Documente Academic
Documente Profesional
Documente Cultură
of the
Westmarch
Author / Designer: Randell Doty
Contents
1.0 INTRODUCTION 4.0 RESTORING THE BALANCE
1.1 HOW THIS MODULE MADE IT TO 4.1 THE TALE
THE WEB 4.2 THE NPCS
1.2 A FEW MORE COMMENTS 4.3 THE SETTING
ABOUT CONTENTS
1.3 ACKNOWLEDGEMENTS 4.31 The Asirac Tombs
2.0 WESTMARCH 4.32 The Rendar Tombs
2.1 OVERVIEW 4.4 THE TASK
2.2 A BRIEF TIMELINE 4.41 Starting The Players
2.3 THE LAND 4.42 Aids
2.31 Geograp hy 4.43 Obstacles
2.32 Clim ate 4.44 Rewards
2.33 Flora 4.5 THE ENCOUNTERS
2.34 Fauna 5.0 ‘TIL DEATHS DO US PART
2.4 POLITICS AND POWER 5.1 THE TALE
2.41 The Calenard hons 5.2 THE NPCS
2.42 The Daen Lintis 5.3 THE SETTING
2.43 The Dúnedain 5.31 Beld win
2.5 THE GOVERNMENT 5.32 Amon Roch
2.6 THE FORCES OF EVIL 5.33 Lady Sirris’ Prison Cabin
2.61 The Earth well 5.34 The Mar Hogo Clan Hold
2.62 The Undead 5.4 THE TASK
2.7 NPC’S FOR ALL ADVENTURES 5.41 Starting The Players
2.71 Evad 5.42 Aids
2.72 Elarin & Amarla 5.43 Obstacles
2.73 Lord Targen 5.44 Rewards
2.74 Lor d Negolos 5.5 THE ENCOUNTERS
2.8 WESTMARCH AT OTHER TIMES 6.0 OTHER PLACES OF NOTE IN
2.81 Westmarch 1640-2510 WESTMARCH
2.82 Westmarch 2510-2759 6.1 THE ORACLE
2.83 Westmarch 2759-3019 6.2 THE EARTHWELL
2.84 Westmarch After 3019 7.0 ALTERNATIVE ADVENTURES
3.0 THE HOMECOMING 7.1 QUEST FOR THE ANSWER
3.1 THE TALE 7.2 HUNT THE WULF
3.2 THE NPCS 7.3 MISSING
3.3 THE LAYOUTS 8.0 TABLES
3.31 Derwath 8.1 NPC TABLE
3.32 Tilmen dir 8.2 BEAST TABLE
3.4 THE TASK 8.3 ENCOUNTER TABLE
3.41 Starting The Players 8.4 HERB TABLE
3.42 Aids 8.5 MILITARY TABLE
3.43 Obstacles 8.6 WEATHER TABLE
3.44 Rewards 8.7 PRICE TABLE
3.5 THE ENCOUNTERS
I asked Chris if he would be interested in
1.0 INTRODUCTION providing space for a previously u n p ublished
MERP mo d ule (Westm arch) to be p ut u p on
1.1 HOW THIS MODULE the web for MERP players since it was
u nlikely to ever be p u blished by ICE He said
MADE IT TO THE WEB that he would and agreed to speak to ICE
abo u t gettin g per mission to p u blish it on the
This mod ule was written for Iron w eb. Iron Cro w n’s Jessica N ey-Grim m gave
Crow n Enterprises in 1989-1990 and was the go ahea d an d I for m atted it into this h u ge
s u b mitte d for p u blication as yo u see it now. PDF file. N o w yo u h a ve a m o d u le t h at w as
This was my third mod ule behin d Dunland and accepted by ICE but not p ublished. That’s
the Southern Misty Mountains and Ents of about as close to cannon as it gets. Thanks for
Fangorn. Right about that time, ho wever, ICE in d ulging me in this little bit of history. Have
underwent some p hilosop hy changes about fun.
what prod ucts to p ublish. They began
refor m attin g so m e of t here ol d er w orks in to 1.2 A FEW MORE
the ne w city a n d fortress books. D u rin g this
time Westm arch w ar med the bench as it were COMMENTS ABOUT
waiting for its chance. After several calls
inquiring about the date when it would be
CONTENTS
p ublished I basically decided that I should not
Most of ICE’s MERP mod ules inclu de
get my hopes u p.
several sections on ter minology, definitions,
When I finally got a copy of the conversion statistics, etc. I’m assu ming that if
Northwestern Middle-earth Gazetteer I got a you are knowled geable about the MERP
glim m er of ho p e back beca u se several of m y syste m to take t he tro u ble to download this
creations for Westmarch were inclu ded as part that you probably don’t need this stuff. If you
of that tome. The towns of Beld win and fin d abbreviation that yo u d on’t recognize or
Derwath along with their ruling lords an d one a ter m with w hich you are u nfamiliar take the
of the castles were all there. I hoped that this time to look in you r other MERP materials. If
mig ht be a n in dicator th at West m arch mig ht you still can’t fin d it then e-mail me an d I will
be p ublished after all. try to figure out w hat I meant.
3320 Fo u n d ation of the Realms in Exile. 1050 Gondor at the height of its power
The Daen Coentis swear an oath of expands and builds many bor der
loyalty to Isild ur . fortresses, m ainly in the north, but a
few are constructed in Westmarch.
3325-3341 Many of the Daen Coentis migrate
north either to Dunland or 1300-1350 Witch-king foun ds Angmar.
Rhu daur. The first grou ps do so
because of disagreements in the 1432-1447 The Kin-strife tears apart Gon dor.
new dark religions. The later 1600 Hobbits settle in the Shire.
grou ps migrate to escape the fear
caused by the oath breaking. 1636-37 The Great Plague, a collection of
devastating diseases and pestilences,
3430 Last Alliance of Elves and Men is sweeps through Rhovanion, Gondor,
formed to confront Sauron. and Eriador. Calenard hon begins a
3434 The Daen Coentis are called by the slow decline in pop ulation.
Alliance; they refuse, and thereby Westmarch loses touch with Gon dor in
bring the curse of the oath-breakers trade and in govern ment for aw hile.
u pon them. Trade from the north declines. The
D ú ne d ain slo wly begin to lose p o w er
3441 The Bara d-d û r is taken an d Sa u ron in Westmarch.
is overthrow n. Isild ur cuts the
Ruling Ring from Sauron’s finger 1640 The ca pital of Go n d or is m ove d fro m
an d keeps it as his ow n. Osgiliath to Minas Anor.
2063 Beginning of the Watchful Peace. 2911-12 The Fell Winter strikes Eriador and
Dunmen begin to settle further Rhovanion.
south of Dunland in Westmarch,
reawakening old racial strife and 2941 The White Cou ncil d rives Sauron from
gaining control of Westmarch. Dol Guld ur.
2460-2510 The Balchoth in va d e Gon d or. The 2953 Last meeting of the White Cou ncil.
Éothéod, led by Eorl the Young, Saru man begins building forces,
come to Gon dor’s aid an d are given (inclu ding m any D u n men) an d claims
the lan d of Calenar d hon as rew ar d Orthanc as his o w n. Sar u m an begins
by Cirion the Steward. Battles sen ding servants to search the Glad den
begin between the Rohirrim and Fields.
the Du n nish over the possession of
Westmarch. The Aglarond is 3000 Saru man uses the Orthanc palantír an d
rebuilt. becomes entrap ped by Sauron.
2710 D u n men take control of the circle 3018-19 War of the Ring. The Ents attack
of Orthanc. Isengar d. The Du n men in league with
Sar u man are defeated at Helm’s Deep,
2754 Freca, a half Dunnish noblem an but allowed to return home.
from Westmarch, is killed by Helm Westmarch was not counted on by
Ham merhan d, King of Rohan. either side as an ally d ue to the mixed
racial heritage an d is therefore sp ared
2754-58 Wulf, Freca’s son, raises a Du n nish conflict except for stray Orcs. The One
army to march against Rohan. Ring is destroyed and Sauron is cast
out. Saru man passes from En dor.
2758 The Long Winter grips the land
Easterlings invade Rohan from 3021 End of the Third Age.
across the An d uin. The Haradrim
of Umbar attack Gondor. Seeing
his op portu nity at hand, Wulf
marches his army into Rohan
defeating the Rohirrim in the deep
sno w at t he for d s of t he Isen. The
Aglarond is renamed after the
Rohirrim are held in siege at
Helms Deep and Dunharrow.
Helm an d his sons are killed.
Green Asps
Green asps should be noted for the value
of their poison glands, which can be sold to
2.4 POLITICS AN D POWER Daen Lintis, although, almost any of the
p reviously mentioned peoples can fall into this
class given the proper circu mstances and bad
2.41 THE CALEN ARD HO N S luck. The lines of races ten d to blu r in m ost of
West m arch b ut the Dúnedain and Daen Lintis
The people of Westm arch are considered
deserve some mention in divid ually to follow.
Calenard hons, because Westmarch technically
is p art of that p rovince. H o wever, this is m ore
2.42 THE DAEN LINTIS
a ter m for con venience rather than accu racy as
there is really very little interaction between (DUNMEN, DUNNISH)
most of Calenar d hon an d Westm arch. There is Westmarch in the Secon d Age was part of
some trading between the two areas, and at what the Daen Coentis (the Daen Lintis
times tra ders from both regions travel to the ancestors) called home. By the time of the Last
others’ trading fairs. The only other Allia nce of Men a n d Elves, a n d t he en d of t he
connections are those friendships that have Secon d Age, most of the Daen Lintis ha d left or
formed between some of the fa milies that were soon to leave the vales of the White
settle d in the north of West m arch an d so m e of Mo u ntains d ue to the oath breaking an d travel
t he fa milies of Westfold who settled near the n ort h in to w h at is n o w D u nla n d. Some Daen
borders of Westmarch or arou n d the Aglaron d. Coentis moved from the south vales of the
The Calenar d hons of Westm arch like the White Mountains into what is now called
others in Calenard hon proper are an West m arch never q uite m akin g it to Dunland.
ad venturous lot, or at least their sires were, else Other gro u ps of Daen Coentis alrea d y live d in
they would not have settled in Westmarch, Westmarch d uring the Second Age, and had
w hich, althou gh peaceful, is still a bor der area. little to d o with the other Daen to the sou th. A
N o w, t he p eo ple of Westmarch are somew hat few of these clans were in depen dent of the Daen
different than their pioneering predecessors. Coentis king dom an d did not swear the oath to
Years of blesse d peace h ave ca u se d the peo ple Isild ur, however, the effects of the oath-
to lapse into a relative state of com placency. breaking on the land also affected them, but
The o nly ene mies t hey h ave d ealt w it h in the p ossibly to a lesser exten t. So m e of t hese also
last 200 years have been occasional wild moved north at the en d of the Secon d Age w hile
animals, severe weather, and of course the a few clans stayed. It is the descen dants of these
Plague. This lack of strife in and around clans an d the Daen Lintis that moved back from
West m arch has ca used its people to forget that Dunland later, that com prise the Dunnish
they live on the edge of the wild, but so far they constit u ent of West m arch at this p oint in tim e
have ha d no reason to remem ber or regret this. a n d no w m ake u p the w orkin g class. By 1640,
When those new to the region arrive they seem however, most of these people have at least one
to have a heightened sense of the need of being ancestor or relative that is Dúnadan. These
prepared for disaster or attack of some sort, mixed people are fairly well dispersed in
which the people who were raised in Westmarch, although in the southern areas an d
Westmarch find od d, unnecessary, and quite in particular the city of Derwath, the percentage
h u morous. of Dúnedain is higher. The grou ps of the
For the most part the Calenar d hons are a D u n nish that m oved back to Westmarch from
mixed people inclu ding m ainly Daen Lintis, D u nlan d m ore recently, are m ore p u re in their
D ú ne d ain, so m e N orth m en, mixes of all th ree, bloodlines an d their lifestyles an d therefore are
an d a scattering of other lesser men. The noble not true members of society as it stands, but
class an d ed ucated class are p rim arily m a de u p rather stan d alone and interact with outsiders
of the p ure Dúnedain. only w hen absolu tely necessary an d even then
The crafts m a n class is m ostly the mixe d only through those who are most like
Dúnedain / Daen Lintis with some North men themselves. They dislike the Dúnadan
an d others falling in here spora dically, an d the govern ment, but are cu rrently in no position to
lower class are primarily Daen Lintis an d mixed t h reaten it. They feel t h at t hey are t he hig her
order of society and look down on the few fa milies remain relatively undiluted in
Dúnedain as usurpers and invaders of their their N ú menórean heritage. The highest
rightful homelan d. Of course the Dúnedain pop ulation of the Dú nedain (p ure or other wise)
view these people as ignorant barbarians. is in the southern regions of Westmarch,
The tr ue D u n nish (those that are not of particularly Der w ath with a general decreasing
mixed bloo d) live in exten ded fa mily u nits an d trend as one progresses northwards. The
still keep track of cla n lineage, b u t bo u n d aries Dúnedain of Westmarch are p rim arily the
between the clans are not drawn quite as nobility, q u ality craftsmen, an d ed ucated class
tightly. The most heated rivalries that had of the region. Most of them have been raised in
develo ped bet w een clans in D u nlan d still exist Westmarch but there is a small amount of
between their factions in Westmarch, but the movement to an d from the frontier of craftsmen
true lines of strife lie along the an d scholars as the dem an d dictates. Most of
Dunnish / Dúnadan axis. The true Dunnish the chief exporting is carried out by the
n or m ally are h u n ter / gat herers, b u t a Dú nedain, also as they are the owners of the
significant n u mber have developed into large ranches an d far ms. Several of these men
farmers and herders since relocating to with p articularly large plantations have joine d
Westmarch. Recently several of these fa mily forces to for m a ship ping com pany that is
grou ps have fallen on hard times an d have gone Westmarch specific, in that they only trade their
to work along side the mixed peoples in the prod uce in the South for items that they can
field s of the rich D ú ned ain. This m ay t u rn o u t bring back to Westmarch to sell. They therefore
to be an unsatisfactory relationship for both control both en ds of the tra ding. This seems to
p arties as the D u n nish m ake too many waves d rive some of the prices for items u p, but it also
an d the Dú ned ain are too arrogant to allow any allo w s the region to have access to goo d s fro m
changes in their lives. the South on a regular bases which would
The natu ral p rogression of a split society nor m ally be unusual considering the distance
of t his ty p e if left alo n e is to slowly progress fro m the capital and the lack of a permanent
towards a median for the most part with trading run to Westmarch fun ded by outsiders.
outliers in both directions. However, since The local govern ment is com pletely
New Dunnish still move into the area from Dúnadan-controlled an d is discussed below.
