TEXT:   
  Unofficial Fantasy Roleplaying in Western Eriador 
  Based on the novels by J.R.R. Tolkien 
    
  
   
  -1- 
   
  How to use this guide ...................... 2 
  New Companies ............................. 2 
  Companies from the East................. 3 
  Companies from the South .............. 3 
  Aesthetics of Western Eriador........... 3 
   
  Hills of Evendim ............................. 4 
  Tower Hills .................................... 9 
  Grey Havens ................................ 12 
  East Lune ..................................... 16 
  North Blue Mountains .................. 20 
  Forlindon .................................... 23 
  South Blue Mountains .................. 25 
  Harlindon .................................... 28 
  Minhiriath ................................... 30 
  Enedwaith ................................... 34 
   
  Spectres of Amon Gwaren .............. 37 
  Orcs of the Blue Mountains ........... 37 
  Wolves of Harlindon ..................... 38 
  Huntsmen of Eryn Vorn ................. 38 
  River-Trolls .................................. 40 
  Reavers of the Fæsholt ................... 40 
   
  New War Gear .............................. 41 
  Patrons and Titles ......................... 43 
   
   
  
   
  -2- 
   - Introduction - 
  Though they rode through the midst of the 
  Shire all the evening and all the night, 
  none saw them pass, save the wild 
  creatures; or here and there some 
  wanderer in the dark who saw a swift 
  shimmer under the trees, or a light and 
  shadow flowing through the grass as the 
  Moon went westward. And when they had 
  passed from the Shire, going about the 
  south skirts of the White Downs, they came 
  to the Far Downs, and to the Towers, and 
  looked on the distant Sea; and so they rode 
  down at last to Mithlond, to the Grey 
  Havens in the long firth of Lune. 
  This guide is intended to supplement the 
  existing (and outstanding) range of official 
  resources already in existence for the One Ring 
  Roleplaying Game, focusing on one of the 
  ‘missing’ areas that was never covered in great 
  detail: Western Eriador. The year is presumed 
  to be around 2460, although essentially every 
  element is more or less ‘timeless’ (at least 
  within the context of the period covered by 
  other One Ring products), and so the 
  Loremaster may move the year around as they 
  see fit. 
  Loremasters should feel free to use or discard 
  any and all elements of this resource (although 
  the same could be said for the official guides it 
  is doubly the case with regards to this 
  supplement). While a dedicated attempt has 
  been made to comply with Tolkien’s texts, new 
  elements have been introduced or leaps in 
  reasoning made in order to present an 
  interesting game environment (for instance, a 
  female orc chieftain is included, something 
  that neither the official range nor Tolkien 
  himself ever included). 
  In addition, some small references have been 
  made to other lesser-known adaptations of 
  Tolkien’s work.  
   
  This guide makes use of unlicensed art 
  (particularly that of Jon Hodgson), quotations 
  from Tolkien’s texts and references to products 
  in the One Ring range. Artwork found within 
  this supplement is strictly the copyright of the 
  original artists and, if applicable, any 
  publications associated to their printing and 
  distribution and such usage in no way 
  challenges this. 
  Western Eriador offers interesting opportunities 
  for a newly-formed company of adventurers.  
  The Shire is part of the Northwest (although the 
  home of the Hobbits is not covered in this 
  guide, as it will be detailed in the next edition 
  of the One Ring ruleset), and many a Hobbit 
  has stepped out of his door and got swept up in 
  something bigger along the way.  
  The presence of the Grey Havens attracts Elves 
  from across the entirety of Middle-Earth, and it 
  easy to imagine a Westward-bound Elf deciding 
  to put off their departure into the Undying 
  Lands in order to achieve something 
  significant, and perhaps leave a lasting legacy 
  of their deeds.   
  Dwarves of all kinds, too, might find 
  themselves travelling to the holds of the Blue 
  Mountains for a myriad of reasons, perhaps as 
  envoys from the King Under the Mountain or 
  another Lord of Durin’s Folk.  
  The presence of Men from Wilderland or the 
  South in Western Eriador is rather harder to 
  justify (with the notable exception of Bardings 
  and Men of the Lake, who are close friends 
  with the Dwarves and sometimes travel with 
  them). Companions who are Men are far more 
  likely to hail from Bree, Dunland, Miniriath, or 
  Enedwaith (options for creating player-heroes 
  from the latter two areas are presented later in 
  this volume). The Rangers too travel in these 
  lands, although in fewer numbers than is the 
  case in the East.  
   
  It is best to offer Elves and Dwarves who have 
  travelled a long distance to reach Western 
  Eriador the Receive Title undertaking as soon 
  as possible, for the Grey Havens and Blue 
  Mountains respectively. This will help ‘ground’ 
  the heroes in the setting, and will allow them to 
  spend Fellowship Phases at home without 
  traipsing back for hundreds of miles.  
  
   
  -3- 
  Existing companies from elsewhere in Eriador 
  (such as Bree-land or Rivendell) will make the 
  transition to the West with simplicity and ease. 
  While Western Eriador has a distinctly different 
  ‘feel’ from the East (see the ‘Aesthetics of 
  Western Eriador’ section, below), there is 
  significant overlap in the present cultures. One 
  notable point, however, is that some 
  companies may find Western Eriador a slight 
  ‘step down’ in danger and difficulty when 
  compared to the East, as this guide is intended 
  to present a ‘difficulty level’ suitable for newly 
  formed or slightly experienced companies (in 
  contrast, there is intended to be a slight ‘step 
  up’ from Bree-Land, as many companies will 
  begin there and only travel West later).  
  Companies hailing from Wilderland will 
  naturally have to travel through Eastern 
  Eriador to reach the West, and so all of the 
  guidelines presented in the Rivendell 
  supplement on how to handle such groups 
  apply equally here.  
  Companies hailing from Gondor or Rohan are 
  unlikely to travel to the quiet Northwest, as 
  they are often in the service of liege-lords who 
  normally prefer to keep their retainers close to 
  hand. However, southern adventurers 
  (especially Rohirrim) might find themselves in 
  Enedwaith, or even travel as far as Minhiriath. 
  From there, events might conceivably conspire 
  to draw such a group ever further northwards.  
  The meddling of one of the Wise (the Grey 
  Wizard, perhaps) would serve as a reliable 
  justification for far-flung adventurers.  
  As with any Men hailing from afar, Men of 
  Minas Tirith and Riders of Rohan should 
  swiftly be offered the Receive Title undertaking 
  so that they have an investment in the cultural 
  landscape of the region. The former especially 
  might catch the attention of the Rangers of the 
  North.  
   
   
  Geographically, Western Eriador is rather 
  moderate. The mountains are not the tallest, 
  the forests are not the largest and the realms 
  are not the greatest. It is its population which 
  sets it apart from most areas of Middle-Earth, 
  as it is a land of Elves and Dwarves (and 
  Hobbits!), with very few Men. Indeed, the 
  single largest Elven territory (although not the 
  most populous) still in existence graces the 
  Western shores.  
  Uniquely, the spectre of the First Age looms 
  large over the Blue Mountains and the lands 
  around them: strictly speaking, Lindon and the 
  Ered Luin are actually a remnant of the lost 
  continent of Beleriand, where great and terrible 
  ancient wars were fought against the first Dark 
  Lord, Morgoth. Many of the features and locals 
  of the far west thus relate to or focus on those 
  ancient days. As for the areas inhabited by 
  Men, the evidence of the destruction and 
  deforestation wrought by the men of 
  Westernesse; the imprint of fallen Arnor; or 
  even the flooding of Tharbad is inescapable.  
  The departure of the Elves and the presence of 
  so many ruins and remnants provide a good 
  indicator of the ‘feel’ of the region: that of a 
  slow dwindling of ‘magical’ and heroic 
  elements and the slow encroachment of the 
  mundane.  
  No great battles will be fought here, and no 
  grand plans of the Enemy foiled. Instead, 
  Player-Heroes and their allies will be forced to 
  decide what is worth protecting and preserving, 
  and what they will allow (or encourage) to slip 
  away. Their adversaries (for these lands are not 
  entirely without evildoers) will be making 
  much the same decisions for opposed reasons, 
  and it is due to this that conflict will arise. 
   
    
   
   
  
   
  -4- 
  - Regions of Western -
  Eriador 
  ‘In the North after the war and the slaughter of 
  the Gladden Fields the Men of Westernesse 
  were diminished, and their city of Annúminas 
  beside Lake Evendim fell into ruin…’ 
   
   
  Once, the Hills of Evendim was the heartland of 
  Arnor and the royal demesne of the Kings 
  themselves. Aside the shores of the great lake 
  from which the region takes its name, the 
  Dúnedain built Annuminas, the West-Tower, 
  from which the royal house ruled until Arnor's 
  tripartite split.  
  Lake Evendim is the source of the River 
  Baranduin (known as the Brandywine in the 
  Shire and Bree-Land, through which it passes 
  as it wends its slow way southeast towards the 
  sea).  
  The Hills themselves stretch out to the lake's 
  south, west and especially north. Travelling 
  through the Hills is a tiring business, made 
  worse by their irregular undulations and the 
  poor condition of what few paths remain.  
  The Hills are largely covered in low, thick 
  grass, its uniformity broken by longer tufts that 
  may once have been wheat, along with 
  brambles and gorse in abundance.  
  Much of the region's' trees show evidence of 
  long-hence planning and husbandry: in 
  Annuminas here and there stone paving slabs 
  lie in pieces, cracked by the roots of avenues of 
  pear trees; outside of the city, apple trees may 
  be found in ranks too regular to have arisen by 
  chance; and certain venerable specimens are of 
  kinds that grow nowhere else in the north (a 
  Gondorian would be quick to recognize Cedars, 
  clearly imported long ago from Lebennin). 
  
   
  -5- 
  Beyond these kinds, oaks, pine and firs crest 
  many of the peaks, especially to the north.  
  Many mice, chiefly harvest mice, nest in the 
  tumbledown ruins, seeking seeds and 
  strawberries and being chased by weasels and 
  stoats. To the north, Pine Martens can 
  sometimes be seen. Ravens, magpies and other 
  corvids have also found the ruins to their 
  liking, and in the city itself they are surprisingly 
  bold, oftentimes following any two-legged 
  travelers they might see out of interest and a 
  desire for food. 
  The Hills of Evendim are full of buildings but 
  empty of residents. Ruins crown every knoll 
  and tor, and the wind whistles through the 
  tumbled stones of Annuminas, once the 
  greatest city of the north. However, unlike 
  Deadman’s Dike to the East (see Rivendell), this 
  twilit wold holds no horror for men, albeit 
  drenched as it is in melancholy. In addition to 
  obvious decay the apparent desertion of the 
  region is due to more prosaic reasons: The 
  Rangers treat Annuminas and the Hills as a site 
  of hallowed reverence and watch over them in 
  concentrations not found nowhere else except 
  their hidden settlement in The Angle. For it is 
  here in a refuge overlooking the ancient City of 
  Kings that the Grey Company resides, when not 
  serving as the Honour Guard of the Chieftain.  
  Arbereth, Captain of the Grey Company 
   
  It is traditional for the leader of the Grey 
  Company to be of the royal line, and Arbereth 
  is no exception. Sister to the fallen Chieftain 
  Arathorn, Arbereth has acted as something of a 
  regent for the Dúnedain, and will continue to 
  do so until the day arrives when her nephew 
  Aragorn will finally come into his own.  
  Companies meeting Arbereth are heavily 
  unlikely to be told any of this, however, for the 
  Rangers have long been a secretive folk.  
  Arbereth travels widely in the spring and early 
  summer, meeting many Rangers in other parts 
  of Eriador to receive tidings and deliver orders. 
  On her return she stops over in Bree to confer 
  with the Inkeeper of the Prancing Pony, an 
  association which surprises many of her 
  fellows.  
  In Bree-Land, Arbereth goes by the unlikely 
  name of Hillfort. 
   
  Attribute Level: 
  7 
  Distinctive Features: 
  Lordly, Secretive, Tall 
  Specialities: 
  Eriador-Lore, Shadow Lore 
  Relevant Skills: 
  Long Sword ◊◊◊◊, Great Bow ◊◊◊, 
  Travel ◊◊◊,  Battle ◊◊◊, Riddle ◊◊ 
  Endurance: 
  23 
  Armour: 
  3d 
   
  The North-Tooks of Long Cleeve 
  The North-Tooks and the mayoral government 
  of distant Michel Delving agree on one matter: 
  that the Long Cleave lies one mile away from 
  the border between the Shire and the Hills of 
  Evendim. They are not, however, in accord 
  about the side of the border on which the 
  coomb lies.  
  Founded by the hero Brandobras Took in the 
  wake of the Battle of Greenfields, Long Cleeve 
  was envisioned as a serious attempt to fortify 
  the Hobbits' northern border, should goblins 
  (or anything else, for that matter) decide to 
  come calling.  
  Even after Greenfields, a battle in the 
  Northfarthing itself, the then-Mayor saw the 
  establishment of the fortification as a 
  potentially dangerous power grab by the Took 
  warrior, and declared Brandobras' new 
  settlement illegitimate. Decades later, the legal 
  battle still rages. Tax-collectors, Shirrifs and 
  census officials are unable to visit Long Cleeve 
  (which suits the North-Tooks very well), and 
  
   
  -6- 
  neither is the Shire Postal Service (which 
  doesn't).  
  For their part, the Rangers care little of this 
  dispute, and are content to allow the North-
  Tooks to continue dwelling in the Hills… 
  providing that they do not settle any further 
  north.  
   
  Upon the creation of the fortification, 
  Brandobras named himself as Bailiff of Long 
  Cleeve, and now his descendant Flint North-
  Took holds the title. Flint is a surprisingly 
  sombre Hobbit who takes his responsibilities 
  seriously. Many a wanderer has found 
  themselves called to the Bailiff’s table to 
  account for their movements. In the event of 
  Flint and his perceptive wife Violet finding their 
  explanations acceptable (which is almost 
  always), they will be invited to stay in the 
  Cleeve for some days.  
  The pair have a son named Chalk and three 
  daughters: Emerald and the twins Agate and 
  Amber (the North-Tooks and their neighbours 
  having a curious tradition of naming their sons 
  after varieties of rock and their daughters for 
  precious stones). 
   
