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Ride with the Horse-lords, visit Fangorn Forest, consult the Wizard Saruman
or explore Dunland in this guide to the world’s greatest fantasy setting
TM

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- CREDITS -
Written by Shane Ivey, Andrew Kenrick, T.S. Luikart, Francesco Nepitello, Jacob Rodgers and James M. Spahn
Converted by Jacob Rodgers

Producer: Emmet Byrne


Cover Art: Ralph Horsley
Artists: Andrew Hepworth, Jon Hodgson, Jason Juta, Sam Manley, Jeremy McHugh, Jan Pospíšil
and Egil Thompson
Editors: Emmet Byrne, Andrew Kenrick, Francesco Nepitello and Christopher Walz
Graphic Design and Layout: Paul Bourne and Rory McCormack
Proofreaders: Amado Angulo, Ian Grainger-Allen, David Rea and Jacob Rodgers
Publisher: Dominic McDowall

Based on The One Ring Roleplaying Game by Francesco Nepitello and Marco Maggi

© Sophisticated Games Ltd 2019 © Cubicle 7 Entertainment Ltd 2019

To find out more about Adventures in Middle-earth, and


to subscribe to our newsletter, please go to: www.cubicle7games.com

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open
Content: All trademarks, registered trade-marks, proper names (characters, place names, etc.), new rules, classes, items, virtues, backgrounds, places, characters,
artwork, sidebars, and trade dress. Open Game Content: The Open content in this book includes material taken from the Systems Reference Document. No other
portion of this work may be reproduced in any form without permission.

Published by Sophisticated Games Ltd, 3 Andersen Court, Newnham Road, Cambridge CB3 9EZ, UK and
Cubicle 7 Entertainment Ltd, Unit 6, Block 3, City North Business Campus, Gormanston,
Co. Meath. K32 DP60, Ireland.


The One Ring, Middle-earth, The Hobbit, The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered trademarks of The
Saul Zaentz Company d/b/a Middle-earth Enterprises and are used under license by Sophisticated Games Ltd and their respective licensees. All rights reserved. No
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Printed in Lithuania

2
- CONTENTS -
introduction 5 dangers of the mark 130
How to Use the Rohan Region Guide 6 Foes of the Mark 130
The Tale of Years 6 The Black Warg of Methedras 130
Adventurers from Wilderland and Eriador 6 Dunlendings 131
Songs of the Riders 8 Gazhúr Three-Deaths 133
Bonds of Blood 8 Orcs of the White Mountains 133
Servants of the White Wizard 134
a history of rohan 8 Defenders of Isengard 134
The Horse-lords 8 Goblin-Men 135
The Host of Eorl 9 Half-Orc 136
The Kings of Rohan 10 Orcish Wolf Rider 136
The Hammerhand 10 Uruk-Hai Soldiers 137
The Stranger King 12 Uruk-Hai Captain 138
Dwellerers in Ancient places 139
regions of the mark 13 Dead Men of Dunharrow 139
Edoras 13 Great Boar of Everholt 140
Harrowdale 25 Fungal Troll 140
The Plains of Rohan 29 Huorns 141
Eastfold 35 The Pale Ones 144
Westfold 42 Stoneclaws the Bear 145
The Great River 53
The Gap of Rohan 60 the horse and the rider 146
Handling Horses 147
the forest of fangorn 69 Riding on a Journey 148
History of Fangorn Forest 69 Acquiring Horses 148
The Ents 72 Characteristics of Horses 149
The Entwood 79 Horse Features 152
Adventuring in Fangorn 88 Riding in Combat 153
Hasty Tasks for Hasty Folk — Ent Patrons 88
Things to do while in Fangorn 90 a wide and green land 156
New Fellowship Phase Undertakings 90 Journey Event Tables 157
Index 169
a folk with no kings 92 Pre-generated Characters 171
History of Dunland 92
The Hillfolk of Calenardhon 93
The Dunland Fells 95

Isengard 104
History of Isengard 104
The Wizard’s Domain 106
Notable Characters 120
Things to do While in Isengard 127
New Fellowship Phase Undertakings 127
Rohan Region Guide

…it is not, as you know, my wont to speak ill of the dead, to silver fire as the dawn kissed her. Morwen hides it well,
but there are days, Ecthelion, days when, I vow to you, if he but she longs for the harps of her homeland, not the hard
stood before me, I would strike my father down, as readily songs of mine.
as I would a serpent. Was there ever a less worthy king?
Fengel instructed my people far too well in his ways and they Enough of this, Rohan needs me. I shall not fail the
took his lessons to heart. They’ve learned to be covetous, Riddermark.
suspicious, and more concerned for gold than for honour.
They believe provoking useless duels and killing those who Now as to my council, you do well to be concerned, I think,
should be their allies will garner them glory. for the Corsairs have ever been restive in the late spring.
Doubtless, you remember their attack on Linhir in 2942,
Alas for the Rohirrim. even before the Dark Lord made his return known. No, as I
have said before, you did well to send forth your call for aid.
It may take my lifetime, but I will set it right, I will balance There are still stout hearts in this world of ours and much
the scales. that is worth fighting for.

I will remind the Eorlingas who they are meant to be and There are several warriors within my court that I will commend
my son, in turn, will show them. Many think it ill that we to you. One though, I’ll not give up, not yet at least. I suspect
favour Sindarin and Westron in Meduseld, and perhaps he is of your kin, for he is tall and stern, with grey eyes that
there is some truth in that charge, but Théoden already falter not. He said he lost his name on the road south, so my
speaks the tongue of his forefathers better than I and none people call him ‘the Eagle’. His conduct is nothing short of
will question him when he comes into his own. exemplary, a soul of honour in these dark times, an example
to help the Eorlingas remember who they are…
I confess on my darkest days, that my thoughts turn ever
to the Minas Tirith. I miss gazing out of the tower of your Excerpt of a letter from Thengel King, Lord of the Mark,
namesake in the early morning, watching the Anduin turn to Ecthelion II, the Steward of Gondor.

4
Introduction

- INTRODUCTION - INTRODUCTION
with brief accounts of whatever inhabitants, if any, dwell
there. Notable People and Notable Places are just that:
significant individuals, settlements, and landmarks that
South of the Misty Mountains lie vast fields of rolling can be found within that region. Loremasters, though,
grasslands, where the horns of the distant north still may certainly add or remove such people and places as
resound in battle over the thunder of hooves. There they wish – or even move them about to other regions
dwell the Rohirrim, the Horse-lords of Rohan. In their more suitable to their own game – meaning players that
own tongue, they are the Eorlingas and their land, the read up on a given region shouldn’t believe everything
Riddermark. For years beyond counting, as Men reckon listed about it is so! Several new Fellowship phase
time, the Rohirrim have dwelt upon the plains of Rohan, undertakings are also included in this chapter, along
but their ancestral enemies, the Dunlendings, claim the with other assorted challenges that might be faced by
land is theirs, stolen long ago. heroes.

The Rohan Region Guide takes Adventures in Middle-earth The third part, The Forest of Fangorn, describes the
far south of Wilderland, describing not only the land of legendary forest spoken of in whispers throughout Middle-
Rohan and the dauntless folk who inhabit it, but also the earth. Few indeed know any of its secrets and fewer still
lands and peoples surrounding the Riddermark. The first know that it is the last dwelling place of the Shepherds of
and second sections of this supplement, A History of the Trees, the Ents. Herein is described the history of the
Rohan and The Regions of Rohan, lay bare the history forest, its ancient guardians, and their strange ways, along
of the Rohirrim and the geography of their lands, from the with some of the more unusual members of an already
contested West-march and the Gap of Rohan in the west extraordinary people.
to the Great River in the east; from the Wold in the north
to the White Mountains in the south. The fourth section, A Folk with No Kings, describes
the Folk of the Fells, known to the Rohirrim as the
Each region contains descriptions of major features and Dunlendings, along with their history and lands. While
the wildlife that will typically be seen in the area, along they actually belong to many different tribes, all of the

5
Rohan Region Guide

Dunlendings are united, at least, in their sworn enmity supplement contains six adventures set in Rohan
against the Riders of Rohan. Scholars know that their during the troubled early years of Thengel King’s reign.
grievances are not without legitimacy and, despite what Many of the Loremaster characters and locations
others may claim, they are not Evil Men. Indeed, the featured in the Rohan Region Guide play key roles
Dunlendings are presented as a Heroic Culture with their in these adventures. While this guide stands alone,
own Cultural Virtues and Heirlooms. you will need Rohan Region Guide to play through
Riddermark Adventures .
Isengard, the storied domain of Saruman the White,
foremost of the Wizards, is detailed in the fifth section. The Tale ofTHE TALE OF YEARS
Years
The fabled Tower of Orthanc, built by the Men of the West It is the year 2960 of the Third Age of Middle-earth.
long ago, is examined in detail, as well as how its keys Thengel King has been Lord of the Mark for seven years.
came to be in the hands of the White Wizard. Saruman His son, Théoden, at twelve, stands on the cusp of
and his plans, along with the many ways a Company manhood. It is a time of troubles for Rohan – ever since
may become embroiled in his affairs, are discussed here. Thengel was recalled from Gondor to take the throne of
Finally, several new Fellowship phase undertakings are the Riddermark his people have been fractious. Many
included in this chapter, for those who hold the White believe there is a real possibility of civil war between rival
Wizard to be a worthy patron… factions led by Thengel’s two most important captains,
the Second and Third Marshals of the Mark.
Dangers of the Mark contains information on many
monstrous beings, from beasts red in claw, to menaces With the wealth of information available in the Rohan
wooden of limb. Here you will find bloodthirsty Dunlending Region Guide, Loremasters who choose to do so can
Raiders, the wild Huorns of Fangorn, and the merciless readily move their campaign forward or backwards from
fist of the White Hand: the Uruk-hai. the default year of 2960, adjusting the details as they
go. See also the section on page 105 regarding the Tale
The seventh part, The Horse and the Rider, presents new of Years and how it applies to events involving Isengard.
rules for horsemanship and mounted combat. It details
different types of horses and offers instructions for players Adventurers from
on how to breed and acquire mounts and use them in the W
ADVENTURERS
ilderland E
FROM WILDERLAND
and riador AND ERIADOR
game.
…wanderers in the Riddermark would be wise to be less
A Wide and Green Land, the eighth and final section, haughty in these days of doubt.
provides a complete set of Journey Event tables for
wanderers in the Riddermark and nearby lands to use. In the twilight of the Third Age, few are inclined to
go far from their homelands, and those that do are
HowHOW TO USE THE ROHAN REGION GUIDE
to Use the Rohan Region Guide frequently regarded with some suspicion, by both
This supplement greatly expands the reach of any their own folk and others. Still, there are always those
campaign for Adventures in Middle-earth, exploring new who wish to see more of their world and find their
lands and cultures with distinctly different outlooks than feet leading them down paths they may never have
those of the North. While much of the material here is expected.
intended for use by the Loremaster, there is certainly a
lot for players to explore – though even the most curious The Rohirrim have a long tradition of welcoming
should perhaps give the chapter on Isengard a miss – the travellers to their lands, though the troubles of recent
White Wizard doesn’t like others prying into his affairs years have put them on edge. The borders of Rohan are
without leave. ‘open’ in both a literal and figurative sense. It would
be a fool’s errand to attempt to continually guard the
The companion volume to this guide is a scenario long leagues of rolling grasslands that make up the
supplement entitled Riddermark Adventures. This edges of the Mark. Instead, the Rohirrim welcome

6
Introduction

those that travel through the Gap of Rohan along the to seek out the serpent in their midst. Local warriors
Great West Road, or pass down the river Anduin and may well insist on joining their Company, to help rid
cross over the Wold. Such ‘guests’ will invariably run Rohan of this new threat.
into a roaming patrol of Riders within a day of entering
the Mark. • Saruman summons to Isengard heroes from afar
according to some hidden design. He may be looking
Strangers to the Riddermark must declare themselves for any adventurer, or he may have encountered
before a Lord of the Mark. Those that wish to travel the companions before (for example, in the course
Rohan freely must journey to Edoras to speak with the of the Mirkwood Campaign). Or the companions
King. Thengel King spent many years in Gondor; it is well might travel to Orthanc of their own volition,
known that he is always eager for tidings from abroad, seeking counsel from the wisest of the Wise.
and sets a generous table. The Eorlingas love a good
story and adventurers upon a quest will always find • A company is sent into Rohan by the Elvenking to seek
eager audiences among them, perhaps even assistance out Fangorn. An unknown blight is killing his most
if their cause is noble. beloved trees in the forest of Mirkwood – Thranduil
intends to discover if the ancient wisdom of the Ents
If you are starting a new game set in the land of the may be of help.
Horse-lords and you intend to allow character types
hailing from lands far from the Riddermark, you can
consider the following thematic opportunities. These Hobbits!
allow foreign heroes to go adventuring for the first
time side-by-side with a Rider of the Mark or a grim Canonically, in 2960, there are no Hobbits in
Dunlending warrior: Rohan. Théoden King clearly states in the books
(in the year 3019) that the Holbytlan are deemed
• Thengel King is the Lord of the Mark, a ruler known to be the stuff of legend in the Mark and none have
to welcome foreign heroes to his court who might encountered them for time out of memory.
help him in his ongoing efforts to recover Rohan’s lost
glory, tarnished by the long years of misrule by his What then, is a Hobbit hero to do, especially if
father, Fengel King. their player is trying to not just simply ignore
canon? The Rohirrim are a superstitious folk
• King Bard seeks envoys to spread the word of the and more than a few may regard a Holbytlan
reemergence of Dale as a kingdom in the north. as a suspicious purveyor of dangerous mischief;
Worthy heroes may be called upon to journey to however, Dwarves are also rare in the Mark,
Rohan and treat with Thengel King. but known and accepted. Perhaps a wise Hobbit
should consider acquiring a beard and acting
• Woodmen or Beornings seeking wisdom for grumpy? Or they might wish to become expert at
combating their troubles may hear that the Rohirrim hiding from the Horse-lords, so that no tale of
once lived in their lands and head south to seek out their presence reaches a certain young prince of
the Rohirrim.
their lore. Surely the Dunlendings may also know
something useful.

Here follow some plot hooks to start off a new campaign


involving folk from the North in Rohan:

• A traitorous villain has fled into the Mark and hidden


among the Rohirrim. Your heroes must present
themselves to a Lord of the Mark and gain their leave

7
Rohan Region Guide

A HISTORY OF ROHAN

- A HISTORY OF - As regent of the realm, Rómendacil ruled Gondor in the


name of the king, his uncle Narmacil. Narmacil died

ROHAN without an heir, and was succeeded by Calmacil, father


of Rómendacil. But being already ancient, Calmacil asked
Rómendacil to retain his position as regent. When the old
king died, Rómendacil finally ascended to the throne of
SONGS OF THE RIDERS
Songs of the Riders Gondor in 1304.
The Riders of the Mark have long memories but not deep.
They share their history in songs, not books, and lore- King Rómendacil reigned for many years in peace, despite
masters in Gondor seem to know more about the history a disquiet spreading among the long-lived aristocracy
of Rohan than do many Rohirrim. But the Riders have of Gondor and provoked by the king’s family ties to
wisdom in their ways, and, in the bright fragments of the Northmen, a folk seen by many as a foreign race
ancient lays, the minstrels have hidden truths that cannot removed from the nobility of the Men of Westernesse.
be found among hoarded scrolls of lore. His son Valacar became king in 1366, and the disquiet
slowly turned to concern, to finally erupt into open
The ancestors of the Rohirrim first settled in the Vales of rebellion in the southern provinces of Gondor. When
Anduin in forgotten years, where they found swift horses Vinitharya, the son of Valacar and his Northman wife
running wild and strong and took the name of Éothéod, the Vidumavi, ascended to the throne sixty years later with
horse-people. Their kinship was with the dwellers of those the name of Eldacar, the rebellion spread and there was
lands in the North; the Bardings of Dale, the Woodmen of war in Gondor.
Mirkwood, and the Beornings.
The war was a bitter struggle fought by brother against
But their past reaches further back, into days half brother and came to be remembered as the Kin-strife.
legendary. For the Horse-lords descend from the ancient Eldacar’s main enemy was Castamir, a cruel and ruthless
Northmen of Rhovanion, princes bound to Gondor by man who burned the city of Osgiliath in his attempt to
oaths of fealty. overcome Eldacar, resulting in the destruction of the city
BONDS OF BLOOD and its many treasures. Eventually, Eldacar prevailed upon
Bonds of Blood Castamir with the help of the Northmen of Rhovanion,
The ties between the Horse-lords and Gondor began in the thus forever cementing the bond of friendship between
days of Minalcar, regent of that realm. In those days, about them and Gondor.
seventeen-hundred years ago, Minalcar made war upon the THE HORSE-LORDS
Easterlings east of the forest of Mirkwood, aided by his allies The Horse-lords
among the Northmen living in that region. In the year 1248 For all their great deeds recorded in the annals of Gondor,
of the Third Age, Minalcar succeeded in driving his enemies the Rohirrim count their days only from the gathering of
beyond the Sea of Rhûn and took the name of Rómendacil, the Éothéod, the horse-people, as they called themselves in
‘East-victor’. He fortified the western shore of the Anduin up to the long years before they ever came to the land of Rohan.
the river Limlight and built the Pillars of the Argonath.
It was around the year 1851 of the Third Age that the
Among the allies of Rómendacil in his wars against the Northmen of Rhovanion found themselves scattered and
Easterlings was a powerful prince of the Northmen, conquered by the Wainriders. They were fierce invaders
Vidugavia, who called himself the King of Rhovanion. from the East who fought from chariots and war-wagons,
Rómendacil’s son, Valacar, lived with Vidugavia as an and who enslaved the Northmen and ruled Rhovanion
ambassador for many years, and eventually married for forty years. One of the Northmen tribes sought to
Vidumavi, daughter of Vidugavia, to the displeasure of escape slavery by travelling west beyond Mirkwood and
many among the high men of Gondor. It was thus that north into the Vales of Anduin. They settled in the middle
Vinitharya, son of Valacar and Vidumavi, grew up among vales of the Great River and there they became known as
the Northmen and the Men of Gondor alike. the Éothéod for their love and mastery of horses.

8
A History of Rohan

In time, the Éothéod moved again, as the darkness in But the Éothéod remembered their old allegiance, and Eorl
Mirkwood grew and threatened their fortified homesteads assembled a great force of riders and set out south along
and villages. The dreaded realm of Angmar that extended the Great River. Songs tell how Eorl’s seven thousand
from Eriador into the vales of Anduin in the northwest riders and seven hundred horsed archers passed through
had been shattered and defeated, and it was so that a the lands in might and splendour, defying even the dark
young and brave chieftain named Frumgar led his people shadow of Dol Guldur. Some minstrels remember how
to the far northern dales, where the river Greylin met the a shimmering mist issued from the Dwimordene, an
Langwell, and the Misty Mountains met the Grey. That unexpected gift from the sorcerous Lady of the Golden
land was home to mighty horses, and the Éothéod drove Wood, lending speed and strength to both horses and
out the hill-folk who were in league with Angmar and built their riders.
a great city on a hill.

Frumgar was followed by his son Fram, who lived to


become the greatest hero of the horse-people of Wilderland,
for he slew the great Dragon Scatha of Ered Mithrin. The
city of the Éothéod was renamed after the Dragon-slayer
and its halls made magnificent with the treasure Fram
claimed from the hoard of the great worm. (The Dwarves
of the Grey Mountains pressed Fram for a share in the
treasure, saying Scatha had despoiled their people. Fram
refused, and legends tell that there was enmity between
the Dwarves and the Northmen from that day).

Quiet years passed, then centuries, and the Éothéod


prospered in the vales that became their ancestral
kingdom.
THE HOST OF EORL
The Host of Eorl
Five hundred years went by as the Éothéod grew, generation
after generation, filling their far northern lands with herds
and homesteads. Then came an alliance with Gondor that
would shape the fate of the horse-people. At that time,
Eorl, son of Léod, was their lord. He was called the Young,
as he succeeded his father at the age of 16, when Léod
captured a wild white foal and died when the horse threw
him from its back.

In the year 2510, a messenger sent from distant Gondor


reached the halls of Eorl, bringing tidings of war and a
request for aid, in a message bearing the seal of Cirion,
Steward of Gondor. A host of wild men from the northeast,
assisted by Orcs from the mountains, had invaded the land
of Calenardhon, a wide region to the north of the White
Mountains of Gondor. These Balchoth (‘cruel horde’) had
already overrun the lands east of Mirkwood, leaving the
Northmen of Rhovanion incapable of honouring their
ancient oaths.

9
Rohan Region Guide

The riders rode into the southern lands none too soon. The that of King of Calenardhon. In time, the land of the riders
army of Gondor had been driven by Easterlings and Orcs would be known in Gondor as Rohan, land of horses, and
through the Wold of Calenardhon and cornered against that of the Riddermark, the realm of the Horse-lords.
the river Limlight. The Éothéod crossed the Anduin where
the river meandered in a great loop and became shallow To ensure the safety of their settlers the Eorlings chased
enough to ford, attacking the Balchoth from the rear. The away the tribes of Men that occupied the region before
Éothéod and the Men of Gondor destroyed the Balchoth their arrival, a hostile folk who had expanded east into
and the Orcs throughout the land. Calenardhon from Dunland, in the years when Orc-raids
had plagued the scattered folk of Gondor, who lived in the
In the aftermath of the glorious victory, which later region. The Riders now drove the Dunlendings out with
became known as the battle of the Field of Celebrant, spear and torch – a deed that the Dunlendings never
Cirion decided to recognise the great service that the forgot nor forgave for centuries to come.
Éothéod had given to Gondor.
Eorl the Young died in battle at sixty, his hair still a bright
With the authority of the Stewards of the Kings, Cirion yellow, when Easterlings invaded yet again. He was the
offered to Eorl, son of Léod, the gift of all the land of first in a line of kings destined to last for nine generations.
Calenardhon, for him and his heirs to hold in kingship.
THE HAMMERHAND
Eorl accepted, and in a secret hollow known only to the The Hammerhand
Stewards of Gondor, the two rulers swore solemn oaths Helm was the ninth King of Rohan, and the last of his
of friendship and mutual aid before the Tomb of Elendil. line, as both he and his two sons died in war against
the Dunlendings. Such grim events had their roots
The Kings THE KINGS OF ROHAN
of Rohan many years before, when Helm felled a man who had
Eorl made his house on a green hill on the slopes of the insulted him with a single blow, thus earning the name
White Mountains, and there a fortified city grew, the capital of Hammerhand.
of the new kingdom. His riders grew in number steadily, but
it took many long years for the Éothéod to take possession The man he had killed was called Freca, and he was a
of the land granted to them, and, for the length of his life, wealthy noble and counsellor to the king, with many loyal
Eorl retained the title of Lord before his folk, adding to it followers among the Dunlendings. When in the year 2758

The First Line of Kings

Eorl’s son Brego drove the Easterling invaders out and kept the Dunlendings and Orcs at bay for many years. He moved
his family and the seat of the kingdom to Edoras and built the Golden Hall of Meduseld. Brego died of grief in 2570:
his son Baldor foolishly boasted that he would brave the Paths of the Dead, and passed through the Dark Door never to
return.

Brego’s younger son, Aldor, became king at the age of 27. He reigned for 75 years and was remembered as Aldor
the Old. Under him the Riders of the Mark drove the last of the Dunlendings across the river Isen and settled in the
Harrowdale and other mountain-valleys.

Aldor’s son Fréa was already an old man when he became king. Fréawine followed him, then Goldwine, then Déor, in
whose time Dunlending raiders became bold again. In 2710 they seized the deserted ring of Isengard and could not be
dislodged.

10
A History of Rohan

more invaders swept into Rohan from the East, Wulf, committed. The king’s younger son, Háma, died in a vain
the son of Freca, rebelled against the king to avenge his attempt to find provisions, and Helm himself froze to death
father’s death, leading an army of Dunlendings across the some time later, after one of his many crazed attempts at
river Isen from the West. breaking the siege; Helm would leave the fortress to go out
by himself, it is said, in search of enemies to kill, like a
The Riders of Rohan were overrun. Helm Hammerhand beast hunting for prey.
took refuge in the mountains, in the fortress then called
the Súthburg and the ravine beyond. In his absence, Wulf The Long Winter broke at last. Fréaláf, the son of
seized Edoras, slew Helm’s son Haleth, and proclaimed Helm’s sister Hild, led a small, desperate raid out of
himself King of Rohan Dunharrow, where he had found refuge with many
. followers, and he surprised Wulf in Edoras, killing
In the following months, the region was gripped by a cruel him. The Dunlendings dispersed, while their allies, the
cold season, afterwards known as the Long Winter, and Easterlings, were dying of sickness in the West, as the
laid under snow from November to March. Helm and snow melted and the land was flooded, becoming a
his men were starving, and many desperate deeds were great marsh.

The Second Line of Kings


King Fréaláf ruled for nearly forty years, as did his son Brytta after him. Brytta was called Léofa, ‘the Beloved’,
because, like his father, he was active and generous in helping his people rebuild the herds and lands that had been
ravaged by war. In his days, the Orcs troubled Rohan, driven south from the Misty Mountains in defeat from the
War of the Dwarves and Orcs. They sought to hide in the White Mountains and Brytta and his son, Walda, fought
them relentlessly, but at a cost. Walda had ruled for only nine years when in the year 2851 Orcs ambushed him and
his companions in Dunharrow, slaying him. His son Folca waged a war of vengeance against the Orcs. A famous
hunter, Folca swore that he would chase no wild beast while there was an Orc in his kingdom. After 13 years the
Rohirrim found and destroyed the last Orc-hold – and Folca died on the tusks of the Great Boar of Everholt in the
Firien Wood, even after he dealt the beast the fatal thrust with his spear.

Folca’s son, Folcwine, had a long reign. At his time, the Riddermark could be said to have finally recovered its full
strength – one hundred years had passed since the rebellion of Wulf and the invasion of the Easterlings – and the king
drove the Dunlendings out of Rohan’s West-march, freeing the lands between the Adorn and Isen rivers that they had
long occupied.

Fifty-five years into Folcwine’s reign, a messenger from Gondor arrived carrying the Red Arrow, a token of
impending war. Armies from Harad had invaded and Gondor summoned their allies. Folcwine honoured the Oath of
Eorl, sending a great host of riders led by his twin sons, Folcred and Fastred. To Folcwine’s sorrow, the twins died
side-by-side, fighting in Ithilien. Túrin II, ruling Steward of Gondor, sent a great weregild of gold to King Folcwine
for his loss.

But the deaths of Folcred and Fastred were even more grievous for Rohan; for when King Folcwine died nearly twenty
years later, his younger son Fengel took the crown. He was 33 years old when he sat on the throne of the Golden Hall,
and he ruled for fifty troubled years. King Fengel was voracious, notoriously avaricious, and quarrelsome, and he
spent his long reign in strife with his marshals and his people. Rohan faced no invasion from East or West in those
years but suffered under a feckless king. In his days, Rohan was a kingdom ruled by caprice and greed.

11
Rohan Region Guide

Gondor, which until that time had been beset by enemies in marriage. Tall and graceful and black-haired, Morwen
from Umbar, came at last to the rescue of Rohan, forcing was much younger than her husband, and she bore him
the Easterlings to withdraw. The Riders and Gondor five children: four daughters, and one son, Théoden.
together then marched East to drive the Dunlendings
out, and dislodged them from Isengard for the first time Thengel was 48 years old when news came that his father
in fifty years. had died. The people of Rohan called him to return to
Edoras as their king, but the tidings were ill-received by
Fréaláf Hildeson was crowned in Edoras, the first of the Thengel; Gondor was his adopted home, a land where he
second line of Kings of the Mark. Saruman the White had lived most of his life, where he had won renown and
honoured his coronation, bearing gifts and praise. With a happy marriage. But duty could not be ignored, and
the blessings of King Fréaláf and the leave of Beren, heavy-hearted Thengel brought his family north to Rohan.
Steward of Gondor, Saruman entered Isengard and It was the year 2953.
made his home in Orthanc. The Rohirrim were glad to
have a friend in the high tower. It would be many years The Rohirrim greeted Thengel as king and they named
before they regained the strength that they lost in the war his tall queen Morwen Steelsheen. But the king and
that nearly destroyed them. queen were strangers, and their ways were foreign to
THE STRANGER KING the people they ruled. In the Golden Hall, Westron and
The Stranger King Sindarin were heard rather than the northern speech of
Fengel was to be succeeded by his son Thengel, who the Riders.
would become the 16th King of Rohan, and the seventh
of his line. He was the king’s only son, and he left Rohan The same year when Thengel King took the throne,
as soon as he came of age, as it is said that his temper Saruman declared himself Lord of Isengard rather than
disagreed with that of his father. He made his home merely its caretaker. He began openly taking Dunlendings
in Gondor, seeking in the service of Turgon, the ruling as his followers and troubling the borders of Rohan. And
Steward, that honour he could not find in the eyes of his in the year 2954, Mount Doom, silent for three thousand
father. years, burst into flame again.

Thengel became fluent in Sindarin, the language favoured When Thengel was new and strange to the throne
by the Dúnedain, and after many years in the lands of the of the Ridder mark, shadows were growing long on
South he took Morwen, a young woman of Lossarnach, Middle-ear th.

12
Regions of the Mark

REGIONS OF THE MARK

- REGIONS OF - The land of the Horse-lords stands between the realm of


Gondor and many wild, dangerous regions. Wilderland

THE MARK and Mirkwood lay to the north, while the lone-lands of
Eriador extend west, beyond the Misty Mountains. Old
and eerie Fangorn casts its shadow directly upon the
northern border, near where the lofty spike of Orthanc
You are looking now southwest across the north plains of looms over the Fords of Isen. Few Rohirrim have explored
the Riddermark, Rohan the land of the Horse-lords.’ what lies beyond their lands for many lives of Men. Rohan
is so far removed from the northerly kingdoms of Elves
The following pages contain a description of the region of and Dwarves that their very existence is a rumour. Many
Calenardhon and its adjoining lands — the Riddermark to will live their whole lives without ever meeting members of
the Eorlingas, frequently referred to simply as the ‘Mark’. the other Free Folk.
It includes the plains of Westemnet and Eastemnet, the
Wold to the north, and the vales of Westfold and Eastfold A World of Men
to the south, stretching from the Gap of Rohan in the west, Rohan is a realm inhabited and ruled by Men. Its roads
to the wetlands of the Entwash Vale to the east. This is the are traversed by Riders of the King, lords, merchants and
land of the King of the Mark, the lord of a proud folk of horse-herds, a folk facing adversities each day provoked
riders and horse-tamers, staunch allies of the Dúnedain by things like common greed, jealousy, and lust for power,
of the South, and bitter enemies of the Shadow. rather than the raiding of Orcs, Wargs, or Trolls. In Rohan,
the Enemy hides in the overmastering pride that may
Describing Rohan blind a noble and push them to abuse their subjects or
The Riddermark is a vast and diverse land, comprising wide to scheme against their liege, or in the treacherous advice
meads, meandering river-vales, dark woods, treacherous of a counsellor bought by another lord with promises or
marshes, and deep-cloven mountain dales. The populous treasure. The Shadow is subtle in the Riddermark, but
folk that inhabit it have built many villages and towns its taint may run deeper than in the darkest recesses of
along its valleys, and reinforced ancient strongholds Mirkwood.
built close to the mountains in a forgotten time. Should EDORAS
travellers be asked to summarise the region’s features Edoras
using only a few words, they would probably choose the In the shadow of saw-toothed Mount Írensaga, on a
following traits, here described for the Loremaster to use broad hill behind a high wall, stands Edoras, the court
when setting an adventure in the Riddermark. of the king. The white waters of the Snowbourn run
swiftly at the foot of the walled hill, and a shallow ford
A Green Land crosses the stream where the great West Road traverses
The greater part of the Riddermark is a vast, treeless it. Beyond the ford, a wide rutted track weaves past lines
expanse, a green sea traversed by twisting rivers. But even of great grassy mounds on either side — the barrows
miles away from the plains of Westemnet and Eastemnet, of kings, thick with white flowers — up to the gates
the grass of Rohan permeates the air with its warm, sweet where many spearmen stand guard. No mere footmen,
scent. Seen from every corner, Rohan is a rich and pleasant these are warriors of the King’s Guard, the Lord of the
region, full of life and quick to welcome the return of each Mark’s most trusted soldiers. These gate-wardens ask
spring. The settling of the Eorlingas has done little to the names and business of visitors, listening closely for
change the lay of the land, and Calenardhon is not much deception, and send reports up to Meduseld, the Hall of
different today from how it looked five hundred years King Thengel.
ago, when Eorl the Young rode from the North.
Beyond the gates, a paved street rises curving up the hill
A Frontier on flagstones and many well-laid steps. Houses line the
‘Mark’ is an ancient term referring to the border of an path and narrow alleys lead off it. A clear stream sparkles
unsettled land and, thus, the Riddermark is aptly named. and chatters down a stone channel along the way.