D u nla n d this will fin ally ske w the mix to the
D u n nish si d e as is seen later in t he Thir d Age
(i.e. just previous to the time when the
Rohirrim claimed the area). For now these
people are assimilating into the existing society 2.5 THE GOVERNMENT
and are slowly becoming more like their
neighbors and vice-versa –a kind of society The struggles of the time Post-Plague
dilution, as it were. This dilution occurs in both (1636-1640) left m uch of the govern ment in
directions as the Dúnadan influence and later loose control at best com pared to the Pre-
Rohirrim influence on Westmarch and its Plag ue state of affairs. Even in stable times the
people never entirely leaves the area either. govern ment of Westm arch w as loosely r u n d ue
This is the reason that d u ring the later years of to the distance from the capital. The official
the Thir d Age an d in p articular the War of the govern mental hea d quarters for Westmarch w as
Ring, the peo ple of that area w ere not co u nte d historically at the Aglarond (later to become
on by either side because of their ties to the Helm’s Deep), but d uring these times of
enemy. tribulation it has fallen u pon the local lords
(ho w ever w ell s uite d) to act as p olice m a n, tax
2.43 THE DÚNEDAIN collector, a n d ju d ge. The t w o lor d s th at cover
most of Westmarch are Lord Targen to the
Like the rest of Calenard hon there is
south, an d Lord Negolos to the north.
some dilution of the p ure Dúnadan blood in
Lord Targen’s home is castle Tilmen dir
most people that claim to be Dú ned ain. Only a
w hich w as built to p rotect the pass throu gh the
White Mountains to the south. The territory homesp u n, for the most part. He has 20 soldiers
which he rules was given to his fa mily u n der his com m an d that are seasoned veterans
h u n dreds of years ago, an d mainly inclu des that w ho m his father hired in the South six years
land along the Adorn from the White ago, just before the Plague. These men are loyal
Mountains to the convergence of the Angren. to Lord Negolos as they were to his father
H o w ever t he fu rt her east o ne goes, t he less is before he died in the Plag ue. They enjoy life in
the lor d’s tr ue control of the area. Lor d Targen Westmarch, but are getting a little soft from the
houses a small cad re of militia at Tilmen dir that lack of combat even though they train
p atrol his territory regularly. However, they regularly. Lord Negolos also su p plements
h a ve seen very little actio n. In fact t hey h a ve t hese m en w it h a n y of the young men of the
n ot been in a n act u al skir mish of a n y ty p e for area who wish to learn the art of fighting.
nearly fifty years. The militia is currently made Currently, there are 12 of these young men
u p of 50 you ng men between the ages of 18 an d training along side the regulars. His men make
24. They are local men an d each is req uire d to regular patrols of the area and occasionally
serve 3 years as a militia men. This law was relay messages back an d forth to the Aglaron d
enacted in earlier, less peaceful times, an d no w an d Tilmen dir to the south.
is really not needed but has never been The north western area of Westmarch that
changed. They are taught fighting skills by follo w s the A n gren to the convergence of the
Lor d Targen, t w o of his sons, an d the three full Adorn, is very lightly pop ulated and is
time soldiers that have been stationed there by currently ruled strangely enough, by three
the gover n ment at Lor d Targen’s req uest. The relatively young men, Reaslos, Glëan, and
militia men, because of their age and the fact Ca m din. These th ree w ere a d vent u rers in the
that this is the first time in their lives they South and in Calenard hon, who hap pened to
d id n’t h ave to w ork in t he field s or at a craft fall into circu mstances that enabled them to
every d ay, see m a h a p p y a n d carefree lot. At help the kin g’s fa mily p erson ally. To reward
times they get somew hat boisterous an d out of them for their services he gave them this area of
han d both in tow n an d w hen riding through the la n d for their o w n, along with an old bor der
co u ntrysid e on p atrol. Many of them vie w the w atch to w er. N o w, they are actively tryin g to
three year experience as a vacation, an d a time fig u re out ho w to govern, an d secretly wishing
to so w so m e wild oats. This m akes t he w h ole they could drop the w hole thing and go off
at m osp here at castle Tilmen dir so me w hat like w an d ering in search of ne w thrills. Mercifully
th at of a co u ntry clu b, a n d Lor d Targen never t he p eo ple t hey are s u p p ose d to be gover nin g
see m e d to min d. This casts a shadow on the are few and very patient. They consider the
fu nctionality of this gro u p if the militia were three their pet rulers and treat them like
actually needed; a point noted by the rangers at adopted sons, for the most part. The
every op portu nity. adventurers are basically good men (albeit
The northeastern corner of Westmarch in greedy at times) and feel responsible for the
theory, is still u n der the direct governorship of peoples safety, so, no real strife has occurred
the com man der of the Aglarond. However, bet w een the m selves a n d the p eo ple, as of yet.
control of the area has been passively delegated In fact, the three have standing dinner
by the com man der of the Aglarond to Lord engagements at the house of a local rancher
N egolos. Lor d N egolos o w ns a fortress a n d a whose wife worries about them not eating
large estate near Beld win, and is actually the right. They have fixed u p the to wer in the t w o
r uler no w, but he does try to maintain m ore years that they have been there an d it serves as
contact with the govern ment at the Aglarond their ho m e as w ell as garrison for the ten m en
than lor d Targen, p artially beca use he is m uch they have as retainers an d servants.
you nger an d less sure of his ruling abilities, but The one rem aining central govern mental
also just because his domain hap pens to be office still operating effectively in Westmarch is
closer to t he Aglaro n d. H e is more fortunate the Bor der Guar d or Rangers Service w hich has
than Lord Targen in the respect that his military been operating in Westmarch since it w as made
contingent is professional rather than an official p rovince of Gon dor. The rangers act
as recon naissance for the Aglarond as well as 2.61 THE EARTHWELL
w an dering peace officers an d detectives for the
territory. Their headquarters are in Derwath As mentioned in Section 2.31, the land
an d their com man der is a capable ranger named called Westmarch is dotted with solitary flat
Evad, who will be discussed in more detail top ped hills that are the last evidence of the
later. H e a n d his 12 men are responsible for volcanic activity w hich birthe d this lan d. O ne
long range patrols of the region and the of these hills set in the mid dle of West m arch is
inspection of govern ment installations kno w n to the locals as “Picnic Hill.” O n m a ps
inclu ding govern ment m aintained brid ges an d of the area the hill’s name is “The Earth well.” It
dikes. Cu rrently there is some confusion about w as called this because of the deep pool that
ju risdiction as the local lor ds feel that they an d occu pies the center of the volcanic depression
their men are the local govern ment, case closed, th at is the to p of the hill. It w as given its ne w
a n d see the ra n gers as somew hat su perfluous. na me m any years ago when the locals began
The rangers actually do more than the lords an d using the bo wl of this old volcano with its
the people know, and feel that they are the crystal clear pool an d cool breezes as a place for
actual la w enforcement agency of the area. The fa mily outings. Little did they know that
lords, for the most part, tolerate what they beneat h t he s u rface of t h at hill lies a com plex
consider an intrusion because of the rangers’ w hich houses minions of the Dark Lord himself.
an d p articularly Eva d’s expertise in the area of Besides being a lovely picnic spot, the
recon naissance an d criminal behavior, as well Earth w ell is also the ho m e of a s m all elite u nit
as their ability to track down the occasional of the Necromancer’s forces. During the Secon d
marau ding bear. This conflict shows itself most Age w hen the Dark Lord’s forces swept through
openly when an investigation or manhunt is virtually all of Mid dle-earth, the evil one
req uire d in or a ro u n d o n e of t h e to w n s in t h e learned of the small cave com plex located u n der
lord’s domains, an d at these times words can be t his hill; a piece of infor m atio n he filed away
swap ped. There are 12 rangers, inclu ding Evad, for m a n y yea rs u n til h e h a d n ee d of it. U p o n
th at roa m the la n d in zones a n d p atrol circles. Sauron’s reap pearance in Mid dle-earth as the
Each of these men is a ca p able fighter an d able necro m ancer of Dol Guld ur around T.A. 1000,
to take care of himself in the wild. Their office he bega n a rebuilding his network of priests,
in Der w ath is also their m ain barracks b u t it is cults, an d informants. It was d uring this time of
u nlikely th at m ore th a n fo u r of the m are there rebuilding that he decided to place a spying
at any one time. They are helped in their tasks post in the cave com plex of the Earth well.
by the astrologer, Garam und, that lives in Sauron deemed it perfect, not because it was
Der w ath an d serves the m as a m essage center. inconspicuous, but rather that the place was
He does this as a favor to Evad as they are close beyon d suspicion because of its location, the
personal frien ds. previously untouched area known as
Westmarch. After careful reconnaissance it was
2.6 THE FORCES OF EVIL discovered that the cave com plex remained
undiscovered by the local inhabitants. Soon
As mentioned in the introd uction, for the after, a tea m w as sen t to p re p are the com plex
most part, Westmarch is a peaceful place in T.A. for occu pancy. Then, ap proximately three
1640. In other times this may or may not be the hundred years ago, the Earth well became
case depen ding on the cu rrent politics bet ween operational as a spying station. From its
the Dúnedain, Dunmen, and Rohirrim, but in vantage point in Westmarch the occu pants were
1640 the reason for this peaceful existence in able to gar ner infor m ation abo u t all as p ects of
Westmarch comes not from the presence of a western Gon dorian politics and troop
great good as one might expect, but rather from m ove m en ts as w ell as t he traffic o n the Great
the presence of a great evil. East-West Roa d that p asses thro u gh the ga p to
t h e n ort h a n d t h e goin gs o n at t h e two m ajor
fortresses of Angrenost (Isengard) and the
Aglaron d (Helm’s Deep).
Infor m ation gathered by the contingent distance eaves-drop ping. To assist him, the
at the Earth well is taken by courier via deep Necromancer has given him a device that
u n dergrou n d tu nnels an d caves that reach from enables him to focus his po wer. It is called the
the Earth w ell to the White Mountains. Fro m Seeing Eye. It is a spherical crystal 4” in
t here it is sen t overla n d or by m essen ger bir d dia m eter with a black d o u ble spiral im be d d e d
or bat to Dol Guld ur. The location of the inside that seems to turn as one concentrates on
Earth w ell has p roved very useful not only as a it. This d evice allo w s the Seeker to vie w fixe d
p rim ary spying position but also as a reporting places at great distances. These fixed places are
station for agents th ro u gh the w ester n regions designated by the Seeker, and are limited to
of Mid dle-earth. Beca use of the success of this three. Once a place is decided u pon, the Seeker
station, Sa u ron has declared a moratoriu m on m ust visit there or have access to someone’s
Orkish raids or other Sauron-backed activities min d w ho w as t here reg ularly to set t he place
in the area that might cause a reactionary in his m in d . Fro m t h e n o n, u sin g t h e Eye, h e
increase in diligence by the people of can watch those places sim ultaneously and
Westmarch an d therefore cause detection of the experience everything that ha p pens there in all
station. This decree has caused the peaceful five senses. He is also able to u tilize any of his
perio d that West m arch has experienced for the non p hysical skills (such as Power Perception)
last three hun dred years. (See Section 2.41.) via the eye. Asid e fro m this, the Eye ca n, on a
Living in the Earthwell’s tunnel and larger scale, locate s m all s u rges in the m agical
cha mber com plex are the fou r beings sent there contin u u m of Mid dle-earth. These surges are
by the Necro m ancer so me 100 years ago to r u n p ro d uced w hen significant a mou nts of m agical
t he statio n. They live here alo ne exce p t for a energy are released. Any spell greater than 5th
sm all grou p of g u ar ds an d servants. Here they level can prod uce these surges and are
each carry out the task that they are assigned to detectable by the Seeker. Spells greater than
accom plish their ultimate goal: the collection 15th level can be seen by anyone using the eye.
a n d p rocessin g of infor m ation of a n y ty p e for Once he localizes these surges, he can notify
their master, Sauron. Occasionally the spies of the activity an d start an investigation if
Earth well also acts as a stop-off for special the location indicates that the surge could be
couriers, spies, an d assassins. These occurrences sig nifica n t. It is by t his m et h o d t h at t he Dark
are rare, however, an d absolutely no one enters Lor d locates p otential servants of the dark by
or leaves the Earth well d uring the daylight their use of magic. Then they can be ap proached
hours. Even then, the only exits to the and selected for service.
Earthwell’s tunnel com plex is through a
farm house located nearby and a concealed The Assassin
entrance belo w the w ater line of the pool in the
basin of the hill. The house is exactly authentic The Assassin of the Earth well currently
for the area, a n d the Earthwell’s staff actually u ses the n a m e Jozein w hen he is on a mission.
far m the area su rro u n ding the ho use for their (See Section 3.2.) The position of assassin of the
food and to keep u p ap pearances. The four Earth well has the responsibility of external
primary inhabitants have specific jobs an d titles secu rity for the station. If at a n y tim e p ersons
and are outlined below. When they were not privy to the secrets of the Earth well
assigned here, they drop ped their old names discover a n ythin g abo u t it or by their actions
a n d since t hen are o nly k n o w n by t heir titles, might cause discovery of the Earth well, it is his
leaving behin d their histories as well. task to seek o u t those persons an d kill the m in
such a w ay as to make others believe it to be an
The Seeker accident if at all possible, or at least the work of
someone else. He is a seasoned expert in the art
The Seeker is a 200 year -old Black of killing, and has com pleted nu merous
N ú menórean of pure bloo d , w h ose o nly job is m issio n s of t his ver y kin d . H e is of com mon
to scan Mid dle-earth for bits of information. He m an stock and is very nor mal in ap pearance,
is a 20th level Seer with a specialty in long w hich o nly h elp s in his fiel d. H e is 5’11” tall
with light bro w n hair an d bro w n eyes. He has p olitics. She is in charge of assigning tasks for
no distinguishing marks, an d wears clothes that the Assassin as well as maintaining the disguise
are a drab combination of styles that do not of t he far m fa mily t h at w as set u p to insulate
len d to id entification of his la n d of origin. H e the Earth w ell fro m the in digeno us p o p ulation.
has a wide variety of poisons in his possession, The Web is also in ch arge of coor d in atin g the
as well as the normal weapons of his trade. His internal security of the Earth well should
favorites are the blo w g u n, th ro wing stars, an d anyone ever intr u d e. These secu rity measu res
short bow w hen at a distance. He will try not to inclu de the traps that have been constructed, the
melee, but if forced to, he uses two short four hu man guards, and the Beast (explained
sw or ds. He is a m aster at disg uise an d stealth. belo w). The Web is a special w om an. She is of
His m agical cloak allows for this most easily p ure N ú menórean descent, mid dle aged, but
for it ca n ch a n ge t h e color of a n y ite m o n his still very young looking, and quite striking.
p erson by ju st vis u alizin g it. This h as beco m e She is a very efficient com man der w ho has high
so com mon place for him now that he can intelligence and an intuitive feel for her command.
change the look of his entire outfit in less than 5
seconds. This makes for quick escapes into Not only d oes she have her o w n skills as
cro w d s. H e just t u rns a corner an d viola! he is a n 15th level evil Mage b u t she also has been
n o lo n ger in t h e sa m e clot hin g. O n e t hin g h e entrusted with and allowed to use an ancient
w ill never d o, h o w ever, is allo w him self to be item, the Ra u gno staff. This black staff is some
ca p t u red. He has a ring that stores
three spells. They are: Teleport, (x2)
and a Longdoor. H e also h a s a b elt
that allows Invisibility 1’ 3x / d ay. If
these are not enough and he is
ca ptu red, he will kill himself either
by p oiso n or d agger. If n eit h er of
t h ese w or k or h e is healed by the
party, he will trigger the delayed
fireball that is stored in the false
wisdom tooth im planted in his
mouth. If he is u nable to do this the
Web (See below) will, along with
the Seeker’s help, detonate the
fireball fro m the Earth well. They
constantly monitor the Assassin
w hen he is on a mission.
The Web
The Web is the overall
com man der of the Earth well and
the coordinator of all the spying
net w orks w hich are o perate d fro m
the Earth well. This entails
instructing the Seeker where to
look for infor mation, what
infor m ation is im portant enough to
send to Dol Guld ur, as well as
providing insight into possible
interpretations of the infor m ation
considering the associated regional
7’ long nor m ally b u t a djusts itself to the user’s The Beast
heig ht. The staff’s to p is carve d into a bizarre
cross bet w een a d ragon a n d a s pid er with the The Beast is directly under the Web as
length of the staff becoming the tail of the p art of the inter n al secu rities of the Earth w ell.
creature w hich terminates in a diamon d shaped His position req uires him to be the safety valve
blade. In this configuration, the staff is a x5 for secu rity if the nor m al secu rity m eas u res of
spell m ultiplier for evil Mages, an d is able to be the Earth well are breached. The Beast is u nlike
throw n as a spear. When throw n, the spear has a n y other creat u re in Mid dle-earth. H e is the
greater accu racy d ue to the wings on the tiny en d-point of a series of experiments carried out
to p fig u re w hich correct the flight, giving the at Dol G uld u r. Sa u ron has experimente d with
staff the sa m e effect as if it had an Aim True breeding Orcs and Trolls throughout time,
spell cast u pon it. If the staff misses or is hoping to create faster, stronger, an d more light
dislo d ged, it can retu rn to the user by flight. If resistant species. The Beast was one of his most
the staff is bein g held, against the will of the successful experiments in crossbreeding with
user, or is stuck in someone or something, it can one d ra w back; he is sterile an d therefore of no
return to them via a Longdoor, however, if it further use in the experimentations.
can not be com man ded to do this it has a will of
its own and will return when and if it is The Beast is a mixture of Orc, H u man,
beneficial to the staff. and Troll. In what percentages these three
make u p the beast only Sauron an d his breeders
The real power of the staff, however, k no w for s u re. Regar dless of the p ercentages,
allo w s the u ser to m erge with it to take on the the result is q uite im p ressive. The beast is over
for m of the Black Widow Dragon, a demon 7’ tall a n d extre m ely m u scular. His skin is jet
creat u re with the fo ul tem pera ment and nasty black an d very tough, d ue to the tiny scales that
features of both creatures. It is some 90’ lon g with he in herited fro m the Troll side of his heritage.
