament for the lost ancient Forest. A small 
  owl, taken to living in abandoned gopher tunnels, is known as a 
  BalTow Owl. 
  
  Flying Creatures, Reptiles, and DomesticAnimals 
  Of course, there are some flying creatures in Cardolan that are 
  nOI birds. Bats are common, and vampire bars have entered the 
  lands from Angmar. AnOlher varielY of large bat, the Aying Fox. 
  makes its home amid brambles. The Aying Fox is not nocturnal, 
  having good eyesight and presumably a fine sense of smell in irs 
  long snout. 
  The lasl notable flying creature is actually a gliding frog known 
  as the Grey Flyer. They are small, but carry a nasty venom in their 
  claws. Grey Flyers are rare. living only in substantial forests. but 
  they live in huge colonies and woe 10 anyone who stumbles upon 
  their nesrs! 
  4.24REPTILES 
  The reptiles of the primordial woods were. perhaps. the only 
  crealures to welcome the destruction of the trees. for it brought out 
  the sun. Cardolan in general, and Minhiriath in particular, has a 
  flourishing population of reptiles. inCluding many venomous 
  serpents. 
  Nathair -
  This plains snake is found throughout Cardolan, 
  growing up to six feet long with creamy colored scales. The 
  Nathair angers quickly and will fight rather than nee once 
  annoyed. 
  Nathrach -
  The Nathrach is an aquatic snake found in all the 
  marshes and pools of Cardolan. It is rusty in color with broad 
  bright brown bands, and ranges in size from three to five feet. 
  II venom is mild, designed to stun Ihe small rodent that it feeds 
  on before enveloping and crushing them. The Arnathrach is a 
  much larger cousin Ihal inhabits the brackish waters near the 
  coasts. 
  Coireal -
  The Coireal isa tiny (three to six inches) snake of the 
  deep woods. It has yellow rings on a black background. The 
  Coireal is happy to hunt large insects and should be lefl alone 
  for its venom is highly polent. 
  Sea Crocodiles -
  Thefish-eating CrocodilesoftheGwathl6are 
  inoffensive when let alone, but the same cannot be said of their 
  larger cousins. The Sea Crocodiles are uncommon which is 
  nice, for they resemble a Fell Beasl without wings. They are 
  prone to attack smaller ships, seeking to puncture hulls with 
  their mighty jaws, then waiting for the ship to founder. The Sea 
  Crocodiles are thought to nest on the Rast Vorn. 
  Land Tortoises -
  Land Turtles were once common in the 
  Gwathl6 basin. but they were hunted toextinclion as the human 
  population increased. A few may still be found in central 
  Saralainn. They arc very slow and inoffensive. five feet long 
  and three high. weighing up to three hundred pounds. 
  17 
  4.25 DOMESTIC ANIMALS 
  Sheep and Food An imals -The Men of Car dolan keep many 
  beasts, but not a great variety of them. The most important of 
  these is, of course, the sheep. There are two important breeds 
  of Sheep. The common Sheep is relatively small and delicate, 
  producing vast amountsofwool and fine meat. These Sheep are 
  incapable of caring for themselves without Sheep Dogs and 
  usually shepherds in the increasingly wild lands of Car dolan. 
  The Harbdo is the result of crossing the wild Goral with 
  common sheep. The result is a lot less wool and less tasty 
  mutton, but also an animal that can survive unprotected in most 
  areas in Cardolan. The Harbdo have grown increasingly preva-
  lent over the past few centuries. 
  Lately. domestic Kine have been introduced from Rho-
  vanion and Gondor, but farmers are a conservative bunch. and 
  the Kine have not yet caught on. There are a few varieties of 
  'barnyard' animals. The most common is the chicken. 
  Cardolan's Hobbits keep large flocks of Geese but they have 
  yet 10 convince Men of the bird's virtues. Semi-domesticated 
  Boars are not uncommon, bUI they remain very nasty creatures. 
  Eriadorans also may keep a few Coneys. Rats are so common 
  in human dwellings that they should probably also be counted 
  among the domestic animals. 
  Dogs -
  Dogs are popular among the men ofCardolan, especially 
  among shepherds and the DUnedain. The prime breed is the 
  Sheep Hound, a large, short-muzzled. long-haired Dog. The 
  Sheep Hound is very loyal and intelligent, and fierce. !fthey are 
  equipped with a stout anTIored collar, the Sheep Hound is a 
  match for twoor three Wolves. The Dunedain also use them for 
  hunting and as guard Dogs. Experiments in using them as war 
  Dogs have been failures though. A smaller breed is often seen 
  as a pet for women and children. The Dunmen's Dog is kept 
  only by the tribal Dunlendings. They look like a large fat 
  Chihuahua. These Dogs are sometimes used as guards or for 
  pack-hunting, of which they are marginally capable. Most 
  Dunmen's Dogs end up in the stewpot. 
  Draft a nd Transport Animals -
  TheHorsehasbecomeavital 
  animal in Cardolan very quickly, at least as the Elves reckon 
  things, being introduced by Nonhrons about 650T .A. Fast and 
  reliable transportation has always been crucial to the nonhem 
  Dunedain in their wide, thinly-populated lands. These Horses 
  are very big (it has to be in order to carry a 7' tall man wearing 
  a chain hauberk and full equipment) and very noble animals. 
  They are often roan or black: in color. The so-called Pony is 
  actually a small. stiff-maned Horse. Notorious for being ill-
  tempered and hard to ride, ponies do seem to be mellowing after 
  centuries of domestication. The aurochs has been tamed and is 
  used as a draft animal on the main roads and for plowing in the 
  GwathJ6 basin. Their wild cousins, who favor wooded regions, 
  are still somewhat common. 
  
  18 
  5.0 PEOPLES & CULTU RES 
  Even at ils height. Cardolan was never a mighty realm, yet its 
  borders contained one of the most diverse collections of peoples 
  ever found in Middle-eanh. The imponance of trade and the laler 
  need for mercenaries brought merchants and adventurers from 
  many lands, even those beyond RhOn and Harad. Dwarves and 
  Nonhmen from Rhovanion have come in greater numbers for 
  similar motives. and there are the indigenous Northrons, the 
  Eriadorans. Dunlendings. primitive and civilized fonn the bulk of 
  the population, of course. and many Hobbits make their homes 
  here, though not as many as in the later years of the Dunadan 
  Kingdom. The aboriginal Beffraen still inhabit the Eryn Vom. 
  while Elves conlinue to wander across the lands. The wars with 
  Angmar have brought foul Orcsand Hill Trolls across the borders. 
  However. Cardolan remains a realm of the Men of Westemesse. 
  and life here is sti ll largely a reflection of their society and culture. 
  5.1 DUNEDAIN OF CAR DOLAN 
  The first Numen6rean sailors came to the lands of Cardolan in 
  the Sevemh CenlUry of the Second Age, and their lords mainlained 
  garrisons at Lond Daer and Tharbad intennittemly for the next 
  thousand years. Interest in Eoador then increased as the imperial-
  ists desired the tall trees of the ancient forests as masts for their vast 
  fleets and as those most Faithful to the Valar began to flee the 
  gathering darkness on their glorious island. These early exiles 
  settled mainly in the lands that would become Arthedain, bUI 
  Tharbad became their chief port and other Numen6reans began to 
  pennanently settle there. 
  TherecoloniSIS slowly exp:mded in IheGwathl6 basin, despite 
  the vicious wars with the native Eriadorans. When Elendil the Tall, 
  having escaped the Downfall of Niimenor with the remaining 
  Faithful, arrived in Eriador. the Diinedain, "the High Men of the 
  West" of Cardolan were quite pleased to be included within the 
  new Kingdom of Arnor. The early years of Arnor was very 
  prosPerous, despite the horrendous losses of the War of the Last 
  Alliance of Men and Elves. 
  This very prosperity led toSlowly increasing tensions among the 
  Dunedain of Arnor, as those of southern lands were similar in their 
  altitudes to their kin in Gondor, a materialism that the mystically-
  inclined Northerners disapproved of, 
  Although the Division of Arnor was primarily a result of 
  quarrels among the Princes Royal.the Lords of Car dolan were well 
  pleased. They prospered for a time, but the internecine wars of the 
  Sister Kingdoms and the struggle with Angmar led to !he fall of the 
  realm in T.A. 1412. Since that time, the Diinedain of Cardolan 
  rapidly declined though some of the old Hfrdyr survive and the 
  Diinedain have retained their position in society (except in the 
  Kingdom of Saralainn). 
  Al'pt:ARANC): 
  The Dunedain of Cardolan have never constilUtcd more than a 
  small minority. At their peak before the Disaster of Cameth Brin 
  in T.A. 1217 there were less than tWO thousand of pure blood; now 
  there a less than a tenth of that number. Most recognizable fortheir 
  great height. the Men range from 6'4" to l' and women from 5'8
  H 
  to 6'4". Mostofthe Dllnedain have descended from a few families 
  of early colonislS, so their unusual auburn hair and green eyes are 
  quite prevalent. Only those with some trace of Royal blood 
  maintain the classic jet black hair and grey eyes that are character-
  istic of the Dunedain elsewhere. All have fair complexions and 
  very few have facial hair. 
  The Dunedain &the Eriadorans 
  The vast majority of the "High Men" of Cardolan are of mixed 
  blood. Here it is customary to refer to them as Tergn (S. "High 
  Men") rather than the haughty designation of Lesser Dunedain. 
  Most of the Tergn are descended from the intermarriages of 
  Numen6rean sailors and so ldie~ with nalive Eriadorans, Gener-
  ally. they have retained their forefather's height, their 
  foremother's blond hair, and usually can and do grow bushy 
  mustaches. However, the clearest distinction among the High Men 
  is that the Tergil are fortunate to live for a century, while the 
  Dunedain often live half again as long. 
  The pure-blooded Dunedain prefer to dress in Numen6rean 
  style, with flowing robes and capes. Deep reds and dark blues are 
  the most popular colors, The dress ofTergn depends on their social 
  standing and can range from Niimen6rean robes to scruffy Hillmen 
  hides, though arms and armor is most prevalent. 
  SOCIETY 
  Most of the Dunedain of Cardolan belonged to the Lesser 
  Nobility and they maintained a lifestyle reminiscent of drowned 
  Numenor that is still seen in the Gwathl6 basin and along the 
  southern Baranduin. Their rural and agricultural life cenlers 
  around their great stone villas which fonn the centers of sprawling 
  manors. The villas are usually built of marble or alabaster and set 
  on hilltops, They consist of large two-storied houses with an 
  extensive courtyard that was once enclosed by elegant pillars. and 
  now by sturdy walls. Once the men devoted themselves to hunting 
  and other idle pleasures while their women maintained the house-
  hold with their herb and vegetable gardens. Now, the remaining 
  Dl1nedain are local warlords managing their vast folks. and the 
  needs of the villages that have sprung up under the protection of 
  their walls. Despite thesedem:tnds the Dilnedain still keep:t tifeof 
  some comfort and learning. Most will know Sindarin :tnd Nonhron 
  (a northern dialect ofWestron) along with a smattering of AdOnaic 
  and Dunnish. 
  The other Diinedain of Cardolan fall inlo three classes -
  city-
  folk, major lords, and professional soldiers -
  which have largely 
  disappeared. Most of the Diinedain of Tharbad who tended to be 
  great anisans and traders have found it prudent to relocate to 
  Gondor or Arthedain. Only three of the seven great families 
  granted extensive lands by the Kings of Numenor still retain their 
  ancient castles, lands, and autonomy. These lands became Hfrdyr 
  or Terdyr (S. Principalities) during various administrative plans 
  overtheir long history. The professional Dunedain warriors gradu-
  ally became a lower landed nobility centered in the Gwathl6 basin 
  and En Eredoriath. The later have vinually al1 been driven from 
  their lands since the fall of the Kingdom, while the former have 
  either blended into the Targil popul3lion or improved their status 
  to that of the villa-holding Requain (S. "Knights"). The ancestors 
  of the Tergfl were fighters for the most part. and their descendants 
  have maintained that orienlation. 
  5.2 ERIADORANS 
  The Eriadorans of Cardolan are descended from the cousins of 
  the Edain, the ancestral Enedain and the Diinedain who did not 
  migrate over the Ered Luin into Beleriand in the Elder Days. 
  Without the Edain's extensive contact wi th the Elves, the Eri-
  adorans remained far less advanced although they had evolved a 
  notable woodlands culture. Later, they fell before the might of 
  imperial Numenor in a series of bitter wars during the Second Age, 
  a fact that few Eriadorans have forgotten. 
  
  Eriadorans & Ihe C lansmen of Sara lain in 
  Many Eriadorans gradually submerged into the mainstream of 
  culture in Cardolan, but three distinct groups remain: the Rivennen 
  of the Baranduin, theBargemenoftheGwathl6. and theEriadorans 
  of the Pinnath Ceren. Those who fled from eastem Cardolan into 
  Saralainn during the lroubled years after the fall of the Dunedain 
  Kingdom have also had a substantial impact on culture there. 
  ApPEARANCE 
  Eriadorans are tall by the standards of most Men. if not by those 
  of the Dunedain. Most of the Men are around 6' tall and the women 
  stand only a few inches less. The prevalent garb is utilitarian; the 
  men favor leather or woolen pants and a tunic of light wool. The 
  Bargemen and Rivennen favor waterproof leather coats and boots 
  for heavy weather. while those of Pinnath Ceren favor hides. 
  particularly Bear-skin cloth.ing. 
  E CHORION HtR m ' GIRIT IILlN 
  .~. 
  Socu,:TY 
  The most noticeable lrait of the Eriadorans is thei r individual ism 
  and dislrust of Slrangers. The Rivennen live in small villages along 
  the Baranduin and the coast. The Bargemen and the Pinnath Ceren 
  uphold a more traditional lifestyle which centers around the 
  freeh.old. The typical freehold consists of about fony persons, 
  about half of whom a family of Eriadorans and their close kin 
  called lhe Tahaim. The rest are Marls, Eriadorans whose Tahaim 
  has been destroyed or dishonored and who have been taken into 
  service; there are also a few sla\'es. 
  The center of the freehold is the Bechuil (E. "Main House") 
  which like the other buildings is built of brick. reinforced with 
  wood and stone. On the back of the Bechuil is the Contra, a large 
  fenced in yard for the domestic animals. There is a raised platfonn 
  on the far end of the Cordra. The Bechuil is a miniature fort 
  19 
  sufficient to withstand casually marauding Orcs and Trolls. Only 
  the main family lives here. the others in scattered buildings within 
  a quaner mile of the main house. 
  The Teongar is the absolute ruler of the freehold as was hi s father 
  before him. The honor of the Tahaim is the Teongar's highest 
  concern, and if it is impugned he mUSt declare blood feud. These 
  are often long and bloody, extending long after the original 
  offense. Even at the height of their power the Dunedain could do 
  little to slap this quaint custom. The Eriadorans maimain a self-
  sufficient home and generally see their neighbors only at Fairs or 
  when vigorous pacrols for the common defense are required. 
  However, by strong custom any stranger coming in peace must be 
  provided with food and shelter, though this obligation only extends 
  overnight. 
  Among the Bargemen. each Tahaim maintains its own barge for 
  navigating the Gwathl6. Because of the contrary winds, and 
  treacherous mud banks in the main channel, the barges provide the 
  easiest means to navigate the river. Their prices are reasonable, but 
  the service does not come with a smile. The Bargemen do cooper-
  ate in uphOlding a marine force to patrol the river; each Tahaim 
  must serve in this force in a yearly rotation. Only Bargemen males 
  sail. so their womenfolk have an unusually large say in the 
  management of their homes. 
  5.3 CLANSMEN OF SARALAINN 
  While most of the peoples of Cardolan have ancient roots. the 
  clans ofSaralainn are a comparatively new phenomenon. Afterthe 
  downfall of the Kingdom, many people sought safety in the thinly 
  popUlated, and less than appealing plains. of Minhiriath. Large 
  numbers of common folk from cenlral Cardolan, and many Eri-
  adorans from the East arrived with little but the clothes on their 
  backs and joined thcse scattered tribesmen. Contlict could have 
  been e~pected. but the tireless efforts of the slrange mage known 
  asTharkOn (i.e .. Gandalfthe Grey) led taco-operation and intcgra-
  tion. Within a century a new culture had blossomed combining the 
  arts of the tribesmen. the diligence of the common folk. and the 
  valor and individuality of the northmen. 
  ApPEARANCE 
  The clansmen of Saralainn average only about 5 '7" in height, 
  though many men are well over6' tall. Thcy arc somewhat swanhy. 
  coming from primarily Dunnish slock. but considerably fairer than 
  the tribesmen with whom they share their lands. To contrast the 
  drab landscapes of this "exalted land," the clansmen favor bright 
  colors for their clothes, a yellow dye derived from Ius is most 
  common. The men wearTrews (D. ·'Pants') and a shan sleeveless 
  shin. They top this with a long wrap. which the women also use 
  over their long dresses. The men tend to shave, although long side-
  burns are popular. Virtually all clansmen know both the local 
  Dunnish dialect and Northron tongues. 
  SOCllITY 
  The people of Saralainn organize themselves into nine clans 
  headed by a eean (D. "Thain") which consist of half a dozen small 
  villages that are moved when the land plays out and two or three 
  Tartan (D. "Towers"). The tOrT is an odd circular fort of three offor 
  stories in which the large hollow walls provide residence for the 
  clansmen while thecenteris reserved as arefuge forthe sheep upon 
  which the clansmen largely depend. The TarTan serve well against 
  the evil creatures thai raid Saralainn from lhe southern highlands 
  and from the clansmen's own love of rustling. 
  
  20 
  The clansmen are famous. even in Gondor for their arts. Their 
  bronze and silver work, decorated with intricate, intertwining 
  animals forms. command high prices -
  but nOI so high as the 
  oratory of their bards which even the Elves respect. The clansmen 
  are a rowdy folk who generally ignore (and often indulge in 
  intrigues against) their kings. but their conSlaIlt internal quarrels 
  result in few deaths. Their well-known healers gel plenty of 
  practice. 
  5.4 COMMON FOLK 
  The common folk of Cardalan are largely descended from the 
  Dunlcndings who have drifle<! into Enador since the early Second 
  Age. Most are descended from Oaen folk whonfthe Numen6reans 
  engaged as mercenaries and encouraged to stay during their wars 
  with the Eriadorans during the Second Age. As it is throughout the 
  west. the common folk do most of the fanning. and herding, and 
  provide the masses for the annies. They also do most of the 
  suffering when times arc hard, as they indeed have been in 
  Cardolan over the last two and a half centuries. The population of 
  Cardolan was once primarily rural but now most of the common 
  folk keep to vi llages for protection. 
  ApPEARANCE 
  The common folk are generally short. averaging about 5'6", 
  with ruddy complexions and dark hair and eyes. They dress in 
  earth~toned tunics: pants for the men and shifts for the women. 
  They are suspicious of change and of strangers. and most speak 
  only Northron. 
  SOCIETY 
  The common folk of Cardolan make up the bulk of the middle 
  and lower classes in Cardolan. In Tharbad, the guild members. the 
  laborers, and the poor (who subsist off the dole from Gondor) all 
  come from the same stock. In the villages. it is the same with the 
  rich peasants (who often possess more wealth than their nominal 
  overlords), the Shepherds. and the landless vagrants who are driven 
  off after a poor harvest. 
  Once the common folk held the land of their village in common, 
  but King Valandil divided the lands to further large-scale sheep-
  herding. Since that time the more wily or ambitious have profited 
  at the expense of their neighbors, a process accelerated by the 
  troubles of the land. 
  5.5TRIBESMEN 
  The latest in long line of Dunlendings 10 enter Cardolan are 
  those tribesmen who have migrated north since the collapse of the 
  Mountain Kingdom of the Dean Coentis in the early Third Age. 
  These Haredain (5. "South men") as they are commonly known in 
  Cardolan, have fallen into a tribal, war-like, semi-nomadic culture. 
  A great number of tribes have settled in Enedhwaith in great 
  numbers, and some have been allowed iOlo Cardolan, particularly 
  Saralainn and En Eredoriath. and Rhudaur. The tribesmen of 
  Enedhwaith are more likely just 10 mid the north. The tribesmen of 
  Eriador are usually subject to lillIe supervision by their lords 
  beyond paying tribUle, and live largely as they please. They most 
  often know Dunael as their only language. 
  ApP(l.ARANCE 
  The Dunnish tribesmen greatly resemble the common folk of 
  Cardolan, save for being a shade or two darker in skin color. The 
  difference can be distinguished in clothing, for the tribesmen 
  prefer long baggy shirts and loose fur or hide pants (though the 
  women wear similar dresses). 
  Common Folk, Tribesmen,and Northmen 
  SOCI~'TY 
  The tribesmen live in semi-mobile villages of 80- 180 persons, 
  usually made up of twO or three loosely-extended families. The 
  village consists of sod-huts surrounded by a hedge of briars. They 
  rely on hunting and on agriculture, which is entirely done by the 
  women. Each village is led by an hereditary Headman, the Ceann, 
  and anywhere from four to twenty villages make up a tribe ruled by 
  an elective chief, the Ceanaird. While the women scratch out the 
  tribes existence growing small potatoes. the men spend most of 
  their time drinking, hunting catlle herds. poaching sheep and 
  raiding their neighbors. 
  5.6 OTHER RACES OF CARDOLAN 
  5.61 NORTH MEN 
  Many of the ancient cousins of the Eriadorans fled over the 
  Misty Mountains to preserve their freedom from the imperialism 
  of Numenor. Their descendants returned as mercenaries centuries 
  laler 10 fight the wars of the Sister Kingdoms. These tall, blond 
  horsemen were particularly valued by the Dunedain, and they were 
  encouraged to bring their families and settle pennanently. Their 
  five burhs, the hilltop fortress-towns favored by the Northmen, 
  once defined the military border of Cardolan in the east. The 
  collapse of the Kingdom. and the swift disintegration of the Hirdor 
  of En Eredoriath, led most of the surviving mercenaries to return 
  to Rhovanion. Daeron. 20th HirofFeotar persuaded many locome 
  to his lands, which gave him a decisive edge in the civil wars thaI 
  followed the downfall of the King. The Northmen of Feotar, 
  however, revolted against the mindless cruelties of his grandson. 
  Gaertil the Bad. and established the peculiar situation in that 
  principality where the people govern themselves without lords. 
  NORTH MAN MERCENA RY 
  
  Hobbits, Beffraen, Elves, and Religion 
  5.62HOBBITS 
  In the later years of the Kingdom. Hobbits made up as much as 
  twemy pereem of the population. They are a very practical race 
  though. and most of the Hobbits have departed for safer locals. 
  Bree very briefly recognized the overlordship of the King of 
  Cardolan. Many of the Hobbits who followed Blancho and his 
  brother Marcho into me Arthadan territory that the new inhabitants 
  call the Shire came from the river valleys of soumern Rhudaur and 
  northern Enedhwaith. 
  .Substantial numbers are sti ll thought to reside in these areas, but 
  pnmarily those of the 'wilder families' who have not acquired 
  some of the veneer of Dunadan civilization. These Hobbits live in 
  widely scauered Smials (K. "B urrows ") and are equally distrusting 
  of all : Big Folk" be they Ore or Man. They are (lot seen if they do 
  not WIsh to beexcept by Elvesorthe most stealthy Hillman Ranger. 
  A few Hobbits still reside near Fennas Drunin orTharbad. Most of 
  the later are Stoors who serve as guides in the Swanfleet Marshes, 
  or who serve the few Dwarven smiths who have remained. 
  5.63THE BEFFRAEN 
  The Seffraen were most likely the original inhabitants of Car· 
  dolan. They are descended from the ancient Mebion Bron, the 
  precursors of the Hillmen of eastern Eriador. Some have Wose 
  blood. being gifted with nighH ision and a somewhat enchanted 
  quality. The Beffraen now live only in the area around Eryn Vorn 
  :md th:: woods south of the mouthoftheGwathl6. though they oncc 
  mhablted all the coasts of Car dolan. They came into conflict with 
  the Numen6reans before other Eriadorans and retain a deep hatred 
  for all the DUnedain. Traditionally, the Beffraen have auacked any 
  outsiders, and are still a menace 10 stonn· tossed sailors. Of late, the 
  leaders of Saralainn have been able to establish contact with the 
  Seffraen and set up some limited co-operation. 
  The Seffraen are a hunter/fisher/gatherer culture. people with 
  liule more than Stone age technology. (They have many captured 
  weapons though.) Their tribal groups are led by a chief known as 
  a Klag, though liule is known of their organization or language. 
  The Beffraen are adept are handling their small hide skiffs. and 
  they must excel in the ways of the forest in order to survive the 
  terrors of Eryn Vom. 
  5.64 WANDERING ELVES 
  By the middle ofthe Third Agemost of the Naldo Elves departed 
  Middle-earth for the Undying Lands. Of those that remain, most 
  reside in areas nigh to Cardolan: Rivendell and Lindon. Il is not 
  unusual for these Noldor to venture into the lands of Minty math in 
  "Wandering Companies." These groups are made up of from one 
  to two dozen Elves. They know the lands exrremely well and keep 
  to secret paths and places. The Companies will beawareof all other 
  nearby creatures, and if they are not inclined to be bothered all that 
  might be noticed would be a distant echo of their songs. If the Elves 
  wish to actively avoid contact, they will not be noticed at all. 
  Although peaceful in appearance, these companies are well 
  equipped in anns and magic; enough to deal with any contingency 
  save a personal appearance by the WitCh-king. Occasionally the 
  Elves will befriend some Men, but the benefits of this friendship 
  will be more spirirual than material. 
  GM Note: These Elveswill _01 becomeoctivelyinvolved in 
  the .affairs of any mortals, such decisions must be made by 
  theIr Lords. The most that may be offered is good company, 
  a safe place to spend the night, and perhaps a very little 
  advice,for the Elves have "other concerns." Sindarin and 
  Silvan Elves are less inclined to this activity, but a couple 
  might be found in a company. They would more likely be 
  found in the patrols that Gaerdae, Crrdan's Captain in 
  Harlindon. occasionally sends into Minhiriath. Such patrols 
  are even more elusive than the Wandering Companies. 
  Generally Elves will only be encountered if one is allowed to 
  enter their lands or if the ElvenArmies have marched to war. 
  5.7 RELIGION 
  21 
  The Dunedain of Cardolan, regardless of their persuasion, are 
  not generally considered to be very devout. In Cardolan the Three 
  High Festivals are carefully observed, but there are few other 
  oUlward displays of religion. Given the DUnedain's long history of 
  intimate contact with the immortal Elves, even those of Valinor. 
  and their direct experience of the Manifest Will ofEru in the War 
  of Wrath, the Gift ofNtlmenor and its Downfall, it is not surprising 
  that they are little concerned with oven worship. The Dunedain of 
  Cardolan are, however, very concerned with their ancestors, ascan 
  be noted in the black obelisks set in a place of honor in their 
  courtyards. Otherwise they are more inclined to action and less to 
  mysticism than those of Anhedain. They hold that, as the first of 
  the Children of Eru. they have an obligation to set an example to 
  other Men by deed and appearance; chiefly to rally and lead all 
  Men against the Darkness and the minions of its foul author. 
  The TergO of Cardolan follow a similar. albeit lower, pam. Their 
  concern with their ancestors is often expressed in an excessive 
  concern with their personal honor, and they are rather superstitious 
  especially with regard to "luck." The TergO are also inclined to 
  honor Eru through the Valar. Especially among the warrior class 
  it is common for the men to follow a loose cult that exalts Tulkas, 
  while their women are devoted to Niesse. The Eriadorans tend 
  towards an alii rude that could be described as irreligious. They 
  recognize that thereareotherpowers in the world, but feel that their 
  purposes are beyond the knowledge of Men. The Eriadorans are 
  very superstitious. 
  The common folk. and clansmen ofCardolan are usual! y familiar 
  with the lessons of the Dtlnedain, but they have found the need for 
  more direct comforts, especially in these hard times. They seek to 
  honor the Sky Father (Manw~) and the Earth Mother (Elbercth) at 
  the Festivals and during the planting and harvest season with 
  simple but moving rites. On a day-to-day basis. they seek to keep 
  vanous benevolent and malevolent spirits appeased with channs 
  and libations. Since many southerners arrived during the Plague 
  Years. several cults associated with "sacred mysteries" have been 
  making progress, and some lords rightly fear that some of these 
  cults may be fronts for the black religion. The Dunnish tribesmen 
  hold odd beliefs. holding that their ancient culture fell because of 
  the death of the "old gods." Their current practices are primitive. 
  animistic. and shamanistic. 
  
  22 
  6.0 POLITICS AND POWER 
  Cardolan has been a Numen6rean colony, a province of Amor. 
  and an independent monarchy. The Princes of Cardolan, whether 
  they have gone by the titles of Protectors. Governors, Barons, or 
  Princes have almost always maintained a considerable degree of 
  3Ulonomy.ln all its history, only Elendil, and Kings Thorondurand 
  Valandil can besaid (0 have DUly brought the Princes to heel. Thus, 
  the current situation. where only a minority of the Princes recog-
  nize any sovereign, is not as anomalous as it might appear at first 
  glance. 
  6.1 GOVERNMENT 
  While the Dunadan Kingdom endured. the King's position was 
  generally thai of the first among equals among his feudal lords. The 
  King alone had authority over external affairs and alone could 
  promulgate Jaws for the land. However, the King had very little 
  control over the internal affairs of the Princes. By refusing to 
  cooperate, the Princes could effectively veto many of the actions 
  of the King within his own sphere, especially military decisions. 
  Their only explicit Obligations were to pay an annual tribute and to 
  provide troops in wartime, and excuses could usually be found to 
  delay these duties if necessary. Therefore. Tarcilll instituted the 
  Council of the Scepter which included all of the Princes. The 
  function of the Council was to obtain their advise and consent. The 
  King's Chancellor was often included in the council. and a skilled 
  Chancellor could greaU y enhance the King' s prerogative, as few of 
  the Princes had any taste for the mundane bureaucratic details of 
  implementing their decisions. 
  CALIMENDIl 
  Power & Politics: Government 
  After the fall of the Kingdom. the office of Canotar (S. "High 
  Commander". Q. "Kanotar") combined the administrative func-
  tions of the Chancellor and the King's former position as Captain 
  of the joint military forces of the realm. As might be expected this 
  office did not long endure. and the Princes now honor the Gondor 
  garrison commander and tax collector at Tharbad. 
  THE D 'ONADAN PRINCES 
  Four of the seven traditional Dunadan Princes still hold their 
  ancient fiefs in Cardolan. Their ritles date back to Numen6rean 
  times, though they were renewed by Elendil, Thorondor. and 
  Valandi!. The Princes of Girithlin and Calaotir maintain the 
  ancient tradition that the ti tle can only pass toa male heir. while the 
  other principalities have had female rulers. The functions and 
  shape of the government of the principalities have varied. In 
  general, the Princes delegated most local judicial and administra-
  tive functions to the lower Dunedain nobility. Now it is more 
  common to see local military commanders or mayors exercising 
  these functions. 
  The principality of En Eredoriath on the eastern march. consist-
  ing of ail lands east of the Nen-i-SQI. actually was part ofRhudaur 
  and was a short-lived military state ruled by the exiled Prince of 
  EthirGwathl6 in Saralainn. He was commonly an absentee ruler. 
  living in luxury in Gondor. and concerned only with the prompt 
  arrival of his taxes. The surviving Principalities should beconsid-
  ere!:d individually. 
  TilE HIROOR orGlRITHLIN 
  The Barony of Girithlin tradilionally encompassed the north-
  eastern half of Minhiriath, from the Old North Road to the sea. 
  Currently the Barony's ponion of the Saralainn has been taken by 
  the new Kingdom of that name, and a subslantial chunk of the 
  northern highland has been expropriated by the Warlord. The 
  Barony is ruled from Balost (S. "Mighty Fort") a fortress in the 
  highlands towards the south. The!: Baron has often supervised the 
  administration of his holdings from one of the great houses the 
  family maintains in Tharbad and Fomost Erain. 
  The Hir Girithlin has always been one of the richer Princes. 
  financed by the amber beds near the mouth of the Baranduin -
  at 
  least until recently. when the beds have begun to play out and no 
  new fields have been discovered. The Girithlin family has a 
  tradition of aggressive ambilion and independence. Even now. 
  when the Baron plays the loyal servant of Arthedain. some of his 
  funds go out to subsidize his more unruly brethren. 
  Girithlin is governed with a heavy hand. and the Baron is the 
  absolute and unchallenged ruler. The only exceptions are the 
  Rivermen of the Baranduin who are left to fend as they please. This 
  has ensured that the isolated amber beds remain intact. and if the 
  peasants revolt there will be plenty of money to buy some merce-
  naries. The Princes ofFeotar had a similar attitude. but their line is 
  now extinct. 
  T ilE H IRDOR or TY RN GORTIIAD 
  The Hirdor of Tym Gorthad consists of a strip of territory fifty 
  miles deep running to the south of the East Road from the 
  Baranduin to the Nen-i-SOI. The Baron now only controls a 
  fraction of that territory in the southern Barrow-downs. The Baron 
  once ruled from the beautiful town of Feagil south of S ree. bul 
  Feagil was sacked in theBanleonTymGorthad in 1409.and it has 
  not been rebuilt. The Baron now keeps court in his fortress of 
  Minas Malloth further to the northeast. 
  