13
Rohan Region Guide

14
Regions of the Mark

At the crown of the hill of Edoras gleams Meduseld, the the bounty of the farmlands. A great part of the folk living
Golden Hall. Here the knights of the Riddermark come to in farmsteads and manors in the proximity of the city may
pay tribute to the king and hear his commands. From the find refuge behind the dike, wall, and fence of Edoras,
royal mead-hall they ride out to man remote fastnesses in should war come to Rohan.
the mountains, to patrol the plains, and to guard against
incursions from the Gap of Rohan or from the Undeeps There are no thralls in the city; workers are paid for their
of the Anduin, where Easterlings, Orcs, and outlaws have labour, however toilsome. Tradesmen buy the work of the
crossed from time-to-time. In Meduseld gifts and honours local smiths and woodwrights, and sell leather, cloths,
are given, and here emissaries and visitors come to ask and ales from Westfold and Eastfold. Horse-merchants
leave of the king to travel in his land. come here to see what the best horse-herds have to offer,
and leave to bring the swift steeds of the Riddermark as
Combat Scenery: ditches, doors, good cheer, thatched far as Gondor.
roofs, varied slopes, walls, windows
Since Edoras sees travellers coming from far provinces
and even from outside the borders of Rohan it also boasts
an inn, a longhouse where foreigners can gather for drinks
and meals and where they can find a bed in need.

Opening Edoras as a Sanctuary


Westemnet
c
Westfold Companions who have entered Edoras for the first
time during an Adventuring phase and who have
a
Gr made a good impression on the king and queen may
eat
W spend the next Fellowship phase as guests of the court.
est
W Ro If they wish to be welcomed by Thengel the next time
est ad
fol they visit, the companions must choose the Open
dV River Snowbourn
ale Sanctuary undertaking (see Adventures in Middle-
earth Player’s Guide, page 201).
The Barrowfield E
E Edoras
The Hold
E of Dunharrow
E Dunharrow Notable Characters
King Thengel, Lord of the Riddermark
The current King of Rohan often sits uneasy on his
White Mountains Folde E throne. Thengel has returned to his country only in the
Aldburg
year 2953, already 48 years old. Before that time he had
lived for thirty years in Gondor, away from the land of his
forebears, to escape the influence of his ill-tempered and
unwise father.

Inhabitants When Fengel died, Thengel was summoned home by


Edoras is the chief city of Rohan, counting the greatest a people who had spent a lifetime under a greedy,
townsfolk in the entire Riddermark. Local chiefs and lords fractious king. Few among them were ready to love
live in Edoras with their households, meeting tradesmen his son; even fewer expected anything more from
and craftsmen along its main street, while many farmers him than what they had got from King Fengel for
and herders regularly come to see the king and bring him f if ty years.

15
Rohan Region Guide

Combat Scenery for Towns

Large towns like Edoras (or their much larger cousins in the South) allow the Loremaster to present some
additional challenges for a combat. Use the descriptions found in the sections below to determine the best
scenery to deploy as needed.

Ditches
During a combat in the streets, drainage-works can easily catch the unwary. Whenever a creature crosses
this terrain feature, they must make a DC 8 Dexterity saving throw or become Prone.

Doors
Most doors are made of wood, sometimes reinforced by metal strips (AC 15, 20 hp). An open door can
provide three-quarters cover for someone ducking behind it, and a closed door blocks line of sight entirely.

Good Cheer
Heroes hunting a skulking assassin in the dark streets of a town can easily forget why they are risking life
and limb. A sudden burst of song or laughter from a nearby tavern or inn can remind them that they protect
the innocence of the common folk. Goodly creatures gain Inspiration.

Roofs
Thatched roofs are unlikely to support much weight, causing creatures to fall into the structure. Tiled or
wooden shingled roofs often count as steep slopes, giving those higher up Advantage and lower combatants
Disadvantage.

Tunnels
Larger townships might have complex sewer and drainage systems. Even the largest tunnels only allow
one or two creatures to stand side-by-side, creatures wielding two-handed weapons have Disadvantage on
attack rolls and only the foremost creature in an enemy group can be targeted by ranged weapons.

Walls
House walls are varied — sod (AC 10, 30 hp), wood (AC 15, 20 hp) or brick/stone (AC 17, 30 hp). A
creature next to a wall can gain half-cover from it if their attacker does not have a clear line of sight.

Windows
Most have wooden shutters and some will have glass panes. A large open window between two combatants
provides three-quarters cover while a smaller window offers full cover.

There are many other pieces of combat scenery that could be featured in a town combat: covered or open pits,
foundations, lone trees, mud, rubble, and statues to name a few.

16
Regions of the Mark

Thengel himself was not ready to love again the green father and that one day he will pass on to his son, and so
plains of the realm he had learnt to call Rohan. He on until his line is extinguished.
returned a grown man, with a foreign queen and a foreign
heir. To his eyes the Golden Hall and the shadowy refuges Thengel received the sword from the hands of Heáfod, the
of Dunharrow and Helm’s Deep appeared quaint and captain of the King’s Guard, when he crossed the waters
rough compared to the high, lofty castles of the Dúnedain; of the Mering stream, riding into Rohan on his way back
the Riders of the Riddermark seemed a quarrelsome folk, from Gondor.
loud and boastful compared to the Knights of Dol Amroth
or Lossarnach. Thengel knew full well that his wife and Motivations: Now that I am the rightful Lord of the
young son, born in Gondor, would feel out of place for Riddermark it is my greatest ambition to set things right
many years, perhaps all their lives, behind the wooden once again, to rule wisely, and see the Rohirrim win such
walls of Edoras. renown that it will redeem the honour that my father
squandered. When the day comes for Théoden to sit upon
the throne, he will take his position without shame.

Expectations: +1 if the Company greets the king in


Sindarin; +2 if the Company pledges loyalty to the the
house of Edoras and Thengel himself; -2 if they instead
seek to draw the king into the quarrels of their own houses.

Because he has spent much of his adult life in Gondor,


Thengel respects the traditions and culture of his adoptive
homeland as much (if not more, some say) than those of his
birthplace. When encountering the royal court, any visitor is
first addressed in Sindarin. Once the necessary introductions
are made, the conversation may continue using the Common
speech, if so desired. A speaker wishing to use the tongue of
the Dúnedain for the length of the encounter would certainly
please the queen, as she considers the language of the Elves
a sure sign of deeper wisdom.

For this and other reasons Thengel and his family speak Thengel as Patron
Sindarin and Westron, in the Golden Hall, even if not all his Thengel welcomes all strangers coming from afar and
subjects appreciate that custom. But in all public matters encourages them to enter his service. Some among his
the Lord of Rohan and his household use the language of counsellors privately think his generosity to be heedless,
the Mark, and with every passing year this becomes more but the king knows full well the difference between
and more natural to the king. The rich and stern tongue hospitality and trust, and the latter is not something he
of his younger days stirs bittersweet memories in Thengel, concedes easily. But if there is a fault to be found in the
recollections of a land he loved fiercely, and that he could king’s judgement it might well hide in his predilection
not suffer to see ruled by a greedy and unjust lord. for all things noble and magnificent. Dwelling for many
years in Gondor has made him susceptible to the fine
An Audience with Thengel King art of courtesy, song, and fair speeches. High lords and
The king receives all guests in Meduseld, sitting on his powerful folk are almost sure to find him well disposed
great gilded chair upon the dais, the queen beside him. towards what they came to ask him.
On such occasions he wears upon his head a thin golden
circlet set with a single white diamond. From his side Saruman the White knows well this facet of Thengel’s
hangs Herugrim, the ancient blade that belonged to his character, as he met him many times in Minas Tirith, when

17
Rohan Region Guide

the king was in the service of Steward Turgon. Whenever


Saruman comes visiting, he makes sure to appear in the
guise of a lord of lofty manners, coming to confer with his
Thengel, King of the Riddermark
Medium Human
most powerful and wise ally, he whom he calls ‘Thengel
STR DEX CON INT WIS CHA
the Thrice-renowned’.
17 (+3) 11 (+0) 18 (+4) 16 (+3) 15 (+2) 17 (+3)

Thengel can be made the patron of a Company if the heroes Armour Class 18 (Heavy mail, Shield)
met him during an Adventuring phase. Companies with at Hit Points 117 (14d8+56)
Speed 30 ft, 65 ft when mounted
least one member of the Rohirrim possessing a Proficiency
Bonus +3 or more are welcome to enter his service, as are Skills Animal Handling +5, Athletics +6, History +6,
groups hailing from any Culture with a Proficiency Bonus Intimidation +6, Traditions +6
of +4 or more. Senses passive Perception 12
Languages Rohan, Westron, Sindarin
Challenge 6 (2,300 XP)
Born to the Saddle. Thengel has Advantage on all
Receive Title: Esquire of Rohan Wisdom (Animal Handling) checks and adds +3 to
A hero whose deeds have come to the attention ability checks when dealing with horses.
Charge. Thengel’s Mearh has the Charge feature (see
of Thengel King or one of the marshals of the page 150). If the mount takes this action, Thengel gains
Riddermark may — with the Loremaster’s +6 to damage rolls during his turn.
permission — choose this undertaking to secure Fell Stroke. If Thengel scores a critical hit against a
their connection with the Rohirrim. The companion creature, he can use his bonus action to knock the
creature Prone.
receives all the normal benefits connected to the
Mounted. Thengel has a Mearh as a mount (see page
Receive Title undertaking described on page 201 of 150).
the Player’s Guide, here briefly summarised: Reckless. Thengel may choose to gain Advantage on
all attacks he makes in a round, but all attacks on him
The adventurer is considered two steps higher on gain Advantage until the start of his next turn
the Cultural Attitudes chart by any Rohirrim Actions
and the king may grant the hero a small holding.
Multiattack. Thengel makes three attacks with his
Companions wishing to serve at the king’s hand may sword or spear.
serve as his guard — they are granted an alcove to Spear. Melee or Ranged Weapon Attack: +6 to hit,
sleep in within the hall of Meduseld, are well-fed, reach 5 ft or range 20/60 ft, one target. Hit: 6 (1d6+3)
and receive gifts from the king equalling 50 silver piercing damage or 7 (1d8+3) piercing damage if used
with two hands to make a melee attack.
pennies or more each year.
Herugrim (Long Sword). Melee Weapon Attack: +7
to hit, reach 5 ft, one target. Hit: 8 (1d8+4) magical
Those who express a desire to settle down may instead slashing damage or 9 (1d10+4) magical slashing
take on a house or farm within one of the settlements damage if wielded with two hands
of the Riddermark.

18
Regions of the Mark

The Errantries of the King


Queen Morwen
Medium Human
(2957-2980)
STR DEX CON INT WIS CHA
In the year 2957, an unknown adventurer arrives 11 (+0) 18 (+4) 17 (+3) 15 (+2) 16 (+3) 14 (+2)
in Rohan from the North. He puts his sword to
the service of King Thengel, who accepts it. From Armour Class 14
Hit Points 75 (10d8+30)
that day he rides with the Rohirrim, distinguishing
Speed 30 ft (65 ft when mounted)
himself as a great captain, only to leave in the year
2965 as unexpectedly as he arrived. As long as he Skills Insight +6, Lore +5, Perception +6
remains in Edoras, the unknown adventurer rides Senses passive Perception 16
at the side of the Marshals of the Mark and sits to Languages Westron, Sindarin, Rohan
the right of the king. The Rohirrim call him ‘The Challenge 5 (1,800 XP)
Eagle’ for his sharp grey gaze that misses little.
Mounted. If met outside Meduseld, Morwen rides a
dappled Mearh.
Player-heroes who visit Rohan in the years between Truth-knowing. Morwen has a finely tuned ear for
2957 and 2965 might recognise Aragorn in deceptions. During an Audience, if a creature utters
his disguise. If their characters knew him before, a falsehood, they must contest their Charisma
(Deception) versus her Wisdom (Insight). If she
Aragorn will ask them to preserve his secret, and
detects the lie, she imposes Disadvantage on the Final
eventually to help him pursue his aims. Aragorn is in Audience check.
Rohan as part of his errantries, and often encounters Wicked Cunning (1/day). Morwen can use her bonus
Gandalf the Grey there, either openly upon one of the action to activate this ability. For the remainder of the
official visits of the Wizard to the courts of Thengel, combat, she adds her Wisdom modifier (+3) to her AC.
or discreetly, meeting the Grey Wanderer upon the Actions
grassy plains of Rohan, far from curious observers.
Multiattack. Morwen makes two attacks with her
sword.
Aragorn remains in Rohan for only eight years, Broadsword. Melee Weapon Attack: +7 to hit, reach 5
leaving to go to Gondor and serve the Steward ft, one target. Hit: 8 (1d8+4) slashing damage.
Ecthelion for fifteen years. In the course of his stay Reactions
he is certainly favoured by the king and his queen for
Counterattack (Recharge 5-6). If an attack roll misses
his nobility and prowess. What causes him to leave
Morwen, she can use her reaction to make an attack
the Golden Hall of Meduseld so early? Did Saruman roll against the attacker with Advantage. She must be
resent his presence and influence on the king? wielding a melee weapon and able to see her attacker.
Parry. Morwen adds 3 to her AC against one melee
attack that would hit her. To do so, she must see the
attacker and be wielding a melee weapon.

Queen Morwen of Rohan


The king values courage and honour above all, but, when
it comes to the weighing of the intentions of strangers, to the south of Minas Tirith, but she is a descendant of
the Lord of the Mark relies much on the judgement of his the princes of Dol Amroth, Dúnedain with Elven-blood in
wife, a lady of high blood, not easily deceived. Her name their veins.
is Morwen, but the Rohirrim call her Steelsheen, a strong
name for a forbidding queen. Morwen has given an heir to the Lord of the Mark and her
daughters someday will bind in marriage the worthiest
Much younger than her husband, Morwen was born in captains and marshals of the Rohirrim together. But the
Belfalas in the year 2922. As beauteous now as when she Queen will ever be a stranger to her people, however much
first came to Rohan, the queen remains youthful. She they admire her. She is tall and fair-skinned with long black
lived most of her early life in distant Lossarnach, a fief hair — quite exotic to her husband’s fair-haired people —

19
Rohan Region Guide

appearing as foreign as her native speech and accent, so


soft and musical compared to the slow, rich language of The Daughters of the King
Rohan. Sometimes, her daunting strangeness has been
As of 2960, Queen Morwen has born Thengel four
an advantage to her husband, as it has added depth to
children, of whom Théoden, the second, is the only
the romance of a king who won fame far away. Moreover,
son. She will bear a last daughter, Théodwyn, in
the queen is wise enough to strive to love the people of
2963, the child of her father’s age and apple of his
her new home. She treats every honest man and woman
eye. Théodwyn will marry Éomund of Eastfold and
with fairness and generosity, yet she remains distant and
become the mother of Éomer and Éowyn.
reserved, allowing her humour and compassion to come
to the fore only in rare circumstances. She has a keen As to the other daughters, canonically, little was
eye for folly and she values the steadfast honesty of the recorded, not even their names, only that two were
Rohirrim. born in Gondor, along with Théoden. Let us say,
then, that the eldest daughter, Meril, was born
Théoden, Son of Thengel in Gondor in 2945. At fifteen, she already shows
Théoden was born in Gondor in the year 2948, much of her mother’s grace, and well remembers her
the only son of King Thengel. Already a boy of five life among the Dúnedain. Already, certain lords are
when his father took the throne, Théoden had to manoeuvring to prove their worth to Thengel so as
learn the traditions of the Riders of the Riddermark to hopefully secure Meril’s hand in marriage, thus
as a foreigner, but has quickly embraced their ways gaining an alliance with the royal family. Thaena
as easily as ever y child born in Rohan. In his early was also born in Gondor, but was too young to
years Théoden was most moved by the ancient legends remember any of it, she is presently nine. Saewara
recounting the heroic deeds of his ancestors, and he was born in Rohan and is five years old.
could often be found in the Golden Hall of Meduseld
looking enraptured at the woven cloths hung upon the
walls, or sitting at his mother’s feet, listening to the
songs of the minstrels.

By his tenth year Théoden has trained every day with horse
and shield, spear and sword, with a fierce determination,
looking up to his father’s prowess as an example to
follow. Reared on tales of companionship and sacrifice,
Théoden is developing a deep and unwavering loyalty to
his folk and kin, and a brotherly love for his most trusted
companions; once earned, his faith is not easily lost. His
mother sees her great challenge in teaching Théoden to
be wary and discerning without becoming grasping and
suspicious.

Sunnifa, Servant of Meduseld


Sunnifa is a serving-woman of Meduseld, a favourite of
Queen Morwen. Golden-haired and lovely, perceptive
and brave, Sunnifa draws attention without trying.
She comes from an old family of proud Eastfold
farmers. She was the youngest unmarried woman in
her household when her uncle squandered the last of
their old wealth and allowed their farms to be taken

20
Regions of the Mark

by rivals and neighbours. Sunnifa refused to wed one deter mined to win the old war r ior over, however long
of the men that had brought her family to ruin and it takes. Queen Mor wen knows, too, and fears that
fled to Edoras, seeking to serve in the Golden Hall. Heáfod might be manipulated by Thengel’s enemies,
She had no connections there to speak for her, so she nobles who once prospered under the r ule of his
cynically played on old King Fengel’s lust to win a place, father Fengel.
only to later avoid his advances so deftly that, in his
amusement, he didn’t mind. Heáfod’s once-golden plaits have turned grey, but his
dark blue eyes have lost none of their keenness. His wide
Today Sunnifa serves in the court of King Thengel. In shoulders still bear heavy mail with ease. Heáfod crops
her few years of service she has gained bitter rivals his silvery beard short with a simple knife. No one in
among the other serving-men and women of Meduseld, Edoras can ever remember seeing him smile, only rare
but she has advanced much in station. She has taken occasions when his scowl lightened.
no husband, having never met one that seemed to want
her for anything other than her physical attributes —
until wise Gálmód came to the Golden Hall, the advisor
and foster-son of Cenric, Third Marshal of the Mark
(see page 36). Sunnifa and Gálmód became friends
almost at once, and soon their friendship became more
trusting and intimate. Gálmód has promised to marry Heáfod
her when his position at court is secure enough to allow Medium Human
the wedding of a common woman. Sunnifa accepts that, STR DEX CON INT WIS CHA
but occasionally she resorts to sly manipulations when 16 (+3) 12 (+1) 17 (+3) 12 (+1) 16 (+3) 8 (-1)
more highborn women threaten to draw Gálmód’s
Armour Class 16 (Heavy Mail)
attentions. Hit Points 67 (9d8+27)
Speed 30 ft
Heáfod, Doorwarden of Meduseld
Heáfod is the captain of the King’s Guard and the Skills Animal Handling +5, History +6, Insight +5,
Doorwarden of the Lord of the Mark. Soon he will Riddle +3
be considered an old man, as he was born a handful Senses passive Perception 13
Languages Rohan, Westron
of years before Thengel King. But he is determined Challenge 3 (700 XP)
to serve for as long as he will have the strength to
carr y his spear. He served old Fengel for most of his Hard Eyed. Heáfod has won many battles in defence of
life, not out of personal devotion to the callow king his hall. He scores critical hits on an 18, 19, or 20 on
an attack roll.
but out of love for the line of Eorl. Fengel, for his part, Unyielding (Recharge 5-6). Heáfod can use his bonus
kept Heáfod close for his value as a bodyguard whose action to gain 6 temporary hit points.
loyalty came cheap.
Actions

Heáfod quietly disapproved of Thengel’s flight from Great Spear. Melee Weapon Attack: +5 to hit, reach 10
his homeland, and eyed suspiciously the new Lord ft, one target. Hit: 9 (1d12+3) piercing damage.
of the Mark when he retur ned, for he suspected that
Reactions
Thengel had abandoned his people’s ways. Yet he
kneeled before him when Thengel came r iding from Deadly Spear-Thrust. Heáfod may use his reaction to
Gondor and brought him the sword of his ancestors. make a single melee attack against a creature that has
just attacked him. If Heáfod inflicts a critical hit with
From that day, Heáfod ser ved the new king as this attack, the target is knocked Prone as the blow
steadfastly as he ser ved the old, and for the same strikes a knee or other joint.
reasons. Heáfod’s opinions are not as well guarded
as he thinks. Thengel knows how Heáfod feels, but is

21
Rohan Region Guide

to banditry or confiscation. But should a rival to Thengel


need a friend among the merchants, Goldred won’t be far
New Fellowship Phase Undertaking:
away. He is normally found scheming at Cépa’s House
Sparring with the King’s Guard
(see page 24).

The men of the King’s Guard are the household Goldred is a portly man in his late fifties, as swift to down
Riders of the Lord of the Mark. When they are an ale as he is to discuss business. He is a skilled talker,
not attending to their duties, the Riders of the
and eloquent in his way, always interested in news from
King’s Guard often fight friendly bouts with spear
afar. He does his best to be charming around ‘useful’ folk.
and sword, sometimes on horseback and sometimes
on foot. They are glad to challenge warriors from
Motivations: As long as I think you’re useful to me, I’ll be
within or outside their ranks, to put their skill to the
very charming. But, if you have nothing to offer me, you’re
test.
worth nothing.
A companion spending the Fellowship phase in
Edoras may choose this undertaking and join them
Expectations: +1 if the Company hails from foreign
in their training. The companion makes five attack lands; +3 if they propose an arrangement involving profit
rolls against AC 16. If the companion scores more for Goldred; -2 if they instead rely upon his word or his
successes than failures, then the hero gains the honour — this will only amuse him, but he has little time
admiration of the king’s Riders. During the next for gullible fools.
Adventuring phase the companion has Advantage on
any ability checks made during Audiences with the Notable Places
Rohirrim. The Snowbourn
Strange things come down from the White Mountains
If you have more failures than successes, the in the cold waters of the Snowbourn: shards of broken
companion has taken a beating and learned a painful pottery, gnawed bones, remnants of brutish butchery, and
lesson. The hero begins the next Adventuring phase riverworn artefacts bearing peculiar runes.
with a level of Exhaustion but can remember the
valour and skill of the King’s Guard in order to gain The Rohirrim deem it best to let such things lie, lest
Inspiration. they call some doom upon themselves, but bolder folk,
or perhaps the less wise, may profit from the river’s
debris.
Goldred, Merchant of Edoras
Fengel King was a great friend to merchants, at least to The Barrowfield
those who learned to anticipate his fickle moods. Goldred The deep-rutted road that leaves the great West Road
was the canniest among them and was able to gain the towards Edoras, on the other side of the ford crossing
favour of the king before anyone else. Welcomed in court, the Snowbourn, passes under the shadow of many high,
Goldred encouraged Fengel’s suspicions and fears, and green burial mounds: nine to the west and six to the east.
pushed him to outlaw his competitors one-by-one. When Upon their western sides the mounds are white with
Thengel returned, he instantly proved less tractable than simbelmynë, small Evermind flowers that blossom in
his father, and Goldred fell quickly to disgrace. every season. The nine western mounds house the graves
of the first line of kings, from Eorl the Young to Helm
Now the merchant schemes to overcome his competitors Hammerhand. On Helm’s mound, farthest from Edoras,
with complex plots, seeking aid from those who still the white flowers grow thick as snow. In the six eastern
respond properly to gifts of treasure. Goldred remains mounds lie the second line of kings, from Fengel to Fréaláf.
wealthy, though his secret hoard-room is less fabulously Out of the shadow of the barrow-mound of Eorl, nearest
rich than before, and he is careful not to offend the king, Edoras, the road rises to the deep dike and thorny wall of
lest he find himself driven away and his treasure subject the town.

22
Regions of the Mark

Meduseld
New Fellowship Phase Undertaking: The high house where Thengel now sits is also called
Honour the Kings of Old (Riders of the Golden Hall, for its roof is thatched with gold and
Rohan only) gold covers the posts of its doors. It stands upon a
high platform above a green hill, and the light from
it gleams far in the sunlight. It was built four hundred
Riders of the Riddermark visiting the courts of
their king often go walking among the great mounds
years ago by Brego, son of Eorl, and fifteen lords and
where their kings sleep, singing songs mourning the one usurper have sat upon its high seat since that time.
dead or celebrating their deeds. Rider companions
spending a Fellowship phase in Edoras may visit the Brego raised it following the tradition of the longhouses
Barrowfield during their stay there and undertake to of his ancestors, but no great hall in Wilderland is as
Heal Corruption (see the Player’s Guide, page 200). rich, not even the magnificent Wuduseld of Mirkwood
If you choose to make a Performance check, you roll in the North.
with Advantage. But if the roll fails producing a
natural 1, the companion’s voice fails and the hero 1. Spring. A font of clear water spills from the ground
is convinced they have displeased the sleeping kings beneath the Golden Hall through the mouth of a stone
and have brought bad luck upon themselves: for the carved in the likeness of a horse’s head, and pours into
length of the next Adventuring phase the companion a wide basin, which feeds the stream that runs along the
gains one point of Shadow each time they roll a main street of Edoras.
natural 1 on an ability check.

23
Rohan Region Guide

2. Terrace. A stair of stone, high and broad, leads up to children. There are no rooms for guests in Meduseld: these
a wide, green terrace, where guards sit in full panoply on are lodged and served in the outbuildings nearby, close to
stone seats on either side of the topmost step. One of the where the kitchens and storage for supplies and weapons,
guards is Heáfod, Doorwarden of King Thengel, captain of beer, wine, and food is to be found.
the King’s Guard; no one can cross the gates of Meduseld
without his consent.
New Fellowship Phase Undertaking:
3. Portico and Doors. The thick wooden doors of the Gain Favour in the Golden Hall
mead-hall open beyond a porch lined with pillars made of
great trees, carved with interlacing images of beasts and ...the words of the song brought a light to the eyes
heroes gilded and painted. The doors themselves are cut of the folk of the Mark...
with many figures, more beasts and birds with bejewelled
eyes and golden claws. They are very heavy, and swing Many minstrels play and sing in the Golden Hall, to
inward on great hinges of iron only ponderously. In the entertain the king and his court, to welcome guests
days of Thengel, the gates of the high house remain wide from faraway lands, or to celebrate the deeds of the
open during the day, as the king and queen prefer to let sons of Eorl before the assembled lords and chiefs
in as much light and clear air as possible, but at night the who live in Edoras or dwell nearby.
guards shut the gates with heavy bars.
Companions spending a Fellowship phase in Edoras
4. The Main Hall. The great hall of Meduseld is long may attempt to curry the favour of the Rohirrim
and wide, lined with massive pillars, carved beautifully, by making songs about their deeds and singing their
holding up a high roof lost in shadows and smoke. Its praise in their greatest hall. The hero must make a
floor is paved with many-coloured stones, cunningly set to DC 15 Charisma (Performance) check. On a success,
create intertwining runes and devices. An opening in the the companion has earned a favour from one Rohan
ceiling runs the length of the long hearth, directly above Loremaster character (a captain, counsellor, or
it to let smoke escape and let sunbeams shine down. The perhaps even a marshal). If you succeed by 5 or more,
walls are hung with tapestries, both ancient and newly you gain two favours and three with a natural 20.
woven, showing the deeds of mighty Fram, the slayer
During the next Adventuring phase, the companion
of Scatha the Worm in the mountains of the forgotten
may ‘spend’ the earned favour to gain Advantage
North, of golden-haired Eorl the Young, astride his white
in any way they see applicable to the current
horse, Felaróf, and those of other heroes of the Rohirrim,
circumstances. If the Performance check fails, the
who fought in countless battles against Dunlending and
companion has embarrassed someone of note: during
Easterling hordes. Long tables on either side are set at
the next Adventuring phase, the companion can count
mealtimes for the king’s guards and guests.
on trouble with this individual or their kin (if this
results in blood being spilled, the companion is in for
5. The High Seat. At the far end of the hall, a dais rises a feud).
with three steps to a great gilded chair, the throne of the
Lord of the Riddermark, a smaller seat with a high back
beside it reserved for the queen. Here King Thengel and
Queen Morwen receive captains and messengers, hear the Cépa’s House
needs and disputes of their people, and welcome visitors Cépa’s House is the foremost place for travellers and
from afar. merchants to find hospitality in Edoras. Built like a traditional
longhouse, but reinforced to account for occasional brawls,
6. Side Aisles. Shadowed alcoves hold sleeping cots for strangers to Rohan gather here alongside locals to down
the servants and sword-thains serving the king during mead and hearty stews. Those with ready coin can even
the day. Beyond, an opening leads to other rooms: secure a bed for a night or two. Built many years ago by a
bedchambers for the king and queen and for their prosperous trader, Cépa’s children squandered his wealth

24
Regions of the Mark

and ended up turning to the merchant Goldred to help It takes two days for travellers riding from Edoras to reach
them. Instead, he hastened their ruin, encouraging them to the road’s end and find the Hold of Dunharrow, a fastness
take on debt, which he quietly bought up. of the Rohirrim, built by a vanished people in ancient days
above a sheer cliff in the lap of three mountains: Írensaga
When they had little left to pay with, he came to collect to the north, Starkhorn to the south, and forbidding
and, though Cépa’s sons beseeched Fengel King for justice, Dwimorberg, the Haunted Mountain, to the east.
they received none of it. It amused Goldred to keep the
name. Cépa’s House is now a ready source of stories, Combat Scenery: bracken, dead silence, freezing cold,
rumours, and opportunities for trade. Goldred can often rock pillars, statues, steep slopes, thickets
be found here, breaking bread with wary colleagues and
scheming to improve his fortunes.
HARROWDALE
Inhabitants
Along the way from Edoras the road passes two hamlets,
Harrowdale Upbourn and Underharrow, and many small farmsteads,
To the north of the great hill of Edoras, the great West Road hidden in small woods and narrow dales. Here live a folk
runs towards Westfold on one hand, and runs east through descended from those among the Eorlingas who long ago
Eastfold into Gondor on the other. A northerly horse-road chose to abide here, adapting to a life on the mountains.
leads away from the mountains, following the Snowbourn With the passing of the centuries, they gradually grew
to the willow-thickets, where it meets the Entwash, and then estranged from their kin inhabiting the lowlands. Even
turning north to the fords of the Entwade. if their speech is the same as that spoken throughout the
Mark, many among the folk of Harrowdale have dark hair
Yet a third road leads south, following the winding and grey eyes; a sure sign, some claim, that the blood of a
stream deep into Harrowdale, a long valley cut far into forgotten folk run in their veins.
the shadows of the mighty Starkhorn peak. Stretching for
many miles, Harrowdale echoes with the waterfalls of In times of peace, the hardy villagers of Harrowdale fish
smaller streams joining the river. Pines and firs rise from the quick river and tend goats and sheep on the valley
the rough grasses of the valley floor and cling to the steep sides, keeping what numbers of horses the shadowy
walls overhead. valley’s grass can support. But in times of need, the able

Men from Harrowdale Alternative Cultural Virtue

Players desiring to highlight the features of a hero What you know is that a gift of good fortune has
hailing from the dark valley of Harrowdale when started to favour you, or rather to work against
creating a new character may use the new virtue those who oppose you.
below.
Whenever you make an ability check, attack roll, or
Ominous Blessing saving throw and obtain a natural 1, you may turn
‘…the Dead come seldom forth and only at times of it into a natural 20 instead by gaining a Shadow
great unquiet and coming death.’ point. The circumstances surrounding this are up to
you to describe, but should involve whenever possible
The inhabitants of Harrowdale live under the shadow a stroke of misfortune befalling others and favouring
of the Dwimorberg, and all their life they have felt you instead. When you select this virtue you gain 1
the stare of cold and unforgiving eyes watching them point of Shadow.
from the dark below the Haunted Mountain. Some
in the Riddermark say that the sad-faced dale-folk
are bringers of ill-luck.