8 legs, a long flexible neck an d tail, jet black in Fro m the Orkish sid e he receive d a h u n ger for
color except for the red hourglass on its battle an d a r uthlessness in combat that is quite
u n derside. It has a poisonous bite as well as the frightening. Most im p ortantly, ho w ever, fro m
ability to sp ray webbing from a reservoir at the his h u m a n heritage he gaine d the intelligence
en d of its tail. It can breathe fire as well as use a n d self discipline to beco m e a highly skilled
any of the magical abilities of user. For the w arrior rather than the hack and slash nor m
user, however, this process is not necessarily among Orcs and Trolls. He is skilled in the
reversible at w ill. The p o w er a v ailable to t he m artial arts as w ell as several w ea p ons which
user can be intoxicating an d each time the user he wields with great effect.
takes t his for m t hey m u st sa ve vs a 30t h level
charm spell or remain as the creature. Each In the Earth well, with its secret p assages
week they get another saving throw that an d win ding tu nnels, he makes for a formidable
decreases by 5% each week, (i.e., the second foe by him self, even if t he ot hers w ere u n able
week would be vs 25th level). If the person to defend themselves. If this were not bad
re m ains as the Dragon for >4 weeks the staff enough, the Beast has been given a special
consu mes the soul of the person an d retu rns to a m ulet, keyed to the rock of the Earth well, that
its base staff state, sa ns u ser. The Web k no w s allo w s him to m ove t h ro u g h the rock as if it
all t he abilities a n d liabilities of the staff and were not there. His ability to effectively
will be very hesitant about invoking the ambush anyone in the tunnels from any
m er ger u nless it see m s to be h er o nly option. d irectio n is alm ost ass u re d, as is his ability to
One other side effect of the long ter m strike and withdraw without worrying about
p ossession of the staff is a certain can nibalistic cou nter-attacks. The a m ulet only works within
u rge to w ar ds m ates. The men of the Earth well the Earth w ell. H e h as taken great p rid e in his
k no w of this ten d ency a n d make no advances position here an d regar ds the safety of the Web
towards her despite her sed uctive nature. an d the Seeker as his personnel responsibility.
2.62 THE U N DEA D 2.7 NPC’s FOR ALL
Westmarch, as mentioned in Section 2.42,
ADVENTURES
is p art of w h at w as t he h o m ela n d of t he Daen
2.71 EVA D
Coentis. So the Daen of West m arch fell victim
to t h e sa m e fate as t h ose cla n s t h at live in t h e Eva d is a the ranger ca p tain in charge of
southern vales of the White Mou ntains with few all the rangers of the region known as
exceptions. These clans are fewer than the clans Westmarch. He is an im posing physical
to the south so the interaction that occurs presence standing 6’6” tall and weighing 250
bet w een the livin g and undead of Westmarch lbs. He is a seasoned veteran of several
are fewer than those of Erech and the area cam paigns elsew here and finds Westmarch
surrounding the paths of the dead. Because somew hat boring. He is half-Dúnadan, half-
these clans were fewer and separated they N ort h m a n. His fat her’s fa mily w as one of the
u s u ally h a d p rivate fa mily b u rial sites similar Eldacar faction in the Kin-strife and was
to those in the paths of the dead but scaled rewarded quite well in lands and status
dow n for a single or at most two clans. Most of after w ar ds. He has the N orth men’s blon d hair
t hese b u rial sites w ere cu t in to t he rock of t he w hich m akes him stan d o u t even fu rther. O ne
W hite Mo u n tains. For t his reason, only those of Evad’s strong points is his reasoning
people of West m arch that travel reg ularly near abilities. He is a su perb detective an d tactician
the mou ntains are ever exposed to the p resence which has helped him a lot in his current
of the undead in the area, and most of the station. Evad is tolerant of visitors in
inhabitants know only the stories that have Westmarch, but will not stand for rabble
been han ded d o w n by legen d. Elarin the Elf ro users an d strife ca use d by o u tsid ers. H e has
ranger is the only person in Westmarch that been here long enough that he knows these
confronts the u n dea d on any reg ular basis. He people well an d considers most an extension of
knows the locations of all the major Daen burial his family. He is currently u n married as he
sites an d also knows w hat times of year that the t hin ks t h at t his w o uld be a poor arrangement
un dead are most active. considering his position requires so m uch
travel an d od d hours.
Evad, however, has a secret hid den
wit hin him s uch t h at even he does not know.
The d ay he w as bor n w as also the d ay th at his
great grandfather Feamon d died. Ever since,
the ghost of Feamon d has followed him as a
g u ar dian. N or m ally the life d raining effects of
a ghost in close proximity would kill most
people after such a lengthy exposu re, b ut Eva d
was also born with limited regenerative
abilities, that maintains him as his great
gran dfather’s ghost drains him. Evad has never
realize d that this sy m biotic relationship exists,
b u t it h as sa ve d his life in several battles. H e
ca n not explain w h y he h as hear d w ar nin gs of
attack, when no one remembers saying
anything to him. N or, w as he ever able to fin d
the person who rescued him after he was
knocked u nconscious in a battle with a ban d of
Orcs.
In battle Fea m on d can d o several things
to help his descen dant. He can move from Evad
to his op ponent and thereby begin to drain different about her. She spoke to him
energy from the op ponent w hile Evad gets (previously she had rarely done so) but the
stronger. H e can fight just as he w as in life, as voice was not her ow n.
ghosts can, b u t only if Eva d has been ren dered The voice w hich ca me from her said that
unconscious, or he can overlay his great she was the Oracle, that this was her new home,
grandson in a spectral im age that only his and to go and leave her in peace. He tried
op ponents can see w hich will act as a True Aura several times to remove her from the forest,
and a Fear spell. At any time, he can relay u nsuccessfully. The forest see me d to m ove to
information to Evad by barely au dible w hispers block his passage and finally he gave u p.
that Evad has come to accept as part of his Distraught he left the forest to go get help. That
thought process. Given these assets it is easy to is when he met the Drughu. Their chieftain
see h o w Eva d co uld be a for mid able frien d or explaine d the p o w er of the Oracle an d the fact
enemy. The only evidence that can ever be seen th at it h a d been vaca nt for so lon g. At first he
of Evad’s ancestor, other than by his op ponents, w as not willing to accept this fate for his sister,
is the rare sparkle of light that can be seen but the Drughu explained that this was an
follo wing Eva d just at the mo ment the su n sets honor not frequently bestowed nor lightly
or rises. A fe w peo ple have seen this, b u t they given an d that she would have a p urpose in life
usually br ush it off as optical illusion an d Eva d now rather than being w holly dependent on
has never actually seen it himself. others all her life. Finally they con vince d him,
a n d he left sorrowful but, convinced that this
2.72 ELARIN & AMARLA was right. Upon returning to Edhellond, he
foun d that his parents had died in a construction
Elarin was originally from the Elvish accident (they were both ship wrights).
hold of Ed hellon d with breth ren at Riven dell. Disgusted with his lot in life, he returned to
It w as his in ten tio n 10 years ago, to travel to West m arch to be near his sister. N o w he has
Riven d ell to visit wit h t he m a n d seek help for taken a position as a ranger in Eva d’s service as
A m arla w hen both their lives changed forever. a ranger of Gondor, with his territory being
His sister A m arla w as not right. She w as only that nearest the Oracle.
20 years old (a baby from an Elf’s point of
view), b u t it ha d been clear for years that she Elarin is now secon d-in-com man d of the
w ould never be nor m al. Several of the Elvish
healers at Ed hellon d h a d trie d to correct the
sit u ation, b u t none w ere successful. She w as
mentally retar d e d an d w o uld never p rogress
to a state beyo n d t h at of a 5 year-old child.
Elarin w ould not accept this and decided to
journey with his sister to his relatives at
Riven dell to see if anything could be done.
On his trip through Westmarch they were
staying close to the hills to avoid the local
pop ulation, and therefore any stares and
questions, when Amarla ran off into the
nearby woods. The forest was virgin and
incredibly thick. He tracked her as best he
co uld, b u t gaine d little infor m ation fro m the
signs w hich seemed to be erased in a ran d om
fashion. Finally two days later, after no sleep,
he fo u n d her lyin g fast aslee p in t he ancient
tem ple which crowned a grassy hill in the
mid dle of the forest. She a w oke with a start.
It was then he noticed it, something was
rangers an d the only Elf in the Rangers Service
in West m a rch. For t h at m atter, he is t he o nly
Elf besides Amarla (his sister) that frequents the
area with any reg ularity at all. Since the death
of his p aren ts a n d t he selectio n of his sister to
be the Oracle, he has thrown himself ca p able in both lang u ages an d u n derstan ds (as
com pletely into his w ork with the rangers. His well as any non-Drûg) the way they think.
losses h ave not been witho u t emotional effect Elarin is a capable h u nter an d fighter an d he has
an d Elarin is m uch d arker in mood than he w as often taken hunting trips with Evad into the
once. He rarely speaks to anyone other than the mou ntains to h u nt bear an d boar.
rangers an d then mostly to Evad. The locals A m arla as the mouth of the Oracle has
seem somew hat wary of his presence because of been given special abilities to defend herself
his race. He does nothing to remedy this either, an d her realm. Any attem p ts to rea d her min d
beca u se he is u s u ally in n o m oo d to socialize. or delve into her mind inclu ding general
Beca u se his territory is in t he foothills he has influence spells will be met by a 25th level
done significant exploration into the mou ntains min d blank, w hich will not allo w such activity
an d probably knows the area as well as anyone. to affect her. Also if a person attem p ts a min d
H e also acts as a liaison to the Drughu when control or p robin g s p ell on A m arla, they m u st
save versus Mentalisim at 50th level or
go insane from the experience. If
attacked p hysically, the power of the
Oracle will tele p ort A m arla a w ay in to
the woods where the H uorns will
p rotect her. Either w ay at the first sign
of physical aggression the H uorns as
w ell as t he Dr u g h u m ake t heir w ay to
the Oracle at best possible speed and
begin to exterminate the aggressors. (If
the Earthnode rules from Rolemaster
Companion I are used then Amarla
would be considered a guardian.)
All Amarla’s p hysical needs are met
by the Oracle w hich grows food for her,
but the Drughu also bring her things
p erio dically. They see her m ost often
running through the forest chasing
animals that she has for playmates.
Their devotion to her nears worship for
they believe that she embodies the
perfect in nocence never en ding that no
else could ever attain.
Physically Amarla ap pears to
others as w ould a you ng w o m an of 14-
16 years old in build but with
distinctively Elvish features. Most of
the time she will be streaked with m u d
an d have twigs an d straw sticking from
nee d e d. The p aths of the Dr u gh u an d h u m ans her hair in a most unkem pt manner, as
of the area rarely cross, but w hen they do Elarin w o uld any yo u ng girl that plays in the w oo d s
has been useful to both races because he is every day.
2.73 LORD TARGEN 2.74 LORD NEGOLOS
Lord Targen is ruler of the southern Lor d N egolos h as only been lor d of this
portion of Westmarch. He is an older Dú na d an area for three years. His father was in the
n oble (140) w h o is co nsid ere d by m ost p eo ple p rime of his life w hen he died from the Plag ue,
of the area to be an open an d caring person. He leaving a very young lord Negolos to accept
is known for his sense of fair play and his d uties that have matured him fairly rapidly. He
enjoy ment of life. To the peo ple of his d o m ain is only 28 years old, newly wed, and trying
he is less of a r uler than a frien d. He can often hard to do his best to replace his father.
be seen carrying on in a most u nlor dly man ner. Unfortu nately for Negolos, the area he governs
It w o uld not be u nco m m on for Lor d Targen to of late has ha d some significant racial problems
be seen standing knee deep in water of the brought about by the Du nnish that have moved
A d or n fishing for tro u t with a grou p of local back from Du nlan d to w hat they consider to be
men and boys w hile his assistants remin ded their rightful ho me. In the last year there have
him repeatedly he was su p posed to be been several near misses in racial relations that
else w here. This ty pe of contact with the locals almost resulted in a racial revolt / war in the
on a regular bases has not undermined his region. Whether out of luck or cunning (the
authority, however, because many have arg u m ent goes both w ays a m on gst the locals)
witnessed his anger an d have seen him dole out Lord Negolos has tem porarily abated this
harsh p u nish ment to the u nfortu nate criminals p roble m by m arryin g the d a u g hter of a Daen
brought to his cou rt. Lor d Targen resides some Lintis nobleman that moved his entire exten ded
15 miles southeast of Der wath across the Adorn fa mily to West m arch so m e ten years ago. His
river in t he castle Tilmen dir, which was built n e w w ife, Sir ris, is w ell love d in the Dunnish
several centu ries ago to maintain close watch com m u nity and this marriage seems to have
on the p ass th ro u g h the W hite Mo u ntains th at brought together the races for aw hile.
crosses there. His fa mily has controlled this Unfortu nately for Lord Negolos, the ru mors
area for as long as the castle has been in th at this w as a cu n ning feat of diplomacy are
existence, an d he is quite comfortable here. The entirely false, and although he loves his new
castle now houses two of his three sons, his w ife d ee ply, he h as n o n otio n of w h at to d o if
servants an d ap p roximately 50 militiamen. His the current peaceful status erodes again.
wife died 25 years ago, after giving birth to his Beca use of his inexperience, he has of late been
you nger son, an d his mid dle son is a w ay south asking the a d vice of Lor d Targen an d Eva d the
becoming a scholar. ranger on several trips that he has taken to the
Derwath in the past few months.
2.8 WESTMARCH AT 2.82 WESTMARCH 2510-2759
OTHER TIMES T.A. 2510 was as significant as a year
could get for the people of Westmarch. H aving
2.81 WESTMARCH 1640-2510
heard the ru mors of the possible threat from the
From 1640 to 2510 of the Third Age, Balchoth, Cirion the Steward of Gondor
change was slow but steady in Westmarch. m ustered as many troops as he could for the
With the decline of the pop ulation of northern Gon dorian army thus swelling the
Calenard hon proper, the north trade through ranks of the garrison at Angrenost. (The
West m arch to those regions slo w e d as did the Aglarond had long since been abandoned.)
migration of craftsmen and new settlers from Some of these new volu nteers were from
the South. In Westmarch this meant that the Westmarch, but not many. By this time not
pop ulation became more and more mixed as m a n y in West m arch felt th at they o w e d m uch
tim e d p asse d beca u se of the slo w yet constant allegiance to Gondor, but the few who did
influx of D u n m en. As this occurred even the tu rned out to help the Northern Army. This
r uling p u re D ú na d an class beca me mixed with alone w o uld not h ave been eno u g h to sto p the
D u n nish bloo d. Not only did the rulers lose Balchoth, b u t luckily for the peo ple of Gon d or
their bloo dline distinction d uring this time their oldest and most steadfast allies the
perio d, b u t m uch of their power as well. As Éothéod came to their rescue in the nick of time
ti m e w e n t o n, m a n y of t h e r u lers became just at Parth Celebrant. The aftermath of this
rich influ ential m en with great tracts of la n d s. conflict saw Cirion the steward of Gondor
This, along with the d ecline in the influence of ceding all of Calenard hon to Eorl and his
Gon d or on the gover n ment, over time allo w e d people. This w asn’t significant to the people of
t he p eo ple of West m arch to take over m ost of Calenard hon proper, because in reality there
the govern mental functions, blen ding the weren’t m any Calenar d hons left by this time.
historical Dúnadan govern ment with the clan This lan d grant did inclu de Westmarch which
system of the Daen Lintis that moved south. was more pop ulated. This would become a
Most of this transition was a peaceful with a few lingering p roblem for many years. Not
exceptions in the for m of clan wars and inclu ded in the grant was the fortress of
confrontations with the rangers in the region. Tilmen dir south of the river Adorn. This would
D u rin g this tim e, the p oints of interest of 1640 remain garrisoned by the Dúnedain until the
ch a n ge very little. The Ren d ar a n d Asirac are year 2845 d uring Folcwine’s reign when the
Rohan takes over com plete control of
still at a stalem ate, A m arla is still the m o u th of
the Oracle of Yavanna, an d the Earth well is still Westmarch.
o peratin g as a spying station for Dol Guld ur. O nce t he la n d w as gra n te d to t he m t he
Elarin the Ranger lost interest in his service as a Rohirrim m ove d in over a fe w years time with
ra n ger a n d travele d n ort h to Riven d ell to live little a djustments necessary. The only p roblem
with his relatives there. H e jo u r neys back an d area w as Westm arch. Here the pop ulation w as
forth once every 2-3 years to see his sister at the m uch heavier a n d w ere not abo u t to m ove o u t
Oracle. of t heir ho m es to let t he Rohirrim settle t here.