  Power & Politics: Government 
  Because of the religious significance of these lands, the Hirdor 
  once had a relatively large Oanadan population. The principality 
  was almost as exposed as the En Eredoriath. in the wars among the 
  Dunedain and with Angmar. and has suffered accordingly. The 
  greatest peril has been the invasion of Undead spirits known as 
  Wights which have been seeking to take possession of the royal 
  dead in the sacred barrows. 
  Since the Wight Invasion began during the Plague Years, the 
  Baron has been a very loyal vasiial of the King of Arthedain. The 
  subsidy from Fomos! Erain supports the military efforts of the 
  Barony. so the few subjects who dare to reside in this haunted land 
  are little molested. There is still a fairly large Hobbit population 
  here. most of whom live near the eaves of the Old Forest. 
  DOl. T1NARE 
  The lands of the Emil ofTinare historically consisted of most of 
  the highlands eaSI of the Old North Road. Since the destruction of 
  House Feotar, the Prince has acquired most of the King's lands in 
  the northern Gwathl6 basin that Feotar had appropriated. Despite 
  their ancienl clai ms to the Pinnath Ceren, the Tinares long ago gave 
  up trying to rule the stubborn Eriadorans who there reside. The 
  Princes once ruled from the small city of Andrath at the very south 
  edge of the Barrow.-downs. Andrath has been ruined and rebuilt 
  many times. but reconstruction hasnot been begun since its capture 
  by the Hillman King Bruggha in 1639. Meb"aith (Thalion). the 
  bustling town on the North Road virtually in the center of Car-
  dolan. now serves as the capitol as it has many times in the past. 
  Except for the recent acquisi lions. Tinare is not a fertile province 
  and its lords have prospered because of their ancient right to 
  impose lolls on traffic on the North Road. The Princes have been 
  unusually astute in investing this income in mercantile vemures. 
  They are the only men ever granted the hereditary right 10 becalled 
  Dwarf-friend. Tinare has probably suffered the least of the princi-
  palities in the b"oubles since the fall of the Kingdom. The Prince 
  follows a vaguely nostalgic policy, designed largely to maintain 
  his own autonomy. 
  DOL CALANTIK 
  The principality of Dol Calantir has always been the richest 
  agricultural realm in Cardolan, for it contains most all of the 
  Gwathl6 basin in Minhiriath. The Princes have ruled from the 
  magnificent Argond (S. "Lordly Stone") a tower twenty miles to 
  (he southwest of Tharbad. 
  House Calantir is notorious for an arrogance more appropriate 
  to the O(inedain ofUmbar. This may be because their position has 
  depended, more than that of their fellows, on the productivity of 
  their servants. The lands were very heavily damaged during the 
  peasant rebellion in 1414, and with thedecreasing growing season 
  productivity has not recovered. The response of the ruler has to be 
  more and more authoritarian and few people would be surprised by 
  another uprising. 
  TH£FREE CANTONS OF FF.OTAR 
  The principality of Feotar consisted of the lands between the 
  Anthiel (S. "Long Well") and the Neo-i-SOI. A considerable strip 
  of southern Feotar has been removed by the Canotar of Tharbad 
  and Tir Tinare. Feotar nominally rules most of the South Downs. 
  bUI these have been abandoned. 
  It was a fairly prosperous province but the fonner Princes 
  obtained their wealth from their involvement in Shipping. The 
  Princes were reasonably considerate of their subjects, but notori-
  ous for their ambitions. Feotar "won" the civil war that followed 
  the death of Queen Nirnadel, but did nOt obtain the crown. The 
  third Canotar of Cardolan. Gaertil the Bad. was a psychopath 
  whose worst terrors were reserved for his homeland. Gaertil 
  23 
  assassinated or exiled virtually of his minor nobles and his own 
  family before his bodyguard grew so disgusted that they slew both 
  him and his heir. 
  After Gaertil's death. there were no lords in the land. and the 
  common people had learned to loath any noble. After a time of 
  considerable confusion the people resolved to govern themselves. 
  In the towns along the Gwathl6. decisions are made collectively by 
  the adult males of the communities in long unruly meetings. In the 
  countryside the Nonhmen warriors and rich peasants effectively 
  rule as a new minor nobility that is functionally little different from 
  the system seen in the rest of Cardolan. 
  THEKINGOOM OF SARALAINN 
  The King of Saralainn claims all ofM inh iriath. but actual! y rules 
  only the region of the same name. the fonner principality of Ethir 
  Gwathl6 (S. "Mouths of the GwathI6). The capital is the pon of 
  Suduri, formerly called Lond Gwathl6, and renamed in honor of 
  the firsl King's father. However. the king and his court are usually 
  on procession. visiting the clans and b"ibes. The irrefusable honor 
  and ruininous expense of entertaining the king is an effective 
  deterrent which keeps the endemic rebellions restricted in size. 
  The barren landsofSaralainnattracted few inhabitants while the 
  Dunadan Kingdom lasted. The princeofEthirGwathl6 was mainly 
  concerned with his tolls on traffic on the river. and allowed a few 
  Dunlending tribes to settle in his territory for vague and rarely 
  fulfilled promises of tribute. The population greatly grew. swelled 
  by refugees from the north and east. The emergent culture of the 
  clansmen ofSaralainn had little use for their absentee landlord. and 
  generally cooperated with the usurper Gordaigh Trollbane and his 
  newly proclaimed kingdom. 
  The King of Saralainn has enough trouble keeping some sem-
  blance of order in his own rowdy realm. The clans and tribes owe 
  lribule and military service [0 the King. but neither is easily 
  obtained. If all the clans and tribes acknowledged him, the King of 
  Saralainn would be, by far, the most powerful lord in Cardolan, but 
  that has yet to occur. 
  THE WARLORD'S ' REALM' 
  During the Plague Years. the Warlord led an army ofOTts, Bats, 
  Wargs. and Hill Trolls out of Rhudaur. They established a base in 
  the gypsum cave complex in the south cenb"al Girithlin highlands, 
  and unfortunately seuleddown to stay. Several nearby villages pay 
  tribute to the Warlord who also keeps many slaves [0 farm the lands 
  near Logeband (S. "Snake's Prison"). the new name for the caves; 
  named ror the white serpent on the Warlord's shield. There have 
  been several attempts to squash this "Domain," but the Warlord 
  has proven to be a crafty general, and Logeband is provisioned to 
  withstand a long siege. 
  
  24 
  THARBAD 
  Although Tharbad has lost all of its glitter and most of its pride, 
  it is still a mighty cily. at least by the standards of the Nonh. The 
  King of Cardolan once ruled Tbarbad; i! provided him a power 
  base for the control oflhis unruly princes. Few of the Kings had a 
  taste for living in Tharbad, keeping to the royal compound al 
  Thalion (Metraith). They administered the city through the office 
  of the Mayor. 
  There is still a Mayor, but he serves only as a figurehead for 
  ceremonial occasions. Afler the fall of the Kingdom, Gondor look 
  an ever-increasing role in Tharbad. Now the administration of the 
  city is in the hands of the Goododan Canolai'. Even the Canow's 
  effective powers are limited. The real power of the city lies in its 
  myriad guilds. The guilds were alwaysa potent force in lhecity. but 
  in the disruption of lrade, industry, and food supplies after 1409, 
  their influence vastly expanded. Although the conflicts among the 
  guilds (and between the guilds and the refugees in the city) keep 
  Tharbad agitated, the Canotar finds that they must be indulged as 
  the only means to keep any semblance of order. 
  Within the context of politics in Cardolan, Tharbad functions as 
  a free City. Tharbad controls a substantial amount of land around 
  its environs by vinue of the Gondorian soldiers of the Canotar. The 
  Canotar maintains a bold face, but all know that he is unlikely to 
  get reinforcements or more money from the South. He therefore 
  tends to playa cautious game in the morass of Cardolan politics. 
  6.2WARCRAFT 
  Warcraft in Cardolan has greatly declined since the days of the 
  Royal Army. Then. the heavy pikemen of Cardolan, made up 
  largely ofTergfl who had followed the profession for generations, 
  were considered the finest heavy infantry in all the Realms in Exile. 
  In those days there was also a Royal Navy. though itcould find few 
  foes. Most of the ships were eventually were sold, a few still serve 
  the Prince of Dol Amroth. This was a better fate than that of 
  Cardolan's soldiers. For a time Cardolan stood in the forefront of 
  the resistance 10 the forces of the Witch-king, executing campaigns 
  and executing Orcs and Easterlings. Now, conflict is a constant 
  feature of life in Cardolan, but it is war of pillaging villages, 
  burning crops, and inconclusive sieges; war with little honor and 
  no glory. 
  M ILITARY ORGANIZATION IN THE KtNGOOM 
  On paper, the Kings of Cardolan could gather and anny offrom 
  5.000 to 8,000 militia, 2.000 to 3,000 professional infantry, and 
  about 2,000 mercenaries. 200 to 400 cavalry. made up of the 
  mounted Dunadan nobility who generally fought on foot, domi-
  nated the force. These numbers. though, depended on the degreeof 
  cooperation of their Princes. The King's own forces consisted of 
  600 of the finest Raggers known as the Malthoth (5. "Gold 
  Helms"), the Kinsmen of the King, a bodyguard of about 20 
  Requain (S. "Knights"), and about2.000 militia raised in Tharbad. 
  He would occasionally maintain about 800 mercenaries organized 
  into a banner of medium cavalry and a banner of archers. As a 
  general rule of thumb. each Prince could raise about 400 Raggers, 
  300 mercenaries, 2000 militia, and 60 cavalry from among his 
  lesser lords. The standard tactics of the HostofCardolan was to use 
  the militia to garrison Cardolan's fortress and to protect the anny's 
  lines of supply. The pikemen would then seek to force the foe to 
  engage, so thai the nobles could slrike the decisive blow on a flank. 
  Tharbad & Warcraft 
  6.21 THEWARRIORCLASSES 
  The warrior classes of the Kingdom still survive, though often 
  mere ghosts of the halcyon days. 
  1. Raggers from Ragh Crann-5Ieagha(O. "Ranks of Pikes") 
  The lesser-blooded offspring of the soldiers of the early 
  Numen6rean garrisons and their Eriadoran wives and mistresses 
  were less than welcome in Numenor. so many of these Tergfl took 
  up their father's profession and remained in Cardolan. Over the 
  centuries they became the primary military class in their lands. the 
  steel heart of the forces of Car dolan. They also adopted the epithet 
  hurled at them by Dunnish marauders as a title of honor. 
  RAGGERS 
  The professional pride of the Raggers was legendary, and 
  through incessant drilling, they became the finest heavy infantry in 
  Endor. At least it was not wise to suggest otherwise when a Ragger 
  was within earshot. Their most noted accomplishments were at the 
  Battle of Dagorlad in S.A. 3434 when they held the flank against 
  Sauron's MOmakil after the rout of the Silvan Elves, and at the 
  DisasterofCameth Brin in T.A. 1217. There the Raggers, though 
  exhausted by a day of desperate fighting and taken at unawares, 
  rallied themselves and clove a path out through the hordes of 
  Gundabad. 
  The Raggers slowly withered in the internecine wars of the 
  Sister Kingdoms before the coming of the Witch-king. The last 
  great host mustered in Cardolan was hammered to pieces in the 
  Battle on Tym Gorthad in 1409. Barely a hundred warriors now 
  survive organized into the most feared and respected of the 
  mercenary companies. The Ragh Crann-Sleagha are notorious for 
  never having betrayed an existing contract. 
  
  Warcraft 
  The remaining Raggers still use the equipment of their longfa-
  Ihers (often literally). They weara full chain hauberk and sleel shod 
  boot". The men-at-arms wear a full helm. wilh a detachable visor. 
  The main weapon is a long and heavy pike, 12' long. As might be 
  suspected the Raggers operate in very close order, and rely on an 
  irresistible charge for offense. and lhe impenetrable forest of their 
  pikes on defense. Forcloserquarters, the Raggers useadistinclive, 
  short and heavy backs word thai they quaintly refer to as a '·knife." 
  2. Cavalry and Mounted Infantry 
  In ancienl times, the lords and lordlings of Arnor foughlon foot 
  beside their subjects. The infusion of fine horses by the Northmen 
  was greeted enthusiastically, as marching was somewhat beneath 
  one's dignity. However, the Dunadan nobility was trained to fight 
  on foot and horses were very expensive at first. Therefore, the 
  tendency among the lesser lords was to protect their horses by only 
  using them as a means 10 reach bailie. Only Ihe greater lords could 
  afford the stables, and new equipment, and training necessary 1(> 
  fight effectively from horseback. 
  Cardolan never developed the heavy cavalry that became the 
  mainstays of the Dunadan armies of Arthedain and Gondor. The 
  minor lords used a vanet y of titles including Roquen (S. "Knight"), 
  Ereler (S. "Noble"), Ohtar-Erain (S. "Royal Warriors"), and Hir 
  Nibin (S. "Baronet"). The mounted Dunedain in an army were 
  usually gathered as a strike force. Their equipment always varied 
  but generally included shield. broadsword. and bow. 
  The lesser lordsofthe Dunedain suffered losses at leastas severe 
  as lhe Raggers in Cardolan's many wars. Those who remain tend 
  to lead their forces from horseback. There are not enough left to 
  gather into a banner of mounted infantry as of old. The only 
  remnant of this system is the mercenary company known as the 
  Cruaidh Maraich (D. "The Sleel Riders"). They are actually the 
  heirs ofRhudauran exiles who entered Gondor in the 14th century, 
  and who use the unique Rhudauran practice of having the knight's 
  retainers accompany him into battle by hanging on to his stirrups. 
  3.MilUia 
  By Law, all males over 14 years old are subject to military 
  service when summoned by their Prince. The codicil to that law-
  that all males must provide themselves with weapons -
  is readily 
  obeyed; however, the most popular of Princes have done well to 
  raise aquarter of their potential manpower from the individua1istic 
  common folk of Cardolan. In contemporary Cardolan, the Princes 
  consider themselves lucky to raise half that percentage. 
  When King Thorondor organized his new realm, he was well 
  aware of the main deficiency of his armies: neither the Raggers nor 
  the Requain were given to missile combat. He sought to repair this 
  deficiency by establishing an organized militia force, the Yeo-
  manry, to supplement the levy of all healthy males. The Yeomanry 
  were to be equipped with long bows, leather armor, and a helm. 
  Those Yeoman companies that appeared at the Fairs that accom-
  panied the three High Festivals were paid, and there were further 
  rewards for the winners of competitions in drill and archery. The 
  Yeomanry were under the orders of their Prince, a1lhough paid by 
  the King; this contributed significantly 10 the success of the 
  institution. Unfortunately, the Royal Treasury could not afford this 
  expense after the Time of Troubles. Some Princes continued the 
  praclice Qut of their own pockets, but the last Yeomanry, thai of 
  Calantir was disbanded during the Plague Years. 
  Thecurrent militia, synonymous with the former levy . areal best 
  an anned mob. useless in a stand up fight. They are best-suited for 
  providing muscle for the construction of siege works. and in 
  devastating the countryside. Even for their most serious conflicts, 
  the Princes are likely to halt the muster once 1.000 troops are 
  collected. 
  25 
  4. WarbandsoflheTribesand Clans 
  The warriors of the Dunnish tribes both in and outside of 
  Cardolan are one of the few aspects ofthe military equation that has 
  changed little over the years. The average tribe can gather aboUi 
  200 warriors, the quarter of that which are experienced can be 
  distinguished by their soft lealher annor. Dunnish warriors fight 
  with spear and a large leather shield. They also use a notoriously 
  ineffective throwing club known as a Weeb. The tribesmen nor-
  mally try to rely on their usually superior numbers to envelop both 
  flanks of a foe. This is usually suicide against a steady and more 
  technically advanced foe, but no better idea has yet been found. 
  The clansmen of Saralainn, when they are mad and/or drunk 
  enough not to view warfare as a dangerous but amusing game, are 
  not subtle. The standard tactic is to madly rush lhe foe in order to 
  close with their deadly pole axes, which they wield with abandon. 
  The more experienced warriors have graduated to twohanded 
  swords. Big ones are especially popular. The average clan can 
  muster about 120 fighters. 
  5. Mercenaries 
  Cardolan has a ancient and honorable tradition ofusing foreign 
  soldiers, a practice that dates back to the Dunlending bands that 
  served the Numen6reans in their wars with the Eriadorans. The 
  constant wars and thin population continue to create a demand for 
  aid, and the brave and the foolhardy provide a wealth of volunteers. 
  The Golden Age of the Mercenaries lasted from 1050, when the 
  Sister Kingdoms began girding themselves for their first war, to 
  1409. when the Host of Cardolan withered in the Battle on Tym 
  Gorthad. Cardolan relied on Norlhmen from Rhovanion who 
  served mostly as medium cavall)', and Dunnish Tribesmen from 
  Enedhwaith who served as fodder. They answered the Easterling 
  light cavalry and Orc infantry who served Rhudaur. and soon 
  thereafter Angmar. The Northmen were particularly valued and 
  many were persuaded to settle in eastern Cardolan. Their Five 
  Burhs (N. "Hilltop Fort/fowns") along the Nen-i-Snt outlined 
  Cardolan 's northeastern boundary formany years. Since the fall of 
  the Kingdom, most of the Northmen have drifted back to their old 
  homes, save for a large number in Peotar. 
  6.22THE MERCENARY COMPANIES 
  The Silver Age of the Mercenaries is said to have begun in 1459 
  when the remaining Raggers besieged Daeron Feotar, the frrst 
  Canotar, in order to collect their back pay. The success of this 
  rebellion led many of the professional warriors in Cardolan (of 
  whom there were less than I ,000 left) to notice that for a Prince to 
  have any success he had to be able to capture forlS. Since they were 
  the only force capableof doing lhat, the Raggersand some landless 
  nobles formed themselves into comP3!lies, loosely based on the 
  guilds ofTharbad and sold their services to the highest bidder. This 
  process has been often imitated bUI the success of the original 
  companies has never been matched. 
  There are currently four major mercenary companies in Car-
  dolan, and the power and influence of their Captain's comes close 
  to rivalling thai of the lesser Princes. The foremost is the Ragh 
  Crann-Sleaglla, the remnants of the Targil military class; the 
  Cruaidh Maraich are only slightly less potent. Next comes the 
  Troich-Armchleasah (D. "Dwarf-warriors"), a combined anns 
  force built around a nucleus of sturdy Dwarves. Last are Forak-
  Eig inn, Forak' s Violators. It is a fair measure ofthe depths to which 
  Cardolan has sunken, that a Half-orc (Forak) can be a person of 
  note in the lands, dea1t with by most of the Princes whether they 
  like it or not. Few trust Forak, though he has a record of success. 
  He is a necessary evil because the Violators possess the only 
  mobile siege train in the country and his henchmen are very 
  capable engineers. 
  
  26 
  6.3 THE POLITICAL SITUATION 
  The Princes of Car dolan can beroughly grouped into three more 
  or less pennanent factions, though the sides change oflcn, and 
  often very quickJy. The pro-Arthedain faction. the Arthedainen-
  dili, lend to view the High King at Fornosl Erain as the traditional 
  font of authority, whose co-operation is required for any restora-
  lion of order in Cardolan. The Gondorendili (S. "Lovers of Gon-
  dor") respond that the King of Gondor is the only person with 
  enough power to rebuild the country. The Independents agree that 
  the current situation is unfortunate, but see no need to involve 
  outsiders. These are the positions taken for public consumption aI 
  any rate. Each of the Princes, save perhaps Pclendur Hir Tym 
  Gorthad. who has his hands full in his own lands, sees the re-
  unification of Cardolan as a process that he/she should lead and 
  profit from. In the aftermath of the Plague Years, intrigue is in 
  relative abeyance but the political situation remains volatile. 
  BRAEGTL 
  POUTICS IN MINHIRIATH 
  The current political situation in Minhiriath demonstrates the 
  convolutions considered normal in Cardolan. Echorion Hir Girith-
  lin probably has the best claim to the vacant throne of Cardolan, 
  and Girithlin has traditionally been an independent. However, his 
  declining amber revenues have convinced Echorion, or his regent 
  and uncle Eiimil. that it is time to playa waiting game. He is very 
  vocal in his support of King Argeleb II of Anhedain. Earnil 
  provides the most of the funds for the Ragh Crann-Sleagha to serve 
  King Lanaigh ofSaralainn in a campaign against the Warlord. 
  The Political Situation 
  Actually the mercenaries are doing nothing against the Warlord, 
  but are preparing instead against an expected Arthadan expedition. 
  This secret is the real reason for the subsidy. Lanaigh as the 
  unblooded heir of a usurper has the least to gain in a Dunadan 
  restoration. He isvery uneasy about the unrest among the numer-
  ous refugees still remaining in his capitol, and has been making 
  open overtures to Gondor through the Canotar of Tharbad. The 
  Warlord seems to be content to continue his unopposed pillaging, 
  but he is developing an intricate plol to trap Forak. As unlikely as 
  it seems, the Witch-king really docs consider Forak a rcbel, and 
  there is a large price on his head, just as the Half-orc claims. 
  MINTYRNATH 
  In an almost unprecedented situation, Pelendur Hir Tyrn 
  Gorthad is absolutely loyal [0 Arthedain, for only the Anhadan 
  Dunedain have important enough interests in his Wight-infested 
  lands to continue the struggle. However, Pelendur would very 
  much like to see the Saralainn expedition go east instead of south. 
  and he is trying to arrange a clash between Calantir and Girilhlin 
  by bribing Khanli the captain of the Dwarf-warriors currently in 
  Finduilas Calantir's employ, not suspecting Elirnil's treachery, 
  Finduilas m, Emil of Dol Calantir has found herself leading the 
  Independents, though by taste she is an Anhedainendit. The 
  Princess is lillie respected among her peers because of her sex, and 
  because she is a mage. Actually she is a most competent player in 
  the great game. Finduilas is aware of the negotiations between 
  Khanli and Pelendur, unbeknownst to either. She is allowing this 
  to proceed, as she has bigger fish in the fire, and such a minor war 
  would effectively divert suspicions. Her best agents (after decades 
  of preparations) are about to unleash a major anti-Gondorrebellion 
  among the guilds of Tharbad. If it succeeds, all the better, as the 
  rebels would be easily subverted. 
  Hallas. Emil of Dol Tinare, finds himself a leader of the friends 
  ofGondor. This is not an entirely unusual position for him, but he 
  is feeling his years, and is lOSing interest in the game. His current 
  ambition is to restore his former capitol of Amach to its former 
  beauty, and he has retained Forak for this purpose. He has also 
  contracted with the Steel Riders for a raid against the Warlord. for 
  Hallas is finding religion in his old age. Celedur. Hallas' fifth and 
  only surviving son, and Faradil, Hallas's grandson by his first son, 
  take a dim view of the old man's attempts to squander their 
  inheritance before they get it. It is unprecedented that the other 
  Princes are not going after the weakening and disinterested Tir 
  Tinare, like wolves after a wounded ewe. 
  TIIARBAD 
  Imlach Hardadrimris only took office as Canotar only seven 
  months ago, after the suspicious death of his predecessor. This did 
  not seem to be a wise appointment, for Imlach is a battlehardened 
  soldier who had served Gondor for most of his life in Harondor. 
  Although the doughty veteran has yet to reaJly get a feel for the 
  politics of Cardolan, he has instituted an impressive program of 
  reforms in Tharbad. which had grown accustomed to graft and 
  disinterest from its governors. Unfortunately this quickly made 
  Imlach a number of enemies among the more powerful guilds, 
  although he remains popular with the less skilled groups (espe-
  cially the sailors and the laborers guilds). Imlach is close to 
  uncovering the planned revolt. but whether or not he will do so in 
  time is an open question. 
  
  28 
  6.5 THE INSTITUTIONS 
  One might suspect that the people of Cardolan arean unruly lot, 
  given the chaos of the normal political situation in Eriador. 
  ActuaJly nothing CQuld be further from the truth. As a general rule. 
  the folk are quite lawful; the trouble comes over the interpretation 
  of the law. They also have an almost obsessive interest in tradition 
  and ritual. Most often expressed in organizations and institutions. 
  the best examples arc the powerful guilds of Tharbad and the 
  biannual Fairs held throughout the country. This tendency might 
  be attributed to the diverse and multi-cultural natureofCardolan 's 
  population. which gives rise to the desire to maintain one's roots. 
  Lately. this trend has produced a quest for security and solace in 
  uncertain and inconstant circumstances. 
  6.51 THEGUILDSOFTHARBAD 
  A recent history of the Guilds of Tharbad is virtually a history 
  oflhe city itself. The Guilds dale back to theamval of a dissident 
  faction of the glassblowers from Fornos! Erain shortly before the 
  division of ArnoT. Up to that time. Tharbad had been almost. 
  entirely a trading city whose manufacturers could nOI fulfill 
  Tharbad's needs. Nonetheless,jealousy over the preferential treat-
  ment given to the glassblowers caused virtually all of the other 
  artisans to organize their own guilds. 
  The glassblowers soon divided again inlo guilds more con-
  cerned with alchemy and with artistic merit. The lesser guildS, in 
  tum, languished as fraternal organizations that did little more than 
  march at Fairs and High Festivals; thaI is until King Tarandil 
  reorganized the political and economic structures of his realm 
  beginning in T.A. 1079. Tarandil was burdened with his father's 
  massive deblS from the Twelve Years War and, given the largely 
  self·sufficienteconomy and the independence of his Princes, there 
  was little prospect of the debt being repaid. Tarandil realized that 
  his authority had to prevail, and that some commodity for export 
  was needed. Tarandil detennined that sheep (who already outnum· 
  bered the people in his kingdom) were his best option. He restruc-
  tured the law regarding both the lord's and the peasant's ability to 
  own land, and provided subsidies for the guilds that worked wool 
  and mutton and the merchant's who sent it abroad. 
  The guilds soon came to rival even the power of the Hiri (S. 
  "Lords. Barons") but their decline began with the Disaster of 
  Cameth Brin and became precipitous until the Fall ofthe Kingdom. 
  The decline in crade undennined the incomes on which the power 
  of the guildS had been built. but also came to provide new reasons 
  for their existence. 
  The devastation of western Cardolan that preceded and fol-
  lowed the Battle on Tym Gorthad led thousands of refugees to 
  migrate to the nearly impregnable bastion of Tharbad. They 
  gathered in Caras Gwanoth, the Shanty Town beyond Tharbad's 
  walls, though there were not enough jobs, residences, or food for 
  them. Despite several colonizing efforts in eastern Cardolan that 
  contributed to the rise of Saralainn the refugee population conlin· 
  ued to grow. and tensions increased between the Old Tharbaders 
  and the unwelcome and hungry newcomers. The guilds provided 
  the primary vehicles for the Old Tharbaders to ann themselves 
  against their riotous "guests". 
  During the widespread peasant rebellion led by Lamril in T.A. 
  l434.the guild militia provided the bulk of the forces that defeated 
  the peasant army. The victorious guildsmen also fell upon the 
  Shanty Town on their return, burning it to the ground while 
  massacring most of the unfortunate inhabitanlS. This led the 
  Canotar to disband the militias but protection has remained one of 
  the primary functions of the guildS. 
  The Guilds 
  THEGUILDSOFTHARBAD 
  Profession 
  Cockade 
  Alchemists 
  Red, Brown, White, and Blue 
  Annorers 
  Silver with Black Center 
  ~gemen 
  Greyish Green 
  Brewers 
  Nut Brown 
  Carpenters 
  Light Brown 
  Coopers 
  Light Brown with Black Center 
  -
  Dyers 
  Yellow 
  Embroiderers 
  Red Rose on White Field 
  Fishennen 
  Light Blue 
  Herbalists 
  Light Green 
  Innkeepers 
  Wine with Gold Center 
  Laborers 
  Grey 
  Lampmakers 
  Yelloyo' with Blue Center 
  Masons 
  White with Grey Center 
  Mercenaries 
  Blood Red 
  Merchants 
  Purple with Gold Center 
  NighlSingers 
  Pink 
  Papennakers 
  Light YeUow 
  -
  Potters 
  Reddish Brown 
  Saiters/packers 
  Red with Bone White Center 
  Seamen 
  Deep Blue 
  -
  Shipwrights 
  Sea Green 
  Smilhs 
  Black 
  Tanners 
  Brown with White Cenler 
  -
  Teamsters 
  Orange 
  Traders 
  Gold (rarely worn) 
  Vinlers 
  Wine 
  Weavers 
  Neutral 
  WheelwrightS 
  Black with Brown Center 
  Whitesmiths 
  Silver with Gold Center 
  NOTE: There are al feast twO score Minor Guilds Ihat have 
  official recognition but little influence. These include the: 
  Scribes, Scholars. Cobblers. Players, Guides. Gravediggers, 
  Farmers, Shepherds. Glassmakers. Locksmiths. etc. Each of 
  the MilwrGuilds has its own colors, always a pattern o/three 
  colors vaguely appropriate to their profession surrounded by 
  a white border. No guilds member or apprentice is likely to 
  be seen in public without their cockade as most guilds levy a 
  finefo/" sitch lack a/pride. 
  
  The Guilds & Fairs and Festivals 
  BARGEMAN 
  CUlUI.ENT GUILD POLITICS 
  With me tensions mat have been growing in Tharbad since me 
  Plague Years, the guilds have obtained an unprecedented "popu-
  larity." The guilds effectively control all economic activity in me 
  city, and guild membership is virtually a necessity for the common 
  folk. This is generally demonstrated by wearing a cockade of your 
  guild's colors, though this can get one into serious trouble if the 
  wrong neighborhood is entered. The Mercenary and the Merchants 
  Guild's rents their colors to visitors to the city , and very few people 
  will bother someone wearing the purple and gold, at least during 
  daylight hours. A solitary sell-sword is always on his own. 
  The old triumvirale of the Weavers, Dyers, and Salters/Packers 
  Guilds remain the most numerous in Tharbad; but for that very 
  reason they are desperately poor, and their power has greatly 
  waned from the time they dominated the city. All three of these 
  guildS are fractured into rival factions which makes them quite 
  susceptible to outside influence. 
  The newest, and largest guild is that of the Laborers. They are 
  mostly refugees from the south who came during the Plague Years. 
  They had the sense to organize in proper Tharbadian fashion, and 
  were granted a district to live in that had been gutted in the Great 
  Fire ofT .A. 1634. Though numerous, few of the Laborers are well-
  fed or well-anned. a fact which curtails their influence. 
  The most powerful guilds are those of the Merchants and the 
  Traders; for though relatively small, mey control a great deal of 
  money. The Merchants Guild is largely controlled by Dwarves 
  from Moria and Gondorian ship owners. They, of course, have the 
  greatest interest in the stability of Ihe city. The Traders Guild has 
  become so strong that they march in the parades of me cities during 
  the High Festiv81s. Though quite rich, the Traders Guild is not 811 
  29 
  that effective. It has come to specialize in the comparatively 
  victimless crimes of smuggling (especially drugs), gambling, and 
  prostitution; a cerlain degree of complacency has crept in. 
  Of the lesser guilds the Bargemen Free Association and the 
  Seers Guild are probably the most interesting. The number of 
  bargemen in the city varies greatly from wcek to week and from 
  season to season, and they generally disdain involvement in loc81 
  politics. However, the Association is actively courted and deferred 
  to, for its robust, brawling members are probably the mostdecisive 
  and uncommitted factor in the local b81ance of power. The Seers 
  Guild was officially disbanded in 1504, and those few members of 
  the Alchemists Guild who knew any magics "retired. "This course 
  of action was recommended by the powerful wizard. TharkOn (Kh. 
  "Staff Man;" better known as "Gandalf the Grey") who briefly 
  resided in the city. Some of the leaders of Tharbad know that an 
  underground Seers Guild still exists. but not even the Canotar or 
  the Masterofthe Traders Guild knows its membership orcapabili-
  ties. 
  6.52 FAIRS AND FESTIVALS 
  With its widely scattered population, the inhabitants of Car-
  dolan have to gather to honor their deities and to conduct business. 
  Over the years these practices have become regularized and 
  fonnalized. Honorary positions, as officers and marshalls of the 
  fairs and festivals and straightforward standards of behavior. are 
  obeyed even by the most ragged ruffians. However, despite the 
  rituals and the vital business dealings, the fairs and festivals are a 
  time of panying. celebration. and joy, even though these com-
  modities have been in short supply in recent years. 
  The Autumn Fair is the most imponant of these occasions. The 
  harvests must be marketed, and gradually this fair has gained 
  significance as the main exchange time for all products. Traders 
  still gatherfrom all overthe West for the Autumn Fair in Cardolan. 
  There are several regional fairs, but the most imponant is the one 
  held at Thalion. Though there is no King, the Autumn Fair 
  coincides with the Eruhantal~, one of the three Dunadan High Holy 
  Days. The Canotar now leads the prayers and parades of the 
  people. 
  The festival of Harvest Home occurs shonly thereafter, when 
  the fair goers have returned to their domiciles. Harvest Home is an 
  entirely local celebration, as is the observance of Yule which 
  enlivens the long winler. Life is then fairly dull until the arrival of 
  spring which is announced by the Spring Fair. This coincides with 
  Erukyenne. the spring High Festival. There is little to trade in the 
  spring, so this Fair is of less economic importance. Interest is 
  sustained by parades, and especially by the mock combat., and 
  tournaments of the warriors of Cardolan. Only the Dunedain and 
  TergfJ tend to observe the midsummer festival of Erulaitale. 
  