25
Rohan Region Guide

rush to the weapontake in Edoras, where the muster of hardly care less about their loyalty; his thoughts dwell on
Rohan is set, leaving only a few warriors to look after impossible ambitions. His every meeting with the Lord of
those unable to follow the Lord of Harrowdale into battle. the Mark ends with him suggesting that Thengel send one
or the other of the marshals back to their farmsteads and
But it is not war and strife that the people of Harrowdale name trusted Hereward in his place; or better still to name
chiefly fear, for at times they are called to endure a Hereward as First Marshal, with orders to bring the rivals
grimmer test. On nights without a moon, the shades of in line in the name of the king. Every refusal only sharpens
armed men can be seen coming down from the Hold his hunger more.
of Dunharrow to march upon the stony road, up to the
village of Underharrow and beyond. Who these shades
are and where they are headed no one in the Mark knows,
and the people of Harrowdale do not ask questions but
bar their doors and do not let anyone go out at night.

Notable Characters
Hereward, Lord of Harrowdale
In these days the chieftain of the folk of Harrowdale rarely
wears a helm on his balding head, or a mail hauberk upon
his stooping shoulders, nor does he grasp a sword hilt with
his thin fingers. A violent life and old age have withered his
body. But his bright blue eyes still blaze with a fierce glow
when he is roused, and even in his weakness his spirit still
intimidates the strong young Riders around him.

Hereward, an ambitious man from a wealthy household of


the Folde, was long a favourite of Fengel King. His loyalty
saw him raised to the title of Lord of Harrowdale, and he
expected and schemed to take a marshal’s saddle next.
Were trouble to threaten Edoras, Hereward imagines he
But it was never to be. Fengel needed a trusty follower in would lead his riders to a glorious rescue. But in the dark
Harrowdale, should he ever need to find sanctuary in the corners of his mind unfathomable resentment festers. If
Hold of Dunharrow. And at the same time the king didn’t the king were truly in need, who can say how the old lord
want to upset the fragile balance between the Second would respond?
Marshal in the west and the Third Marshal in the east, held
by a rivalry of his own devising. And so loyal Hereward Motivations: I have long served the house of Fréaláf and I
brooded in Harrowdale, far from glory, dreaming of the deserve the rank of marshal for that service.
Haunted Mountain to the east as the bitter years rolled
past. Now Fengel is dead and gone, yet Hereward remains Expectations: +2 if the Company speaks openly of having
in Harrowdale: Thengel King, so different in every way the favour of Thengel King; -1 if the heroes do not observe
from his father, has just as much need of a reliable captain the customs of the Rohirrim; -3 if they are agents of one of
in the shadow of the Dwimorberg. the current marshals

The folk of Harrowdale honour Hereward less from genuine Notable Places
love than from respect for his long years of authority. The Hold of Dunharrow
Many local chiefs are his cousins and his household riders The road from Edoras leads to Dunharrow, where the
include his sons and grandsons. Their lord Hereward could valley of Harrowdale is little more than half a mile in

26
Regions of the Mark

width. Here, another road leads west to the fastness Close to the mountain, in a clearing amidst the fir-trees
of Helm’s Deep, crossing the Snowbourn where it is stands a huge standing stone poised like a finger of
most shallow, while another path turns east, climbing doom. Beyond it, the road ends against the black wall of
slowly towards the side of the valley. Men of the Lord of the mountain where the Dark Door gapes, its stone arch
Harrowdale stand guard at the ford, to question all those carved with runes and symbols worn by years uncounted.
who approach the Hold of Dunharrow.

The easterly path leads straight up to the valley wall,


where a looping road was carved centuries ago by long-
forgotten people: the Stair of the Hold. The Stair winds
upwards, back and forth, cut directly out of the rock of the
Starkhorn in jagged switchbacks that barely allow horses
and wagons to ascend. At each turn a huge statue squats
cross-legged, with each so worn that often no features can
be discerned but deep eyeholes and hands resting on a
broad belly. The Rohirrim call the statues the Pûkel-men,
‘little Goblin-men’ in their tongue, and say there’s no
harm or magic left in them.

Atop the Stair of the Hold lies the Firienfeld, a green


field of grass and heath a mile wide, stretched between
the three great mountain-peaks looming above it. A
road leading east from the Stair divides the Firienfeld
neatly in two, and runs between two lines of cracked
and uneven standing stones, plunging into the darkness
of a wood of fir-trees. In days gone, this green field was
the home of a people remembered only in dim legends.
Here upon the wide upland they dwelt, perhaps seeking
a safe place from their enemies, or maybe to stay close
to a secret burial place for their honoured dead, no one
can say.

Today, the folk of Edoras and the surrounding regions find The second King of Rohan, Brego, and his son Baldor
refuge in the Hold of Dunharrow in times of strife, for the discovered the Dark Door when they first came to
steep Stair allows for a handful of determined warriors to Harrowdale long ago, when their realm was new. Before
oppose a vast army of assailants, and, while provisions its threshold, they encountered the ancient, withered form
last, no foe entering the Mark will have any hope to of a man, who warned them that ‘the way was shut’ and
overtake the Rohirrim here. only the Dead would keep it until an appointed time; with
those words the man fell dead. Brego and Baldor heeded
The Dark Door the words and departed. But at the inauguration of
The road traversing the Firienfeld from the Stair of the Hold Meduseld, Baldor let his recklessness get the better of him
leads to the Dimholt, the wood of the Hold of Dunharrow, and boasted that he would brave the Paths of the Dead. He
rising dark against the feet of the Dwimorberg, the entered the Dark Door and was never seen again.
Haunted Mountain. Going too far along the road lined
with standing stones stirs cold fear in the hearts of anyone, The Rohirrim know not where the Dark Door leads, for
and even the immortal Elves cannot endure for long the they will not pass that way since the boastful prince
gloom of the black trees. crossed that cursed threshold and failed to ever return.

27
Rohan Region Guide

Old rhymes nobody dares to utter in the Mark tell of a be trusted, then the path under Dwimorberg is watched by
secret way winding deep beneath the mountains and Dead Men out of the Dark Years who will suffer no living
leading to some forgotten end. If those ancient tales are to man to pass through their underground realm.

The Paths of the Dead

‘The Paths of the Dead!’ said Théoden, and trembled. who will eventually gather to drive intruders mad with
‘Why do you speak of them?’ fear.

The Paths of the Dead are a complex of underground Characters that pass into the darkness must be iron of
passages and darkened halls dug centuries ago by those will and definite of purpose, for to be otherwise is to
Men who once dwelt upon the White Mountains, and invariably be lost to madness and death. Every hour spent
whose name and purpose has been erased from all songs upon the Paths requires an increasingly difficult Wisdom
and legends of the Mark. Its caverns and tunnels are saving throw starting at DC 20, then DC 22, DC 24,
haunted by the ghosts of the Oathbreakers, poor souls and so on. Any failure of will on the Paths of the Dead
cursed by Isildur for their treachery. Simply mentioning means 2 Shadow points and sudden shrieking flight.
the Paths of the Dead anywhere in the Mark is a good Know, though, that the hero must continue to make
way for a companion to rouse suspicions and incite the saving throws, even as the character attempts to flee the
natural superstition of the Rohirrim. Should any hero Paths. Any useful Speciality that may help steady a hero
defy such reactions and remain intent on inquiring about can only be invoked once while beyond the Dark Door (see
them, the Loremaster may use the information presented page 121 of the Player’s Guide).
in this chapter to share their history, as it’s known to the
Rohirrim. So why brave the Paths at all? Secret lore hidden in old
troves. Ancient treasures, long untouched by the light
Braving the Dark Door of the sun. Characters who successfully make a DC 25
Approaching the Haunted Mountain is a trial for all but Intelligence (Investigation) check can find a hidden
High Elves, for whom the shades of dead Men have no passage leading to burial chambers with a hoard rated at
terror. A feeling of increasing fear settles in long before 20*. Any artefacts or wondrous items found on the Paths
the Dimholt is reached. When a group of companions are invariably cursed. For High Elves, the ghosts of Men
comes to the standing stone in the woods, all who intend hold little horror, though to walk through their halls is
to continue must pass a DC 15 Wisdom saving throw or a desecration the Eldar would consider unseemly at best.
gain 1 point of Shadow. No horse or pony will go further, An Elf will only walk upon the Paths at greatest need,
unless led by someone who passed the check (a companion never for mere greed.
who fails must abandon their mount).
Hidden Halls
Approaching the Dark Door requires a DC 20 Wisdom If the Paths of the Dead pose a challenge beyond the
saving throw, as the darkness feels more and more stifling;
strength of a Company, other underground realms may
failure gains another point of Shadow; companions who have been carved under the mountains of Harrowdale by
failed the first saving throw are considered to fail this
the Men of the Mountains. Similarly to Dunharrow,
second one automatically. Going through the Door of the those secret places may still lie undiscovered since the
Dead adds another point of Shadow without requiring a day when the dwellers of Harrowdale vanished from
roll. all records. What treasure did the vanished folk hide in
those hidden halls? Does anyone stand guard there too?
Beyond the Dark Door await burial chambers and secreted What horrors from the deep may have claimed their dark
alcoves, but so too do the ghosts of the Oathbreakers recesses?

28
Regions of the Mark

Much of the grasslands seem devoid of habitation, as the


The Oathbreakers Eorlingas keep no permanent settlements on the plains.
The herdsmen here live a nomadic lifestyle, following
their wandering charges across the land, directing them
At the time of the twin realms of the Men of the
only as necessary. Their camps are generally temporary
West, Elendil’s son, Isildur of Gondor, made common
cause with a people of Men living in the mountains
affairs, appearing before sunset, melting away just after
and their king. He secured their allegiance with a sunrise. Such supplies as they need, they trade from
solemn oath sworn on a massive rock brought from passing merchants, the settlers and crofters that live along
Númenor known as the Stone of Erech. When the White Mountains, or from the shepherds of the Wold,
Sauron returned, Elendil and the High Elven King who keep more enduring dwellings. During the winter, the
Gil-galad formed the Last Alliance to stand against herdsmen either direct their charges near the Entwade, to
him, Isildur called upon the Men of the Mountains camps they keep where the Entwash and the Snowbourn
to fulfil their oath of allegiance. They refused, for rivers meet, or east to secure sites along the Anduin.
they had worshipped the Dark Lord in the past.
Isildur cursed them, saying that their present king The Eorlingas keep no maps of the grasslands. Every
would be their last, and that they would find no rest Rohirrim who regularly traverses the plains eventually
till their oath was fulfilled one day. knows the folds of the land by heart and can often tell
exactly where they are, despite the lack of recognizable
The Men of the Mountains took no part in the War landmarks. Conflicts between differing bands of herdsmen
of the Last Alliance, either for or against Sauron, are rare, but when they happen, can be vicious. If no easy
instead hiding in their mountains. They quickly solution presents itself, folk from the royal household must
grew apart from the rest of their kin, growing intervene to see that the King’s Law is enforced, seldom an
strange and sullen. It is said that as Isildur’s curse easy endeavour.
took hold, children ceased to be born among them
and they faded into shadow. In the Third Age, they
The great plains of Rohan are divided into two main
still dwell in the White Mountains as undead spirits,
regions by the river Entwash. The Westemnet, or western
restless and accursed. They are known as the Dead
plain, sprawls west of the river between Westfold to the
Men of Dunharrow, or the Oathbreakers, among
south and Fangorn to the north and ends at the Gap of
other, darker names and only those looking to die
Rohan. The Eastemnet, or eastern plain, rolls east of the
seek them out along the Paths of the Dead.
river between the marshes of the Entwash to the south
and the uplands of the Wold to the north, and ends at the
border traced by the loops of the Great River Anduin in
the east.
THE PLAINS OF ROHAN
The Plains of Rohan Combat Scenery: bogs, lone trees, mud, shallow slopes,
The key to the prosperity of the Rohirrim is the great strong winds, warm golden sun
sea of grassland that sways green and wide across
hundreds of miles. At the borders of the plains the Wildlife
land breaks up and rises wild — the ancient tangles The plains of Westfold and Eastfold are home to a great
of Fangorn, the deep dales of Westfold and Eastfold, number of animals, the great herds of cattle and horses of
and the many rivers of the Mark —— but the plains roll the Rohirrim, but only the unbroken mares and stallions
on, unbroken, to the distant horizon. The plains of the that run free on the grassy meadows could be considered
Riddermark often seem peaceful, slowly rolling in cool ‘wild’. The almost continuous presence of the herdsmen
breezes that carry the scents of herb and leaf; but this and their herds keep most other large animals away.
is an illusion, one swiftly broken when massive herds of Wolves once roamed the plains on the prowl, but the
cattle and horses thunder past, guided and protected by Rohirrim, fearing for their herds and dreading the dangers
the bows and spears of the Rohirrim. of stampedes, hunt them mercilessly at the least sign of

29
Rohan Region Guide

their presence. Sharp-eyed travellers can spy countless choose to return to favoured spots for their camps.
small animals among the grasses: voles, mice, rabbits, Their encampments are usually simple affairs: several
hedgehogs, and shrews, with delicate red deer slipping out clusters of tents around a handful of fires, set up close to
of small groves that fill in the dales. The small creatures a brook if they can manage it. If rain is expected, they opt
are hunted by stoats and swift-moving foxes. The unwary for higher ground if available. They are always armed,
among them are snatched on the wing by eagle-owls and taking turns to stand watch on the outskirts of their
prairie falcons that soar overhead. camps, listening for trouble among their beasts. When
on the move they typically travel along hundreds of well
In the northernmost regions, especially near the windy Wold, known tracks, many of which lead south to the crossings
snakes stir and become aggressive in the sunlight of spring of the Entwade, or north towards the farmsteads of the
and summer. They prey on small animals, but an unwary Wold.
traveller could be bitten by stumbling on a serpent’s nest.
The folk of the Wold make their homes in small cottages
Inhabitants amidst the frequently dr y brown hills of the north. The
The herdfolk of Rohan make their homes on the plains. householders here keep sheep and goats, with such
Though they have no fixed dwellings, they frequently crops as they sow intended only to provide themselves

R Field of
ive Celebrant
E rL
Whistlingdown im
lig North Undeep
ht
E
Nan Mordeleb
~Fangorn
o
Wold South Undeep
Treebeard’s Hill c
Derndingle
E E

iver
Ri
ver

tR
En
Isengard tw

rea
as
E h

eG
Nan Th
Dol Baran
E
Curunir Westemnet Sarn
c Gebir
c
Fords
Eastemnet
ll
ast Wa

of Isen E
Grimslade Westfold c
The Argonath
E
a
~The E

Entwade
Aglarond E Helm’s Deep
E E Nen
W
est Hithoel
E fold River Snowbourn
Va
The High Stone le
E
E Edoras Amon Hen
Frecasburg
E
White Mountains E Dunharrow
30
Regions of the Mark

with vegetables and grains for bread. While they can Béowyrt of the Wold
ride their horses, they seldom choose to, for their Béowyrt is considered a chieftain of sorts by all those
horses are of sturdy stock, built for hard work. who live on the Wold, as she was able to rally the fighting
men of the region when a band of marauding Orcs came
Notable Characters upon them from the Undeeps to the east. She is famously
Léothere Five-Fingers outspoken and unyielding in her principles, including
Léothere is an old wandering minstrel, driven long ago her belief that it should be every Rohirrim’s duty to help
from Edoras when Fengel King grew weary of hearing others in need. Her mother died very young and her father
unwanted truths. The king would have had Léothere in went missing after he rode away to fight a war to the East.
chains or dead if the minstrel hadn’t been canny enough Béowyrt’s life was one of deep privation, working hard
to flee to the plains. As a consequence Fengel outlawed for little, and scorning the boastful drinking, songs, and
him, promising a reward for his captor. Unfortunately laughter that so many Rohirrim warriors engage in.
for Léothere, no one has told the new king about the
accusation that hangs above the head of the minstrel, and
the promised reward stands to this day. Léothere lives a
life on the move, joining the family of a horse-herd and
then another as a guest, singing to pay for his food and
shelter. When the old minstrel drinks to his fill, his songs
invariably start denouncing the misery that has befallen
the house of Eorl. Luckily, no one has yet dared to turn
the old man in. In the colder months of the year, Léothere
repairs to Béowyrt’s home in the hills of the Wold (see
opposite), where her husband only grudgingly admits the
old man.

Léothere earned his byname in his younger days — when


introducing himself he always proclaims that he will
wager the middle finger of his right hand that his songs
will ring as true as any oath since Eorl’s. Fengel made him
fear for his life but he hasn’t lost a finger yet. Léothere is
in his late sixties, but the turn of his fortunes has aged Béowyrt is named after a sweet-smelling rush that grows
him, making him appear older still. His once-generous in the Entwash wetlands that the Rohirrim spread across
frame has worn away, leaving him gaunt, with hanging their floors to freshen up their halls. Her courage saved
folds of skin. Neither his gaze nor his wit have lost any the life of Swígon, a shepherd who was almost killed in
sharpness, though he reserves his verbal barbs for the his sleep during the Orc raid. After a long courtship, she
truly deserving. It amuses him to play the ‘doddering consented to marry him. The couple has a boy named
old man’ on occasion, especially if he is trying to gauge Wídfara. Béowyrt is stout woman in her late thirties, with
another’s character. a pleasant face and a ready smile. She frequently sets
small wildflowers into her plaited hair.
Motivation: True wisdom is being able to laugh at one’s
own follies. Motivation: If we all stick together we’ll get more done
than having us take up sides.
Expectations: +2 if the companions greet Léothere with
jest or song; +3 if they can perform something for him Expectations: +1 if the companions expect to work for
that he has never heard; -4 if they praise Thengel to the their room and board — there are always jobs to be done;
old minstrel — he is not ready to believe that he will find -3 if the Company speaks too much of the conflict between
forgiveness if he returns to Edoras. the marshals, she wants nothing to do with either one.

31
Rohan Region Guide

habit for a ‘deaf’ man. While the folk of the Wold generally
Béowyrt look to his wife for leadership, they look to Swígon for his
Medium Human deep wisdom and the two are well matched.
STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 13 (+1) 15 (+2) 14 (+2) 15 (+2)
Armour Class 17 (Corslet of Mail, Shield)
Hit Points 38 (7d8+7)
Speed 30 ft
Skills Animal Handling +4, Medicine +4, Perception
+4, Persuasion +4
Senses passive Perception 14
Languages Rohan, Westron
Challenge 2 (450 XP)
Leadership. As a bonus action, Béowyrt can command
a nearby creature other than herself. That creature
takes its turn immediately after Béowyrt.
Warrior’s Charge. Béowyrt gains Advantage on all
attacks made in the first round of combat.
Actions
Multiattack. Béowyrt makes two attacks with her
Swígon
broadsword or her short bow.
Medium Human
Broadsword. Melee Weapon Attack: +5 to hit, reach 5 STR DEX CON INT WIS CHA
ft, one target. Hit: 7 (1d8+3) slashing damage. 20 (+5) 12 (+1) 14 (+2) 12 (+1) 16 (+3) 10 (+0)
Short Bow. Ranged Weapon Attack: +5 to hit, range
Armour Class 15 (Hide, Shield)
80/320 ft, one target. Hit: 6 (1d6+3) piercing damage.
Hit Points 45 (7d8+14)
Speed 30 ft
Skills Insight +5, Perception +5, Survival +5
Senses passive Perception 15
Swígon the Shepherd Languages Rohan, Westron
As famously reticent as his wife is open, Béowyrt’s quiet Challenge 2 (450 XP)
shepherd husband is almost completely deaf, though it may Defender of That Which He Loves (1/day). If Swígon
be he has gained something wondrous in exchange for his is fighting in defense of Béowyrt, he can use his bonus
hearing. Swígon entered Fangorn when he was a mere eight action to gain 10 temporary hit points.
Horrible Strength. If Swígon makes a successful
years of age in search of a lamb lost in the ancient wood
melee attack, he may use his bonus action to cause
during a thunderstorm. He emerged weeks later, after his additional damage equal to his Strength modifier (+5)
family had given him up for dead, with the recovered lamb, to the target.
but without his hearing. From that day, Swígon claimed to Actions
be able to hear ‘messages in the air’ — subtle changes in Axe. Melee Weapon Attack: +7 to hit, reach 5 ft, one
the wind, hinting at events to come. Those that scoff at him target. Hit: 9 (1d8+5) slashing damage or 10 (1d10+5)
generally fall silent after one of his warnings comes to pass. slashing damage if wielded with two hands.
Spear. Melee or Ranged Weapon Attack: +7 to hit,
reach 5 ft or range 20/60 ft, one target. Hit: 8 (1d6+5)
Swígon is a soldier as needed, keeping his weapons sharp piercing damage or 9 (1d8+5) piercing damage if used
should the king call on the Wold to march. His wife’s open with two hands to make a melee attack..
behaviour and practice of ‘taking in strays’ frustrates Reactions
him on occasion, but he bears it with a much grace as
Foresight. Swígon seems to know things that others do
he can muster, which is considerable. Swigon is a big not, even in combat. He may use his reaction to add 2
man, capable of lifting large sheep or goats one-handed. to his AC against one melee attack that would hit him.
He frequently tilts his head to the side, as if listening to He does not need to see the attacker.
something far off when speaking with others, a strange

32
Regions of the Mark

New Fellowship Phase Undertaking: Go Riding with the Horse-herds

‘A companion spending a Fellowship phase in Helm’s Deep, During the next Adventuring phase, you may add the d6 to
Edoras, or Aldburg may go riding on the plains to help any ability check involving horses. Unused Horsemanship
the horse-herds of Rohan protect their studs and mares in dice expire at the end of the Adventuring phase.
Westemnet, or beyond the Entwash, in Eastemnet. Make
a DC 15 Strength (Athletics) check. If you succeed, roll 15-17 Horse-tamer. Your efforts saved the life of
on the following table with Advantage. If you fail, roll several animals, or you even added to the size of the herd
with Disadvantage. A hero may invoke an appropriate by taming some wild horses. You gain 2 Horsemanship
trait (like Beast-lore or Horsemanship) to skip the check dice, as above.
and roll normally on the table.
18-19 Heroic Deed. During a dramatic accident (an
1 Trouble on the Plains! Your poor handling attack by Orcs? A sudden storm?) you heroically saved
results in trouble with the herd; maybe several horses die both horses and herders. Gain a Horsemanship die and a
or are stolen, or part of the herd strayed into the wrong gift from the grateful chief of the horse-herders, a ring
territory and sparked an argument with other herders. or golden clasp. The gift is worth 1d6 gold pieces.
You gain nothing useful from the experience, and you
have Disadvantage during audiences with the Rohirrim 20 Unexpected Tidings. You perform admirably
in the following Adventuring phase. and earn 2 Horsemanship dice. Additionally, around
the campfire or in an unexpected meeting you hear news
2-6 Ill-luck. The undertaking results in continuous of some interesting opportunity in Dunland (if in the
strain and several accidents that leave you hurt and Westemnet) or Rhovanion (if in the Eastemnet). It is
frustrated. You gain nothing useful from the experience. up to the Loremaster to decide the details, but you may
suggest what it may be about. If interested, you may
7-14 A Job Well Done. You do your part to keep the investigate the rumour in the next Adventuring phase
horse-herd safe. You gain 1 Horsemanship die, a d6. before word of it spreads.

33
Rohan Region Guide

Notable Places ground leaches water away so streams become infrequent


The River Entwash and the grass becomes thin. The downs soon grow into
The waters of the Entwash divide the great plains high hills with long windswept slopes that lie between
of Rohan in two, separating the Eastemnet from the Fangorn and the Great River.
Westemnet, and in the south marking the border between
the Eastemnet and the farmlands of Eastfold. Here live the shepherds who send their flocks of sheep
and goats to graze on the downs. They dwell in modest
The river springs from the Forest of Fangorn in a deep cottages or, occasionally, in larger, isolated homesteads
cloven bed, a narrow winding silver ribbon in the that are frequently fortified, as these lands are close to
green floor of grass. Here the course of the stream can the eastern frontiers of Rohan and have seen far too
be traversed, albeit with some difficulty, especially if much strife in years past.
travelling with horses. The ground along the steep river-
bed is rocky and dangerous, and horses do not like the Folk crossing into Rohan from the north will frequently
proximity of the ancient trees. In fact, the horse-herds travel over the downs of the Wold and the shepherds
of Rohan only cross the Entwash at the crossings of the have met more than a few adventurous folks in their
Entwade. day. Still, they remain wary of outsiders and for good
reason; the northern edge of the Wold descends to lush
Over the miles the twisting stream broadens as the ground green downs along the river Limlight, which marks
becomes more level. Far from Fangorn the river slows its the northern border of the Mark. The Rohirrim avoid
pace but its banks widen, becoming impossible to cross straying here long, for outlaws have been known to take
without boats or rafts. refuge along the river.

Approximately 20 miles to the north of where the Field of Celebrant


Snowbourn meets the Entwash, the river course becomes Nor th of the r iver Limlight lies the Field of Celebrant,
so shallow that it can be forded. This small stretch of the a site of great impor t to the Eorlingas, though it lies
river is called the Entwade, and countless trails lead to it just nor th of the border of the Mark. On the Field of
from all directions. Celebrant, great and bloody deeds were committed,
for it was here that Eorl the Young and the Éothéod
Where the Entwash is joined by the Snowbourn, willow slaughtered the Balchoth by the thousands, saving
trees droop over the water and reeds and rushes grow in the ar my of Gondor from the horde of Easterlings and
thickets. their Orcish allies. While the Rohir r im considered
the f ield to be sacred, they also believe it to be
Reinforced and running through rockier ground nearer haunted. The witch-lit Dwimordene lies to the west,
the White Mountains, the Entwash gradually veers as ter r ifying in its way as Fangor n, and many believe
eastward toward the Great River. Surpassing Eastfold with that the ghosts of war r iors long dead r ise here at
redoubled waters, the course of the Entwash becomes night, stir red by the power of the Sorceress of the
meandering and tortuous, splitting in many different Golden Wood.
streams, all slowly advancing to meet the Great River
Anduin. The riverbanks become fens and vast swamps: Outlaws and other exiles sometimes venture here (see
the Mouths of the Entwash, draining into the Anduin from The Leofrings, opposite) far from other folk, and outside
the west. of the regions Rohirrim outriders patrol, but they rarely
linger, for not all of the rumours of the Field are entirely
The Wold superstition. Eventually, most choose to cross the
In the north, the plains of the Eastemnet rise to miles and Great River upon the Undeeps, where the Anduin runs
miles of treeless, humpbacked downs. The firm, chalky shallower, and head East.

34
Regions of the Mark

of the King’s Lands, the Lord of the Mark’s own demesne,


as there on a great hill stands Aldburg, the chief city
The Leofrings
of Rohan at the time of Eorl. Between the Folde and
Fenmarch lie the East Dales, populous valleys opening
Page 63 of the Rhovanion Region Guide introduces along the northern side of the White Mountains; here the
the Leofrings, a nomadic folk of riders of sinister Rohirrim have many busy farmlands and pastures fed
inclination related to the Riders of Rohan. by the rills, brooks, and torrents that flow down swiftly
Descendants of those Eorlings who didn’t follow their from the slopes of the mountains into the Entwash to
leader to Calenardhon; the Leofrings chose to dwell in the north. The Wisce is the name given to the fertile
the Nether Vales of Anduin. In the year 2940 they meadows to the north of the great West Road; this land
were scattered by a host of Orcs, and many of them
is the granary of Rohan, a wide region dotted by farms
fled the North, settling in the Field of Celebrant. It
and dominated by the loops and meanders of the river.
is entirely possible that in the following years some
Beyond Fenmarch lies Anórien, Sunlending in the speech
among them even crossed the river Limlight into
of the Mark, a land left largely empty in the waning years
Rohan, to settle in the northern downs of the Wold. If
of Gondor; its farmers and knights live mostly in the east
so, they probably keep close to the shores of the Great
and leave the Rohirrim to guard the west.
River, working with bands of outlaws and plundering
Orcs to smuggle stolen horses across the Anduin.
The Mering Stream marks the border as it rolls down
from the dark Firien-dale, in the shadow of the Hallowed
Mountain. There the tomb of Elendil long rested, and
EASTFOLD
Eastfold there Eorl the Young and the Steward Cirion swore the
The Eastfold of the realm of Rohan lies east of the Snowbourn oaths that founded Rohan and bound it forever to Gondor.
and south of the Entwash, and extends as far as Fenmarch,
where the Mering Stream separates the Riddermark from Combat Scenery: briar patches, hedges of tree limbs,
Gondor. It includes the Folde, the East Dales, and the floodplain paths, scattered rocks, streams, thickets, varied slopes
of the lower Entwash, called the Wisce by its inhabitants.
Wildlife
The Folde is the region that was first occupied by the Predators do not fare well in Eastfold, as these are settled
Eorlingas when they moved to Calenardhon; it is still part and guarded lands and the wolves of the nearby mountains
have learned not to pursue their quarry
too far. Many kinds of goats roam the
high slopes among oaks, pines and
River Snowbourn beeches, feeding on summer grass and
winter shrubs and shoots.
E Edoras
A few herds of cattle and countless flocks
E Dunharrow of sheep roam the pastures of the Wisce.
Horse-herds are not a common sight, as
Eastfold they are usually led north to run upon
Folde the plains of Eastemnet.
E
Aldburg Grea a Fenmarch
t W
est g Spruce, silver firs, and larches grow
Ro
ad Merinm
Strea on the foothills and in the dales. Deer,
Everholt Firien Wood badgers, and especially wild boars
abound in the Firien Wood, so much
Halifirien that its westernmost part is called the
E
Everholt (‘boar-wood’).