Fortu nately the Rohirrim ha d plenty of room in
the other regions of Calenar d hon, an d therefore
did not insist u pon moving into Westmarch
rig ht a w ay. Over the years, ho w ever, so m e of
the Rohirrim did move into Westmarch
sporadically, and grad ually mixed with the
people of Westmarch to further dilute the racial
backgro u n d of the region. This w o uld beco me
sig nifica n t in years to follo w. O ver t he years,
w hile Calenard hon was mostly unoccu pied, no. Insults were exchanged and when Helm
D u n nish clans ha d m ove d closer an d closer to had had enough, he hit Freca so har d on the top
Calenard hon. This brought about frequent of the head that Freca died instantly. In
bor d er conflicts bet w een the Rohirrim a n d the Westmarch, Freca’s death was not taken well.
Dunnish. His son W ulf w as able to use his father’s death
as a rallyin g p oint for the D u n nish m ajority of
W hen Cirio n h a d given Calen ar d h o n to the area. For the next four years, Wulf recruited
t he Ro hir ri m, he also ga ve t he m t he rights to Dunmen into his army from Westmarch and
use the Aglarond which had been abandoned Dunland. Many of the people of Westmarch
for years an d ha d become r u n dow n. Exclu ded w h o w e r e still lo y al to kin g H el m o r w e r e of
fro m the gra nt to the Rohirrim w as A n grenost Rohirric descent left Westmarch afraid of the
(Isengar d) an d the to wer of Orthanc w hich ha d rising tension.
been garrisoned by a hereditary force of In 2758, the op portu nity to attack, for
Gon dorian solders since 2050, when the last which Wulf had been waiting, finally arose.
Gon dorian king was killed and the regular That year, the Easterlings attacked Rohan from
garrison w as recalled. This force over the years the east and the Corsairs of Umbar attacked
beca me less disciplined an d more frien dly with Gon dor from the south w hich meant that Rohan
the Daen Lintis clans that had moved nearer. In w o uld n ot receive a n y help fro m their closest
2710, the com man der of the garrison at allies. The Corsairs attacked all along the
Angrenost died without an heir, w hich enabled coastal fiefs of the southern provinces of
the Du n men to work their w ay into the fortress Gon d or a n d d rove inla n d. This bro u g h t the m
and take it over with a combination of tho u g h the p asses of the so u th w est ar m of the
diplom acy, deception, an d force. This position White Mountains and into Westmarch. Here
allo wed their raids to be m ore effective as well t h ey m et w it h ver y little resistance except for
as allo wing them a p o w er base to la u nch m ore the sm all p re d o minantly Dúnadan garrison at
significant raids when the op portu nity Tilmen dir, an d soon were met by W ulf an d his
p resented itself. That op portu nity would come troops. A quick agreement allowed the two
in 2754. ar mies to join forces to defeat the Rohirrim at a
In 2754, Westmarch would become the battle at t he for d s of t he Isen. The Corsairs at
so u rce of o n e of t h e w orst w a rs in its histor y. this p oint w ere too over-exten d e d on m en an d
At t his tim e in Westmarch there lived a man su p plies to contin ue the cam paign an d returned
named Freca was considered a nobleman of home, having successfully com pleted their task
sorts to the people of Westmarch. He w as from of occu p ying the Rohirrim so that they could
a wealthy family, and claimed to be a n ot co m e to t h e ai d of the Gon dorian armies.
descen dent of the D ú na d an lor d that ha d once After the decisive battle at the For ds, W ulf an d
ruled the area around Beld win, a theory his army were able to drive into Rohan and
su p ported to some extent because his fa mily take over the ca pitol city of Ed oras w here W ulf
ho me w as the castle occu pied by those lords. claimed the kingship. Du ring the winter, Helm
H e also claim e d d escen t fro m t he kin gs of t he an d his sons died defen ding the H ornb u rg (the
Rohirrim through an obscure relationship as Aglarond). The rest of the royal fa mily and
w ell as so m e rig h ts to n obility a m o n g one of many of the people of Edoras survived by
the Daen Lintis clans. Freca was a shrew d retreating to Dunharrow, the ancient Daen
businessm an an d wise in his policies regar ding Coentis holy site high in the White Mo u ntains.
the people of Westmarch, but he let his When the spring came, Helm’s nep hew an d heir
arrogance get the best of him, w hen he claimed Fréalaf led a surprise raid into Edoras and
that he should be inclu ded on the ruling cou ncil kille d W ulf on the steps of the throne in the
an d asked for the kings d aughter’s han d for his Golden H all itself. Without their leader, the
so n, W ulf. H el m, t he kin g of Ro h a n, w as not Du n nish fled Rohan p ursued by the Rohirrim
know n for his tolerance an d ha d never failed to en ding the first Du nnish invasion of Rohan.
exp ress his dislike of Freca. So Freca’s req uest
for a m arriage arrangement w as met with a flat
A Locator Map for Westmarch
1. Beldwin
2. Amon Roch
3. The Oracle Site
4. The Earthwell (picnic hill)
5. The Adventurer’s Tower
6. The Rendar/Asirac Valley
7. Derwath
8. Tilmendir
short-lived, without the constant surveillance
2.83 WESTMARCH 2759-3019 needed to keep Westm arch racially p u re. Soon
the Du nnish were moving back into Westmarch
After the short-lived takeover by Wulf, an d reestablishing ties with people they once
things ret u rne d m uch to the way things were k ne w t here. In fact, by t he tim e of t he War of
before in West m arch, b u t only to a p oint. The the Ring (3018-3019) Westmarch’s racial mixture
dispossessed Rohirrim from Westm arch slo wly w as m uch as it ha d been before the p u rge. The
moved back into Westm arch alongside some of difference w as th at everyone th at live d within
the sa me people that were p art of W ulf’s ar m y. Westmarch seemed to get along. The only
Racial strife abounded over the next century fighting d uring the time before the war was
a n d t h e goal of t h e kin gs of Ro h a n w as to ri d between the Dunmen of Westmarch and
Westmarch of all Dunnish. Regular sorties soldiers of Roh a n th at w ere ne w to the region.
were led into the region an d by the year 2800, a Most of these skir mishes were highly p rotested
garrison had been established in the fortress by t he residents of Westmarch, which is why
that had once been Wulf and Freca’s home. d u ring the War the people of Westm arch could
During the reign of king Folcwine, the not be co u nte d on by either sid e, so s plit w ere
Rohirrim starte d a ca m p aig n in Westmarch to their loyalties. Westmarch itself played no
rid t he regio n of its D u n nish influence. They sig nifica n t role in the w ar, b u t the in h abita n ts
began by seeking out fa milies of Dunnish of the Earth well played a major part in
descent that were not loyal to the king, providing infor mation to Sauron concerning
p articularly those w ho are very outspoken or Sar u m an’s activities as well as the strength an d
had ancestors that had participated in Wulf’s nu mbers of the Rohirrim. They were also
u prising. These fa milies were first told that instru mental in discovering vital infor m ation
they sho uld leave, or s uffer stiff pen alties and about Boromir’s ride to Riven dell, and in
taxes for staying. This worked for some of coor dinating the information gathering services
these fa milies, but many resisted these tactics focu se d on locatin g the fello w ship of the Rin g
and remained in Westmarch despite the as w ell as acting as a sto p ping off p oint for the
pressure. Nazgûl as they searched.
When these tactics did not work, the 2.84 WESTMARCH AFTER 3019
Rohirrim u p gra d e d to m ore harsh measu res of
b u r ning cro ps an d d riving off livestock. This In t he after m at h of t he War of t he Rin g,
d rove m ost of t he others, but a few stubborn the D u n men that w ere defeated at the battle of
Du nnish clansmen maintained their claim to the Helm’s deep returned home to Dunland and
la n d. It is sai d that history is written by the Westmarch dejected and hu mbled. The new
victors. History says that the Rohirrim rid d e d king of Gondor and Arnor, ceded the land
Westmarch of the Plague of the Dunnish that called D u nlan d to them to live in for as long as
ha d tro u ble d the m for so long. If the D u n m en they so desired if they lived peacefully. Because
had written history, the Rohirrim might not of the w ar the male pop ulation of Du nlan d w as
have looked quite as valiant in their efforts. significantly decreased. This w as also the case
Many of the acts the Rohirrim com mitted in the for the D u n nish fa milies of Westmarch whose
na me of patriotism were cr uel an d vicious, an d m e n w e n t off to w a r. M a n y of these fa milies
are not spoken of among polite people who decided to move back to Dunland to rejoin
have respect for the crow n an d the tra ditions of relatives for a more stable family structure. The
the Rohirrim. The D u n nish remem bere d them ones t h at d ecid e d to stick it o u t in West m arch
long after w ar ds, an d they only served to fuel soon lear ne d th at as part of the con ditions of
their hatred for the Rohirrim. surrender they had to relocate to Dunland
which left Westmarch com pletely under the
Regardless of the tactics, however, control of the Rohirrim.
Westmarch was rid of the Du nnish influence by When the War ended, the news of
2903, the end of Folcwine’s reign. This was Sauron’s defeat was im mediately known to
those at the Earth well. Having lost their
m aster, the in habitants fell into dissension an d 3.0 THE
m ost left to flee east w ar d w ay fro m the p o w er
of the Rohirrim an d Gon d orians. Tw o of them
HOMECOMING
decided to stay at the Earth well with their
servants an d hide o u t until such time as they 3.1 THE TALE
co uld begin to exert control over the area by
their ow n means. Lord Targen, who is in charge of the
Also remaining in Westmarch after the lan ds arou n d Derwath, has three sons w ho have
war were the Ren dar an d the Asirac. Unlike the grow n into man hood in Westmarch. His eldest
other undead clans of the Daen Coentis who son Carnil, an d his you nger son Galen d ur, were
were released from their curse by Aragorn alw ays more p hysical, an d m uch the ou t d oors-
d uring the war, these clans never swore an oath m en. His mid dle son Micon u r, however, was
to the D ú ned ain, b u t rather beca me u n dea d on alw ays more introverted an d scholarly. For the
their own; the Rendar to continue their foul p ast five years, Miconur has been away from
existence an d the Asirac to cou nter them. When ho m e. H e w as sent with his father’s blessin gs
the war ended, the threat and terror of the to become a scholar in Lond Ernil (Dol
undead in the southern White Mountains A m rot h). N o w h e h as co m e h o m e for a visit
stop ped, but in Westmarch the tales of ghosts in an d has been for two months. Unfortu nately
the mou ntains contin ued for years. for everyone concerned he did not stu dy the
areas that his father w o uld have m ost d esire d.
Instea d, Micon u r w as sucked in to stu d ying the
black arts w hile away in the south and he
quickly took a liking to the power that was
associated with sorcery. His mentor taught him
w ell an d Micon u r learne d quickly. However,
o n e t hin g h e w as n ot a ble to p ick u p o n w ere
the seeds that his master planted in his min d to
gro w into hatred for his fa mily, an d his people
in general. Unbeknow nst to him, his master
w as a follo w er of the d ark religions an d u n d er
the com man d of Kham ûl in Dol Guld ur.
Miconur arrived home six weeks ago
u nan nou nced an d acted co m pletely nor m al for
the first week w hile he slowly introd uced min d
alterin g s u bsta nces into the foo d of the castle.
Since then, he has im prisoned his father and
older brother, an d has his you nger brother, the
household servants an d the militia men of the
castle u n d er his co n trol. H e h as been m akin g
the militia men into a cruel parody of their
for mer selves. For the last month the nor m ally
hap py and cavalier militia men have been
raidin g villages a n d far m houses disguised as
bandits under the orders of Miconur. Then
w hen the militia was asked to step u p patrols to
eliminate the raids, they laughed. More
recently there have act u ally been a fe w violent
episodes in Derwath itself. So far no one
outside the castle knows of Miconur’s return.
Only Evad believes that something might be
w rong at the castle and he is worried about field of Astrology th at he w as taken u n d er the
Lor d Targen w ho h as not been seen in p ublic tutelage of man w ho proclaimed himself to be a
for six weeks. Evad, having only sketchy famous teacher of magic from the south.
evidence and hunches, realizes that further Micon ur soon learned to trust the man from the
investigation into the disturbances and the south, b ut his mentor w as not w hat he seemed.
status of the castle are man datory. It w asn’t long before the bon d of tr ust bet ween
There is another com plicating factor to mentor an d st u dent allo wed Micon u r to come
this tale, ho w ever. When the p o w ers of evil at u n der the evil influence of his m aster. For five
the Earth well discovered that Micon ur’s actions years now he has been stu d ying intensively the
could potentially cause a disturbance which magical arts known as sorcery as well as
might jeo p ar dize their stan ding in West m arch, learning as m uch as he could about poisons.
t heir reactio n to t his p roble m is as o ne w o ul d Micon u r learned more than just m agic from his
expect…eliminate the p roblem at the source. mentor, however, he also learned a distinct
Miconur m ust be stop ped before his actions hatre d of his o w n peo ple, an d in p articular his
draw attention to Westmarch. The Assassin has older brother and his father. This mind
been dispatched to deal with the problem. m anip ulation w as p art of the bargain involved
in learning the magical arts from the minions of
t he d ark lor d. H is m en tor d i d n ot a p p rove of
his ret u rn to West m arch, b u t Micon u r’s hatred
an d skills had grow n to the point that he would
3.2 THE NPCS not be stop ped, an d in a fit of rage he killed his
mentor an d headed home.