  30 
  7.0 PEOPLE OF NOTE 
  GM Nole: The/allowing character descriptions are keyed 
  (0 the date T.A . /642. Character descriptions for the date 
  T.A. 1410areprovided in the ICE adventure moduleTh ieves 
  of Tharbad. The volatile conditions in Card%n make it 
  difficult to supply universally appropriate non-player char-
  acters. However. these characters would reasonably ap-
  proximate for the Princl!S dllring the Times ofT roubles in the 
  J3th Century of the Third Age. The circumstance of during 
  the reigns of one of the weaker Kings a/Cardo/an could also 
  be simulated by making the Gondorian Canotar into the 
  King. 
  7.1 THE PRINCES OF CARDOlAN 
  They are presented in alphabetical order so as to give nooffense. 
  EARNIL, RECENT or GlltITHLlN 
  Though not a Prince in name, Eamil rules Girith.lin in the 
  minority of his nephew, Echorion Hir Girithlin. Elirnil is on of the 
  few modem Dunedain who approach the height of their ancestors, 
  standing 7'3" lall. He has the martial skills that might be expected 
  of a man of his size; and he is bold and forward in baule, although 
  he is approaching his later years. Eamil is a man of simple yet 
  refined lastes; poetry is his favorite hobby. He is an unmistakable 
  figure on public occasions, noted for his brooding crimson robes, 
  and his refusal to hide his balding pate beneath a convenient helm. 
  Earnil has picked a few bad subordinates, but his subjects hold him 
  to be a fair, if occasionally harsh master. 
  For all his manifest vinues, Elimil is at least the most conniving, 
  if nOt the mOSt ruthless of the Princes of Cardolan. He has 
  effectively managed the principality since his youth. something 
  mat his more relaxed father and elder brother rarely noted. Elimil 
  has never been directly implicated in any treachery, but he has 
  lived too long not to have had the rumor mill catch up with him. He 
  is no longer trusted by anyone except, perhaps, his nephew. 
  Although Eamil was once content to rule from the shadows, he has 
  grown to like the trappings of power during the regency. It is 
  unlikely that Echorion will reach his majority if Earnil does not 
  predecease him. 
  F INOVII,AS III, EKNlt O~· DOI. CAL-ANTIR 
  It is not all that unusual foreither women, or mages to have ruled 
  the principalities of Cardolan, but Finduilas is the first ruler to have 
  been both. She is in her early adulthood, on the short side for a 
  women of pure blood, and ramer plain, though it is said that when 
  she unveils her light green eyes they pierce one to the soul. 
  Finduilas appears 10 be very self-absorbed; she is quite content to 
  leave the day-to-day administration of her realm to her subordi-
  nates. This allows her funhertime 10 study her magics. and to plOt. 
  She would not be troubled to discover that her aides pursue thc 
  same oppressive policies that characterized her forebears. In most 
  things, Finduilas is a traditionalist, favoring an archaic style of 
  robes thai does little to complement her face or figure. 
  Finduilas has been considered a relatively minor factor in the 
  politics of Cardolan, a status that is about to change. Having 
  mastered the diminished knowledge of the Essence that was 
  available in the NOM (and having been found to be too eager a 
  pupil by several Elvish masters and wizards), she finally took an 
  interest in politics. She found to her delight that the balancing and 
  manipUlation of political forces was an interesting analogy to her 
  magics. Finduilas has now decided to play to win, simply for the 
  sake of the game, for she cares nothing for either the potential 
  rewards or potential consequences of her actions. This frivolous 
  attitude does not, unfortunately, detract from her abilities. 
  PeopleofNole: PrincesorCardolan 
  HALLAS, ERNtLOf DOL T1NA.RE 
  Hallas is getting on in his years, even for a DUnadan, having 
  reached his 164th year. This may be attributed to his having royal 
  blood on both sides of his family, but in the last three years Hallas 
  has lost his muscle tone, and his teeth, and has gained a pot belly. 
  Hallas now wears his nightshirt on all but unavoidable occasions 
  of Slate. His wispy white hair and rheumy eyes belie his Slatus as 
  a lord of the DUnedain. 
  Hallas does not cling to life through pride or fear, for the one 
  thing he has not lost is his wits. In his prime, he was rumless and 
  avaricious and almost always on the winning side. Hallas largcly 
  restored the fortunes of his house from the nadir reached during the 
  reigns of the Feotarin Canotars. [n so doing, he strayed from the 
  paths of righteousness many times and Hallas hasdetennined todo 
  one good deed before he dies. Ever practical, he has two options: 
  ridding Cardolan of the WarlOCk., or restoring the ruined festival 
  city of Arnach to its former glory. Hallas' determination is often 
  mistaken for senile obsession, but the old wolf probably is "good 
  for one last bite", as he is fond of reminding bis impatient heirs. 
  IMtACIl HAKDADRIMK1S, CANO"rAR 
  Imlach, the new Canolar at Tharbad (as he is officially styled) is 
  a mature DUnadan, 6'2" in height, with dark auburn hair, and meny 
  hazel eyes. He generally dresses in the garb of the Gondorian 
  garrison, a chain shirt over a simple white tunic and breeches. This 
  displays the scars that crisscross his anns and legs. lrnlacb's only 
  adornment is the gold mace that is the symbol of his office. Imlach 
  has sold off the palatial furnishings of the fonner Canotar, and 
  given the proceeds to the refugees that swarm in the city. He resides 
  in a simple, spanan chamber in the Ryncaras Tharbad, the main 
  fortress of the inner city. He is a grim man, but he has an easy 
  humor, and a ready, if ribald wit 
  lmlach was born a simple yeoman near the town of Linhir in 
  Gondor and joined the army when his father lost the fann gam-
  bling. Imlach made steady progress through the ranks, and hap-
  pened to be noticed by the Prince of Dol Amroth as he rescued two 
  comrades from a burning Corsair galley. lmlach was knighted. and 
  again found himsclf in the wrong place when his troop was at an 
  outpost that the Haradrim descended upon in great force. The 
  command of the garrison fel l to Imlach as all the other knights and 
  infantry commanders fell, and the outpost held on for eight days, 
  as Imlach personally slew 23 of the Southerners. This stand was 
  later discovered 10 have saved the anny and the Crown Prince from 
  a terrible ambush, and Imlach became a hero. He was still a 
  peasant, though, and did not fit in with the court at Minas Tirith. 
  When the previous Canotar at last grew disgusted with his post, it 
  seemed a likely spot 10 dispose of him. lmlach is utterly unprepared 
  for this assignment, anned only with a sense of fair play, common 
  sense, and an infallible courage. 
  KING LANAIGH Of SARA LA INN 
  King Lanaigh's great-greatgrandfather was Gordaigh Troll-
  bane. a man of unknown lineage and unlimited ambition, the 
  founder of the Kingdom of Saralainn. Though Gordaigh was a 
  Slranger 10 his realm, Lanaigh is fully acculturated as a clansman. 
  Lanaigh stands 5'9" tall and has deeply-tanned skin and a mop of 
  black hair, which can conceal his gaudy golden crown when the 
  wind is blowing. Lanaigh is nOlnearly as accomplisbed an oralor 
  as he thinks he is, although he's somewhat accomplished. Lanaigh 
  is boisterous: one of his unfortunate but favorite pranks is to throw 
  slillborn lambs out of upper-story windows al people. He has a fast 
  and hot temper, but it passes as quickly as a thunderstorm. 
  
  People orNote: PrincesorCardolan & Northern Cardolan 
  Lanaigh is no fool. however, for he is exactly the kind of ruler 
  that his people desire -
  one who will wrestle in the mud with you 
  and buy you a keg of ale if you win. There have probably been more 
  rebell ions in Lanaigh 's reign than in that of any of hi s predecessors, 
  but only one has been serious: that of the False Kennegh, in which 
  the Beffraen panicipaled. When sober, Lanaigh is an astute poli-
  tician, which has been necessary for his realm to prosper in its 
  peculiar fashion in the dangerous lands of Cardolan. 
  PELENDUR 
  PELENDUR HIR TVRN GORTHAD 
  In PeJendur we come at last 10 the ideal of a lord of the 
  Dunedain. An impressive man withjel black hair and grey eyes, he 
  could pass for one the Kings of old. He stands 6 '7" tall and is 
  almost always found in the burnished cuirass and greaves that are 
  an ancient heirloom of his family. There is a definite weariness in 
  his bearing and his eyes though. for Pelendur bears a heavy 
  burden. He guards one of the most sacred lands in Endor, the tombs 
  of the Kings of the Edain -
  dating back into the dim mists of the 
  Elder Days- against the horror of the wave after wave of undead 
  spirits that seek to take possession of this hallowed ground. 
  Pelendur is a soft-spoken man who treats King and Cotter with 
  equal honor. He participates in the intrigues of the other Princes as 
  he must to maintain his charge, but this distresses him. A master of 
  ancient lore and languages. he is clearly the Prince held in highest 
  regard by the Elves (which is no slight honor). 
  31 
  THE WARLORD (A RDAGOR) 
  Not all of the hideous experiments in Dol Guldur conducted by 
  the Necromancer (Sauron) were as successful as those that pro-
  duced the Uruk-hai and the Olog-hai. The Warlord is one of the 
  failures, an abomination. the result of mixing Troll and Elvish 
  seed. As had been intended by his maker, the Warlord is a loverof 
  cruelty and dark learning. He is both a fearsome wanior. as is 
  widely known, and a passable sorcerer, which few suspect. He also 
  has a pathological hatred of Orcs, and when seeing one will fall 
  upon it and rend it to pieces. This could have been merely a 
  humorous foible, but the Warlord could not restrain this habit even 
  when in the presence of his Dark Master. He was therefore sem to 
  the Witch-king. The WitCh-king at last found a use for him when 
  a batch of Hill Trolls proved unamenable to military discipline. 
  The Witch-king gave them to the Warlord and unchained the lot in 
  the general direction of Carda Ian. This has proven far more useful 
  than expected 
  7'8~ and black of skin, the Warlord's body and limbs are finely 
  proportioned, but his face and head are as misshapen as that of the 
  ugliest Troll. He wears a stout iron ring around his neck that is 
  imbued with the permanent illusion ofa black homed helmet. The 
  Warlord is a skilled negotiator and, sad to say, has secret dealings 
  with many of his fellow Princes. 
  7.2 NORTHERN CAR DOLAN 
  ECIIORION UIR GIRITIIUN 
  Echorion is three years shy of 27. his majority. A man of little 
  natural charisma, unimpressive in hcight or physique, he compen-
  sates with his refined bearing. Echorion has spent most of his life 
  as a hostage in Anhedain. and hehas becomedeepJy steeped in the 
  mystique of the Requain Erain. Echorion pictures himself as a 
  Knight, Errant. with the quest of destroying the evils that infest 
  Cardolan. He is, however. a man of considerable intelligence, who 
  is likely to quickly absorb and adapt to the reality he will find. ifhe 
  ever succeeds in becoming Baron. 
  MINASTlR, 
  A RTHADAN COMMANDER OF l1n~ SOUTH 
  Minastir is the third son of King Argeleb n of Anhedain. 
  Knowing that he would be unlikely to be called to rule, he has 
  devoted himself to a military life. He has risen quickly through the 
  ranks and is very happy in his first independent command. Minastir 
  has terminated his predecessors' policy of remaining on the north 
  bank of the Baranduin except during interventions. Minastir is 
  hasty to lead his cavalry down across Sam Ford at the rumor of 
  bandits menacing the North Road. This has done a great deal to 
  improve order in north central Cardolan, but several oflhe Princes 
  have hopes of exploiting Minastir's hastiness. 
  Minastir prefers a simple green rangers garb when he is not in 
  battle. His 6'7" height is not unusual for one of Royal Blood, but 
  he has tan skin and spons a hint of an unfashionable mustache (of 
  which Minastir is inordinalely proud). His unusual appearance 
  caused much unfortunate and false gossip when he was a baby, 
  Minastir is a man of manners who is respected by his men and is 
  becoming a hero to the local peasants. He holds a singular dislike 
  for Earnil ofGirithlin. 
  
  32 
  AITHE1.AN,JAN'S SON 
  Although Aethelan has no rank above that of any of the other 
  freeholders of Pinnath Ceren, he commands great respect and is the 
  closest thing the Eriadorans have to a leader. Aethelan is no friend 
  (lfthe Dunedain oror any strangers. He is, however, a man of honor 
  who reveres the dead buried in the Barrow·downs, some of whom 
  are his own distant ancestors. Aethelan initiated the sale ofHaru-
  ella to the Dunedain ofTym Gorthad ,and allowed his son 10 war 
  with them for asummer. Thisexamplehas been followed by agood 
  number of his peers. 
  Aethelan is a great bam of man. Though he stands only 5' 11". 
  he outweighs most Dunedain. and hardly an once of his body is fat. 
  He is entering his old age. but he is still hale apd can wield his ax 
  with a fury. Aethelan can not be mistaken, for his beard has 
  relained ils black color while his hair has tumed as white as snow. 
  PUt:NWEN 
  The twin sister of the HirTym Gonhad, Pelenwen is considered 
  the most beautiful of the women of Cardolan. She is also the most 
  eligible. for her brother has not married. This ignores her intrinsic 
  virtues as an accomplished cleric, skills that are desperately 
  needed in the Barrow-downs. In her own way, Pelenwen is as 
  devoted to the realm as is her brother and she is nOI inclined to 
  malT)'. 
  As noted Pelenwen is lovely; her skin is very fair which offsets 
  her black hair, which is usually braided and falls below her waist. 
  Shy. her quiet manner adds to her beauty for many. She slands an 
  elegant 6' tall, and favors simple white dresses. These qualities 
  belie her grit and detenninatioD as Pelenwen often accompanies 
  forays against wight-infested barrows. 
  SHERI.., ORACLE OF THE BUFRAEN 
  Little is known of Sheri to the outside world, but she is the first 
  person in many generations capable of instilling any common 
  purpose to the Beffraen tribes of Ras! Vom. Sheri demonsrraled an 
  extraordinary visionary power that is greatly revered among the 
  Beffraen. Though Sheri isa woman, her's is a male profession. and 
  Sheri has been raised as a male and is treated as such on all 
  occasions. Sherl has a persistent and troubling foreboding of some 
  dire future peril in which the Beffraen must cooperate with 
  outsiders. She therefore provides some assistance to the False 
  Kennegh. Kennegh was a half Beffraen son of the third king of 
  Saralainn who led a major revolt. The False Kennegh is a Half-ore 
  who claims to be the original Lord of his adopted folk. Sheri 
  provides him with just enough aid to continue his operations, in 
  order to learn more of the strange world beyond the Eryn Vorn. No 
  stranger has been allowed to see Sheri and live to describe her 
  appearance. 
  7.3 SOUTHERN CARDOLAN 
  DAGOBERT, STEWARD Ot" CALANTUt 
  Dagobert appears to be ranked among the common folk, but he 
  claims a trace of Dunadan blood. Dagobert is noled as the finest 
  dresser and most elegant gounn~t in Cardolan. He is over indulgent 
  in both areas and has grown exceedingly fat. Dagobert plays the 
  fawning sycophant, though he has a steel trap for a mind. and is the 
  greediest man ever to hold such high office. His terror tactics 
  extraci a lax. rate three times the none too low nonn in Cardolan, but 
  Jess than half thaI amount reaches the princess' coffer. When 
  Finduilas took an interest in goveming, she soon discovered 
  Dagobert's malfeasance. Although she respects his skill and his 
  gall. Finduilas allows Dagobert's corruption to go unabated, since 
  he will be a useful scapegoat if her plots go awry. Dagobert 
  suspects neither the guile nor the intelligence of his mistress. 
  People orNote: North,ern Cardolan & Southern Cardolan 
  F IORE!.., THE MACTOSH orM",crosH 
  Fiorel is the cousin of King Lanaigh, and the Chieftain of the 
  Royal Clan. He is in almost every way the opposite of his kinsman, 
  reserved and cautious. Fiorel has been the steady hand at the helm 
  while his cousin is off carousing, and he oversees most of the 
  financial and external affairs of the Kingdom. Althoughexception-
  ally loyal. he is nonetheless nursing a grudge for the still painful 
  bums he received when the King threw him in a kettle of stewing 
  mutton. He might now be compromised. but Fiorel engrossed with 
  his deep concerns about the unreSt among the southern refugees in 
  Suduri. 
  Fiorel is undistinguished in appearance. standing a mere 5'4" 
  tall, with dirty blond hair and a bad complexion. He likes to wear 
  Numen6rean robes, and does so whenever affairs of state will 
  permit Fiorellacks the strength 10 wield a pole axe or a two-hand 
  sword, and he is aJso cursed with a high-pitched nasal voice. yet 
  those who have insulted him have discovered thai he is quicker 
  than a cat. He wields a dagger in each hand with equal skill. Few 
  of his foes have been lucky to escape without the loss of at least an 
  ear. 
  OLDY 
  Olby is the leader of the unrest in Suduri. A refugee from 
  Osgiliath, he fled north during the Plague. He stands 5'7" ,all, with 
  closely cropped black hair, and generally appears in the anire of a 
  well off townsman, but he has been known to wear royal robes or 
  annor. Little is known of his origins, for Olby caught the Plague 
  and passed into a strange delirium. He now believes that he is 
  Turin, the dead son of the deceased King Telemnar of Gondor 
  (both perished in the Plague). The best guess is that he was a 
  minstrel, for he knows something of ancient tongues and is an 
  awesome public speaker even by the standards of the clansmen. 
  D AGOBEN:T 
  
  People of Note: Southern Cardolan & Tharbad 
  Olby's total ignorance of the use ofanns obscures his explana-
  tions ofms altered appearance: that is that he was bewitched for his 
  protection. Olby's mission is to save the Gondorians still in the 
  North from their "oppressors" before he returns home to reclaim 
  his crown. There is no lack of refugees happy to take advantage of 
  Olby's delusions and abilities. 
  BEMAKINOA 
  Bemakinda is descended from the ancient Northron mercenar-
  ies of Cardolan. He is moderately ta116'2", and is rarely seen in 
  anything but his short hauberk of silvered mail. Bemakinda is 
  growing old and his long. once golden locks, are fading to white. 
  Bemakinda served as the leader of the forces of the cantons of 
  Feotar in their wars against encroachments ofTinare and Gondor. 
  His success can be measured by the relatively small territories lost 
  by the sometimes anarchic levies of Fcotar. Bemakinda lost all his 
  sons in these wars, and the rest of his kin during the Plague Years. 
  He has retired to his small house in the countryside and no longer 
  plays a part in local affairs. He remains the person to whom the 
  cantons will tum in a crisis. and retains his reputation as the finest 
  swordsman in Cardolan. 
  7.4THARBAD 
  E RATU., C IIAMRERLAIN 1'0 THE CANOTAR 
  lmlach's greatest misfortune to date. is that Eratil was not 
  replaced as Chamberlain when he took office. Eratil is a native of 
  Tharbad. the heir of a Ragger lieutenant disgraced for cowardice 
  several generations ago. Eratil is an imposing figure, who with his 
  fine clothes, dark hair. and height could easily pass for a pure-
  blooded Dunedain. Eratil also does not lack for sang- froid as he 
  provided much of the muscle behind his father rise as Chamber-
  lain. This office oversees taxes in Tharbad. and has been very 
  lucralive for Eratil. 
  Eratil has maintained excellent relations with smugglers and the 
  Traders Guild, being unpopular with the masses. This might be 
  expected but Eratil made graft a way of life in the city. He has a 
  reputation as a survivor, although he is allowing his anlipathy for 
  Imlach to interfere with his effectiveness. 
  CRAIER, GutLOSMASTER OFTH£ MUCHAJI;"TS 
  Craier is a Dwarf of middle years who established his greal 
  influence in the financial affairs of the city while it was largely 
  abandoned. He was born in Moria, but after having taken many 
  caravan joumeys to Tharbad, decided to lake up residence among 
  Men. Craier keeps an austere house and dresses plainly though his 
  bodyguard of 12 sturdy Northmen are splendidly equipped. They 
  often serve as Craier's enforcers for his primary business is 
  moneylending. Craier will finance virtually any venture for 
  enough security and interest. He has become a leading owner of 
  lower class properties, something he takes some efforts 10 conceal. 
  The Merchant's Guild now consists of six major finns. Their 
  owners, often known as the Merchant Princes, can be as competi-
  tive and unprincipled as the regal Princes of Cardolan. The Mer-
  chants, however, possess a beneT sense of their common interest, 
  and their guild has proved an excellent vehicle for collective action 
  when it is required. 
  33 
  NEBURCIIA, MASTER Of'THETKAI)}:RS GUILD 
  Neburcha arrived in Tharbad nine years ago as an escaped gal Icy 
  slave. a native of the faraway land of Khand. His knowledge of 
  exotic poisons and his exceptional ability to scale walls led to his 
  acceptance into the Guild. Neburcha advanced rapidly in the 
  Guild. assassinaling the previous master two years ago and fright-
  ening offhis rivals. Neburcha is currently deathly ill, for his rise to 
  power was fueled in part by his constant consumption of the many 
  narcotic substances that pass through Tharbad. The Guild's chief 
  Healer feels that Neburcha will either have acomplele recovery or 
  linger another week or so before dying, more likely the laller. His 
  lieutenants are preparing themselves for the next struggle for 
  leadership, and the Guild is in a temporary state of disarray. 
  ROOE"IlI, SPOKESMAN or THE LABORERS GUl I,O 
  Rogeth is Finduilas's foremost agent in Tharbad. He is of the 
  local population, a cheerful fellow with considerable charisma. 
  Rogeth generally wears disguises when working, and when acting 
  for the guild. The Laborers are the largest and poorest of the guilds 
  and their leaders have suffered a high attrition rate, since their 
  potential power is greatly feared. 
  Rogeth's parents died in a riot against the Gondorian gamson. 
  This was an accident, as these struggles rarely result in deaths. 
  Regardless, Rogeth hates the Gondorians and has vowed to see 
  them drive out at any price. The Laborers have been cozening up 
  to the new Canotar. while other agents ply the Dyers, POllers, 
  Teamsters, and Tanners with drink. money, and weapons. Il is 
  hoped that, with the sudden switch in sides. Rogeth can act 
  decisively. 
  FARADIL TtNAR£ 
  Faradil is one of the few Dunedain of Car dolan to still reside in 
  Tharbad. Faradil is an average specimen of DOnadan manhood, 
  standing 6'4" tall, with dark brown hair and ey~s. He generally 
  wears robes in thecity with a sturdy surcoat of mail underneath. His 
  allowance from his uncle allows him to maintain one of the larger 
  personal bodyguards in the city. 30 weU-equipped southerners. 
  solid street fighting men. 
  Faradil hasa mercurial personality. He wasoneofthestaunchest 
  supporters of the late, lamented Argi!. He is also currently exiled 
  in Tharbad to escape the wrath of his uncle Celedur, the presump-
  tive heir to Dol Tinare. (Celedur uncovered Faradil's plot to poison 
  him.) At times Faradil can be expansive and open, and his parties 
  are said to be the best that Tharbad has seen in many years. He can 
  also sulk in his unlit chambers for weeks at a time, and is 
  considered too moody to be relied on in [he intrigues of the city. 
  Still, the forces at his disposal make him a key player. 
  AEI.FREO, CAPTAIN OFTHE: BARGEMEl'; GUILD 
  Aelfred is an intimidating Northman, standing 6'3" and weigh-
  ing over 300 pounds. His head is topped with a shocking mass of 
  bright red hair. Known to be the only man in Tharbad who does not 
  wear armor or carry weapons, his strength matches his girth. He is 
  said to have stove in the sides of a paianrist (large ship), whose 
  captain had cheated his crew with a single kick of his beefy legs. 
  That may be an exaggeration. but nobody seeks to trouble him. 
  Aelfred is nearing the end of his tem as captain of the guild. He 
  has grown to loath Tharbad in the past II months, although this 
  may pass once he returns to his beloved River Gwathl6. Aelfred 
  has gotten cranky lately and has chased away most of the messen-
  gers sent to him. Ten barges are now in port, in anticipation of the 
  reopening of shipping lanes to Gondor reopen. Therefore, Aelfred 
  commands a military force potentially as strong as the garri~n. No 
  one knows how he wiU react to the incipient uprisings, but the odds 
  favor non-intervention. 
  
  34 
  7.S MERCENARY CAPTAINS 
  T " RUIlD, THE R AG H CRANN-SU:ACHA CAPTAIN 
  Tarhad is a Targil of average size, 6"", with the standard blond 
  hair and mustache. He is notable for his striking blue eyes. and his 
  booming voice. He is always in a fme set ofElven half-plate annaT. 
  Tarhad enjoys his work, having most of the trappings and power 
  ofa lord of Car dolan and far fewer responsibilities. The petty wars 
  inflict few casualties among his troops, and both pay and plunder 
  are usually good. Tarhad's one vice is his excessive attention to 
  women. So far his sub-commanders have kept him from getting 
  into trouble, but Tarhad has a hankering to test Pelenweo's vinue. 
  D AEROS RHUADINOR. THE C RUA1D1I M ARAICH C .... PT ... IN 
  Daeros is a pure blooded Dunadan of middling age. He is most 
  easily recognized by the black patch over his right eye, lost 10 an 
  Ore arrow many years ago. He also has a pronounced widow's 
  peak, a distinguishing characteristic of the Royal House of 
  Rhudaur. Daeros is an man ofleamingand epicurean tastes, though 
  he prefers Hillmen hides when dressing casually. 
  Daeros has the best surviving claim to the crown ofRhudaur. He 
  long dreamed of recovering these lands, but such hopes went up in 
  smoke during the Plague. He has grown reckless, and many of his 
  soldiers fear that he is seeking an honorable death in baule. 
  KHANLl, THETROICH·ARMCIILEASAII L EADER 
  Khanli is a Dwarf of the Ered Luin. the Blue Mountains to the 
  northwest of Cardolan. He was raised in poverty, and his success 
  as a captain has prompted him to acquire fancy annor, which has 
  to be oncn let OUI to contain his expanding girth. Khanli has a nasty 
  scaron his forehead. the gift of a tribal warrior's spear, and is noted 
  for his fierce black eyes. 
  Khanli is noted for being extremely hard to get along with. He 
  is aClUally easy-going by nature. but his burst of rage often excuses 
  the Troich·Annchleasah from heavy fighting. Khanli has to be 
  cautious. since there are few of his kinsmen to replace any losses. 
  No Dwarves of Moria will join him given their prejudice against 
  the Dwarves of the Ered Luin. 
  F ORAI(, 11iE FORAK·EIGINN CAPTAIN 
  A Half·orc, Forak is considered quite handsome among his own 
  folk; but the standards of Orcs are not well regarded outside oftheir 
  dens. Forak generally wears an enveloping cloak and a full helm to 
  avoid givi ng offense. He survives mainly because of his fast 
  tongue and his vast knowledge of siegecrafl. W idely and falsely 
  regarded as an agent of the Witch·king, most of the powers of 
  Cardolan have still required his services at one point or another. 
  Forak's home lies in the Withered Heath. He was given as tribute 
  to the Witch·king while very young and received his training at 
  Carn DOm, His unit of engineers was involved in an unsuccessful 
  siege against some rebellious Hillmen. but the mercenary general 
  blamed the siege engineers and the Witch-king ordered them 
  executed "in order to encourage the others." Forak's unit was 
  selected for the sacrifice, and Forak led their desertion. The 
  knowledge that they will be tonured todcath if they fall back into 
  the hands of Angmar has stimulated his Orcs to great efficiency 
  and faithful service. 
  8.0THARBAD 
  Rising OUI of Ihe fenlands of the southern Swanfleel Marshes, 
  the City of Tharbad is the grealest surviving work of the 
  Numen6reans in northern Middle-earth. The tendency of the 
  buildings and walls to sink slowly back inlO the muck, challenged 
  the efforts of innumerable engineers over countless years. This 
  effon was abandoned many decades ago: decay in both the 
  appearance and spirit of the city has become readily apparent. 
  The Mercenary Captains & Tharbad 
  8.1 OVERVIEW 
  Tharbad was oncea proud manufacturing and trading center, but 
  its fortunes have declined with those of Cardolan. The home of 
  25,000 people little more than two centuries ago, it has only 
  recently recovered to a population of 17.000, if recovered is the 
  proper word. The wool indusuy and overseas trade have not 
  rev ived since the fall of the Dunadan Kingdom. Tharbad and its 
  people now survive primarily because of its strategic importance. 
  Anhedain, Gondor. and even Moria find it prudent to send food 
  Shipments for distribution to the poor and unemployed. In spite, or 
  perhaps because, of their reliance on these doles. the people of 
  Tharbad have become increasingly unruly and riot-prone. Now. 
  the city is effectively ungovernable, although some semblance of 
  order is maintained by the presence of a Gondorian garrison. 
  8.2 THE CITY PLAN (see""",",insert) 
  Tharbad sprawls across the anificial hill on which it rests. in 
  notable contrast to the orderly layout of other Dunadan cities. Most 
  other Numen6rean settlements were deliberately laid out to follow 
  careful plans, while Tharbad has grown up from a single tower in 
  a irregular series of expansions. Despite the influx of refugees, 
  however, the pon's settled areas are shrinking. 
  The most notable feature ofthecity are the twin bridges, the lant 
  Fonnen (S. "North Bridge") and the Iant Harnen (S. "South 
  Bridge"),lhat span the mighty ri,·erGwathI6. The city has grown 
  up onto the bridges, and they now present a ramshackJe appear-
  ance, though their daunting immensity still suggests thecffons that 
  went into building them. An even more enormous dike, the 
  Rammas Nin (S. "Water Walls") protects the city from the sur-
  rounding marshes. The defenses ofTharbad rely upon the inability 
  of any enemy to build siege worles in the fens. so the walls that 
  surmount the dike are thin and shon, and often ill-maintained. 
  Tharbad is also unusual fodts Chiraint (S. "Canals"). Thecanals 
  were built to serve as an alternative to the city's crowded Streets, 
  and they once bustled with commerce. With the decline of trade, 
  though. the imer-connections of the canals and the river have been 
  neglected. The annual spring floods bring clogging silt, and many 
  canals have become little more than open sewers and dumps. 
  TH"SoUTH BA NK 
  Although recently built, the South Bank is the oldest section of 
  the city. The Annon Harn (S. "South Gate") stands on the site that 
  Eldacar constructed a tower here back in the Second Age. The 
  South Bank is the bastion of The Weavers' and Dyers, Guilds. 
  Most of the Gondorian garrison resides here, as do most govem-
  ment offices. This has tended to make the better homes here 
  popular with the city's merchants. 
  THE ISLANI) 
  The districts in the midstream of the Gwath16 are generally 
  known to the people as simply the Island. This is a accurate 
  reflection of the island's importance, since it is the commercial and 
  mercantile center of the city. Expansion to the Island began in the 
  middle ofthe Second Age with the construction of the now-ruinous 
  fortifications on the northern end. The nonhern end is now the 
  undisputed domain of the Thieves (fraders) of Tharbad, as the 
  southern end belongs to the Bargemen. The central section is 
  neutral ground as all factions realize that business must continue. 
  THt: NORTH B ANK 
  The North bank is the newest section of Tharbad, having been 
  built by Prince and then King Thorondurin the ninth century of the 
  Third Age. The east end of the North Bank is now the strong hold 
  of the lesser Guilds, the Saiters control the riverbank. and the 
  Laborers hold the scarcely rebuilt west end. The central area ofthe 
  North Bank is probably the safest area for travelers. 
  