35
Rohan Region Guide

Birds of many kind fly over Eastfold: swifts, swallows, Notable Characters
warblers and sparrows, kestrels, eagles, and buzzards. Cenric,Third Marshal of the Riddermark
Herons, storks, ducks, and geese ply the fens around the Cenric is a member of a noble house, tracing his lineage
Entwash where carp and great catfish swim. back to Eofor, son of Brego. He has been Third Marshal
for many years, yet he remains as suspicious and wary of
Inhabitants his place as in his first uneasy days. The Third Marshal
The farmers of Eastfold raise oats, wheat, rye, and barley, before him was his uncle Edwin, brother to his father
tending their fields from their many farmsteads in the Swidhun. When it came time to replace the elderly
Wisce; the rich soil yields exceptional harvests and the marshal in his position, Edwin’s own son, Esmund,
floods of the Entwash are both predictable and relatively approached Fengel King offering oaths of loyalty and
mild (even if elders remember stories of the great floods honour; Cenric promised all that and brought plenty of
that followed the Long Winter, at the time of Helm gold.
Hammerhand). In times of war or exceptional flooding,
the farmers repair to the higher ground, where Aldburg Cenr ic has not squandered his years of ser vice. He
stands. Here in the city dwells the largest population of has grown wealthy from trade with Gondor and
Rohan not living on farmsteads, dwarfed only by the he has manipulated the local lords as def tly as
township of Edoras. he handled the old king. Thanks to a network of
obligations, debts, and fear, he is the undisputed lord
The mountain dales are dotted with many homesteads of Eastfold, r uling from his r ich home in Aldburg.
and a number of small villages, composed of cottages But Esmund remains a threat, at least in Cenr ic’s
clustered along the bank of one of several water courses eyes. Moreover, Cenr ic covets the position of Second
descending from the mountains. Marshal, cur rently occupied by Éogar of Westfold,
desir ing his higher place close to the king. Like his
Each hamlet is home to its own smith, miller, and other r ival in Westfold, Cenr ic is of ten at odds with Thengel
artisans who serve the farms of the area. At times, the King. Both marshals ear ned their place under Fengel,
village is built close to a longhouse, often defended by whose capr iciousness could be tamed with gold and
a ditch and rampart. The longhouse usually indicates flatter y. Neither r use ser ves with Fengel’s son. The
the presence of a chieftain or a local lord, appointed to new king dislikes Cenr ic’s vindictiveness and greed,
their place by the Lord of the Mark to enforce the King’s but he cannot simply remove him, as he cannot
Law. jeopardise the fragile order of Eastfold: healing the
wounds that Fengel and his cronies lef t in the honour
As it rolls east, the Entwash gradually becomes broader of Rohan will be the work of many years.
and swampier, and across much of its lower course the
river can hardly be seen for the marshes that surround Cenr ic has four daughters (Celwen — the oldest,
it. The fishers of Fenmarch take little boats out into the Cyneswith, Ner iend, and little Ava) and a foster-
fens to catch carp and catfish, which sometimes grow to son, Gálmód. The wise young man is not a valiant
enormous size. war r ior, but his counsel is becoming more precious to
Cenr ic than any bejewelled sword could. Cenr ic is a
As everywhere else in the Riddermark, all able men of lean and wir y war r ior in his early f if ties, with the air
Eastfold who own at least one riding horse are required of a star ving wolf about to pounce. He is perceptive
to answer to the muster in times of emergency. On and misses little, but his hard nature and clear
such occasions, all Riders must gather before the city avar iciousness can be of f putting. He never overlooks
of Aldburg, where the Muster of the East-mark is held. a slight, but neither does he forget those who’ve done
In times of peace, most men wealthy enough to own him favours.
warhorses are expected to keep them in fighting order
and are often sent to deliver messages and perform Motivation: I want to know how you can help me further
errands. my goals, or how I can use you against my enemies.

36
Regions of the Mark

Expectations: +1 if the heroes bring any sort of valuables


with them, especially horses; +3 if they can convince The Marshals of the Mark
Gálmód to advise Cenric on their plan; -4 if they side
openly with Esmund or turn Gálmód against the Company
The highest-ranking commanders of the Riders
of Rohan are the Marshals of the Mark, the
lieutenants of the king. At the time of Thengel there
Cenric are nominally three marshals. Nominally, because
Medium Human
the title of First Marshal is unassigned, left vacant
STR DEX CON INT WIS CHA
for the Lord of the Mark himself to take its mantle
17 (+3) 13 (+1) 19 (+4) 12 (+1) 16 (+3) 8 (-1)
should war come to the Riddermark. Its ward is
Armour Class 19 (Scale Hauberk, Great Shield) the capital city of Edoras and the king’s own lands
Hit Points 93 (11d8+44) (Edoras and the nearby lands, Harrowdale, and
Speed 30 ft, 65 ft when mounted. the Folde). The Second Marshal rules over West-
mark, and the Third Marshal has its ward in the
Skills Athletics +6, History +4, Insight +6, Riddle +4, East-mark. West-mark and East-mark are the two
Traditions +4 military partitions of the realm of Rohan, separated
Senses passive Perception 13 by the river Snowbourn up to its confluence with the
Languages Rohan, Westron
Entwash, and from there north along the Entwash
Challenge 5 (1,800 XP)
itself up to the Forest of Fangorn.
Broken Blades (1/day). Cenric may invoke this ability
as a bonus action. He automatically scores a critical hit
with all attacks until the beginning of the next round.
At the start of his next turn, his weapon is destroyed. others. From them he learned to curb his anger, turning it
Charge. Cenric’s Courser has the Charge feature (see
page 150). If the mount takes this action, Cenric gains into a passion, and to divine the true motivations hidden
+4 to damage rolls while mounted until the end of his behind the actions of the people around him. He became
turn. charming where he was violent, and wise words replaced
Commanding. Allies of Cenric gain Advantage on his bold remarks. At first, the change brought him to the
attack rolls against enemies within 5 ft of him.
Swift. Cenric’s Courser has the Swift feature (see page attention of many women, who appreciated his wit and
153) and has 65 ft of movement. courteous manners, and Gálmód was glad to spend
Mounted. Cenric has a Courser as a mount (see page his days in the shadowy bowers of Cenric’s residence
150). in Aldburg, away from the dust and din of the training
grounds of the young Rohirrim. In time, his meditative
Actions
attitude attracted first the curiosity of his adoptive father,
Multiattack. Cenric makes three attacks with his long
sword. and then his trust, and Cenric began looking to him as
Long Sword. Melee Weapon Attack: +6 to hit, reach his personal counsellor and orator.
5 ft, one target. Hit: 7 (1d8+3) slashing damage or 8
(1d10+3) slashing damage if wielded with two hands. When he is in Aldburg, young Gálmód is in charge of
keeping in check the excessive boasting of overeager riders
in Cenric’s retinue who might otherwise disrespect the
Third Marshal in public occasions, whether accidentally
Gálmód, Foster-son of Cenric or on purpose. Many riders dislike him for this reason, as
Sallow-faced Gálmód was too small for war but possessed it comes very easily to him to counter their coarse rhetoric
a combative spirit that was hard to tame. His parents died and ridicule them using their own words. Moreover,
in a Dunlending raid, and Gálmód was adopted by Cenric, Gálmód is not interested whatsoever in proving himself
the future Third Marshal of the Mark, who came to repel a man of prowess, a concept that the valorous Rohirrim
the marauders when it was too late. Gálmód came of age find hard to grasp. Gálmód is glad that the riders do not
among Cenric’s own daughters, loved by some, scorned by understand him, for he believes he can learn the most

37
Rohan Region Guide

about the weaknesses of others when they are suspicious Tall, fair, and honourable to a fault, Esmund is a veteran
and uncertain. Recently, the wisdom of Gálmód has captain in command of his own éored: not the personal
caught the attention of the king and his queen. Like them, company of Riders of the Third Marshal, but the most
he knows how it feels to be a stranger among a tightly renowned and active of the Eastfold. Cenric is pleased to
knit people, to feel welcomed and set apart at the same send his cousin, Esmund, away from Aldburg, out to the
time. far reaches of the Eastemnet, to guard against invaders
and outlaws, and Esmund is pleased to ride, even if no
Gálmód himself lends his trust to very few people, and not word of his deeds is likely to make it back to Edoras while
a man among them. He trusts his current lover Sunnifa (see Cenric carries the reports. It was while Esmund rode in the
page 20), a serving-woman of Edoras whose intelligence and far plains recently that his young wife died in childbirth.
ambition far outstretch her position, and with each passing His son, Éomund, survived, but Esmund was changed and
season he is becoming closer to Morwen Steelsheen, who hardened by grief. He has seen little of his infant boy. That
awed him at first and then impressed him with her wit. It may change if time and chance help Esmund heal, but for
is possible that through her Gálmód will one day learn to the moment he leads his riders with a grimness that is
trust his king. striking on a once-fair face.

For his part, Thengel is well aware of Gálmód. He knows


Cenric’s goals and methods, and he recognises that
Gálmód has insight and worth beyond that of his foster
Esmund
Medium Human
father. Thengel has seen other riders try to use Gálmód as
STR DEX CON INT WIS CHA
a scapegoat, blaming him wrongly and sometimes even
18 (+4) 10 (+0) 15 (+2) 13 (+1) 12 (+1) 11 (+0)
falsely for grievances, and he has seen Gálmód weather
such crises with skill, patience, and sometimes a tad of Armour Class 16 (Ring-mail, Shield)
cruelty. He sees the potential for Gálmód to become either Hit Points 39 (6d8+12)
Speed 30 ft, 60 ft when mounted.
a valuable advisor — perhaps his most valuable one beside
the queen — or a vicious, scheming enemy. Time will tell
Skills Animal Handling +3, Perception +3, Survival +3
what role Gálmód and his heirs will find in the Golden Senses passive Perception 13
Hall. Gálmód is short, slight, and pale, with light brown Languages Rohan, Westron
hair and beard. His smile is more of a mocking smirk, but Challenge 3 (700 XP)
it’s paired with friendly eyes.
Charge. Esmund’s Palfrey has the Charge feature (see
page 151). If the mount takes this action, Esmund gains
Motivation: I have no peers when it comes to wisdom +4 to damage rolls until the end of his turn.
and cleverness, and I will gladly prove it to you. Mounted. Esmund has a Palfrey as a mount (see page
151).
Expectations: +1 if the companions readily agree to Actions
Gálmód’s boasts; +2 if they can convince him that their
Multiattack. Esmund makes two attacks with his long
plans will benefit him personally; -3 if they cause any sort
sword.
of embarrassment for Gálmód in front of an audience Long Sword. Melee Weapon Attack: +6 to hit, reach
5 ft, one target. Hit: 8 (1d8+4) slashing damage or 9
Esmund, Son of Edwin, Rider of Eastfold (1d10+4) slashing damage if wielded with two hands.
Esmund’s father was Third Marshal of the Mark, as was Reactions
his father before him, but when Edwin died, Esmund’s
cousin, Cenric, bought the title from Fengel King with Counterattack (Recharge 5-6). If an attack roll misses
Esmund, he can use his reaction to make an attack
fine words and finer gifts of gold. Esmund, young and roll against the attacker with Advantage. He must be
forthright, swallowed his anger and set out to serve wielding a melee weapon and able to see his attacker.
king and marshal steadfastly even in the face of such a
blatant misdeed.

38
Regions of the Mark

westernmost of the seven warning towers of Gondor.


Companions who cross the Fenmarch bridge riding on
The Éored
the great West Road into the Firien Wood are met by the
suspicious greeting of Fróda and his men, who are not
A troop of riders fully harnessed for battle is called only tasked with the manning of the beacon, but must
an éored in the language of the Mark. The term also keep open the great road and the path leading to
may be used to indicate any troop of mounted men
Halifirien, the holy mountain. The unfriendliness of
from Rohan, but in military terms a full éored
the wardens should not be taken for discourtesy; the
counts no fewer than 120 riders. When one of the
hallowed aura of the tall hill affects deeply the mood
Marshals of the Mark rides out, he is accompanied
of the superstitious Rohirrim. Those who approach
by his éored, trusted men of his own household, often
under orders from the king, or who have otherwise
led by members of his extended family.
earned Fróda’s hospitality, can learn much of the holy
mountain’s role in the history of Rohan and its honour
as the former resting-place of Elendil.
Éofolda, Lady of Stotfold
A plain woman in her early thirties, Lady Éofolda leads
the largest household in Eastfold. Her father, Foldwine,
and his brothers plotted continuously to take control Fróda
of other holdings by marriage and eventually by trade Medium Human
and purchase. She became universally recognised as a STR DEX CON INT WIS CHA
leader when she oversaw the purchase of wide lands 13 (+1) 17 (+3) 12 (+1) 15 (+2) 10 (+0) 13 (+1)
held by what had long been the most prosperous
farming-family, a household that had gone into poverty Armour Class 17 (Corslet of Mail, Shield)
Hit Points 38 (7d8+7)
and debt under a foolish chief (the youngest daughter Speed 30 ft, 60 ft if mounted
of that family, Sunnifa, took service in the Golden Hall
to get away from the rivals that humiliated and bested Skills History +4, Riddle +4, Shadow-lore +4,
her family). Traditions +4
Senses passive Perception 10
Languages Rohan, Westron
Travellers through Eastfold are likely to encounter Challenge 3 (700 XP)
Lady Éofolda if they stop to rest on the road between Charge. Fróda’s Palfrey has the Charge feature (see
Sunlending and Aldburg, for the most prominent village page 151). If the mount takes this action, Fróda gains
found along the way is home to her family. Stotfold sports +4 to damage rolls until the end of his turn.
two watermills, and the largest enclosure for horses in the Horse-Archery. If Fróda uses a bow while mounted in
close combat he does not suffer Disadvantage on his
whole region. attack rolls. He also gains +1 to his ranged attack rolls
whilst mounted.
Motivation: Generosity may win friends who can prove Mounted. Fróda has a Palfrey as a mount (see page 151).
valuable in the future. Actions
Broadsword. Melee Weapon Attack: +5 to hit, reach 10
Expectations: +1 if the Company readily pays their ft, one target. Hit: 7 (1d8+3) slashing damage.
bills, +3 if they agree to undertake some favour for Short Bow. Ranged Weapon Attack: +5 (+6 if mounted)
Lady Éofolda, -2 if they let other loyalties bind their to hit, range 80/320 ft, one target. Hit: 6 (1d6+3)
piercing damage.
hands
Reactions
Fróda, Warden of Halifirien Parry. Fróda adds 3 to his AC against one melee attack
Fróda is a hale warrior in his mid-forties. His fair hair that would hit him. To do so, he must see the attacker
and be wielding a melee weapon.
has started to grey, but remains gold as yet. He is the
chief of the wardens of the beacon of Halifirien, the

39
Rohan Region Guide

Notable Places
The Great West Road
Aldburg
The ancient township of Aldburg stands on a wide, rocky
hill in the Folde, rising to the south of the great West Road.
The great West Road is the southern portion of the Its great hall overlooks many houses and crowded alleys
ancient way that once used to join the two kingdoms twisting within an encircling wooden wall. Aldburg is the
of the Dúnedain: Arnor in the north and Gondor in second most populated city in Rohan, after Edoras, but it
the south. Within the borders of Rohan it is kept in was once the first, when Eorl took his place as the Lord of
working condition by the Lord of the Mark, but, by the Mark, in a past remembered only in song. When Brego
an ancient agreement, travellers belonging to either
built the Golden Hall above the loops of the Snowbourn,
folk are free to use it without restriction or payment
where Eastfold and Westfold meet, the fortress of Aldburg
of a toll.

To the east of Edoras, the road traverses the length


of Eastfold, then it crosses the Mering Stream on
a stone bridge and runs straight west into Anórien,
Opening Aldburg as a Sanctuary
across a long cutting through the Firien Wood. To
the west, the road crosses the Snowbourn where it is Companions who have entered Aldburg for the
most shallow, then it rushes across Westfold, past the first time may spend a Fellowship phase there as
fortress of Helm’s Deep to the Fords of Isen, where it guests of Cenric, Third Marshal of the Mark,
enters the Gap of Rohan. or of Esmund, son of Edwin, based on who they
met during the Adventuring phase. If they wish
The great West Road is considered to be a good road to return, the companions must choose the Open
as far as the rules for journeys are concerned (see Sanctuary undertaking (see the Player’s Guide,
page 176 of the Player’s Guide). page 201).

40
Regions of the Mark

passed into the hands of his third son, Eofor; from that Called Amon Anwar in Gondor, the ‘Hill of Awe’ was the
remote day, the city has remained in the care of his resting place of Elendil for more than two thousand years
descendants. Aldburg is the ward of a Marshal of the and here Eorl and Cirion swore their oath of allegiance.
Mark, as before its walls gather the riders of East-mark Steward Cirion removed Elendil’s tomb five hundred years
when the Muster of Rohan is called by the king. ago, but an eerie silence lingered on the hill, and the place
earned its name in the language of the Mark: Halifirien,
Unlike Edoras, whose foundations were dug anew, the Holy Mountain. Its hallowed aura permeates the
Aldburg was built on the bones of a much older settlement surrounding Firienholt, called the Whispering Wood by
of the Dúnedain. Wood carved after the fashion of those few who wander among its trees.
the Northmen, with frets and animals intertwining,
rises in the sunlight atop and among worn, chiselled
stones, wrought by the hands of the Men of the West in The Beacons of Gondor
the early days of Calenardhon. Today, the artisans of
Aldburg are renowned throughout the land for their skill: Amon Dîn, Eilenach, Nardol, Erelas, Min-
woodwrights, saddle-makers, farriers, tanners, potters, Rimmon, Calenhad, and the Halifirien: these are
and cartwrights have their shops here, establishments the names of the seven northern war-beacons of
whose history traces back to the days of Eorl. Merchants Gondor, going from east to west. These tall hills
trading with Gondor sell their precious wares to the were built as part of a system of signals, meant
lords and chiefs of the Mark, mainly spices, silks, and to carry tidings should Gondor or Rohan be under
expensive clothing, and especially the products of the threat of war and in need of aid from its ally. The
cunning smiths of the South. system is still functioning after five hundred years,
and each beacon is kept by a number of faithful
The Fenmarch beacon-wardens. The beacon-hill of Halifirien
At the farthest end of Eastfold, the Mering Stream flows stands within the borders of Gondor, but the people
down from the White Mountains through the Firien Wood, of Anórien have moved farther east and left it in
the care of the Rohirrim. The wardens take turns in
marking the eastern border of Rohan. The sodden ground
manning the lodges, looking east in case the farthest
through which the stream flows to the Entwash becomes
beacons ever light. At their camp the wardens keep
a wetland known as the Fenmarch. There are fishers who
horses and provisions ready for messengers, should
make their trade here along with other folk, who travel the
that day come.
Fenmarch in search of valuable rare plants and unusual
flowers that bloom in the autumn. Most Rohirrim other
than the natives of the Eastfold shun the Fenmarch, though,
for it has a reputation as a breeding ground for disease, and The Everholt
horses cannot travel here lest they break a leg. The portion of the Firien Wood growing along the
western banks of the Mering Stream is called the Everholt
The Halifirien (‘boar-wood’). Game trails — deer, boar and badger — run
The Halifirien is a tall hill rising from the Firien Wood through the tangled spruce, larch, beech, and silver fir,
over the border between Gondor and Rohan. On its south across little streams and out of sudden hollows. Deer
side, a broad and deep dale separates it from the cliffs of and boar are plentiful; the nearby farmers hunt only the
the White Mountains so it seems to stand alone. Its east, outskirts, kept at bay by rumours of sinister hauntings.
west, and especially its north slopes are gentle and easy
to climb, and a path turning from the West Road leads For the Everholt is deadly. Only a century ago the hunter-
to a stone stair ascending to its summit. The trees grow king, Folca, crossed its borders riding triumphantly.
thinner as the mountain rises, but a ring of white birches Thirteen years before he had sworn never to hunt a
grows in the grass atop its level crown. There stands the beast while Orcs plagued the Riddermark, and now he
westernmost beacon of Gondor, ready to be set alight, and returned to his great passion after having seen the last of
its wardens stand watch in lodges hidden among the trees. them. With a spear in his old but firm grasp, he pursued

41
Rohan Region Guide

New Fellowship Phase Undertaking: Go Hunting in the Everholt

‘Companions spending a Fellowship phase in Aldburg Gálmód, who are all too eager to impress their peers
or Edoras and wishing to put their skill as hunters to with what he calls ‘empty demonstrations of skill’.
the test may go hunting in the Everholt. Make a DC
15 Wisdom (Survival) check. If you succeed, roll on the8-16  Good Hunt. You slay a boar, or an equally
following table with Advantage. If you fail, roll with prized quarry. You gain 1 Hunt die. A Hunt die is a
Disadvantage. A hero may invoke an appropriate trait d4 and whenever you make a roll during a journey as a
(such as Beast-lore) to skip the check and roll normally
Hunter, you can choose to spend the Hunt die and add it
on the table. to a roll before the Loremaster has told you if the roll
succeeded or failed. Once a Hunt die is used, it is lost.
1     The Lost Hunt. You are diverted by the distant Unused Hunt dice expire at the end of the Adventuring
sounding of a mournful hunting-horn: the horn of phase.
the Lost Hunt. It exerts a mighty pull and draws you
heedless into the dark woods. The Loremaster must 17-19  Princely Gift. The beast you fell was so huge
choose the result: either you gain 1 point of Shadow that your host suggests you send its tusks to the king as
after wandering in pursuit of fell spirits, or you are a gift. You gain 2 Hunt dice, as above, and, if you visit
attacked alone by the Great Boar of Everholt (see page Meduseld during the next Adventuring phase, you have
140)! Advantage on all audience checks there.

2-7  Troublesome Whispers. Your ability as a hunter 20     G rand Feast. The fruit of the hunt was so
has been defeated! Soft voices and strange sounds carried plentiful that it allows for a great feast! You gain 2
by the wind have made it impossible for you to discern Hunt dice and can choose one trait: Bold (if you use the
the tracks of your quarry. You return to Edoras empty- feast to boast of your exploits) or Generous (if you use
handed. If you were spending your Fellowship phase in the feast to feed as many as possible). During the next
Aldburg, then your failure attracts the attention of Adventuring phase you are considered to have that trait,

the Great Boar, a tremendous and infamous beast, to its farmsteads, the home of three parts of the folk of Westfold.
death. But the ferocious beast dealt the king a mortal Their homes and pastures are spread densely along the
wound with its tusks before it died. Since then, hunters wooded eaves of the White Mountains, then quickly grow
sometimes say they may hear the dead king’s horn sparse as the land rolls out north into the wide grassy
sounding, urging them to take up the hunt with him into plains of the Westemnet. To the northwest of the vale,
the shadows of Everholt. under the shadows of the three peaks of Thrihyrne, runs
WESTFOLD the Deeping-stream, out of a dale carven into the side of the
Westfold mountains. This is the Deeping-coomb, a valley guarded by
The region of Rohan known as Westfold extends north the strongest fastness of the Riddermark, the fortress that
westward for forty leagues from Edoras to the Fords of its builders called Aglarond. Farther west, the river Isen
Isen. It is a green country of rolling fields, running along rushes between the southern end of the Misty Mountains
the foothills of the White Mountains, across small water and the northernmost arm of the White Mountains at the
courses traversed by many fords. Gap of Rohan, marking the boundary of the Riddermark.

About its middle, a great bay in the mountain range opens Beyond the gap, the Westfold yields to the ‘West-march’, a
to the west: this is the Westfold Vale, a rich land of many land occupied by a folk of both Dunlending and Eorlingas

42
Regions of the Mark

ancestry. The Rohirrim do not trust them and the feeling goats with slender, hooked black horns called firgengát
is mutual. by mountaineers, who prize them for the soft leather of
their pelts. Higher up into the mountains live big, sturdy,
But these are not the only threats facing the Riders of shaggy creatures called stonegoats with vast sweeping
Westfold: to the north lies the dark forest of Fangorn, a horns. Along the high ridges, fat marmots amble and
wood made of trees so old that anything crafted by Men in whistle shrilly. Above, bearded vultures glide, searching
Rohan is younger, and the Wizard’s Vale, the home of the for carrion, while large crows haunt the crags of the
unfathomable Saruman. mountains, especially in the northern reaches where
steep Thrihyrne rises.
Combat Scenery: birdsong, cliffs, crags, lone trees, nettle
banks, steep slopes, ravines, rock edges, thickets Down in the dales, owls ply the woods at night, while
swifts, swallows, and sparrows sing in the trees by day;
golden eagles, kestrels, and buzzards fly over the dales
seeking prey. Spruces, silver firs, stone pines, and larches
grow in the dales and under the eaves of the mountains.
Higher up, oaks and beeches take their place, and higher
Isengard
E still they give way to dwarf pines and green alders.
Summer grasses grow on the slopes with beautiful white
flowers called queenblossom; shrubs, shoots, lichen, and
Nan Westemnet conifer needles feed the goats and sheep in winter.
Curunir
c c Inhabitants
The people of Westfold do not welcome outsiders easily,
E never forgetting that grim enemies live not far away. Most
Grimslade Westfold farmers of the Westfold Vale dwell in wooden houses
a and steadings very much like those of the East Dales
Helm’s Deep
E of Eastfold, but here the defensive works are generally
Aglarond E W
est
fol
more extensive, and settlements are often encircled by
E dV a wooden palisade. Where the farmsteads are not close
The High Stone ale
enough to have given birth to a hamlet, families load
Edoras
E their goods and wares on carts and gather on a field to
trade and barter. The horse-herds of the region ride into
White Mountains E the plains of the Westemnet, or cross over the Entwade to
Dunharrow the Eastemnet. The fields of Westfold yield rich crops of
oat, barley, rye, and wheat. Bread, beer, meat, and dairy
keep the riders and herd-folk strong.

The lords and chiefs of Westfold obey the orders of the


Wildlife Second Marshal of the Mark. They dwell in homes scattered
The green fields and woods of the Westfold are home to across the region, but gather when commanded to ride on
deer with elk straying down from the mountains. Foxes are patrol. Their companies thunder on the horse-roads of the
the main predators as the wolves have been extensively Westemnet, pushing as far north as the eaves of haunted
hunted; the few left are dangerously aggressive. Fangorn or the foothills of the Misty Mountains. To keep
watch over the western borders of the Mark, they man the
In the foothills sheep are common. They have brown earth-forts that guard the crossings of the Isen, but under
wool on their bodies, but white legs and faces, with big some especially bold captain they at times go raiding into
curving horns on the rams. They are joined by lean Dunland, burning the Hillmen out of their villages close

43
Rohan Region Guide

to the frontier, seizing what treasure they find in horses,


sheep, cattle, and gold.

In times of war and unquiet the Second Marshal can order


a levy of Westfold, to muster companies of men on foot
among its farmers and herders, to reinforce their forces
of mounted men. This can be done in Eastfold too, should
the Third Marshal require it, but the Men of Westfold are
more used to the hardship of warfare, and are sturdy and
well equipped.

Notable Characters
Éogar, Second Marshal of the Riddermark
Éogar, son of Halwin, is lord of Deeping-coomb and much
other land west of the Snowbourn. He is among the wealthiest
men of Westfold and a renowned captain, both ruthless and
politically shrewd. He long held the favour of Fengel King by
acting as his right-hand, in the absence of his son Thengel,
away in Gondor in search of fame. When the new king entered
Meduseld, the position of Éogar was so firmly established
that there was nothing Thengel could do but recognise his Éogar
influence: the king reconfirmed Éogar as the Second Marshal Medium Human
of the Riddermark. Éogar has led many raids into the land of STR DEX CON INT WIS CHA
the Dunlendings in his years of service under Fengel; he was 20 (+5) 12 (+1) 15 (+2) 16 (+3) 14 (+2) 8 (-1)
ordered to do so to feed a bitter feud between the two peoples — Armour Class 18 (Heavy Mail, Shield)
the old king enjoyed diverting his unhappy people’s attention Hit Points 71 (11d8+22)
to the enemy in the west. Thanks to these skirmishes, resentful Speed 30 ft, 60 ft when mounted
Dunland clans watch the borders closely for any chance to Skills Animal Handling +4, Lore +5, Survival +4
raid Westfold in return. The riders of Éogar’s personal éored Senses passive Perception 12
are hardened veterans who have crossed swords with Hillmen Languages Rohan, Dunlending, Westron
and Orcs alike, and they wait for such occasions to put their Challenge 4 (1,100 XP)
strength to the test once more. Born to the Saddle. Éogar has Advantage on all
Wisdom (Animal Handling) checks and adds +2 to his
checks when dealing with horses.
Cenric of Eastfold, the Third Marshal, is a rival to Éogar
Charge. Éogar’s Destrier has the Charge feature (see
of Westfold in the courts of Thengel. Years ago, Cenric page 150). If the mount takes this action, Éogar gains
schemed to have Fengel remove Éogar from his station as +4 to damage rolls until the end his turn.
Second Marshal, but to no avail. The two lords and their Mounted. Éogar has a Destrier as a mount (see page
150).
families have bickered for many years, and grievances
Savage Assault. When Éogar rolls an 18 or 19 on an
from both parties have festered. The crowning of Thengel, attack roll, he may use a bonus action to make a single
a king with very different ideas and priorities from his additional melee attack against the same opponent.
father, has only driven the feuding into the plains and out Surefooted. Éogar’s mount is Surefooted (see page 152)
and is not affected by difficult terrain.
of sight of Edoras. Thengel wants to heal the rift between
Westfold and Eastfold, but first he must tame his marshals, Actions
or dare to replace them. In the year 2950 Éogar’s wife Long Sword. Melee Weapon Attack: +7 to hit, reach
5 ft, one target. Hit: 9 (1d8+5) slashing damage or 10
Esfled gave him an heir, a son he named Erkenbrand. He
(1d10+5) slashing damage if used with two hands.
keeps him well-guarded in the Hornburg, in the fortress of
Helm’s Deep.

44
Regions of the Mark

Éogar is a big man in his early sixties, though age


has not lessened his strength. He is broad across the
Éogar
shoulders, and built like a bear. He keeps both hair and Medium Human
beard in braids that turned silvery grey long ago. His
STR DEX CON INT WIS CHA
eyes are the deep blue of winter ice and just as cold to
16 (+3) 12 (+1) 18 (+4) 10 (+0) 11 (+0) 14 (+2)
his enemies, softening only for his wife and son.
Armour Class 17 (Scale Hauberk, Shield)
Hit Points 51 (6d8+24)
Motivation: There are enemies to the west, south,
Speed 30 ft, 60 ft when mounted
and north. I will not sit idly by while the Riddermark is
threatened. Skills Athletics +5, Intimidation +4, Perception +2,
Survival +2
Senses passive Perception 12
Expectations: +1 if they speak ill of Dunlendings or Languages Rohan, Westron
propose counter-raids into their lands; +3 if they praise the Challenge 2 (450 XP)
defenses of Helm’s Deep and Éogar’s wisdom at keeping Charge. Mildryd’s Palfrey has the Charge feature (see
his family safe there; -3 if the Company encourages the page 151). If the mount takes this action, Mildryd gains
+4 to damage rolls until the end of her turn.
marshal to consider the Dunlendings as anything other
Hard Eyed. Mildryd does not hesitate at the killing
than enemies blow. She scores critical hits on a 18, 19, or 20 on an
attack roll.
Hatred (Dunlendings, Recharge 5-6). Mildryd can
use her bonus action to gain Advantage on attack rolls
The Tale of Years: Erkenbrand against Dunlendings until the end of her turn.
Mounted. Mildryd has a Palfrey as a mount (see page
151).
According to canon, Erkenbrand, the ‘master of Actions
Westfold’, was born in the year 2950, making Spear. Melee or Ranged Weapon Attack: +5 to hit,
him ten years old at present, a young boy just reach 5 ft or range 20/60 ft, one target. Hit: 6 (1d6+3)
starting to question his father’s heavy restrictions piercing damage or 7 (1d8+3) piercing damage if used
on his movements outside of Helm’s Deep. If a game with two hands to make a melee attack.
is set later in the chronology, Erkenbrand will Reactions
eventually join the ranks of the King’s Riders,
Deadly Spear-Thrust. Mildryd may use her reaction to
a career that will see him gather honours and a make a single melee attack against a creature that has
reputation for unyielding strength. Eventually he just attacked her. If Mildryd inflicts a critical hit with
will return to take his father’s place. this attack, the target is knocked Prone as the blow
strikes a knee or other joint.