  Flint North-Took 
   
  Attribute Level: 
  3 
  Distinctive Features: 
  Stern, Honourable, 
  Determined 
  Specialities: 
  Smoking, Cooking 
  Relevant Skills: 
  Awareness ◊◊◊, War 
  Club ◊◊ 
  Endurance: 
  13 
  Armour: 
  2d 
   
  Violet North-Took 
   
  Attribute Level: 
  2 
  Distinctive Features: 
  Merry, Quick of Hearing, 
  Fierce 
  Specialities: 
  Gardener, Folk-Lore 
  Relevant Skills: 
  Insight ◊◊◊◊ 
  Endurance: 
  10 
  Annuminas 
   
   
  The ancient city of Elendil has lain in ruin for 
  over two millennia. Despite this, the damage is 
  not as extensive as one might expect. The Men 
  of Westernesse built to last, and no single great 
  battle or cataclysm occurred here. The 
  population of the city simply dwindled with 
  time. The abandoned town was nominally part 
  of the petty Kingdom of Arthedain until its 
  eventual fall, but few Men ever walked its 
  paths in those days.  
  Today, the ruins are guarded closely by the 
  Rangers, who perceive the city both as a 
  treasured relic of the past and a promise for the 
  future: for it is said that were the days of kings 
  to return then there would be need again for a 
  royal seat.  
  Annuminas is a large ruin. The flagstones 
  underfoot are largely whole, only cracked in 
  some areas around overgrown street-trees or by 
  the shifting of the earth. Towards the old river-
  docks parts of some streets are now underwater 
  (the quays themselves are long gone, as they 
  were made of wood). Most of the buildings are 
  at least partly standing, all built of the same 
  pale stone. Few have whole rooves, however, 
  and fallen slates line many paths through the 
  city.  
  The curtain wall surrounding the town is 
  sundered in several places, but parts of that 
  which remains is safe to walk on, providing a 
  good vantage point for a lookout. 
  The Rangers sometimes hold councils in the old 
  Palace of Kings, one of only a few buildings in 
  which restoration efforts have been made.  
  Although the ruins have been surveyed 
  thoroughly over the years, there may still be a 
  lost vault or hidden library still to find here 
  and there.  
  
   
  -7- 
   
   
  The Refuge of the Grey Company 
  From the outside, the home of the Grey 
  Company looks rather like the dozens of other 
  fallen mansions which dot the Hills of 
  Evendim… and the same is true of the interior. 
  Few who choose the ruined manor as a camp 
  site would expect that they are sleeping on top 
  of a fortress of the Dúnedain, for it is 
  underneath the hill that the elite of the Rangers 
  maintain their holding.  
  The Refuge is accessed through the old cellars, 
  through a hidden door in the walls that opens 
  only when the correct words are spoken (the 
  hands of a Dwarf are obvious in its 
  construction). Over the threshold lie a warren 
  of well-ventilated and brightly lit tunnels and 
  caverns, with the main way leading towards a 
  hall of sorts. 
  Other passages lead to dormitories, pantries, 
  armouries and reliquaries, or else end in 
  hidden postern gates and egresses which 
  collectively allow a Ranger to pop up out of 
  wells and from behind toppled statuary 
  throughout almost the entirety of the Hills, with 
  a great many exits terminating in Annuminas 
  itself.  
  Ranger of the North companions with the Star 
  of the Dúnedain Virtue know of the existence of 
  the Refuge and the words required to open the 
  secret door, but the Grey Company do not 
  receive visitors idly and the company may find 
  a frosty reception unless they are in need of 
  safety. 
   
  The Kingstree 
  In a little dell at the base of a great hill, a 
  curious tree may be found. At the right time of 
  the year, the discoverer will be rewarded with 
  the sight of its showers of yellow blossoms as 
  they burst from catkins in the spring.  
  Many scholars, along with travellers from the 
  far southlands, are well aware that the 
  Kingdom of Gondor bears the sigil of the White 
  Tree. Few other than the Rangers, however, 
  know that King Tarcil once sought a tree of gold 
  to match (or even surpass) the glory of the 
  white.  
  Eventually, one of the King’s retainers found a 
  laburnum tree, and carefully transported it 
  north. The Kingstree of today is that tree’s 
  descendant. 
   
   
  New Fellowship Phase Undertaking: 
  Look Upon Annuminas (Rangers of the 
  North Only) 
  A Ranger of the North companion spending 
  the Fellowship Phase at home or in a 
  nearby Sanctuary (Such as Bree) may 
  choose to travel to the Hills of Evendim and 
  spend a handful of quiet days wandering 
  the ruins of their former capital, 
  chaperoned closely by members of the Grey 
  Company (regardless of their Standing). 
  Many Dúnedain have found hope and 
  inspiration from still-visible inscriptions 
  written on tombs, or else in the faces of 
  statues. Others are overcome with the 
  sorrow of the place, and leave with little but 
  a brooding expression. A Ranger who 
  experiences this Undertaking may Heal 
  Corruption by using their Search Skill, and 
  reduce their Shadow Points by twice the 
  normal amount when they do so. However, 
  if their roll fails and produces an Eye, the 
  Ranger becomes Miserable until they gain a 
  point of Hope by any means.  
   
   
  
   
  -8- 
  The Kingstree is watched by the Rangers 
  closely, and maintained by a handful of skilled 
  arborists who are charged with its care.  
  Companies resting at the base of the Kingstree 
  find their worries lessened upon the morn: 
  characters who pass a Wisdom test after a 
  night sleeping here recover 1 Hope point on a 
  success, and 2 on a great or extraordinary 
  success.  
  Should a Gandalf rune be rolled by a character 
  with an appropriate Specialty, the arborists see 
  potential in them and offer training. The next 
  Fellowship Phase, that character may spend 
  time learning with the arborists and gain the 
  Tree-Lore trait, in exchange for one Experience 
  Point.  
  Ranger of the North companions who possess 
  the Tree-Lore trait may eventually decide to 
  become an arborist themselves should they 
  retire from adventuring.  
   
  Amon Gwaren 
  Known as The Hill of Wind in the Common 
  Tongue, Amon Gwaren is aptly named.  
  Amon Gwaren is the tallest hill in the region, 
  and atop it stands a shattered tower. A chill 
  gale blows nigh ceaselessly from the northeast, 
  in which direction the cold Hills of Angmar 
  may be espied by a particularly keen-eyed 
  companion.  
  It is not hard to infer that the tower was 
  deliberately destroyed, its sides sundered by 
  some fell weapon.  
  The tower and the hill on which it stands are 
  both Blighted Places, but the woes of an 
  adventuring company will not end there should 
  they find themselves here, for the ruins are 
  haunted by the shades of men who fell in that 
  long ago battle (See the Monsters of Western 
  Eriador Chapter). 
   
  Long Cleeve 
  The Cleeve is a deep indentation splitting a 
  rocky hill. Two rows of Hobbit Holes face each 
  other, cut into the chalky valley sides, 
  accompanied by a scattering of small 
  outbuildings and a well. At the cleft's mouth a 
  low wall of thick-cut yellow stone bricks lies, 
  bearing a sturdy oaken gate at its centre.  
  Towards the other end of the vale the ground 
  pitches upwards swiftly as the cleft narrows, 
  and the path terminates at the door of the 
  North-Tooks' 'watch tower', which is in reality 
  simply a large building with three stories (an 
  otherwise unheard of development in Hobbit 
  architecture), from the balconies of which a 
  Hobbit may see (and shoot) a great distance. 
  The Watch Tower doubles as the house of the 
  Bailiff, and is crowed with his relatives and 
  their creature comforts.  
  A handful of other families live in the Cleeve, 
  and the settlement has a close friendship with 
  the village of Greenfields, where the historic 
  battle took place.  
   
   
   
  
   
  -9- 
  He was on a dark heath, and there was a 
  strange salt smell in the air. Looking up he saw 
  before him a tall white tower, standing alone 
  on a high ridge. A great desire came over him 
  to climb the tower and see the Sea. He started 
  to struggle up the ridge towards the tower: but 
  suddenly a light came in the sky, and there was 
  a noise of thunder. 
   
  A plain stretches between the Shire and the 
  Havens, cradled and bordered by two stretches 
  of highland. The three pale spires atop the 
  western range are the region’s most notable 
  feature, and it is for them that the land is 
  named.  
  The Great West Road splits the area into two 
  parts: to the north of it lie twenty miles of grass, 
  while the hills run for twice that distance to the 
  south.  Both the Tower Hills themselves and the 
  eastern Far Downs slope gently and are easy 
  enough to climb.  
  These hills have always been a borderland, 
  and a meeting place of folks. It was here that 
  Númenórean seafarers first made tentative 
  contact with their distant kin and future allies 
  (and subjects), the ‘Middle-Men’. Far later, 
  when Elendil the Tall and his folk began to 
  settle the lands which would become Arnor, 
  Gil-Galad the High King of Lindon built the 
  White Towers as a gift for his mortal friend. 
  Today the Hills are still a boundary between 
  peoples, although Elves and Hobbits are 
  typically disinterested in each other and rarely 
  meet. 
   
  The Tower Hills are a land of gentle 
  moderation, containing a profusion of plants 
  and beasts, but none that are particularly 
  large, striking or imposing.  
  Squirrels, badgers, rabbits, owls, mice and 
  foxes (to name but a few) are present in great 
  numbers upon the Far Downs, for all are 
  common in the Shire. The Downs also feature 
  scattered woods, small copses and little 
  thickets, chiefly of ash and chestnut, only to 
  give way to stretches of meadow carpeted with 
  delicate orchids and rampions as one treads 
  the road west, while daisies abound upon the 
  hillsides themselves, over which butterflies of 
  many shades flitter. The grasses here are 
  coarse, but also long and fabulously green due 
  to the abundance of rain caught by the hills. 
  In places, one may hear the cries of seabirds 
  from afar if they possess keen ears, but the 
  gulls and others rarely travel so far inland.  
  There are but few permanent residents of these 
  quiet hills. Elves travelling to the Havens often 
  gaze into the seeing stone atop Elostirion before 
  continuing their journey, although they do not 
  tarry for long. The small band of sentinels from 
  Mithlond who watch over the towers thus see 
  many visiting faces, but rarely the same one 
  twice.  
  In addition, the Far Downs at the eastern edge 
  of the Hills border the land of the Halflings, 
  and rather more of their number live in this 
  region than even they themselves would expect. 
  No inns or villages may be found here, but 
  camps of small-game hunters, charcoal 
  burners and foresters are not excessively hard 
  to find. The Hobbits who choose this life are 
  typically bolder and hardier than their town-
  dwelling cousins, but even they rarely spend 
  the whole year west of the Shire and normally 
  return to their families for winter and festival 
  days at least. In time these camps will grow 
  into true settlements, but that day is still far off. 
  
   
  -10- 
  Malanor the Lingerer 
  Most Elves who drift towards the Havens from 
  across Middle-Earth are intending to leave for 
  the Grey Havens, and Malanor was once no 
  different. The Wood-Elf hails all the way from 
  Mirkwood, and was struck with melancholy by 
  the encroachment of shadow and decay over 
  that once green forest, the reason for his 
  departure. A long journey followed, seeing him 
  crossing the mountains with a company of 
  fellows, stopping in Rivendell before setting out 
  once more. 
   
   
  At each stage of the journey Malanor would 
  halt, often for many years (spending decades in 
  Imladris alone), and he even turned back 
  several times before resuming his journey west.   
  None of his prior stops have been as long as his 
  current, for he knows he is nigh unto the sea 
  and fears to look upon it, lest the waves enthral 
  him. Malanor is still deeply unsure about 
  departing Middle-Earth, but still wants the 
  decision to be his own. 
  The Wood-Elf is a sorrowful figure who is easily 
  moved to pity, who has helped many a 
  wayfarer in his time, expecting little in return 
  save their thoughts on his quandary. 
   
  Attribute Level: 
  5 
  Distinctive Features: 
  Wary, Kind, Listless  
  Specialities: 
  Herb-Lore, Elven-lore 
  Relevant Skills: 
  Travel  ◊◊◊, Healing ◊◊◊, 
  Stealth ◊◊, Lore ◊◊ 
  Endurance: 
  12 
   
  Galdor 
   
   
   
  …with him was Galdor, an Elf from the Grey 
  Havens who had come on an errand from 
  Círdan the Shipwright. 
   
  
   
  -11- 
  Galdor is the Herald of Círdan, who serves as a 
  messenger in times of peace. The noble Elf is 
  both well-travelled and well-informed, as he 
  makes his way between the sanctuaries of 
  Mithlond and Imladris with some frequency, 
  stopping to share news with certain Rangers 
  along the way. While Galdor is an important 
  figure in the Havens, a company is far more 
  likely to encounter him abroad. Should they 
  render him assistance upon the road, they may 
  find Círdan especially welcoming if their path 
  will take them to Mithlond as the two Elves 
  have been close friends for long years. Many 
  other beings also value Galdor’s counsel and 
  opinion. 
  If a company befriends Galdor during an 
  Adventuring Phase, they may each select the 
  Write A Letter Undertaking (See Bree) in the 
  following Fellowship Phase and entrust the 
  missive into Galdor’s care, in which case the 
  letter arrives on time with no unpleasant 
  complications (remove the need for a Letter 
  Delivery Roll and treat the result as a Gandalf 
  Rune). Galdor will generally only deliver letters 
  to characters in Mithlond or Imladris, but 
  might be Persuaded (TN16) to go slightly off his 
  path, perhaps delivering a message to a 
  notable Ranger like Arbereth, or even Tom 
  Bombadil or Gandalf.  
   
  Attribute Level: 
  7 
  Distinctive Features: 
  Forthright, Energetic, Wise 
  Specialities: 
  Eriador-Lore,  
  Relevant Skills: 
  Courtesy  ◊◊◊◊, Spear ◊◊◊, 
  Lore ◊◊◊, Travel ◊◊◊ 
  Endurance: 
  21 
  White Towers 
   
  The only Stone left in the North was the one in 
  the Tower on Emyn Beraid that looks towards 
  the Gulf of Lune. That was guarded by the 
  Elves… it was unlike the others and not in 
  accord with them; it looked only to the Sea. 
   
  Atop each of the three highest hills of the 
  region (which happen to be the furthest north 
  of the western stretch) an ivory-hued pinnacle 
  rears. The Elven craftsmanship of the Towers is 
  obvious to all with even a passing knowledge 
  of stonework. Each is elegant but relatively 
  plain, and shaped something like a lighthouse 
  or watch-tower. The central building of the 
  three is slightly taller and grander than the 
  others: this is Elostirion, and within it a wonder 
  of the age may be found. From the outside, 
  there is no obvious entrance to any of the 
  Towers, only smooth and unadorned white 
  rock. The secret of their opening is known to 
  the Elves, and Elves in respectable numbers 
  guard the towers ceaselessly. In addition, 
  Wandering Companies (see Journeys and 
  Maps) of that folk often come to behold the 
  Towers, from as far afield as Rivendell and 
  beyond.  
  To most companies, the White Towers might 
  serve as little more than an interesting 
  landmark. Others, however, may learn their 
  secrets.  
   
   
   
   
   
  New Fellowship Phase 
  Undertaking: Gaze into the Palantir 
  of Elostirion (High Elves Only) 
  A High Elf companion spending the 
  Fellowship Phase at any place where 
  other Elves can be found may join a 
  Wandering Company and make a 
  pilgrimage to the Emyn Beraid in order 
  to climb the highest of the Towers and 
  examine the treasure which it 
  contains. All Elves who look upon the 
  sea in this manner find it a haunting 
  experience that fills their thoughts 
  from then onwards, for the call of the 
  Undying Lands rings out like a clarion 
  to them at that moment. This 
  Undertaking thus combines the effects 
  of Heal Corruption and There and 
  Back Again, allowing for an Elven hero 
  to recover a prodigious amount of 
  Hope and a similar reduce in Shadow 
  in return for a Marked Skill and a 
  Permanent Shadow Point.  
  This Undertaking may only be carried 
  out once by any single High Elf hero.  
   