  Lond Daer Enedh 
  9.0 LOND DAER ENEDH 
  During the late summer, and midwinter, when the waters of the 
  Gwathl6 ("Gwathir." or "Greyflood") are fairly clear. sailors often 
  can discern regular stone formations under the water nigh 00 the 
  south bank of the mouth of the river. Theold salts among them will 
  know that these are the ruins of Lond Daer Enedh (or just Lond 
  Daer; S. "Great Middle Haven"), an ancient Numen6rean seaport 
  that rivaled Pelargir and Umbar in the middle centuries of the 
  Second Age. The moral of mOSt of their yams is that of the 
  overwhelming power of the sea. ... for as can be seen. only this 
  CJlossal wreck remains as reminder of the great efforts of the proud 
  Kings of old. 
  9.1 VINYALONDE (see front inside cover) 
  The first construction at Lond Daer was begun by Anardil 
  Aldarion, then the Crown PrinceofNumenorin T.A. 777 Aldarion 
  was a great friend of the Elves of Lindon. but their harbor at the 
  Grey Havens were hard pressed to hold his mighty vessels. 
  Aldarion also feared, alas correctly, that some new evil was arising 
  in Middle·earth. Aldarion wished to have an impregnable base 
  nigh to the Elf-lands in case the Numen6reans had to take up the 
  struggle of the Edain. their forefathers of old. A pon at the mouth 
  of the Gwathl6 was an obvious choice for his bastion. 
  Aldarion chose a small bay sheltered from the full force of the 
  sea by a mudbank as the site for his endeavor which he named 
  Vinya l ond~ (S. "New Haven"). Aldarion erected lighthouses on a 
  small rocky islet near the mud bank and on the western promontory 
  that formed the bay, and raised an earthen rampart to seal off the 
  eastern promontory. His men built docks, but the greatest efforts 
  went into the construction ofthe Bar-en-Uinendil (5. "House of the 
  Venturers' Guild"). 
  Aldarion knew that the greatest needs of a Numen6rean expedi-
  tion to Eriador would be provisions-
  naval stores, food. and anns 
  -
  so his primarily concern was to build a unassailable fortress 
  where these could be prepositioned. The result was the Bar-en· 
  Uinendil which was oneofthe largest fortresses ever buill by men. 
  Aldarion knew the strength of the ocean, and he built this castle 
  with great sloping basalt wall on the seaward sides to resist storms. 
  An elaborate drainage system was provided so that the twin towers 
  on the landward side would not be overwhelmed by the waves that 
  surrounded the fortress. A busy little city gradually grew uparound 
  Aldarion 's defenses. Soon a palisade had to be erected [0 protect 
  the new town that arose on the western promontory. 
  Sadly, Aldarion had very poor relations with his daughter Tar-
  Ancalim~. who became the first Ruling Queen of Numenor when 
  he retired. In S.A. 1078 a hurricane devastated an of Vinyalonde 
  save the Bar-en-Uinendil. Ancalime had always opposed the 
  entanglements with Endor that her father had buill. and she used 
  the storm as an excuse to abandon the fortress. Without repairs and 
  maintenance. the proud towers gradually were swept away. 
  VINVALONOitINS.A.I076 
  I) The main seawall ofthe8ar-en·Uinendil. 
  2) The main gate intotbe fonress,defendedbytwosilverbaslions. 
  35 
  3) T he Westerly Tower, seven Stories of gleaming alabasterwilh two 
  basements. 
  4) The Easterly Tower, twin 10theWeslerly,onlyin black marble. 
  5) Garrison houses and aparlments forthe Venturers. 
  6) The Long QuaY,builtofstone. 
  7) Wooden piers. 
  8) The outer earthen ramparl,sunnounledbyfourwoodcnlowersalits 
  entrances. 
  9)Theshipyards. 
  10) Market district. 
  11) Residential district, homeloDwarves.Elvcs.aooEriadornns. 
  12) The Warehousedislricl. 
  13) The Lighthouseon the Rocks. 
  14) The Dune Lighthouse, thesedefine lhemainchannelinlolheport. 
  15) The wooden Palisade thatdefends theNewTown. 
  16) The dunes of the oulershore. 
  17) The Dunnish residential district. 
  18) The DockyardsoftheNewTown. 
  19) The wharfsoftheNewTown. 
  20) Aldarion 's Villa abQutamiletolheeasl. 
  9.2 LOND DAER (see front inside cover) 
  Almost 600 hundred years after Vinyalonde was abandoned, 
  another Crown Prince. the future Tar-Minastir, saw the wisdom of 
  his forefather's policies. Thecoastline had changed. and Minastir 
  centered his new ciry, Lond Daer, around the site of Aldarion's 
  house: Lond Daer was scarcely completed 56 years later. when it 
  proved vital to the success of the Numen6rean expedifion that 
  crushed Sauron's invasion of Eriador in S.A. 1700. 
  Minastir had to create an artificial harbor for his new city which 
  he accomplished by the construction of two huge breakwaters. He 
  felt that Lond Daermight be subject to a formal siege. and provided 
  the city with mighty walls. The most arresting feature of the ciry 
  was the fOnfess of Minas Mellon (5. "Tower of Friendship") 
  placed atop a mighty two-stepped pyramid. However, Lond Daer 
  was most renowned for its so-called Floating Avenue. Minastir 
  had decided that the docks should all be floating in order to better 
  resist the power of storms. The greatest of these piers soon became 
  the location of numerous homes and businesses and the Floating 
  Avenue became famous as one of the wonders of Numen6rean 
  engineering. 
  Lond Daer became the main Dunadan haven in Eriador and 
  prospered until it was devastaled by the incredible hurricane 
  known as the Wrath ofOss~ in SA 2511. The Kings of Numenor 
  repaired some of the damage. and maintained troops at the port. 
  This was an expensive undertaking, but the Kings who were falling 
  into evil ways saw the bastion as a necessity to keep walCh over the 
  Elves of Lindon and the Faithful of northern Eriador. Tar-Palantir 
  withdrew the troops in T.A. 3178 during his ultimately futile 
  attempt to restore his people to the paths of righteousness. His 
  successor. Ar~Pharaz6n the Golden did not deign to restore the 
  LTOOps. The abandoned site was overwhelmed in the tidal waves 
  that came from the Downfall of NUmenor. and earthquakes shifted 
  the coastline carrying the ruins beneath the waters. 
  
  36 
  LOND DAER: S.A. 2500 
  1) Tor Uinendil, a small island on the ruins oflhe Bar-en-Uinendil. 
  2) Tiras Formen (S. "NonhFoft").asqu3t lower over!ooking the harbor. 
  3) T he Royal Harbor, themainponforoceangoing vessels. 
  4) The Floating A venue. 
  S) Minas laur (S. "Old Tower"), aJl outlying fort raised onTorUinendil. 
  6) The western breakwater. 
  7) T he N umen6rean Qua rler. 
  8) The Merchants Quarter (i.e.,thecommercialquarter) 
  9) The warehouse district. 
  10) The Quarter ofthe Lesser Men. 
  II) Thecentral market. 
  12) Aldarion's House, restored, and now the:residence of the city's 
  governor. 
  13) The Soldier's Quarter. homeoftheganison. 
  14) The Private Harbor. serves Iheriparianandcoastal shipping. 
  15) 'The Battery' the heart of the city'sdefenses. There are seven very 
  heavy ballistas cast from the same material as the famed Numen6rean 
  Sleel80w, and a hugecatapult capable of hurling halfton blocks of stones. 
  These weapons are thought to have been removed by Ar-Pharaz6n during 
  his Great Annament. 
  16) The eastern breakwater. 
  17) T he City Wall, foufstoriesofthickgranite. 
  LOND DAERRUINS 
  Lond Daer: S.A.2500 
  18) The Angannon (S. "lronGate") theonlylandwardentrancetoLond 
  Daer. Actually the enrry is not directly barred, the twin iron towers on 
  either side are fel! 10 provide more than adequate defense. 
  19) Inns, lodges and stables. 
  20) The Malaonon (S. "GoldGate")thesolepassagebetween the upper 
  and lower city, also the main gate to Ihe Minas Mellon. 
  21) Minas Mellon thecitadelofLondDaer.Asteelreinforced wall stands 
  atop an immense two-stepped pyramid. 
  22) T he Government Quarter. the administrative center for 
  Numen6rean Eriador. 
  23) The bailey of Minas Mellon. 
  THE GREAT STORM: T .A.1643 
  The stupendous outflow of the Gwath16 carries a great amount 
  of silt that has accumulated over the long centuries into a series of 
  underwater hills ringing the mouth of the Gwathl6. These hills 
  fonn a porous, bUleffectivedam that holds back the river water and 
  traps some of the higher tidal wash. This barrier can be disrupted 
  by a hurricane of unusual fury that strikes at just the right angle, as 
  happened during the Great Stonn of 1643. 
  GM Note: During the forthcoming neap tides the ruins of 
  Land Daer will be accessible for rhefirsttime in many years. 
  (A similar storm might be expected in the early Fourth Age.) 
  1" = 1000' 
  : 
  7 
  r-... __ .... 
  " 
  10 
  ... "''> ,,,,, , .... , ,., •• ",,, 
  W' 
  
  T h e RuinsofLond Daer and Vinyalonde 
  9.3 THE RUINSOF LOND DAER 
  A lthough Lond Daerdoes not lack for unpleasant denizens. its 
  greatest cha llenge lies in its unique selting. Even the most jaded 
  professional adventurers are unlikely to have had much experience 
  in underwater sojourning. 
  9.31 AREA MAP: LOND DAER RUINS 
  I ) The most easily visible orthe ruins: a granite and steel wall rising three 
  feel above the sands. 'The section of the walt of Minas Mellon broke off 
  long ago and it lies only 7' deep infO the sand. 
  2) A low sand and mud dune. Some iron wall fillings will be found if the 
  dune is excavated. 
  3) Anothersandand mud dune thallraCes theoutlineofthe old bailey. The 
  Beffraen have dug out the end of the dune nearest to the wall, and resealed 
  their work. It will be absurd (.50) lo detecl their handiwork. butlhis may 
  well be easier than finding another way in. 
  4) Just below the sand, perhaps pawing OUI in places, is a section of the 
  wall of Minas Mellon in ils original alignment. 
  5) Three rocky islets along the weslern breakwater. 
  6) The founh rocky isle!. In waist deep w~ ternfflhe ~nulh end is a 2 Ion 
  slone slab thaI covers an entrance into lhe basements of Tiras Fonnen. 
  Watch OUI for the poisonous sea urchins! (2·6 + I 0 Tiny Stingers with a 4th 
  Level Reduction Poison. 
  7) Justabove Ihe sands isa fragment of the outer wall ofLond Daer. Sadly 
  the peculiar rock fonnation at the west end is solely a creation of the 
  currents and waves. 
  8) Scatiered pieces of the eastern section of Ihe easl wall. 
  9) The underground stream that once assured the city's supplyoffreshwa-
  ler is now aboveground. "There is a large boggy area at its mouth in which 
  the incautious explorer can sink three feet imo the Slinking muck. Most 
  will probably assume thai they are in quicksand until lhey louch bollom, 
  though this may be a lillie to lale for a particularly shon Hobbit. 
  10) The nonnal shoreline_ 
  II ) An underwater sandbank. 
  12) Another sandbank, a popular fIShing spot for crocodiles. 
  13) Searching the mudbank al #1 I . is likely 10 reyeal an odd SlOne 
  fonnation that proyides entry to Aldarion's house. These stones are 
  encrusted with sea urchins (See #6). 
  9.32 AREA MAP: VINYALONDE RUINS 
  To the west ofLond Dacr.the isle of To I Uinendi l rejoined the 
  mainland m any years ago_ Little has been revealed by the Great 
  Hurricane, and the basalt ruins of Ihe Bar-en-Uinendil, being 
  indigenous are thought to be a natural fonnation. 
  1) A large section of Ihe outer seawall lying at the low water mark. 
  2) Part of the basalt foundat.ion of the weslerly tower .just above thenonnal 
  high water mark_ 
  3) Allheeastern end of this fonnalion, the raging watersorthehunicane 
  created a Very Hard (-30) to find depression where Ihe water drained 
  downward. If this is explored. some fragments of alabaster will be found 
  (Easy +10). 11 is a deep (5') and difficult dig down to lhe enlrance_ 
  37 
  1";::: 100' 
  '. 
  9.33 MINAS IAUR 
  F IRST BASEMENT 
  I ) A stor age r oo m, thepassagewaylOthenorthhascollapsedcompletely_ 
  2) Mosl of the ceiling has collapsed here. 
  3) The drainage occurred in this comer, by digging down the party can 
  effect a very narrow entrance through Ihe collapsed ceiling. The air in the 
  basement seems 10 be okay, but is not Relatiyely linle air has seeped in 
  with Ihe water and the oxygen content is low. After 5-8 rounds anyone will 
  begin 10 feel lightheaded. and 5-8 rounds later will take -3 per round. 
  cumulative, to all activities. U light is being provided by torches, this 
  process will begin almost immediately and the penalties will be doubled. 
  The torches will eventually flicker out after 1(). 12 rounds by which point 
  the explorers could be in deep trouble_ 
  4) Centra l corridol'_ All the doorshave roued 10duSI. 
  5) Another section oflhestor age roo m blockedfrom# l by the fall of the 
  ceiling. Their are two amphora in lnecomer. Their wine evaporated long 
  ago. but they would be worth 20-30 gp apiece to the right collector. 
  6) An a rmory with a paniaJJycollapsedceiling. This was looled millennia 
  ago, bul some lesser weapons were pinned behind the debris and not felt 
  10 be wonh lhe effon. It is only Hard (-20) 10 nOte the glint of High Steel 
  in the debris. A +15 dagger may be recovered with little trouble, but 
  roughly 2 Ions of StOflemust be very carefully removed to get at the 6 + IS 
  spear heads, 4 + 15 ax heads_ and +20 sword behind the rubble. If this is 
  done by hand it is 80% likely thatlhe workers will become infested with 
  sand fleas. The fleas bites will causea painful and very distracting (-15 10 
  -25) rash on the morrow_ 
  
  7) Side passagethatserved theservamsquaners. 
  8) Servants quarters, nowquilebare. Very diligent searching willreveal 
  a small cache of 12 sp under a Iile near the far comer of the center room. 
  9) A cold storage room, naught butafewbones( cow and pig) remain 
  scallered about the floor. 
  10) S haft for a secret elevator. There was an emergency ellit into the 
  doorway at #9 which is Sheer Folly {-50) todetecl. Ifthc: shaft issuspc:cted 
  (from the use of magic or from tapping on the walls) this goes down to 
  Very Hard (-40). The mechanical spear trap, now rusted and inoperable, 
  on the opposite side of the doorway which is only Hard (.25) to deteci 
  because of its rust; this may be the best clue. The magical trap on the 
  entrance still worksjusl fine. It is only Hard to delcc! (·25) but it is deadly, 
  as no one was intended to operate the elevator from !his level. Try a+50 
  triple damage Lightening Bolt that repeats four rounds after il is se! off. 
  This operates from a warding spell, so it cannot be magically disarmed. If 
  the party lacks [he means to dispel this magic il may be best to try to break 
  down !he wall in the corridor. Another problem occurs when the elevator 
  shaft is breached. The sub-basemen! has been the home of many genera· 
  lion of anaerobic nematodes (lillie worms) who give off oxygen asa waste 
  product. The basement level will become hyper ·oxygenated in about three 
  rounds. There is a 10% chance per round (non-cumulative) that any open 
  flame or a lightening bolt will ignite the atmosphere, there is a I % chance 
  that a random spark could do this. In this horrid occurrence, all present will 
  take three consecutive B Heat criticals, and then a +50 (no DB) Ram/Bun 
  as air rushes in from their breach. This will also make the air in the sub-
  basement unfit asat #3. If the airdoes not ignite it will immediately begin 
  to reverse the effects of #3. However, once the characters have returned 
  10 normal they will begin to get silly and have impaired judgement. The 
  ellcessive ollygen will begin to impair them at 5% 10 all activities until · 
  25 is reached for maneuvers, and -45 for stalic maneuvers. 
  Minaslaur 
  r'=40' 
  ~NASIAUR: SUB-BASEMENT 
  S UO·BASJ.:MENT 
  The sub-basement of Minas laur was the deepest and dankest 
  prison of Lond Daer, although it once was merely devoted to 
  cisterns for the water supply ofVinyalonde. Thus, no one bothered 
  to search it when the salvaging after the Wrath at Osse was 
  perfonned. None of the sUivivors knew tha! this was the secret 
  location of Tar-Telemmaite 's Mithril Room. The re were no docu· 
  ments, and the King carried the secret to his grave. 
  MarantheSilent 
  Maran the Silent was Telemmaite's most trusted agent, and he 
  was given the task of guiding the Mithril Room safely back to 
  NUmenor. During the stonn that ravaged Lond Daer he went down 
  to the sub--basement to watch over his charge, and was trapped in 
  the collapse of the tower along with three prisoners. The air and 
  food held out for a dreadfully long time. Maran became quite 
  insane, but remained committed to his mission and never quite 
  realized that he had died. 
  Maran was a man of great detennination; he has forced the 
  spirits of the prisoners to assist in his mission, and bent the mission 
  of the guard constructs to his will. With his limited knowledge of 
  the Essence, Maran has maintained the traps in the sub·basement. 
  though he imagines that he has done so physically. He maintains 
  his physical appearance as best he can. Maran will probably greet 
  any visitors as his long awaited rescuers. at least initially. Fluent 
  AdOnaic will be necessary to maintain this illusion and being a 
  suspicious fellow, Maran will seek to test the deliverers' knowl· 
  edge by leading them unto or under the traps. An extremely glib, 
  perceptive, and quick·witted person might just be able to talk 
  Maran into leaving. If not, he and his unwilling servants will 
  defend the inner prison with savage intensity. 
  
  Minaslaur & Minas Mellon 
  1) The elevator shart, aforty foo!drop from t!lebase-menl level. 
  2) The low ceilinged cent ral chamber. Theroom isdolted wilh piltraps 
  with a twelve fOOl fall onto three +50 spear attacks, (Very Hard -20 to 
  detect, Routine -0 to disarm); ceiling traps which drop a 80 lb. block of 
  stone for a +75 Fall/Crush (Hard - 10 to detcct, Very Hard -20 10 disarm): 
  and spear traps for a +60 spear attad: (Absurd -70 to detect, Easy +20 10 
  disarm). Four suits of fine Numen6rean full plate stand astride the two 
  doors OUt of the central chamber. They arc constructs designed as guards 
  that now obey Maran. Any salvaged pieces of armor are +20 DB. 
  3) The three smaller cisterns, they stink and are teeming with the foul 
  appearing but harmless nematodes. 
  4) The entry to this cell is barred by a portcullis, but the mechanism has 
  nOl been maintained. It will take someone with a strength bonus of at least 
  a +25 strength bonus using an adrenal strength maneuver (orrwoor three) 
  to force entry. 
  S) Common cell, usedfonhosecondemnedtorOlhereuntiltheydied. 'The 
  two resident ghosts can pass easily through the portcullis. Thereare many 
  human bones but no obvious treasure within. They very perceplive may 
  notice Ihat the lefl wall is covered with faint niter encrusted lettering. It is 
  only doggerel verse cursing a long forgonen governor, bur it is written in 
  Adunaic, Archaic Dunael.Old Eriadoran. and Beffrnen. A copy would be 
  wonh a great deal 10 the right scholar for the Beffraen ideograms have 
  never been translated into a civilized tongue. 
  6) The torture chamber. Thesleel door will be unlocked unless Marnn 
  flees within. The lock is Extremely Hard (-35) to pick. Within are an 
  elaborate set ofmithril instruments of persuasion. The metal is wonh 600 
  gp alone, but the intact set might fetch ten limes that amount, at Cam Dum 
  or Dol Guldur. Maran will focus his defense here seeking to prevent entry 
  to the inner prison at all costs. 
  7) The Inner prison doorisidenticaltothe one at #6 and is kept locked. 
  The ghosl inside is of course free to pass. The iron frame of the COt within 
  is largely inlact. ' Hidden' in the ' mattress' are a sheaf of decaying papers 
  that appear to be a sel of treasure maps, secret orders, and alchemical 
  preparations. The information on these papers is persuasive but it is also 
  entirely a product of Maran imagination. By providing this plausible 
  ' treasure' he seeks to provide a rearonable explanation for the fanatical 
  defense of the inner prison. As a last resort th is may prevent the discovery 
  of the Milhril Room. 
  8) A cistern similar to those at #3 only larger and deeper. Thepanelsof 
  the Milhril Room have been prepared so as to be 99% cenain of avoiding 
  even magical detection. Anyone willing 10 dive into the mucilaginous, 
  maggoty muck is likely to quickly discover that something unusual is 
  under the water. With mere prodding by poles it will be Absurd (-70). 
  9.34MINASMELLON 
  FIRST LEn:!. 
  No m ailer how fast one gets toMinas M ellon, the Beffraen seem 
  to arrive the re first. The accursed ruins of the city of the hated Sea 
  Kings remain their peculiar possession. Besides this unpleasanl 
  surprise. the ru ins ofMi nas Mellon have been explored many times 
  over the centuries and there is little left to pick up. 
  I ) A pseudo Pukel-man fourfeetdown marksthebottomoftheBeffracn 
  diggings: the collapse of sand will marl: the entrance. 
  2) The e nt ry lu nnel, 2'high and 1.5' across it must be traversed on hands 
  and knees. The passage quickly di\'ides. 
  3) TOlhe right Ihe tunnel soon emerges intoasmall cave, part of whose 
  walls were worked. 
  4) Some explorers attempted 10 dig here long ago, a rusty shovel head 
  remains in their ho le. 
  S) As mall cave similarto#3 above. The noorislitteredwith five lineof 
  Beffraen totems facing a pile of rocks in the rear. 
  39 
  6) The pile of rocks iscunninglybutcrudelyfittogether,itisonlyRoutine 
  (+30) to discern thatlhis is very recent work. It will be several hours work 
  10 remove them. 
  7) The rocks sealed offa short stairway going down. 
  8) A I 10' long corridor heading east, even the torch holders have been 
  removed. 
  9) Aside passageheadedsouth. 
  J 0) A pentagonal room, the sensitive might guess that this wasoncea 
  shrine of some sorts. TIle Nurga avoids this level for that reason. 
  II ) Asma ll room,empty,ofunknown usage. 
  12) A very small r oom, perhapsuel"lant'squarters. The Beffraen have 
  left votive figurines here for the Nurga 's lucid periods. 
  IJ) Another side passage that has largely collapsed. Also the site of 
  unsuccessful diggings. At the very far end of the tunnel is a silver belt 
  buckle wonh about 10 sp. and a chain links enough for a large shin. - 10 
  DB. Apparently someone almost gOl stuck once. 
  14) Largeslai r way going down. 
  1"::;20' 
  ~I IN..AS MELLON: .: •.. . 
  LOWER LEVEL 
  1) The Slalrway from the upper le\·el. 
  2) Arrow slits at the bottom of the stairs. 
  J) A large water filled hole in the noor about 2' deep. 1bcre is a small 
  crevice, I-Iard (- 15) tofind on the western side just big enough for aslender 
  arm to probe. This is the home ofa very unhappy and very hungry eel. 
  4) Themaio passageway, similartothenoorabove. 
  5) The old guardroom for the stairway. A pile of seaweed provides a bed 
  for the Nurga. 
  6) Rubble fallen from the ceiling. 
  
  40 
  .. 
  1" = 40' 
  7) Guardrooms. The Nurga will be hiding in one of these rooms 
  regardless of the present state of his condition. Otherwise quile bare. 
  8) The ceiling has fallen blocking most of the corridor here. 
  9) A narrow (2') passage through the rocks. 
  10) The passage opens up intoa narrow chamber. 
  11) A small pool of fetid water with the surface even with the floor. The 
  pool is about four feet deep. 
  12) A narrow underwater passage headed nonh. 
  13) After len feet the passage opens up to the east into an underwater 
  cave. Groping about on the floor might be rewarded with the blade of a + 1 0 
  dagger. 
  14) The underwater passage continues north for tcn feet beyond thecave. 
  15) Asa!#1l. Theairis very badhere,lWiceasdebilit3ringasiniheMinas 
  laur. II will be difficult to light a torch. 
  16) A crawlspace along the south edge of a largely fallen corridor. 
  17) After 30' the ceiling rises 105'ina large chamber. 
  18) Acompletely faUen corridor. 
  19) Asmallerfallen passageway. thatwasoncesecrel. lfthe wear with all 
  or power points can be found to clear70' of rubble the passageevenlUally 
  reaches the sub-basement of the Tiras Formen,and thence 10 Aldarion's 
  house. 
  20) The large cham ber. maybe an officers room has also been stripped 
  bare. 
  21) On the west side of Ihe chamber there is a Very Hard (-20) to find 
  secret dour . Il~ rrnpsare no longerfunctionai, bul similar decay in Ihe lock 
  makes it Exrremely Hard (-30) 10 open. 
  22) A substanlial secret room, probably a trystingchamber. Theoriginal 
  salvagers cleared the place OUI but they neglected the inlaid tiles on the 
  floors and the fine mirrored liJes on the walls and ceiling. If carefully 
  removed these could be wonh up to BOO gpo 
  Minas Mellon & Tiras Formen 
  9.3STIRASFORMEN 
  BASEMENT 
  Removing the slab found off the rocky islet will cause the 
  gradual or rapid nooding of tllese ruins, depending on how much 
  the Slone has been moved. This is just as well. as the air is 
  completely unbreathable. The pickings are sparse here, and the 
  dangers are commensurately lower. II is mainly useful as a means 
  to gain entry to other areas. 
  I) The slab was originally a step in a big staircase. entry is thus gained al 
  the cenlral stairway that has largely collapsed. It is only a 9' drop but the 
  inrushing waters make this an Absurd (-50) maneuver. 
  2) T he Main Hallway,ilSgildedtorchholdersremain.Thed07.cnfinings 
  are worth about 2 gp apiece. 
  3) Large Dini ng Hall, aboUl adozen piecesofsilvercutleryanda badly 
  dented gilded tray can be easily found. Worth about 3 gp in all. 
  4) Barracks. Diligent searching call uncover a handful of coins of liltle 
  value in the mud. 
  S) An officer's or sergeants room. Amapofthegenerallayoutoftheold 
  city is engraved on the wall. 
  6) Large iron hatch in the floor. A good deal of rubble must be removed 
  first. and the four large iron padlocks must be removed by force because 
  they are so rusted. Entrance to the wine cellar . 
  7) Kitchen. The copper and iron utensils that were abandoned have 
  corroded away to uselessness. 
  8) Quarters for the kitchen crew. There was never anything of value here 
  in the first place. 
  1"=40' 
  TIRAS FORMEN: BASEMENT 
  
  Tiras Formen & Aldarion's House 
  9) Hall way to the cold storage rooms, the first wooden door has roned 
  away, but he inner insulated steel door remains. Its lock is Hard to jimmy. 
  10) The cold storage r ooms. Elloughoftheequipmentisintacltofigure 
  OUI how the Numen6reans kept ices and fresh meats during the summer. 
  Naught can be salvaged, but the infonnation might be valuable in a 
  TIRAS FORM EN: 
  111=40' 
  W TNECELLAR 
  1) Secret Passage from MinasMeilon. 
  2) T he outer door. constructed of teak with rusted out locks it will prove 
  easiesllo batter down. 
  3) Inner door, Extremely Hard (.35) 10 detect largely because it is set 
  against the top of the 12' ceiling ratherthan at floor level. For some reason 
  it was left unlocked with its traps unarmed. 
  4) Theiron ladderdownfromthe Basemental #6 above. Anyoneover 100 
  pounds is 75% likely to break the ladder for a nasry fall. 
  5) Wine racks. The best vintages were salvaged and all the wine has 
  IUrned to vinegar. About twenty bottles of what once was cheap cognac 
  remains. and there is a slim chance that a few may have malUred to be 
  exquisite almost beyond price. (2% chance perbottle) The properconnois-
  seur could nOt be found in Eriador though. 
  6) The drainage pipe from thecastle lothecirysewers.ItwouidbeSheer 
  Folly (.50) to detect by sounding the wal ls. and the wall would have to be 
  knocked down to gain entry. 
  7) The sloping pipe down tothemainsewer. 
  8) The main sewer,apossibleroutetoAldarion'shouse. 
  41 
  9.36 ALDARION'S HOUSE 
  A ldarion's House is the only ruin that captures any of the 
  grandeur that was once Land Daer, even though virtual ly all of the 
  fixtures have decayed and disappeared. The ruins are entirely fi lied 
  with water, and exploring will stir up the mud on [he floor and 
  gradually (about 5% per minute) reduce visibility within to near 
  zero. 
  TUEBASEMENT 
  I) The slone formalion in the mudbank is the home of a very large and 
  mean eel. but it is also an entrance 10 Iheciry's sewers. The first SlOp is 
  about 8' down where on can come up into Aldarion's House Ihrough a 
  commode. 
  2) A common dormi to ry for servantS, now the home of many sea urchins. 
  3) 1ne ston e door is wedged partially shut which has kepi marine life from 
  totally enveloping the ruins. A short corridor lies beyond the door. 
  4) A s uite for some minor visiting dignitary which is very silted up. 
  S) Similar but smallersuiles. 
  6)Theback ha ll. 
  7) The three main stairways, now disordered jumbles of stones. 
  8) The central hal l whichmust once have been impressive. 
  9) T hefront hall. 
  10) The main guardroom forthislevel. 
  11) Basement armory. Several dozen feetof+5wirebowstringcan be 
  found in a spool on the floor. 
  12) Guards quarters. 
  13) Practice and recreational room fortheguards. 
  14) Common room fortheapprenticesmiths. 
  IS)Smithy. 
  16) Forge • 
  .17) Metals vault for the smit hy. ThelockstillfunctionsandisExtremely 
  Hard (-30) to operate. The needle trap also works. but its poison faded long 
  ago. 
  18) T he Head Smith's room. Aneiaboratealuminumchandelierisstill 
  hanging. and it is worth about 50 gpo 
  19) The su i Ie orthe C hief 8 utJer. 
  20) A Secr et Door at rhefarend oftheButier'scioset with stairs leading 
  down. The door is Very Hard (·20) to discern. and Very Hard (.20) to 
  Unlock. A Symbol of Absolution waits behind the door which is Hard (-
  IS) to avoid. Avoiding the Symbol and proceeding down the stairs makes 
  it Extremely Hard (-30) to notice another trap, a deadfall ceiling trap for 
  a +75 double damage FalVCrush. Thestone will also effectively block the 
  stairs. If the later trap is deteCted il is Routine (+0) to use a prop to disann 
  it. 
  Till'; SECOND BASEMENT 
  I )Thesewerpipe. 
  2) C hamber , a large number of screws and braces indicate that furniture 
  was stored here. 
  3) Private con ference rooms. 
  4) The stacked m eta l rods would show that maps were stored here. 
  