Mildryd Shielding, Daughter of Galwyn Elfthain, Lord of Fowlmere


In her early thirties, tall and strong, Mildryd, daughter of Elfthain is a proud lord of Westfold, chieftain of the
Galwyn, is called Mildryd Shielding, for she has ridden village of Fowlmere in the Westfold Vale. He counts Helm
with the Riders of Rohan since her young children died Hammerhand among his family’s ancestors. His house
during a Dunlending raid that claimed the life of her has failed so far to find an appropriate position among
husband. She is yet young enough to bear children again, their fellow riders, as Elfthain’s father, Elfbrand, was ever
but the charms of hearth and home lie buried with her at odds with Fengel King and lacked the cunning to bribe
family. Mildryd is now the captain of Éogar’s personal or appease him. Today things are no better, as Elfthain
éored, sworn to the marshal and always ready to carry detests the political manoeuvrings of Éogar, the Second
out his most ruthless orders. She dwells in Helm’s Deep, Marshal of the Mark and the most powerful man in
except when Éogar sends her to lead a raid or patrol that Westfold, and the feeling is returned: only by staying away
needs hard eyes and a fell hand. from him has Elfthain avoided violence and the start of a

45
Rohan Region Guide

blood-feud between their families. The Lord of Fowlmere wildly when the lust of battle is upon them, a madness
is a lean, muscular man in his forties who does not fear that is placated only when ample blood has been shed.
death, let alone a confrontation with Éogar, but he scorns He is the captain of an éored of hardened riders from
the futility of it. He would rather die leading his éored Westfold. Their deeds against Dunlendings and Orcs have
in the defence of the Mark than in a duel. Thengel King gained them the favour of the Lord of Deeping-coomb, but
recognises the qualities of Elfthain and he would likely Éogar is wary: Grimborn is a lifelong friend of Elfthain, his
make him a marshal if he could count on the approval of enemy, and Éogar knows that should he and Elfthain ever
enough chieftains of Westfold — something very unlikely come at odds, Grimborn would side with his old friend no
with Éogar in his place. matter the cost.

Grimborn owns many horses and cattle that run in the


Westemnet, herded by his kin. He and his ancestors
Elfthain before him built up the herds over many years through
Medium Human wise husbandry, canny trade and good marriages.
STR DEX CON INT WIS CHA
11 (+0) 19 (+4) 15 (+2) 17 (+3) 14 (+2) 11 (+0)
Armour Class 18 (Leather Corslet, Shield)
Grimborn
Medium Human
Hit Points 45 (7d8+14)
STR DEX CON INT WIS CHA
Speed 30 ft
20 (+5) 12 (+1) 19 (+4) 12 (+1) 13 (+1) 10 (+0)
Skills Animal Handling +4, History +5, Riddle +5,
Armour Class 13 (Hide)
Traditions +5
Senses passive Perception 12 Hit Points 59 (7d8+28)
Languages Rohan, Westron, Dunleding Speed 30 ft, 60 ft when mounted
Challenge 3 (700 XP) Skills Animal Handling +3, Athletics +7, Traditions +3
Charge. Elfthain’s Courser has the Charge feature (see Senses passive Perception 11
page 150). If the mount takes this action, Elfthain gains Languages Rohan, Westron
+4 to damage rolls until the end of his turn. Challenge 3 (700 XP)
Mounted. Elfthain has a Courser as a mount (see page
Battle-fury. Grimborn can use his bonus action to
150).
enter a Fury. While in this state, he has Advantage on
Proud. Elfthain’s Courser has the Proud feature Strength checks and saving throws, gains +4 damage
(see page 152) and Elfthain has Advantage on all to his attacks and has resistance to nonmagical
Persuasion and Tradition checks made while mounted. bludgeoning, piercing and slashing damage. It ends
Actions after 1 minute or if he is Unconscious, or ends his turn
without having attacked a hostile creature or taken
Broadsword. Melee Weapon Attack: +6 to hit, reach 5 damage since his previous turn.
ft, one target. Hit: 8 (1d8+4) slashing damage.
Charge. Grimborn’s Courser has the Charge feature
Reactions (see page 150). If the mount takes this action, Grimborn
gains +4 to damage rolls until the end of his turn.
Parry. Elfthain adds +2 to his AC against one melee
Mounted. Grimborn has a Courser as a mount (see
attack that would hit him. To do so, Elfthain must see
page 150).
the attacker and be wielding a melee weapon.
Reckless. Grimborn may choose to gain Advantage on
all attacks he makes in a round, but all attacks on him
gain Advantage until the start of his next turn.
Sturdy. Grimborn’s Courser has the Sturdy feature (see
page 152) and regains 1d10+4 hit points on a short rest.
Grimborn, Lord of Grimslade
Actions
A roaring stump of a man, Grimborn descends many years
removed from Grim, the builder of Grimslade, a sturdy Great Spear. Melee Weapon Attack: +7 to hit, reach 10
ft, one target. Hit: 11 (1d12+5) piercing damage.
longhouse in Westfold. Some say that a virtue, or curse,
runs in his family that has its members grumble and roar

46
Regions of the Mark

Éofara, Horse-herder of the Westemnet Motivation: To welcome visitors and exchange news, but
Modest herders like Éofara are the source of the Westfold’s secretly we serve the White Wizard and we will do as he
prosperity. The tradition of horse-husbandry in his family instructs.
reaches back to the Éothéod of the Vales of Anduin, and
some tales tell how his ancestors helped Eorl the Young Expectations: +1 if the heroes boast of their deeds; +3 if
in tracking Felaróf, first of the Mearas. Éofara and his they reveal the nature of their mission to the couple; -2 if
children tend their own horse-herd as well as larger they speak ill of Saruman
herds belonging to the Lord of Fowlmere, Elfthain. When
Éofara wanders on the Westemnet, he lives in tents under
the stars as he and his men follow the horses. Travellers Notable Places
crossing the Westemnet may encounter Éofara driving Grimslade
a herd; a weathered, ruddy man, grey-haired in a thick In the days of King Fréaláf, when Rohan was recovering
cloak, riding tall and watching all with keen eyes. from the Long Winter two hundred years ago, a man
of Rohan named Grim established his household.
Motivation: I prefer to deal with horse-folk instead of He was not rich, but he was a tireless enemy of the
Men-folk, they are more honest. Dunlendings and Easterlings that overran Rohan, and
when the invaders were driven out, the king granted
Expectations: +2 if the heroes approach Éofara with Grim a new holding and the wealth to build it. Grim’s
respect and are willing to pay his fees; -4 if they show any new house would stand watch over the road south of
cruelty towards their mounts or other animals. the Gap of Rohan.

The house that Grim constructed is a sturdy longhouse


Léofold and Merwyn, Farmers of the built over a broad, sloping valley 2-miles long, 5 leagues
Deeping-Comb due south of the Fords of Isen. The house overlooks the
Léofold, his wife Merwyn, and their children keep a little valley from an easily-defended steep bluff. A thick wooden
farmstead in the Westfold Vale, near the road that leads palisade encircles the other side; a well keeps the house
into the Deeping-coomb. Travellers journeying to Helm’s watered. A trail leads out of the palisade down into the
Deep late in the day may find Léofold’s house a comforting valley, where the village of Grimslade stands on a stream.
resting-place. The family welcomes strangers, and Léofold The trail goes on past little farms and fields where horses
offers simple but hearty meals and songs. But they are graze. Just outside the valley the trail meets an older road
moved by more than hospitality. Léofold and Merwyn that runs north to the Fords of Isen and west into the
secretly serve Saruman the White. They came into his troubled West-march of Rohan.
service years ago when he passed on the road disguised
as an old wanderer. When he revealed hints of his true The folk of Grimslade watch the road for enemies and
identity, the farmers were amazed; it barely took the keep sounding-horns ready to call the alarm. The
lulling power of his voice to win their allegiance. Léofold land is too wide and rugged for them to catch ever y
and Merwyn have always told themselves that Saruman Dunlending who trespasses into Westfold, but they
is a friend to Rohan, but now they welcome visitors of any always watch, and their guard has saved many lives
kind and gather all the news they can, important or small. and many horses.

From time to time one of those visitors is one of Saruman’s Grim’s descendant, Grimborn, is the current Lord of
people, or sometimes the Wizard himself, come to learn Grimslade. Merchants and other visitors known in the
the rumours of the land that circulate outside the Golden Mark frequently stay there after passing through the Gap
Hall. If they are ever found out, they will realise the of Rohan, as Grimborn welcomes news from afar. Many
extent of their betrayal, and will find themselves fleeing éored muster near the longhouse before journeying into
for Isengard with a swiftness that proves their loyalties the West-march and much of the news worth hearing in
shifted entirely long ago. the Westfold can be learned here.

47
Rohan Region Guide

Thrihyrne Few among the Rohirrim brave the heights of the


Northernmost of the White Mountains, the three peaks Thrihyrne, but those who do go to seek answers from
of Thrihyrne jut out of the mountain range as black their ancestors. Amidst the harsh peaks, the world is
spears, marking the southern end of the Gap of Rohan. thin and quiet; quiet enough, the Eorlingas believe, to
The Glittering Caves of Aglarond are set about their rocky clearly distinguish the voices of those who have gone
roots and Helm’s Deep lies within a deep gorge between before among the birds’ cawing, if one’s need for council
them. Many stories are told about the Thrihyrne, as its is truly great. Some that climb the peaks of Thrihyrne
shadow has fallen over the lives of countless wariors return with nothing, others do not return at all, but once
of the Mark, but most of them tell of the wisdom of the every few years, someone returns with fire in their eyes
crows haunting the steep cliffs, for the black birds that and, though they never speak of what they learned on
dwell there are said by many to speak with the voices of the heights, they are invariably filled with a new sense
the dead. of purpose.

New Fellowship Phase Undertaking: Climb the White Mountains

Not all slopes and summits of the White Mountains are as You gain nothing useful, but at least you enjoyed a
forbidding as the Thrihyrne peaks. Even if winter becomes wonderful sight! If you are a Rider of Rohan, your
impossibly snowy in any year’s end, a companion spending fellow Rohirrim find your deed a tale worth retelling:
a mid-year Fellowship phase in Helm’s Deep, Edoras, or you have Disadvantage during any Audiences with
Aldburg might be tempted to climb the slopes in search of Rohirrim.
rare game or rarer flowers. The queenblossom — a double
star of long woolly white petals around golden florets 8-14 Firgengát. You return with enough mountain-
— is especially valued for medicine and as a token of goat hides to gain a number of gold pieces equal to your
dedication, and is found only high on the mountainsides. Strength modifier.
Big mountain-goats in the unsteady heights are prized for
their sweeping horns; the smaller ones on the lower slopes 15-17 Stánbucca. The majestic horn of the stone-goat
for the supple leather of their hides. may be carved for blowing or for drinking, or sold to gain
gold pieces equal to your Proficiency Bonus.
Make a DC 15 Strength (Athletics) check. If you succeed,
roll on the following table with Advantage. If you fail, 18-19 Idesbléd. You collect enough queenblossom to
roll with Disadvantage. allow you to make a salve that restores 2d6+3 hit points
and reduce your temporary Shadow score by 1 when
1 Frostbite. You pushed yourself too hard for applied. You can only benefit from one application of
too long, or you climbed too high, suffering grievously queenblossom per Adventuring phase.
from the cold grip of the mountain. You begin the next
Adventuring phase with a level of Exhaustion that cannot 20 Púkel-stone. You have found a strangely shaped
be removed until you take the Recovery undertaking (see stone, the size of your closed fist. You have discovered
page 200 of the Player’s Guide). that keeping the stone with you seems to make you acutely
aware of the presence of Orcs! When searching for signs
2-7 Lost in the Mountains! You have spent your time of Orc-kind, you have Advantage on Investigation,
losing your way in the mountains and finding it again. Perception, and Shadow-lore checks.

48
Regions of the Mark

Helm’s Deep 1. Deeping-coomb: The fertile valley called the Coomb is


Storied in song, Helm’s Deep is the name of the greatest the personal demesne of Éogar, a green dale with grassy
refuge of the Rohirrim, although it has borne many names slopes slowly rising to meet the foothills of the mountains.
in its time. It is a cleft cut into the northern spur of the White Homesteads and little villages are scattered along the
Mountains, at the eastern end of the Deeping-coomb, course of the Deeping-stream.
a green dale opening to the northwest of the Westfold
Vale. A watercourse, the Deeping-stream, runs along the 2. Deeping-stream: The watercourse flows down
Coomb, pouring down from out of the heights behind the from the mountains through Helm’s Deep, past the
cleft. At the far end of the gorge dark caves open beneath Hornburg, below the Deeping Wall, and around the
the ground, where the high, crow-haunted cliffs of three- Hornrock. It passes beneath the Hornburg’s wide
pronged Thrihyrne rise steep. A mighty fortress lies at the causeway, and then eventually out into the Westfold
mouth of the deep, where the Deeping-coomb narrows Vale.
and a long spur of rock thrusts outward from the northern
wall of the mountain. It was built of old by the Men of the 3. Helm’s Dike: Approximately two hundred yards
West, and all in the Riddermark say that they built it with before Helm’s Gate, a mile-long ditch and rampart runs
the help of giants, so high are its walls of stone. Few know across the Coomb from cliff to cliff. Built in a time long
that its name was of old Aglarond, and that it was built as beyond the memory of the Rohirrim, the Dike has long
a twin to Angrenost, now called Isengard, to the north, so been breached in several places. The Deeping-stream
that the two fortresses could guard the approaches to the crosses it where the largest opening gapes along the
Fords of Isen. earthen rampart, and the ditch is now too shallow for
much of its length to be an effective defence and should
Its main keep is called the Hornburg, but the Rohirrim be dug anew. But the current Lord of Deeping-coomb
first called it Súthburg, the southern fortress, where considers it unlikely that his enemies will push him to the
troops were ever kept in readiness, guarding the Gap defensive and he is not interested in mending the ancient
of Rohan. When Helm Hammerhand took refuge in defensive works.
Súthburg during the Long Winter, he blew his great
horn from its heights to warn the Dunlendings of his 4. Helm’s Gate: Here the Deeping-coomb narrows before
coming, and the sounding echoed from the cliffs and Helm’s Deep proper cuts into the mountains. To the north
drove the enemies of the Mark mad with fear. The stands the Hornrock, the heel of stone upon which stands
Rohirrim renamed the fortress the Hornburg to honour the tower of the Hornburg and its walls. The Deeping Wall
their doomed king, and even now, when a trumpet stretches from the Hornrock to reach the southern cliff of the
sounds atop the tower, it echoes in the cleft behind, as gorge.
if the host of Helm was rushing to the onset of battle
from the caves beneath the hills. The Men of the West 5. Causeway: A wide ramp leads from the dale onto the
also built a wall joining the Hornburg to the southern Hornrock. It crosses the Deeping-stream where it winds
cliff of the Coomb, barring the entrance to the deep around the base of the Rock. While not unduly wide, the
behind. It is called the Deeping Wall, and the Deeping- ramp is broad enough for many riders to ride upon it
stream passes beneath it through a cunningly-wrought without dismounting.
tunnel.
6. Great Gates: The causeway leading upon the
In the Hornburg dwells Éogar, Lord of the Deeping-coomb Rock narrows as it approaches the great gates of the
and Second Marshal of the Riddermark. Helm’s Deep is Hornburg, and determined defenders can keep many
his ward, and here in times of war takes place the Muster attackers at bay from the battlements above. The gates
of the Westfold. From the gates of the fortress the éored of themselves are built using stout timbers from the forests
Éogar rides forth regularly, led by the steel-eyed Mildryd of the mountains, reinforced with iron bars and mounted
Shielding. on great hinges.

49
Rohan Region Guide

7. Outer Court: Beyond the main gates of the fortress lies but it rises above it for several yards. Inside its circle
the outer court, defended by thick walls, tall and sheer, stand several outbuildings, including an armoury and
encircling it near the edges of the Hornrock. Battlements stables, and room for many soldiers, their war gear, and
run along its length, with clefts through which defenders provisions.
can target their foes with bows or thrown rocks. A rear-
gate leads to a broad stairway descending into the Deep 9. The Burg: It is said that the tower of the Hornburg,
behind the Hornburg, and a postern-door opens on known also as the King’s Tower, has never fallen to
a corner of the wall, close to the cliff beyond it. On the assault, and it is not a difficult claim to believe. The
other side of the small iron gate a hidden path leads to the Burg rises as a lofty pillar of stone, like a tooth thrusting
causeway arching over the Deeping-stream, too narrow upward from the northern cliff of the mountain, looking
for more than one horse or rider to advance along it at a upon the vale at its feet. Inside are many rooms, including
time. a hall for the soldiers to eat and feast, even if it is not as
wide or fair as the noblest halls of Edoras or Aldburg. It is
8. Inner Court: The wall of the inner court, the court an abode suited to a warlike chieftain or lord, and it suits
itself, and the tower inside it are also known as the citadel well the current Second Marshal of the Mark. In a high
of the fortress. The wall is not as thick as the outer wall, chamber rests the horn of Helm Hammerhand, waiting

50
Regions of the Mark

to sound again against the walls of the Coomb and down Life in Helm’s Deep
into the Deep. The grim and imposing ancient fortress of Helm’s Deep is a
suitable abode for the Second Marshal of the Riddermark,
10. Deeping Wall: A barrier twenty feet high and nearly for his thoughts are a safely guarded treasure even to
as thick, the Deeping Wall is built with great stones set those who love him dearly. To be always by his side,
so cunningly that its outer face is smooth as if polished. Éogar’s wife, Esfled, has long accepted a secluded life in
Moreover, the crenelated top of the wall hangs over its a remote fastness, surrounded only by stern and taciturn
bottom as if it was a cliff worn by the tide. It runs from the warriors, the most loyal retainers of her wary husband.
Hornrock across the mouth of the Deep to the opposite For days on end, the only female voice that is heard raised
mountain side. A stair runs up to the outer court of the in the courts of the Hornburg is that of Mildryd Shielding,
Hornburg, and three flights of steps lead down to the Deep. uttering orders to the Lord of the Westfold’s first éored
and the grim captain’s speech is no gentle sound.
11. The Deep: Beyond the fortress, the Deeping-stream
flows through the narrows of the gorge, where its walls In recent years, though, there have been changes. While
become so steep and tall that all the light is shut out. Éogar is still reluctant to trust others too far, he has begun
Beyond the narrows lie wide natural caves, where in times to cautiously welcome foreigners under the cold roofs
of strife a great many folk can find refuge with great stores of the Hornburg, if only to appease his loving wife and
of food and with access to the waters of the Deeping stream. young child. Éogar sets a relatively lean table, but despite
pretensions otherwise, there are many folk within the
From the caves issue many secret paths, leading out into Hornburg eager to hear new tales and songs.
the northern dales of the White Mountains by hidden
ways, though the journey can be long and frightful, if one Opening Helm’s Deep as a Sanctuary
does not the know the way or fears the dark beneath the Companions who have entered the Hornburg for the first
mountains. time during an Adventuring phase may gain permission
to spend a single Fellowship phase as guests of the Second
Marshal of the Mark. If they wish to return in the future,
The Horn of Helm possibly to broach a longer term alliance with Éogar, they
need to win his trust. They will have their work cut out for
Helm’s legendary war-horn is a massive instrument, them, though, as the lord of Deeping-coomb is not easily
twisting in a long smooth curve and carved from the impressed.
tusk of a very large beast, probably an oliphaunt
from Harad. Helm most likely received it as a In game terms, if the companions are interested in
gift from Gondor, as its engravings are clearly not opening Helm’s Deep as a sanctuary they may become
the work of artisans from Rohan. It is kept under involved in a number of tasks that will take years to
lock and key in the Burg atop the Hornrock, as the complete. The companions will need to dedicate at least a
Rohirrim believe that it would bring the illest of Fellowship phase (or even an Adventuring phase) to each
luck to sound the Horn of the Hammerhand without of the following activities in order to gain the confidence of
Helm’s Deep being threatened by enemies. The most Éogar, if not his friendship:
superstitious among the Helmingas believe that such
a deed would indeed attract the ire of the wraith • Make Peace with the Locals: The Lord of Fowlmere,
of Helm himself. Saruman the White has shown Elfthain (see page 45), is considered an enemy by
interest in the story of Helm and his war-horn, but
Éogar and the feeling is mutual. However, Éogar
to this day Éogar has never invited him to enter the
respects Grimborn, the Lord of Grimslade (see page
Hornburg and see the precious heirloom. Maybe
46), who is lifelong friends with Elfthain. If the
some sly emissary of Orthanc will succeed where the
companions can somehow forge a bond between
lord of Isengard failed?
these three men, or at least get them all to a respectful
tolerance, the safety and strength of Westfold will

51
Rohan Region Guide

be vastly improved, and with it the consideration • If the Loremaster is using the rules for Holdings in
of Éogar towards the companions. (A way to bring their campaign (found on page 9 of the Mirkwood
the two proud lords to peace might lie in proving to Campaign), worthy companions will be granted
Elfthain that Éogar is not the sly schemer he appears a small farm in Westfold (starting rating +1).
to be, but that he felt he had to engage in political Neighbouring farmers from the vale will happily
plots to safeguard his people against the misrule of assist the heroes with their new land if they lack the
old Fengel King). appropriate skills (many that can swing a sword with
deadly accuracy know little of the plough).
• Help Esfled Restore the Keep: Despite being
a mighty fortress, Helm’s Deep cannot really be
considered comfortable, much to the displeasure of New Fellowship Phase
Esfled, wife to Éogar. In the past decades much that Undertaking: Enter the
wasn’t immediately practical has been allowed to Hornburg (Rohirrim Only)
deteriorate, and that was no accident. At the time of
his rule, Fengel subtly encouraged Éogar to not care Many among the Eorlingas, especially those that
about such things, for two reasons: he did not want have taken on a difficult task, find strength in the
anyone to possess a grander fortress than his halls grim tale of Helm. Before setting off on what is
in Edoras, and it freed up more of Éogar’s money for likely to be a dangerous or even fatal quest, they
gifts. Convincing Éogar to renovate it will take some visit the ancient fortress of the Helmingas, to behold
doing, though. The only suitable stone quarry is with their own eyes the abode of the Hammerhand,
dangerous — creatures come down from the White the fiercest Lord of the Mark that ever was. They
Mountains and must be dealt with, not to mention pace the cracked stones of the Deeping all, see the
finding stonemasons up to the task. But the gratitude Hornrock rise in the shadows of the mountains, and
of the wife of the marshal will definitely reinforce the when they feel their spirit is attuned to the place,
companions’ stature in the eyes of Éogar. climb to the top of the Hornburg to sound their own
horn and hear it echo across the cliffs of the Deep.
• Encourage Trade: While Westfold does produce For the length of the Adventuring phase following
rich crops, the land of Eastfold is far more famed such a pilgrimage, when the hero must make a
as a source of produce and trade goods, whereas Corruption check (any Wisdom saving throw that
others look to the west as a source of treasures risks 1 or more Shadow points for failure), you can
seized from the Dunlendings. Encouraging traders spend Inspiration to succeed automatically, as if you
to regularly come to Helm’s Deep will take time and had rolled exactly what you needed. If no result on
the die would cause you to succeed, then you cannot
effort.
use this benefit.

A Company that has succeeded in gaining the respect of


Éogar and improving the lot of the folk of Westfold will
be allowed to choose the Open Sanctuary Fellowship The Glittering Caves
phase undertaking, gaining them access to such exclusive Deep under the roots of the Thrihyrne whence the Deeping-
undertakings like Enter the Hornburg and Gaze upon the stream flows lies the secret refuge of the Men of Westfold.
Glittering Caves. The caverns of Helm’s Deep they call them, but they once
went by the name of Aglarond, the Glittering Cavern, and
Additionally, heroes who succeeded especially well, they are more than mere underground hollows.
putting their own resources to work for Éogar, brokering
real alliances between the various factions within The Men of the West found them first and dug passages
Westfold, setting up a successful trading post, and so on and stairs to connect the immeasurable natural halls
may be publicly acknowledged for their efforts by the and chambers in one great underground realm. When
Second Marshal: the Rohirrim discovered them they kept their location a

52
Regions of the Mark

secret, using the caverns for the storage of provisions and the south and east at the South Undeep, again shallow
to provide a safe sanctuary for their folk and livestock in enough to ford. Always to the east the treeless slopes of the
time of war. But their history and usage does not reveal Brown Lands rise and fall, withered and empty.
the real secret of the caves of Aglarond: for they are vast
and beautiful, unlike anything crafted by Men, Elves, or Beyond the Undeeps, the Great River resumes its
Dwarves. They open up, one after the other, great caves southbound course along the borders of the Eastemnet
where torchlight glitters and reflects spectacularly from and towards the White Mountains. Its waters quicken
crystals, gems, and veins of precious metal, and the gradually, so gradually that even a veteran traveller
sound of water dripping in meres and pools untouched by may not notice it. Eventually, Anduin enters a hilly land,
wind or breeze becomes a music that would enrapture the tangled with thorny thickets, and its banks rise and
greatest minstrels among the Fair Folk. become rocky. Boating becomes more difficult, as there
are rocks and stony eyots emerging from the stream.
That the Rohirrim have left such beauty and treasure Then, quite suddenly, Anduin comes upon the rapids of
unmolested to this day says much of their wisdom and Sarn Gebir, where stone shoals and sharp rocks rise up
generosity. Even a greedy man like Fengel King did not and the water drives over them fast and dangerous. Wise
dare to loot the caverns to enrich the Golden Hall, and boaters paddle hurriedly to the bushes and trees of the
was content to enjoy the caves as a matchless treasure western shore, for no boat survives Sarn Gebir.
in their own right. But the Rohirrim do not trust others
as well as they trust themselves, and they say little of the On the west bank, not far from the point where the river
glories of Aglarond to outsiders. becomes impossible to navigate, is an old portage-way.
Travellers may draw their boats out of the water and carry
them across it, traversing an unhappy stretch of limestone
New Fellowship Phase dells and boulders, thick weeds, and brambles. The track
Undertaking: Gaze upon the ends by a little pool under the lee of a rock-wall less than 2
Glittering Caves miles away. From here, boating can be resumed on gentler
waters.

A companion who spends a Fellowship phase in


South of the rapids the river rolls swiftly. Its banks
Helm’s Deep and who has heard the rumours talking
narrow and rise to sheer grey cliffs. Only a lane of sky
of the ‘true jewels’ lying hidden beneath the earth in
and occasional struggling trees can be seen overhead. The
Aglarond may wish to journey there to witness the
ravine grows darker and more foreboding as it gets closer
Glittering Caves. The great beauty of the caves is
to the hills of Emyn Muil, until at last the waters of Anduin
such that hearts are raised and sorrows vanquished
flow between the pedestals of two great statues of stone,
by gazing at the stars that shine within the earth.
rising as pinnacles on either side of the river.
When a hero sees Aglarond for the first time, they
reduce their temporary Shadow score by 2 points.
These are the Argonath, the sentinels of Númenor, wrought
in the shape of two kings bearing an axe in one hand and
THE GREAT RIVER holding the other up in warning to the North. Once they
The Great River marked the northern border of Gondor, and still they
Coming down from the north, the Anduin passes the Field stand, worn but unbroken, provoking awe and fear in
of Celebrant, where the Limlight adds its waters to those of those who behold them. The waters become narrow and
the Great River, among forests of great reeds. Beyond their more turbulent between the statues, and the wind rushes
confluence, it flows along the eastern boundaries of the noisily between the rock faces of the gorge.
Wold of Rohan and becomes wide and shallow between
stony banks. Here the river turns east, making a wide Beyond the Argonath, the river emerges into the light
meandering loop: the North Undeep. Then, it doubles of Nen Hithoel, a long oval lake measuring many miles
back and runs again westward, only to curve again to across. Wooded hills rise steep from its shores. At the

53
Rohan Region Guide

southern end of the lake three peaks rise, one on each Many fish swim in those marshes: catfish and carps and
shore and the third in the lake itself, casting the waters to poisonous barbels. Grebes and ducks and geese dive for
either side. Beyond the centre peak, Tol Brandir, the Great fish from above, and herons and white storks with black
River, crashes over the Falls of Rauros, whose thunder can wingtips. Frogs and snakes slither in and out of sight, and
be heard from afar. marsh warblers sing in the nettles and willows sway in the
deep morning fog.
Boats can be beached on the shores before Rauros. Trails
on the east shore lead to Amon Lhaw, the Hill of Hearing,
while other paths on the west bank lead up to Amon Hen,
the Hill of Seeing. Another trail leads down from Amon Field of
Celebrant
Hen to the great North Stair, a portage-way where boats
can be carried safely down to the water below the falls.
North Undeep

Out of the thunder of Rauros the Great River rolls wide


and slow through boundless swamps. The Mouths of the
Entwash empty from the west and the Nindalf, which the
Rohirrim call Wetwang, sprawls in the east. Slowly the
South Undeep
Great River rolls on, out of sight of Rohan, through Gondor
and at long last to the Sea. Brown Lands
o
Combat Scenery: briar patch, cliffs, crags, hedges of tree

iver
limbs, old walls, roar of water, rock pillars, statues, thick

tR
fog, varied slopes

rea
Eastemnet

eG
Wildlife

Th
c
The Great River passes fens and mires along the Field of
Celebrant, at the mouth of the Limlight, and between the
Sarn
North and South Undeeps. In the fens, tall reeds grow Gebir ~Emyn Muil
from the water, willows cling to the banks, and weeds o
ll

sway in the murk. Animals are rarely seen or heard except


ast Wa

The Argonath
for small birds whistling and piping unseen among the E

reeds. At times, great flights of black swans can be seen


~The E

Nen
crossing the sky looking up from the river course. Between Hithoel
the fens, meadows of grass stretch away to the west into
the Wold and the Eastemnet, which have their own wildlife E Amon Lhaw
E
and ways. To the east are only the Brown Lands, blasted Falls of Rauros
Amon Hen
and dead.
Mouths of
South of the Undeeps, the ground grows firmer and the Entwash
woods grow thicker among the grassy meadows. Deer, n
boars, and small bears roam the woods with rabbits and Fenmarch
squirrels, wary and stealthy as they come to the river am
g Stre
to drink. Likewise wooded and green are the hills of the Merin
Emyn Muil around Nen Hithoel. Firien Wood -
Anorien
Halifirien c
Beyond the Falls of Rauros the Great River runs through the E
wetlands of the Nindalf and the Mouths of the Entwash.

54
Regions of the Mark

Inhabitants
There are no permanent settlements along the Anduin
Aegif
between Rhovanion and Gondor, for the region is too Medium Human
isolated from the homelands of the Rohirrim. Old
STR DEX CON INT WIS CHA
ruins adorn the heights overlooking the South Undeep,
8 (-1) 16 (+3) 17 (+3) 15 (+2) 20 (+5) 18 (+4)
watchtowers of Gondor where guards protected the fords;
Armour Class 13
they are long abandoned, worn by time, or wrecked by
Hit Points 45 (6d8+18)
war, no one can say for certain. Only travellers and
Speed 30 ft
wanderers can be encountered along the Great River
where it passes between Rohan and the Brown Lands, Skills Insight +9, Nature +4, Perception +9, Performance
+6, Survival +7
and only rarely. Senses passive Perception 19
Languages Rohan, Westron
Notable Characters Challenge 3 (700 XP)
Aegif, Wife of the River Art of Disappearing. Aegif can Hide with perfect
There are lore-masters in Rohan and a rare few in the success. She is considered to have rolled a 20 on any
north, including Elrond of Rivendell, who have heard Dexterity (Stealth) checks.
Expert. Aegif doubles her Proficiency Bonus for her
whispers of the Wife of the River. The tale goes that there is
Insight and Perception skills.
a woman who left behind her people — indeed, all people Song of the River. Aegif cannot be Surprised and has
— long ago, to hear only the voice of the Anduin and learn Advantage on initiative rolls within sight or sound of the
its songs. The River Wife is real. Her name is Aegif and Anduin.
Wicked Cunning (1/day). Aegif can use a bonus action
she concerns herself with little save listening to the ever-
to activate this ability. For the remainder of the combat,
changing song of her ‘husband’ and singing back to ‘him’ she has +5 to her AC.
in turn. What caused her to choose such a life is unknown Actions
and though she has passed on ancient stories to those she
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft, one
has met over the years, she keeps her own tale close, if she
target. Hit: 5 (1d4+3) piercing damage.
even remembers it at all.
Reactions
Uncanny Dodge. If Aegif can see an attacker that has
The Anduin has taught her many things, many wondrous,
Encountering
secret things. Aegif’s lore encompassesAegifthings she couldn’t
struck her, she may halve that attack’s damage.

possibly know; if the Enemy knew of some of Aegif’s songs


concerning a ring thatcatch
If the companions fell inathe Great
hint River
of the long ago,
presence of he
Aegif, they may try to find her: a DC 20 Wisdom The Anduin has taught her many things, many wondrous,
(Survival) check is required. If they succeed in secret things. Aegif’s lore encompasses things she couldn’t
finding her, Aegif shows no fear. She might even possibly know; if the Enemy knew of some of Aegif’s songs
speak to them if they approach her courteously, or concerning a ring that fell in the Great River long ago, he
if the Company includes an Elf. Aegif is withered would never stop hunting her…
and thrawn and wild, but her voice is soft and rich.
Has she not sung to the river all these long years? An Companions passing swiftly through the lands of the
Elf with the Elven-lore trait recognises something in Great River might never meet Aegif, save only if they are
her songs: an echo of the voice of Ulmo, the Lord of in trouble, for she may leave a fish or a snare-caught
Waters, one of the great powers of the world. That squirrel for the starving. Those seeking her lore have a
is a name that Aegif has never heard nor imagined. difficult task before them as she roams over hundreds
She knows only the River, and the hope that comes of miles of the river, never lingering long in any one
from seeing it wash clean whatever may befall; and place, and only a master tracker could pursue her in the
the sense that far away the River joins the Sea land she knows better than any other. Still, sometimes
whence all hopes spring. the Anduin tells her to wait for folk whose need is truly
great.