  
   
  -12- 
  Skafidur’s Hall 
  The southernmost of the Hills plays host to a 
  hidden refuge of Durin’s Folk, founded by a 
  group of explorers from the Blue Mountains 
  lead by one Skafidur. 
   
  Under the Hill the Dwarves have found coal in 
  respectable amounts, and now their home 
  doubles as a mine of modest proportions. 
  Skafidur’s sons have recently discovered a 
  network of natural caverns connected to one of 
  their mineshafts, which Skafidur swiftly 
  decided to seal off. While the old Dwarf is 
  keenly interested in discovering what may lie 
  within, he remembers the tale of Moria and is 
  wary of risking his kin in such an endeavour.  
   
  Lady Sundown 
  Within the Far Downs and just to the north of 
  the Road, an old statue stands. Its form is of a 
  woman of grace and elegance, arms 
  outstretched in greeting.  
  The Hobbits who work in the Downs know the 
  statue as Lady Sundown. Some believe it good 
  luck to leave pretty stones or even food (a 
  kingly gift for a Hobbit to offer) at the statue’s 
  feet. This old superstition has waxed in 
  popularity as of late, as certain Hobbits have 
  found their offerings gone when next they visit, 
  with wonders such as fancy silver coins or 
  sweet-smelling cordials in their place.  
  Are departing elves giving gifts in return, or is 
  there some secret to the statue of Lady 
  Sundown that few would expect? 
   
  In Eriador Imladris was the chief dwelling of 
  the High Elves; but at the Grey Havens of 
  Lindon there abode also a remnant of the 
  people of Gil-galad the Elvenking. At times they 
  would wander into the lands of Eriador, but for 
  the most part they dwelt near the shores of the 
  sea, building and tending the elven-ships 
  wherein those of the Firstborn who grew weary 
  of the world set sail into the uttermost West. 
  Círdan the Shipwright was lord of the Havens 
  and mighty among the Wise. 
   
  The Grey Havens are an ancient land, bisected 
  by the great gulf of the river Lune. The south 
  bank consists of low hills which gently sweep 
  downwards towards the shores, while the 
  smaller north bank is rockier and higher. Both 
  areas are remarkably easy to travel across, 
  however, and the very grass and stones exude a 
  wholesome and peaceful feeling.  
  This is Elven country: the heartland of Lindon 
  and the terminus of the Great East-West Road, 
  and it is at once cultivated and primal.  
  There is little in the way of danger in this 
  region, although no great army or Ring of 
  Power maintains its safety. It is a land of peace, 
  albeit in slow, graceful decline. 
   
   
  
   
  -13- 
  Seabirds, chiefly gulls, are the most obvious 
  denizens of the Gulf, their numbers second 
  only to the vast shoals of silver fish which dart 
  through the sheltered waters, fleeing the 
  attentions of the region’s many otters.  
  Sand-lizards, shrews and crabs are common on 
  the south beaches, and the oak copses which 
  follow are favoured by deer, with oak and deer 
  both beloved by the Elves. Cornflowers and 
  columbines grace the low hills, over which 
  butterflies and bumblebees flit in the summer. 
  The northern cliffs are more rugged (yet only in 
  comparison to the south), and are where the 
  gulls nest. Heather and bramble crests the 
  cliffs, the great blackberries and raspberries 
  produced by the latter feeding the smaller 
  inhabitant birds such as sparrows. Many other 
  avians from pipits to curlews are easily found 
  here. 
  The Havens are an Elvish land: Dwarves have 
  never come here in any great numbers, and 
  Men are rarer still. Elves live together in the 
  Grey Havens in a greater concentration than 
  can be found anywhere else in the world, with 
  Mithlond itself being the only true city of that 
  folk which still stands today. Many (although 
  by no means all) of these inhabitants are 
  transitory visitors, having come from afar to 
  cross the sea into the Ancient West. Of the more 
  permanent residents, some few abide in 
  outlying cottages or farmsteads, although most 
  of these small and isolated dwelling-places 
  now stand empty. Mithlond cannot sustain 
  itself through farming alone (although the most 
  inland areas of the south are home to many 
  orchards and wheat-fields), and for this reason 
  a great many Elves are semi-nomadic, 
  spending much of the year aboard fishing-
  vessels of myriad sizes (the bulk of this industry 
  is carried out elsewhere, in Forlond).  
  Elves of the Havens are perhaps less learned 
  than their distant cousins in Imladris, and yet 
  are often more wise. They generally prefer the 
  natural beauty of the sea and stars to that of 
  gemstones and metal, although many covet 
  pearl and cunning woodwork. 
   
   
  High Elves of Mithlond 
  Creating a Player-Hero from the Grey 
  Havens is a simple process, as they are 
  similar in most respects to their kin in 
  Rivendell.  
  Indeed, all of the rules for creating Rivendell 
  Elves should be used, with the following 
  differences: 
   
  High Elves of Mithlond select two specialties 
  from the following list (rather than those 
  available to High Elves of Rivendell): 
  Elven Lore, Eriador Lore, Fishing, Boating, 
  Woodwright, Minstrelsy. 
   
  In addition, the Artificer of Eregion Virtue is 
  replaced by the new Shipwright of Mithlond 
  Virtue, presented below. 
   
  New Virtue: Shipwright of Mithlond 
   
  Ship, my ship! I seek the West, 
  and fields and mountains ever blest. 
  Farewell to Middle-earth at last. 
  I see the Star above my mast! 
   
  Long have you studied with the masters of 
  the art of shipbuilding, and your endeavors 
  have begun to bear fruit.  
  When you select this Virtue you construct a 
  Flat Barge (see Journeys and Maps). The 
  first time you encounter a sufficiently sized 
  body of water each Adventuring Phase, you 
  may spend a point of Hope to have your 
  Barge be present at that location (either you 
  or another Elf from the Havens had the 
  foresight to bring it). This will mystify 
  mortal companions (and counts as a 
  Magical Virtue for the purposes of Eye 
  Awareness – see Rivendell) but seem 
  completely normal to fellow Elves. 
  During a Fellowship Phase, you may spend 
  an Experience point (and consume an 
  Undertaking) to further your skills, after 
  which your Flat Barge will be replaced with 
  a Swan-Ship. 
   
  
   
  -14- 
  Círdan the Shipwright 
   
  Círdan the Shipwright came forth to greet 
  them. Very tall he was, and his beard was long, 
  and he was grey and old, save that his eyes 
  were keen as stars. 
   
   
   
  Ancient and wise, Círdan has dwelt on the 
  coasts of Middle-Earth for dozens of centuries 
  and is counted as among the greatest Elf-Lords 
  alive today. Such is his eminence that the Lord 
  of the Havens was given one of the Three Elven 
  Rings, although he has since given it to another 
  and is now content to rule over a dwindling 
  and changing realm. Generally speaking, 
  Círdan is quieter and more contemplative than 
  the rest of the White Council (of which he is a 
  member), generally favouring moderate and 
  peaceful solutions to most problems. Still, 
  Círdan recognises that the actions of heroes is 
  often sadly necessary.  
   
  Attribute Level: 
  9 
  Distinctive Features: 
  Serene, Clear-Sighted, Tall 
  Specialities: 
  Elven-Lore, Boating, 
  Woodwright  
  Relevant Skills: 
  Craft  ◊◊◊◊◊◊, Insight 
  ◊◊◊◊◊, Lore ◊◊◊◊ 
  Endurance: 
  23 
   
   
  Narieth, Captain of the Watch 
  The closest thing Mithlond has to a standing 
  force is a small band of ceremonial guardians 
  led by Narieth, an ancient warrior who fought 
  in the battles that ended both the First Age and 
  the Second. Through intermediaries Narieth 
  keeps an eye on the Blue Mountains in case the 
  Orcs there rise up and cause trouble once 
  more. Alone of her kin, she is convinced that 
  the mighty Great Orc Utgash (whom she has 
  clashed with more than once over the ages) still 
  lives. 
   
   
  Attribute Level: 
  8 
  Distinctive Features: 
  Valiant, Trusty, Disdainful 
  Specialities: 
  Folk-Lore, Shadow-Lore 
  Relevant Skills: 
  Awareness  ◊◊◊◊, Awe ◊◊◊, 
  Arming Spear ◊◊◊ 
  Endurance: 
  22 
  Armour  
  4d 
  Mithlond 
  The greatest city of the northwest, Mithlond 
  stands astride the Gulf of Lune in two districts, 
  connected by a wonder of the world, a slender 
  and graceful bridge far longer than any Man or 
  Dwarf has ever built. River-ferries also 
  frequently cross the waters between the two 
  halves of the city. Traditionally, the larger 
  southern quarter is a residential area favoured 
  by craftsmen, while the north is where the high 
  buildings of the city may be found, with 
  Círdan’s hall being atop a stairway leading 
  atop the great white cliffs. Trees and fountains 
  are abundant throughout the city.  
  
   
  -15- 
  Docks abound on both shores of the sea, but 
  fewer shipyards than one might expect (the 
  bulk of Lindon shipbuilding takes place in 
  Harlond, to the south). It is a beautiful, serene 
  city, and it may take a visitor some time to 
  realise that a great many of the houses lie 
  empty, belying the fact that the Elves are in 
  decline. 
   
  Menhennas 
  Menhennas is a wayhouse on the road to 
  Mithlond, where traveling Elves may rest in 
  comfort. Lying just to the south of the road, the 
  walled villa boasts stables for horses, a well, 
  and an expansive three-story house containing 
  simple (yet comfortable) rooms. Although Elves 
  from Mithlond make sure that the place is well 
  stocked with firewood, food and other supplies, 
  visitors are expected to cook and clean for 
  themselves, and there are no servants or hosts. 
  The house has not been fully occupied in 
  centuries, and it is rare to find more than one 
  room in use at any time. 
  Companies who have yet to gain the complete 
  trust of the Elves of Mithlond might find 
  themselves being housed here. 
   
  Gull Cliffs 
  The northern shore of the Gulf of Lune is higher 
  and rockier than the southern, especially so 
  further from the sea. At the bank’s highest 
  point it takes the form of a rugged cliffside, 
  shot through with irregular ridges, many of 
  which are narrow and all of which would be 
  treacherous for a mortal to walk upon. Not the 
  least challenge would be the lack of empty 
  space for footing, as every ledge is covered in 
  nesting (and cacophonous) gulls. At times, if 
  the birds are undisturbed, their voices mix with 
  the sounds of river and sea to produce a 
  ‘music’ of supreme beauty. Listeners who pass 
  an Awareness Test recover a Point of Hope, Two 
  on a Great Success and Three on an 
  Extraordinary Success the first time they visit 
  here. Many Elves travel to the cliffs for this 
  reason, but some come only for the shed 
  feathers the birds leave behind, from which the 
  fletchers of Mithlond line their arrows.  
   
   
   
  Fincalan’s Lighthouse 
  A soaring tower stands to the south of the Grey 
  Havens, from which a great radiance issues at 
  night. This is the abode and responsibility of 
  the Elf Fincalan, who watches over and 
  maintains the lighthouse ceaselessly. His 
  obligation has lead the reclusive Elf to adopt a 
  nocturnal existence, as the great lamp atop the 
  tower requires constant monitoring while it is 
  lit. In addition to caring for the lighthouse, 
  Fincalan is also a painter of great skill, his 
  most common subject being a view of the city 
  of Mithlond at night, its lights and the stars 
  above reflecting in the seas below. Recently, 
  however, Fincalan has begun to paint many 
  portraits of a woman floating in water with her 
  eyes closed, as if asleep… or dead. Is a 
  drowned spirit calling out to the Elven hermit, 
  or has he simply fallen for a maiden he espied 
  during one of his infrequent visits to the city?  
  Not every ship which sets sail from Mithlond 
  is bound for the far West, for three island 
  remnants of lost Beleriand lie off the coast of 
  Lindon. 
   
  Tol Himling 
  A sip travelling to Tol Himling would hug the 
  coast of Forlindon until reaching the far north 
  of the region (the harbor of Himvinden – see 
  the section on Forlindon), before striking out 
  due west for approximately thirty miles. Tol 
  Himling is all that remains of Himring: the 
  chief fortress of the March of Maedhros, the 
  realm of Fëanor’s eldest son.  
  Today, only the peak of the hill and the ruined 
  keep atop it lie above the waters of the great 
  sea.  
  The fortress of Meadhros has never been 
  explored in full, and it is possible that ancient 
  treasures and bitter weapons might be found 
  here. However, the lands about the peak in 
  time fell under the sway of Morgoth and the 
  entire island is a blighted place. 
   
  Tol Fuin 
  Tol Fuin is a dark and forested isle, the largest 
  of the three by far (being some forty miles 
  north to south and sixty east to west). The 
  
   
  -16- 
  simplest route to its shores would involve 
  circling Tol Himling and continuing west for a 
  further twenty miles. Once, long ago, Tol Fuin 
  was the highland region of Dorthonion, a 
  land of gentle pine-forests, cool lakes and 
  swift streams. During his tenure as Morgoth’s 
  Lieutenant the Dark Lord Sauron claimed 
  Dorthonion and transformed it beyond 
  recognition into the twisted horror of Taur-nu-
  Fuin. In the unlikely event that a native of 
  Mirkwood were to find themself on this 
  island, they would be struck by the similarity 
  to the south of that great forest. For Tol Fuin is 
  very like Mirkwood indeed, although a 
  version of Mirkwood long abandoned by its 
  master and grown all the more feral for that. 
  The malignancy which lies over Tol Fuin is 
  perhaps darker and more intense, but 
  directionless and wild. Still, Sauron dwelt 
  here long, and it is possible that those with 
  the strength to do so might find secrets here to 
  aid in his demise.  
   
  Tol Morwen 
  Lying approximately fifty miles from the 
  southwest corner of Tol Fuin, this rugged islet 
  is little more than a rock jutting from beneath 
  the waves, atop which lies a standing stone. 
  Writing once covered its face, but time and the 
  wind have long since smoothed it bare. The 
  ancient memorial was erected in 
  commemoration for a family struck by a 
  terrible curse, and certain of the wise have 
  found that the hallowed site eases the 
  breaking of other fell spells surrounding 
  ancient objects. 
  “… there was all one wood once upon a time 
  from here to the Mountains of Lune, and this 
  was just the East End. Those were the broad 
  days! Time was when I could walk and sing all 
  day and hear no more than the echo of my own 
  voice in the hollow hills.” 
  A hilly, marshy and 
  heavily wooded 
  expanse, East Lune is 
  bounded by the Blue 
  Mountains to the 
  west, and the great 
  River Lune to the 
  north and east.  
  The land consists of 
  two halves, neatly 
  bisected by the Little 
  Lune (a tributary of 
  the larger river). The 
  northern section is 
  generally marshier 
  and greener (albeit 
  bitterly cold in 
  winter), while the 
  south is rockier and 
  more rugged. Most of 
  East Lune has never 
  seen much in the way 
  of civilisation, and 
  remains a wild and 
  untamed land.  
   