Miconur Micon u r is a 30 year-old Dúnadan man
with near p ure N ú menórean blood. Which
From an early age, Miconur showed means he still in the first fifth of his life. H e is
signs of great intelligence. His father w as very 6’3” tall with black hair an d pale blue eyes. He
p ro u d of hi m for his excellence in his stu dies is a genius an d has learned more in the last five
but Miconur always felt inferior because he years of stu dy than most could learn in ten.
lacked his older brother’s physical prowess. However, his stu dies, his own emotional
This drove a rift between he and his brother instability, an d his mentor’s manip ulations of
Carnil; a resentment that has lasted to the his mind have driven him quite mad. His
p resent. When Micon u r w as 20 he ha d learned m a d ness m akes him im p ossible to reason with
all he co ul d fro m the local sages and men of hi m a n d gives hi m a +40 o n sa vin g t h ro w s vs
p o w er, a n d d esire d to go south to one of the any mental attack or manip ulation. He is an 8th
larger cities to lear n t he w ays of power. His level sorcerer who now has control of
father p ut this off for five years before he ap proximately 40 militia men whom he will
allo wed him to travel to Lon d Ernil. His father gladly sacrifice to kill his enemies or save
hoped that he would stu dy one of the m ore himself. H e has no objection to killing anyone
gentle magical arts, or even better become a for th at m atter, excep t for his yo u n ger brother
historian or scholar of some sort. The latter was Galend ur who was the only person he ever
an en d Lord Targen prayed for daily, for he was really loved. Currently, he has Galen d ur u n der
u nco mfortable with his secon d son seeking the control just like the other militia men but he
w ays of power, an d with good reason. Because will not force Galend ur into combat like the
of his p h ysical in ability w hen co m p are d to his others.
brothers, Lor d Targen w as afraid that Micon u r
w ould seek to become magically powerful to Carnil
balance his brother’s physical abilities in his
o w n m in d . Lor d Ta r ge n k n e w his so n all too The eld est of the th ree sons Carnil is the
w ell, for it w as not lon g after Micon u r arrive d best at ar ms an d good a d ministrator, but it w as
in Lon d Ernil an d com menced his stu dies in the these skills that d rove his brother a w ay. Carnil
was com pletely oblivious to his brothers
resentment. He is a com man ding figure 3.3 THE SETTING
stan ding 6’7” tall with black hair an d d ark grey
eyes. He is a 7th level Fighter b u t has not seen The a d vent u re m ainly takes place in Derwath,
a n y real actio n for n ea rly te n yea rs. H e is 50 and in Tilmen dir castle outside of Derwath,
years old. which was built d uring Gondor’s expansion
perio d aro u n d T.A. 1050. The castle w as built
Galendur large and once housed a sizable garrison to
p rotect the p ass th ro u gh the White Mountains
Miconur’s you nger brother Galend ur is
to the southern coast, in case of invasion by sea.
m o re like Ca r nil t h a n h e is like Miconur, but
Over the course of time, however, the castle has
u nlike Carnil, Miconur and Galend ur were
beco m e less a n d less p o p ulate d a n d no w only
alw ays close beca use only t w o years sep arated
has a garrison of 50 militia men as noted in
them. Galen d u r is 28 years old. H e is 6’4” tall
Section 2.5. The castle itself has several areas
with d ark hair an d blue eyes. He acts as one of
that are unoccu pied now because of the
the officers for the militia. He is a 5th level
relatively lo w n u m ber of p eo ple occu p yin g it.
Ranger, and although he ap pears less serious
This all m akes for so me areas of the castle that
than Carnil he takes his responsibilities
are d ark an d sp ooky (accor ding to so me of the
seriously. He is also one of the few men
you nger men).
connected with the militia that recognize the
im portance of the rangers an d because of this he
nor m ally remains in contact with them on a
3.31 DERWATH
reg ular basis. His absence in this ca p acity h as Der w ath, the largest tow n in Westmarch,
been noticed since Miconur’s return. has been in existence long before Tilmen dir was
b uilt. Originally it w as a Daen Coentis village
Jozein the Assassin in place lon g before the D ú ne d ain saile d fro m
N ú menor to settle the coastlines. Since then the
Soon after the death of Micon ur’s mentor
D ú ne d ain h ave slo wly m ove d in a n d resettle d
w as discovered by servants of the Dark Lor d, it
the area in the void left by the d win dling Daen.
was postulated that Micon ur might return to his
Der w ath is the p rim ary tra d e and agricultural
home. Upon researching his origins it was
center for the region. It has several mills an d a
conclu ded that his return to Westmarch could
very active marketplace. The plague caused the
be threatening to the security of the Earth well if
city to lose several key craftsmen, some of these
he caused any trouble. The Earth well was
h ave been re place d, b u t it still feels the effects
notified an d the Assassin (See Section 2.61) w as
of the vacancies at times. Der wath is a peaceful
disp atched to take care of the situation. That
co m m u nity of h ar d w orkin g p eo ple th at rarely
assassin is called Jozein. He is no w en route to
experiences trouble. In general the poorer
Der w ath disg uised as a merchant selling ropes
section of the tow n is the northern portions an d
a n d clot h. As for his atte m p t to kill Mico n u r,
the town becomes progressively nicer as one
his plan is to silently scale the walls of the castle
travels so u t h t h ro u g h to w n. This is p rim arily
an d pick a vantage point that will allo w him to
because the migrant worker pop ulation lives in
m onitor the m ove m ents, of Micon u r. O nce he
a sh a n ty to w n o n t he n ort h si d e of to w n. The
locates Miconur or realizes a pattern in his
tow n is scattered with parks an d courtyards that
movements he will move in for an Ambush
are tended by the town gardener. The large
attack. If nee d be, he will a d o p t the g uise of a
courtyard in the center of town is the main
militia m a n in or d er to get close en o u g h. If he
gatherin g p oint of the to w n a n d also serves as
realizes th at the p arty is there to act to correct
the large open market for farmers and
the situation he will still try to kill Miconur
craftsmen from nearby. The reservoir to the
before the p arty can get to him, so they can not
east of tow n is fed by springs. Ru noff escapes to
glean any infor m ation about Micon u r’s stu dies
flow to the Adorn.
or about his mentor in the south.
LAYOUT 3. Cobbler.
4. Brothel. The more classy of the two in tow n.
1. Agent’s Office. This sm all office is r u n by a 5. Warehouse.
clerk who is paid by Lord Targen to 6. Tavern. Tou ghest bar in to w n. Even at that
coordinate the hiring and payment of the it see m s fairly ta m e w hen co m p are d to t he
migrant far m workers that live in the nearby scu m my dives in the larger cities.
shanty town. 7. Carpenter’s Shop.
2. Tannery 8. Militia Station. Here 10 militia men are
1
2
3 8
19
5 7 9 10 11
4
6
20
14 13
12
16 15
29
21 17
18
22 26
23 24 25 27 30
28
42
41 40 39 38 37 33 32
31
43 36 35
44 34
45 48
47
46
52 51 49
50
53 54
55
56
stationed for one month at a time from their to infor m ation abo u t w hich he is intereste d
home base at castle Tilmen dir. The building then he will tend to run on about it
is a secu re sq u are to w er with 4’ thick w alls regar dless of w hether he gets paid. If the
a n d a crenelate d roof to p. It sta n d s 30’ tall subject of the Daen Coentis astrologic
a n d h as a m etal reinforce d oak d oors as its tem ples is brought u p he will surely talk
o nly en tra nce. Insid e t here is a n office for everyone present u n der the table.
the ad ministrative needs of the militia, a 17. Cooper. Specializes in large pots.
s m all ar m ory for their weapons, a storage 18. Brewer. O n e of several in Derwath. This
roo m with su p plies, and a large roo m in o ne in p articular m akes a very stout mead
which the militia men eat and sleep. The from a blen d of local grains an d herbs that is
militia m en n or m ally p atrol t he city d u rin g fairly inexpensive.
the day an d night in a ran dom fashion acting 19. Inn. This in n is used p rimarily by merchant
as keepers of the peace. Recently they have travelers through Der w ath. It is moderately
been at od ds with this p urpose. p riced an d located on the outskirts of to w n,
9. Grocery . Th e b u il d in g is the home of the w hich makes for a fairly quiet night.
grocer a n d is u se d for storage. O n n or m al 20. Stable. Owned by the same person that
days his goods are displayed on tables out in ow ns the inn at #19. Fairly new.
front. 21. Armorer / Weaponsmith. This craftsman
10. Tavern. N ot as ba d as the one at #6 b u t not u se d to live in Min as Arnor and was very
the best in tow n either. successful. He left there and moved to
11. Brothel. Conveniently located near the Westm arch to relax for aw hile. He really
Militia Station at #8. d oesn’t have the clientele in Westmarch to
12. Armorer. This craftsman was set u p in s u p p ort his b u siness, b u t he is co mfortably
b u siness here by Lor d Targen, p rim arily to well off an d enjoys collaborating on projects
have his services available to the with the alchemist next door. He enjoys
militia men, but he does have goods for sale, creatin g in his craft, so special projects are
and will do work for private in divid uals. reasonable priced for the labor point of
He is quite capable for normal tasks. view, but materials are hard to find. He
13. Inn. Small low-priced establish ment for d oes h ave a good inventory of well made
visitors to Der w ath. Freq u ente d m ostly be armor an d weapons, w hich for the most part
traveling D u n men, w ho can not affor d some remains in storage.
of the nicer Inns. 22. Alchemist. This young practitioner of
14. Theater. A small entertain ment hall, that alchemy is only 5th level, but is very
s p ecializes in ba w d y plays a n d live fem ale talented. He enjoys his work and
entertainers. A favorite nightspot of the ap preciates the help and inp ut of the
lower class workers an d you ng men. armorer next door. He is alw ays looking for
15. Mill. Oldest mill in town. This mill is new ideas for projects and welcomes
so mew hat r u n d o w n an d is used to p ro d uce outsider patronage.
meal an d flo u r of mid dle q u ality for m ostly 23. Healer. This lay healer is proficient, but
local use. only 7th level, so serio u s inju ries ca n not be
16. Astrologer. This is the shop and spartan dealt with effectively by him.
living quarters of Garam u n d the Astrologer. 24. Herbalist. Th e h er balist is the wife of the
The sho p, contains m a n y m a p s of the area, lay healer. Ma n y tim es they w ork together
m any books containing the known history to heal the m ore serio us inju ries. She has a
of t h e Dae n Coe n tis, as w ell as t h e n or m al limite d s u p ply of herbs th at are natural to
star maps and books used in his own the area. (inclu ding the mou ntains) an d will
profession. The roof of the shop can be p ay m arket p rices for herbs that she can not
accessed by stairs from the inside, so that he get ot h er w ise. Sh e w ill sell t h e herbs that
can ascend to his roof to stu dy the night she has in excess or can get adequate
skies. Garam und is available to answer su p plies of b ut the p rice will be higher than
q uestions for a fee, b u t if he can gain access in larger cities.
25. Outfitter. Everything needed for journeys 40. Curiosity Shop. All sorts of stran ge objects
into the wilder areas of the cou ntry. Ropes, an d interesting things can be fo u n d in this
p acks, tools, an d m uch, m uch m ore. Prices shop (if you can fin d anything among all the
are reasonable, but the ow ner has a ten dency clutter), run by an old Lintis woman who
to hard-sell his goods. also tells fortu nes.
26. Town Hall. H ere t h e cit y co u ncil m eet to 41. Potter. Ca p able of m akin g fine sto ne w are,
discuss city matters, and their but mainly deals in pots an d urns
recom men dations are forwarded to Lord 42. Jeweler. Traine d in Lo n d Er nil. Ca n w ork
Targen for ap proval. Mostly this is a very fine materials, but rarely gets an
for mality, because Lord Targen usually op portu nity to excel at his craft.
agrees. Public foru ms are also held here 43. Warehouse.
once a month to allow the people to talk 44. Moneylender. Also doubles as a paw n shop.
directly to the cou ncil. Interest rates are high.
27. Silversmith. Located on the main town 45. Winery. Prod uces fine wines that draw a
square, this silversmith has a boo ming high price in the cities to the south.
b usiness thanks to the rich lan d o w ners an d 46. Herbalist. Prim arily gro w s a n d sells herbs
merchants of the area. He d oes excep tional not locally available. Does not p articularly
work for Westmarch, average work if like dealing with people, so he does not like
co m p are d to im p orte d goo d s w hich he also to give instr uctions on ho w to use the herbs
sells. he sells. He will refer anyone asking for this
28. Glassblower. This shop stands em pty type of help to the other herbalist. (See #24.)
beca use the glass blo wer an d his a p p rentice 47. Inn. The Sp arkling Sickle. The finest in n in
both died d uring the Plague. to w n. It is t h ree stories tall a n d t he roo m s
29. Bowier / Fletcher. Fine h u nting bo ws can be are sp acio u s a n d very co mfortable. It also
bought here along with their accessories. has a fine restaurant on the bottom floor that
He does not make crossbows. is freq u en te d by t he u p p er classes. All t he
30. Stable. The mid to w n stable is m ainly u se d niceties do not come without a
by day visitors to Derwath from outlying com mensurate price.
farms w ho come to tow n to shop. 48. Warehouse.
31. Mill. This is a processing mill only for 49. Outfitter. Sp ecializes in m eetin g t he nee d s
creatin g very fine flo u r. N o storage silo is of yo u n g p eo ple o u t to explore the world.
con nected, so all ra w m aterials an d finished Unfortu nately, there are not enough of these
prod ucts are stored at a site east of tow n. explorers to kee p his b u siness goin g so he
32. Bakery. Connected to the mill next door. also sells farm equip ment, harnesses, and
The bakery uses the fine flours and meals tack.
prod uced at the mill to create very tasty 50. Mage. Very new in town. Hasn’t drawn
breads and cakes. m uch business because the tow nspeople are
33. Weaponsmith. Shop is em pty. The not sure they can trust someone who
craftsman died d uring the Plague. His advertises himself so openly as a magic user.
d uties are performed by the ar morers in 51. Grocer. Only the best prod uce is sold here.
town. 52. Inn. Mo d erately priced establish ment that
34. Wainwright. Carts for any occasion, and used to be better. H as more rooms than any
repairs too. other inn in tow n.
35. Empty shop. 53. Jeweler. Prim arily works in gold an d gems.
36. Carpenter. Works m ainly for the Makes water clocks as a hobby
u p perclass. 54. Potter / Glassblower. When the town
37. Scholar. Works p rim arily interpreting glassblower died d uring the Plague this
w ritten works, an d arguing with Gara m u n d potter took u p the craft an d is doing his best
about Daen Coentis history. See #16. to meet the tow nspeople’s needs, but his
38. Weaver. workmanship is primitive.
39. Grocer. Better selection than #9.
55. Import Shop. Opened by a grou p of tunnel opening is protected by double
merchants. To display and sell goods doors made of Dwarven steel and a
bought by their trading com pany in the portcullis of similar construction at the
south an d north. Many of these items could entrance and 30’ into the tunnel. The
n ot be prod uced in Westmarch. Anything length of the t u n nel is p rotecte d by th ree
fou n d here will have a hefty price tag. different devices. Holes in the ceiling
56. Healer. The old Lintis woman who lives allo wing d efen d ers to shoot at intru ders
here is a chan neling based healer, w ho uses as they pass underneath. Two dead-fall
herbs an d Du n nish su perstitions along with weights can be triggered from the
her m agical abilities to heal. She is pop ular gatehouse to crush or trap intru ders (treat
with the lo w er class a n d migrant Dunnish. as a h uge crush at +50). Spouts located in
The u p per class regret that her shop is on the the gatehouse can be used to direct
south side of town, but not too m uch, boiling or flaming oil down into the
because she does good work. tu n nel to fu rther dissua de intr u ders. The
exit of t h e t u n n el is in the center of the
3.32 TILMEN DIR courtyard of the castle and can be
collapsed if this becomes necessary.
Tilmen dir castle is located some 10 miles 2. Gatehouse Guardroom . This roo m
from Derwath to the south on a ridge that allows for a view of the entire front of the
overlooks t he so u t her n ba n k of t he A d or n. It castle through arrow slits, which allows
was built d uring Gondor’s expansion period for excellent forward defense. Also
aroun d T.A. 1050. The castle was built large an d contained in this roo m are the m urder
once housed a sizable garrison to protect the h oles for t he t u n nel belo w as w ell as t he
pass through the White Mountains to the controls to the dead falls mentioned in #1.
southern coast, in case of invasion by sea. Over Steel doors allow access to this room from
the course of time, however, the castle has the hallways that connect to the corner
beco m e less a n d less p o p ulate d a n d no w only to w ers. These d oors ca n be barre d fro m
h as a gar riso n of 50 militia men as previously either side to seal off areas if overru n.
noted. The castle itself has several areas
that are u noccu pie d no w beca use of the
relatively low n u mber of people
occu p ying it. This all makes for some 2
areas of the castle that are dark and
3
spooky (according to some of the 4
94
97
Level 7 98
a
1
facings are badly weathered, but someone
who had stu died Daenael (ancient Daen
2
Coentis) mig ht be able to d eter mine th at
the inscriptions identify this tom b as that
of clan Asirac an d warn those of malicious
3
intent to stay out.