55
Rohan Region Guide

Aegif appears to be an ancient woman, with silvery


hair and eyes of a blue so deep they are almost black.
Whatever her age, she is remarkably spry for it. Herulf
Medium Human (Evil Man)
Herulf, Outlaw Chief STR DEX CON INT WIS CHA
Along the riverbanks of the Anduin roam a band of 16 (+3) 13 (+1) 16 (+3) 12 (+1) 14 (+2) 18 (+4)
outlaws that style themselves like the heroic rebels of old Armour Class 15 (Leather Corslet, Shield)
tales, fugitives from hated tyranny. Their chief, Herulf, is Hit Points 45 (6d8+18)
Speed 30 ft
the most enthusiastic teller of this tale, and may actually
believe it himself. To his victims, he apologises for his Skills Deception +6, Lore +3, Perception +4, Persuasion
noble banditry, reciting a litany of grievances levelled +6, Survival +4
against Fengel King, who, he says, drove Herulf’s family Senses passive Perception 14
Languages Rohan, Westron
out of the Riddermark long ago.
Challenge 2 (450 XP)

Most of Herulf’s followers think that posture is an Ambush. During his first turn, Herulf has Advantage
amusing lark. They are brigands and robbers, a gang on attack rolls against any creature that hasn’t taken a
usually thirty or forty strong. Their numbers change, turn. If he scores a melee critical hit on a target in this
turn, that target is knocked Prone.
because they often disband and regroup, lose members, Cruel Stroke (Recharge 5-6). If Herulf makes a
or gain desperate new ones. They sometimes camp in the successful attack, he may use a bonus action to make
ruins that overlook the South Undeep, sometimes near the attack a critical hit.
the portage-way at Sarn Gebir, and sometimes near the Actions
North Stair at Rauros; when escaping, they retreat into
Long Sword. Melee Weapon Attack: +5 to hit, reach
the Emyn Muil. 5 ft, one target. Hit: 7 (1d8+3) slashing damage or 8
(1d10+3) slashing damage if wielded with two hands.
Herulf’s bandits like to prey on those horse-herds of Reactions
Eastemnet that camp too near to the river. Sometimes they
Parry. Herulf adds 2 to his AC against one melee
venture north and attack a homestead of the Wold. But the attack that would hit him. To do so, he must see the
bandits always flee quickly, lest vengeful riders pursue them. attacker and be wielding a melee weapon.
As commerce between Rhovanion and the South grows, the
trade on the river itself has caught the outlaws’ attention.

Herulf is sturdily built, in his late thirties. He wears his Rhovanion (see Rhovanion Region Guide, page 68). They
fair hair in long plaits and plays at being a wronged noble spend at least half of each year making a long trading
Rohirrim lord, but his intimidating true nature comes to journey to the South and back again with a dozen of their
the fore if he’s defied in any way. kin. They row on the Anduin in three sturdy boats laden
with supplies and trading-goods: woven blankets, carved,
Motivation: I was robbed of my lands, my wealth, and wooden tools, and statues, the pelts of black foxes, bears,
my rightful position. Now I rob from others whatever and wolves that are exotic in the South, and herbs found
paltry things I can. only in the eaves of Mirkwood. Trade with the South was
scarce in the long years when the Necromancer ruled
Expectations: +1 if the Company readily surrenders Dol Guldur; Odovacar has been the earliest and most
their coin and other valuables to Herulf; +3 if they flatter successful to open the old trading-ways again.
him as a lord; -4 if they defy him or question his ancestry.
Their expedition usually includes fifteen men and women,
Odovacar and Mathilda, Traders from the Toft all kin to Odovacar and Mathilda. They wear no armour,
Odovacar and his wife are the elders and leaders of a but are heavily armed with bows, shields, spears, and
clan of traders from the Toft, the largest town of southern axes, and they are rarely troubled by robbers. Odovacar’s

56
Regions of the Mark

journey towards Gondor typically begins in April and takes Notable Places
about a month. They spend thirty days or so trading in The Undeeps
Osgiliath, then they temporarily leave their boats to travel At the eastern border of the Wold and northeast of the
overland, first stopping in Minas Tirith, and thence through plains of Eastemnet, the Anduin loops to the east and west
Anórien and into Rohan. From Edoras it takes another several times before resuming its southward course. The
month to cross the plains and ford the North Undeep; then two westward bulges created by the river loops are called
thirty days more to journey from the North Undeep home the Undeeps, North and South. Here the river broadens
to the Toft. If things go well, Odovacar and Mathilda return and its waters are shallower, over gravel shoals and stony
home at the beginning of autumn. They trade the goods beaches suitable for fording.
and gold of Gondor and Rohan with their own people and
rest in preparation for the next spring’s adventure. The Undeeps were abandoned for long centuries, but
that is changing of late. Traders and other travellers
But there is a dark side to these peaceful traders from the from Wilderland passing south have begun to use the
Toft. Odovacar, but especially Mathilda, the matriarch who Undeeps to cross into Rohan, as others did of old, and
really organises and directs things, follow the old ways of the Eorlingas have begun to patrol the crossings far more
the East Nether Vales of Anduin, whose inhabitants in the regularly. They are wise in their caution, for the increase
past often worshipped the Necromancer of Dol Guldur. in traffic has already been noted by other, less savoury
While they are north of the Argonath Mathilda performs sorts as well…
certain propitiatory rites in the night of each new moon,
rites involving the bloody killing of a black swan. Since it is A bow shot from the fords of the South Undeep the
their tradition that the realm of the Necromancer ends at land rises. There, two ancient hill-forts emerge from
the Argonath, Mathilda stops performing her rites when the uneven ground. About their naked summits lie
they go beyond the sentinels of Gondor. But, when their large blocks of stone, as if scattered by a careless giant.
boats pass the Argonath, none of the family can bear to Some say that the Men of the West quarried the stones
cast eyes upward to behold the faces of the ancient kings. in the White Mountains, though the truth is that no
one truly knows how they came to be here, as the forts
Odovacar is a well-built man in his fifties, with deep were naught but empty ruins long before the Eorlingas
brown eyes and grey hair. He speaks in short sentences, arrived. They have never been rebuilt, but regardless,
using just enough words to make a deal. Mathilda is also they are now in use.
in her fifties, but easily looks to be in her late thirties. Her
hair is a vibrant chestnut brown, with green eyes. She A band of brigands led by the self-styled ‘Lord among
is taciturn with outsiders. Both count as Merchants but Outlaws’, Herulf (see page 56), have established a
many of their companions are Warriors (see pages 69-72 concealed camp within the ruins. They are careful to
in the Loremaster’s Guide). come and go by unseen paths so that their makeshift
fortress is not discovered by a patrol of the Eorlingas,
but too many targets have identified them and several
Travelling with Odovacar éored already have orders to keep an eye out for them,
to remove the menace they represent to the burgeoning
Companions journeying south from Rhovanion in
trade in the area.
the spring, or travelling north again from Rohan
as summer ends, may encounter the traders from the
Toft and join them for a while. Since they are expert
journeymen, travelling with Odovacar’s caravan
grants Advantage on any Journey Events. What the
companions may discover along the way is another
story…

57
Rohan Region Guide

The Emyn Muil The jagged hills of the Emyn Muil have long hidden desperate
A great range of jagged, hard hills separate the plains of bandits from pursuit and other, darker, creatures as well.
the North from the lowlands of the South. These are the Trolls have been known to abide here, preying on whatever
highlands of the Emyn Muil, the ‘dreary hills’, and they outlaws they can find. Some very daring, or desperate, folk
stand on either side of the Great River as the Anduin cuts travel here in search of ancient treasures long lost, for a few
through them. ancient tales hold that some of the warriors who fought in
a great battle to the east of the Emyn Muil fled here to die at
West of the river the hills rise up, stony and bleak. Some the end of the Second Age.
30 miles west of the Nen Hithoel, the hills end in a sheer
falloff, with the green plains of the Eastemnet over a Amon Hen and Amon Lhaw
hundred feet below. This cliff is the East Wall of Rohan, The lake of Nen Hithoel is about 20-miles long and 10-miles
the eastern boundary of the Mark, visible on the horizon wide. East and west the shores rise into the steep hillsides
from nearly 40 miles away. of the Emyn Muil, while in the south the lake narrows

New Fellowship Phase Undertaking: Guard the Crossings

Riders of Rohan patrol the western shores of the 11-14 Very fruitful activity. As above, but you
Undeeps from time to time, watching for signs receive 3 Patrol dice.
of bandits or Orcs marauding from the North. A
companion spending a Fellowship phase in Edoras 15-17 Valuable practice. You can use your
or Aldburg may join them and meet travellers experience on the frontier during the next
attempting to resume a trade between Wilderland Adventuring phase. When you roll for initiative,
and the southern lands, help horse-herds in trouble, if you spend inspiration you gain a Preparation
or encounter dangerous outlaws. die. Preparation dice represent special advantages
that heroes can gain in a complex battles. Each
You may choose to make a DC 15 Wisdom Preparation die is a d6 and during the battle any
(Perception) check. If you succeed, roll on the Player-hero can take and roll a Preparation die and
following table with Advantage. If you fail, roll add the result to any one attack roll, damage roll,
with Disadvantage. If you choose not to attempt the saving throw, ability check, or add the result to their
check, roll 1d20 and consult the table below: AC as a reaction to an attack. Each Preparation die
can only be used once.
1 Ill-tidings. The crossings are attacked by
Outlaws, Orcs, or some other menace. You help in 18-19 News from afar. You have heard all sorts
repelling the threat, but sustain lingering injuries. of news and gossip. In the next Adventuring phase,
You begin the next Adventuring phase with 1 level of you may make an Introduction check for an audience
Exhaustion. with Advantage.

2-6 Nothing useful. Long days of little activity 20 Chance meeting. You encounter a
are your only reward this time. potential patron (such as Thengel King touring
his kingdom, or Saruman or Gandalf on a
7-10 Fruitful activity. The long hours sharpen journey to or from Wilderland). You may elect to
your senses. You receive 2 Patrol dice. A Patrol die is engage them in an Audience. If you’re successful,
a d4 and can be added to any roll during a journey then you may later undertake to gain them as a
in which the hero is serving as a Look-out or Scout. Patron.

58
Regions of the Mark

again amid three peaks, one rising on either shore and earth of centuries. Rowan trees grow about the hill,
one rising sheer from the water itself. but not upon its broad, flat summit. There large stones
pave a rounded courtyard within an encircling ruined
The central peak is Tol Brandir, the Tindrock. It emerges out battlement. At its centre an ancient stone chair sits
of the waters like a gigantic spire, its walls inaccessible to atop four carven pillars and a stair of many steps: the
any who would dare attempt to climb it. High overhead, Seat of Seeing, built by the Men of the West. Whatever
trees can be seen on its slopes, and many birds nest there, power it once held seems lost today; sitting in it one
but its summit is as sheer as its base. The waters flow on merely stares into the West across the great plains to
each side of Tol Brandir and beyond over the Falls of Rauros. the shadow of the distant mountains.

The western peak is Amon Hen, the Hill of Seeing. Its base The eastern peak is Amon Lhaw, the Hill of Hearing. The
at the water is a broad greensward, Parth Galen, where slopes descend to a shelving shore where boats can set
boats can land easily and travellers camp in comfort. safely down. Beyond, the slopes rise and end at cliffs over
Trees and hills rise all around on gentle slopes that only the unhappy Brown Lands of the East. As a twin to Amon
slowly become rugged in the western reaches of the Hen, atop the hill sits the ancient Seat of Hearing, built the
Emyn Muil. The remains of an ancient road, now but a same as the Seat of Seeing but facing east. In days long
broken, bramble-covered stone path, lead up to the broad past the lords of Gondor would sit here and listen for the
summit of Amon Hen. In some steep places stairs were voices from the wide world; now it is merely a cold throne
cut into the hill, but they too are ruined or buried in the of stone.

New Fellowship Phase Undertaking: The Hills of Seeing and Hearing

To most wanderers Amon Hen and Amon Lhaw are anything more precise than that. The details of the
still and silent ruins, relics of powers long forgotten. witnessed event are up to the Loremaster.
But should a Player-hero visit the twin hills during
a Fellowship phase spent in Edoras or Aldburg, A result of 20 on the die conveys a clearer vision
undistracted by companions and the demands of and leaves the Player-hero’s spirit uplifted, at peace
adventures and errands, they might see or hear more. if the vision was good or firm of resolve if it was
painful; the companion gains Inspiration.
The visitor must choose which seat to study for a
time, the Hill of Seeing or the Hill of Hearing, and A result of 1 on the die, however, attracts the attention
then make a DC 20 Wisdom (Insight or Perception) of dark powers in distant shadows. If servants of
check. If the hero is a Dúnadan, a Barding with the Shadow are actively seeking the companions, they
Woeful Foresight virtue, a High Elf of Rivendell, gain a sudden instinct where to seek. If you are
or a Wood-elf with the Elvish Dreams virtue, they using the Eye of Mordor rules to track the Enemy’s
roll with Advantage. If the check fails, nothing is awareness of the Company, add 3 to the Hunt score.
learned and no special insights are experienced.
It is worth noting that the Hill of Seeing allows a
If the check succeeds, the companion witnesses some momentary vision of an event as it happens, but does
important event occurring in a faraway place or not convey any sound. The Hill of Hearing allows
hears important words uttered somewhere at a great the hero to hear the speech of a person taking an
distance. The hero making the roll may choose important decision, or perhaps even thoughts that
roughly where to look or listen before determining are so fully formed as to be nearly spoken aloud.
the result, naming a city or region but cannot specify

59
Rohan Region Guide

The Falls of Rauros east through countless vales, obscured in mists. Travel is
Where the cliffs of the Emyn Muil loom over the swamps never undertaken lightly here, for the fog conceals safe
of the Nindalf, the Anduin tumbles down thunderously paths, and the weed-choked marshy waters easily foul
from the Nen Hithoel as the mighty Falls of Rauros. The passing boats.
crashing waters cannot be passed by boat, though there is
a path — a portage way called the North Stair — carved in There are said to be plants of great medicinal value deep
ancient times by Gondor, when travel between North and in the swamp, which aid in swiftly staunching blood loss
South was frequent. The wide switchbacks of the North and curing great fevers, but retrieving them can be a fool’s
Stair readily allow travellers to carry their boats and other errand. Many Eorlingas of the Eastemnet believe that Orcs
burdens along them. linger here, eking out a foul existence preying on the many
creatures of the swamp, but no rider is willing to seek
At the foot of the North Stair, beyond the turbulence of the them out, for horses cannot travel over the boggy ground.
falls, shelves of rock stand in the mist over the river. Boats
can be lowered safely again to the water and rowed south The Wetwang to the west is equally perilous, for the
past the Mouths of the Entwash. The vast mists caused constant fog and wide surface of the water merge the river
by the falls conceal much of the area surrounding them with the swamp. Boats are easily mired in sucking mud
and Gondor was said to have secreted refuges here of old, and attempting any journey by foot is utterly futile. The
carved into the rockface behind the falls. only way through is to strive to keep to the deepest waters,
till the marsh at last gives way to the true river again.
THE GAP OF ROHAN
The Mouths of the Entwash
South of the Falls of Rauros the Anduin sprawls wide The Gap of Rohan
amid great swamplands: the Nindalf to the east, which The rolling grassland of the Westemnet and the rising
the Rohirrim call the Wetwang, and the Mouths of the hills of Westfold meet upon a narrow plain lying between
Entwash to the west. Both wetlands lie within Gondor, the White Mountains and the Misty Mountains. Through
beyond the traditional borders of Rohan, though few the flat land of the Gap of Rohan, the river Isen descends
venture here. A traveller on the river must row many from the north and becomes slow, chattering over stones
leagues before the swamps give way to the gentle woods at the ancient fords. From there, the river turns west into
of Ithilien and Anórien. The Mouths of the Entwash flow Enedwaith, taking up speed and depth as it runs across

60
Regions of the Mark

a sloping country towards the low-lying coastlands of homesteads of Westfold. The folk of the West-march look
southwestern Gondor many miles beyond. at the king in Edoras as a far-off tyrant. As an answer,
the Second Marshal of the Mark sends his men across
the river to burn villages and discourage further violent
actions. Sometimes, the bloodshed attracts Orcs who
Isengard descend at night from the northern mountains seeking
E
pillage, or emerge from their hiding places in the
mountains to the south.
Ol
dS

Dol Baran Nan


out

E
Curunir Combat Scenery: ancient dykes, bogs, crags, mud,
h
Ro

c shallow slopes, river shallows, roar of water, rock edges,


ad

Gap of Rohan Fords thickets


of Isen
E
c Grimslade
Wildlife
E Dinas Drust The region is less settled than the other lands of the Mark
E to the East. The herd-folk of Westfold try to stay at a safe
West-march Aglarond
distance from the Isen, and few farmers till the land. The
c
E
result is an untamed area, where foxes and boars are
The High Stone
~R
easily spotted, and eagles, falcons, and buzzards often fly
ive
rA overhead, preying on fish in the river and small creatures
dor
n Frecasburg on the plains.
E

The folk of the West-march hunt for deer and boar in their
lands up to the Gap, and their traps and snares can be
found anywhere in the woods and fens between the Isen
At the Fords of Isen several roads meet. The great West and Adorn.
Road from Edoras and Helm’s Deep crosses the river to
turn north, towards the hills, woods, and rocky slopes of Inhabitants
Dunland. West of the fords, another road leads north along The Gap of Rohan is guarded at all times by the men of the
the river to Isengard, in the shadow of the mountains. Second Marshal of the Mark, and riders in full harness
Many easterly tracks disappear into the wild plains of the are often seen going to and fro along the road leading
Westemnet, while a smaller, muddier road turns south to the Fords of Isen. In times of war, the marshal orders
at the fords toward the Dunlendish ‘West-march’. By this warriors to man the defences guarding the Fords, but no
name the Rohirrim refer to the wide angle of river-land one lives in the Gap itself—oo many enemies threaten it.
caught between the Isen and the Adorn to the southwest
of the Gap. In this country, Hillmen from Dunland resisted To the southwest of the Gap live the Wulfings of the West-
in their holds long after they were driven out of the rest of march, a folk of mixed Rohirrim and Dunlendish lineage
the Riddermark. taking their name from Wulf, son of Freca. Freca was a
local lord remembered in the old songs of the Wulfings
In time, Rohirrim and Dunlendings mingled and as a great warrior murdered treacherously by Helm
intermarried, giving birth to a mixed folk often ill Hammerhand, King of Rohan. His son, Wulf, brought war
considered in Rohan, and quick to reciprocate the to the Mark seeking revenge, and seized Edoras and sat
sentiment. upon its throne at the time of the Long Winter. But Wulf
was betrayed by his allies, southerners and Easterlings
The Gap of Rohan marks the troubled western frontier that he let into the Mark to crush his enemies and that
of Rohan. The Hillmen of Dunland regard the Rohirrim failed in their promise. Wulf was murdered like his father,
as invaders and cross the river to harry the herds and and his folk forced to retreat to their old land. From that

61
Rohan Region Guide

day, strife has never ceased to trouble the West-march, Frána’s folk, the Wulfings, descend from the Dunlendings
and the region has seen the Riders of Rohan taking control and the Riders of Rohan alike. They live obeying many
of it, only to lose it yet again. Today, the West-march is Dunlendish traditions, and indeed Frána himself married
officially subject to the crown of Edoras, but the Horse- into a great clan of the Gáesela to extend his power and
lords leave its rule to its clansmen and chieftains. influence over Gáetír. But the speech of the Wulfings and
their names are alike to those of the Riddermark, their
Many Dunlendings never left or moved back in years past homeland that they yearn to someday seize again. But he
to live in the land south of the river Isen. They dwell mainly lacks the strength to claim it. For the moment, the lord of
to the west of the region, in a land that they call by its older the Wulfings attempts to enrich his treasury encouraging
name, Gáetír, ‘spear-country’. They call themselves the trade with the lands to the north and west, hoping to see it
Gáesela, the ‘spear-folk’, and dwell mostly in little rugged flourish, but merchants out of Eriador have grown scarce
farms and fishing-villages along the countless streams since Tharbad fell to flooding more than fifty years ago.
that feed the Isen and the Adorn.
Frána knows that the Wizard Saruman has taken many
Notable Characters Hillmen of Dunland into his service. He does not trust
Frána, Lord of the Wulfings the sorcerous lord of Orthanc, who seems to entertain
Frána, the stocky, dark-bearded, ill-tempered heir of Wulf good relations with the usurper Thengel of Rohan, but he
is the Lord of the Wulfings, and rules over the country always seeks news and rumours concerning Isengard.
around the source of the Adorn River from the ancient fort Frána hopes that Saruman will give the Rohirrim more
of Frecasburg, in the shadows of the White Mountains. trouble than friendship.
His riders roam the West-march, collecting tribute from
farmers and herders, pursuing Orcs and brigands, and Motivation: My forebear, Wulf, son of Freca, sat on
sometimes raiding stealthily into Rohan for horses and the throne of Edoras as king, and Meduseld itself is my
cattle. Frána rewards such raiding well, giving rings of inheritance.
gold and silver to the raiders and keeping only a modest
portion of their plunder. The lords of Rohan know Frána Expectations: +2 if the heroes bring ill tidings about
very well; Éogar of Westfold would love to see him dead Saruman or Éogar; +3 if they present a plan to enrich or
or in chains. strengthen Frecasburg; -3 if they accuse Frána (rightfully
or wrongly) as behind a raid into Rohan or another such
scheme

Rynelda Fast-rider
Rynelda’s family hails from the West-march, but she is a
niece to Grimborn of Grimslade. She is a frequent sight
in the Gap of Rohan; young and slender, she is eager to
wield a sword and is trying to persuade Grimborn to ask
the king to recognise her as a shieldmaiden of Rohan. But
she has already earned fame as the most tireless and sure-
seated errand-rider of the West-march.

Rynelda frequently brings tidings and orders to and from


Grimslade to the Fords of Isen or to Helm’s Deep. The
Second Marshal Éogar sometimes mocks her eagerness,
calling her ‘little weed’ because she’s always underfoot,
but he often relies on her to take urgent messages swiftly.

62
Regions of the Mark

Frána Rynelda
Medium Human Medium Human
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 14 (+2) 11 (+0) 17 (+3) 13 (+1) 13 (+1) 18 (+4) 14 (+2) 12 (+1) 15 (+2) 12 (+1)
Armour Class 18 (Scale Hauberk, Great Shield) Armour Class 18 (Leather Corslet, Shield)
Hit Points 58 (9d8+18) Hit Points 32 (5d8+10)
Speed 30 ft, 60 ft if mounted Speed 30 ft, 60 ft when mounted

Skills Animal Handling +5, Persuasion +3, Riddle +2, Skills Animal Handling +4, Lore +3, Survival +4,
Traditions +2 Traditions +3
Senses passive Perception 13 Senses passive Perception 12
Languages Rohan, Dunlending, Westron Languages Rohan, Westron, Dunlending
Challenge 3 (700 XP) Challenge 1 (200 XP)

Charge. Frána’s Courser has the Charge feature (see Mounted. Rynelda has a Rouncy as a mount (see page
page 150). If the mount takes this action, Frána gains +4 151).
to damage rolls until the end of his turn. Tireless. Rynelda’s Rouncy has the Tireless feature
Mounted. Frána has a Courser as a mount (see page (see page 153). Her mount’s speed is unaffected by its
150). exhaustion level.
Proud. Frána’s Courser has the Proud feature (see
page 152). He has Advantage on all Persuasion and Actions
Traditions checks made while mounted.
Broadsword. Melee Weapon Attack: +6 to hit, reach 5 ft
Savage Assault. When Frána rolls an 18 or 19 on an
one target. Hit: 8 (1d8+4) slashing damage.
attack roll, he may use his bonus action to make a single
Short Bow. Ranged Weapon Attack: +6 to hit, range
additional melee attack against the same opponent.
80/320 ft, one target. Hit: 7 (1d6+4) piercing damage.
Actions
Multiattack. Frána makes two attacks with his axe.
Axe. Melee Weapon Attack: +6 to hit, reach 5 ft, one
target. Hit: 8 (1d8+4) slashing damage or 9 (1d10+4) and nieces as companions and handmaidens, and keeps
slashing damage if wielded with two hands.
several young female Dunlendish servants.

Even more than Frána, Glenys hungers for news from


Glenys, Princess of the Gáesela abroad. She takes a sharp interest in any visitor from
Raven-haired and willowy, Glenys is the wife of Frána, other lands. Adventurers who visit Frecasburg may find
the lord of the Wulfings, but she is also a princess of the themselves summoned to private audiences with its lady
Dunlendish tribes of the Gáesela. She is the daughter of — and may find themselves the targets of the wrath of
Drust, the most powerful chieftain of Gáetír, the ruler of suspicious Frána.
much land in that region. Frána wedded Glenys to forge
an alliance between the Wulfings and the Gáesela, an Motivation: Above all, I fear a cage made of wrath and
allegiance that suits the ambitious dreams of the lord of lies. I will make my own way in this world.
Frecasburg.
Expectations: +1 if the Company agrees to meet secretly
Even though Glenys has borne three Wulfing children with Glenys, +3 if they count one or more Dunlendings
to Frána, she still feels foreign in Frecasburg. She loves among them; -4 if they lecture Glenys on loyalty to her
her people and their ancient ways, and some Wulfings — husband or father.
those who think of themselves as exiled Rohirrim — resent
her as a savage who diminishes their lord’s glory. It does Drust, Chieftain of the Gáesela
not help that Glenys has little affection for her suspicious Drust is a great chieftain of the Gáesela. He rules over
husband. She surrounds herself with a handful of cousins most of the Dunlendish tribes of Gáetír from his hold at

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Rohan Region Guide

Dinas Drust. His is a rich land, not in treasure or gold, chieftain, but even the courteous should be cautious: Drust
but for its yield in crops and fishing; a return that lets uses all about him to his own ends. Drust is a muscular
Drust surround himself with well-equipped horsemen warrior in his early-forties, with long dark hair and
and spearmen. This is the result of trading with the elegant features. He stares directly into the eyes of visitors
Wulfings, which allowed him to buy himself a powerful without blinking, giving most the distinct impression that
ally: Frána, lord of the Wulfings, who married fair he may regard them as prey.
Glenys, Drust’s daughter.

Together, Drust and Frána dominate the West-march. The Drustan, Brother of Drust
remaining Dunlendish tribes of Gáetír pay tribute to them
in goods and food, and in slaves when they can afford The Mirkwood Campaign introduces Drustan, the
nothing else. Dunlendish messenger of Saruman the White on page
46. He makes his first appearance in the year 2956,
Dinas Drust is a fort overlooking a prosperous fishing already a grown man. Games set in a compatible
village at the heart of fertile Gáetír. Visitors can find timeframe can have Drustan make an appearance in
hospitality if they show respect for the Gáesela and their the West-march, revealing him to be the brother of
chief. Arrogant strangers will not survive meeting the the chieftain Drust of Gáetír, and opening plot twists
featuring the meddling of Wizards…

Drust
Medium Human
STR DEX CON INT WIS CHA Edelyn of Stanshelf, Daughter of Trumbold
19 (+4) 12 (+1) 20 (+5) 17 (+3) 14 (+2) 15 (+2) Trumbold was a Wulfing warrior of renown who dreamed of
taking a place among the Riders of the Mark. But his home
Armour Class 19 (Scale Hauberk, Great Shield)
Hit Points 67 (11d8+55) and kin were all in the West-march, and the Rohirrim rarely
Speed 30 ft looked south of the Gap for anything else than to raid. Towards
the end of his life, Trumbold approached his lord Frána for
Skills Athletics +7, Deception +5, History +6, help, offering his daughter, Edelyn, to Frána in marriage. But
Intimidation +5, Persuasion +5
Senses passive Perception 12 Frána chose a Dunlendish girl instead and Trumbold died
Languages Dunlending, Rohan, Westron scorned. To his daughter he left his homestead in the valley of
Challenge 5 (1,800 XP) Stanshelf, the leadership of his clan, and his ancient dream.
Hard Eyed. Drust is a killer. He scores critical hits on an Edelyn inherited his bitterness too.
18, 19, or 20 on an attack roll.
Horrible Strength. If Drust makes a successful melee Spurned by Frána, Edelyn has come to see most of the
attack, he may use his bonus action to cause his Strength Wulfings as no different from the Dunlendings she
modifier (4) in additional damage to the target.
despises. She considers herself to be a shieldmaiden of
Actions Rohan, denied of her birthright only by short distance and
Multiattack. Drust makes three attacks with his spear. an unwilling king.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach
5 ft or range 20/60 ft, one target. Hit: 7 (1d6+4) piercing
damage or 8 (1d8+4) piercing damage if used with two In the years since the death of Trumbold, she has proven
hands to make a melee attack. as able a chieftain as her father. Stanshelf is her steading,
Reactions and rises atop a sheer rocky cliff protected by a high
wooden wall on the other side, overlooking the valley
Counterattack (Recharge 5-6). If an attack roll misses
Drust, he can make an attack roll with Advantage. He where her folk toil in rocky soil, cold streams, and a few
must be wielding a melee weapon and able to see his wide pastures. The people of Stanshelf raise horses in the
attacker. Rohirrim fashion and train to fight on horseback with
spear and shield.