  42 
  5)Corridor. 
  6) LargerConference Room. 
  7) Shelves suggest an annex 10 the library. 
  8) Several sil ver spoons andthemarbJebaseofan umhintthatlightmea]s 
  were prepared here. 
  9)Hallway. 
  10) Front hall connected to two of the main stairways. 
  It) Secret conference room. Unless magic isperformedhereitisSheer 
  Folly (-50) to notice thai the veins of the marble walls are tinted an odd 
  greenish-violet. That is because they are laced with the c)(tremely rare 
  mineral known as Kregora which severely obsrructs any manipulation of 
  the Essence. This feature would have made Ihe room immune to any 
  magical eavesdropping. If the blocks could somehow be salvaged they 
  would be worth 81 least 2000 gpo 
  12) Side Hall connected tOlheOlherslairwell. 
  (3) A long narrow room with red lines on the noor. There are four 
  perfectly spherical marble balls scattered aboutlhe noor. Their function 
  is a complete mystery. 
  14) Largesecret room. 
  15) Do u ble secret doors, TheyareExtremely Hardtofind on bolhsides. 
  and the locks are Sheer Folly to open (-SO). The trap still operates, but ilS 
  poison gas will not be effective underwater. 
  16) On an ebony pedestal in the secret room is a large crystal rhombus. 
  This is a primitive version of a Palanlfr, and "only" aclS as a 5xPP, 
  5xduration. 5xrange multiplier for seer based and other scrying spells. 
  Unfortunately, Ihestone has been aligned to this location. It would take an 
  extremely talented Alchemist the rest of his life to re-align the slOne. For 
  their aesthetic value the rhombus and its base would be worth 100-500 gp 
  depending on the buyer. 
  17) Passage from the Head Butlers chambers above. prolecledbyaceiling 
  and a pil trap of the usual variety. 
  Aldarion's House: TheSecond Basement 
  1"= 70' 
  ALDARION'S HOUSE: 2ND BASEMENT 1"=40' 
  
  Suduri and Metraith 
  10.0SUOURIANOTHE 
  TOWNS 
  10.1 SUDURI (seecenterinsart) 
  Since thedeslruction of Land Daer, the ponon the northern bank 
  of the mouth of the Gwathl6 has been the second city of Cardolan. 
  For most of this time, Suduri was known as Mistalonde. and it was 
  renamed only with the foundation of the Kingdom of Saralainn. 
  Sud uri is the capital of Saralainn, mainly because the King's most 
  reliable revenues come from the tolls on the ships and barges that 
  call here. The town has retai ned much of its old, unsavory charac-
  ter. playing lillie part in the development of the clans of Saralainn. 
  With the seeming permanent residency of many refugees from the 
  south. these tensions have increased. and the little city is now in a 
  stale of open rebellion. 
  1) The Gwathl6 Road, which roughly follows the path of the river down 
  from Talslr and Tharbad. 
  2) The Toll House,asquatgranitefort. 
  3) The wonden bridgeintoSudUri. 
  4) The Dunnis h Town,alargecollectionoflhesqualidhutsofthenative 
  tribesmen. Most have departed since Olby's Revolt. 
  5) The twin eastern gates of Sud uri. each defended by two barbicans. 
  6) City Wall,threethinstoriesofnativegranite. NevertclTiblystrong, the 
  walls of Suduri have not been properly maintained since the days of Amor. 
  and they are now crumbling in many spots. Olby's followers are desper-
  atcly attempting to repair the gaps. 
  7) The Northwestern Gate. It is defended by IWO lOwers andaproper 
  gatehouse. 
  8) Market squares. WithfarlowertollslhanTharbad.SudWi is notcdfor 
  ilS bargains. and its smugglers. 
  9) Dock district. Thisrundownscction ofthecitytccmswiththesouthcm 
  refugees who are the backbone of the Revolt. 
  10) The Docks. Alwayscrowded.thedocks werescverclydamagedinthe 
  Great Hurricane and have devolved into complete chaos. 
  II) Business and commercial district. 
  12) Warehousedistrict. 
  13) Residential district. 
  14) Two lowers. These protected the causeway leading 10 Tol Hir (S. 
  "Lord Island"). The ca u ~eway WIlS burnt during the revolt. 
  15) Tol Hir. The King'sofSaraiainn have nOI bothcred to rcmain their 
  residence which once served the Hiri of Ethir Gwalhl6. Fiorel leads the 
  forces loyal 10 King Lanaigh that hIve held out on the island. 
  16) Citadel. The walls have seen muchmoreanenlion than thecitywalls. 
  The defensive value of the citadel has been compromised by its lack of a 
  bailey. 
  17) Dunadan Town. Nowthehomcofthec1ansmen whotoleratc living 
  in the city. 
  18) The LIttle Lighthouse. Theneutral Bargemen holdthisminorfon. 
  19) The Bargemen Fort. The Bargemen have been happy to keep a 
  separnte residence near Suduri. They have prolected Iheir homes with a 
  eanh rnmpan topped by a sturdy wooden wall. 
  20) The Great Light house. Fiore]'s forces also hold this four storied 
  tower that is the strongest building in SudUri. The defenders are rapidly 
  running out of food though. 
  43 
  10.2THETOWNS 
  During the height of the wool trade, Cardolan was the home of 
  over twenty substantial lawns. They became less viable as the 
  economy declined. However. the main problem was that the 
  settlements provided an excellent target for the many forces that 
  have ravaged the realm. There are now only six towns wonhy of 
  the name left, and all of these have been sacked several times. 
  Metraith located at the junction of the Redway and Old Nonh Road 
  (Greenway), near the center of Cardolan. is reasonably represen-
  tative of the lot. 
  METRAITH (see back inside cover) 
  The PalaceofThaLion stands at the outskins of Met raith, and the 
  two are often considered synonymous. (See Section 12.1 .) 
  I) The southern route to the Nonh Road. 
  2) The fire-guUed ruins ofa large bam. 
  3) The Rabid Cow. AseedyinnthatprefersDunnishguests.Agoodplace 
  to find a brawl. 
  4) Dunnish Town. The Dunmen'$ghclto issctonahilllopdefended by 
  an emhen wall and a wooden tower. 
  5)TheChiersHouse. 
  6)Dunmen'shuts. 
  7) The Faltened Ewe. Apriceyinn, famousforitsstocksofusquebaugh, 
  an extremely polent distilled beverage recently invented in Saralainn. 
  Most roadwise travellers stay here, though the price is not wonh the 
  service. and few secrels are safe here. 
  8) Acollection ofsmall shops including aherbalisl,an annorer, ageneral 
  store. a cooper and a wheelwright. 
  9) L.arge stone house. Oncetheresidenceofa retired Targil soldier, the 
  building is now owned by a Tharbadian Dwarf who keeps it locked up 
  when he' s nOl here. 
  10) Oget 's House. Abrothelfor tnwellers. 
  11) Stables. 
  12) The nonhem route to the South Road. 
  13) The road toAndrath. 
  14) Wooden wall, onestorytall withaditchinfronl. TheformerOdnadan 
  villa has been convened into the center of Metraith's defenses. 
  15) Stone wall, twostoriestall but thin. 
  16) Small spri ng, it can provide waler for the inhabitants during a brief 
  siege. 
  17) Main House of the Villa. Thisis nowthehomeofHalTan'sDeath 
  BrOlhers a less than well reputed mercenary company who have been hired 
  for defense of the lown and expected future troubles. 
  18) Three small IWO storied wooden towers on the ouler wall. 
  19) The path leading to the fanner's main fields. 
  20) Construction nn two stone towers. TheDeathBrothcrshavebeen 
  commissioned with improving Metraith 'sdefenses, but the towers are in· 
  credibly badly localed and work is progressing extremely slowly. The 
  townsfolk suspect thai their Prince' s funds are being embezzled and many 
  suspect treachery. The Death Brothers are not yet that sophisticated. they 
  are only guilty of incompetence and laziness. 
  21) House orHealing,maintainedbytheSistersofNiesse. 
  22)Blacksmithy. 
  23)The Mayor'S lIouse. 
  24) The Mlthrll Earring. Anextremely fineandelegantinnthatcaters 
  to the elites who pass Ihrough from time to time. The service and lodgings 
  are excellent, but the prices are unbelievable. 
  25) Galla n ' s roily. A newlyopena:l inn. hence the name, Gallan provides 
  simple but homely service at reasonable prices. The inn is also quile and 
  as safe a spot as will be found in Melraith. The enterprise will likely fold 
  soon. 
  
  44 
  11.0 FORTRESSES 
  Given lhe troubles of Cardolan. it is not surprising that is has 
  been a land of many fOils and cas[]es. By T.A. 1643 many have 
  been cast down, while some have been documented elsewhere 
  (Bar-en-Dindol, and Amon SUl). Two. however. the Argond (S. 
  "Lordly Stone") in Calanlir, and Barad Girilhlin played a notable 
  role in the events of these times. 
  11.1 THE ARGOND 
  The home of the Prince DrOol Calanlir, IheArgond. is an ornate, 
  three-storied. hollowed lower forty miles fTom Tharbad. Thecaslle 
  is in the shape of an octagon with slender'spires at each comer. 
  Each tower contains six landings and numerous arrow slits. During 
  happier days. its dull granite waH were sheathed with copper, and 
  the Argond is now a most striking hue of green. Buill on a solid 
  outcropping of slone, the Argond lacks a basement. The Argond 
  has yet to be seriously tested by a siege. which is just as well since 
  some of ils defensive arrangements are questionable. 
  I) Entrance. Elegant marble steps lead up to a sturdy High Steel door. 
  provided with seven deadbolts. Practically speaking it is impossible to 
  force this door without Grond. the Hammer of Morgoth. The entry hall 
  opens on to the flJ"St tower. and onto mecentral court yard. Internal defense 
  is mainly provided by the two dozen murder holes in the ceiling. Four 
  guards are kept here at all times. 
  2) Barracks ror the guards. Eightguardsmensleephere whenoff shift. 
  3) The prime entrance to the interior of the castle. Two guards are 
  stationed here. It is furnished in unusual pastels and paisleys. Entrances to 
  the second and third towers. Each subsequent room is provided with ils 
  own tower/stairway. 
  1"=100' 
  THEARGOND: GROUND L EVEL 
  Agrond: Ground Level 
  4) Ha ll. The portraitsoffonnerrulersaredisplayed here. Thestairsin the 
  fourth tower are the most commonly used. 
  S)Kitchen. 
  6)Panlry. 
  7) Guard barracks as at #2. There is an exillo the central courtyard. 
  usually kepI open and watched by one guard. 
  8)Servants Barracks. 
  9) Sec rei Room. Itistoocramped toserveasaneffectiveguardroom. The 
  door is virtually impossible 10 find as it is hidden by a tapestry. Iflapestry 
  is removed. it is only Hard (-10). The lock is ShcerFolly (-50) requiring 
  the simultaneous operation of three keys. There are no traps. Finduilas 
  I ikes to spy on visitors from this and then rush up the stairs in the firsltower 
  to greet them on the second floor. 
  10) Central courtyard. Finduilaslladtheancienttilesandpoolsremoved 
  and replaced them with herb gardens. Her interest in herbs has diminished 
  but the servants still maintain the garden in excellent condition. 
  TIIE SECONOFLOOR 
  II) The Great Hall oflheArgond.Stairsenterfrom towerslwo,lhreeand 
  four, with a guard at each. This is primarily a reception area, decorated 
  with the heads of the many beasts killed by Finduilas' grandfather. 
  12) Secret Door. ConnectswilhlheGuardroomat #18. Ext:remelyHard 
  (-30) to delecl the narrow door. lIS lock is deceptively Easy (+ 10) loopen. 
  There is a Medium (..() needle trap in the lock poisoned with Lus. A Hard 
  (- 10) 10 detect trap in the lintel drops three similar needles. However. the 
  greatest danger is when II wire has been rigged to the cauldron of molten 
  lead always kept ready in#18. With but a linlecareless tension this will 
  pull a plug causing the lead to spew out on to the floor and aboulthe room. 
  13) This end of the Great Hall is decoraled with the surreal paintings done 
  by Finduilas' father. 
  14) T he Feasting Hall. Thefurnitureisadelicllte.fI1igreed brasssuppon-
  ing carved pieces of white marble. 
  IS) The entrance 10 Feolar's sulle. Twoguardsarestationedhere. The 
  door is locked. and is Extremely Hard (-30) 10 unlock. 
  16) Feotar's Office. His two bodyguards have to sleep here. The most 
  notable feature is PeOlar' s desk a manive piece of cast high steel. Thedesk 
  holds fourclrawers. one cubbyhole. and one cupboard. Each has adistinct 
  (Sheer Folly. -SO) complicated lock and complimentary needle trap tipped 
  with Lus. Two of the drawers (selected randomly) and the cupboard 
  contain Runes of Petrifaction. These compantnents are crammed with 
  papers documenting their owners nefarious activities. None link him with 
  the disturbances in Tharbad. The cupboard also holds a sack containing 
  150 gpo 30 mp. and 12 large river pearls worth 20-40 gp each. Egress to 
  theslairs in the seventh tower is blocked by a High Steel door with similar 
  locks and traps. 
  17) Feolar's bedroom. A jackdaws collection of precious things are 
  tasteles.slydisplayed. Thedooris similartolhat in #16 as is theenuyto the 
  stairs of the eighth tower. Feotar has an elven dagger that detects malice 
  and/or hate hung over the door. II will glow green when such a person is 
  in#16or#18. 
  18) Prime Guardroom. Thefourguards slationedherehave200slender 
  wooden javelins thalcau bedropped through the murder holes into # J and 
  which strike as +20 Daggers. They also keep a 40 gallon cauldron of 
  molten lead bubbling al all times. The lead cau be poured through the 
  murder holes (with ladles or by dumping the cauldron on the noor, or OUt 
  over the main gate. Each pint of lead that strikes will hit as a +30 Fireball. 
  though any criticals will repeat for three consecutive rounds. 
  
  Argond: Second Floor & Third Floor 
  THEARGOND: SECOND FLOOR 
  1"= 100' 
  THIRD F I.OOR 
  19) Storage roo m. Feotar keeps a Rune of Ill1'isibility hidden under a 
  trunk filled with linens. He will flee here and hide if he feels threatened. 
  Finduilas has glued a packet containing papers linking him to the Thar-
  badian rebels 10 the bottom of the trunk that Feotar has nO! and is not likely 
  to notice. 
  20) Ar mo r y fo r the Guards, severalcompletesetsof+5weaponsand 
  equipment. 
  21) Guest rooms. 
  22) Suite fo r the Castellan. Hewil\ beevictedforpanicularly important 
  guests. 
  23) Sergeants quarters. 
  24) Captain oflhecastlegua r ds' room. 
  25) Chamber for Finduilas' fool. 
  26)Storageroom. 
  27) Cham ber for Finduilas' bodyguard. ASecretDoorallowsaccessro 
  her mistress' suite. It is Very Hard to Find (-25). Thedoor is not locked or 
  trapped, rather it is operated by a powerful spring. It will rake a Strength 
  bonus of at least 20, and aquickness bonus of at least 25 to operate. Those 
  failing may take a +60 Fall/Crush while attempting to slip in. It is Absurd 
  (-70) to attempt to wedge the door open. 
  28) Fi nduilas ' Parlor. Thestairs in the seventh lower up from t1tesecond 
  noor are plastered with warnings in many languages warning the climber 
  to beware of demons. Stepping on the si:'lth stair from the top initiates a 
  programed illusion of a Demonic Gale opening with three powerful 
  demons emerging to fight. The illusion is very well ensorceled (-25 to RR). 
  Welcome guests are warned not to reaci. Those deploying and engaging 
  Ihedemons will inevitably brush againsl the walls which are covered with 
  myriad minuscule needles. These are imbued with the refined essence of 
  TanielJa, brushing just a couple will give the wary guest a thorough dose. 
  The Lock on the door is only Medium (-5) in difficulty, but it requires a 
  45 
  series of operations that will takeal least 3 rounds. A loud chime will sound 
  when lhe door is opened; it is Sheer Folly (-50) 10 attempt to silence it. 
  Finduilas receives few gusts and the room is strewn about wilh her very 
  impressive collection of magical lore. There is an unmade bed for her to 
  nap on, and it will take a high perception roll to deduce thac this is not the 
  Princess' bedroom. 
  29) Finduilas' Bedchambers. Thesecreldoorfitscompletelybehindan 
  ancient full-sized chart of the essence centers of the body. It is EXlTemely 
  Hard (-35) 10 locate, and a tactful invader should be reluctanllo risk the 
  ruin of this precious heirloom in examining the punal. It is operated by 
  moving the latch ofthecenler inleriorwindow of the parlor back and forth 
  three times, andplacillg light pressure Oil the leftshoulderofthechart. The 
  bedroom isa lidy contrast 10 the parlor, bul Finduilas has kept no evidence 
  that incriminates her even in her inner sanctum. The secret door leading 
  to the storage room al # 19 is only Hard (- 15) to locale, however the door 
  is magically operated. One must place a pencil sized Slick of wood inlO the 
  old mechanical keyhole and cast a Charge Wand spell. 
  1"= 100' 
  THE ARGOND: THIRD FLOOR 
  
  46 
  11.2 BARAD GIRITHLIN 
  Barad Girilhlin, the ancestral home oflhe Lords of Dol Girithlin, 
  is another of the mighty towers popular with the Great Houses of 
  Cardolan during the Late Numen6rean period. Unusual for its 
  heptagonal design, it has been the scene of many sieges because of 
  the perennial ambitions of the Girithlin family. The tower has 
  generally resisted well, although it was taken by Annaelthe first 
  Canotar in T.A. 1414. The damage wrought in this sacking has not 
  yet been completely repaired on the lower floors and it seems that 
  the fire scars on the alabaster exterior are beyond repair. 
  1) Ent ra nce. A semi-circle of broken black marble steps lead up lotwo 
  wooden doors each with a guard. 
  2) LeFt Door. Behind the wooden door arc two sturdy portcullises. and 
  then an iron door. The portcullises are operated from theGuardroom at # S. 
  The inner door is barred from the inside wear a guard is stationed. 
  3) Right Door. As#2. 
  4) Entrance Hall. The sides walls are covered with tapeslriesdepicting 
  the great deeds of House Girithlin. 
  S) G uardroom. Twoguards andasergeanlare stationed here. Arrow slits 
  command the haUsat #4 and#6 and thecontrolsoftheOuler Doors areset 
  on the inner wall. The irondoorfrom thecounyard is similarto that at #2. 
  6) Serva nts Hali leadinglothecdlar. 
  7) G uards' rooms. Twoare likely tobepresenl in each. 
  8) Sergeant's quarters. Theoff-<luty sergeant is not likely to behereas 
  all three have homes in town. 
  1" ; SO' 
  BARAD GIRITHLIN: GROUND LEVEL 
  Barad Girilhlin: Ground Level & Second Floor 
  BARAD GlRITHLIN: SECOND FLOOR 
  1"= 50' 
  9)Stairs to the cellar . 
  10) Dumbwa ite r up from the Kitchen. 2'by2'shaft. 
  J I) Upperkitchenette. 
  12) Corridor to the courtya ... d. Theirondoorisbarredoo bothsidesand 
  has a guard on each side. 
  13) Red Obelisk.IO'high,amemorialwtheanceslorsofHouseGirithlin. 
  14) Reflecti ng Pool. Fed by a small spring through Iwosmall fountains. 
  The pool looks very deep but this is an optical illusion, it is only 2.5' deep. 
  IS) Rock Garden. Done in good taste, The iron stairs from the balcony 
  above are usually pulled up 10 the second floor, 
  16) Feasting Hall. 
  17) Ceremonial Hall. TheLordsofGirithlinhavetradilionallyheldcOIln 
  here. The replacemenl furniture and furnishings are DOl up to previous 
  standards. 
  SECOND FLOOR 
  18) Central Hall. Twin stair down from the third floor, one guard is 
  stationed here, 
  19)Armory. 
  20) Caplal n ofthc Gua rds' Room, 
  2 1} Soldiers' Barracks. Theyarenowonpatrol. 
  22} Large Closet. Stockedwithlambjerky, flourandvinegar. 
  23) Caslella ns' Room. StairslolhethirdAoor. 
  24) Nominally Earnil's quarters, Echorion lives here when not in 
  Anhedain. The iron door's lock has been tampered with so thaI is Routine 
  (+30) to open. One guard watches the stairs to the third floor when 
  Echorion is absent or asleep. 
  2S) Llbrary. 
  
  Barad G irithlin: Third Floor & Basement 
  THIRD FLOOR 
  26) Iron balcony. Thenarrowwalkwayoverlooks tlle innercourtyard. 
  27) Circular Iron staircase.1bcreisaootherlandingallhesecoodfloor. 
  The stairs to the ground level can be pulled up and hung besides the lOp 
  landing. 
  28) Earnil's Bedroom.1llewindowisheavilybarredwithsteeL lbesleel 
  door 10 Ihecorridoral#33 has IhreeE:II.tremely J'lard (·30) locks which are 
  each trapped to operale Ihe speanraps in the corridor. four +60 spears. The 
  traps are Very Hard (-20) to disann. When Eltmil sleeps he rigs a heavy 
  crossbow to go off if the door opens. This trap is Sheer Folly (-50) 10 
  disarm. The room is somewhat to ornately decorated [ 0 be allractive. 
  29) Eirnil 's Orrice. He does not bothetto lock Ihedoor. He keeps no 
  incriminaling evidence as a rule, bul disguise in which he recruited the 
  party is stashed in the closet. 
  30) SlUing Room. It is alsooven:lone. The assassins will monitor the 
  panics progress from behind !he barred window. 
  3 1) Double stal rway down 10 the second noor. Two guards. 
  32) Closets. 
  33)Back Hullway. 
  1"= 50' 
  BARAD GIRITHLlN: THIRD FLOOR 
  47 
  BARAD GmITHLlN: BASEMENT 
  1"= 50' 
  34) Dinning Room. Elimil sleeps here during the winter 10 gain the 
  warmth of the fireplace. Thedoor is sleei. triple locked as at #28. Ihough 
  Ihe lrap drops the balcony. 
  35) Storage Room. Now serving as the quarter's for the caslellan's 
  mistress. 
  36) Emergency Barracks. Now lheresidenceofEchorion 'ssquire. 
  37) Guest Room.1lJesleeldoorsllsuaUy nollocked. 
  38) Conference Room. [)c:)omas#37. 
  BASEMt:NT 
  39) Stairsdownfrom#9. 
  40) Well-lit hallway, I guardonduly. many milling about. 
  41}Guard's barracks. 
  42)Side hall. 
  43) Exercise room.Anowslilwatchesmecorridoral #40. 
  44) Storage Rooms. LocksareVery Hard (-20)IOpick. 
  45)Corrldor. 
  46) Lounge forservams and guards, lIsuallyoccupicd. 
  47)Side Hall. 
  48) Main KUchen. 
  49) Dumbwaiter uplotheFeastHal1. 
  50) Pantries. 
  51)BackHall. 
  52) Senant 's dormitory, lIsuallyrowdyatnighl 
  53) Head Cook's Chamber. 
  
  48 
  12.0 OTHER SITES 
  Space considerations preclude the discussion of all the sites of 
  potential intereSllo an adventurer in Cardalan. These include the 
  Eryn Vom. the Barrows, the Swanfleet Marshes, and the amber 
  mines of Girithlin. Two sites. the House of the Old Kings at 
  Thalion and Creb Durga (Dun. "The tomb of Durga") are of 
  panicular relevance to the events ofT.A. 1643. 
  12.10lDPAlACEATTHALION 
  The site 8t Thalion. by Metraith, has been the residence of the 
  ruler of Carda!an since the early days of ArnOT. Thorondur chose 
  it as his capital upon the Division of Arnor, and when one of his 
  lieutenants complained that the location was indefensible. Thoron· 
  durproclaimed that he would need no defenses. This boast did long 
  survive the first King of Cardalan for Thalion was captured and 
  ransomed by Arthadan forces during the Twelve Years War. Since 
  that time the palace has fallen founeen times and been desrroyed 
  five times. most recently during the Feotaran Insurrection. 
  Imlach's predecessor as Canotar spent vast sums on yet another 
  restoration of the palace at Thalion. Most of the money was 
  somehow lost and the work has not been completed (its ten years 
  behind scheduJe). lmlach halted reconstruction on his arrival, and 
  left only a small garrison to protect the museum of anifacts of the 
  old kingdom that had been collected. These troops were withdrawn 
  to Tharbad when rioting broke out, and a gang of highwaymen 
  have taken up residence here. 
  A) Thalion connects Metraith to the Nonh Road (Greenway) via 
  the so-called Processional Road(sce inside back cover). Near the 
  palace a 21' silver statue of Elendil the Tall once stood. It was 
  melted down after the Disaster of Cameth Brin. 
  PalaceatThalion 
  1) The palace complex sets atbp a sloped artificial mound that was once 
  faced with alabaster and tounnaline. The renovators have use limestone 
  and soapstone on theS' high wall. 
  Z) The steps up from the processional road originally were covered with 
  brass but are now bare sandstone. 
  3) Six limestone and soapstone obelisks ranging from 6' 10 t I' high 
  enclose the front coun. These duplicate 20' originals. 
  4) The Processional Cou rtyard. 56 wooden pil1ars,IO'tall.onabeveled 
  wooden base now define Ihisarea. Thi1l marble colonnade al first stood 200 
  high with intricate bas relief carvings on the top and bottom. Twooutlaws 
  will be standing walch within this area. 
  S) Pit. Anobelisk 120' tall originally marked theendoftheprocessionsof 
  the High Festivals with a dais from which the King could address lhe 
  people. 
  6) The Festival Court. Used formajorfeastsandentertainment5. 
  7) Four Renecting Pools 3'deepanddryalprestm. 
  8) Stable and Servants' House. The restoration has not progressed 
  funher than Ihe outer walls which are slill covered with scaffolding. The 
  bandits keep Iheirhorses here and alleasl one will be watching over Ihem. 
  9) The Palace Court. Thereare twoshallow pils. aSlhe reslorerswantto 
  include duplicates of the 40' statues of the Two Trees that were planned 
  bUI never actually installed. 
  10) Thercslorationofthe Ki ng's House hasbeenmuchmoresuccessful 
  than the OIher projects as Ihere was more left 10 work wilh. The epic scale 
  of the palace and a good deal of its grandeur have been recaptured even 
  though much oflhe facings are plasler and the paint is running after a few 
  months of neglect. Windows and doors had nOl yet been added. The mOSt 
  impressive view is surely that from the west (i.e .. front). An immense 
  stairway leads up 10 an columned ponico. These two doors have been 
  replaced. Their locks are Easy (+20) bUlthe bandits have barred Ihem as 
  well. 
  r" .-.......... _ 
  ........... - ... -... _._. __ ......... 
  _--_ .... __ 
  .. _ .... _ ........ __ ...... _-_. 
  ··· ·····_··_···_···--···l 
  4 
  3 
  •• 
  •• 
  •• 
  • • 
  • • 
  •• 
  •• 
  • • 
  $ 
  $ 
  7 
  7 
  • 
  7 
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  • 
  9 • 
  , , 
  I 
  ......... _ ... _._ .. _ .... _._-- .. -.
  ~-.- -
  ... _ 
  .. - .. - _ ...... __ ._ ...... _-j 
  PALACE ATTHALION: GROUND LEVEL 
  1" = 100' 
  
  Palace at Thalion & Creb Durga 
  PALACE AT THALION: SECOND FLOOR 
  2~2"'2"'2~2 
  3 
  13 
  9 
  1" ;;;;: 50' 
  11 ) Throne room. Thebandi(shavemadethcircamphcreandevenafter 
  four days it has become a real mess. Their arc about 30 sp and 160 cp 
  scattered among their belongings. With great cleverness, their leader, 
  Walec, has hidden the 10 gp advance from the Traders Guild ofTharbad 
  in the cushions of the throne. Two g l as~ cases containing old books and 
  maps have been left intact as (he captive scholars. lonel and Padderec, 
  have convinced the bandits thallhcy contain poisonous gasses. 
  12)Guardrooms. 
  13) Bureaucratic Offices. 
  14) Audience Chamber. OneBanditstandsguardhere. 
  15) Hallways. 
  16)Guardroom. 
  17) Main Hall. Theomatelycarved stairwaysarc magnificent. 
  18) Guard's Chambers, 
  19) Captai n ofthe Guard's Quarters. 
  SECONt) FLOOM 
  I) Stairs up from #17 above. 
  2) The Sunset Windows. Originally held fabulous stained glass. One 
  bandit rotates his watch between the windows. 
  3)UpperHali. 
  4) EntrytoQueen'sS uite. 
  5) Secret Door lothe Watch Rooms.Thebanditsbrokeitandleftitopen 
  during their e)(plorations. 
  6) Entrancetothe King's Suite. 
  7) Watch rooms. Protectedtheenlrancestothe Royal Chambers. 
  8) King'sOffice. 
  9) King's Library/Den. 
  IO)Closets. 
  II) Royal Nursery. 
  49 
  12)Queen's Privy Chamber. 
  13) Royal Bedroom. 
  14) Utility Room. Thescholars havebeenlockedwithin,andthebandits 
  have forgotten about feeding them for the last two days. There is a secret 
  door within that the scholars know about and can operate which is 
  unknown to the bandits. sadly there is nothing within the safe. 
  12.2CREB DURGA 
  Creb Durga is an ancient (proto-Beffraen) ceremonial site of 
  unknown function. Ardagor the Warlord discovered the weird 
  ruins shortly after he located in the area and made it his home. His 
  lair is scattered across two small hills, and a series of quagmire 
  around the heights discourages most explorers. If the natural 
  fortress is discovered. Ardagor has a careful plan for greeting his 
  guests: the lookouts at the Cave are to noisily engage the intruders 
  in order to give the bodyguards time to mobilize. They will then 
  feign flight back 10 the stone table, while other parties move out to 
  hit the intruders from behind and from the flank. 
  Tm: Exn;KIOR LAYOUT 
  I) T he low western hill,sparrelycovere<iwithpines. 
  2) Cavern a nd Tomb. locatedon thesouthemfaceof#l. 
  3) Small stream running down tOlhe quagmirefrom the Big Hi ll. 
  4) Quagmire. Will CUI movement by -75. and Iripleexhaustioneffects. 
  The large stream is easily fordable. A popular hangout for snakes: likely 
  (01-50) to encounter one every ten rounds in the muck. 
  S)Small hillock. 
  6) Ceremonial Path. Noplantswillgrowonthisancientwalkway. 
  7) The Big Hill, fairlyheavilyforestedwilhbeeches. 
  8) The Cave. ThisappearslObea "normal"Trol1'slairit is only Hard(-
  10) to find. Three of the Troll-guard stationed here. 
  9) Small Ridge. If intruders bog down in fighting at the cave, re-
  enforcemenls will move up and attack from here. 
  IO)TheOldWell. 
  II) Crest orlbe Big Hill. ThepathabruptlycomeslOaneodamidajumble 
  of bou Iders. 
  12) The Stone Table. 
  13) Small ridge at the lOp of the Big Hill. 
  14) BeyondthecrcstlheCeremonial path begins again. 
  15) Lookout Post. Oneofthe Trolls wiUjusl fit in the tiny cave. 
  
  50 
  . 
  ' .. 
  . " . 
  1":;; 100' 
  ! 
  N 
  Creb Durga: Overall Layouts 
  ~ 
  .. ' 
  ,.,:. ... 
  1"=400' 
  
  Creb Durga: The Treasury & Troll Lair 
  THE TREASURY 
  a) E ntrance. The pile of rocks appears 10 be theresul! of a landslide. It is 
  Extremely Hard (-30) to discern otherwise. The rocks are fairly easily 
  removed, however, Ardagor has ordered his guards to catch and maim 
  insect in their offhours and bring them here. Four 10 six coireals have taken 
  up residence in Ihe rocks to enjoy this bounty. 
  b) Cave, 4' high going deep into the hill. 
  c) Secret Doo r . SheerFolly(-50)tofind in the cramped dusty conditions 
  of the cave. It is not locked or trapped. Beyond is a narrow and nalUral 
  extension of the cave. 
  d ) Burial Chamber. hs stonedoor islocked, Hard(-IO)and trappedalso 
  hard (- 10). The ttap dumps a heavy stone 5' back down the crawlway for 
  a +35 Fall Crush. The 6' ceilinged tomb is the home is the home of a lesser 
  wight that will appreciate company. He will slither out of a crude but 
  Strangely beautiful stone sarcophagus. If the sarcophagus is dragged out 
  of the way a small hole going down to a tunnel will befound. After looping 
  around the narrow tunnel end with a new Rune of Running Death on a 
  stone door. The new lock is Very Hard (-20) and has a Very Hard (-20) 
  needle trap poisoned with Uranna. 
  e) False Treasury. Ardagorhasstored his lesser, bulky loot here. There 
  are four large sacks with roughly a thousand coins in each. About 80% are 
  copper pieces and the rest are bronze. There is a smaller sack with about 
  700 !p. 
  f) Secr et Door. Located in theceilingoftheTreasury itwas missedbythe 
  Warlord. lIS lock is Extremely Hard (·35) to open. One can crawl up into 
  a short 2'x2·x2' tunne]. The danger is the Very hard (-20) to detect ceiling 
  trap which is set off if more than 50lbs of weight is place anywhere in the 
  middle 10' of the tunnel. Selling off the trap will cause the entire tunnel to 
  collapse. 
  ~~------------~ 
  51 
  " . 
  1" ::;; 50' 
  g) True Treasury. Most of the materials within are dust as Ihey were 
  meant to provide for Ihe deceased in some afterlife. However. the solid 
  gold plateannor. helmel, shield, short sword and spearhead shou ld reward 
  even the greediesi. This comes to aboul 6Olbs. of gold. If used the 
  equipment is -25 but plus 50 10 RRs if the enlire set is worn, it would fit 
  a small Dwarf, a large Hobbil, or a Beffraen or Wose of normal propor-
  tions. 
  TROLL LAIR 
  1) Entrance. The wide cave mouth is guarded by two of the three Troll 
  bodyguard on duty. Brush has been piled around the cave mouth in what 
  is supposed to appear to bea feeble attempt 10 hide it. It is Very Easy (+25) 
  to spot. 
  2) The Fron t Cave. II is provided with Ihe usual assortment of crude 
  fumitute, jars of "jellies". and Olher delicacie~. 
  3) Passage. The route to the middle cave is narrow and can be easily 
  defended by one Troll. 
  4) Middle Cave. Thereisabedfortheoff-watchTroll,andseveraldozen 
  tp and broken weapons are scattered about as treasure. 
  S) Side Caves. Each is trapped, Very Hard(-20)todettttanddisann. with 
  a deadfall good for a +55 Large FalVCrush. 
  6) Back Cave, The Trolls will mue a last stand here if hard pressed, 
  though one will flee back to the main stronghold. 
  7) Pit in th e floor. Itappears to be the Trolls' cesspool. Thedisguise is 
  quite effective and Ihis should discourage the inquisitive from climbing 
  down to discover the passage tha! leads back to theOld Well at #1 0 above 
  and thence back (0 the real lair. 
  