2. Guardians. For the m ost p art, the Asirac
ascribed to the ancient Daen theologies
3
an d bu rial customs w hich usually did not
inclu de fortification of their bu rial
chambers or hoarding of treasures after
3
death, but because of the feu d with the
Rendar, precautions were needed. The
two colu mns in this oval roo m are
intended to guard the tom b from the
Ren d ar, either alive or u n d ea d, an d fro m
13
cu rious a d ventu rers w ho might en d anger
themselves by exploring the to m bs. Any
mem ber of the Rendar clan passing
4
between the black laen colu mns in this
room would be subject to a series of spells
6
in ra n d o m or d er. They are Word of Fear,
210
12
12
1
8
9
Death Cloud, Repel Undead True, Lightning
Bolt of Rendar Slaying, and True Quest. (The
q u est w ill al w ays be to lea ve and never
ret u r n.) A d vent u rers entering this roo m
11
that are not affiliated with the Ren dar will
only be subjected to Word of Fear and True
Quest, however, since the Asirac have
solicite d help fro m the o u tsid e to correct cla ns m en’s bones. In the mid dle of each
the balance these p rotection devices will roo m one of the urns sits u pon a thin
not fu nction on those p arties w hich seem sq u are slab of laen t h at m atches t he floor
strong enough to do the job. These tiles. It can detect entry into the room an d
p arties t he Asirac will wish to in tervie w t he in ten t of t he p erso n en terin g. If the
an d will allow to enter. intent of the trespassers is evil or
3. Burial Chambers. These are the bu rial malicious it will begin firing a special
cha m bers of the com mon clansmen. As ty pe of Fire Bolt th at will travel along the
was customary, the bones have been floor of the roo m weaving between the
segregated an d have been placed in large u r ns u ntil it locates the intended victim.
(10’+ in height, 8’ in diameter) ceramic It hits like a +40 Fire Bolt. U p to 8 of these
u r ns. There are over 200 of these u r ns in can be thrown in a single day. If the
each of these large chambers. Near the intent of the tresp asser is determined to
entrance of each chamber is a grou p of be mischievo u s or ig nora nt the res p onse
smaller urns that contains religious will be a Su ggestion spell telling them to
articles and ceremonial gifts. There is leave the room. If this does not w ork
n ot hin g of v alu e in a n y of these rooms, then the Fire Bolts begin in 4 rounds.
ho w ever, beca use of the threat of Ren d ar Trespassers with good intentions or
when the tombs were constructed, the reasons for being there will have the
Asirac inclu ded a small deterrent to Suggestion cast on them, but if that doesn’t
anyone disturbing the peace of the
w ork then no fu rther action will be taken three options in helping and rewarding
until they disturb the urns. the p arty. They ca n offer a m agical ite m
4. Warding Chamber. The walls of this or w ea p o n to each party member. (See
large cha m ber are faced with a lustrous #13.) They can throw specific spells on
blue stone. An ambient light is present in the p arty or store one for the p arty to use
the chamber given off from the raised later, or they can allo w p arty mem bers to
platform in the mid dle of the chamber. touch one of the stones and gain the
O n closer ins p ection of the platfor m it is benefits described below. The decision of
revealed that the light comes from 4 w hich o p tio n is ch osen is u p to t he each
colored stones seated in depressions on party member, but the decision as to w hat
each of t he fo u r cor ners of t he platform. weapon, w hat spell, an d w hich stone is u p
The stones are ap proximately 1’ in to the Asirac, w ho have been fighting the
diameter and although they are round u n dea d m uch longer than the party and
they are not sp herical as they are only 8” have greater insight as to what will be
in heig ht. Each w eig h abo u t 50 lbs. The needed. The items available to the Asirac
descrip tions of the stones as well as the as gifts are listed at #13. The spells
missing stone is inclu ded in their available w o uld be those available to the
in divid ual sections below. Any attack Asirac in divid ually as per their levels
u pon the stones will be met first with listed in Section 4.2, except for the
defensive spells meant to scare off the Mentalist w hose stone is at the Rendar’s
attackers, persistent attacks will be meat tombs.
by deadly force. 5. The Black Stone (focusing stone). Above
Upon entering this roo m the party will the platfor m in the ceiling of the cha mber
beco m e a w are of a p resence in the roo m. is a depression similar to those on the
If the party had already been contacted by platform, but this one is em pty. The black
the Asirac through Darren, the Asirac will stone or focusing stone is su p posed to rest
ap pear to the party in the best here. When place d in the d ep ression the
representation of a physical body that black stone will remain there despite
they can m uster. Since the focusing stone gravity. The black stone contains the life
is missing the fou r rem aining p arts of the essence of a 25th level Mentalist of the
Asirac will ap pear in depen dently taking Asirac clan and when in place in the
on the forms they had in life. When an d if Asirac war ding chamber (#4) it still has
the focusing stone is returned the all t he s p ell abilities it had w hile alive.
rep resentation will be of one person th at While it is apart from the others its cannot
is a com posite of all five. After ap pearing throw spells beyon d 15th level. Its
above their respective stones on the p urpose in the warding is to provide
platform they will begin explaining the focu s to the m agical p o w er provided by
situation telepathically through visual the other stones, and send out the
images. If more precise com m u nication is warding field to hold back the Rendar.
req uired, the Asirac can speak, but only The Ren d ar stole this stone to disar m the
knows two languages, Daenael and Old warding, an d to use it to focus their magic
Ad ûnaic. Anyone knowing Dunael can to su m mon an d influence the demon from
use half of their skill to interpret the the caves. If to uche d by an yone witho u t
Daenael, and anyone knowing Ad ûnaic p er mission the stone will disch arge a x4
can use 2 / 3r ds of their skill to translate concussion damage Shock Bolt, an d a Coma
the old er Ad ûnaic dialect. If the Asirac spell into the offen der. This stone like the
ca n con vince the p arty to try to rig ht the others has some properties that it can
balance they will offer help an d a rew ar d im p art u p on anyone w ho to uches it d ue
to each mem ber of the party. These to its highly m agical nat u re. Its gift is an
rewar ds will vary depen ding on the party a d ditional +15 a d ded to the person’s SD
strength and abilities. The Asirac have bon us permanently. If the person already
uses Mentalism as their magical realm externally for the Asirac as well as
t h ey w ill beco m e a ‘paragon’ Mentalism providing sensory infor mation. If
u ser gainin g a nother PP / level. This gift touched by anyone without per mission it
can only be made every 500 years and will cast Word of Command o n t h e p erso n.
never on the same person even if they Like t he ot her stones t he blue stone can
were alive. im p art a gift u p on a w ort h y p erson w ho
6. The Red Stone (power stone). The red touches it. Its gift is the ability to
stone is similar to the black stone except it generate a Self Aura for themselves
contains the life essence of a 27th level 1x / day. If the user is already a
Mage. Its p u r pose in the w ar ding m atrix chan neling m agic user they will also gain
w as to p rovid e the ra w essence p o w er to the ability to use Mind Voice 100’ freely.
the w ar din g field. If to uche d by a n yone 9. The Amber Stone (binding stone). The
witho u t p er mission it will glo w brig h tly a m ber sto ne is similar to t he black sto ne
an d discharge a point blank x4 concussion except it contains the life essence of a 32n d
damage Fireball with a 5’ rad an d acting as level Alchemist. Its p urpose in the matrix
a Blinding and Sudden Light spell. Like the is to allo w t he in divid u al p o w ers of the
black stone the red stone can im part a gift Asirac to inter mingle to p ro d uce abilities
u pon a worthy person w ho touches it. Its that none would have had in divid ually.
gift is an a d ditional +5 a d d ed to both the The amber stone also allows for the
person’s Strength, Presence an d Em pathy Asirac to manip ulate things in the
bon us per manently. If the user is alrea d y physical word outside of the stones. If
a n essence m agic u ser t hey will gain t he touched by anyone without per mission
u se of o n e of t h e Mage Base List to 10t h the a m ber stone will cast Word of Death,
level. If t hey alrea d y h a ve t he m all, no Word of Sleep, an d (if outside) Levitation o r
ad ditional help will be given. (if inside) Teleport I to the front of the
7. The Green Stone (life stone). Th e g ree n entrance of the Asirac tomb. The
stone is similar to the black stone except it levitation spell will levitate the person
contains the life essence of a 30th level w hile they are asleep 3200’ into the air
Cleric. Its p urpose in the matrix is to before it wears off leaving the
provide su p port for the maintaining of unfortunate person with a long fall to
the life essence of the different parts of the wake u p to. Like the other stones the
Asirac an d to provide the power to repeal amber stone can im part a gift u pon a
undead which is crucial to the warding w orth y p erson w ho to uches it. Its gift is
field. If touched by anyone without to give the person a 25% chance of
p er mission it will cast Absolution on the knowing exactly any and all of the
p erso n. Like t he ot her sto nes, t he green powers of any magical item, and the
stone can im part a gift u pon a worthy ability to store one spell u p to a 10th level
person who touches it. The gift is an in a n y ite m w o r t h m o re t h a n 500 g p. If
a d ditional +10 a d ded to both the person’s t he u ser is alrea d y a essence magic user
Intuition bonus permanently and the t hey w ill also gain the ability to imbed
ability to throw a Repel Undead V 1x / week a n y one spell u p to 10th level into any
at 30th level. If the user is already a item which can then be released by
chan neling m agic user they also gain the m en tal co m m a n d. O nly o ne ite m at a n y
ability to ch a n nel o ne s p ell of 10t h level one time can hold a spell imbed ded in
or less from the green stone 1x / month this fashion.
from any distance. GM Note: If and when the focusing stone
8. The Blue Stone (sight stone). The blue is recovered and replaced in its depression
stone is similar to the black stone except it in the ceiling the Warding matrix will
contains the life essence of a 23rd level automatically reform. Beams of light
astrologer. Its p u r pose in the m atrix is to corresponding to the color of the stone will
provide com m u nication internally and shine from each stone to the others
forming a pyramid shaped light sculpture. thrown in a single day. There are no
These beams blend color as they pass from artifacts in this room, (See #13.) but some
one to the other except for the black stone of t he cere m o nial gifts in t he s m all u r ns
at the apex. When the beams meet there near the front of the chamber are
the light turns white. Once this happens, p ro p ortion al in valu e to the people that
interrupting the beams would have the gave them. Ap proximately 10,000 gp
same effect as a Sun Fires spell. w orth of gems an d je w elry are containe d
in these urns.
12. Scholars Burial Chambers. These are t he
burial chambers of the learned men of the
clan that distinguished themselves in
their life of service to the clan. These urns
co n tain t he bo nes of a variety of clerics,
10. Warrior Burial Chambers. These are the sages, seers, healers, alchemists,
burial chambers of the particularly craftsmen, artisans, an d mages all of great
fa m o us an d heroic w arriors of the Asirac skill an d dedication. Here the disturbance
clan. As in # 3 the bones have been device sen ds out +60 Lightning Bolt. (See
segregated an d have been placed in large #3.) Like the others, near the entrance of
urns, but these are made of red laen. the chamber is a grou p of smaller urns
There are over 50 of these urns in this that contain religious articles and
large cha m ber. N ear the entrance of this ceremonial gifts. No treasure of any
ch a m ber is a gro u p of smaller urns that value is kept in this chamber.
contains religious articles an d ceremonial 13. Hidden Chamber. This chamber has no
exits. The only way in or out is by
gifts. Beside these u rns are a series of tall
thin urns that contain weapons used by teleportation, an d only the Asirac know
the w arriors to co m plete the brave d ee d s its location. The Asirac w ere far-sig hte d
that allowed them to be buried in this enough those many centuries ago when
special chamber. Inclu ded is one +20 two- they first began to hold the Rendar in
han ded sw or d, six +15 sw or ds of various check, that they knew there would come a
sizes and shapes, two +15 magical day when they or their agents would
com posite bows, a +20 spear of returning, possibly need to confront the Ren d ar on a
3 battle axes of +10, and a +15 war physical level. They prepared for this
ha m mer. These u rns are sealed sh u t, b u t eventuality by storing magical weapons
and devices in a secure place until that
their contents can be seen through the laen
if a strong light is nearby. There is a ti m e w o u l d co m e. Th at ti m e is n o w . If
mechanism to prevent plunder of these a n y of the p arty d ecid es they w o uld like
artifacts or disturbing the peace of the help by being given a m agical wea pon or
warriors. The mechanism is similar to item, the Asirac will do one of two things.
those in at #3 except that the bolt hits as a If it can ascertain that the person is
+60 Fire Bolt. Up to 12 of these can be p rim arily a fighter an d can identify w hat
throw n in a single day. w ea p on t hey p rim arily u se, it will select
11. Royal Burial Chambers. These are the one for them and teleport it to the
burial chambers of the members of the warding chamber (#4) an d place it in front
royal family of the Asirac clan. As in # 10 of the person. If the Asirac can not decide
the bones have been segregated an d have w h at to give the p arty m e m ber they will
been placed in large urns of blue laen. teleport that person to this room to select
There are over 20 of these urns in this an item with full knowledge of its
large chamber. As in #3 and #10 the capabilities an d instant attu nement.
chamber contains a protection device.
The d ifference is t h at t he bolt hits like a
+80 Lightning Bolt. Up to 20 of these can be
The following items are in the chamber: 4.32 THE REN DAR TOMBS
1 +20 longsword of slaying Ren dar. O n the so u ther n slo pe of the valley set
1 +25 laen broadsword which will into a crevice of a grassy hill is the d oor to the
cast Utterlight 1x / week. Rendar tombs. The door is located behind a
1 +25 holy battle-axe tig h t gro u p of b u shes a n d trees a n d ca n not be
1 +15 longbow (All arrows shot from seen at all from the valley. In fact the only clue
the bow are of slaying u n dead.) to its existence is the p resence of w hat a p pears
2 +20 blanks –these rectangles of to be animal tracks around the trees leading
metal can be changed into any p ast them. The tracks actu ally are the tracks of
shape weapon by the Asirac and t he d e m o n t h at h as been sen t o n missions for
will maintain that form for 1 week. the Rendar.
1 +25 laen shield can cast Fire Armor
1x / day LAYOUT
1 Staff of H ealin g, (100 PP). Ca n be
u se d to cast a n y s p ell to 5th level 1. Entrance. As stated above, the opening to
fro m any of the close d Chan neling the Rendar tombs is located behind a
healing lists until all the PPs are s m all cro p of trees an d scr u b br ush. The
gone, then the staff disap pears. entrance is 5’ wide an d 7’ high. Originally
1 x3 PP m ultiplier for Essence magic. it w as sq u are d off, b u t over the years the
1 x4 PP m ultiplier for Channeling stones set for its facing have cru mbled
magic. exposing the first 3’ of the roof of the
1 x3 PP m ultiplier for Mentalism tu n nel. The roof of the tu n nel is u nstable
magic. for the first 20’ and any lou d noises,
2 Rings of Spell Storage. 10 spells strong magical spells such as Fire Balls o r
stored u p to 10th level. Lightning, or p o u n din g o n t he w alls wit h
1 A m ulet negates the d raining effect tools could cause this portion of the
of ghosts u p to a total of 6 Co / rn d. ceiling to collapse giving everyone
1 Greenish bro w n glass crystal on a failin g to m ake a Mov M roll, a D crush
chain that will 1x / week cast a critical. Once past the first 20’ of the
Protections Sphere III or 1x / day a tu nnel, the roof is stable. The tu nnel ru ns
Protections Sphere I. nearly 300’ into the m o u ntainsid e before
coming to the first chamber.