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Regions of the Mark

In recent years Edelyn has been beset by many foes; In truth, the king values Edelyn far more than she knows.
warriors from Frecasburg regularly harass her people The daughter of Trumbold is greatly respected in the
though they deny it, claiming it to be the work of Orcs — a West-march by many Wulflings, the Gáesela, and the
difficult claim to refute, as the Orc raiders of the sadistic Dunlendings alike. Thengel believes she may be in the best
chieftain Gazhúr Three-Deaths have attacked Stanshelf possible position to be a peacemaker between the three
many times. Edelyn has pressed Thengel to send riders peoples and the Rohirrim. Unfortunately, in her present
to join her along with other loyal West-marchers in the loathing for the Dunlendings, she is more likely to incite a
hopes of rooting out the Orcs and overthrowing Frána, feud or open war out of sheer spite.
but so far the silence of the king has burned her deeply.
Trumbold’s daughter is strong and scarred, nearing her
Thengel King is torn. Éogar, the Second Marshal, says middle age, with fierce blue eyes in a weather-worn face.
Edelyn is merely another Wulfing herself, bound to betray When she rides across the trails and fields of the West-
the Mark at the first opportunity. Thengel believes the march, she wears the shining armour and helm of a
Second Marshal’s judgement is wrong, yet he has no wish Rohirrim warrior.
to start war with Frána or the Wulflings, though certainly
the Orcs must be dealt with… Dera, Dunlendish Warrior
Dera is a wanderer, a thin, young woman of the Gáesela,
with wild dark hair and haunted eyes. She has no home
in Gáetír, though when she was a child her family lived on
the Isen as fishers. What happened to them is a story that
Edelyn has spread from village to village. Even Dera remembers
Medium Human little of the truth, for she was very small at the time.
STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 17 (+3) 10 (+0) 11 (+0) 8 (-1) The folk of Dera’s family, it is said, one day welcomed an
Armour Class 18 (Scale Hauberk, Shield) old wanderer to stay with them for the winter. Somehow
Hit Points 60 (8d8+24) they offended their visitor and he cursed them in return.
Speed 30 ft, 60 ft if mounted The man laid various dooms upon the villagers, which
Skills Animal Handling +3, Athletics +6, History +3, each of them could avoid only by following scrupulously
Traditions +3 some impossible rule or another, and then he strode away
Senses passive Perception 10 into a storm and vanished.
Languages Dunlending, Rohan, Westron
Challenge 5 (1, 800 XP)
One-by-one, Dera’s people broke their obligations, and
Charge. Edelyn’s Courser has the Charge feature (see one-by-one they died to accident, murder, or illness.
page 150). If the mount takes this action, Edelyn gains +4
to damage rolls until the end of her turn.
Fiery. Edelyn’s Courser has the Fiery feature (see page
152). She has Disadvantage on Riding checks for her
mount but gains Advantage on her attack rolls when she
uses the Charge feature.
Mounted. Edelyn has a Courser as a mount (see page
150).
Actions
Multiattack. Edelyn makes three attacks with her spear.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach
5 ft or range 20/60 ft, one target. Hit: 6 (1d6+3) piercing
damage or 7 (1d8+3) piercing damage if used with two
hands to make a melee attack.

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Rohan Region Guide

Dera is the last of her folk. The curse that the old wanderer Gazhúr Three-Deaths
laid on her requires her to make peace between the The Orcs of the White Mountains often trouble the West-
Gáesela and outsiders in their land: she will be released march (see box) and none among them is more trouble
from her obligation only when she averts a war that than the Great Orc chieftain, Gazhúr. He is a huge monster,
otherwise would have been certain. made even greater for he is straight-backed, unlike others
of his kind. He wears furs from mountain-goats over a
Dera roams the borders of the West-march, offering suit of metal armour, loot from a lucky raid on merchants
to guide any wanderer who has lost their way. It’s a from Gondor, of which he is greatly proud. He owes his
dangerous calling, for not every traveller journeys in name to a dream that visited him three times in which he
peace; more than once her offer has been met with a escaped from certain death in battle.
volley of arrows that forced her to flee.
Gazhúr musters his band of marauders in a high mountain
She knows much about the Gáesela and the Wulfings, cleft he calls the ‘High Stone’, a place some miles north of
but the inhabitants of the West-march consider her to be Frecasburg and shunned by the people of the West-march
a troublemaker, always meddling in affairs she was not who call the place the Gramberg, the ‘hill of fury’.
meant to be dealing with.
Someday, Gazhúr will meet agents of the power from the
East that has been guiding and aiding him from afar for
Dera many years already. If Gazhúr is there to be roused for the
Medium Human coming war, it will be a disaster for the Riddermark. See
STR DEX CON INT WIS CHA page 133 for a description of Gazhúr.
14 (+2) 17 (+3) 15 (+2) 10 (+0) 12 (+1) 11 (+0)
Armour Class 17 (Leather Corslet, Shield)
Notable Places
Hit Points 32 (5d8+10) The Fords of Isen
Speed 30 ft The great West Road crosses the river Isen at the Fords,
where the watercourse turns wide and shallow, splitting
Skills Insight +3, Perception +3, Persuasion +2,
Stealth +5, Survival +3 in two arms around a small island. The island, a large
Senses passive Perception 13 eyot made of stones and pebbles brought down from
Languages Dunlending, Rohan, Westron the north by the rushing waters, rises to a low knoll at
Challenge 2 (700 XP)
its centre.
Region-lore (West-march). If Dera is with the Company
for a journey that begins or ends in the West-march, the The banks of the river at this point are high, and the road
Guide rolls 1d8+4 for the Embarkation Roll.
Wild Onset. Dera can use her bonus action to impose reaches the fords cutting its way down through grassy
Disadvantage on her attack roll. If she hits, add 6 to her terraces. From the shore, three lines of larger flat rocks
damage. serve as stepping-stones across the stream. Between
Stealthy. Dera may use her bonus action each round to them, the riverbed is shallow enough for horses to ford.
Hide.
The stepping-stones and channels lead to the eyot in the
Actions middle of the river where travellers can rest if necessary,
Short Sword. Melee Weapon Attack: +5 to hit, reach 5 ft, making the crossing even easier in hard weather.
one target. Hit: 6 (1d6+3) piercing damage.
To the west of the crossings, the road climbs the banks on
Reactions
the other side and passes between two ancient earth-forts
Snake-like Speed (Recharge 5-6). Dera is adept at guarding the approaches to the Fords. These fortifications,
avoiding injury and can use her reaction to halve the each one not more than a mud-banked enclosure at the
attack damage on an attack that she is aware of.
top of a low hill, were not built by the Horse-lords and
are manned by men from Westfold only when the Second
Marshal of the Mark deems it necessary. Beyond them,

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Regions of the Mark

the road soon turns north, heading into Dunland. Another its top. Beyond the hall, on the summit of the hill, sits a
road reaches the Fords on its western bank. It is the road squat, sturdy tower of stone, the work of giants and the
that leads to Isengard, going north from the Fords along birthright of the heirs of Freca.
the river. It runs on level ground and bends with the river
until it enters Nan Curunír, the Wizard’s Vale. There the To the people of the West-march, Frecasburg is a work of
road leaves the river and leads for 16 miles straight to the cunning and power. A visitor who has seen the stonework
gates of Isengard. of Gondor in Helm’s Deep, or the work of Dwarves and
Bardings in Rhovanion, would find the tower primitive,
East of the Fords, the great West Road runs towards Helm’s and the great hall drafty and leaky — but would be wise to
Deep and Edoras and past them, then it enters Eastfold. No keep those observations to themselves.
road goes north from the Fords on the east bank, as there
the land is rocky and rough, and rises quickly towards a Warriors stand guard on the gates of Frecasburg and in
long line of low hills, running east from the river. a little house high above on the valley’s heights, atop a
winding and difficult trail, where they can sound a horn
To the south, a muddy road passes Grimslade and runs in alarm should they spot enemies approaching. Guards
through the narrows between the Isen and the White open the gate each morning when day breaks over the
Mountains into the West-march. hills outside the valley; visitors who come in the night
must wait. Strangers are greeted first by the wary guards,
Frecasburg who call Frána’s steward from the castle.
Wulf’s heir, Frána, sits in Frecasburg as Lord of the
Wulfings. The fortress was built by Freca more than two The steward questions them suspiciously. If the visitors
hundred years ago, where the river Adorn roils out from seem hostile or look like they may pose a threat, he
the mouth of a high, narrow valley and down to green refuses them entry unless they can persuade him of their
foothills. At the floor of the valley, a tall artificial hill good intentions. If they seem safe and honest, or at least
rises where the river makes a loop rushing in its deep important, he brings them to the castle’s great hall. There,
bed. A palisade made of sturdy trees encircles the lower eventually, they’ll be questioned by Frána, or else by his
perimeter of the hill, and a great hall stands halfway to wife Glenys, if Frána is away.

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Rohan Region Guide

The Rohirrim have tried to capture Frecasburg before, but marked in blood covering its inner walls, though none but
they never succeeded. The fortress stands as a symbol of the hardiest could venture so far, for this is the ‘High Stone’
the Wulfings’ defiance, never fully victorious yet never — the stronghold of Gazhúr Three-Deaths, who intends to
fully defeated. crush all of the West-march under his iron-shod boots.
Rare intruders are allowed to travel into the cleft before the
Those that would have dealings with the Wulflings Orcs close in, dozens on all sides, leaning out of cunning
must travel to Frecasburg, for Frána will only treat with murder holes to shoot poisoned arrows. The Orcs prey on
foreigners here. the West-march, slipping down to attack the Wulflings,
looting villages for food, treasure, and short-lived slaves.
The High Stone Gazhúr is not ready to confront Frána’s troops, so his
A long slope of tumbled rocks and boulders along the raiders avoid Frecasburg. The Orcs are cunning and hide
grey foothills of the western White Mountains leads to a their numbers, while the stony ground of their fortress
foreboding cleft. Black mosses cling to the rock where foul- makes them difficult to track. Edelyn of Stanshelf is
smelling streams trickle down towards the West-march. determined to find the Orcs’ hiding place and destroy it,
A traveller within the cleft would swiftly see Orc runes but she will need warriors with stout hearts to help her.

68
The Forest of Fangorn

THE FOREST OF FANGORN

THE FOREST OF Ambarona, Tauremorna, Aldalómë, Tauremornalómë,


it bears all these names and many more that have been

-FANGORN- forgotten, lost to time and memory by all, save perhaps


one. The last dwelling place of the Shepherds of the Trees;
the land of the Onodrim, home of the Ents. Fangorn Forest.
’Elrond says that [this is one of] the last strongholds
of the mighty woods of the Elder Days, in which the
Firstborn roamed while Men still slept. Yet Fangorn holds History
HISTORY Fangorn
of OF Forest
FANGORN FOREST
some secret of its own.’ Fangorn’s roots are planted deep in the First Age, when
the Elves first awoke and walked through the forests of the
At the dawning of the world, there was a vast forest that world before the coming of the Great Enemy Morgoth, of
stretched from the Mountains of Lune in the distant west whom Sauron of Mordor was merely a servant. The Elves
to the foothills east of the Misty Mountains, covering all wished to converse with all living things and gave voice
of what is now called Eriador and parts of Rhovanion. to the trees, teaching some of them to speak. Yet they had
The forest was spared the majority of the destruction at no hand in the creation of the Ents, who are the children
the end of the First Age, but dwindled greatly throughout of a greater power, but upon encountering them, the Elves
the Second, retreating across the continent as its trees did give them songs and words with which to express
were used by the Númenóreans for their tall ships and themselves, a great gift that the Onodrim (the name of
elaborate settlements, or were ravaged by Orcs for naught their race in Sindarin) have not forgotten.
but malice.
The First Age
In the twilight years of the Third Age, all that remains of In the Elder Days, the tree-like Ents and their mates, the
the once-vast forest is a wooded realm measuring barely a Entwives, travelled throughout the world, visiting many
hundred miles from both east to west and north to south, lands and wandering through their varied woods. The
draped across the southern foothills east of the Misty Ents always preferred the grand forests, where the trees
Mountains, north of Rohan. An ancient wood steeped grew as they willed, whereas the Entwives were more
in legend and myth, rumours of which have travelled far inclined towards other, smaller plants, and creating their
beyond its greatly reduced boundaries. own gardens, where they could order things as they chose.

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Rohan Region Guide

to the west were lost beneath the waves, including many


of the woods that the Ents had loved and protected. The
world was greatly diminished, but still there was peace for
many years after, and the gardens of the Entwives became
E
Whistlingdown wonders to behold.

E The Second Age


Nan Mordeleb
The Second Age saw the Men of the West rise in power, and
~Fangorn the return of the Shadow. The sails of the Númenóreans
o appeared off the western coast of Eriador in the year
600. They came to the shores of Middle-earth looking
for resources, especially timber for the building of their
Derndingle Treebeard’s Hill great fleets. At first the sea-kings were careful, taking only
E
E moderately from the forest along the coast and thus they
didn’t attract the attention of the Onodrim, nor did they
Ri
ver
come into contact with them.
En
Westemnet tw
as
h In the eighth century, a group of Noldorin Elves beseeched
c the Ents to let them found a realm in the woods west of the
Misty Mountains. They were great craftsmen, workers of
metal and gems, led by Celebrimbor, the greatest smith
of his age. They had learned that the nearby Dwarves of
Khazad-dûm had discovered large caches of the fabled
The Ents never truly settled, preferring to wander freely, silvery metal called mithril. The Onodrim agreed, hoping
but as time wore on, the forest that would one day be that the presence of the Elves would restrain the Dwarves
known as Fangorn they came to call their own. In part from cutting down too many trees for their forges. Thus,
this was because of the many great and differing trees Eregion was founded, known also as Hollin for the many
that grew throughout the vast forest, but also because the holly trees growing throughout that land.
Entwives had approved of some of the vales not far from
the forest’s eaves where they could grow plants more to For over eight hundred years there was peace, and the
their own liking. Numerous folk knew of the Entwives and folk of Eriador prospered. But then the Elves of Eregion
learned many of the secrets of agriculture from them, but entered into conflict with Sauron and war returned to
the Ents in their deep woods remained a wonder and a Middle-earth. By the end of the 17th century of the Second
legend to most of the Free Peoples. Age, the forces of Sauron had overrun Eregion and set the
forests ablaze, forcing the survivors to hide in the secret
When the Great Enemy stretched forth from his terrible sanctuary of Imladris. But the war was not over and the
fortress in the north, the Entwives moved east of the river Orcs continued to lay Eriador to waste, until the Men of
Anduin to till their gardens anew. The wars that the Elves the West intervened.
and their allies among the Edain fought against Morgoth
seldom affected the Ents directly, save for the Darkness In the year 1700, the King of Númenor sent a great
that descended over parts of their forest. Indeed, even the fleet and the Númenóreans utterly routed the forces of
mighty Ents had to walk warily at times, avoiding some darkness and humbled Sauron. Peace was restored, but,
valleys within their woods entirely, a fact that remains in the aftermath of their victory, the sea-kings extended
true even in present times. their dominion over the shores of Middle-earth and
continued to exact a heavy price from the forests of
But the catastrophe that drowned Beleriand at the end of Eriador. Their felling of the trees continued unabated,
the War of Wrath could not be escaped. Much of the lands and the Ents witnessed the rapid diminishment of their

70
The Forest of Fangorn

realm, as spars of lumber beyond count passed down to sense something ‘wrong’ on the winds from the North.
the rivers of Eriador to the sea. They were hard pressed to place it exactly for many years,
but at last realised that something seemed amiss with the
Eventually, enough of their forest had been felled that it no vast forest of Greenwood the Great, which lies directly
longer offered such a ready prize to distant Númenor. As northeast of Fangorn. After several centuries of careful
the age passed, the Númenóreans eventually made war deliberation, Treebeard, the eldest among the Ents of
upon and demanded tribute from the folk of the continent, Fangorn, spoke of his concerns to Gandalf, reinforcing the
but the Ents and their mates were left in peace for over Grey Pilgrim’s suspicions about the shadows gathering
fifteen hundred years to tend their charges as they willed. upon Mirkwood.

After many long years, rumours came to the Ents of the When the world was halfway through the second
slow fall into darkness of the Men of the West until, at millennium of the age, the Horse-lords descended from
last, they felt a great change in the world, but knew not the North and settled in the lands to the south and east of
what it portended till news finally reached them of the the Forest of Fangorn. Many among the Eorlingas caught
Downfall of Númenor. Of the great glory of Westernesse sight of the Onodrim, especially along the southern edge
only the smallest trace endured: a handful of survivors led of the forest where it borders the River Onodló (Entwash),
by Elendil the Tall came to Middle-earth and founded the and rumours of the giants of the forest started spreading.
kingdom of Arnor in the North and Gondor in the South. They gave them an ancient name, passed down from
The following centuries of the Second Age saw the rise of long before, calling them ‘Ents’ in their northern tongue.
the two kingdoms of the Dúnedain, and the continuation Very old songs of the Rohirrim tell of an oath sworn by
of their strife against Sauron and his servants. Eorl, who promised that, if the Ents minded the Mark’s
border to the north where it touched Fangorn, his folk
It was at the time of the Last Alliance of Elves and Men would forever leave their trees in peace. No one believes
that the Onodrim suffered the most grievous hurt of their now that the words of those songs might relate a true
long, sorrowful history. While the conflict ended with a story, but the riders sing them to their children to teach
victory for the Free Peoples, in the course of the war the them that crossing the borders of Fangorn is prohibited
gardens of the Entwives were burned and their trees and and no one in the Mark goes there but under the most
plants uprooted. When the Ents finally went looking for dire of circumstances.
them, the Entwives were nowhere to be found in the desert
that came to be known as the Brown Lands. They have Two hundred years ago the Long Winter came. The
never been seen since. devastating frost did not leave the Onodrim untouched,
and so bitter was the cold that many trees were lost.
The Third Age Countless folk died throughout Eriador and Rohan.
The Third Age has been a long tale of waning for the Ents. When the winter relented, Saruman the White settled in
Without the Entwives, there have been no ‘Entings’, no Isengard, welcomed by both Gondor and Rohan. Over the
children, and they are a failing people, slowly fading from following decades, the Wizard would occasionally wander
the world. With fewer of them to roam the forests, they the paths of the forest, questioning the Ents about events
became especially intolerant of any outsider showing the that only they could recall, though he seldom offered
slightest intention of putting an axe to their trees. Tales much in return.
of the wrath of Fangorn spread far and wide throughout
many lands. At present, times are troubling for the Shepherds of the
Trees. Of late, Orcs have begun wandering through
Around the year 1000 of the Third Age, the Wizards first the forest with far more regularity than in previous
appeared in the West. The Ents came to know several of centuries, causing the Onodrim and their charges no end
them in turn, finding Gandalf and Radagast more to their of grief. This has provided a great deal of consternation
liking than Saruman, but they afforded all of them a fair throughout the forest, though few of the Ents can claim
amount of respect. Not long after, the eldest Ents began to find it entirely surprising, since Sauron has openly

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Rohan Region Guide

declared himself in Mordor. Few today know of the whereas the tallest might stand over 16 feet. Their bodies
existence of the Ents and yet even less dare enter their and heads are tall and elongated, with bushy hair or
realm. Thengel, the King of the Mark, superstitiously beards resembling twigs or leaves, moss, or sometimes
considers Fangorn a land best left alone, as every King trailing roots. The skin of their trunks commonly
of Rohan has since the time of Eorl. Saruman keeps to resembles patches of green or grey bark, while most
his own counsel, as always, seemingly preoccupied with have smooth brown arms that end in a variable number
other, loftier matters. of digits, anywhere from three to nine. Their legs look
like extensions of their torso, and bend at the knee only
The Ents feel that a great change might be coming, but they slightly when they walk. The toes on their great feet also
think there is naught the Ents may do to alter the course of vary greatly in number though all are long and somewhat
the events. As with all storms, the trees must weather the root-like.
wind, or break.
THE ENTS
Indeed, it isn’t just their fingers and toes that are wildly
The Ents variable; while all Ents share many similarities, no two
In the earliest days, of which written records do not exist, are exactly alike. They may be as different as trees of the
the Elves awoke and found the Shepherds of the Trees same kind are made different by the way they grew, or as
already tending their charges. Though they could not speak different as a beech is from a rowan, or a fir from an oak. In
to the Elves at first, the Onodrim were clearly aware. Soon fact, each Ent shares several characteristics with a specific
enough, they learned speech and song from the Elves, in type of tree, generally the kind he loves best and spends
return teaching them much of the natural world. Those more time tending. So, an Ent favouring willows may be
among the Wise that know of the Onodrim as more than a permanently bent over, with long leafy limbs sweeping
mere legend hold them to be some of the sagest and most the ground, whereas an Ent who looks after oaks may be
ancient of all living beings on Middle-earth. a great, wide, hulking being, with vast shoulders and a
thick torso. Whether this likeness was there from the time
The Earthborn when the Ents first appeared, or was something that they
The Onodrim are extremely long-lived creatures, almost developed over time, not even the Onodrim know.
immortal by the reckoning of Men. Man-shaped and
seemingly fashioned directly from trees, they are very The Ents are not a particularly sprightly race, unless
tall: even the shortest among them is at least 10 feet high, roused (something that happens only rarely). While their

Ent-draughts
‘Strange songs have been sung of the draughts of Fangorn.’

The draughts of the Ents affect others in strange and powerful ways, forever changing those that have
partaken of them. To drink the draughts of Fangorn is to be filled with the vibrancy of the forest. Ent-
draughts have caused some to grow taller, beyond the point at which their race stops growing, or even to
become wider, their shoulders perceptibly broadening; others have had lost eyes or limbs regenerate. Many
experience their hair lengthening, while their nails and teeth begin to grow faster.

A companion drinking from an Ent-draught for the first time has their hit point maximum raised by
4. Additionally, so long as they continue to consume at least one Ent-draught a year (which will only
be possible if they have an Ent patron – see page 83) they get the following benefit: once during each
Adventuring phase they receive Advantage on a Strength or Constitution ability check or saving throw.

72
The Forest of Fangorn

arms are quite supple, they do not bend at the ‘waist’ The Onodrim have ancient Rhymes of Lore of their own to
very readily, unless an Ent is young, or very slender. On help out with classifying others, long lists that name the
the other hand, their toes are wonderfully dexterous and various creatures and one or two (hopefully) identifying
strong, gripping the ground before them as they open their characteristics to help out in recognising them should
legs in great long strides. they happen upon one.

The one feature that all Ents appear to share is the quality Ents have deep voices that carry far, and their control
of their eyes. Their colour is invariably a rich brown, and over them is great. They can curl their hands in such a
they give the few others that have looked into them the way as to form a ‘trumpet’ of sorts, which allows their
impression that they are gazing into deep wells of memory, booming calls to travel many leagues. This helps them
mixed with simple delight for the joys of the present. The both to communicate with their fellow Ents, but also to
deep shade of their eyes is shot through with a green light better direct their charges amidst their tree-herds.
that seems to flicker when they survey someone.
The Onodrim seem to sustain themselves on sunlight and
The senses of the Ents are not those of the other Free on liquids that they prepare or extract from somewhere
Peoples. Much of the natural world speaks to them in in the forest and preserve in stone jars and bowls. They
ways that they only can understand and they would drink these Ent-draughts, and lave their feet in them.
be hard pressed to convey. They can hear rumours in Those lucky enough to have drunk it describe it as tasting
the earth, changes on the wind, perceive the shaping of like water from a distant forest stream. Indeed, something
events far beyond Fangorn in the shift of sunlight, the of the life of the forest itself must be within those draughts,
kiss of rain, and the ripples of water. They recognise with making some of them as nourishing as a tree laden with
precision everything that grows from the earth, trees, walnuts, others merely refreshing, as the shade one can
flowers, blades of grass, seed, and acorn, but they find enjoy under the boughs of a willow (see Ent-draughts
it somewhat difficult to tell apart those living beings that opposite for more details).
run, walk, slither, or burrow. One small furry creature
looks quite a bit like another small furry creature to an Ents are capable of great stillness, standing motionless for
Ent. Indeed, this even extends to those beings who walk on days, weeks, even months at a time if it suits them and
two legs like them, Men, Elves, Dwarves, and even Orcs. become from the outside hardly distinguishable from

What actually happened to the Entwives?


‘…what about these Tree-men, these giants, as you might call them? They do say that one bigger than a
tree was seen up away beyond the North Moors not long back.’

A campaign that involves Fangorn and the Ents could certainly touch upon the fate of the missing Entwives.
While the sad truth may indeed be that they have passed from Middle-earth, it does not have to be so.
Nothing certain is said in the books about what happened to the Entwives, though what is there seems to
indicate they perished at the hands of Sauron during the Second Age.

But this is merely a likely speculation; Loremasters willing to seize the reins of canon and ride for the
horizon may well decide that the Entwives passed far into the North, West, or East on a great journey.
They might yet be found, hiding in distant lands, waiting for the turning of the age to reveal themselves.
Perhaps the Old Forest east of the Shire or the moors to its north hold at least one truly wondrous secret
still…

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ordinary trees. Sometimes they do this to contemplate


a particular scene before them. At other times, they are
merely lost in thought or memory.

The older an Ent grows, the longer these ‘pauses’ can


take and the younger among them fear what this stillness
might mean for their elders, as this sleepiness might
indicate that an Ent is growing more and more tree-ish:
less lively, sleepy and prone to setting down with roots,
to one day finally cease to be conscious and become a
true tree.

Ents are some of the strongest beings there are, surpassed


only by the Great Worms of the North. Their strength
exceeds that of Trolls, who many Ents believe are the
Enemy’s imperfect imitation of themselves. A strike by an
Ent may crumple an armoured man as easily as if he were
mailed in paper. Should they latch their root-like fingers
or toes onto earth and stone they would cause damage
equivalent to centuries of erosion in mere minutes.
Huge boulders crumble away before the might of the
Onodrim as if they were made of wet clay. Like trees they
are vulnerable to the hacking of axes though, and fire is
their bane, as they can be burnt and scorched, or even set
completely afire.

All Ents of Fangorn are male, and even the youngest The eldest among each folk of the Ents once had the
among them is several millennia old. The Entwives, their duty to pass on to the younger Ents of his people the
female counterparts, disappeared during the Second Age lore concerning the shepherding of their tree-herds. This
and have not been seen since, directly leading to the slow, training, like so many things Entish, was a long, involved
but steady, decline of their people. process that could take several centuries and that is why
the chief of an Ent-folk could be often seen striding the
The Shepherds of the Trees forest along with a younger companion.
The preservation of the Forest of Fangorn is a charge that
the Ents have received from the day of their appearance The elder taught the younger how to care for each plant,
on Middle-earth, a responsibility they have kept since how to identify the signs of different maladies in trees,
the earlier years of the First Age of the world. Though how to read the weather, and so forth. The younger Ent
many long millennia have passed, they show no sign of provided the elder with a ‘child’s’ perspective on life,
relinquishing their burden, or even the thought that they which was encouraged by the ancient beings themselves,
should consider doing so. as a change of viewpoint can be refreshing when your
memory stretches back to the First Age.
The Onodrim love each tree in their herds, naming even
those without voices of their own, singing them songs, Sadly, the training of a young Ent is something that
setting their limbs straight, shooing away pests, and so hasn’t been seen in Fangorn for a long time now; even the
on. To an Ent, the forest is alive in a way that no other youngest Ent is more than three thousand years old and
race, not even the Elves in the fading twilight years of the there are few secrets left of the shepherding of trees they
Third Age, can truly appreciate. have not already learnt.

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The Forest of Fangorn

Still, it happens from time to time that, during his stone to distinguish them from the woods around them,
wanderings in the forest, an Ent encounters something others, like Wellinghall, the house of Treebeard (see
new to be learned: a puzzle presents itself, a rare creature page 81) are complete with stone tables and arches, and
appears, some unidentifiable rot sets into a tree, and so a leafy roof. What is never missing from an Ent-house
forth. On these rare occasions news of the event is passed is a source of running water, be it a babbling brook,
on throughout the forest, so that the tiding reaches the a spring, or a fast-flowing mountain stream. Seats are
elders for them to consider. They will then mull over the never an option.
correct course of action for a few days or up to a decade,
depending on the situation, before proposing a solution.
If the event is considered of significant import, then the
Entmoot may be called (see page 78). Old Entish

Ent-folks Entish is a long-winded tonal language that the Ents


While an individual Ent may be held responsible for developed for themselves not long after the Elves ‘cured
a specific grove of trees, areas of the forest that are far them of their dumbness’. An impossible language for
greater than a single copse are given to the protection of a non-Onodrim to speak, Entish consists of a series
of run-on sentences and repetitive adjectives flowing
an Ent-folk, a group of Ents led by an elder. Each one of
together in a constant stream of syllables that can
these ‘countries’ within the larger confines of the Forest
continually rise and fall for hours, days, even weeks,
of Fangorn contain several tree-herds and a number of
on end. In the oldest versions of Entish, the real name
herders. For example, the foothills of the mountains west
of a creature or thing consisted, in part, of its entire
of Isengard are the land of the people of Skinbark, one
history up to the point a speaker was speaking of it.
of the oldest Ents of Fangorn (see page 82). Its tree-herds
Extended conversations could theoretically last for
comprise many rowan and birch trees.
years and still never truly be finished because the
subjects being discussed would continue to change
The boundaries of each country are not so clearly set, while they were being talked about.
though, and the Onodrim of each folk continually wander
over the forest’s many paths, checking in on the more While the Onodrim still speak Entish amongst
communicative trees in their herds, clearing undergrowth themselves when significant matters are to be
that could too readily be set ablaze during a fire, studying discussed, they are aware that theirs is a slow
the passage of streams to make certain they are not language. In everyday speech between themselves,
washing away too much soil, and occasionally talking and always when dealing with folk from the other
with their fellows. Free Peoples, Ents will typically speak Quenya,
Sindarin, or the various tongues of Men, using
Ents call out to one another as they travel through portions Entish words only with their fellow Ents. The verbal
of the forest they know to be tended by members of other structures of Entish follow their speech into other
folks. Strangers to Fangorn are occasionally frightened by languages, causing the Onodrim to be somewhat
deep booming sounds echoing through the woods, without long winded and given to the habit of using flowing
knowing their source or purpose. Some Ents follow a descriptions with multiple adjectives spoken in slow
specific circuit through their woods, one that could take succession.
them a decade or more to complete. Others wander far
and free, as they will, meandering across their appointed
land in no particular set pattern.
Old as Mountains
Whatever their itinerary, each Ent regularly returns to one The Ents find it difficult to conceptualise how their fellow
of his Ent-houses, favoured dwelling-places where they can peoples perceive the passage of time. The other Free Peoples
rest and drink. Ent-houses differ as much as their owners: all share in the general notion that time moves by days,
some are just simple glades, others only feature a mossy months, and years, though they all have their own way of

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relating to this. For example, the Dwarves frequently think difficult to stop until whatever angered them has been
in terms of great projects accomplished and the reigns of permanently removed. No Ent ever likes to act without
their kings. The Elves pass through time as if in a dream, thought, which is something they are all susceptible to do
one moment smoothly flowing into the next, the centuries when roused.
rolling by uncounted. Humans and Hobbits both cherish
occasions, celebrations, their birthdays and those of their Ent Customs
children. Ents, though, think in seasons and the long slow While the Onodrim deeply value stories, there is no
cycles of the forest. They regard the coming of Spring as written version of Entish. Even the greatest lore-masters
both a joyous and solemn time, festive because of the of the Elves never even attempted to capture the many
burst of new growth throughout the forest, but grave as nuances of their speech in written form. Fortunately, the
well, for the spring melt reveals which of their trees did not Onodrim have both a rich oral tradition that dates back
survive the winter’s cold. to the First Age and the prodigious memories to recall
large portions of it. Their stories range from simple tales
In most situations, the Onodrim naturally take the long of the doings of animals to tragic retellings of the burning
view; after all, there are very few problems that an Ent of woods and the evils of Orcs. The few other folk that
cannot simply outlive and in time even the greatest of have had the honour of getting to know the Onodrim
events pass into obscurity and are forgotten. Conversely, are invariably surprised at how many of their legends
they are also highly aware of the fact that the smallest feature events concerning other Free Folk. Indeed, the
of seeds can grow into the most colossal of trees. This Ents remember tales that the rest of the world has all but
dual perspective on the impermanence of many things, forgotten.
combined with the potential of others gives, the Onodrim
a cautious outlook. They often refuse to act until they’ve Along with stories, the Onodrim love songs and know
considered all of the ramifications of their deeds, which many that even the Elves have never heard. Ents will
can take a good, long while. Additionally, they have sing or hum to themselves as they wander over the forest
also become far more conservative than they once were paths. Songs sung in Entish sound like long rumbling
when it comes to risk, for while they do not like to dwell murmurs, difficult to discern either a beginning or an
upon it, theirs is a race in decline. Every Ent that falls end. Many Ents can easily render the songs they know
will never be replaced, and this certainty weighs heavily into Sindarin, Quenya, or one of the speeches of Men.
upon them. The voices of the Onodrim raised in song are deep and
sonorous, resonating throughout the woods.
Ents and the Great Wars
The Onodrim are not vicious creatures, regarding The Onodrim express themselves also through something
violence as something to be employed reluctantly others could only define as art. They sometimes indulge
and then only as a last resort. It takes something in the placement of natural objects into pleasing patterns
exceptional to make an Ent angry enough to fight, that appear to be natural to all but a practised eye. Their
as a threat menacing to put their land and their trees more complex pieces can take years to come to fruition,
in deadly danger, for example. In recent centuries, as they are designed in such a way that one or more of
nothing has stirred the wrath of the Onodrim and they their components must grow into place, sometimes for
have mostly kept themselves out of what they call the decades, such as a tree slowly reaching maturity, gently
‘Great Wars’, the ongoing struggle between the Free tugging at nearby branches, forming a graceful fret amidst
Peoples and the Shadow. the leaves. Some of their art can only be viewed during the
correct season; a stone outcropping precisely chipped so
The Ents refer to their wrath as being ‘roused’ and it is, that the icicles that form on it in winter create an intricate
fortunately, a rare condition for them, for as calm as they downward curving spiral. Ents are always careful to
normally are, their anger seems all the more frightening ensure that their alterations can be removed as needed,
when unleashed. The Onodrim dislike being roused making art pieces that can be decades in the making
without very good reasons, mainly because they find it strangely ephemeral.