   
  
   
  -17- 
  East Lune is a haven for waterbirds of all kinds, 
  especially herons, who keep a keen watch on 
  groups of travellers who enter their territories. 
  Owls and kestrels hunt for mice in the 
  woodland and on the cliffsides, and wolves 
  range far and wide. Bears, too, are reasonably 
  common in the woods (and prove to be solid 
  and wise company, should a Beorning or Elf 
  wise in the speech of beasts find themself 
  treading the foothills of East Lune).  
  Oaks, lindens, pines, ash, beeches, birches and 
  willows are but a few of the varieties of trees 
  which can be found here, and the rough grass 
  is speckled with bluebells and daisies in the 
  spring, when the distinctive smell of wild garlic 
  is inescapable. 
  Almost all of the (few) inhabitants of this region 
  are Dwarves, although even they do not spend 
  the full year in the wilds and instead repair to 
  their Halls in the mountains. Certain highly 
  independent Men make their homes here too, 
  but not in any great numbers. It is a rare 
  Ranger who travels this far west, unless they 
  are tracking an adversary to make sure they do 
  not return to the lands they guard. In winter, 
  the far north of the region plays host to some 
  among the tribes of the Lossoth, a collective 
  term for a disparate grouping of tribal 
  communities who vary greatly in tradition and 
  outlook yet share the tenacity and 
  stubbornness required to live in the hostile 
  chill and eternal snows of the north.  
   
   
  The Lossoth of Forodwaith   
  Lossoth Player-Heroes are created using the rules for 
  the Woodmen of Wilderland as a basis, with the 
  following exceptions:  
  Lossoth carry the following cultural blessing: Winter 
  Fighters 
  When the Lossoth fight in winter or an exceptionally 
  cold location (such as high in the mountains), they 
  use their favored Wits score as their basic Parry 
  rating. 
   
  For weapon skills, choose one of: 
  Great Bow ◊◊, Axe ◊, Dagger ◊ 
  OR 
  Spears (◊◊), Throwing Axe ◊, Dagger ◊ 
   
  It should be noted that the Throwing Axe weapon is 
  new to the game: refer to the Adventures in Western 
  Eriador section for details.  
  For specialties, choose two of: 
  Forodwaith-Lore, Tracking, Fishing, Fire-Making, 
  Story-Telling. 
   
  Rewards may be selected from the following list: 
  Feathered Armour, Bow of Sinew (which has the 
  same effect as a Shepherd’s Bow), Giant-Slaying 
  Spear (see Beornings of the Anduin Vales). 
   
  Virtues may be selected from the following list: 
  A Hunter’s Resolve, Hound of Forodwaith (with the 
  same effect as Hound of Mirkwood), Natural 
  Watchfulness, Fierce Shot (see Bardings of Dale), Old 
  Songs and Children’s Tales (see Riders of Rohan, 
  Adventuer’s Companion or Horse-Lords of Rohan). 
   
  
   
  -18- 
  Bruni 
   
  No large settlement of Men is present in East 
  Lune, and so the Blue Mountain Dwarves are 
  partly required to fend for themselves as far as 
  their food and wood needs are concerned. 
  Bruni is the leader of a band of cragsmen who 
  strike out from the Halls in search of whatever 
  resource is required. Due to the wide area 
  across which he and his followers range, Bruni 
  is reasonably likely to be the first Dwarf 
  encountered by travellers in East Lune. Such 
  companies will find him affable yet guarded, 
  for the Dwarf-band are also responsible for 
  deterring any threats which come from the 
  east. 
   
  Attribute Level: 
  4 
  Distinctive Features: 
  Stocky, Rugged, Canny 
  Specialities: 
  Beast-Lore, Mountaineer 
  Relevant Skills: 
  Bow  ◊◊◊, Hunting ◊◊◊, 
  Travel ◊◊◊, Spear ◊◊ 
  Endurance: 
  22 
  Armour  
  1d 
   
  Artie Thistlewool 
  Lads from Bree-Land on the cusp of adulthood 
  often join a company of Dwarves on their way 
  to the Blue Mountains, as it is a socially 
  acceptable way to have a relatively safe 
  adventure while earning good coin.   
  Artie Thistlewool’s journey began no different, 
  and at that time he intended to return home 
  and use his newfound affluence to convince his 
  sweetheart Etta Foxglow’s family that he, a 
  stablehand, was a suitable match for her, a 
  miller’s daughter.  
   
  However, the young Bree-Man found himself 
  falling deeply in love with the lands outside the 
  Halls of the Dwarves and decided not to return 
  home. Several years later Artie is now a tested 
  wayfarer who has made good friends among 
  Durin’s Folk. 
   
  Attribute Level: 
  3 
  Distinctive Features: 
  Seasoned, Adventurous, 
  Hale 
  Specialities: 
  Horsemanship, Beast-Lore 
  Relevant Skills: 
  Travel ◊◊◊, Explore ◊◊, 
  Athletics ◊◊, Club ◊◊ 
  Endurance: 
  14 
  The Royal Hunting Lodge 
  Some say that before it was granted to the 
  newly-come Halflings, the lands making up The 
  Shire were once a vast Chase reserved for use 
  by the royal household. Certain Rangers know 
  more of this old tale, and add that the lands of 
  East Lune were at one time used as a 
  replacement, before the wars with Angmar left 
  little time for hunting and leisure. 
  The Lodge is an old farmstead enclosed by a 
  squat wall. A strong, two-storied building 
  stands inside, with a grand stables off to one 
  side. A sturdy door stands in the middle of the 
  gate, matched by the identical entryway of the 
  Lodge itself. While both wall and gates are 
  well-built, the greatest defence of this place lies 
  
   
  -19- 
  in its location, for it is but one house in a great 
  expanse where few travel.  
  The Lodge is inhabited by the family of the 
  Royal Henchman, a ceremonial title given to a 
  valued servant who was responsible for the 
  care of the King’s horses. While the King is long 
  gone, the Henchman is ready to care for his 
  horses again should he return, as was his 
  father and his fathers’ fathers for long 
  centuries. The household are not strictly 
  speaking Rangers, but deal with them often. 
  The current Henchman, Edegil, is troubled of 
  late, as he has no son, and the title cannot be 
  held by a woman. It was hoped by Edegil and 
  his wife Hettie Blackthorn (born in Bree-Land) 
  that their elder daughter Eledhwen would settle 
  here, with her Ranger husband to hold the 
  position, but both instead moved east. Now, 
  their hopes rest on their younger daughter 
  Eluriel. Should Eluriel (or Edegil) not find a 
  suitable match among the Rangers who visit 
  them on occasion, Hettie is resolved to travel 
  all the way to Bree-Land to find a steady lad for 
  her. While the household would prefer 
  someone wise in the ways of horses, in truth 
  Eluriel knows more than enough to fill the 
  duties of the Henchman position, even though 
  she cannot claim the title herself.  
   
  The Court of the Heron Lady, Dowager 
  Duchess of Waterfowl 
  Where the Lune is met by the Little Lune, an 
  expanse of marshland stretches out for nearly 
  twenty miles. Few know what lies at its difficult-
  to-reach core, outside of some among the 
  Dwarves of the Blue Mountains and Elves of 
  Lindon.  
  At the centre of a reedy pond surrounded by a 
  circle of drooping willows, a little islet stands. 
  Here, the Great Herons and their subjects nest. 
  The Great Herons are ancient beings, sharing 
  much in common with the Great Eagles of the 
  Misty Mountains and the Great Kingfishers of 
  the Anduin, and they are led by the Lady Silith. 
  Silith’s mate was once the Lord of the Herons, 
  until he was slain by a Vampire in mortal 
  combat. Soon after this time, all of the Great 
  Birds were called to Wilderland to attend the 
  coronation of the Lord of the Eagles as the King 
  of All Birds. The new King elected to create 
  offices for the worthies among his followers. 
  Silith’s tale of her mate’s heroism moved the 
  King, and he assigned the title of Duke of 
  Waterfowl to her mate posthumously, a choice 
  which offended the forceful Lord of Swans (who 
  objected to the Herons being classified as 
  ‘Waterfowl’).  
  Silith is a wise and proud bird, who hears tell 
  of many happenings from her subjects. In 
  recent years, Silith has caught wind of the 
  incursion of Vampires into Western Eriador. 
  Well aware of the price of engaging them 
  directly, her and her Court would be well 
  disposed to any mortal agents willing to act in 
  her stead. 
   
  Vale of Tombs  
  This ancient and fiercely guarded valley is the 
  resting place of the Kings of Belegost, who lie in 
  repose in tombs cut into the living rock of the 
  mountainside. It is well known among 
  Dwarves that each of these great lords was 
  buried with their arms and amour, ancient 
  artefacts of masterful craft. Debate in the Halls 
  of the Dwarves periodically rages over whether 
  or not the tombs should be opened and these 
  relics recovered. The last time this question was 
  raised was when Thorin Oakenshield and his 
  company were setting out to reclaim Erebor. At 
  that time the Lady Sigrún (see the Northern 
  Blue Mountains section) refused, having 
  weighed the risk of Orcs or worse ending 
  Thorin’s mission early and claiming the 
  treasures of her forebears for themselves 
  against the benefits of providing Dragon-
  resistant armour to the Company. The 
  reclaiming of Erebor has quieted the debate for 
  now, but it may rise again at a moment’s 
  notice. 
   
  Greyrock Tor 
  A ragged and bare hill, Greyrock Tor stands 
  like a sentinel above the surrounding lowland. 
  From its stony peak a lookout may see for 
  many leagues (and be seen for almost as 
  many). Dwarvern legend holds that there is a 
  hidden door somewhere on the hillside, and 
  while many have come to test the tale thus far 
  none have found any such thing, or at least say 
  that they have not. Bruni was the most recent 
  to make an attempt, and he changes the 
  subject if asked about this matter. 
  
   
  -20- 
  Thráin and Thorin with what remained of their 
  following … wandered in Eriador, until at last 
  they made a home in exile in the east of the 
  Ered Luin beyond the Lune. 
  The northern half of 
  the Blue Mountains 
  runs in an almost 
  straight line from the 
  south to the north, 
  before veering off to 
  the northeast.  
  To the south the 
  mountains are not 
  particularly high, and 
  do not attract snow 
  except in the deeps of 
  winter. Further to the 
  North, however, the 
  peaks grow higher, 
  snowier and more 
  rugged. The far north 
  of the range is dotted 
  with abandoned 
  Dwarf mines, some of 
  which offer respite to 
  travellers. However, 
  many of these are 
  now claimed by foul 
  creatures. 
   
   
  The Northern Blue Mountains are a verdant 
  range, where rowan and fir trees crowd 
  together as far up each mount as they can 
  reach, and rugged grass stretches even further. 
  Goats wend their way across the range, as do 
  hares, wildcats, martens and squirrels. Birds 
  such as merlins and hawks swoop down from 
  high nests, while ptarmigans and capercaillies 
  wander below.   
  All three of the western Houses of the Dwarves 
  have at one time or other been based in these 
  mountains, stretching back to the days of 
  Nogrod and Belegost. In addition to the 
  familiar Durin’s Folk (the Longbeards), 
  travelers can meet the Folks of Nai and Nithi 
  (Firebeards and Broadbeams, respectively). An 
  outsider is unlikely to notice much of a 
  difference between the three Houses, but any 
  Dwarf can instantly tell the heritage of any they 
  meet. Generally speaking, the Durin’s Folk are 
  tallest and their hair and beards the longest, 
  while Nai’s kin boast copper or russet hair and 
  fervent voices. Nithi’s clan tend to be bulkier 
  and quieter, but have great skill with music. 
  Apart from Dwarves, few live in this region 
  apart from some Lossoth tribes who favour the 
  foothills of the northernmost mountains as 
  winter refuges.  
  
   
  -21- 
  Sigrún 
  The current Lady of Nai’s Folk, it was Sigrún’s 
  father who welcomed Thorin into the Halls. 
  Both he and later Sigrún refused to lead a large 
  armed expedition to reclaim Erebor, eventually 
  forcing Thorin to settle for stealth. Relations 
  between Sigrún and King Dáin, Thorin’s 
  successor, are far less frosty, although the two 
  have not yet met. 
   
   
  Sigrún is a sagacious and worldly Dwarf who 
  values wisdom and learning, believing that the 
  lessons of the past are of key importance in 
  guiding the future. 
  A gracious host, Sigrún is ever-happy to 
  welcome travellers into her halls, especially if 
  they seem capable of recovering the ancient 
  treasures of her people from wherever they may 
  be hidden. 
    
  Attribute Level: 
  8 
  Distinctive Features: 
  Fair, Poetic, Shrewd 
  Specialities: 
  Old-Lore, Appraising 
  Relevant Skills: 
  Courtesy  ◊◊◊◊◊, Persuade 
  ◊◊◊, Lore ◊◊◊, Riddle ◊◊◊ 
  Endurance: 
  18 
   
  Svior 
  Honourable Svior is Sigrún’s younger cousin 
  and the chief commander of her warriors. A 
  close friend of Thorin, Svior was sorely tempted 
  to join the Quest for Erebor himself, although 
  he ultimately (on Sigrún’s advice) elected to 
  remain in the West. In recompense the 
  Firebeards sent three volunteers along with 
  Thorin (the brothers Bofur and Bombur, and 
  their cousin Bifur). Svior is very well disposed 
  to the Sons of Durin, and keen to share tales 
  with any he meets. 
   
  Attribute Level: 
  6 
  Distinctive Features: 
  Headstrong, Stout, Upright 
  Specialities: 
  Stone-Craft, Smith-Craft 
  Relevant Skills: 
  Battle  ◊◊◊, Throwing-Axe 
  ◊◊◊, Travel ◊◊◊, Craft ◊◊◊ 
  Endurance: 
  24 
   
  Utgash the Scarred
   
  Orcs are not nearly as numerous in the Blue 
  Mountains as is the case in Middle-Earth’s 
  other ranges, but those present are as vicious 
  and cruel as any of their more easterly kin. An 
  ancient Great Orc known as Utgash commands 
  
   
  -22- 
  the Goblins of the northern stretch of the Blue 
  Mountains from the honeycombed interior of 
  Mount Dolmed. 
  Utgash’s brutal intelligence belies his madness, 
  for the ages-old Orc’s mind was broken by the 
  horror of the cataclysm which drowned 
  Beleriand. Unable to accept the defeat of his 
  lord Morgoth, Utgash believes that ancient war 
  is still ongoing even today.  
  Utgash mused and planned for centuries 
  before assaulting the Elf-Lord Gil-Galad’s lands 
  in Forlindon. His attack failed miserably, and 
  the Orc now bears a host of scars from that 
  day, having taken enough wounds for the Elves 
  to be sure of his demise. 
  Since his failure, Utgash the Scarred has spent 
  over an Age brooding, his hatred of the Elves 
  competing with his crippling fear of the sea. If 
  he is to threaten Lindon once more, it will likely 
  be through agents and proxies.  
   