All these items are magically connected to 2. Chamber of Guardians. This chamber
t he Asirac. Even if t hey are given to t he was set u p by the Rendar to dissuade
characters as reward for com pletion of the anyone fro m violating their tomb. The
mission they use d the m on, the w ea p ons roo m widens from the 5’ wide
will return to the chamber via passagew ay to 20’ wide in this 60’ long
teleportation u pon the characters death, room. Along the walls of this roo m
or if the mission is a failu re or not carried a p pear to be pillars of stone. In act u ality
out. these are living stone creat u res similar to
GM’s Note: Please feel free to include the w atch stones of the Dr u gh u, an d not
more or delete any of these items from the u nlike those found in the Paths of the
list. This is just a sample of what the Dea d. These living stones have a specific
Asirac could have in their vault. They are p u r pose an d strategy w hen related to the
not frivolous and realize that if this need to protection of the tombs. When a party
use these reserve weapons has been enters the roo m, the pillars will not react
realized then the need may arise again. So at all u n til t h e m ajority of t h e p a rty has
they will not give away everything. At m a d e it to the mid p oint of the roo m. At
most, one item/person will be released. that point, the first two pillars an d the last
t w o pillars will become su d denly fluid in
a vertical pla ne for min g a stone w all at
1
either end of the roo m that com pletely
blocks the entrance and exits from the
roo m. The ot her pilla rs left in t he roo m
2
will then take on m anlike forms and
begin to attack the party trap ped in the
r oo m . Of t h e 8 left in t h e r oo m , 2 h a v e
the ability to discharge +20 Lightning Bolts
every 3rd round or attack every other
round with a magical sword made of
lightning that delivers an electrical
critical of equal severity to any other
critical given. 2 others have the same
abilities as these exce p t they e m ploy fire
instea d of lig htnin g. The other 4 attack
w it h t heir large fists. All these magical
colu m ns h ave t he ability to attack for 10
rn ds / 24 hour period, but the colu m ns that
3
for m t h e w alls w ill re m ain in that for m
u ntil broken (1000 points total concussion
d a m age at AT 20 only cr ush criticals an d
4
concussion damage is counted towards
t his total) or u n til everyo ne bet w een t he
w alls is d ea d. The walls also make the
p assage w ay air tight. O nce sealed there
5
are o nly 20 m a n-h o u rs of air left. (i.e., 1
man could survive 20 hours, 2 men 10
hours, 5 men 4 hours, etc.) Strenuous
exercise, the kin d needed to break dow n a
wall, will decrease that time by half.
3. Narrow Path. Nearly 1 / 8th of a mile
6
3 7
2 4 6
5
8
9
11 12
10
16 13
23 14
17
24
15
25 18
26 19
20 21 22
27
32 36
29 34
28
30 33 37
35
31
44
45 38
46 40
39
47
41
43
42
48
49
50
m a de u p from the local militia trained by as their last healer, maybe even better
Lord Negolos’s guardsmen. qualified.
7. Trader’s Hall. This 2 story stone building 18. Weaver.
has been set aside by a tra ders’ g uild as a 19. Wainwright. This shop is em pty.
meeting place and boar ding house for 20. Jeweler.
trader’s an d their families. 21. Herbalist. During the period when the
8. Guide. This building is occu pied by a the to w n w as witho u t a healer, the to w n
yo u n g m a n w ho offers his services as a herbalist was required to fulfill both
guide to the high country for hunting roles. The arrival of the new healer w as a
trips. He knows the surrou n ding area an d great relief to him. At first he w asn’t sure
the mou ntains nearby very well. about her training, but has come to
9. Ranger’s station. A smaller version of the respect her.
ranger’s post at Der w ath except that only 22. Animist. Of the magical arts, the one that
one ranger mans this station. the people of this town accept m ore
10. Warehouse. readily is the profession of Animist. He is
11. Farmer’s Market. H alf of this str uctu re is an im portant part of this far ming
open to the outside and serves as a com m u nity and participates in many of
m arket place. The other h alf is close d to the festivals an d ceremonies.
the weather for storage. 23. Cooper.
12. Town Hall. The town hall is used for 24. Cobbler.
town meetings and council meetings. 25. Potter. Th e p otter is a mean old miser,
Lord Negolos has instituted a policy so who used to lend money to people at
that once a month he holds an au dience to outrageous interest rates before Baylee’s
a d d ress issues of concern to the people of m oney len ding fir m w as established. He
the area inclu ding the tow nspeople and has m a de q uite a lot of money from these
the people of the surrou n ding area. transactions, and wields considerable
13. Grocer. The o w ner of this sho p b u ys his influence in the town. He has tried
prod uce from the best available in the several times to sh ut dow n Baylee.
area. H e also im p orts goo d s u navailable 26. Brewer. Prod uces two prod ucts: a hearty
in the area for the u p per class citizens. aged mead (a favorite among the
14. Bowier/Fletcher. This Dunish craftsmen Dunnish) and a smooth w hiskey (a
has step ped into the position left open by favorite among the Du nnish).
the Fletcher w ho died d u ring the Plag ue. 27. Vacant shop.
He does good work, but it is not u p to par 28. Furrier. Works p rim arily with expensive
with the standards of the Dúnedain. plush furs like mink, sable, and beaver.
15. Carpenter. This larger sho p is o w ne d by He then exports most of these to the
the tow n’s carpenter. He also doubles as a south. He does sell some from his shop if
cartwright, and has constant w ork an d w hen buyers present themselves.
p roviding w agon’s to tra ders or m aking 29. Money lender. Operated by an man of
repairs on their equip ment. mixe d d ecent na me d Baylee, w ho is very
16. Tavern. The Iron Arch. A respectable fair in his dealings with his customers.
tavern and eatery for traders and the He doesn’t make m uch money, but is well
mid dle class. liked by everyone except for the potter.
17. Healer. Beld win’s healer died d uring The 30. Brothel. Miss Posey’s house of fun.
Plague, and only recently was the 31. Silversmith.
position filled. A you ng Du nnish woman, 32. Fortuneteller. An old Dunnish woman
traine d at the Healer’s H all in Dunland, has occu pied this little shop for as long as
moved south six months ago. The people anyone can remem ber. She never leaves.
of the town have accepted her She has everything she needs delivered to
w holeheartedly. They have not been her. As far as her abilities as a
disap pointed as she is at least as qualified
fortu neteller go there have been mixed 49. Tanner.
reviews. 50. Mill.
33. Outfitter. This store carries s u p plies for
nearly any type of outing. 5.32 AMON ROCH
34. Theater/Tavern. This tavern also
functions as a place for traveling acting The a d vent u re might also take the p arty
com p anies, bar ds, an d a m ateu rs from the to Lord Negolos’ fortress Amon Roch (Horse
surroun ding areas. Hill), which is about 5 miles from Beld win.
35. Grocer. This grocery store s p ecializes in Lord Negolos su p ports a very open policy
foods im ported from Dunland or foods towards the people of the area who are
grow n specifically for the Dunnish. w elco m e to co m e to his h o m e w henever they
Needless to say the store is m ainly w a nt to talk to him. H e also h as p oste d ho u rs
frequented by the Dunnish. w hen he is at his apartments in Beld win.
36. Mason.
37. Curiosity Shop. The castle was built by Negolos’s
38. Stable. ancestors many years ago, but it w asn’t built all
39. Blacksmith. at once. The section built into the mou ntain
40. Inn/tavern. The Gold en Sp oon. An u p- w as originally the clan hold of an ancient Daen
scale inn and nightspot. Unfortu nately Coentis clan that abandoned it when they
for the ow ner not enough u p-scale people moved to Dunland in the last years of the
live an d or visit Beld win to
provide sufficient profits to
allow the inn to remain open.
It is currently u p for sale.
41. Armorer. This craftsman
realizes that the D w arf at the
other end of town is m ore
skilled than he, and
occasionally asks for advice
fro m him. H e d oesn’t mind
that in spite of that fact he
gets more business.
42. General Store.
43. Warehouse.
44. Sage. A man of great
knowledge.
45. Import Store. Goods from
the south are sold here at
accelerated prices.
46. Weaponsmith. A Dunnish
man with poor skills as a
weapons-maker, but he
knows what the Dunnish
clans like and sells his
cheaply made weapons at
rock-bottom prices, which
keeps the clansmen coming
back.
47. Tavern. Th e Bent Blade. A
Dunnish dive.
48. Glassblower.
Secon d Age. Negolos’s ancestors were pioneers the possibility of the gate house being
in t he regio n a n d fortifie d t he h ol d. O ver t he breached a p p roaches, ho wever, the stone
years, the exterior w alls an d to w ers w ere b uilt floorin g of the 2n d story ca n be d ro p pe d
with the last section (the w alls an d to w ers that into the space below to seal the gatehouse
flank the entrance) being built 500 years ago. com pletely.
3. Gate To w er. The 2nd story is used for
The fortress’ location in the sm all gro u p storage of weaponry an d p rovisions. The
of hills out away from the mou ntains offers 3r d floor is open to allow for firing on the
great p rotection, b u t allo ws q uick access to the enemy. It is roofed in slate like the
surrounding flatlands. With this in mind a towers in #1.
large stable w as built into the fortress, allowing 4. Fortress Courtyard . From here, stairs
the cavalry stationed there to deploy quickly. lead u p to the walls as well as to the gates
This tactic was used successfully throughout the of t he recesse d kee p. Belo w t he gates of
history of the fortress, even into the War of the t he kee p are t he d oors t h at lea d in to t he
Ring. The fortress layout is show n below. stables.
5. Stables. Th ere is r oo m for 40 horses in
Level1 these stables, cu rrently there is only need
to h o u se 30 to be able to h orse everyo ne
1. Entrance: The entrance road to Amon at t he fortress. These stables are m ainly
Roch lies between two flanking walls
for w artime use. O utside the castle in the
with towers. The towers
are not con necte d to the
rest of the castle except
by the wall. All the
towers as well as the
walls are crenelated to
allow cover for firing on 1
attackers at the gates
an d on the ou tside. The
towers are also roofed
with slate to protect
them from torched
arrows or other fire
attacks. A paved road
lea d s u p to the gate an d
runs from the fortress 2 3
for over a mile to the
valley floor and then a
mile fu rther out into the
open plains.
2. Gate. The gate to A mon
Roch is quite wide to
allo w spee d y egress for 5
4
the cavalry. There are
t w o gates. The in ter n al
and external gates are
m a de of steel an d swing
out w ar ds. The sp ace in
between is em pty to
allo w for m arsh alin g of
the troops for sorties. If
valley is the main stable w hich is closer to 11. Mess Hall & Kitchen. The back portion of
the pastures in which the horses are t his roo m is a n open kitchen area. The
grazed. Currently, Finard the front portion is where the troops are
stablemaster is residing at the stables serve d their m eals. Meals for the fa mily
with the horses an d stableboys because of and for special occasions are also
his co m m ents abo u t Lor d N egolos’ wife. prepared here, but are served in the
(See Section 5.42) formal dining hall (#12).
12. Formal Dinning Hall. A very long
Level 2 beautifully finished pecan dining table
takes u p most of this room; seating for u p
6. Keep D oors. Th e d oo rs to the keep are to 20 people is available.
made out of granite sheathed in steel. Just
inside the doors is a switch that when Level 3
p ulled will release the su p ports of the
metal platform in front of the door, 13. Balcony. The crenelations of the half w all
drop ping everyone on it to the ground of this balcony allo w for archer coverage
and leaving the doors suspended 20’ in of the co u rtyar d of the fortress as w ell as
the air. the area bet w een the walls of the castle
7. Great Hall. Used for all manner of an d the mountain.
activity this stately roo m is decorated 14. Lower Lounge. A lou nge area nicely
with tapestries, paintings an d lights to lift decorated for g uests an d the u p per level
the mood of the other wise dark and hired men of the castle such as the
steward an d the officers.
15. Stewards Quarters. The castle steward
lives a n d w or ks o u t of t his roo m. H e is
an incredibly organized person, but is
11 9 nearly devoid of personality and
oblivio us to everyone aro u n d him u nless
8 7 6 he has a specific reason for noticing them.
16. Healer’s Quarters. The castle healer w as
also traine d in t he ar m y of Gondor, but
12 10 beyon d that is a m an of great lear ning in
m any fields. He w as Lor d Negolos’ tutor
as a child an d is his closest a d visor. He is
advanced in age and his eyesight is
som ber room. failing.
8. Stair Hall. This h all w ay gives access to
the other rooms on this level as well as to
the levels above via two stairways that
lead u p.
17 16 15
9. Barracks. This large roo m can
acco m m o d ate u p to 30 men each. At this 18 14
point in this time only 15 men are housed
here. A not her 15 are ho u se d in #10 for a 19 20 21
Levels 5, 6, 7, & 8
Exam ple: GM’s note: This can be very confusing for both
Ralp h the Ra n ger is cu rrently at nor m al players and GM’s especially when players are trying
size (6’) in a 20’ x 20’ roo m. H e chooses ba dly to accurately map the maze. For this purpose, tell the
a n d is sen t d o w n a h all w ay. H e sh rin ks as it players that all the interconnecting hallways are 40’
gets sm aller so he notices no change. When he long regardless of whether they look that way on the
reaches t he en d of t he h all w ay he is 1 / 4t h his map. The map they draw cannot accurately be
nor m al height. (p u tting him at the / 4 level on displayed because the size of the rooms will change
the chart) Therefore, he is actually 18”. tall. from their point of view depending upon what size
Because of this, the next room he enters ap pears they are at the time. Likewise, the map shown here is
to him to be a sq uare room 80’ x 80’. If he then a representation of the inside of the hill and should
makes another poor choice an d leaves the room not be taken as completely to scale.
via a p assage th at sh rin ks him again, without On another note, although the maze is free of
realizin g it h e w ill be 4.5” tall (p u ttin g hi m at adversaries and has only a few traps dedicated to
the / 16 level on the chart). The 20’ x 20’ r o o m eliminating evil people, there are inhabitants in the
he enters at the end of the passageway will form of insects, small mammals, and reptiles which
a p p ear to be 320’ x 320’. If h e t h e n begin s to may have wandered in. If this is the case, significant
m ake correct choices w hen being tested each of encounters may occur if the party is very small in
the hallw ays he travels will ca use him to gro w relation to these creatures. Use Creatures &
as he travels w hich will begin to p u t him back Treasures to help with this.
towards his normal size.
After com pleting the test the person will ask each one in t u rn w hat their q uestion is an d
eit her exit to t he o u tsid e of the hill the same answer it by allowing them to step for war d an d
size t hey en ter, t hey w ill exit the hill sm aller view the answer in the reflection of the water as
than they entere d, or if they w ere significantly it a p pears. Each person m ust m ake an RR vs a
evil a n d sorte d in t heir res p o nses t hey w ill be 10th level attack using only their Self Discipline
very tiny an d will exit into a roo m d esigne d to bon us as a m o difier. If they d o not m ake their
ri d t he w orl d of s uch evil ty p es. To p ass this RR, they are im mediately subject to a confusion
test, the person m ust exit on the op posite side of w hich will rem ain in effect u ntil they p arty has
the hill the exact sa m e size as they w ere w hen left the Oracle’s sp here of influence. Along with
t hey en tere d. If t hey exit a n y other size then the confusion spell the person will be u nable to
they will revert to their nor m al size w hen they remem ber anything about the Oracle or the
get 100’ beyon d the exit, or after 24 hours w hich tests, b u t t h ey w ill be able to tr y again in o n e
ever co m e first. If they fail they can not try yea r. Th ose t h at d o m a ke RRs w ill be able to
again for one year. Regar dless of w hether they see their answers in the basin. The answers are
pass the test or not, the party sees that on top of not alw ays clearly defined nor are they in wor d
the hill there is a ring of stones in a tem ple form. Many times they ap pear as visual
for m ation. If they succee d in m aking the right images, sometimes of people and places,
choices an d m aintaining their p roportions with so metimes abstract. There are no real limits to
the o u tsid e w orld, a p assage w ay will open in the Oracle’s capabilities to answer questions but
t he sid e of t he hill. The p assage w ay lea d s to a t here m ay be limitations to the viewer being
ro u ghly cu t spiral stair w ay w hich leads u p to able to understand the answer. (Using the
t h e O r acle o n to p of t h e hill. O nly t h ose w h o Rolemaster Companion, the Oracle can be thou ght
succee d will see the p assage w ay or be allo w e d of as a Major Earthnode u n der the Arcane magic
to enter. A n yone else will r u n into solid earth rules.)
if t h ey tr y to e n ter. Th ose w h o fail ca n cli m b
the o u tside of the hill they can see bet ween the
stones of the circle but
will not be allowed to
pass by an invisible
force.