  52 
  DURGA: 
  1" ::: SO' 
  WARLORD'S LAIR: MAIN Llo:VI.:L 
  I ) Threewellconcealed arrow slilscommandthemain path up lothe lair. 
  2) Stone ta ble. Its original purpose is unknown but the Warlordhasbeen 
  using it for human sacrifices. The flayed corpses of twO of the foragers 
  have been left on the table. 
  3) False Door. Alargewoodendoorhasbeenconvincinglyworked into 
  [he rock face. It is locked, Hard (-10), and only solid rock and a Symbol 
  of Agony wait behind it. 
  4) Entrance. Cunningly sel behind a narrow fissure in the rock. The iron 
  reinforced door is barred from the inside which makes it Sheer Folly (·50) 
  to open. 
  S) Small Door. Only aboU!4'highlhiscmrycouldnotservclheTrolls so 
  the Warlord has had it barred and has piled slaRes behind it. He has tested 
  it and none of his guards can bauer it down in five tries, so magic is 
  probably the only means to gain a quick entrance here. 
  6) Parlor. One bodyguard stands watch here. and there is an arrow slit 
  overlooking the left fiank of the lair. 
  7) Obirt the Healer's Room.ltisquiletidyforaTroll'sdomicile. Many 
  useful herbs (determ ine randomly) are kept in his trunk. The trunk is not 
  locked bUi has a Symbol of Major Pain inside the lid. 
  8) Passage. Easy heldbyoneTrol1. 
  9) Central Hall. Twoarrowslits.Off-<lulyTrollsoften roll the bones here. 
  10) Stairsdownlothelowerlevel. 
  11) Secret Room. Thedooris Very Hard(-20)tofind but itdoesnollock. 
  The alcoholic beverages are stored here. 
  ll) Hallway. 
  13) Large cave. EightoftheBodyguardsreside hereand it iscoosequen. 
  tially fillhy. Two will usually be found here. 
  14) Passage. As#8. 
  Creb Durga: The Warlord'sLair 
  15) Agio and Ognor's cave. Thcdoorisnotlockcdbutistrappedwitha 
  needle armed with Sharkasar in the door knob, Very Hard (.20) and a 
  bucket of nightsoil on the lintel, also Very Hard. (Agin is repaying oneof 
  Ognor's practical jokes.) Neither oflhe Troll leaders will be in the room. 
  16) Crevice. Where the passage widen thereisacrevice lookingoverthe 
  stone table. Too small for the TroHs, but large enough for a lithe human, 
  the crevice has been fined with thirty outward angled nails smeared with 
  Sharkasar. It will be a maneuver of Absurd (-70) to avoid the nails for all 
  but the e:\tremely lilhe and agile. 
  17) Barracks. Five of the bodyguards reside here, generally similar to 
  #13. 
  18) Barracks. lllreeTrolls live here. Door as at #4. 
  19) Narrows stairs 10lheloplevel. 
  20) Guardroom. Two Trolls on duty. 
  WARLORO'S LAIR: LOWER LEVEL 
  21) Stairs down from # 1 0 above. 
  22) Cavern. It is somewhat low (5') for the Trolls and therefore is lillIe 
  used. 
  23) Storage Caves. The Warlocklnsprovisionsforseveralmomhs,some 
  of reasonable high quality. 
  24) Saggo's Room. The leader of the Troll guard has very violent 
  nightmares and so he lives apan. Thedoor is not locked or trapped. Rather 
  reclusive, the big Troll is likely 10 be in his room. 
  25) Curing Room. The two battered but alive members of the foraging 
  pany are shackled amid the butchered remains of the rest of their fell ows. 
  Often unconscious. il is only 25% likely thai either will be aware of the 
  secret passage. 1-4 Trolls are likely to be amusing themselves with the 
  prisoners, including the Troll who il supposed to be guarding the secret 
  passage. 
  26} Secret Passage. Connects to#16 on Iheareamap. Bothsecreldoors 
  are Ememely Hard (-30) to find but are nOllrapped or locked. 
  WARLORD1S LAIR, 
  LOWER LEVEL 
  1" 
  50' 
  
  Adventures 
  WARLORD'S LAIR, ,. 
  Top LEVEL 
  1" 
  50' 
  WARLORD'S LAIR: Top LEVEL 
  27) Stairsupfrom#19. 
  28) Small Cave,unlit 
  29) Goard Station. ArdagorhasempJaceda pennanenlShadowSpell lo 
  conceallhe guard beller. 
  30) Passageway. 
  31) Large Cave.Overlookslhestonelableareafromareamap#13.ltis 
  provided with numerous arrows slits but not manned (Trolled) except in 
  cmergencles. 
  32) NarrowCorridor. 
  33) Guard Station. As#29, except a Troll is only stationed when the 
  Warlord is in his suite. 
  34) Warlord's Office and Conference Room. Numeroushighquality 
  maps thai comrast the rather crude wooden furnishings. The door is similar 
  tothatat#4. 
  35) Warlord's Den. Ardagor relaxes here, which often means Ihat he 
  indulges his visceral hatred of Orcs. He has a collection of 32 are skulls 
  and various instruments for his amusement. 
  36) Warlord's Bedroom. Thedoorlohisprivalesuiteisasat #4, except 
  that it also has a needle trap with Uraana, Very Hard (.20). The bedroom 
  is furnished with surprising taste and elegance with 1001 laken from all 
  over Cardolan. If carefully carried off. the furnishings could be wonh 2· 
  300 gpo 
  37) Warlord's Treasury. The vaultdooris Sheer Polly loDiscem (.50) 
  but ils lock is only Medium (+0) though il also has a needle trap in both 
  hinges as Ihal in #3 6. The real danger are Ihe 6 Runes of Agony within that 
  are Absurd (-70) to avoid. There are also 62 sheets of unused Rune Paper 
  within. two large leather sacks containing 813 and 779 gp respectively. A 
  leather case contains a thorough sele.:tion of Healing herbs, anda platinum 
  and diamond necklace wonh roughly 1600 gpo 
  53 
  13.0ADVENTURES 
  The following adventures revolve around the maps and settings 
  described in this module. Most are keyed to the Great Stann of 
  1643 that severely disrupted theongoing struggles for survival and 
  supremacy in the lands of Cardolan. The Princes of Cardolan are 
  an adaptive lot. and it is a time of new perils and new opponunities. 
  13.1 HUNTFORTHEWARLORD 
  Under the cover of the storm, HaUas' raiding force has moved 
  from Dol Tinare to the Empire without opposition. The main body 
  is encamped before !.he Traits Caves when word is received !.hat a 
  foraging party off to the southwest has disappeared. 
  Setting: Creb Durga in the Warlord's Empire. 
  Requirements: A medium-sized groupofadventures well versed 
  in fighting, woodcraft, and stealth. A competent Ranger and a 
  Mage or Animist are probably needed, but fighting abilities are of 
  the utmost imponance. 
  Aids: The captain has only a poormapofthe general area in which 
  the foraging party was operating. If the group lacks a healer he will 
  provide some useful herbs. The few animals in the area could 
  provide excellent intelligence if the party can be find and commu-
  nicated with them. 
  Reward: The captain will pay 2 gp for any recovered bodies, and 
  10 gp for any foragers rescued. There is a standing bounty of20 gp 
  per TroU head. 
  THE TALE 
  The Warlord has a mild claustrophobia and disliked reSiding in 
  the limestone caves with his army. When some Wolves reported 
  finding the ruins of an ancient Eriadoran burial site, he decided to 
  move there. He rationalizes that this prevents his being bottled up 
  in the caverns, and increases his flexibility. The Warlord's elite 
  guards, and most of his ill-gonen gains are kept al Creb Durga. 
  The foragers had the misfonune of stumbling upon the true 
  location of the Warlord's Lair at Creb Durga. His weJl-driUed 
  guards made shan work of them, although two have been taken 
  alive for later tonure and sacrifice. The ambush site has been 
  cleaned up and will be extremely hard to find without magical aid, 
  as will the Troll tracks back to the lair. The foragers tracks are easy 
  to foUow. 
  THE TASK 
  The party is assumed to have signed on as mercenaries for this 
  expedition. The search for the foragers will probably not be viewed 
  as an exciting assignment, and the pany has no other options save 
  breaking their contracts and fleeing for they have "volunteered." 
  The mission can be portrayed as a wann-up for the daunting task 
  of hunting out the Trolls in the labyrinthine limestone caverns. It 
  will rapidly develop inlo somelhing far more important and peril-
  ous. 
  THEE"IEMY 
  The Warlord relied primarily on his gorcrows and traps to 
  provide security for his lair. The Storm blew many of the foul birds 
  far into the east and disabled or revealed many of the traps. The 
  remainder of the birds are bloated and lazy from feasting on the 
  dead foragers. It would nonnall)' be impossible to approach Creb 
  Durga, but now it should be feasible if the party is extremely 
  careful. lfthe alann is raised, about a third of the Trolls will move 
  oullO attempt an ambush. 
  
  54 
  The Troll sentries on the hill itself are more vigilant and pose a 
  more serious challenge.lfthey spot the party, the standard defense 
  plan (see 12.2) will be put into operation. The Warlord is an expert 
  tactician and this plan could devastate an extremely powerful 
  group. However, even his elite Trolls are dim-witted. and can 
  execute the defense only through extensive practice. If the party 
  can disrupt the plan, the defense will soon devolve into chaos. That 
  still leaves the unpleasant prospect of dealing with the Warlord in 
  person, for he is fonnidable both as a warrior and as a mage. 
  THEREWARDS 
  Beyond (he paltry rewards for rescuing survivors, Hallas has 
  placed an 840 gp reward for the head of the Warlord. Merely 
  returning to the main body with infonnation about ereb Durga will 
  bring a 50-1 00 gp reward. but the Warlord is likely to flee before 
  another assault can be mounted. There is also the considerable 
  prospect of discovering the treasury of the Warlord. Managing to 
  return to a safe place with all this loot could prove to be an 
  adventure in itself. 
  13.2 A BLOW FOR PEACE 
  The adventurers face that most daunting of tasks: covertly 
  seizing a major castle, and converting the majority of the inhabi-
  tants to their side by disposing of their "evil master." 
  Setting: The Argond, the fortressofthePrincessofDoICalantir. 
  Requirements : A medium-sired party of comparatively high 
  level characters. Loyalty to Gondor would be a plus. butefficiency 
  and expenise are the overriding criteria. A skilled mage, healer. 
  and archer are indicated as well as acouple stealthy types and a few 
  doughty warriors. 
  A ids: The Canotar lmlach Haradrimris will provide minor magic 
  weapons. items, and herbs to make up any oven deficiencies of the 
  party. The Canotar possesses reasonably accurate plans of the 
  Argond. and a scheduleofthe guards at thecastle. If it is absolutely 
  necessary. lmlach can send one of his bener fighters, or recruit a 
  volunteer from the shadowy Seers Guild. 
  Rewards: Ideally the pany should be glad to serve their King and 
  to save the poor suffering folk of Cardolan from further strife. In 
  the rather likely event that this is not the case. Imlach is prepared 
  to offer estates in Gondor's holdings in Cardolan. or various maps 
  to ancient treasures. If this will not suffice and Imlach is impressed 
  with the group he could provide a license to recover "desperately 
  needed" heirlooms from the barrows in Tryn Gorthad. He will 
  provide horses and supply and 5(1() gp for expenses. Commerce has 
  virtually ceased in Tharbad. so Imlach 's stocks will be the primary 
  source of provisions. 
  THETALE 
  In a lucky stroke. Imlach captured an imponant Calantiran agent 
  in Tharbad. and "persuaded" him to reveal much of what he knew 
  ere the agent expired. This information was enough to reveal that 
  Calantir not Feotar was behind the unrest in Tharbad. However. 
  Imlach needs physical evidence in order to have any hopes of 
  defusing the situation; a public confessions by the chief of the 
  provocateurs would be even better. The increasingly desperale 
  situation in Tharbad makes il imperative that any such intervention 
  must come very quickly. there is no time for guile. Imlach has 
  decided to send an elite group of adventurers to seize the Argond 
  and capture Dagobert. who he presumes to be behind the plot. 
  lmlach would prefer to go himself. but he has learned enough 
  diplomacy to realize that Gondor must be able to disavow the 
  mission if it fails. He will support whatever ruses the party plans. 
  and will provide appropriate disguises, props. and forged docu-
  ments. Sadly. official Gondorian credentials will not be available. 
  Adventures 
  lmlach's discovery is a blow to Calantiran plots. but this is a 
  situation that Finduilas has prepared for. Her gross Steward. 
  Dagobert. actually has no knowledge of the scheme, but as ex-
  pected no-one suspects that the withdrawn and homely Princess 
  would be capable of such actions. However. Finduilas has not 
  calculated on the rashness of the Canotar's response. 
  THETASK 
  The adventurers will have been in Tharbad only a short time 
  before they are approached by one of the Canotar's agents about 
  undenaking the mission. They will not as yet have taken sides in 
  the troubles ofthecity. and the young Dwarf. merchant-apprentice 
  who contacts them will promise or say whatever is necessary to 
  persuade them to come to an interview without revealing the 
  Canotar's involvement. 
  This meeting is likely to be noticed. and one or more of the 
  various factions in town is likely to attempt to discover, subvert or 
  prevent their mission. Such an encounter with street toughs in the 
  city, and/or outlaws outside ofTharbad should scarcely work up a 
  threat. 
  AGENT ON THJ<; RACK 
  Penetrating Ihe Argond. obtaining incriminating evidence and 
  kidnapping Dagobert should not pose that difficult an assignment 
  for our brave and resourceful heroes. Unfortunately, lmlach has 
  indicated that that course would be a nominal completion of their 
  task. Imlach needs reinforcements and he hopes that the eccentric 
  Princess of Dol Calantir will ally with him if the misdeeds of her 
  faithless. thieving Steward are revealed to her through his efforts. 
  Thus the party needs to gain possession of Finduilas, a significant 
  portion of the castle, and time forpotentially delicate negotiations. 
  No piece of cake this mission. 
  
  Adventures 
  The main variable is the reaction of Finduilas to the invasion of 
  her home; it is utterly unpredictable. The possibilities range from 
  her sinking inio a nearly catatonic sulk to her rallying thedefenders 
  and leading a courageous counterattack to rescue Dagobert with 
  her potent magics. It is reasonably likely that if captured. Finduilas 
  will play along, planning to deal treacherously with her deliverers 
  sooner, or Imlach later. However, moderately sincere co-operation 
  with the party is nOt impossible. Finduilas overriding concern is 
  with a skilled and artful control of circumstance. IF the party can 
  quickly and elegantly gain control of the Argond. she is much more 
  likely to be well disposed towards them. h should also be noted thai 
  Finduilas is quite inexperienced with the opposite sex, and could 
  well be vulnerable to a knight sans peur and sans reproach. or to 
  highly developed seduction skills. 
  THEREWARDS 
  All rewards will come from the Canotar. save for what minor 
  booty might be recovered from thugs en route to Dol Calantir. 
  Neither lmlach, nor Finduilas will be well disposed towards a 
  looting of the Argond. 
  13.3 THE MITHRIL ROOM 
  Almost faster than an Eagle could ny, word has spread through-
  out Cardolan that the Great Storm has exposed the ruins of Land 
  Daer. Neap tide is rapidly approaching and it appears that explo-
  ration might be possible. 
  Set ti n g : Lond Daer, northwestern Enedhwaith, S uduri. (perhaps). 
  and Thalion (possibly). 
  Require ments: A party of virtually any size and any level can 
  accomplish this mission. but luck and adaptability are vital. At 
  least one expert swimmer, and either magical or herbal means 10 
  deal with flooded passages and bad air are vital. Thieving skills. 
  fighting ability. and healing cannot be neglected for those who 
  would succeed in Ihis adventure face myriad challenges. 
  Aids: A party thaI can find a noble sponsor will be lavishly 
  outfitted, although much of the money will be needed to procure 
  transportation from the Bargemen. Maps will abound, but most are 
  bogus, Braegil's map of the ruins, kepi at Thalion would be 
  extremely useful, although its acquisition will incur great delays. 
  Rewa rds: Theprice forthis mission has rapidly inflated to 200 gp 
  up front, expenses, and 10% of recovered treasure. This assumes 
  a group of about seven (totaling aboul40 levels). This price will 
  vary proportionally 10 the size and experience of the group. 
  55 
  THE TALE 
  Prince Braegil the Scholar, the second son of Ostoher (the Last 
  King of Cardolan) was a lore master who was renowned even 
  among the Elves. Braegil devoted much of his research to the hunt 
  of ancient heirlooms and treasures that might restore the declining 
  fonunes of his father's kingdom. In T.A. 1405, BraegiJ led an 
  expedition to the ~unken ruins of Land Daee. In early 1409 he was 
  preparing a major expedition in great secrecy, but this was aborted 
  by his death in the Battle on Tym Gorthad. Word gradually spread 
  that Braegilthoughl he had discovered the fabled Mithril Room of 
  Tar-Telemmaite. 
  Mosl of the Wise had virtually forgotten Tar-Telemmaite. but 
  the fifteenth King ofNumenorwas the "bogy man" in much of the 
  folklore of Cardolan as his lust for mithril had provoked the Second 
  Revolt of Eriadorans in the dim mists of the Second Age. Tar-
  Telemmaite's wealth and greed were exemplified in legend of his 
  ordering the casting of pure mithril paneling to cover all of the 
  interior of 30'x4Q'x 12' room. This work could only be done by the 
  Dwarves of Moria, and the Mithril Room was said to have been lost 
  when the ship bringing it to the King foundered off Pelargir. 
  Braegil found hints thaI the panels had been secretly sent to Land 
  Daer, and that a great warship had been lost in the Storm known as 
  the Wrath of Osse, probably before the ship had reached port. The 
  800 pounds of "mithril" contained in the panels is a prize that 
  makes the greatest Dragon horde seem puny, but mostofthe metal 
  was cleverly debased by the Naugrim. hs actual worth is about 
  1600 gp (100 gp per panel). 
  Braegil's hunt for this treasure became a popular ballad, his 
  death and the faJl oflhe kingdom being attributed 10 his unleashing 
  the curse of the Mithril Room. Few of the Princes of Cardolan put 
  any credence in this lale, but they cannot afford nOllO be sure if the 
  price is only a few hundred gp and a few much more expendable 
  adventurers. The race 10 Land Dacr is on. 
  THE TASK 
  The Princes, as is their habit, will seek their explorers in 
  Tharbad. The situation in the city is extremely tense, as widespread 
  rioting was broken up by the hurricane, and the various factions are 
  now arming and preparing fordvil war. The group should become 
  aware of the map at Thalion. The need for this map must be 
  balanced against the need to leave immediately as competing 
  groups may do. Departure must be within two days to arrive at 
  Sudl1ri before the neap tide. 
  Most of the vessels at Tharbad have been damaged by the storm, 
  and the Bargemen keep up well on rumors, so passage to Suduri 
  will be extremely expensive. The Bargemen will not permillheir 
  craft to be used for fighting among the groups, though nighttime 
  raids against another camp are totally permissible as long as no 
  Bargemen are harmed. (They will stay on their craft, and will nOI 
  allow their passengers to do so, persuading them to navigate at 
  night will be prohibitively expensive.) The panycan make directly 
  for Land Daer but guides who know how to avoid the vicious 
  Beffraen of the area can only be found at Suduri. 
  Although the Great Storm temporarily quenched the fires of 
  revol! in Tharbad, it precipitated connict in Suduri. Most of the 
  native Sarlainners fled inland, and the southern refugees seized the 
  city in Olby's name. Lanaigh is slowly gathering a siege. and both 
  sides are likely to attempl to enlist any warlike types who drift by 
  into their annies by persuasion orby force. Prices for supplies will 
  be exorbitant and it will be hard to find a willing guide. 
  Once finally at Lond Dacr. the party will be faced with Beffraen 
  raiders, the possibility of a Dunnish tribal war band, and the 
  questionable honor of their competitors. This is besides the mys-
  teries and dangers of the ruins themselves. 
  
  56 
  THE ENEMY 
  Travel in the wilds of Car dolan is nOt without its perils. but the 
  gravest danger to Ihc party comes from their own kind, the 
  compeling groups of adventurers wilh the same quest. When and 
  if the ruins are successfully reached, the problems become primar-
  ily inanimate. Some of the Ir3.ps are still operable, but more danger 
  lays in an incautious approach to the flooded passages and the bad 
  air. This is compounded by Ihe presence of the Nurga. The 
  Beffraen have recurringprob\cms with wereralism.Jftheexorcism 
  ceremony is badly botched, a Nurga (Greater Wereral) results. and 
  the local uibe thought thaI Ihe ruins would make an excellent 
  prison. The Nurga's condition is highly variable, and a weak but 
  clever pan)' lhat has gotten this far will have to trust the dice to 
  overcome the beast. The true site of the treasure has its own 
  phantasmal guardians. 
  THEREWARD 
  The fee for undenaking lhis mission is by no means paltry. and 
  there is the possibility of gather considerable booty in conflict with 
  the other adventure groups. Once Lond D<ler is reached their 
  remains considemble salvage that was missed or ignored centuries 
  ago. The Milhril Room itself, if it can be recovered. will prove far 
  less yaluable than expected. Tne Dwarves alloyed the mitlrril with 
  aluminum and thcyclaimed 10 have lightened the panels by magic 
  to disguise their fraud. This makes the panels undetectable by 
  magical means. The Dwarves of Moria will nOt wish to have their 
  ancient chicanery exposed, and may attempt to recover "their" 
  treasure in any event. The ElvesofRivendelilikely could recover 
  the 40 Ibs of mithril actually contained in the panels, but are 
  unlikely to be willing to destroy such a great work of art for such 
  crass and material reasons. 
  13.4 TREACHERY 
  The adventures must penetrate one of the strongcst castles in 
  Cardolan to obtain evidence that someone is betraying the King 
  Arthedain. They have inside help, but who's on which side, who 
  is the real traitor? 
  Setting: BaradGirithlinand vicinity. 
  Requirements: A small party that has stealth. climbing and thief 
  skills and which is loyal to Arthedain. Their levels should be 
  medium. 
  Aids: The recruiter of the group will provide them with a hasty 
  sketch of the castle. the location of the incriminating evidence, and 
  the means to contact GJaran. a sergeant of the guard. The group will 
  deliver a load of mutton to the kitcnen. and GJaran will hide them 
  in a pantry where they are to await the dead of the nighl before 
  undertaking their task. 
  Rewards: The recruiter offers 60 gp up front per party member. 
  with the promise of 40 gp more after they have completed the 
  mission. There is also the satisfaction of serving the King of 
  Arthedain through the exposure of a pernicious nest ofyipers. 
  THE TALE 
  The reyolt of the southerners in SudLiri in the wake of the Great 
  Storm has caused certain glitches in the schemes of Elimil. Regent 
  ofGirithlin. He has been subsidizing the services of the mercenary 
  Raggers in Saralainn in order to foil the invasion plans of 
  Arthedain. The opponunities of the revolt are too much for Earnil 
  to resist. but the non-arrival of the Raggers at the siege of SudLiri 
  will surely be noticed, even the inept Arthadan spy service. 
  Adventures 
  Eamil has decided on a plot to eliminate his nephew Behorion 
  before he reaches his majority. His incriminating correspondence 
  with the Raggers has been phrased so that the scheme could be 
  blamed on Behoricn. Behorion. with his unimpugned integrity and 
  considerable presence, would make it difficult to blame the perfidy 
  on him, if he is alive. 
  Earnil has recruited the gullible adventures. He plans 10 slay 
  them once they have reached Ihe safe, and to murder Echorion. 
  Things will be arranged so that it will appear that Echorion hired 
  the assassins to kill Earnil after his uncle discovered his "treach-
  ery." The plot was foiled, and sadly Echorion was slain before he 
  could face the King's justice. 
  THETASK 
  The pany will discover that something is wrong fairly quickly. 
  Shonly before midnight they will hearthe sounds of struggle in the 
  kitchen and find their egress from the pantry bared. On breaking 
  out they will find Glaran garotted. The guards will beout in greater 
  strength than they were led to expect. and the only route they can 
  follow. is that to the upstairs that they planned to lake. An ambush 
  awaits on the third floor. 
  Ideally the party will figure out what is going on in time to 
  survive, save Behorion, and capture Elimilto face justice. If they 
  can unravel the plot and escape 10 Arthedain, they can probably 
  bring the truth to light. If they merely escape, they are likely to be 
  branded as criminals to be killed on sight, and restoring their 
  reputation will prove a long and difficult task. 
  THEREWARDS 
  Aside from the money provided by Eamil, the party willlikcly 
  be well rewarded by both Behorion and King Argeleb n if they 
  succeed, being knighted would be appropriate. 
  13.5 CARAVANS, GARDENS, AND 
  TWO-LEGGED CURS 
  Eben the Merchant has decided that he cannot afford to wait for 
  the political situation to settle down before he gets his shipment of 
  glass and amber to Tharbad. His fellow tradesmen. and most 
  mercenaries think he is a fool. 
  Setting: The road (Redway and Greenway) from Sam Ford to 
  Tharbad. 
  Requirements: A medium to large-sized pany of low level 
  characters. Some outdoors and healing abilities are needed, but the 
  emphasis is on brawn and vigilance. 
  Aids: Eben will provide any nonnal equipment that is needed as 
  well as daily expenses. Several of the Thalion Bandits carry maps 
  leading to their lair. 
  Rewards: Eben offers 2 sp per day for the trip. expenses en route. 
  and 15 gp given that the caravan is successful. Otheropponunities 
  may arise along the way. 
  THETALE 
  The revoh of the southerners in SudLiri in the wake of the Great 
  Storm has caused certain glitches in the schemes ofEamil. Regent 
  ofGirithlin. He has been subsidizing the services of the mercenary 
  Raggers in Saralainn in order to foil the invasion plans of 
  Arthedain. The opponunities of the revolt are too much for Earni) 
  to resist, but the non-arriyal of the Raggers at the siege of SudLiri 
  will surely be noticed, even by the inept Anhadan spy service. 
  
  Adventures 
  Eben. an unsavory Dunnish merchant. is being hard pressed by 
  his creditors. and has decided to take the risk of getting through. He 
  claims that getting his usual cargo of ceramics. glass, and amber to 
  market first will allow him to geta good enough price to pay offhis 
  debts. His problems are more serious than he admits, and some of 
  Eben's less savory creditors has pressured him into an altemptto 
  smuggle a load of combat herbs (mainly Mirenna, Suranie, and 
  Harfy) stolen from Fomost Erain to Tharbad. 
  The Traders Guild has discovered this bit of free-lancing and is 
  not pleased. A gang of outlaws has been sen! to Thalion specifi-
  cally to intercept the caravan. 
  LOADING 
  THE TASK 
  Wolves. and the possibility of wandering brigands of the Man-
  nish or Orcish variety are likely to enliven the first half of the 
  voyage. Later a noctumaJ decent by the Thalion Bandits is a vinual 
  certainty. The pany may be tempted to pursue the bandits back to 
  Thalion, the fanner home of the Kings of Cardolan whose small 
  Gondorian garrison was withdrawn to Tharbad. Eben is not dis-
  crete when he has been drinking, and the party may come tosuspect 
  the illicit nature of the cargo they are protecting. If they decide to 
  act on this knowledge they are likely to become involved in the 
  deadly world of the factions of Tharbad. 
  57 
  THE ENEMY 
  The randomly encounlered beasts, both two and four legged, 
  thai prowl lhe unguarded Road will not be a minor prOblem for a 
  low-level group. The main problem is, of course, the bandits who 
  seek the cargo of the caravan, but luckily in the current situation, 
  the Traders Guild could not afford to send its best men. Eben is 
  prepared to sell out his erstwhile guardians if that will save his own 
  neck. and his servant Ragi will happily betray them and/or his 
  master for the slightest gain. 
  THE REWARDS 
  The fee from Eben in itself is rather high given the experience 
  of the group, given that every thing goes smoothly. There is the 
  possibility of booty from the brigands, and although Thalion has 
  been looted several times, there are still a couple treasures care-
  fully hidden. The herbs that Eben is smuggling are worth up to 
  1000 gp, beyond the 280 gp value of his legal goods. 
  13.60THERADVENTURES 
  1) APC hascomeimo a substamial inheritance and decides 10 form 
  his own mercenary company. Reliable warriors and support 
  personnel must be gathered quickly, and an employer found, in 
  order not to miss the profits of a new round of little wars. The 
  new captain will face the tast of gaining a reputation in this 
  highly competitive market while minimizing his losses, and 
  learning to survive in the perilous world of Cardolan 's politics. 
  2) One of the factions of Tharbad hires the group to attempt to 
  contact and recruit the escaped slaves and other outlaws of the 
  Swanfleet Marshes for the forthcoming struggle in the port city. 
  The PC's will be paid a bounty for each warrior they bring back, 
  and may also hunt for rare herbs, or try some poaching. 
  3) One of the Princes of Cardolen employs the group to try their 
  luck with an old treasure map to some of the Elvish ruins along 
  the southern bank of the Mitheithel. A long journey in the 
  perilous wilds lies ahead. At the end blood-thirsty Undead and 
  intricate traps await them. 
  4 ) A southern warship has been pillaging the waters of the mouth 
  of the Baranduin. The PC's must rally the local Rivermen to 
  undertake to stop the behemoth and iL~ armored warriors with 
  their tiny vessels. Careful planning could lead to the recovery of 
  vast booty or the PC's may dare to seek out the Elves of 
  Harlindon in search of aid. 
  S) Suspicious persons anempt to hire the PC's to eliminate the 
  Half-orc Captain Forak, "After all, how can you murder an 
  Ore?" If the mission is accepted, the head of the cunning Forak 
  is no easy prize. If not, who is actually behind this request? How 
  far have the agents of the Witch-king penetrated into the rulers 
  of Cardolan? Skullduggery, mystery. and treachery lies ahead. 
  