  Stats for Utgash may be found in the Monsters 
  of Western Eriador section. 
  Halls of the Dwarves 
  Called Baraz-dûm by the Dwarves who live 
  here, the Halls were but a single Hall, modest 
  in size, until the coming of the Longbeards 
  from Erebor, who worked with the resident 
  Firebeards to expand the settlement (even now 
  some of Durin’s Folk say that they founded the 
  Halls, a turn of phrase that the Firebeards do 
  not particularly like).  
  Today, Baraz-dûm is still humble compared to 
  Erebor or even the mines in the Iron Hills, but it 
  remains well-built and well-tended. Music and 
  light fill its vaulted rooms ceaselessly, as does 
  the quintessentially Dwarven rhythm of 
  hammer-falls. At dawn the sun shines into 
  myriad small windows cut into the 
  mountainside, painting the halls a deep red. 
  Baraz-dûm is overall a peaceful and restful 
  place. 
   
  Ruins of Belegost and Nogrod 
  All Dwarves know the tales of the great cities of 
  the Blue Mountains, Gabilgathol and 
  Tumunzahar, ancestral homes of the Firebeard 
  and Broadbeam clans. Shattered and drowned 
  at the close of the First Age, these fortresses are 
  far beyond reclaiming, but still contain 
  wonders, secrets and treasures. Gabilgathol 
  (Belegost) was the fairer of the two cities in its 
  day, and consisted of many broad and tall 
  chambers, most of which have now collapsed. 
  The original gates of the city are inaccessible, 
  but many great rents in the mountainside open 
  into short reaches of accessible ruins. The 
  Dwarves who endeavour to uncover as much of 
  Belegost as can be are largely mountaineers, 
  although newer projects involve miners 
  creating new tunnels into the rubble. Warriors 
  accompany both groups, as foul things of all 
  descriptions have been found nesting in 
  shadowed corners. 
  Tumunzahar was once a mighty fortress, and 
  even now much of the upper levels are 
  relatively free of damage. However, the city 
  flooded in the upheaval which doomed 
  Beleriand and the lower levels are still largely 
  underwater. The water level recedes slightly 
  every year thanks to the work of engineers, and 
  so the brave Dwarven divers can explore 
  progressively lower. Dwarves have never been 
  the ablest of swimmers, and so outsiders are 
  sometimes recruited should a particularly 
  wondrous treasure be spotted and need 
  recovering. 
  To generate areas of both cities, the Loremaster 
  is encouraged to adapt the rules for creating 
  random ruins found in Journeys and Maps. 
  Guidance for defining the treasure which may 
  be found in these cities is present in the Erebor 
  supplement.  
   
  Mount Dolmed 
  Another survivor of Beleriand, Mount Dolmed 
  has always attracted rainclouds, a trait which 
  has only intensified since finding itself by the 
  coast. Dolmed was never settled by the 
  Dwarves as its interior was at that time solid 
  rock. This changed, however, in the War of 
  Wrath, when the tumult of the land created 
  vast chasms and chambers inside the 
  mountain. Orcs and other fell things which fled 
  the War were quick to take advantage of the 
  newly created refuges, and even now Orcs of 
  great age can be found here.  In modern times 
  Dolmed is a fortress, akin (although far 
  smaller) to Gundabad in the east. 
  
   
  -23- 
  In Lindon north of the Lune dwelt Gil-galad, 
  last heir of the kings of the Noldor in exile. He 
  was acknowledged as High King of the Elves of 
  the West. 
  The largest remnant 
  of old Beleriand, 
  Forlindon is a vast 
  coastal region. 
  Formerly the domain 
  of the Elven-King Gil-
  galad, Forlindon was 
  once reasonably well 
  populated and well 
  developed. However, 
  the tuning of the 
  years has left it a 
  wilderness north of 
  the river Rathlóriel.  
  The east of Forlindon 
  forms the foothills of 
  the Blue Mountains, 
  and is made up of 
  sloping hills and 
  precipitous gorges. 
  The coast is rocky 
  and rough. 
  Heather carpets much of the Forlindon, which 
  is also home to voles and rabbit, while the wild 
  north of region lizards and snakes slither 
  between gorse bushes. Bears, goats and deer 
  are all present in respectable numbers. 
  Forlindon has no wolves. 
  Elves of the Havens live along much of the 
  coast in the south, and others of their wilder 
  kin inhabit the northern forests. These 
  northerners are Avarin Elves, a folk who hold 
  the more familiar Noldor and Sindar in 
  suspicion.  Dwarves sometimes come this side 
  of the mountains to trade with the Elves, albeit 
  rarely.   
   
   
  Lossoth folk sometimes overwinter in northern 
  Forlindon, although many hold this land of 
  Elves in suspicion.  
   
   
  Taira, Cieftain of the Hwenti 
  Taira is the leader of the Hwenti Tribe, and 
  would be considered an Elf-Lord of great 
  knowledge and wisdom were it not for the 
  mutual suspicion borne between the Avari and 
  other clans of Elves.  
  Taira and his kindred are wood-wise nomads 
  who are never found in the same place twice, 
  and yet display uncanny proficiency in 
   
  Elves of the Hwenti Tribe 
   
  Players wishing to create an Elf of the Hwenti Tribe as a 
  Player Hero may do so by using the rules for the 
  Wayward Elves of Mirkwood(see the Adventurer’s 
  Companion), with the following exceptions:  
   
  For weapon skills, choose one of: 
  Spear ◊◊, Bow ◊, Wood-Axe ◊ 
  OR 
  (Bows ◊◊), Axe ◊, Dagger ◊ 
   
  Several of the above weapons are new to the game: see 
  the Adventuring in Western Eriador chapter for further 
  details. 
  For Common Skills, use the starting values of the Elves 
  of Lórien (see Adventurer’s Companion) 
   
  Elves of the Hwenti Tribe may select all the same 
  Virtues and Rewards as the Wayward Elves of 
  Mirkwood, although some of these should have their 
  names and descriptions reworked to fit the Forlindon 
  geographical area. In addition, such Elves may select 
  the Staunching Song Virtue (see Woodmen of 
  Wilderland). 
   
  Hwenti Elves have a Frugal Standard of Living. 
  All Avarin speak dialects of the same ancient language 
  (closely related to Quenya), and can make themselves 
  understood to other Elves with relative ease. 
   
   
  
   
  -24- 
  appearing in exactly the right place to meet 
  those who they have dealings with. 
   
    
  Attribute Level: 
  7 
  Distinctive Features: 
  Secretive, Wary, Lordly 
  Specialities: 
  Leadership,, Elven-Lore 
  Relevant Skills: 
  Hunting  ◊◊◊◊, Lore ◊◊◊, 
  Battle ◊◊◊, Long Bow ◊◊◊ 
  Endurance: 
  23 
   
   
  Curubeth 
  A clever wordsmith, Curubeth is the closest 
  thing Forlod has to a leader. Of mixed heritage, 
  Curubeth’s father was one of the followers of 
  Gil-Galad, and she has cousins in Rivendell. 
  On occasion, Curubeth joins a Wandering 
  Company who have come to see the Sea on 
  their return journey to the East, meaning that a 
  company might encounter her travelling in 
  either direction on the Road or else in Rivendell 
  itself. 
   
  Attribute Level: 
  4  
  Distinctive Features: 
  Professional, Sensitive, 
  Patient 
  Specialities: 
  Old-Lore, Tunnelling 
  Relevant Skills: 
  Courtesy  ◊◊◊◊, Inspire ◊◊◊, 
  Persuade ◊◊◊, Travel ◊◊◊, 
  Song ◊◊ 
  Endurance: 
  16 
  Forlond 
  Consisting of only a few dozen little buildings 
  as the mouth of the Rathlóriel, the smallest of 
  the Havens is perhaps the least fair of the three, 
  for it is a fishing port and even Elven-craft can 
  only go so far. The Elves here are more dour 
  and no-nonsense than elsewhere in Lindon, but 
  are still good (and unobtrusive) hosts to 
  strangers. Forlond does not have many 
  amenities, and so its resident Elves travel to 
  Mithlond frequently. 
   
  Himvindon 
  In a sheltered natural harbour far to the north 
  of the Havens proper, a small outpost of the 
  High Elves may be found. Little more than a 
  walled house with a vaulted tower (and, of 
  course, a small quay), Himvindon is not 
  permanently inhabited, but is rather used as a 
  stopping place for expeditions to the islands of 
  the Great Sea.  
  The house sits on an isolated hill, over which a 
  cool north breeze often blows. 
   
  Caras Elinoth 
  At a bend in the Rathlóriel, the city of Gil-Galad 
  still stands. A beautiful place of white marble 
  and soaring spires, Caras Elinoth is now 
  uninhabited and overgrown, its fountains dry 
  and its buildings empty. The Elves of Mithlond 
  watch over the ruins, and respectfully leave its 
  doors and vaults shut.  
   
  Glosdaur 
  This wide forest of spruce contains many 
  ancient trees, most of which have voices, and 
  bear a great deal of old and forgotten lore and 
  a solid grasp of common sense. Elves of the 
  Havens sometimes come to discuss thorny 
  problems with particularly verbose trees, 
  although the ones which know the most require 
  curious payments for this service: such as a 
  Song they have never before heard. During a 
  Fellowship Phase spent in Lindon, companies 
  who know the secret of Glosdaur may take the 
  Search for Answers Undertaking using any Skill 
  in the Custom group.  
  
   
  -25- 
  Dwarves dwelt, and still dwell, in the east side 
  of the Blue Mountains, especially in those parts 
  south of the Gulf of Lune, where they have 
  mines that are still in use. 
  The Southern Blue Mountains generally follow 
  the same arc made by the northern stretch, 
  although a vast spur forks off to the east, 
  surrounded by wilderness which few tarry in 
  for long. Although sharing much of the same 
  geology and history with the rest of the range, 
  the South Blue Mountains are more remote 
  and lesser travelled.  
   
  The South Blue Mountains are a haven for 
  birds such as kites, kestrels and ospreys. Deer 
  (both red and fallow) are common further 
  down the peaks, as are wild boar. Butterflies 
  and bees rest on crocuses, poppies and 
  primulas, and bears linger around mountain 
  streams. Holly is very common on the western 
  side of the mountains, while the east bears 
  rowan and pine.  
  Dwarves and Goblins are the only folks who 
  live in the southern Blue Mountains, the 
  former far more abundantly than the latter. 
  Perhaps the largest population of Dwarves 
  outside of Erebor can be found here, many of 
  them working as miners and smiths. Not all of 
  the Dwarves are present for the full year, as a 
  good proportion are seasonal workers or 
  apprentices from the North.  
  Men from Bree occasionally travel with 
  Dwarves to the Mines, although not in the 
  same numbers as go to the Halls. 
  Farin 
  Farin is the overseer of the Mines, and thus is 
  directly responsible for the welfare of many of 
  his fellows. Born to the Line of Nithi, Farin is 
  nominally the Lord of the Broadbeams 
  (although in effect Lady Sigrún directs the fate 
  of both peoples). Taking his responsibilities 
  seriously, Farin can occasionally be found at 
  the court of Sigrún, but prefers to remain 
  watching over the mines. An early life on the 
  road has left him stubborn, glum and rather 
  mistrustful of strangers. However, a friendship 
  with Farin is a friendship for life, and he holds 
  many old secrets close to his chest.  
  Attribute Level: 
  5 
  Distinctive Features: 
  Industrious, Unbending, 
  Solemn 
  Specialities: 
  Old-Lore, Tunnelling 
  Relevant Skills: 
  Athletics  ◊◊◊◊, Craft ◊◊◊, 
  Lore ◊◊◊, Short Sword ◊◊◊, 
  Song ◊◊ 
  Endurance: 
  23 
  Armour 
  3d 
   
  
   
  -26- 
     
   
  New Fellowship Phase Undertaking: Study under Farin (Dwarves with the Broken Spells Virtue Only) 
  The rare Dwarf who earns the trust of Farin might just be chosen as the recipient for some of the deep learning he 
  occasionally passes on from that which he learnt from his fathers. By spending an Experience Point and an  
  undertaking each time, a Dwarf with the Broken Spells Virtue may learn any one of the three following new spells.  
   
  Spells of Shattering and Sundering 
  By whispering hard words over an unattended object and spending a Point of Hope, the process of its natural decay  
  may be hastened, making it easier to break, topple or destroy. This Spell is only powerful enough to make such tasks 
  moderately easier, however (Reducing the TN by 2 instantly, and by 4 after one week has passed).  A dubious 
  incantation of poor reputation, use of this Spell might qualify as a Misdeed depending on the circumstances. A Dwarf 
  must know the Spells of Opening and Shutting to learn this Spell. 
   
  Spells of Marking and Signalling  
  You may spend a Point of Hope to inscribe a mark into a rock, door, tree or similar large object while thinking of a short 
  message (generally a single word or simple concept, such as ‘Danger’, ‘This Way’ or ‘Burglar wants a good job, plenty  
  of excitement and reasonable reward.’). Any Dwarf who beholds the mark comprehends the message instantly. Others 
  may attempt a Hard Riddle Test to do so (for this reason, many such marks are protected with Spells of Secrecy). A  
  Dwarf must know the Spells of Prohibition and Exclusion to learn this Spell. 
   
  Spells of Vanishing 
  An advanced application of Spells of Secrecy, this spell can only be used on a small object such as a musical  
  instrument, message-scroll or knife. After spending a Point of Hope, the object cannot be perceived by others, even  
  if the bearer is subject to a stringent search. At any time afterwards, the bearer may produce the item (which, to an 
  observer, appears to pop into existence as if from nowhere). This Spell is not without weaknesses, as Thror learnt to his 
  cost: for beings of great and terrible power are able to perceive that something is being hidden, and torture or fell 
  sorcery may be employed to force the bearer to reveal it. A Dwarf must know the Spells of Secrecy to learn this Spell. 
  the dwarves of yore made mighty spells, 
  while hammers fell like ringing bells 
  in places deep, where dark things sleep, 
  in hollow halls beneath the fells. 
  
   
  -27- 
  Crugbit the Crafty 
   
  Crugbit is a wily Orc Chieftain who holds sway 
  over the Cracked Bone Caverns, having clawed 
  her way to the top over many decades. Crugbit 
  is well aware of the provincial nature of her 
  domain, and her ambition is not yet sated. She 
  has first set her sights on the northern range, 
  and is debating whether to challenge Utgash 
  directly or first join with him and then betray 
  him later. Crugbit has also met with the Hound 
  of Sauron known as Caunrist (see the section 
  on Harlindon) several times, and the two are 
  on relatively amicable terms.  
   
  Crugbit is a capable fighter in her own right, 
  made all the more so by her ferociously loyal 
  bodyguards (a group of five Orc Guards).   
   
  Stats for Crugbit may be found in the Monsters 
  of Western Eriador section. 
  Mines of the Dwarves 
  The southern Blue Mountains contain multiple 
  Dwarven mines, but the greatest is found 
  towards the north of the range. Here the 
  Dwarves have found iron and silver both, and 
  here Farin of Nithi’s Folk watches over his 
  people. The Mine is a working settlement, not a 
  large or elegant mansion, and the Dwarves 
  who inhabit are more insular than their 
  northern fellows, being unused to hosting 
  travellers. Old wisdom is perhaps the greatest 
  treasure which can be found here. 
   