The rin g of stones
su rro u n d s a very sim ple
altar in t he cen ter of t he
tem ple. The altar
resembles a stu m p of a
great tree that has been
hollowed out to for m a
basin. The stu m p is
so me 3’ high an d will be
em p ty w hen they arrive.
The m o u th of the Oracle
will then arrive an d pour
a pitcher of water into
t he basin. She w ill t hen
introd uce herself in the
follo wing fashion, “We
are the Oracle of
Yavanna. What service
m ay w e offer?” She will
alw ays refer to herself in
the plu ral. She then will
6.2 THE EARTHWELL Web”. The first type of guardian to be
encountered along the tunnels is in the
The Earth well, or “Picnic Hill” as it is for m of a set of r u nes set into dep ressions
k n o w n by t he locals, is locate d in t he heart of on either side of the tunnel which are
Westmarch some 40 miles from Der w ath, about very hard to detect u ntil activated. Once a
60 miles fro m Beld win, an d abou t 5 miles fro m person passes between the runes, a
the nearest roa d. It is the fu rthest volcanic hill Teleport spell is activated that will teleport
from the White Mountains and its flat top them to a ran d om position u p to 10 miles
allo w s it to sta n d o u t o n t h e flat h orizo n as a away from the entrance to the tu nnel. The
local la n d m ark. The Hill itself rises so m e 400’ specific p ositioning of the person above,
off the plain on which it sits and is roughly on, or belo w the ground is not set, so
2000’ in d ia m eter at it’s w i d est p oin t. On the there may be some problems for that
so u th sid e of the hill a breach w as cu t th ro u gh person when they rematerialize. 10 of
the bo wl of the hill by lava m any centu ries ago these rune traps are set at irregular
w hich allo ws for an easy 300’ gra d u al clim b to intervals alon g the len gth of the tunnel.
the lo w est point on the rim of the hill. The The secon d ty pe of tra p in the t u n nel is a
lowest point of the bo wl of the Earth well is 4-w alled spike trap, w hich is very har d to
so m e 150’ fro m its hig hest p oin t a n d only 50’ d etect.. U p on entering one of th ree such
down from the entrance-way through the areas in t he t u n nel a n y weight over 200
breach. A s m all trail h as been cu t th ro u g h the lbs on the 10 foot section that the trap
breach over the years a n d lea d s d o w n into the occu pies will trigger 20, 3’ long spikes to
basin to the ed ge of the pool at the center. It is spring forth from both walls, the floor
this pool after which the hill is named. Its a n d t he ceilin g. A n yo ne wit hin t he area
w hen the tra p is activated m ust make a
w aters are still, clear, an d reflective. The depth
of the p ool h as never been d eter mine d. Asid e very har d MovM roll to eva de the tra p or
fro m the pool, there is also a n u mber of flat take 1-10 +50 spear attacks. The spikes are
rocks that have been stacked u pon each other to also coate d w it h a 5t h level p oiso n resin
allow visitors to have a place to sit or eat. that will inflict 1 point / min ute until
Overlookin g both of these feat u res is a clu ster cured or until the person is dead.
of three oak trees by the pool. Individ ual Resistance rolls m ust be made for each
internal sections of the Earth well are listed spike th at d oes a critical, and the effects
belo w. are cu m ulative. The third type of trap
occu rs only once in the t u n nel very close
LAYOUT (UN DERGROUN D COMPLEX) to its connection to the main com plex.
The trap is quite cruel in its nature. When
1. Connecting tunnel. This t u n nel is o ne of the presence of any intru der is detected
the few places in the Earth well w here the within the traps area of effect, the floor of
natural rock formations have been the tunnel disap pears drop ping anyone
significantly altered to suit the above it 20’ to an 80° incline made of
inhabitants. This tunnel leads to the sm all metal rollers. The rollers will carry
far m house d welling some 5 miles away the unfortunates 60’ downward to two
(See belo w). The t u n nel is g u ar d e d with large m etal d r u m s th at converge exactly
significant safeguards to keep intru ders w here the s m all rollers en d. These large
out should they ever find the tunnel. rollers will accept the momentu m an d the
These safeg u ar d s co me in three varieties first available ap pendage of the victim
an d are repeated throughout the length of and begin to crush it with the rest to
the tu nnel. These guard mechanisms only follow. Any movement by the victim
effect so m eone travelin g in the direction once stuck in the rollers only serves to
of t h e Ea rt h w ell m ost of t h e ti m e. Th ey provide energyto the crushing action.
will be effective against those going the The only hope of escape is to be connected
other way only if set to do so by “the to the tunnel above, via rope, to be
airborne, or to be able to place something exten u ating circu mstances. A g u ar d will
to block the large rollers, an extremely also be on d uty here at all times. Entrance
har d m aneu ver (only a har d m aneu ver if into this roo m by anyone not in
the person has skiing or surfing skill). possession of an identifying pin (See
The trap is very hard to detect. All of above) will sen d a n alar m telepathically
these traps will not react to the staff of the to t h e Web a n d t h e Beast. The roo m is
Earth well because each of the staff wear a d o min ate d by a large table which has a
jeweled pin which allows them to pass map of western Mid dle-earth in relief.
these barriers as if they did not exist. Shown at all times on the map are the
2. Guardroom . At least one of the 4 h u m an three current seeing locations of the
guards will be on d uty here at all times. Seeker. Along one w all is the Web’s desk
3. Command Room. This is t h e h u b of t h e w here she co m piles the co m m u niq u és to
Earth well. Here the Web coor dinates the Dol Guld ur, an d analyzes the information
infor m ation collecting an d sp ying efforts she has received.
of the station. Every piece of infor m ation 4. Seeing room . Here the Seeker spen ds the
collected is p rocessed thro u gh this roo m. m ajority of his time in observation of
The Web can be found in this roo m western Mid dle-earth. The octagonal
ap proximately 60% of the time d uring her chamber is bare except for a circular couch
waking hours unless there are in the center of the roo m where the
Seeker sits. In the cen ter of th at circular 7. Underwater Entrance. This roo m lea d s to
seat is the Seeing Eye (See Section 2.61.) If a t u n nel th at en d s in an airlock of sorts
a n yone exce p t the Beast, the Web, or the that allo ws for entrance or exit through
Seeker en ter this roo m, they m ust resist t he p ool. The en tra nce in t he p ool is 20’
vs a 10th level Teleport spell or be dow n from the surface.
teleported to the mid dle of the 8. Guardroom . A guard is stationed here,
Earth well’s abyss (see #10.) This trap can but also patrols the halls as well. The
be set b y t h e Web to tele p o r t o n e of t h e door leads to a series of passages that dive
in divid uals so that one of their down into the bowls of the earth and
a p pen d ages is teleported into the shackle connect with tunnels from the White
hanging in the abyss, so she can have Mountains which only the orcs know.
someone to interrogate. Orcs use these t u n nels to carry messages
5. The Beast’s Room. Th e hig h est r oo m of back and forth from the Earth well and
t he co m plex, t his roo m is fu r nishe d in a Dol Guld ur.
very spartan fashion. The Beast will only 9. Armory. Extra weapons an d am m u nition
be here about 20% of the time. The rest of are stored here.
t h e ti m e h e w ill be r oa m in g t h e h alls of 10. Guest Room. This r oo m is u se d b y a n y
the Earth well or standing guard in the visitors, b u t for t he m ost p art, it is used
Com man d room. The Beast keeps his for s pies ret u r nin g fro m or goin g to the
w ea p o ns in a rack m o u n te d to o ne w all. western portions of Mid dle-earth with
Each day he chooses a different one to vital pieces of information.
carry an d practice with. 11. Guard’s Quarters.
6. Web’s Room. Unlike the beasts room, the 12. Exercise and Recreation Room. Since all
Web’s roo m is fabulously decorative. of the in h abita nts of this instillation are
Even at that, there is little that sho ws her h u man, this room is used so that they will
origins. The roo m is d ecorate d in a style not beco m e stir crazy. Several different
that w o uld in dicate a slight influence of areas are set aside for sparing, acrobatics,
Umbar if the observer was reading, etc.
k no wle d geable of s uch thin gs. The Web 13. Earthwell Abyss. The volca n o that once
carries with her at all tim es her staff a n d w as this hill is no more, b ut this chim ney
w ea p ons, excep t w hen in disg uise on the w here ash an d s m oke once spe w e d forth
far m. The far w all of the room is ma de of is intact, except for the last 40’ to the
glass and holds back the waters of the surface. An opening in one wall leads out
deep pool that is the center of the o n to a le d ge t h at ju ts o u t 5’ in to t h e to p
Earth well (b). The small square area d o m e of this (for all practical p urposes)
marked (a) is a separate tank that contains bottomless pit. H anging suspen ded from
a bree d of car nivoro us fish relate d to the t he ceilin g to a p oin t 20’ belo w t he level
Red Ja ws fou n d in some of the deep lakes of the ledge are a set of manacles
of Moria, exce p t t h at t he lig h t t hey emit connected to a chain. This chamber is
fro m their fins is not as bright as those of used to help u ncooperative informants
the red ja ws. This allo ws for greater ease give their infor mation u p more easily.
in surprising its prey. They were The eog manacles have a Dispel True
im ported to this place to provide a means imbed ded in them. The isolation of being
of defen ding the Earth well should anyone suspended in this sensory deprived
attem p t to gain access th ro u gh the pool. en viron m ent h as p roven a very effective
Should u nfrien dliness be detected in the means of interrogation.
pool, the fish can be released into the 14. Prison. These cells have been designed to
m ain p ool to attack the intr u d ers. There hold particularly valuable p risoners. The
are a p p roxim ately 20 of these fish held in cells can be a djusted for each in divid ual
this tank. p riso ner. The Web h as store d in a s m all
concealed safe in the first cell, which is
never used, several small rocks that are ti m ber. W hen at t he h o u se t he inhabitants of
made to ap pear as though they are the Earth w ell will be d resse d as m e m bers of a
nor mal for the caves. The rocks have local far m fa mily, in fact they actu ally far m the
imbed ded into them one of the Dispel lan d for the food they eat.
s p ells to ca ncel o u t one realm of magic.
Depen ding u pon the type of prisoner, one LAYOUT (FARMHOUSE)
or m ore of t h ese rocks can be placed in
the cell before the prisoner is placed 1. Hallway.
within. Aside from this protection, the 2. Living Area. This large room is furnished
cells are also triple locked with very har d co mfortably for “fa mily” evenings alone.
locks. O nly t he Web a n d t he Beast h ave There is a fireplace in the corner of the
keys to the cells. room w hich also con nects to the fireplace
15. Bear Cave. Realizing that most old for the kitchen.
volcanos have caves, the d esigner of the 3. Kitchen. A large well-furnished kitchen
Earth well took into consideration the to cook large meals for the farm han ds.
natural curiosity that might lead 4. Storage Room.
ad venturers to investigate the caves of the 5. Hidden Stairway. The door to this
Earth well. To stem this curiosity these stairway is concealed and very hard to
caves w ere d esig ne d to look like the d en detect (-50). The Stair w ay lea ds dow n 20’
of a ca ve bea r. It w or ke d ver y w ell a n d to a tunnel that leads to the Earth well
t h e d e n is occu pie d by a fa m ily of black itself.
bears. These bears are not necessarily 6. Farmhands’ Room. This large room is the
aggressive, but will attack if threatened barracks for the 4 guar ds of the Earth well
a n d are u n able to r u n a w ay. The actual w h o p ose as t he so ns a n d co u sins of the
p resence of the bears is enough to keep far m fa mily a n d d o m ost of the far min g.
most explorers away. Each has a set of wea pons an d ar mor in a
hid den com partment un derneath his bed.
A p p roxim ately 5 miles fro m the Earth w ell is a 7. The Web’s Bedroom. W hile on the far m,
far m ho u se. This far m ho u se is u se d as a cover the Web poses as the matriarch of the
for the residents of the Earth well as well as fa mily a n d t he old er sister w h o r u ns t he
allo win g for close obser vatio n of t he traffic to ho usehold. The be d roo m suits her role.
the Earth w ell. The far m ho use is excep tionally She will deal politely b ut fir mly with any
typical for Westmarch and is that way on unruly visitors. When she is at the
p urpose. It is constructed out of field stone an d far m ho use she keeps her staff and other
m agical items in a concealed p anel of the
inside w all of the roo m which is very
hard to detect (-40).
8. Assassin’s Bedroom . The assassin stays
10
here w hile on the far m, b ut he rem ains in
s
3 4
5
6 disguise just in case he might be
recognized by some of the locals (from
1
2 9 8
7 his other activities).
9. Seeker’s Bedroom. The seeker poses as
the partially senile old patriarch of the
family. The seeker plays his part with
relish an d has p articular enjoy ment fro m
acting cantankerous. His roo m is
decorated with various fake memorabilia
from his dead wife and his sons and
daughters.
10. Wood shed.
Reward: High praises and generous rewards
from the loyalist grou p and / or King Helm
himself.
The Tale: After King Helm killed W ulf’s father
Freca in 2754, W ulf went back to West m arch to
rally an army to assault Rohan. Among the
people of Westmarch he has found many
su p porters. He and his father’s fa mily had
ruled the area surrounding Beld win for
hundreds of years from the home in Amon
7.0 ALTERNATIVE Roch. H e has also gone to Dunland to draw
su p port from his mothers kin and has been
ADVENTURES successful. Recently a small clandestine
orga nization of Rohirrim loyalists h ave beg u n
7.1 QUEST FOR THE ANSWER to plan ways of foiling Wulf’s plans for
attackin g Roh a n. They pla n to w ait u ntil they
Setting: Westmarch at any time in Mid dle- can ambush Wulf w hen surrou n ded only by his
earth. personal guards, hoping that by killing Wulf
Requirements: A gro u p of a d ven t u rers w it h a the threat to Rohan will be over. Wulf is
need for specific answers to nearly currently at Amon Roch, but is planning to
u nanswerable questions. venture out on a recruiting mission soon.
Aids: Knowledge of the Daen Coentis an d their Amon Roch is the same as in T.A. 1640, with the
exception of w ho lives there an d the n u mber of
religio us habits inclu ding fa miliarity with the
Daen Lintis w ould be invalu able, b u t also very armed men (the maxim u m occu pancy).
hard to come by. The Task: The party may be ap proached by the
Reward: Answers to burning questions. loyalists beca use they look like o u tsid ers. The
The Tale: The Oracle of Yavan na is free to use loyalists will not a p p roach locals beca use they
by a n yo ne w h o k n o w s of its existence, b u t for cannot be sure that they are unbiased. The
only one question in each person’s life. The loyalists are looking for a grou p of mercenaries
other dow nside to this arrangement is that only to carry o u t this mission so that their existence
a few in divid uals know or believe they know of will not be jeopardized if the mission fails.
the Oracle’s presence in Westmarch. If it can be (They w on’t tell the p arty th at tho u g h.) They
will offer the p arty 100 sp / d ay an d 5000 g p for
fou n d, an d the fin der can pass the Oracle’s tests,
they can gain significant information. Wulf’s life. Should they succeed, however, they
The Task: Fin d persons with information about will also be in high favor with King Helm,
the Oracle a n d then fin d the Oracle. Pass the unless they killed Wulf u nfairly. Helm does
Oracle’s tests to gain the infor mation desired. not particularly like assassins.
This a d vent u re can be p art of nearly any other
a d ven t u re fro m this m o d ule or other m o d ules
set in nearby regions.
A m arla 2(25) 22(220) No / 1 40(80) N N 20cl 20sl 45 Sin d arin Elf Oracle
Ag102, Co74, SD30(100), Me40(100), Re26(100), St42, Qu102, Pr72(103), Em65(100), In52(100), Stats for the Amarla w hen
functioning as The Oracle are show n in parentheses. Skills: Foraging 50, Distance Running 55, Animal Han dling 40.