  58 
  Master Encounter Table 
  14.1 MASTER ENCOUNTER TABLE 
  Old Forrest 
  MajurRivers 
  Towlisand 
  andEryn 
  Uowou nd 
  Tyrn 
  Gwalhlo 
  Easlern 
  and Coastal 
  Encounler 
  Tharbad 
  Suduri 
  Vorn 
  Saralainn 
  Highlands 
  Gorthad 
  Basin 
  Cardora" 
  Marshes 
  Walers 
  Chance(%) 
  65% 
  50% 
  50% 
  IS'" 
  20% 
  35% 
  25% 
  10% 
  IS% 
  20% 
  Distance (miles) 
  .5 
  .5 
  .5 
  8 
  7 
  4 
  8 
  8 
  5 
  , 
  l ,me (llours) 
  .5 
  .s 
  .s 
  4 
  , 
  2 
  4 
  4 
  2 
  4 
  Inanimate Dangers 
  General Traps 
  -
  -
  01-02 
  01 
  01 
  0)-02 
  -
  01 
  01 
  -
  Natura1 Hazards 
  01 
  01 
  03,(>< 
  02·03 
  02 
  03-04 
  01 
  01.03 
  OH16 
  0]·05 
  Severe Weather 
  02 
  02 
  05 
  04-05 
  03 
  05 
  02 
  -
  07 
  Q6.07 
  Siles & Things 
  03 
  03 
  0609 
  0<>10 
  04-10 
  Q6.14 
  03-06 
  04-18 
  08-11 
  08-12 
  Animals 
  Wolves 
  -
  04 
  10· 12 
  11- 16 
  11-18 
  15-20 
  07-11 
  19-24 
  12-13 
  13 
  Wargs 
  -
  -
  13 
  17-18 
  19-20 
  2 1-23 
  12 
  25·26 
  -
  -
  L ions 
  -
  -
  14-16 
  19 
  21 
  24 
  -
  -
  14 
  -
  Bears 
  -
  -
  17- 19 
  20 
  -
  -
  -
  27-28 
  IS 
  -
  I ~~~n 
  -
  ..'15 
  20-22 
  21·25 
  -
  -
  .D. 
  -
  -
  14 
  Ninfiar.:t,IWild Aurochs 
  -
  -
  23·24 
  -
  -
  25 
  -
  -
  -
  -
  Boar 
  -
  -
  25-26 
  26-28 
  22-23 
  26-27 
  14 
  29-30 
  16 
  IS 
  Pronghorns 
  -
  -
  -
  -
  24-28 
  28-31 
  IS 
  31-32 
  -
  -
  Sheep (w/Sheep Hounds) 
  04- [0 
  06·1 1 
  -
  29-] 1 
  29-34 
  32-36 
  16-25 
  33 
  -
  16-20 
  Bats/Flying Frogs 
  " 
  12 
  27-34 
  32-33 
  35 
  37 
  26 
  34 
  17-18 
  21 
  -POisonous Snakes 
  12 
  13 
  35-37 
  34-30'" 
  36 
  38 
  27 
  35 
  19-25 
  22-26 
  Crocodiles 
  -
  14 
  38-39 
  37 
  -
  -
  -
  -
  26 
  27-30 
  Gian! Catfish 
  -
  -
  -
  38 
  -
  -
  -
  -
  27-31 
  31-36 
  Birds 
  13- 17 
  15-16 
  4(].44 
  39-43 
  37-40 
  39-40 
  28-33 
  ]6-41 
  ]2-38 
  37-41 
  OIher Animals 
  18-20 
  17-19 
  45-46 
  44-48 
  41-44 
  41-46 
  ]4-39 
  42-46 
  38-47 
  42-49 
  Undead(N) 
  W i gh!.~ 
  -
  -
  -
  -
  45-48 
  47-52 
  40 
  47-48 
  48 
  -
  Other Undead 
  -
  -
  47-51 
  49 
  -
  53 
  41 
  49 
  49 
  -
  LocalMen 
  Smugglers/Thieves 
  21-24 
  20-23 
  52 
  50-53 
  49 
  54-56 
  42-44 
  50 
  50-53 
  50-55 
  MercenarieslBrigands 
  25-28 
  24-28 
  53 
  54-56 
  50-54 
  57-62 
  45-49 
  51-53 
  54-55 
  56-57 
  Beffraerl 
  -
  -
  54-59 
  57 
  -
  -
  -
  -
  " 
  " 
  Tribesmcrl 
  29-31 
  29-32 
  '" 
  58-68 
  55-56 
  63-66 
  50-54 
  54-59 
  57-62 
  59-61 
  Common Folk 
  32-50 
  33-58 
  6\-64 
  69-76 
  57-64 
  67-68 
  55-64 
  6<>" 
  63-69 
  -
  Rivermen 
  51-54 
  59-62 
  " 
  77-78 
  -
  -
  65-66 
  -
  70-71 
  62-6] 
  Sailo~ 
  55-57 
  63-67 
  66 
  79 
  -
  -
  -
  66 
  72-14 
  64 .. 5 
  Merchan!s 
  58-62 
  68-70 
  67-68 
  80-81 
  " 
  69 
  67-68 
  67 
  75 
  66·69 
  Nobles 
  63-66 
  71-73 
  69 
  82 
  66-67 
  70-71 
  69·70 
  68 
  -
  70·71 
  Mihal)' Unit 
  67 
  14 
  70 
  83 
  68 
  72 
  71 
  69 
  76 
  72 
  Large Pa!rol 
  68 
  75-76 
  71-72 
  84·85 
  69-70 
  73-74 
  73 
  70-11 
  71-78 
  73·75 
  Small Patrol 
  69-72 
  71-79 
  73-76 
  86 
  71-72 
  75 
  74·76 
  72 
  79·80 
  76·77 
  Spies 
  73 
  '" 
  77 
  87 
  73 
  76 
  77 
  73 
  81-82 
  78 
  Other Individuals 
  74·75 
  81-82 
  78-79 
  88 
  14 
  77 
  78 
  14 
  83-86 
  79·81 
  OlherMen 
  Pirates 
  -
  83 
  80·81 
  89 
  -
  -
  -
  -
  -
  82 
  Nonhmen 
  76·71 
  84 
  -
  -
  75-76 
  78-80 
  79 
  75 
  -
  -
  Easlcrlirlgs 
  78 
  -
  -
  -
  77 
  81 
  -
  16-17 
  -
  -
  DUrllendings 
  79-81 
  85-88 
  -
  90·93 
  78-81 
  82 
  80-82 
  78-80 
  87-92 
  83·87 
  Hillmen 
  82 
  89 
  -
  -
  82 
  -
  -
  81-82 
  -
  -
  Southerners 
  83-87 
  90-91 
  82 
  94-95 
  83-84 
  83 
  83-85 
  -
  -
  88-89 
  Olher Foreigners 
  88 
  92 
  83 
  96 
  85 
  84-85 
  86-87 
  83-84 
  93 
  90-91 
  General Folk 
  89-91 
  93-94 
  84-85 
  97-98 
  86 
  86-87 
  88-89 
  85 
  94 
  92-93 
  Non.mannish Races 
  Wandering Company 
  -
  -
  86-87 
  -
  87 
  88 
  90 
  -
  -
  -
  Oiller Elves 
  92 
  -
  88-89 
  -
  88 
  89 
  91 
  86 
  95 
  94 
  Dwarves 
  93-94 
  95 
  90 
  -
  89 
  90 
  92-93 
  87 
  -
  -
  Orcs (N) 
  -
  -
  -
  -
  90-95 
  91-93 
  94 
  88-92 
  % 
  -
  Hill Trolls (N) 
  -
  -
  91-94 
  -
  96-97 
  94 
  -
  93-94 
  -
  -
  Hobbits 
  95-96 
  96-97 
  96-97 
  -
  98 
  95-97 
  95-% 
  95 
  -
  95 
  Sioor Hobbits 
  97-98 
  98 
  98 
  -
  -
  98 
  97-98 
  96-98 
  97-98 
  96-98 
  Olher Beings 
  99·00 
  99·00 
  99.00 
  99-00 
  99-00 
  99-00 
  99 ~1IO 
  99 ~1IO 
  99.00 
  99.00 
  Use ofthe"l~': ncoun t erTableand Codes: 
  The GM should del ermine Ihe group'!; localion and the appropriate column and then roll for a possible encounter. The period of lime covered by 
  an encounter roll is either the Time given on the table or the time it lakes the group wcover the Distance given on the table, whichever is shorter. 
  If an encounter roll is less than or equal to the C hance of Encounter given on the-table, a second roll of (\- 1 00) is made to determ ine the natureof 
  the encounter. 
  An encounter does not always require a fight of similar activity; a group can avoid or placate some of the above dangers/meetings with proper action 
  or good maneuver rolls. This table only gives the GM a guide for cncoumers with unusual or potemially dangerous sites or creatures, 
  
  Master Beast Table 
  59 
  14.2 MASTER BEASTTABLE 
  (PTimaryl 
  SecondaryfTcrliary) 
  Typo 
  L,I 
  #fE~ Size ,-
  llits 
  AT 
  D. A!lack 
  Noles 
  Aurocll 
  , 
  1-10 
  L 
  MD/MD 
  140 
  NoI' 20 
  SOMHo/SOLTs 
  Domesticated. usually used as draft animals. 
  Black Bear 
  , 
  1-' 
  L 
  MF/MF 
  ISO 
  'LIS 
  20 
  6SLGr!70LCV40MBi 
  Foulld only in woods. flee men unless cornered. 
  Boar 
  , 
  2-20 
  M 
  FIMF 
  1('" 
  No/4 
  30 
  SOMHo/SOMBa/40STs 
  Males are vel)' aggressive about defending packs. 
  Fiam 
  I 
  2·21) 
  M 
  VF/MF 
  SO 
  Noi3 
  4S 
  2OSH0/3S1T5/-
  Only males have horns. solitary during wintcr. 
  Glutan 
  3 
  I·' 
  S 
  MF/BF 
  4S 
  N0/3 
  SO 
  6OMBi/SOMCl/BoIh 
  Auac:ks wilhout reason, always fighl$lO the death. 
  GoI""" 
  , 
  1·200 
  M 
  MF/F '" 
  Noll 
  2S 
  4OMPi/40SBaI-
  Run at lusl sign of danger. cxcc:pl wilen nesting. 
  Great Eagle 
  20 
  I 
  " 
  BF/VF 
  300 
  NoI' " 
  ISOHCI/9OHBa/IOOHPi 
  Use Super-large crilS. rarely intervcne in Cardolan. 
  Grey Flyer 
  0 
  1-1000 
  T 
  VS/MD , 
  Noll 
  30 
  ISTCVllYrBaJpoison 
  Swarm in early summer. Lvi 4 reduction poison. 
  Hill Troll 
  10 
  I·' 
  L 
  'LIMO '00 
  RlJII 20 
  9SLBlI/8SLCV6SWc 
  A few inhabil lhe Soulh Downs, -30 in daylight. 
  Madrtuine 
  , 
  I·' 
  S 
  FNF 
  4S 
  Noi3 
  SS 
  SSSBi/-/-
  Timid scavenger, fights only 10 prolcct ils kits. 
  Nimfiara 
  7 
  I 
  L 
  BFtvF 
  210 
  Noi3 
  60 
  7SLHO/60LBa/-
  EXlremely rare. if crits when charging use SOLTs. 
  Sheep Hounds 
  , 
  1·12 
  M 
  MFIF 
  6S 
  N0/3 
  4S 
  55MBi/-I-
  Defend against wolves. distrust unfamiliar persons.. 
  SPOiled Lion 
  , 
  2-10 
  M 
  FIF 
  110 
  NoI' 
  2S 
  7SLCV7SLBi/-
  Very wary, if Bile erits next attaCk is lOOLCI. 
  True Warg 
  • 
  4-20 
  L 
  FNF 
  200 
  No/4 " 
  lOOLBi(15LCV-
  Undead (IV), dissolvc if killed, servants of Angroar. 
  Vampire Bat 
  I 
  I·SO , 
  VF/VF 
  10 
  Noll 
  60 
  25SBi/-/-
  Often spy for evil masters, also often cany rabies. 
  W." 
  , 
  2~0 
  M 
  FNF 
  "{I 
  Noi3 
  3S 
  7SLBiJ60LClI 
  Aggressive and cunning, often used for ore cavalry, 
  Wild Auroch 
  , 
  I·' 
  L 
  MFIF 
  19{I 
  N0/3 
  3S 
  75LHoI65LTs 
  DC(;Qmc:.5 very 199ressive with little provocation. 
  Wolf 
  3 
  ,.2S 
  M 
  FIF 
  110 
  N0/3 '" 
  6SLBi/-/-
  Will nol allack mounted groups unless provoked. 
  Sheep 
  Gon" 
  2 
  2·12 
  M 
  FNF 
  SS 
  N0/3 
  4S 
  55MBa/SOMTsI-
  Wild sheep of Inc downs. males an: aggressive. 
  " MOO 
  I 
  '·60 
  M 
  FIF 
  '" 
  N0/3 
  40 
  SOMBa/4SMT5/-
  Crossbred wilh Goral, can lake care of thcmslves. 
  Nonnal 
  0 
  1()'200 
  M 
  FIMF 
  40 
  Noll '" 
  4OMBa/3SMTs/-
  Need protection 10 survive in Cardolan, 
  PnmgOOm 
  2 
  2-200 
  M 
  VFIF 
  70 
  N0/3 '" 
  3SMHc¥30MTs/-
  Capable ofbrid" DF bursts of speed. 
  Snakesand Waler Creatures 
  Nathair 
  I 
  I 
  S 
  MOIF 
  2S 
  Noll 
  2S 
  40S S!/poi 5()Il 
  Easily angered, Lvl6 Circulatory poison. 
  Natllraell 
  I 
  I·' , 
  MDIMF 
  20 
  Noll 
  20 
  3OSSl/poison 
  F/MD in watCf, kunls on land, Lvi 2 Musele poison. 
  Ossenalhrach 
  , 
  I 
  I. 
  FIF 
  " 
  No/' '" 
  650LSt!1OmOr/poiwn 
  Fully aquatic. Sl/SL on land, Lvi 6 MUlIClc poison. 
  Coin:al 
  {I 
  I 
  T 
  SLNF 
  10 
  Noll 
  20 
  4SOTSl/poison 
  Inoffensive but deadly. Lvi 10 Muscle Poison. 
  Land Tortoise 
  I 
  I·' 
  M 
  VStvS 
  120 
  PV20 
  5 
  3SMBi/-}-
  Take $Cvcnd months to starve. 
  Sea Crocodile 
  in water 
  8 
  I~ 
  L 
  MOIF 
  220 
  RU9 
  40 
  120LBi/IOOLGr!80LBa 
  Will allack small boats if hungry. 
  00 land 
  8 
  1-12 
  L 
  SLIMO 
  220 
  RU9 
  10 
  8OLBi,I8OI...Ba,I-
  Nests ooly on fryn Yom. 
  Giant Catfish 
  Normal 
  3 
  I·' 
  L 
  SLIMF 
  160 
  Noll 
  30 
  6OLBa,I6OLGr/SOLSt 
  If Grapple succeeds may swallow smaller prey. 
  Ancienl 
  10 
  I 
  'L 
  VSIMD 
  "{I 
  NoI' 
  4S 
  9OHBaJ90HGr{6SLSt 
  As above. found only in Inc lower Gwathlo (yay!). 
  Birds 
  Blue Pigcon 
  {I 
  2-1000 
  T 
  FIMO , 
  Noll 
  70 
  OTPiJOTCV-
  Migrate across Cardolan in Immense nocks. 
  Gorerow 
  I 
  S-SO 
  S 
  FIMF 
  20 
  Noll 
  SS 
  IOSPi/IOSCV-
  Often spys for Angmar. 
  Great Swan 
  2 
  I~ , MD/MD 
  16 
  Noll 
  4S 
  25SPi/IOSBa/-
  Extinct except i1 Swanfleet Marshes. 
  Hawk: 
  2 
  I·' , 
  VF/BF 
  2S 
  Noll 
  SO 
  4SMCV25SPi/-
  Ran:ly allacks larger crcatun:s. 
  Hopta 
  I 
  1-20 , MD/MD 
  14 
  Noll 
  30 
  3OSHoIOSCII-
  eamon eating 5tOrK. very cautious. 
  Ice Goose 
  I 
  '·60 , 
  MOIF 
  12 
  Noll 
  40 
  2OSPi/-/-
  Migrates along the coast. 
  Owl 
  I 
  1·2 , 
  FIF 
  '" 
  No/I '" 
  35SCVIOSPi/-
  Nocturnal predator. I'lIJely aggressive. 
  Red-headedDuck 
  I 
  4-100 
  S 
  FIF , 
  Noll '" 
  OSPiJUSCV-
  Common along rivers. 
  Undead 
  COnStructs 
  6 
  4 
  M 
  MD/MD 
  140 
  PV2{1 
  25 
  lOObs,l70LBa,I-
  Prevent eX;1 unless commanded (For IS.2) 
  Lesser Ghost 
  7 
  3 
  M 
  FIF 
  100 
  Noll 
  3S 
  SpeciaV60MBaJ-
  Drains 3 eON pt5/md. IO·radius. (For 15.2) 
  Codes: The statislics given describe a typical creature of that type. Most of the codes are self-explanatory: Lvi (Level). #/~ ncount (number 
  encountered),Sizc (Tiny, Small. Medium, Large, or Huge), Bits. and DB (Defensive Bonus), The more complex statistics are described below: 
  Speed: A creature's speed is given in tenns of "Movement Speed/ Anack Quickness"}: C=Creeping, VS -= Very Slow. S"" Slow, M,. Medium, 
  MF = Moderately Fast, F = Fast, VF:: Very Fast, BF "" Blindingly Past, 
  A T (Armor Type): 11tetwoleuercodegivesthccrealure'sM ERP annoTlype(No=NoArmor, 5L=Soft Leather.RL = RigidLeather,Ch =Chain, 
  PI = Plate): the number is the equivalenlto the Rolemaster nwnefic annortype. 
  Attack: Each aHack codestar1s with lhe altacker' s Offensive Bonus. The first letter indicates thesizeoflhe attack= T = Tiny. 5 = Small, M '" Medium. 
  L= Large, and H = Huge. The lasltwo letters indicate the type of attack = Ti = Tiny, Pi = PincherlBeak, Ba "" Bash. Bi ,.. Bite, Cl =- Claw, Cr = 
  Crush, Gr = grapple, Ho = Hom, T5 = Tmmple!Slomp, 51 -= Stinger, and We,. Weapon. These codes may differ slightly from (he MERP and 
  Rolemastercodes, 
  (Prima ry/Secondary/Tertia ry) = Each creature usually initiates combat using its "Primary" attack. Depending upon the silUalion or success of 
  the Primary attack. it may later usc: its "Secondary" or "Tertiary" al1acks (all in the same round if previous attacks are very successful), 
  
  60 
  Master MilitaryTable 
  14.3 MASTER MILITARYTABLE 
  Missilei 
  Mo' 
  Name1# 
  Race 
  L,I Hits 
  AT 
  DB Sh G, Melee 
  2ndary M 
  Notcs 
  DB 
  DB 
  NATIONAL ARMIES 
  SARALAINN 
  Royal Bodyguard/IO 
  Eriador.m , 
  90 
  ChlI3 30 
  N 
  N 
  IOGba 
  45da 
  10 
  Warriors. + 10 Eriadoran baule--axes. 
  Archer Leaders/6 
  Mannish Mil( , 
  70 
  SLl6 
  2S 
  N 
  N 
  5Sdi 
  70.' 
  " 
  Rangers. 1 spclllisl, 
  Royal Archers/48 
  Mannish Mil( 
  2 
  SO 
  SL/6 " 
  N 
  N 
  30di 
  SS.~b 
  10 
  Warriors. Very Steady. 
  Cay. Leaders/4 
  Mannish Mix , 
  65 
  ChlI3 20 
  Y 
  N 
  65sp 
  45sp 
  10 
  Warriors. Carry thn:e +5 spears. 
  Royal Cavalry/40 
  Mannish Mil( 
  2 " 
  SL/I " 
  Y 
  N 
  50., 
  30sp 
  5 
  Warriors. Also carT)' 3 spears. 
  Suduri W3Ich/60 
  Mannish Mix 
  2 " 
  'Ll6 " 
  Y 
  N 
  So.< 
  35sb 
  10 
  Warriors. Basically a police force. 
  Suduri Levy/- 120 
  Mannish Mix 
  I 
  30 
  No/I 
  S 
  Y 
  N 
  25sp 
  -
  0 
  Various. Useful only for defense of cily. 
  Claus (Three or four of the nille CIRllS will generally answer a royal summons to war. though one will probably revoh. The King's own clan is always loyal. The 
  make-up of a typical clan is given below.) 
  Chieflain/I 
  Mannish Mix 
  6 
  100 
  ChlI4 
  20 YIO 
  A 
  1()0o. 
  6Od. 
  )5 
  Bards/Rangers .... tlo kJlQW 3list5, +10 gear. 
  Warriors,l6-20 
  Mannish Mix , 
  80 
  SLl6 
  )5 
  N 
  N 
  60<" 
  So., 
  )5 
  BardjRangcrs, I list. 
  ClanmJen!30-90 
  Mannish Mix 
  2 " 
  ~o/I 
  10 
  N 
  N "'" 
  25di 
  JO 
  Scouts. Long-axes usc pa table. all SI erilS. 
  Tribes (The King can usually acquire the serviees of a couple Dunnish tribes from his own lands or from Enedwaith. The-later source of manpower is often used by 
  all the Princes ofCardolan.) 
  Chief/l 
  Ounnish 
  7 
  120 
  Chll3 
  2S 
  Y 
  N 
  I i00p 
  85wb 
  )5 
  WarriOfll. Prefer glided chainmail. I list. 
  Warriors/8-40 
  Ounnish 
  3 
  65 
  SLI' 
  20 
  Y 
  N 
  55sp 
  45wb 
  )5 
  Warriors. Poor discipline. 
  Tribesmen/50·150 
  Dunnish 
  2 " 
  SLI' 
  S 
  Y 
  N 
  45sp 
  35wb 
  10 
  Warriors/Scouts. Very fragile morale. 
  EMPIRE OF THE WARLORD {The Warlord can mobilize twice as many fell·beasts and slaves if invaded.} 
  TrolJ-guard/16 
  Hill Troll 
  8 
  )50 
  RL/12 
  S 
  N 
  AiL 95cu 
  50r0 
  -S 
  Warriors. Elaborate alTllor, -10 in daylight. 
  Troll-levy/25-35 
  Hill Troll 
  6 
  )30 
  RlJII 20 
  N 
  N 
  85LBa 
  7SLCI 
  10 
  Warriors. -30 day lime, JlQ direct sunlight. 
  WargS/50·60 
  w .... 
  6 
  )50 
  No/4 
  50 
  N 
  N 
  75LBi 
  60LCI 
  )5 
  The Warlord favors particularly large wargs. 
  Bats/100-200 
  Fell Bat 
  2 " 
  Noll 
  55 
  N 
  N 
  40SBi 
  disease 
  30 
  Vampires: reluCl3m to operate in'daylight. 
  MercenarieS/20 
  Mannish Mix 
  3 
  60 
  PillS 
  10 
  Y AiL 70", 
  4Sha 
  )5 
  Warriors. Ensure that the slaves fight. 
  SlavesJl20-180 
  Donnish 
  ) 
  25 
  Noll 
  0 
  N 
  N 
  3"" 
  -
  S 
  Warriors. Terror makes them fanatical. 
  THARBAD 
  Commanders/8 
  Lsr.Ounadan 
  6 
  90 
  Chll5 
  35 
  Y 
  A 
  95bs 
  6SJcb 
  )5 
  Warriors. + 10 long swords. 
  Cily Garrison/HiO 
  Mannish Mix 
  3 
  55 
  Chll3 20 
  Y 
  N 
  6Ob< 
  55!cb 
  JO 
  Warriors. Reluctant to expedition. 
  Cily Watch/240 
  Mannish Mix 
  2 
  4S 
  RL/9 
  JO 
  N 
  N 
  5Qq< 
  30s1 
  JO 
  Warriors. Local constables. sl is on staff. 
  MOb/Militia/400 
  Mannish Mix 
  I 
  30 
  No/I 
  S 
  N 
  N 
  2Sd. 
  -
  S 
  Various. Tharbad is prone to rioting. 
  Traders Guild!30 
  Mannish Mix 
  3 
  50 
  No/I 
  20 
  N 
  N 
  6Sd. 
  ")d. 
  20 
  Scouts. The musde side of the Guild. 
  Naval Captains/loS 
  Eriadoran 
  6 
  90 
  No/3 
  40 
  N 
  N 
  )00q< 
  60., 
  25 
  Rangers. Patrol Gwathlo, 1 to S in port. 
  Marines/20·160 
  Eriadoran 
  3 
  60 
  SU5 
  25 
  N 
  N 
  SOh. 
  71k, 
  IS 
  Warriors. Solid street fighting men. 
  GIRITIiLiN (About half the Icscr nobles of HiT Girithlin will answer a summons to war. When mobilized, Girithlin forees tend to inelude a comparatively high 
  number of levy, that is 600-700 of the potential 2-3,{l(X).} 
  Ereter/14 
  OUnadan 
  8 
  125 
  ChlI5 25 
  YS AiL 
  )01)0. 
  751ch 
  IS 
  Warriors. Command retainers and levy. 
  Retainers!140 
  Mannish M i ~ , 
  65 
  Chll3 
  10 
  Y 
  N 
  75b5 
  50.' 
  10 
  Mercenary Waniofll. O·istinctive regalia. 
  Mercenaries/60 
  Mannish Mil 
  3 
  55 
  SU6 
  JO 
  Y 
  N 
  7~; 
  45sb 
  " 
  Warriors. The Hir's retainers. 
  Levy/650 
  Mannisll M i ~ 
  I 
  35 
  Noll 
  0 
  N 
  N 
  2S<p 
  -
  S 
  Warriors. Very prone to dessel1ion. 
  TYRN GORTHAD (Older nOlTlls 0( military organization are still upheld in tile troubled Barrow-downs.) 
  Ereter{7 
  OUnadan 
  9 
  135 
  ChlI4 
  2S 
  YS 
  A 
  "Qb, 
  85", 
  20 
  Warrioo and Rangers. +15 equipment. 
  Retainers/56 
  Mannish Mix 
  3 
  50 
  RL/9 
  IS 
  Y 
  N 
  70ha 
  45sb 
  10 
  Warri(H'S. Mostly foreign mercenaries. 
  Ohtari Hiri/28 
  Lsr. DUnadan 
  6 
  95 
  ChI)] 20 
  Y 
  N 
  9Op. 
  6SIIcb 
  IS 
  Warrioo. The baron's bodyguard. 
  Rangers/6 
  Eriadoran 
  6 
  100 
  SLl4 
  2S 
  N 
  N 
  IOOba 
  45sb 
  25 
  Rangers. Most know 2 Lisls to 5th LvI. 
  Militia/SOO 
  Mannish M i ~ 
  2 
  40 
  SLl6 
  10 
  N 
  N 
  55sp 
  65sb 
  5 
  Warriors. Excellent morale in defensive. 
  CairVloo 
  Hobbit 
  2 
  40 
  SLIS 
  40 
  Y 
  N "'" 
  60., 
  20 
  Rogues/Warriors/ScoUis. Can be tough. 
  FEOTAR (Feotar tries 10 rely on II. volunteer anny, with only small forces standing at any given time. Trained Warrioo are sapposed to he joined by the local levy. 
  The resuhs of this system are always unpredictable and often disasterous.) 
  Guards/500 
  Nortllmall , 
  60 
  ChlI3 20 
  Y 
  N 
  75bs 
  50.' 
  15 
  Warriors, Very good if wclllcd. 
  Levy/4OOO('?) 
  Mannisll MIx. 
  I 
  30 
  Noll 
  0 
  N 
  N 
  30., 
  0 
  All types. Rarely mQre than 500 gathered. 
  TINARE (Tinarean forces Itave just been re-organizcd with a significant mounted element The Emil of Dol Tinare generally prefers to use mercenary companies 
  rather than his own militia.) 
  Ereter/l l 
  Lsr Dunadan 
  7 
  105 
  ChlI4 20 
  Y5 AiL 105bs 
  60lcb 
  15 
  Warriors. A couple are pure Dunadan. 
  Ohtari RhynJ97 
  Mannish Mix 
  3 " 
  RlIlO 10 
  Y 
  L 
  65ho 
  60lcb 
  10 
  Warriors. Mounted infantry. poor Itorsemen. 
  Bodyguard/8 
  Northmen 
  5 
  70 
  Chll3 
  15 
  Y 
  N 
  9'lb< 
  35sb 
  IS 
  Warriors. Castle dUlies have softened them. 
  Levy/2OO 
  Mannish Mix 
  ) 
  35 
  No/) 
  0 
  Y 
  N 
  35ss 
  -
  S 
  Warriors. etc. Good as these types go. 
  CALANTIR (Cal ant iT uses huge forces for internal control and tends to rely on Itirelings.) 
  Eroter!27 
  Mannish Mix 
  S 
  6S 
  Chll3 
  10 
  YS 
  N 
  85ma 
  55sb 
  10 
  Warriors. Relatively few like to fight. 
  Relainers,l3oo 
  Dunnish 
  2 
  45 
  RL/9 
  5 
  N 
  N 
  SO", 
  3Ow' 
  10 
  Warriors. Local thugs, weak in combat. 
  Reeves/65 
  Ounnish 
  3 
  55 
  ChlJ3 
  10 
  Y 
  N 
  65m.~ 
  'Ow, 
  10 
  Warriors. Primarily tax collectors. 
  Mercenaries/50 
  Mannish Mix 
  3 " 
  Chll4 
  10 
  Y 
  N 
  6Sbs 
  51k' 
  IS 
  Warrior. Castle Guards. 
  Militia/6OOO('?> 
  Mannish Mix 
  I 
  20 
  No{l 
  0 
  N 
  N 
  25cl 
  5ro 
  0 
  (Warriors.) Und~pendable rabble. 
  
  Master MilitaryTable 
  61 
  Missile! 
  Mov 
  Name!# 
  ."'" 
  LvI 
  Hil~ 
  AT 
  DB Sh G, Md .. 2ndary M Noles 
  OB 
  OB 
  MERCENARYCOMPANIESANDFOREIGNGARRISONS 
  Although all of tnc Princes ofCardolan mainlain professional native 1tOOp5, the nalional army was not reconstituled after lhe Baule on Tryn Gonhad in T.A. 
  1409. Only 1110'0 principalities - Sara!.inn and lhe Warlord's "Empire" -
  have cffective "national" armies. The Princes generally rely on various mercenary 
  companies and/or co-operation with the garrisons maintained by Anhedain and Gondor. Four such companies predominate in lhe contemporary military 
  situation. 
  CRUAIDH MARAICH (D. "The Steel Riders'') 
  Sergeanls/5 
  Lsr.OUnwllfl 
  7 
  lOS 
  PVl9 
  30 
  N AIL 110ba '00' 
  20 
  Rangers. +15bmle axes. 3 spel1lislS. 
  Steel Ridersl28 
  wrDUnadan 
  S " 
  Ch/14 
  IS 
  N AIL 9O<h 
  60<. 
  20 
  Warriors. +10 'VCapons. of len melee on foot. 
  Lefl Sidersl2g 
  Dunnish 
  2 
  40 
  Noll 
  50 YIS 
  N 
  55sp 
  4Ow' 
  S 
  Warriors. +15 ",all shields 10 screen riders. 
  Right Siders/28 
  Ounnish 
  3 
  60 
  51.'6 
  30 
  N 
  L 
  M" 
  55wb 
  10 
  Warriors. Carty 4/5 weebs for missile fife. 
  "00"" 
  HillmM 
  , 
  70 
  Sl)8 
  IS 
  N 
  N 
  75sp .... 
  IS 
  SCOUts. Spears ate +10 vs PI or A.. 
  (Wamorses) 
  GlUt-horse 
  4 
  160 
  Ch/15 
  10 
  N AIL LBa70 
  MBi4S 
  20 
  Very scarce. valued above pel'!lOnne1. 
  RAGH CRANN-SLEAG HA (D. ~RanksofPikes'') 
  Knighls/4 
  Lsr.Dlinadan 
  7 
  liS 
  PV20 
  30 YIO NL 135bs 
  95jv 
  10 
  Warriors. Cardolani Requain. +90 shield bash. 
  SergeantS/8 
  Lsr.OUnadan 
  6 
  100 
  Ch/16 40 
  N 
  N 
  lJOpa "" 
  IS 
  Warriors. +10 halbards. Also 1Ofa. 
  Pikemen/79 
  Lsr.OUnadan 
  S 
  90 
  Ch/16 30 
  N 
  N 
  9Ssp 
  2Od. 
  10 
  Warriors. 12' + 10 pikes. Also60fa. 
  TROlCH-ARMCHLEASAH(D."Dwarf-warriors'') 
  Wardens/4 
  KhuM 
  6 
  110 
  Ch/15 
  30 
  YS AIL 100 .. 
  65ha 
  S 
  Warriors. +10 battle-axe. 3/4Ihrowing-axe. 
  Wamors/14 
  Khazad 
  , " 
  CII/IS " 
  YS AIL 'Owm "" 
  0 
  Warriors. +S equipment. 
  Mere. Line/30 
  Mannish Mix. 
  3 
  60 
  Ch/13 30 
  Y 
  N 
  6S~s 
  So.. 
  10 
  Warriors. Some carry light crossbows. 
  Light Cavalry/40 
  Mannish Mix 
  3 " 
  RJ,') 
  30 
  Y 
  N 
  60\, "". 
  IS 
  Warriors. If forced to mclee. usc 4Oss. 
  Auxiliaries/3O-S0 
  Ounnisb 
  I 
  30 
  Noll 
  IS 
  Y 
  N 
  '0" 
  35wb 
  10 
  Wamors. RIdder. 
  FO RA K-EI GINN (D. "Forak 's Violators") 
  L.eaders/4 
  HaJf-orc 
  , 
  80 
  PVI7 
  20 
  YS 
  N '"" "" 
  IS 
  Warriors. +10 scimiw-s. 
  Engineel'!/12 
  """,,,,,, , 
  70 
  avl4 
  IS 
  YS 
  L ""' 
  6Ssb 
  IS 
  Warriors. Have 4 mobile light balistas. 
  Sappers/4ft 
  Mixed 
  2 " 
  SlJ6 
  20 
  N 
  N 
  S"" 
  -
  20 
  Warriors. EffiCIent construclion troops. 
  WarriorsJ70 
  Dunnish 
  2 " 
  Sl)8 
  IS 
  Y 
  N so., 
  35wb 
  S 
  Wamors. Fierce bUI brittle morale. 
  OTHER COMPANIES & 8RIGANDS (Thete are cumntly five other mercenary tompanies, who will teadily indulge in banditry when conlrac\sarc scarce. 
  There arc also Ihree outlaw gang. who wilt consider mercenary employment. The force below, Harran's Death Brothers, t$ more or less Iypical of both groups.) 
  CaplainJl 
  Variou~ , 120 
  Chli3 30 
  YS 
  N 
  l20ha 
  7Sha 
  IS 
  Usually Warriors or Scouts. + 10 weapons. 
  Sergeantsl3-6 
  VariOlll 
  , 
  80 
  RU9 " 
  Y 
  N 
  80bs "" 
  IS 
  Warriors. Usually seasoned veterans. 
  ReguJarsll5-40 
  Mannish Mix 
  2 " 
  SIJ) 
  20 
  Y 
  N 
  So,p 
  30.. 
  10 
  Warriors. Ferocious if cornered. 
  Foragers/10-30 
  Mannish Mi~ 
  2 
  40 
  SlJS " 
  N 
  N 
  So.. ,.,. 
  IS 
  ScOUts. Not noted for loyallY. 
  DAGA.R IM GONDOR na THA R8AD (S. "GondorianAfinyaIThartlad··) 
  Knights/1 2 
  "'''''M 
  7 
  120 
  PVI9 20 
  YS AIL IISml ."" 
  S 
  Wan-ioB. GonOOrian Requain. Use I lObs. 
  Squires/12 
  Dlinadan , 
  7S 
  aviS 30 
  Y 
  L 
  85ml 
  7"" 
  10 
  Warriors. Openle with Knights. 
  Mld.scrgcants/26 
  Lsr.Dlinadan 
  3 
  OS 
  Sl)8 " 
  Y 
  N 
  6Om1 .... 
  10 
  Warriors. Padded leather armor . 
  Mcn-at-ArmS/72 
  U r.Dlinooan 
  3 
  OS 
  aviS 20 
  Y 
  A 
  65bs 
  SOO. 
  S 
  Warriors. Scallen:d in several eastles. 
  Au~iliariesl86 
  Mannish Mi~ 
  2 
  SO 
  Ch/13 
  IS 
  Y 
  N 
  SOb, .... 
  10 
  Warriors. Mainly kept at Tharbad . 
  DAGAIUM ARAN na ATHRADSARN (S. "TheRoyaIArmyofAnhedainaISamFord") 
  ArequainJ9 
  Dlinadan 
  10 
  130 
  ChlI5 " 
  YS AIL 
  120b~ 
  120cp 
  IS 
  Warriors. Royal Knights of Anhedllin. 
  Ohlad Rhyn/77 
  Mannish Mix , 
  7S 
  ChJI4 " 
  YS 
  L 
  85ml 
  8ll<, 
  10 
  Warriors. Professionals thaI use 65bs. 
  Ohlari/26 
  EriadoraJl , 
  7S 
  ChJl3 
  40 
  YS 
  N 
  S5S! 
  8Scp 
  10 
  Warriors. Servc samson/caravan duty. 
  KEY 
  CODES The statistics given describe each NPC; a more detailed description of some of the more imponant NPC's can be found in the main tellt. 
  Some of the codes are self-explanatory Lvi (level) Hits, S h (shield), and Mov M (movement aDd maneuver bonus). The more complell codes 
  are listed below 
  AT (ArmDr T ype) The Iwo letter code gives the being's M ERP annortype(No== No Annor. SL== Soft lealher. RL= RigidLeather, Ch=Chain, 
  PI == Plate): the number is the equivalent Rolemaster annor type. 
  D H (Defens! ve Honus ) N(>tedefensive bonuses include stats and shield. Shield references include quality bonuses (e.g. "Y5" indicates "Yes, 
  a +5 shield"). 
  Gr (Greaves) "An and "L" are used to indicate ann and leg greaves respectively. 
  on's (Offe nsive Bonuses) Weapon abbreviations follow OB 's fa- falchion, ss~shon sword, bs- broadsword. sc- scimitar, th - two~ 
  handed sword, ma ~ mace. ha -
  hand axe, wh-
  war hammer. ba-
  baule axe, wm-
  war mattock,cI -
  club, qs -quaner staff, da-dagger, 
  sp-spear, ml -
  mounled la.-..:e,ja- javelin, pa -
  pole arm, sl-sling, cb-composile bow. sb- shon bow, Ib -long bow, Icb-lighl 
  crossbow, hcb-heavycrossbow, bo- bola. wp-whip, lS-throwing star, hb-
  halberd. Melee and missileorfensive bonuses include the 
  bonus for the combatant's best weapon in that category. 
  Slats: Ag -
  Agility, Co -
  Conslitution, SD -
  Self~Discip l ine, Me -
  Memory. Re -
  Reasoning, St -
  Strength, Qu -
  Quickness, Pr-
  Presence, Em-Empathy, In -
  Intuition. For MERP, average Re and Me for Intelligence. 
  Ski lls: Mosl skills are self-explanatory: S/H -Stalking and Hiding. Per -
  Perception, Amb- Ambush, Acrob -
  Acrobatics, etc. 
  