  Shadehorn 
  The dark peak known as Shadehorn is shunned 
  by the Dwarves, who credit it with an evil 
  reputation. In ages past, it is said that a Dwarf 
  sought to hide his accumulated treasure in a 
  place none would expect. This Dwarf climbed 
  the Shadehorn never to return, and all others 
  who have sought the treasure over the years 
  have likewise vanished.  Perhaps a particularly 
  nasty Stone Giant or Mountain Troll makes its 
  home here… or perhaps something even more 
  sinister. 
   
  Cracked Bone Caverns 
  The Cracked Bone Caverns are an expansive 
  series of chalk and limestone caves which lie 
  underneath several of the peaks of eastern 
  spur, taking the form of a series of 
  interconnected ‘bubbles’ surrounded by rings 
  of stalactites and stalagmites, producing a 
  structure reminiscent of the inside of a loaf of 
  bread. Even without the resident orcs (who are 
  largely of the smaller varieties, mainly Goblin 
  Archers) the Caverns would not be a place 
  where any would go lightly, for the pitch 
  blackness conspires with the multitude of 
  openings and possible paths to produce a 
  night-unnavigable result. For their part, the 
  goblins find the Caverns to be very much to 
  their liking, as they see in the dark very well 
  and can slip through openings that no Man 
  could, allowing them to take much more direct 
  routes to their destinations.  
   
  The Hidden Vault 
  The Lord Celeborn and Lady Galariel once lived 
  in the lands to the west of these mountains, 
  long ago. Some Elves whisper that that they 
  carried something out of the west when it sunk 
  beneath the waves: something very old and 
  very dangerous, only to lock it away in a vault 
  in the Blue Mountains. Some take the hearsay 
  even further, calling this place a prison. The 
  legends say that only way to know for sure 
  what the vault holds is to go there for oneself: a 
  difficult task, as only the wisest of the Wise are 
  trusted with its location.  
   
   
  
   
  -28- 
  In Lindon south of the Lune dwelt for a time 
  Celeborn, kinsman of Thingol; his wife was 
  Galadriel, greatest of Elven women. 
  A wide and peaceful land of woods and 
  streams, Harlindon is a remnant of Beleriand 
  and remembers those days well. There is an 
  ancient, primal feeling about the place, and 
  travel here can be unsettling (if largely safe). 
  There are few buildings here, standing or no, 
  for the Elves hold Harlindon in special 
  reverence. 
   
   
  A bewilderingly wide range of animal and 
  plant life can be found in Harlindon. A curious 
  quality of many of the native creatures is that 
  they are far quieter than their kin elsewhere: 
  even the gulls which are endemic to the coast 
  rarely cry out. The ground is carpeted with 
  flowers of all kinds, and some of the trees have 
  clearly been sourced from elsewhere (although 
  great plantations of spruce used for 
  shipbuilding efforts are clustered around 
  Harlond). The slow guiding hand of the Elves is 
  responsible for most of these curiosities.  
  Harlindon is sparsely inhabited, although Elves 
  are common in the North and some Dwarves 
  can be found around the mountains. Evil 
  things have slowly begun to creep into the 
  south of the region, but have not yet gone far. 
  Only a handful of Men have ever come here in 
  all the ages of the world. 
  The former inhabitants of the region, the folk of 
  Galadriel and Celeborn, left their mark here 
  but have never returned. 
   
   
   
  
   
  -29- 
  Caunrist, Hound of Sauron 
  Caunrist has travelled far indeed to reach 
  Harlindon, for she hails from distant Mordor. 
  One of the Dark Lord’s more powerful 
  Werewolves, Caunrist has been dispatched to 
  scout out the situation in the Blue Mountains 
  and the Havens, and has been given the 
  authority to deal with what she finds as she 
  sees fit. Caunrist has since unified the Wild 
  Wolves inhabiting the Eryn Oltha, and has 
  begun to examine the motives of the Orc 
  warlords Utgash and Crugbit. 
   
  Stats for Caunrist may be found in the 
  Monsters of Western Eriador section. 
   
  Dúathir, the Dark Messenger 
  On dark and moonless nights, Caunrist the 
  Werewolf sometimes receives orders and 
  instructions from her dark master, delivered by 
  the Vampire Dúathir. Werewolves and 
  Vampires have never been friends, and the two 
  have been at each other’s throats more than 
  once. Dúathir watches patiently for a slip in 
  Caunrist’s loyalty, as he would gladly dispatch 
  her if he could (and he fancies that he would 
  surpass her in a real fight). His secret and 
  deepest desire is that the Werewolf’s duties will 
  then fall to him to execute as he sees fit… 
   
  Dúathir is a Secret Shadow, possessing the 
  Driven Enhancement for his Bewilder ability 
  (see Rivendell). When he uses Bewilder, 
  Dúathir appears as bright-eyed youth. He can 
  maintain this form longer than most other 
  Vampires, and might travel with a company for 
  some time before they become aware of his true 
  nature… 
   
  Harlond 
  The Haven of Harlindon bears a far sparser 
  population than that of Mithlond, although its 
  buildings occupy a wide area. The reason for 
  this is that Harlond is the centre of the Havens’ 
  shipbuilding, taking advantage of the sheltered 
  cove where the town is based. Ships in every 
  stage of construction fill the waters, and there 
  is never quite enough timber nor enough 
  craftsfolk to go around. The various 
  shipwrights often fall into quarrelling over 
  limited resources, requiring the intercession of 
  Círdan or one of his followers. The Lord of 
  Mithlond himself comes here regularly, as 
  shipbuilding is his true passion and none can 
  surpass (or even match) him in his chosen art.  
   
  Amon Sidh 
  Crowned with a ring of trees, Amon Sidh is a 
  quiet place which the Elves hold in reverence. 
  Once a year in midwinter, a great procession 
  sets out from the Havens bound for this hill (a 
  journey that by rights should take almost two 
  weeks, and yet which never seems to).  
  Here the Elves sing and tell tales of the glory 
  and wonder of the west that was, and the 
  Undying Lands that are. Attending such a 
  wondrous event is a matter for a Year’s End 
  Fellowship Phase, and requires Círdan as a 
  Patron. All who choose the Heal Corruption 
  undertaking when spending a Fellowship 
  Phase in one of the Havens under these 
  conditions does not have to make a roll, and 
  instead reduces their Shadow Score by the 
  maximum number of points. Elves reducing 
  their Shadow Score by marking a Common 
  Skill similarly count the Skill Rating as being 
  one higher when they do so.  
   
   
   
   
  
   
  -30- 
  Eryn Oltha 
  This peaceful forest was once the dwelling-
  place of the Celeborn, Galadriel and their 
  followers. Even now, the wood remembers 
  those days, and it is an especially wholesome 
  (yet deeply sombre) place in which to wander 
  and camp. Those who walk in the depths of 
  these woods should beware, however, lest the 
  rustling of the wind through branches conspire 
  with the pervasive clouds of pollen to send the 
  unwary into a deep sleep.   
  In the south and east this forest becomes more 
  mundane but arguably more perilous, for what 
  few wolves who inhabit Harlindon can be 
  found here.  
   
  Garth Harven 
  A redoubtable fortress atop an islet just off the 
  southern coast of Harlindon, Garth Harven was 
  built by mariners of the south (who knew the 
  place as Barad Cuen) following the fall of 
  Arnor, when the friendship of Gondor and the 
  Elves was briefly rekindled. For a time, great 
  cogs and dromunds wended their way North 
  from the Land of Stone, although very few Elves 
  indeed ever made the opposite journey.  
  Today Garth Harven is abandoned and its 
  gates sealed, although more than one Orc has 
  spied it from afar and dreamt of claiming this 
  mighty keep for themselves.  
   
   
   
   
    
   
   
  The native people were fairly numerous and 
  warlike, but they were forest-dwellers, scattered 
  communities without central leadership. They 
  were in awe of the Númenóreans, but they did 
  not become hostile until the tree-felling became 
  devastating. 
   
  Once, long ago, Minhiriath was blessed with 
  vast stretches of woodland. Then came the 
  Númenóreans, and since then much of the 
  region has been bare, what few copses and 
  little woods remain surrounded by scrubland. 
  Minhiriath is known as The Land Between the 
  Rivers, as it is bounded by the Bradywine to the 
  north and the Greyflood to the south.  The 
  highest point of Minhiriath is the north-eastern 
  arc traced by the Greenway, and from there the 
  land slowly slopes downhill, trackless and 
  wild, towards the sea.  
  Boats can physically travel up the Brandywine 
  as far as Sarn Ford and beyond, although 
  effectively no travellers ever make this journey 
  in modern times.
   
  Rabbit and hares are rather common in 
  Minhiriath, who manage to eke out a living in 
  the rough grassland, where they are joined by 
  badgers and hunted by foxes. Boars, wolves 
  and bears can all be found in the woods, 
  although none are as common as they once 
  were. On the banks of the rivers, wading birds, 
  kingfishers and geese abound.   
  The trees of the region are chiefly pine, 
  
   
  -31- 
  although firs and other needle-bearing 
  evergreens are common also.  
  Thickets of gorse bearing arrow-sharp thorns 
  are common in the undergrowth of the 
  Blackwood, known to the Elves and Rangers as 
  Eryn Vorn. 
  Minhiriath is not a populous region: indeed, 
  much of the land between the rivers has felt no 
  footfall since at least the days of Arnor, with 
  what few travellers who pass through it staying 
  on, or at least close to, the old road.  
  At certain points along the rivers and in the 
  deeper patches of woodland, however, it is a 
  different story: especially as one nears the 
  coast, for a folk of secretive and nomadic 
  hunters live in these parts, their only 
  permanent settlements lying within the 
  Blackwood. The only other people who 
  regularly travel in Minhiriath are Rangers, who 
  patrol the northern stretches of the region and 
  maintain a refuge near to Sarn Ford.  
  Targon, Watcher of Sarn Ford 
   
  Taciturn and rugged, Targon (or Greywolf, as 
  they call him in Bree) is the captain of the 
  Rangers who watch over Sarn Ford. Most days 
  his charge leaves him with little official 
  business to carry out, as the few travellers who 
  come up the Greenway tend to head north 
  towards Bree once they leave the settlement of 
  Road’s End. The majority of the remainder (at 
  least, those who aren’t simply lost) are 
  generally either traders heading for the pipe-
  weed plantations of the Southfarthing (which 
  was once rather popular in Tharbad and is still 
  sought by some of the Exiles) or else Dwarves 
  taking a shortcut to their mines in the south of 
  the Ered Luin.  
  On rare occasions, a real troublemaker 
  attempts the crossing, and Targon and his 
  followers make them wish they hadn’t. 
   
  Attribute Level: 
  5 
  Distinctive Features: 
  Brusque, Serious, Sombre 
  Specialities: 
  Folk-Lore Appraising 
  Relevant Skills: 
  Insight  ◊◊◊, Stealth  ◊◊◊, 
  Search ◊◊,  Great Bow ◊◊◊ 
  Endurance: 
  19 
   
   
   
   
   
   
   
   
   
  The Huntsmen of Minhiriath 
  Players wishing to create a Huntsman of Minhiriath 
  as a Player Hero may do so by using the rules for 
  the Men of Dunland (see Horse-Lords of Rohan or 
  the Adventurer’s Companion), with the following 
  exceptions:  
   
  For weapon skills, choose one of: 
  War Club ◊◊, Bow ◊, Wood-Axe ◊ 
  OR 
   Axes (◊◊), Billhook ◊, Dagger ◊ 
   
  Several of the above weapons are new to the game: 
  see the Adventuring in Western Eriador chapter for 
  further details. 
  For Common Skills, use the starting values of the 
  Woodmen of Wilderland. 
   
  Huntsmen of Minhiriath may select from the 
  following as Rewards:  
  Lucky Armour; Shield of the First Men (See Men of 
  Bree, Bree or Adventurer’s Companion), Great 
  Forest Axe 
  Huntsmen of Minhiriath may select from the 
  following as Virtues:  
  A Secret Folk, Ill Omen, Wild Onset, Art of 
  Disappearing, Fair Shot  
   
  
   
  -32- 
  Haleth, Ranger of Bree-Land 
   
   
  Haleth is a young Ranger who patrols near to 
  Bree-Land for most of the year (and indeed, she 
  appears in the adventures in the Bree 
  supplement as a supporting character), where 
  she is known as Brook due to the speed and 
  rhythm of her speech. Haleth’s boundless 
  energy often sees her carrying messages and 
  orders to and from others of her far-flung 
  people. Many of these assignments are given to 
  her as and when they are needed, but some of 
  her circuits are more regular. Every two months 
  or so Haleth travels to Sarn Ford to collect 
  Targon’s report on the comings and goings of 
  the region, to be delivered (along with the 
  majority of the other reports she gathers) 
  directly to Arbereth (see the Hills of Evendim 
  section), and the two Ranges socialise 
  discreetly whenever the acting Chieftain comes 
  to Bree-Land. Ranger companions and those in 
  their confidence will know that Haleth is in fact 
  Arbereth’s daughter (her father is Hallas, who 
  captains the watch over the Shire along with 
  Haleth’s older brother Halbarad – again see 
  Bree). 
    
  Attribute Level: 
  4 
  Distinctive Features: 
  Lively, Intrepid, Carefree 
  Specialities: 
  Eriador-Lore, Trading 
  Relevant Skills: 
  Athletics  ◊◊◊, Travel ◊◊◊, 
  Long Sword ◊◊◊ 
  Endurance: 
  18 
   
   
   
   
  Graine the Seer 
   
   
  Graine is self-proclaimed Seer who holds sway 
  over the Men of the Blackwood Depths. 
  Although she is careful to pay respect to the 
  customs of the tribesmen, she was not born to 
  them and is in fact a foreigner from further 
  south. Since her arrival among them several 
  years ago, Graine has impressed the Huntsmen 
  with her knowledge and seeming displays of 
  power, and swiftly turned them towards dark 
  rites intended to claim mastery over the forest.  
   
  Should a company defeat Graine, they might 
  find a token bearing the symbol of a white 
  hand among her possessions, but are unlikely 
  to be aware of its significance (if they are and 
  think to challenge Saruman, their accusations 
  are easily dispelled by the White Wizard, and 
  none other of the wise will take their 
  insinuations seriously).  
   
  Stats for Graine may be found in the Monsters 
  of Western Eriador section.   
   
  Sarn Ford 
  A village once stood here in the days of Arnor, 
  but it fell into ruin along with that kingdom. 
  The Númenóreans of Cardolan, however, never 
  entirely abandoned the area. Most travelers 
  crossing through the toppled buildings and 
  across the rocky ford would have no reason to 
  expect that their every movement and word is 
  being closely monitored by the Ranger 
  guardians, who maintain a sanctuary in the 
  
   
  -33- 
  hidden cellar of one of the more sturdy 
  buildings.  
   
  Eryn Vorn and the Blackwood Depths 
  A vast pine-forest, Eryn Vorn is home to the 
  bulk of the scattered, nomadic tribes of the 
  region. At the northern eaves and around the 
  coasts, the wood is wholesome enough, but 
  grows swiftly darker and more perilous 
  towards its core. In the shadowed heart of the 
  wood, an evil tree worshiped by Graine and her 
  followers begins to stir into life… Stats for this 
  Huorn, Grandfather Pine, may be found in the 
  Monsters of Western Eriador section. 
   
  Lair of the River-Troll 
   
  At a bend in the River Brandywine, the river 
  runs shallow over a rocky ford. Boaters are 
  forced to carry their vessels around the ford on 
  the shore, and many fish are slow to cross the 
  shallows. Both fish and traveler should be wary 
  of lingering here too long, as a Troll makes his 
  home inside the southern bank. At night the 
  Troll sits on the ford itself, jabbing into the 
  water periodically to spear a fish. During the 
  day the creature sleeps, unless the sound of 
  boat-men should awaken him…
   
  Stats for the River-Troll may be found in the 
  Monsters of Western Eriador section. The 
  Troll’s loot counts as a Hoard consisting of 
  scavenged riches from traders, worth 100**. 
  Note: While the River-Troll has been presented 
  as a single character, others of his kind 
  certainly exist, and may make their homes as 
  far away as the Trollshaws or even Wilderland.  
   
   
   
   
   
   
  
   
  -34- 
  Gloom-Mire 
  A village once sat downriver from Tharbad, 
  little more than a collection of roughly-built 
  houses and a graveyard. Both village and 
  cemetery were inundated by the great flood, 
  and many villagers drowned. Now a pall lies 
  over the area, and it is given an extremely wide 
  berth by the few who still live nearby, for it is 
  said that when the Moon is full the dead of the 
  marsh stir in their repose.  
   
   
   
   
  Now he divided his company into four pairs, 
  and they rode separately, but he himself went 
  ahead with the swiftest pair. Thus they passed 
  west out of Rohan, and explored the desolation 
  of Enedwaith, and came at last to Tharbad. 
   
  Like Minhiriath to the north, Enedwaith was at 
  one time heavily forested until seafarers from 
  Westernesse felled timber here extensively. 
  Since then, Enedwaith has had a long history of 
  being largely ignored by the kingdoms of 
  Gondor and Arnor, especially as one goes 
  further from the road. Travelling through these 
  lands is not excessively difficult, although the 
  sparsity of solid ground and civilisation along 
  with the frequent heavy rains might leave a 
  traveller tired and tetchy.  
  The river Greyflood marks the region’s 
  northern border, and for much of its span it is 
  easily navigable by boats. 
  Hills are rare, and what higher ground there is 
  tends to be rather more wooded than the rest of 
  the wilderness. The coast consists of rocky cliffs 
  overlooking pebbled beaches, although the 
  cliffs lessen in height nearer to the Greyflood.  
   
   
   
  Heroes from Enedwaith 
  Those wishing to create a Player Hero 
  hailing from the coastal tribes may do so by 
  using the rules for the Men of Dunland (See 
  Horse Lords of Rohan or Adventurer’s 
  Companion). All Fisher-Folk of the 
  Enedwaith may select the Fishing specialty, 
  use the starting Common Skill values of the 
  Wild Hobbits of the Anduin Vales, and may 
  choose a Barbed Fishing Spear (See Wild 
  Hobbits of the Anduin Vales, Adventurer’s 
  Companion) as a Reward (replacing Heart-
  seeker).   
   
  Exiles of Tharbad are created using the rules 
  for Men Of Bree (Bree or Adventurer’s 
  Companion), although they possess the 
  Cultural Blessing of Shadow Sight (See Wild 
  Hobbits of the Anduin Vales, Adventurer’s 
  Companion), use the starting Common 
  Skills of the Men of the Lake, and their list 
  of available Rewards and Virtues is 
  modified, replacing some Bree-Lander 
  options with those available to 
  Dunlendings, as follows: 
   
  For Rewards: Shield of the First Men, Heart-
  seeker, Spiral Armour. 
   
  For Virtues: Desperate Courage, Friendly 
  and Inquisitive, Ill Omen, A Secret Folk. 
   
  
   
  -35- 
  Enedwaith is a large and varied land, which 
  mostly consists of mires and marshes 
  populated by little more than buzzing insects 
  and croaking frogs. However, large stretches of 
  misty moorland may be found on higher 
  ground, as can woods both small and large. 
  The coast of the region is home to many gulls 
  and pelicans, while crows favour the lands 
  further inward. Other common animals 
  include rabbits, otters and deer. Wolves are 
  present too, although in rather smaller 
  numbers.  
  They Greyflood is home to kingfishers, 
  moorhens and herons, as well as fish of all 
  sizes including pike and trout.  
  Enedwaith has long been a land of three folks, 
  all of which are closely kinned. The east and 
  south of the region is claimed by those of the 
  Dunlendings who find Enedwaith’s wild heaths 
  and fens preferable to the rugged hills of their 
  namesake homeland, while the coast and the 
  river Greyflood are home to a great number of 
  Fisher-folk. The third group lived in Tharbad 
  before its abandonment, and are superficially 
  similar to the Men of Bree. 
  Some of the Exiles of Tharbad have now settled 
  further south, while others have drifted north 
  and merged with the communities of Road’s 
  End (see Ruins of the North) and Bree-Land. 
  Osair of the Sea 
   
   
  In his younger days, Osair was a great mariner 
  who travelled beyond the sheltered firth of the 
  Greyflood and into wilder waters where larger 
  (and stranger) fish could be found. He says 
  little of those days himself, but others of his 
  community speak in hushed tones about the 
  sea monsters his crew reputedly fought, and 
  the ghostly ship they are said to have 
  encountered. For his own part, Osair rejects 
  these tales and says they are the result of 
  fanciful minds and too much ale.  
  Increasingly, however, Osair may be found 
  staring out into the sea at dawn from his home 
  in Lond Daer. Perhaps there is more truth to 
  the tales than he wishes to be known, and 
  perhaps he will soon be in need of a new crew 
  to help tie up some unfinished business. Or 
  perhaps he simply misses being upon the sea. 
  Perhaps. 
  
   
  -36- 
  Attribute Level: 
  3 
  Distinctive Features: 
  Secretive, Hard-Eyed, 
  Sombre  
  Specialities: 
  Boating, Fishing 
  Relevant Skills: 
  Spear ◊◊◊, Travel ◊◊◊ 
  Endurance: 
  17 
   
  Cleona the Wise 
   
   
  Cleona is an Exile of Tharbad, and is just old 
  enough to possess memories of the town as it 
  was before its sinking. She lives apart from the 
  other Exiles in the forest which surrounds their 
  Village on three sides. A noted healer famous 
  for dozens of miles around, Cleona is often 
  visited by other exiles who wish to employ her 
  services. Cleona asks for no payment, but 
  accepts gifts when offered. Recently, Cleona 
  has taken an apprentice in the form of Alisa, a 
  young girl of the Fisher-Folk whose father 
  Cleona saved from a life-threatening injury.  
   
  Attribute Level: 
  3 
  Distinctive Features: 
  Astute, Reliable, 
  Benevolent 
  Specialities: 
  Herb-Lore, Leechcraft 
  Relevant Skills: 
  Healing ◊◊◊◊, Inspire ◊◊ 
  Endurance: 
  14 
   
  Conchobar of Dunland 
  Conchobar is an outlaw and kin-slayer who 
  commands the largest group of ne’er-do-wells 
  who infest the forest of Fæsholt. A sacker and 
  border-reaver, Conchobar troubles the West-
  March and Enedwaith alike.  
  Stats for Conchobar may be found in the 
  Monsters of Western Eriador section. 
  Lond Daer 
  An ancient port and haven of the men of 
  Westernesse, the ruins of Lond Daer have long 
  since been claimed by the Fisher-folk, who 
  repaired it after a fashion by shoring up the 
  fallen stone walls with wood and daub (the 
  Fisher-folk generally have little skill for Stone-
  craft). The Fisher-folk live in small family 
  groups in low huts, taking to the river or sea in 
  order to ply their trade. The largest roundhouse 
  of Lond Daer contains the household of the 
  chieftain, a wary and ostentatious man named 
  Truis. As there is much that the Fisher-folk 
  value but cannot make themselves, Truis and 
  the rest are ever eager to trade with strangers, 
  provided that a trusted local (such as Osair of 
  the Sea) vouches for them.   
   
  Fæsholt  
  Once, this wood was rather larger and ran 
  along much of the Isen. In those days it was as 
  notable a natural border as the river itself, and 
  indeed its name still means ‘Border Wood’. For 
  centuries the forest of birch, pine and beech 
  has been infamous in the Mark as a home for 
  outlaws and raiders. Were it not for the 
  dishonourable warriors inhabiting it, travel in 
  the Fæsholt would be relatively pleasant, as it 
  is a wholesome place boasting an abundance 
  of edible mushrooms and little isolated groves 
  of nut-trees. The outlaws keep well-defended 
  and carefully hidden camps in the wood.  
   
  Village of the Exiles 
  Many of those who were displaced when the 
  town of Tharbad became a fetid mire relocated 
  south, next to the largest forest of the region. 
  Their new village is built atop the ruins of a 
  previous settlement, the builders of which are 
  unknown. Neither Forest nor Village bears any 
  other name among the Exiles, and the folk 
  there have little contact with other settlements.  
  The Village was constructed after the fashion of 
  Tharbad, and contains a grouping of well-built 
  oak houses and outbuildings surrounded by a 
  sturdy, gated wall. Outside the gate, fields of 
  farmland stretch out for some miles. 
   
   
  
   
  -37- 
  The Charred Heath 
  Millennia ago, The Enemy burnt vast expanses 
  of the western forests during his great war with 
  the Elves. In most places the blazes were 
  mundane (albeit still large and catastrophic), 
  and nature swiftly reclaimed the cleared 
  ground. In certain places, however, it is 
  apparent that fell sorcery was employed to start 
  the fires, and of these The Charred Heath is the 
  largest. Amidst the blackened soil of a twenty 
  mile expanse, nothing grows. This is a Blighted 
  Place, and companies travelling over it see 
  their Eye Awareness increased by one.  
   
  Brytta’s Sward 
  Brytta King, ruler of Rohan, once fought a great 
  battle with Orcs from the White Mountains and 
  their Dunlending allies here (the Dunlendings 
  tell this story differently, saying that the 
  warriors were thralls captured in raids by the 
  orcs and forced to fight. The truth likely lies 
  somewhere between the two versions of the 
  tale). The battle was a resounding victory for 
  the Men of the Mark, but many brave warriors 
  fell and are buried here in honour. Brytta 
  himself suffered a painful wound from an orc-
  spear which slowly festered and lead to his 
  death the next year. Like the other Kings of 
  Rohan, he is buried near to Edoras.  
  The Sward has not been forgotten by the 
  Rohirrim, and a trickle of Riders brave the 
  dangers of travel through the Gap of Rohan 
  throughout most of the year. These visits have 
  slowed in recent times, due to the bandit 
  infestation in the Fæsholt.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  - Monsters of Western -
  Eriador 
  The Spectres of Amon Gwaren are grim sprits of 
  fallen soldiers. (General rules for undead may 
  be found in Rivendell.)
   
  The Orcs of the Blue Mountains are much like 
  their eastern kin from the Misty Mountains, 
  save that they reserve a special enmity for the 
  Elves of Lindon. Orcs and Goblins from the 
  Blue Mountains all possess the Hatred (Elves) 
  ability.  
  Utgash is a Great Orc with the Battle-Hardened 
  Enhancement and Reckless Hate ability (see 
  Rivendell), along with a few additional 
  abilities. He typically fights with his spear and 
  great shield to capitalise on his already-
  prodigious Parry rating.  
  His Fear of Water ability functions identically to 
  the Fear of Fire ability, but requires large 
  amounts of water or a real threat of drowning 
  to activate.  
   
  
   
  -38- 
   
   
  Crugbit is an Orc Chieftain with the Greater 
  and Deadly enhancements (see Rivendell).  
  Her ensorcelled blade is clearly the 
  craftsmanship of one learned in the arts of the 
  Enemy: a pupil, perhaps, or even the work 
  Dark Lord himself… 
   
   
  The Wolves of Harlindon are largely Wild 
  Wolves possessing no additional qualities. 
  However, some among their Chieftains share 
  Caunrist’s Dreadful Spells ability, as detailed 
  below.  
  Caunrist is a fierce werewolf, who has long 
  been in the service of Sauron. She possesses the 
  Greater and Skillful Enhancements (see 
  Rivendell) and the Dreadful Spells Ability. 
   
  Dreadful Spells of Caunrist  
  Howl of the Hunt: 
  Targets who fail the associated Corruption test 
  find themselves bleeding from their injuries at 
  an unnatural rate, adding an amount to their 
  Fatigue rating equal to the Attribute Level of the 
  triggering creature.  
   
    
  The Eryn Vorn Huntsmen are well at home in 
  their forest. Functionally they are rather similar 
  to the Wildmen of Mirkwood (see Heart of the 
  Wild), with the changes presented below. 
   
  
   
  -39- 
   
   
  Blackwood-dweller functions identically to 
  Mirkwood-dweller.  
  A company might be surprised to discover that 
  Graine is able to wield actual Sorcery, which 
  she appears to channel through a sceptre of 
  black stone (in truth, Graine doesn’t need the 
  sceptre at all, but likes the effect it supplies). 
  Graine’s sorcery is subtle, and is mixed with 
  the formidable (if mundane) power of her 
  voice. She possesses the Words of Power and 
  Terror ability (see Rivendell) 
   
  Graine’s knife delivers a weakening Poison that 
  has the same effect as Spider-poison (see The 
  One Ring Roleplaying Game). 
   
  Dreadful Spells of Graine the Seer 
  Word of Command: A target who fails the 
  associated Corruption test falls to their knees 
  and is held in place for a number of rounds 
  equal to half the roll of a success die (rounding 
  down), and cannot change their stance or act 
  on their turn. A companion may cancel this 
  effect at any time by spending Hope Points 
  equal to the amount of rounds which remain. 
  Grandfather Pine is an ancient and wicked 
  Huorn who has developed a taste for blood. 
  The tree possesses the Cruel Stroke ability (see 
  Rivendell), but is less limb-lithe than most 
  Huorns (which is reflected in the creature’s 
  statistics). 
   
   
   
  
   
  -40- 
  Closely related to Hill-Trolls, River-Trolls (as the 
  name suggests) make their dens along 
  riverbanks. Generally speaking they are rather 
  lazy, and mainly survive on fishing (showing 
  surprising cunning in their chosen art). Still, if 
  a poorly defended boat or isolated traveller 
  wander into their domain, a River-Troll will not 
  hesitate to diversify their diet. 
  River-Trolls favour large spears, which they 
  either fashion themselves or else loot from 
  victims. River-Troll spears always feature 
  wings, hooks or barbs designed to latch onto a 
  victim and reel them in, from where the troll 
  will crush them without mercy. 
   
   
   
  The Reavers of the Fæsholt are Dunlendings 
  (see Horse-Lords of Rohan), except their Spear 
  skill is replaced with Bow, and each carries a 
  Shield (+2 to Parry Rating).  
   