  62 
  Master NPC Table 
  14.4MASTERNPCTABLE 
  Mlssllei 
  Mov 
  Name 
  l,' 
  Hits 
  AT 
  DB 
  Sh G, 
  Melee 
  2ndary 
  M 
  Notes 
  OB 
  OB 
  PR INCES OF CA RDOlAN 
  Pelendur 
  13 
  .04 
  PVIS 
  50 
  Y5 All lO8bs 
  1021b 
  10 
  Dlinadan Warrior/Pighter, Hir Tym Gorthad. 
  Ag90. COSO, SD9], Me66, Ren. 5194, Qu69, Pr85, Em92, ln96, Climb30. Swim40. Ride80, S/HS4, Per60, Amb 8, Traps 40, Locks 10. 
  Heraldry35, Caving 40. + 15100g sword, Slays Undead: Numen6rean Sleel Bow +20, double range; Amulet +25 vs Channeling; Knows 
  Dispelling Ways to 5th Lvi. 
  Earni] 
  15 
  '20 
  Ch/14 
  30 
  Y,O All 122ma 
  88ma 
  15 
  DUnadan Warrior/Fighler, Regent of Dol Girithlin. 
  Ag98. C08S, SDg7, Me75, Re82. St96, Qu84, Pr93, Em86.ln83, ClimblO, SwimS, Ride62, S/H40, Per20, Falsifications 50. Diplomacy 67, 
  Pub Spking 35, Poison 50, F. Aid 60. +20 mithril mace, infliclsexlra Impact cril; Greaves avoid 35% of ann and leg crilS; +10 full shield, 
  BladclUm True I xday; Boots, -20 Man. fumbles. 
  Flnduilas III 
  '4 
  9. 
  No/2 
  60 
  N 
  N 
  88m 
  , 
  30 
  I)(jnadan Mage/Bard. Emil of 001 Calamir. 
  Ag72, C074, S040, Me98, Re93, 5181, Qu93, Pr99, Em52, In95, ClimbS, Swim-30, Ride35, SIH80, PernS, Seduction 76, Runes 54, 
  5laves&Wands 54, Imerrogtle 80, Strategy 60. 56PP. Ring 2xPP, +IOfor/vs Magic; Rod Lightning Boh 4xday; Robes +150B; Pearl 
  Necklace·always gets initiative; + 15 rapier. 
  Lanaigh 
  .2 
  132 
  SLJ8 
  25 
  N 
  N 
  l27wm 62sb 
  25 
  Ounlending WarriorlFighter. King of Saralainn. 
  Ag92, C097, S068. Me57, Re77. 5t98, Qu92, Pr9O, Em75, In84, Climb30, Swim20, Ride I S, S/H4S, Per25. Forage 50, Herbs 35, Pub Spking 
  45, Traps 20; Alh. Games 76. + 15 war mattocks, 3xdamage on PunclUre Crits; Heavy Hides + IOOB; totcm +20 RR; +5 shon bow; Armbands 
  of Strenglh 3mds, 4xday. 
  Hallas 
  17 
  74 
  Plf20 
  20 
  Y5 All 83" 
  671b 
  -30 
  Olinadan Warrior/Rogue, Emil of 001 Tinare. 
  Ag54. Con S092, Me62, Re91, S183. Qu44, Pr28, Em90, In94, ClimbS, Swim 10. Ride45, 51H30, Per55, Ad Maneuyers at +SO, Music 54. 
  Star Gazng 40, Navigatc 60, Runes 20. +20 Milhril swon sword; + 10 plale armor, 50% weight: Rune of Absolution; Medalion detectS lies and 
  forgeries: + 15 long bow. 
  Imlach 
  .2 
  .65 
  Ch/13 
  25 
  Y5 
  N 
  112fa 
  86lcb 
  35 
  Olinadan Warrior/Fighter, Canotar at Tharbad. 
  Ag92, C097. SD94, Me78, Re67, St I 00, Qu86, Pr59, Em81,ln9O, Climb35, Swim40, Ride45, S/HIO, Per25, Smith 60, Tumble 35, Subdue 
  40. Cook SO, W. Watch 35. +15 falchion, +25 to parry; Chain shin + IOdb; + 10 light cross bow; Helm reinforced with mithril: 40% head crits 
  avoided: Vial of Healing Potion, 4doses@heaI 40 
  Ardagor 
  2. 
  236 
  RI.)II 
  40 
  N 
  N 
  l45th 
  -
  45 
  Half-elf/Half-troll Bard/Mystic, Warlord of thc Empire. 
  AglQO, C086. S0 9O, Me63. Re7b, St93, Qu54, PrIOI, Em99,1n77, Clim b30, Swim 10, Ride-5, S/HS5, Per40, Acrobatics 50, Staves & Wands 
  60, Trap-Building 84, Lore 35. +10 two-handed sword. does 2)( damage, and crits Iwice; neckband +200B. illusion of helm; amulet +20RR; 
  Wand of Fireballs: Sandals double range of leaps. 
  LESSER LORDS AND OTHER LEADERS 
  NORTHERNCARDOLAN 
  £Chorion 
  7 
  97 
  PVl9 
  25 1'.0 All 100ml 
  67cb 
  15 
  Ounadan Warrior/Fighter*, Hit Girilhlin. 
  Ag96, C076, 5D90. Me72, Re81, S198, Qu91, Pr84. Em96, 1n53, Climb20, Swim4O, Ride67, S/H 15. Per20. R.Srroke 50, Sing 40, Sail 30, 
  Row50, Amb 2, Traps 25.6 +10 lances: half-plate +15db; +10 composite bows: knows cwo base animistlis!s to Sih Level, 14 PP. 
  MinaSllr 
  " 
  153 
  Rl/1 2 
  35 
  Y5 All 130bs 
  80hcb 
  10 
  Ounadan Rangcr. Commander of Garrison at Sam Ford. 
  Ag9 1, Co lQO, S093, Me99, Re89, St98, Qu74. Pr83. Em76. In97, Climbl 5. Swim25, Ride74, S1H35, Pcr50, Channel 30, Runes 25, Nayigate 
  40, Track 55. Traps 40. +25 milhril broadsword. never Fumbles; Full Rigid Leather -2Od: +10 Hcavy crossbow, usable when mounted; Rimg 
  +20 OB. + 15RR; Royal Banner +20 morale of his troops. 
  Aethelan 
  '0 
  155 
  SLJ8 
  20 
  N 
  N 
  132ba 
  25". 
  25 
  Eraidoran Warrior/Roguc"', A Lord of the Pinnalh Ceren. 
  Ag86, C091, S093. Me66J Re87. SI9O, Qu72. Pr94, Em91, In96. Climb40, Swim20, RidelO, S(H45. Pern7, Herbs 50, Forage 35, Amb 10, F. 
  Aid 52. Track35. +15 Eriadoran bailie a)(, +30 vs metal armor. many herbs. Hides + 10 OB 
  Pelenwen 
  9 
  132 
  Nol l 
  15 
  N 
  N 
  89q, 
  15s1 
  35 
  DUnadan Animist/Healer. Pelenil's twin sister. 
  Ag92. C098, SD90, Me95, Re76, St49, Qu78, PrIOI, EmS7, In99, Climb20, Swim20. Ride45. S/H30. Per55, Caving 30, Acting 35, Embroi-
  dery 55. F. Aid 50. Traps IS. Ring h PP (Healing Spells Only): +10 quaner staff; sash +10 OB; Neckalce 30% avoid head crits; Milhril 
  earrings each allow an Adrenal Maneuycr without Failure. 
  Sheri 
  7 
  83 
  No!3 
  25 
  N 
  N 
  74", 
  25,. 
  40 
  Beffraen Animist/Seer, Oracle of Eryn Vom. 
  Ag84, C086, S093, Me72, Re64, SI92, Qu86, Pr97, Em51, InlOl. Climbl5, Swiml5, S/H60. Per80, Forage 20, Signal 45. W. Watch 60, 
  ContOrt 40, Herbs 20. Traps 40. +10 spear; The Slone of the Oracle: Oouble range and duration on forecasting spells. 2xpp. 28PP 
  SOUTHERNCARDOLAN 
  Dagoberl 
  8 
  97 
  Chi.4 
  30 
  Y'O All 84m, 
  74mg 
  • 0 
  Urban Man Scout/Rogue, Chamberlain of Dol Calamir . 
  Ag85, C088, S075, Me68. Re96. St95, Qu77. Pr66, EmSI.ln92, ClimblO, SwimS, Ride40, S(H3S, PerSO, Trickery 45, Rope Mastry 30, 
  Falsifications 50, Runes 30. +1 5 main gauche, returns via Long Door Ixday: nonnal shield + IOOB; Pen set +15 forgery; Key will open any 
  non-magic lock I)(day, only once per lock. 
  Fiorel 
  • 0 
  92 
  No/4 
  45 
  N 
  N 
  9Oda(2)() 85da 
  60 
  Ounlending Scoul/fhief"'. Ma\()Ch of Matoch . 
  Ag 100, COS I. S077. Meg7, Re90, St33, Qu 100, Pr93, Em84, In96, Climb60. Swim3S, Ride20. S/H 100, Per30, Acro 40, Diplomacy 30, 
  Fishing 30, Pub Seeakng 35, Herd 30.4 +10 daggers: Hides +10 DB; Ring of Invisibility Ixday 5rounds. 
  Olby 
  5 
  52 
  Nol1 
  20 
  N 
  N 
  3001 
  501 
  25 
  Common Man Warrior/Rogue-. 
  Ag86. C071. S084. Me94, Re82. St66, Qu78, PrIOO. Em97, In4S. Climb20, SwimlO. Ridel5. S/H30, Pet40, Sing 55, Pub. Speakng 80. 
  Seduction 40. Juggling 35. Since his illness, Olby has an inexplicable +50 RR; his followers have given him many gifts which he cannot use. 
  
  MasterNPCTable 
  63 
  MissileJ 
  Mov 
  Name 
  Lvi 
  Hits 
  AT 
  DB s. G, 
  Melee 
  2ndary 
  M 
  Notes 
  OB 
  OB 
  Bemakind 
  9 
  140 
  Ch!l3 
  35 
  N 
  N 
  IS5bs 
  6!kb 
  20 
  Nonhman Warrior/Fighter, Retired Feotarin General. 
  Ag77. Co94, S09S. MeS9. Re8S. StlOO, Qu98, Pr90, Em67, In85, Climb30. Swim20. Ride45. S/H2S, Per30, Tactics 45, Strategy 35.lai SO. 
  R.Stroke 93, Amb 9. +20 broadsword. exIra elec. cril.; Chain shin + 10 DB. negates a cril, 2x day; GaunlelS of Stranglh 2xday. 
  THARBAD 
  Eratil 
  8 
  105 
  RU9 
  30 
  Y5 
  N 
  7Sss 
  60Icb 
  15 
  Mixed Man Scout/Rogue, Chamberlain of Tharbad. 
  Ag72. Co88, SD90. Me94. Re96. S183, Qu93, Pr84. Em78, in97, ClimbS. Swim20, Ride30, S/H40, Per3S. Seduction SO, Diplomacy 35, Traps 
  30. Locks 4S, Amb 3, Runes 15. + 1·5 short sword, grooved fo retain poisons; wall shield +5 Db; 8 Runes of Glamour (he uses 10 make cp look 
  like gp); Rigid Leather Breastplate + I 0 DB, 
  Craier 
  12 
  98 
  Ch{l6 
  20 
  Y5 
  AIL 
  85ms 
  55hcb 
  10 
  OwarfWarrioriFighter, Grand Masler of Merchants Guild. 
  Ag89, C062, S097, Me88. Re99. St9I. Qu52. Pr75. Em80, In92. ClimblS, Swim-5, Ride20, S/H30, Per50, Trading 80, ACling 40, Trickery 
  20, Diplomacr 35. Signals 15. +10 morning star. extra crush crit; Chain Hauberk - 15d; Ring delects Poison. +5 DB; +5 heavy crossbow. 
  Neburcba 
  8 
  611 
  Nol l 
  20, 
  N 
  N 
  SOse(!) 
  6Os1(t) 
  30, 
  Easterling Scout/ThieP', Master of the Traders Guild. 
  Ag80(9S), Col 4(90), S022(100), MOO I(7!), Re70(80). St82(97), Qu65(80), Pr74(84). EmS2(62), In91([01), Climb70, Swim35. RideiO, SI 
  H6S. Per50, Rope Mastry 4S, Trickery SO. Traps 60, Locks 40. +IS Orcish scimitar slays Men; Trap Kit +5; Lock Kit +10. 
  Rogetb 
  7 
  114 
  SU6 
  15 
  N 
  N 
  121 ma 
  60sb 
  25 
  Urban Man Warrior/Fighter, Speaker of Laborers Guild 
  Ag59. Co90, S093. Me49, Re82, St97, Qu66, Pr99, Em,74 In87, Climb20. Swim30. Ride15, S/H50, Per3S, Pub. Speaking 60, Bolt 4xday; 
  Several minor runes. 
  Aelfred 
  9 
  132 
  No/[ 
  40 
  N 
  N 152MA Str 50ro 
  20 
  Eriadoran Warrior/Fighter, Captain of Bargemen Guild, 
  Ag99. C098, SD8S. Me83. Re86. St102, Qu92, Pr79, Em50, [n62) CIimb30. SwimSO. RideS, S/HiO. PerlO, Row 70. 5ai16O, Subdue 65, 
  Diplomacy [S; Adrenals +50. Gauntlets +10 Striking; Bell +15DB; "Burglar Proof Purse." 
  MERCENARY CAPTAINS 
  Tarhad 
  II 
  126 
  PI/18 
  35 
  YIO AIL 
  129bs 
  90cb 
  15 
  Mixed Man Warrior/Moni;:, Ragha Crann-Sleagha Captain. 
  Ag99, Co76. S092. Me83, Re71, St95, Qu85, Pr80. Em93, In78. Climb30. Swim30. Ride40, S/I:I35. Per35. Tactics 6S. Staves & Wands 30, 
  Diplomacy 20, Adrenal +35. + 15 broadsword, extra cold cril; +15 composite bow 2xOamage; Greaves- no encumbrance penalty; Cuiass +15 
  OB. 2S% chance avoid lorsoents; Wand Calm IJ 2xday. 
  Oaeros 
  10 
  118 
  PI/18 
  40 
  Y5 
  AIL 
  120ha 
  SSkb 
  10 
  Dunadan Warrior/Fighter. Captain of Cruaidh Maraich. 
  Ag96. Co92. S084, Me86. Re78. S196, Qu8S. Pr92. Em73. Tn 87, Climb20, SwimlS. Ridc75. S/H30, Per40, Pub. Spcakng SO, Taclics 40, 
  Forage 30. Smith 4S. Runes 30.+20 mithril hand ax, slays evils ehannelers; target shield +SOB. protCl,;IS as normal shield, P[ateannor +20 
  DB, +20 RR; Ring- Aura Tme 3xweek. 
  Khanli 
  9 
  123 
  ChllS 
  15 
  N 
  A 
  I ISba 
  65ha 
  15 
  OwarfWarr./Fighter, Captain of the Troich-Armchleasah. 
  Ag93. C091. S066, Men Re82. S197. Qu90, Pr80. Em68, In71 , Climb4S, SwimlO, S/H5S, Per20, Amb 6. Adrenals +30. Caving 50, Mining 
  40. Contortions 30. Tactics 30. + 1 5 BaltIc Ax, Full Chain, -IS Encumbrance penalty, + 150B; 4 + 10 Throwing axes return via levitation. 
  Amulet- can't be surprizcd when underground. 
  Forak 
  9 
  80 
  Chjl3 
  30 
  N 
  N 
  95sp 
  7Ssp 
  20 
  Lesser Ore WarriorlRoguc*. Captain of:Forak-Eiginn. 
  Ag64. con, S096, Me63, Re85, St98, Qu91. PrIOO, Em94, 1n99, Climb35. SwimS. RidelS, S/H40, Per3S, Seige Eng. 70, Mining 30; 
  Trickery 30, Diplomacy 55, Pub. Speak 30. 3 +10 spears; Chain Shirt - IOd; BOOls-never fumble a maneuver; Knows 1 Base Essence Lislto 
  10th Level. 9PP. 
  MAJOR NPC'S OF OTHER AREAS 
  CREB DURGA (NPC'sfor 13.1 Advenlure) 
  Ognor 
  10 
  277 
  RL/12 
  25 
  N 
  N 
  140ba 
  60ro 
  15 
  Cave Troll Warrior, Ardagor's Aide and Bodyguard. 
  Ag83. C079. 5D91, MeSS, Re29, St98, Qu76, In96, Em70, Pr39. Climb40. SwimlO. S/H50. Per3S. Amb7, Caving 40. Trap-Building 50, 
  Smith 40. Adrenals +25. Battle ax +15: Belt treat skin at AT 12: Dagger +10 DeteelS Elves and Ounedain within 200'. 
  Saggo 
  II 
  304 
  Ch/l3 
  15 
  N 
  N 
  1300h 
  45lcb 
  20 
  Hill Troll Warrior. Leader of Ihe Guards. 
  Ag92. C086. S043. Me66, Re71, S195, Qu86. In57, Em63, Pr88. Climb30. Swim20, S/H45. Per30. Interrogate 60. Fletch 20. Tactics 20. Amb 
  I ~._ 3, Locks IS. Dwarven Two-hand Sword +20; Chain Shirt - lOd; Light Crossbow +iO: I Suranie. 
  Obirt 
  S 
  97 
  NO/ I 
  10 
  N 
  N 
  60da 
  25da 
  10 
  War Troll Animist/Healer. 
  Ag78, Co79. SD33, Me96. Re48, St36, Qu80, 1097, Em91, Pr59, Climb 10, SwimS, 5/H 15, Per40, F. Aid 60, Act 3S, An, Heal 25. Diplomacy 
  2S. Star-Gaze 35, Ring 2xPP, Dagger + 15 extra slash eril. Knows a11 Base Lists to Slh Level. 20PP 
  Agin 
  7 
  206 
  RUlI 
  30 
  N 
  N 
  126sp 
  80thrsp 
  30 
  Hill Troll Scout{fhief. Chief SeoUl. 
  Ag97. Co70. 5092, Me6S, Re62, SI7S, Qu88, InS3, Em79. Pr9l), Climb45, Swim30. S/H60, Per25. Track 4S, Amb 6. Traps 3S. Navigate 40. 
  Tumble 60. Trick 30, Spear + [5; Spear + 10; Linen Ves{-2Od +10 StalklHide; Amulel lnvisibility III Ixday. 
  LOND DAER (NPC'sfor I 3.3 Advenwre) 
  Akbulkalthir 
  15 
  120 
  No/I 
  60 
  Y 
  Y 
  144bs "' 
  75 
  Greater Ghost (Once Nlirnen6rean warrior). 
  Slats NA, Orains 5 ep per round from all within 25' radius, Shriek: all wilhin hearring must save vs Fear, -30 RR; still wields his +30 magic 
  broadsword. 
  Nurga 
  20 
  250 
  N0/3 
  75 
  N 
  N IS6LCl(4x) -
  40 
  Greater Wererat (Once Beffraen Animisl). 
  Slais NA. If a Claw attack crils. the Nurga can follow with a 160 LBi. The Bile will infect the viclim with the curse (4S%). AU hit must save 
  against infection (90%). lemus (60%). and plague (30%). Superlarge Crits. Immune to Slun results. The Nurga is in the early. highly variable 
  stage of the disease. Its ability to act intelligently. and its capabilities may be modified 10 renect this. 
  
  64 
  Master NPC Table 
  Missile! 
  Mov 
  Name 
  LvI 
  Hits 
  AT 
  DB 
  S. G, Melee 
  2ndary 
  M 
  Notes 
  OB 
  OB 
  Sereccan 
  12 
  88 
  SLJ8 
  30 
  N 
  N 
  114sp 
  88s1 
  45 
  Beffraen Ranger. A local Chief. 
  Ag78. Co90, 5093. Me56, Re86. 5192. Qu67. ln89, Em49, Pr99, Climb45, Swim40. S/H60, Per55, Forage 45, Track 55, Trade 50. Traps 35, 
  ACI35, Pub. Speak 45. Spear+15 Slays Men and Orcs, Sling +10 Double range, Heavy Hides +ISDB. Knows 4 Ranger and 4 Base Lists 10 
  10th LvI. 12PP 
  -
  Algen 
  8 
  123 
  RL/9 
  15 
  N 
  N 
  102pa 
  861b 
  25 
  Eriadoran Warrior. A Barge Captain 
  Ag77. C081, 5D78, Me60. ReBO, 5194, Qu76, 1099, Em90, Pr74, Climb20, Swim40, Ride 10, S/H25, Per40, Sail 65. Row 80, Navigate 50, 
  StaIGa7..e 30, Trade 45. 
  Boarding Pike + 15: Long Bow + 15; Leather Cuirass + 10D.8; Ring of Detecting Mudbanks. 
  BARAD GIRITHLIN (NPC'sfor 13.4Advenlure) 
  Roensen 
  7 
  87 
  Ch/14 
  10 
  Y5 
  AIL 77" 
  45hcb 
  -10 
  Targil Scout/Rogue. Caste[an of Barad Girilhlin. 
  Ag65. Co71 , SD90, Me92. Re84, S04. Qu78. InS2. EmS6, Pr93, ClimblS, SwimS, Ride30. S/H20. Per2S. Diplomacy 40, Forgery 45, 
  Heraldry 40, Cook 35, AC135. Swortsword +15 extra elec. crit Ixday. Chain Shin and Greaves +SDB. 
  Imrahad 
  9 
  130 
  Ch,ll4 
  20 
  YIO 
  A 
  112bs 
  65hcb 
  5 
  Ounadan Warr./Fgt. Captain of the Guard of B. Girithlin. 
  AgS7. Co77. SD66, Me66. ReS8, St96. Qu91. In73. EmSO, PrS9. Climb30. Swim20. Ride40, S/H30, Per20, Act20. Navigate30. Heraldry30. 
  Reverse Stroke6O. Broad Sword +20M; Ann Greaves + JODB, 70% avoid arm Crits; Helm of Nightvision. 
  Edallaigh 
  3 
  40 
  SL/5 
  10 
  N 
  N 
  55da 
  25<1, 
  20 
  Dunnish Scout/Rogue. Head Cook. 
  Ag9 1, Co7 1, SDSS. Me94. Re68, St76, Qu61, In84. Em79. Pr34, ClimblO, SwimJO, RideiO. S/H15, Perl5, Cook7S, Tumble20. Herbs20. 
  Slone CarveiO. Dagger +10. 
  Riadeegha 
  4 
  46 
  Nol l 
  20 
  N 
  N 
  40"" 
  -
  35 
  Ounnish Scout/Rogue. Roensen's mistress. 
  Ag97, CoS2, S04S, Me67. Re77, St38. Qu92, In77, Em90, Pr9I, Climbl5, Swim20, RideS, S/H25 Pe6, Seduce40. Embriodery30 MedlO. 
  Esseu 
  6 
  80 
  SLI5 
  25 
  N 
  N 
  75mg 
  651s 
  30 
  Easterling Scoul/Thief. Assassin Leader. 
  Ag90. Co72. S06S. Me62, ReSI, S196. Qu77. InS6. Em46, Pr5S, CHmb40, Swim 10. Ride5, S/H50. Per3S. Falsify20, Ambushl2. Traps30, 
  Locks35, Trap Build.20. Maine Gauche +15; Rope +10; Leather Vest +10 DB; Lock Kit +5. 
  -
  Thergor 
  4 
  63 
  Chi13 
  10 
  N 
  N 
  60ss 
  45sb 
  10 
  Half-orc Warrior/Rogue. Assassin. 
  AgSO, Co99. S030, Me38, Re44. S194, Qu5S, In70. Em23, Pr92, Climb2S, Swim 10, RideS,-8/H30, PerlO, Poison IS, Acrobatics20, F.Aid20, 
  Ambush 4. Shon Sword +10; 3 doses of Sharkasar; Chain Shirt -10 Encumbrance ~na1ty; Short Bow +5. 
  Mino 
  4 
  54 
  Noll 
  15 
  N 
  N 
  70ha 
  -IOsb 
  10 
  Urban Man Warrior/Fighter. Assassin. 
  Ag97, CoS3, SD37, Me66. Rc80, St88, Qu7S, ln61, Em72, Pr26. Climbl S. Swim2S, Ride20, S/H20, Per5, Trickery40, Ambush 3, Track30, 
  Uses another hand ax in left hand +40. 2 Hand Axs + 10. 
  Zarby 
  3 
  44 
  Noll 
  5 
  N 
  N 
  JOsp 
  7Scb 
  15 
  Urban Man Scout/Thief. Assassin. 
  Ag9S, CoSO. S047. Me70, Re30. St63, Qu78, In59, Em78, Pr44, ClimblS. SwimS, RidelS, S!H30, PeriO. fletch40, Ambush2, Adrenals +30, 
  Tumble30. ComQQsile Bow + 10; 12 arrows p'!!isoned wil~ Sharkasar; Earring 10% chance avoid head crils. 
  8arendil 
  5 
  64 
  RL/9 
  20 YI5 
  N 
  80", 
  25,b 
  10 
  Dunedain Warrior/Fighter. Echorion's Squire. 
  Ag83, Co7S. 5067. MeSO, Re82. SI96, Qu93, In6S. Em70. PrS4. Climb5, Swim 10, Ride40. S/HIO, PerlO, Oiplomacy20, Lore2S. Tactics20. 
  Ambush 3. Scimitar +ISM; Wall Shield +IS DB: 6 Mirenna berries; Lealher Breastplate +10 DB. 
  ARGOND (NPC's for 13.2 Adventure) 
  Liewi 
  6 
  75 
  PVl9 
  5 
  N 
  N 
  SSpa 
  3(ld, 
  -20 
  Dunnish Warrior/Fighter. Feotar'sBodyguard. 
  Ag6S, Co57, S08S, Me4S. Re52, St96, Qu74, In6O, EmSO, Pr33. ClimblO, Swim30, Ride20. S/HIS, Per20, Ambush S, F. Aid 0, Herbs30. 
  Track40. Man-catcher + 10M; Half Plate + 10 DB; 2 Mirrenna berries. 
  Ogar 
  5 
  68 
  SL{7 
  20 
  YIO 
  N 
  7Sbs 
  45da 
  10 
  Nonhron Warrior/Fighler. FeOlar's Bodyguard. 
  Ag88. Co77, S07S. Me63, ReM, St95, Qu91. InS4, Em6S, Pr79, Climb20, SwimS. Ride4S, S/H25, Per25, Trade30, Trickery2S, Falsify30, 
  Seduction30. Broadsword + 10M, extra Slash Critical; Leather Coat + 10 DB; Full Shield + 10 DB. 
  Murryelle 
  8 
  97 
  Noll 
  10 
  N 
  N 
  92ra 
  5(ld, 
  40 
  Rural Woman Scoul/Thief. Finduilas' Bodyguard. 
  Ag81. Co88, S076, Me91, ReS8. SI9S, Qu91,ln34, Em73, PrSO, Climb25, SwimS, Ride30. S/H40, Per25, Ambush 6, AcrobaticsSO, 
  Tumble30. Navigate2S. Rapier +ISM extra electric 2xday. 
  nran 
  7 
  80 
  Ch/16 
  15 
  Y 
  AIL 82ma 
  4Om, 
  -10 
  Targil Warrior/Fighter. Captain of the Guard. 
  AgSI. CoS9, SOS3, Me77, Ren, St92, QuSO. In93, Em64, PrS4, ClimbS, Swim IS, Ride30. S/H25, Per30, Smith60, Star Gaze20, Ambush 2, 
  Adrenals +3S. Mace +20; Mace +IOM; Full Chain +10 DB. 
  ~.LION (NPC's for 13.SAd\'cnture) 
  Walec 
  S 
  106 
  SL/6 
  5 
  N 
  N 
  77c1 
  4",b 
  10 
  Urban Man Warrior/Fighter. Bandit Leader. 
  E"'" 
  4 
  54 
  No/4 
  20 
  Y 
  N 
  S2ss 
  35sb 
  10 
  Urban Man Scoul/Rogue. Merchant. 
  Ragi 
  2 
  36 
  Noll 
  10 
  Y 
  N 
  30ha 
  20ha 
  20 
  Dunnish Scout/fhief. Eben's scrvant, 
  lonel 
  4 
  28 
  No" 
  15 
  N 
  N 
  25'" 
  -
  15 
  Targil Bard/Bard. Resident Scholar. 
  Padderec 
  2 
  30 
  Noll 
  5 
  Y 
  N 
  4Od, 
  10..0. 
  5 
  Urban Man Bard/Bard. Re.idem Scholar. 
  Edrec 
  3 
  41 
  SLJ8 
  15 
  Y 
  N 
  6O'p 
  35sp 
  25 
  Rural Man Ranger/Ranger. Bandir. 
  Intorln 
  3 
  46 
  Ch/13 
  5 
  Y 
  N 
  55", 
  3Od, 
  15 
  Targil Warrior/F igh~r. Bandit. 
  --
  Eliver 
  2 
  36 
  No/4 
  10 
  N 
  N 
  451h 
  30lcb 
  10 
  Rural Man Ranger/Ranger. Bandit. 
  Domar 
  2 
  28 
  Nol l 
  15 
  N 
  N 
  40", 
  25,1 
  10 
  Urban Man Scoul/Rogue. Bandit. 
  Hurin 
  2 
  29 
  Rl.IIO 
  10 
  Y5 
  N 
  40ms 
  3",b 
  -20 
  Urban Man Warrior/Fighter. Bandit. 
  Halbered 
  2 
  21 
  No" 
  15 
  N 
  N 
  2"", 
  15 
  Rural Man AnimistlEvil Cleric. Bandit. 
  Pinto 
  2 
  26 
  PVl7 
  10 
  Y 
  N 
  4Sss 
  3Scb 
  15 
  Urban Man Bard/Evil Mentalist. Bandit. 
  
  1" = 300' 
  Vinya lond~ 
  1" = 300' 
  Land Daer Enedh 
  
  Lost:ReaJm 
  0": 
  caR~olaD 
  Ufe is hard and unforaiv!ng for the 
  peoples of Cardalan. For tIwoe 
  with. ambition and a strong arm it 
  Is a time of opportunity. The 
  Princ:eo of Cardalan are always al 
  war, and few mez<enary banda ask 
  for ~ 
  SeU .. won!s, noted 
  fino low pay and a high mortality 
  nile, fuel the (Onttanl .trile. 
  For tIwoe with a higher purpore in 
  mind, there is always the threat 
  otthe Witch.king and his_. 
  Tho mightiest of th ... is tho 
  noxious Warlord whOle domloo 
  few would lament. 
  A Campa!gn Module sunal!le for use with MIl)DLE-
  EARTH ROLE PLAYING'" (Mt!JIP); ROLEMASTER": 
  FANTASY HERO", and mo&t other major Fantasy Role 
  Playing Games. 
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SOURCE: textdata/thevault/Middle-Earth™ (MERP) [multi]/Middle-Earth Role Playing (MERP) [multi]/MERP - Iron Crown Enterprises - Lost Realm of Cardolan.pdf