   
  Conchobar is the undisputed leader of the 
  Reavers, possessing the requisite mix of 
  brutality and strategy to command such a 
  band. His preferred weapon is a Great Forest 
  Axe (see Horse Lords of Rohan or The 
  Adventurer’s Companion), allowing him to use 
  his Great Axe along with a Shield.  
   
    
  
   
  -41- 
  - Adventuring in - 
  Western Eriador 
  Loremasters and Players alike may wish to 
  introduce additional weapons and amour in 
  order to increase the options available to 
  Player-Heroes. Additionally, (and optionally), 
  Loremasters may allow newly created 
  characters to ‘swap’ one melee Weapon Skill 
  for another, as long as the two Weapons in 
  question have the same Encumbrance Rating 
  (for example, a Hobbit of the Shire might start 
  play wielding a Club, a Javelin or even a 
  Throwing-Axe rather than a Short Sword). 
  In addition, all Hobbits of the Shire may select 
  the (Clubs) Cultural Weapon Skill in the place 
  of their Favored Weapon Skill. 
   
  Most of the additional weapons presented 
  below fall into the existing categories of 
  Swords, Spears, Bows and Axes, and 
  (naturally) any Hero with the relevant Cultural 
  Weapon Skill may freely acquire and use them. 
  A new category is also presented (Clubs), and 
  Mattocks are joined by other exotic weapons 
  (bearing no category).  
  It is suggested that the Additional Called Shots 
  (see Adventurer’s Companion) of Pummelling 
  Attack and Savage Blow are reserved for the 
  Clubs Weapon Group, with the Spear Group 
  gaining the Swift Strokes Called Shot. Thus, 
  each weapon type bears two (mostly) unique 
  Called Shot options. 
   
   
   
   
  Arming Spear (Spears): 
  Somewhere between a Spear and Great Spear 
  in length, an Arming Spear is generally used in 
  both hands on foot, and as a lance when 
  mounted. An Arming Spear may not be thrown. 
  Neither Dwarves not Hobbits can use this 
  weapon.  
   
  Damage 
  Edge 
  Injury 
  Encumbrance 
  5 (1h)/7(2h) 
  9 
  16 
  3 
   
  Billhook: 
  A curved agricultural tool mounted on a pole 
  (generally shorter than that of a spear), 
  Billhooks are rarely seen in modern times 
  outside of Gondor’s peasant levies. A Billhook 
  wielder may use the Called Shots of the Sword 
  Weapon Group. Dwarves cannot use this 
  weapon. 
   
  Damage 
  Edge 
  Injury 
  Encumbrance 
  8 (2h) 
  9 
  16 
  3 
   
  Club (Clubs): 
  A very simple weapon to make and use, clubs 
  are employed by most cultures of Men and take 
  a variety of forms. Some are exquisitely shaped 
  or carved, while others (such as those used by 
  the Bounders of the Shire) are little more than 
  sturdy sticks.  
   
  Damage 
  Edge 
  Injury 
  Encumbrance 
  7 (1h) 
  f 
  14 
  1 
   
   
  Crossbow: 
  Simple crossbows are a common hunting tool 
  among ‘wilder’ peoples, but these larger and 
  more complex varieties are rare in the West 
  outside of the collections of rich merchants in 
  Esgaroth. A Crossbow wielder may use the 
  Called Shots of the Bows Weapon Group. 
  Hobbits cannot use this weapon. 
   
  Damage 
  Edge 
  Injury 
  Encumbrance 
  8 (2h) 
  9 
  16 
  3 
   
   
   
   
   
  It should be noted that many of the 
  descriptions of the following weapons 
  mention locations and cultures from 
  outside Western Eriador, with Gondor being 
  the most common.  
  In general, these descriptions are intended 
  to give the new weapons a ‘place’ in Middle-
  Earth, and are not meant as a limitation on 
  Players and Loremasters wishing to use 
  them.  
  
   
  -42- 
  Cudgel: 
  Shorter than a Club, this weapon generally 
  represents blunt tools which can be used as 
  weapons in a pinch. Anything from a 
  blacksmith’s hammer to a frying pan might be 
  used as a Cudgel.  
   
  Damage 
  Edge 
  Injury 
  Encumbrance 
  5 (1h) 
  F&j 
  12 
  0 
   
  Fishing Spear: 
  Small-hafted hunting tools, Fishing Spears are 
  poorly balanced and are thus unsuitable for 
  throwing. These spears are growing rare, as 
  many cultures increasingly favour nets or rods. 
   
  Damage 
  Edge 
  Injury 
  Encumbrance 
  3 (1h) 
  10 
  10 
  0 
   
  Glaive: 
  Designed as a ‘nobler’ and more elegant 
  refinement of the Billhook, Glaives are used by 
  some among Gondor’s rural nobility. A Glaive 
  wielder may employ the Called Shots of the 
  Spears Weapon Group. Neither Hobbits nor 
  Dwarves can use this weapon. 
   
  Damage 
  Edge 
  Injury 
  Encumbrance 
  8 (2h) 
  8 
  14 
  3 
   
  Great Sword (Swords): 
  Prodigiously large and aggressive weapons 
  held in great esteem by more ‘savage’ cultures, 
  these blades are exceedingly rare everywhere. 
  Neither Hobbits nor Dwarves can use this 
  weapon. 
   
  Damage 
  Edge 
  Injury 
  Encumbrance 
  9 (2h) 
  10 
  18 
  4 
   
  Javelin (Spears): 
  Smaller spears designed with throwing in 
  mind, Javelins are common among the tribes of 
  Minhiriath, Enedwaith and Dunland (to name 
  a few). Javelins can either be thrown or used in 
  melee combat. 
   
  Damage 
  Edge 
  Injury 
  Encumbrance 
  5 (1h) 
  9 
  12 
  1 
   
   
  Long Bow (Bows): 
  Sized somewhere between a Bow and a Great 
  Bow, Long Bows are common in the South, 
  especially Gondor. Neither Hobbits nor 
  Dwarves can use this weapon. 
   
  Damage 
  Edge 
  Injury 
  Encumbrance 
  5 (2h) 
  10 
  16 
  2 
   
  Mace (Clubs): 
  Essentially a Club bearing a head of iron or 
  steel, Maces are uncommon apart from in 
  Gondor, where they are seen as a worthy 
  weapon (albeit bearing less prestige than a 
  sword). 
   
  Damage 
  Edge 
  Injury 
  Encumbrance 
  7 (1h) 
  F 
  16 
  2 
   
  Maul (Clubs): 
  Maces of great length and size, Mauls are a 
  rare weapon requiring mighty strength to use 
  effectively. Hobbits cannot use this weapon. 
   
  Damage 
  Edge 
  Injury 
  Encumbrance 
  11 (2h) 
  F 
  18 
  4 
   
  Quarterstaff: 
  Simple staves sometimes capped in metal, folk 
  such as the Beornings and Woodmen employ 
  Quarterstaffs during ritual combat and 
  contests of skill. A Quarterstaff wielder may 
  employ the Called Shots of the Clubs Weapon 
  Group. Neither Hobbits nor Dwarves can use 
  this weapon. 
   
  Damage 
  Edge 
  Injury 
  Encumbrance 
  10 (2h) 
  10 
  16 
  3 
   
  Sling: 
  A strip of cloth or leather used to fling stones, 
  slings can be employed as a ranged weapon or 
  as a bludgeon in melee.  
   
  Damage 
  Edge 
  Injury 
  Encumbrance 
  3 (1h) 
  F 
  10 
  0 
   
   
   
   
  
   
  -43- 
  Throwing-Axe (Axes): 
  Axes specifically designed for throwing are not 
  commonly encountered, but are used by some 
  in Wilderland.  Axes of this variety may still be 
  employed in melee.  
   
  Damage 
  Edge 
  Injury 
  Encumbrance 
  5 (1h) 
  F 
  16 
  1 
   
  War Bow (Bows): 
  Bows of prodigious size and power (even more 
  so in both cases than that of a Great Bow), War 
  Bows are practically unknown outside of 
  Gondor, where they are employed by the levied 
  peasantry who form the backbone of that 
  kingdom’s armies. Neither Hobbits nor 
  Dwarves can use this weapon. 
   
  Damage 
  Edge 
  Injury 
  Encumbrance 
  9 (2h) 
  10 
  18 
  4 
   
  War Club (Clubs): 
  Larger Clubs or Maces are sometimes borne as 
  a mark of rank or nobility, either by mighty 
  warriors or civic officials (such as the First 
  Shirrif of the Shire). The legendary weapon of 
  Brandobas ‘Bullroarer’ Took (displayed in the 
  home of the North-Tooks) is of this variety.  
   
  Damage 
  Edge 
  Injury 
  Encumbrance 
  7 (1h)/ 9 (2h) 
  F 
  16 
  3 
   
  Wood-Axe 
  Ubiquitous among all who know the secret of 
  fire, Wood-Axes are found in the travelling gear 
  of every self-respecting adventuring company. 
   
  Damage 
  Edge 
  Injury 
  Encumbrance 
  3 
  F&j 
  14 
  0 
   
  New Weapon Ranges (Yards) 
  Weapon 
  Short 
  Range 
  Medium 
  Range 
  Long 
  Range 
  Crossbow 
  15 + Body 
  20 + Body 
  30 + Body 
  Javelin 
  10 + Body 
  20 + Body 
  25 + Body 
  Long Bow 
  15 + Body 
  25 + Body 
  35 + Body 
  Sling 
  20 + Body 
  30 + Body 
  40 + Body 
  Throwing-
  Axe 
  5 + Body 
  10 + Body 
  15 + Body 
  War Bow 
  30 + Body 
  40 + Body  
  50 + Body 
  A handful of notable characters in Western 
  Eriador make for good Patrons. While other 
  options certainly exist (especially if the quirks 
  of your game lead to a friendship developing 
  between the company and an unlikely figure 
  such as Truis of Lond Daer), the most suitable 
  candidates are presented below, employing the 
  expanded rules for Patrons presented in The 
  Adventurer’s Companion. 
   
  Círdan, Lord of the Havens 
  Reqirements: Wisdom 3, or Standing 1 (High 
  Elves of Mithlond or Rivendell)  
  Resources: Standing, Information, Exceptional 
  Resources 
   
  For such an unassuming and contemplative 
  individual, Círdan is a wise, respected and 
  noble being. Círdan will rarely ask a company 
  to carry out a mission directly, but will be well 
  pleased should they help Elves on the road or 
  perform some other duty which keeps the 
  Havens running as they should.  
  Círdan is well liked by many of the other Wise, 
  and invoking his name is enough to open 
  doors in other Elven lands, or even such places 
  as Isengard (for the White Wizard is careful not 
  to alienate his fellow White Council members). 
  The Rangers, too, know of him and respect 
  him. 
  The Elf-Lord has lived since before the Ages 
  were numbered, and carries a great wealth of 
  historical knowledge on a bewildering array of 
  subjects. Given the Havens’ place as a 
  destination for Elves of all persuasions, if Elves 
  anywhere have heard important news then 
  Círdan is likely to hear of it eventually.  
  The Exception Resources of the Lord of the 
  Havens are the great Grey Ships which sail 
  from his shores (see Journeys and Maps), and 
  Círdan would be glad to offer transport (and a 
  crew) to any company which needs it.  
   
   
   
   
   
   
   
  
   
  -44- 
  Arbereth, Captain of the Grey Company 
  Requirements: Valour 4, or Standing 1 (Ranger 
  of the North or Elf of Rivendell). 
  Resources: Direct Assistance, Sigil, Information 
   
  Arbereth is, for all intents and purposes, the 
  effective leader of the Rangers of the North and 
  a valuable ally. Missions for Arbereth will be 
  those common to Rangers: difficult, thankless 
  tasks carried out to protect folk who are 
  unaware of the actions of the company and 
  disdainful of their presence.  
  Companies employed by Arbereth might see 
  themselves being offered assistance in the form 
  of one or more Rangers (often Haleth) as guides 
  or additional sword-hands, or else given 
  sanctuary in one of the Rangers’ refuges. In 
  addition, the companions will each be granted 
  a Star of the Dúnedain, presentable to other 
  Rangers or any of the Wise (while this Sigil will 
  grant them access to any refuges they happen 
  to come across, a companion may only actively 
  search for a sanctuary if they possess the Star 
  of the Dúnedain Virtue). Finally, the Rangers 
  boast a considerable information network 
  throughout Eriador, which companions may 
  call on if needed. 
   
  Sigrún, Lady of the Blue Mountains 
  Requirements: Valour or Wisdom 3, or 
  Standing 1 (Any Dwarf) 
  Resources: Direct Assistance, Reward, Magical 
  Boons 
   
  The ruler of the Blue Mountains is heavily 
  preoccupied with the excavations at Nogrod, 
  Belegost and the surrounding mountains, and 
  missions for her might lead a company into 
  exploring newly uncovered delves, or else 
  contending with the mountains’ Orc 
  population.  
  Sigrún does not have an excess of warriors 
  under her command, but the scholars, smiths 
  and musicians of the Blue Mountains will be 
  happy to render assistance to a company with 
  Sigrún as its patron.  
  On occasion, the excavations turn up artefacts 
  of exceptional lineage and potency, and Sigrún 
  is known to place a valuable object in the 
  hands of the worthy if she guesses it will be of 
  help in a mission for her (for instance, 
  providing a crystal that burns with an ethereal 
  light inversely proportional to the current 
  phase of the Moon unto a company which is 
  about to venture into a Goblin-hole). 
  Companions who truly impress Sigrún will be 
  presented with an ancient weapon or armour 
  of Dwarvern make, bearing no more than one 
  Enchanted Quality (see Rivendell). Rewards 
  gained in this manner may be later 
  supplemented with other (non-enchanted) 
  Qualities as normal.  
   
  Titles 
  Companions may now select the Receive Title 
  Undertaking at the locations presented in the 
  table below, gaining all of the normal benefits 
  for the Undertaking for the relevant culture. 
  Note that a companion may also gain the Elf-
  Friend Title at Mithlond, in which case the 
  guidance given in The One Ring Roleplaying 
  Game applies equally.  
  To gain the Receive Title Undertaking from the 
  Huntsmen of Minhiriath, a companion will 
  naturally have had to break the hold of Graine 
  and Grandfather Pine over the Blackwood. 
   
  Rangers 
  Esquire 
  Annuminas, The Angle, Rivendell 
  A personal refuge somewhere in former 
  Arnor. 
  Fisher-folk 
  Skipper 
  Lond Daer 
  An elaborately decorated and sea-worthy 
  fishing boat and a roundhouse in Lond 
  Daer. 
  Huntsmen 
  Chief’s 
  Man 
  Blackwood 
  A cabin in the Blackwood.  
  Exiles 
  Burgher 
  Village of the Exiles 
  A tract of farmland outside The Village. 
  Dunlendings 
  Champion 
  Anywhere a suitably eminent 
  chieftain may be found. 
  A moderately sized roundhouse and a 
  place in the hall of the chieftain.  
  Lossoth 
  Honoured 
  Guest 
  Icebay of Forochel  
  A snow-house in the Ice-Bay. 
   
  
SOURCE: textdata/thevault/Middle-Earth™ (MERP) [multi]/The One Ring/Third Party.Homebrew/Grey Havens.pdf