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The Forest of Fangorn

Teaching glance, simply by studying the filth they discard along


While the Ents are beholden to their own people and the forest’s paths.
their forest first, there was a time, long ago now by the
reckoning of Men, when they also regularly passed their Additionally, Orcs delight in cutting down healthy trees
secrets on to other worthy beings. The Onodrim know for their fires, disregarding easily taken fallen wood if it
much of the hidden ways of the world and more about is more than a few dozen steps from where they have set
the secret properties of trees and plants. Nature is very their camp.
much an open book to the Ents and even the Wise bow
to their wisdom in such matters. The Ents still keep an The Ents actively hunt Orcs within Fangorn whenever
eye out for proper pupils, even in the waning days of they notice their presence and are never inclined to let
the Third Age, but worthy candidates are rare and few any escape when they catch them. While the Onodrim do
dare to cross the boundaries of Fangorn looking for not enjoy killing, they take a great deal of satisfaction in
herb-lore. weeding out Orcs.

Part of their desire to teach is sadly practical; the Onodrim Keeping off Strangers and the Foolhardy
know that a time is coming when they will be no more. There are places in the Forest of Fangorn where the trees
Their numbers dwindle as the centuries roll on. The day are so old that the light has never penetrated their canopy
will inevitably come when there are no more Ents to walk in thousands of years. There the darkness has lain
the paths of the forest and keep the trees safe. What then undisturbed since the Dark Years, and in some hollow
of their charges? If they have not yet taught at least a few dale, its shadow has spread to the trees themselves,
among the younger races to love their trees, what chance tainting their hearts and making it very dangerous for
will Fangorn have without them? The Elves are departing outsiders to enter. The Ents set up guards and watch over
into the West and they were the only ones of the others these blacker patches of Fangorn, as while their location
that ever loved the trees half so much as the Ents. It is is obvious to the Onodrim, other folk cannot know what
these thoughts that bother any Ent given to introspection, lurks within the more shadowed valleys of their realm.
and there are few among them who aren’t.
To prevent travellers from trespassing into excessively
Weeding dangerous areas, the Ents regularly spend time placing
Of all the Onodrim’s many duties, the one that they natural barriers, sometimes rocks, at other times whole
loathe the most, but will not shirk, they grimly refer groves of trees, which can serve to prevent easy passage
to as ‘weeding’. While the health of the forest is of and encourage travellers to go elsewhere.
paramount concern to the Ents, few trees are ever
bothered by weeds. In fact, the Onodrim rather like a A few places are so perilous that one or more Ents always
number of different plant species that others may refer remain nearby, actively standing vigil over the passages
to as weeds. When the Ents mention weeding, they are that lead to them.
generally referring to the practice of ‘pruning back an
undesirable element in a forest or garden’ — most of the What other dangers lurk in the darker parts of Fangorn,
time, they mean Orcs. hiding in the mist-filled vales and hidden lairs where the
sun cannot reach? Stone and Cave-trolls maybe, clever
The Onodrim greatly value life and take no pleasure in enough to have learned the ways of the forest proper
killing, but if there is anything that can set a white-hot and so avoid the wrath of the Ents; a rare Spider or
rage ablaze within the predominantly kindly hearts of two, directly descended from Ungoliant herself; Wargs
the Ents, it is the wanton destruction that Orcs engage smart enough to smell the Onodrim and swift enough to
in as a matter of course. Wherever Orcs travel, they outpace them. Darker things too may have slipped down
despoil their natural surroundings, corrupting the very from the North, through long-forgotten roads beneath
ground with their unclean presence. An Ent can often the Misty Mountains, or risen from the deeper roots of
perceive the passage of Orcs through his woods at a the mountains themselves.

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Rohan Region Guide

Entmoot When the first stage is finished, the caller of the Moot
When the Onodrim decide that important matters need proceeds to explain why he has summoned his fellows,
to be discussed among their people, they will call for an doing his best to give a detailed explanation of the issue at
Entmoot. An Entmoot is a gathering of Ents, a conclave hand. This presentation of evidence can take a very long
of both social and political import, to which all Ents that time indeed, for the Ents need to know every detail about
can be reached are invited to attend. Participating is not the facts and events that they have to make up their minds
mandatory, and the number of Ents that will respond to the about and everyone speaks in Entish. This second stage
call is directly proportional to the respect owed to the caller of the conclave has never lasted less than four days, and
for the Moot, something which is almost invariably tied to most take weeks.
age. Every Entmoot follows a long-established format and
every Ent knows it; the chosen location has always been the Finally, when all present agree that they understand all
hedged dale known as Derndingle (see page 80) and the that is pertinent to the issue at hand, the Entmoot enters
appointed time to start has always been before noon. Then, its final stage, when Ents decide what to do about it. This is
the meeting is articulated along a number of stages. typically a far faster process than the presentation of facts,
from a few hours to a few days. Whatever the Entmoot
decides, the Onodrim as a whole are expected to enact.
The Entmoot may very well decide to do nothing about an
issue, or all present may agree to watch out for all things
regarding some troubling concern and agree to meet to
discuss it again in a decade or two and see if anything
has changed. Ents who disagree with the decision of the
conclave will never go directly against it, that being far too
reckless for such a conservative and introspective people,
but they may seek to gather evidence in order to change
minds for the next Entmoot.

Attending an Entmoot
It is possible that a Company that has met Ents may
one day be called upon to attend an Entmoot. While a
great honour, it can also be fairly tedious for many Free
Folk, unless they wish to influence the course of the
conclave. If that happens, the following modifications
to the Audience rules can be used to determine if the
companions succeed.

Introduction
The first stage is when introductions are made. The Members of a Company who wish to speak at an Entmoot
caller of the Moot makes certain that everyone present must be formally introduced during the first stage. They
is acquainted with everyone else and accounted for. This are not allowed to do it themselves: they must have
might seem unnecessary, as every Ent presently alive in a sponsor Ent who agrees to help them. If they wish to
Middle-earth already knows every other Ent, but the do so, they may tell their sponsor exactly how they are
Onodrim regard themselves as being constantly altered to be presented: this requires a DC 10 Intelligence
by their experiences, and their names in Entish develop (Traditions) check.
as a consequence of these changes. If others than Ents are
present, then the introduction needs a further step, as the Success indicates the sponsor spends several hours
guests must be first introduced and then recognised for translating the information into Entish, but the guest is
what they are by every Ent at the Moot. now properly presented to the council. Failure means the

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The Forest of Fangorn

hero was too ‘hasty’ in the summary of their life and leads Company has nudged the Onodrim slightly towards their
to the conclave failing to place them in the old lists. For proposed solution. If the heroes succeeded on at least 3 days,
example, the assembled Ents might now be persuaded they will begin to plan an action. If the heroes succeeded at
that a Dwarf or a Hobbit is just a sort of a small Man, presenting 5 days or more of testimony, then the Ents will
or, in the case of a 1 on the roll, they might even begin begin to act very soon, within days or weeks of the Entmoot.
to suspect that a disguised Orc is among them, a turn of
events that might have very unpleasant consequences… TheTHE
Entwood
ENTWOOD

Cultural Attitude ’I have heard nothing of this in my own land, save only songs
The Onodrim are not on anyone’s side and consider no one that tell how the Onodrim, that Men call Ents, dwelt there
to be on their side either. Their remoteness and timeless long ago; for Fangorn is old, old even as the Elves would
approach to the other races means that the best result a reckon it.’
hero can win is the Unknown attitude, but a speaker who
fails the introduction will be regarded with Mistrust instead. Ancient beyond the reckoning of any who dwell on Middle-
earth, the great age of Fangorn is evident in every aspect
Interaction of the forest: trailing beards of lichen hang to the ground
During the second stage of an Entmoot, heroes who were from numerous trees, innumerable unfallen leaves line
properly introduced may now speak. This is a task that every deciduous branch between the fresh green sprouts,
can test the mettle of the most eloquent orator, as it is a causing a brief rain of crunching brown whenever a rare
trying undertaking for a non-Ent to render each specific wind manages to slip beneath the thick forest canopy,
bit of knowledge they wish to impart to the conclave in a
way that the Ents will find exhaustive.

In game terms, each relevant piece of information that


a companion wishes to relate requires a full day, a DC
10 Wisdom saving throw and two ability checks (with
the DC set by the Introduction check). The saving throw
is needed to remain focused long enough to tell the Ents
what the hero wishes them to consider. The two ability
checks must be made using two different abilities, to
reflect the multiple angles that the inquisitive Ents ask to
be considered for the evaluation of the matter at hand. The
following skills are the most likely to apply: History, Lore,
Medicine, Nature, Persuasion, Riddle, Shadow-lore,
and Traditions. Heroes might propose other skills as
relevant: Performance to repeat rhymes of lore, Animal
Handling to describe the strange actions of livestock,
Survival to report how the forest itself has changed in
recent years, etc.

Evaluating the Company’s Effect on the Entmoot


The Onodrim are given to introspection and will not be
rushed. No matter how important the Free Folk think a
given situation is, the Ents have likely seen something like
it before (and will again). It is very difficult to get them
to hurry to carry out any particular course of action. For
each day’s testimony that was completely successful, the

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and the shadowy eaves are filled with the slowly settling elsewhere feel out of place there and totally isolated, the
dust of centuries uncounted. The very air of the Entwood weight of the shadowy forest presses in without respite.
is thick with a scent of loam so dense a traveller through
the ever-shifting shadows can nearly taste the woods So Very Strangely Alive
about them. For all its age, Fangorn bustles with abundant life, but
none of it conforms to expectations a travelling Company
Dim and close though Fangorn may be, it is not the may have formed in other forests. Birds, squirrels, and
unwholesome blackness that pervades Mirkwood. Still, the other creatures will be busily going about their lives, then
darkness that lingers beneath a few of Fangorn’s leaves, stop what they are doing to silently watch heroes pass
especially about some of the oldest dales, comes down them by, before erupting back into motion and sound.
from the eldest times and it is perilous to tarry near it. Camping in any given spot for more than a day will cause
invasive tendrils to start wrapping about one’s equipment.
Describing Fangorn A backpack left too long in the wet will sprout a few small
A legend even to the Elves, Fangorn is one of the great mushrooms with uncanny speed.
mysteries of Middle-earth at the closing years of the
Third Age. Even one of the greatest travellers of his time, The Lay of the Land
Aragorn, had never been there and knew of it only by The forest of Fangorn both rests against and covers the
odd stories passed down from old. While the oldest rocky foothills of the southern Misty Mountains. The clear
among the Eldar are aware of the presence of the Ents, waters of the river Limlight run through the northern
it is a secret they mostly keep to themselves, lest other portion of the forest, wending their way through a series
beings seek out the Shepherds of the Trees. Besides, the of steep-sided gorges before heading east to the Great
Elves are all too aware of the dangers that untrammelled River Anduin. Methedras, literally ‘Last Horn’ in Sindarin
nature can pose to the unwary and make no mistake, and often translated as ‘Last Peak’ in the tongues of
Fangorn is perilous. Men, is the last great mountain (or the first depending
on which way you look at it) of the Misty Mountains, and
A Loremaster setting adventures within Fangorn should the southernmost of the grand peaks of the range. The
consider the following elements when describing the forest. lower slopes of Methedras form the western portion of
Fangorn’s southern border. Its steep sides give birth to two
Old as the Hills powerful rivers: the Isen, which flows directly south from
Everything in Fangorn shows the signs of great age. Even the mountain, and the Onodló or ‘Entwash’.
Elves feel young again when looking upon the ancient
trees throughout the forest. Motes of slowly falling pollen In Fangorn, travelling west invariably means heading
are kicked up with every step. Large boulders standing in up slope as the forest floor rises continually to gradually
glades open to the sky have pock marks where raindrops form the foothills of the Misty Mountains. East, then, is
have worn them down over the millennia. The actual soil downwards and usually wet, as many rivulets travel down
of the forest floor takes real effort to dig down to, for it is from the mountains and through the forest, then out onto
buried under layers of fallen wood, fungal growths, and the grassland of the Wold.
thick moss.
The Entwood is home to a myriad different tree varieties, a
Trackless Wilderness diversity unparalleled by any forest in Middle-earth. There
There are no easy paths through Fangorn. No trails to follow are both evergreens and deciduous trees throughout, the
between the trees. Many other lands, parts of Rhovanion, evergreens tending to dominate as one draws nearer
and much of Eriador, show the former presence of Free to the Misty Mountains. Silver-barked birches fill the
Folk: ruins, old statues, the broken remains of roads. heights, alongside endless waves of pines. Willows line the
There is none of that in Fangorn and never has been. It banks of the Onodló, slowly dripping their leaves into the
is a dark and frequently mist-filled forest, seemingly cut river’s flow. The eastern forest is filled with ancient and
off from the rest of the world. At all times, travellers from twisted linden trees, some of which have seen thousands

80
The Forest of Fangorn

of years pass. Their bark is covered with strange nodules, Inhabitants


almost giving them distorted features. They are frequently The diminished remains of Fangorn have never been
touched by lichen in a wide variety of multi-coloured hues the abode of Men, nor even Elves for that matter. While
that cause some of the pathways of the forest to resemble the Elves did wander beneath Fangorn’s boughs once, it
hidden gardens. Massive fir and ash trees tower over the has been millennia since any of the Firstborn made their
forest canopy. The reddish bark of the Entwood’s fir trees homes in the Entwood. There are no ruins of habitations,
make it popular for wood-working in both Rohan and ancient or otherwise, nor any Elven glade to disturb
Gondor, but few indeed dare to take even fallen trees from the unbroken wilderness of the forest. Few have passed
Fangorn Forest. Finally, there are wide chestnut trees, beneath the eaves of the trees.
heavily laden with their unpicked fruits.
When the forest stretched across the face of Eriador, the
An explorer travelling through Fangorn may well soon Ents were many, but now a mere sixty or so remain to tend
discern that the forest has a superficially ‘naturally’ to Fangorn. These are younger Ents that do not remember
impossible differentiation of trees. Solitary oaks sprout the Elder Days, having been born much later. Much of
up in spots they have no business being, rowans line the their days are spent repeating old rituals and tasks that
edges of picturesque glades, each placed with seemingly they’ve been doing for centuries. Anything novel, as
precise care. These and countless other touches are the long as it doesn’t hurt their trees of course, is frequently
work of the Ents, but theirs are subtle hands when it comes welcome among them, though they may be somewhat
to anything resembling ‘gardening’. slow to recognise it. Many of the younger Ents have never
spoken to any of the Free Folk before and can be quite shy
Combat Scenery: black toadstools (in Nan Mordeleb), at times. Some are rather brusque, ignoring other people
bracken, briar patches, impenetrable hedges, low boughs, altogether, utterly unconcerned for the doings of anyone
paths, thick-trunked trees, unsettling atmosphere, varied or anything that doesn’t directly affect their trees.
slopes
Notable Characters
Wildlife Treebeard
The Entwood teems with life, countless birds flit between Treebeard is the eldest among the Onodrim of Fangorn.
the trees, filling the air with their songs — and yet, they can Indeed, one of his names is Fangorn, Treebeard being
fall into eerie silence without warning, unnerving those a rendering of that name into the common speech.
rare travellers who pass near the forest. The undergrowth Treebeard would never claim that he ruled the forest;
teems with small creatures, many of which seem to have indeed, the concept wouldn’t even occur to him, for, by
little fear, if any, of members of the Free Folk. There are few his thinking, it would make him responsible for every
hunters to fear, other than predatory beasts, and those living being within Fangorn, but he is the eldest Ent and
are rare within the Entwood. therefore the most respected by his people. Treebeard’s
memory stretches all the way back to before the proper
Flocks of large birds can be seen wheeling over the dawning of the First Age, and he has weathered many a
western regions, where the land approaches the storm in his days.
foothills of the Misty Mountains. They are the crebain,
crows of unusual cunning, natives of Dunland and As befits a being that has lived so long, Treebeard likes
Fangorn. The Ents do not mind them, but the birds seem to carefully consider his course, before finally acting with
to naturally avoid the areas where the tree-herders pass surety, if he chooses to act at all, that is. ‘Do not be hasty’,
more frequently. is Treebeard’s motto. His judgements are deliberate and
only made when he has had the time to consider all of the
There are packs of wolves within Fangorn proper, but they ramifications of his deeds.
are peaceful creatures that the Onodrim have known for
countless generations, very different from their wild kin Treebeard is not an insular being. He keeps track of the
from the mountains. doings of the world as much as he can, and has extensive

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knowledge of important events happening beyond the well approach travellers daring to traverse the paths
borders of Fangorn. More than most of his fellow Ents, he of Fangorn and question them thoroughly about
spends a great deal of time considering what his senses their intentions within the woods. Individuals giving
tell him of the world beyond the forest. Birds, beasts, and agreeable answers may earn his favour. Others will be
trees all convey to him different types of news which he pointedly told they’d best get on their way, out of the
constantly meditates upon. forest, immediately.

He is always interested in news from afar, as his many Ultimately, though, Treebeard is a kindly being. He
sources do not always present as clear a picture of generally prefers Elves to Dwarves, suspecting Durin’s
events as he would like. Unlike many of his fellow Ents Folk of being far too willing to cut down his trees for
that frequently shy away from other folk, he may very their forges. But all Free Folk will get the benefit of the
doubt from Treebeard; for Orcs alone, there is no mercy
in his heart.

Folk that get to know Treebeard may be invited to one


of his Ent-houses for a good chat. One of Treebeard’s
favourite dwelling-places, Wellinghall, sits on the slopes
of Methedras, beneath a small stream.

Skinbark
’Only three remain of the first Ents that walked in the woods
before the Darkness: only myself, Fangorn, and Finglas and
Fladrif — to give them their Elvish names; you may call them
Leaflock and Skinbark if you like that better.’

Only a few Ents have both the age and the audacity to
openly get away with recruiting a company of Free Folk
to their cause. Treebeard is not among them, as he is
seldom inclined to worry about the affairs of others, in
part because he has seen little consideration his or his
forest’s way over the millennia. But there are two other
Ents that, like him, come from the First Age and walked the
world before the coming of Morgoth’s Darkness: Leaflock
and Skinbark. With the long years, Leaflock has grown
sleepy, descending into tree-dreams from which he can
no longer be readily roused and the world seems but a
distant memory to him. Skinbark, though, is another
story entirely.

Called Fladrif in the language of the Elves, Skinbark


watches the lofty pinnacle of Orthanc with great unease,
for he and his folk live along the mountain slopes west of
Isengard. His charges are mostly evergreens, red-berried
rowans, and beech trees, but it is the birches that grow in
the high places that he loves best. Looking about at his
beloved tree-herds, Skinbark is ready to do something
hasty…

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The Forest of Fangorn

Skinbark appears as a slender Ent with a smooth, almost might arrange to introduce a company of adventurers
white skin, standing close to 17 feet tall. His limbs are long to Skinbark after they have somehow proven themselves
and lithe, ending in wide tapering fingers, five to a hand. worthy.
His voice is cool and melodious, sounding something like
a deep flute. Skinbark as a Patron
While the Onodrim seldom trouble with those outside their
forest, Skinbark hears and sees much from his mountain
home and he has decided to do something about the
encroaching darkness. While he would be very careful
about how he phrased it in conversation, what Skinbark
truly needs are individuals capable of accomplishing
tasks that are so dangerous that he would not dare to
entrust them to any Ent. He would certainly find it deeply
sad and highly regrettable if a hero of the Free Folk he sent
forth died in the attempt, but there are too few of his own
people left for him to afford to risk their lives.

Missions for Skinbark will usually involve investigating


what Saruman is up to and spying on the doings of Orcs
(see also Adventuring in Fangorn, page 88).

Quickbeam
Bregalad, Quickbeam in the common speech, is one of
the youngest among the folk of Skinbark, a tall Ent with
ruddy lips and long-fingered hands who can bend like a
slender tree in the wind. His fellow Ents consider him to
be exceedingly impetuous, to the point of recklessness. By
the measure of the Onodrim he is quick in stride, quick to
talk, and quick in drinking, and as a result makes for much
better company for creatures other than Ents. Skinbark
confides much in Bregalad, as far as his goal to find allies
outside of the forest is concerned, and often sends him to
watch over the eastern and southern boundaries of the
An Audience with Skinbark forest, hoping that he will succeed in entering in contact
Skinbark seldom leaves his mountainside or his tree- with someone.
herds, though he does occasionally come down to ‘stretch
his legs a bit’ in the southern portions of the forest. The As all Ents, Quickbeam is utterly in love with the forest.
chances of any outsiders ever meeting him by accident He laughs merrily at the slightest occasion, basking in
would be slim indeed, if not for the fact that he has come the simple joy of living, and he enjoys singing at his trees,
to the conclusion that he could use some help. especially at the rowans that grow thick in the country of
his folk, to the west of Isengard.
Skinbark has enjoined a number of younger Ents of his folk
to keep an eye out for ‘useful Free Folk’. Strangers reckless Unlike his chief, Skinbark, and his fellow, Beechbone,
enough to travel about the forest may find themselves first Quickbeam is not worried by the future, as he has often
spied upon, and then approached, by one of Skinbark’s met Saruman among the trees of Fangorn and he has
folk, either a very tall Ent named Beechbone, or an Ent been captivated both by the eloquence of the Wizard
considered to be most hasty named Quickbeam. Either and by his profound knowledge and wisdom. Saruman

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has described how he will one day transform the great Wyrmwood stands just shy of 16 feet tall. His thick torso
circle of Isengard into a magnificent garden, and how he splits along the centre of his back into multiple branching
will entrust its keys to Bregalad himself. Saruman has limbs, the majority of which either flare outward or,
added that many difficulties prevent him from realising especially around his head, curl upward. Wyrmwood
his ‘dream’ for the moment, but one day he will achieve it, has but one good eye, for his solemn features are marred
especially if, in the meantime, he has the friendship and by heavy burn scars that also cover his torso, for he was
understanding of the Ents. All he is asking for the moment seared by Dragon-fire long ago and the wounds have never
is to have permission to walk in Fangorn... fully healed. Sometimes, especially when he is telling a
particularly grim story, discoloured sap will slowly run
Beechbone from his ruined eye.
A relatively young Ent of the folk of Skinbark, Beechbone
acts as a ‘messenger’ of sorts for the Ents of the high Stoneclaws the Bear
mountains. He roams up and down the foothills, regularly There are few bears of any sort within Fangorn, much less
travelling the forest to keep track of the doings of other ones as massive as Stoneclaws. The Ents, as a rule, aren’t
Ents as well as studying the many creatures that wander very fond of bears. Their tendency to sharpen their claws
the heights of the mountains and the forest alongside him. and mark their territory by tearing into the trunks of trees
has never endeared them to the Onodrim. Still, for every
Beechbone shares Skinbark’s worries over what the future rule there’s an exception. Stoneclaws’ mother staggered
may hold for Fangorn and the trees he loves. Though it pains down from the Misty Mountains long years ago, bloody
him at times to be away, his adventurous spirit sustains rents scored in her sides. The Ent Beechbone found her,
him far from his trees as he seeks anything that could help life all but spent, near the Limlight. Perhaps he would
the cause of his folk. The right sort of Company will find have left her, letting nature take its course, if not for the
Beechbone to be a stalwart ally and a useful friend, for his Orcish arrows that guaranteed his sympathy or the new
knowledge of both beasts and plants runs deep. life struggling to escape her, for she was heavy with cub
and in labour.
Beechbone is very tall, and is described by other Ents as
handsome, for the many high branches that crown his
long head and his smooth, silver-white bark. His voice is a
cheerful rumble that gently shakes the bones of Free Folk
on the rare occasions that he gets to speak with them.

Wyrmwood
Most Ents tend to accumulate lore of one sort or
another over their long lives, but few have sought out
the strange and dark tales that fascinate the Ent known
as Wyrmwood. A collector of the macabre, Wyrmwood
delights in tales of fallen heroes, grand tragedies, and the
blackest of curses. His memory stretches back almost to
the eldest days and his stories, when he chooses to share
them, are not to be missed for those that can appreciate
a dark tale, well told.

Wyrmwood knows much of use to those that would


hunt the Shadow or delve into old (and possibly cursed!)
treasures of the past, but he is seldom inclined to divulge
what he knows without learning something new (and
hopefully gloomy) in return.

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The Forest of Fangorn

Thus, Beechbone the Ent found himself a midwife and soon to them to calm them, and soothing them into long
after a parent, for the she-bear passed with the birthing of periods of sleep for much of the time. A waking Huorn is
her cub. Beechbone turned to his fellow Ents and explained a queer being, unpredictable, and often irrational, even
(for over a week or so) what had occurred. Together, they from an Ent’s point of view. The Onodrim do their best
decided to raise the bear-cub. Fairly early on, the Ents to prevent the Huorns from harming others, or being
pointedly directed his claw sharpening away from trees harmed in turn, gently herding them between dales under
and towards stones within the forest, hence his name. the shadow of the mountains, far from Fangorn’s outer
borders. A fair number of Huorns are restless though and
Stoneclaws is now a mighty beast, for he has been raised some are adept at slipping away from their Ent shepherds
on the draughts of the Ents and has grown to an impressive to wander throughout Fangorn seemingly at random.
size indeed. He wanders through the northern portions of
Fangorn foraging, occasionally roaming to the edge of the The Huorns carry great power within them (leading
woods when a tantalising new smell presents itself. He’s credence to the theory that they are, in fact, fallen Ents)
exceedingly intelligent and fairly friendly, for a colossal and are capable of moving with terrifying speed when
bear, but a Company that meets him in the woods may roused. They have the ability to wrap themselves in an
not know that, and attacking him can quickly awaken a impenetrable shadow that cloaks their movements and
terrible wrath. Beornings will find him a cheerful soul allows them to move unseen or to surround unwary
who could help facilitate a meeting with the Onodrim if enemies before they realise their peril. They are cunning,
treated well. Killing Stoneclaws would upset all the Ents moving slowly if that will serve better to keep them quiet,
and certainly rouse the wrath of Beechbone. using their dark shrouds to blend into the night, while
their foes sleep or are otherwise distracted. Though they
Stats for Stoneclaws can be found on page 145. are very strong, they lack the thoughtful minds of the Ents.
Still, they are exceedingly dangerous foes, and far stronger
Huorns than any Orc. Few outside of the very wise have ever heard
Beings of anger and great malice for all that go upon two of the Huorns and that, too, is to their advantage, adding
legs stand still in the forest of Fangorn or under its eaves, to their secrecy.
keeping a silent guard over the trees. Some are as ancient as
the forest itself, others are younger, but all the more vigorous
in their hate. They are not easily encountered in the fringes
of the forest, but hundreds, if not thousands of them lurk
in the darkest vales. They are the Huorns, limb-lithe trees
filled with terrible power and dangerous malevolence.

None outside the eldest Onodrim know exactly what the


Huorns are, for they will not speak of it to others. Some
believe that they are Ents who have slipped into a more
tree-like state, their sentience slowly degenerating into
half-remembered dreams of wakefulness, retaining only
their great anger at the Orcs and others who would despoil
the woods. Others declare that they are trees awakened by
the Elves, or by the Ents in turn, who are slowly becoming
more Entish. If such is the case, they apparently resent the
burden of growing consciousness and use their new-found
mobility to punish those who would despoil the forest.

Regardless of what Huorns actually are, the Ents tend to


them as best they can, seeing to their few needs, speaking

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Standing still, Huorns appear to be oddly shaped trees, the mind and invigorates the spirit of those that spend
with long sweeping limbs that clearly have more than time meditating upon it. A traveller that spends an hour
enough reach to touch the ground about them. Their or more in reflective thought on Treebeard’s Hill gains
trunks are frequently grey, their leaves a dulled dark green Advantage on their next Insight check.
that can appear almost black in certain lights. No matter
how big a Huorn gets, their roots never seem to go very Derndingle
deep into the ground. Instead, they lie along the surface, The dale where the Onodrim have held their Entmoots
curling in strange patterns. There are often seemingly since time immemorial, Derndingle stands near the
deep archways leading down between the masses of southern edge of the forest, hidden within a dense patch
a Huorn’s roots, but such ‘passages’ lead nowhere or of woods and surrounded by a wide hedge of dark
worse, to a terrible death. Huorns leave a distinct trail of evergreens. Derndingle resembles a massive, round
disturbed and broken earth behind them when they move, hollowed-out bowl that has been smoothed outwards
especially if they pass over a grass field or other clearing, along the rim, forming a natural amphitheatre of sorts.
but few have the knowledge to identify such trails when The ground of the hollow is grassy and treeless, save for
they see them. three tall silver birches at the centre of the depression.
There are three entrances through the evergreen hedge,
Stats for Huorns can be found on page pages 142-3. each with ancient paths worn deep into the ground. The
Ents took the name for their meeting place from one of
Notable Places the now-ancient tongues of the First Men. It translates as
Treebeard’s Hill ‘hidden hollow’.
’…a hasty word for a thing that has stood here ever since this
part of the world was shaped.’ Outside of wanting to attend an Entmoot, which are
exceedingly rare, there are a few reasons that other
A few miles from the eastern edge of Fangorn, a lone Free Folk may have cause to seek out Derndingle. The
stony hill rises from the earth to stand level with the hidden dale has long been sacred to the Onodrim and
tips of the tallest trees. The hill is nearly barren, a rocky the forest knows it; no predators approach within miles
outcropping that looks like it belongs to the distant Misty of Derndingle, and Orcs, though completely ignorant
Mountains, yet somehow found itself far flung and alone. of exactly what may lurk within that southern portion
One of the hill’s faces is curiously worn, splintered, and of Fangorn, never go there, for none of their kind have
weathered in such a way as to distinctly resemble a large ever returned from that region of the forest. Derndingle
set of uneven stairs, made for a stride far longer than is thus an excellent spot for the weary and the hunted to
average. Atop the hill there is little; no trees grow there, rest.
nor anything else save a scattering of grasses and weeds,
yet much of the world can be seen from there, if one has Additionally, an Ent or two perpetually watches over the
the senses to look. area. While they may not be willing to reveal themselves,
depending on the circumstances, this is an excellent place
Fangorn himself claimed the stony shelf ages ago, naming for the Company to find an Ent in a hurry, if they don’t
it (well, at least in part): a-lalla-lalla-rumba-kamanda care which one they meet.
lind-or-burúmë. From his hill, Treebeard regularly gazes
out at the world beyond the forest, drinking in what his Whistlingdown
senses tell him and contemplating news from afar. Heroes The river Limlight runs its course from the Misty Mountains
looking to meet the eldest Ent (if they know of him) could down to the Anduin through the northern part of Fangorn.
do worse than waiting near his chosen hill on fine days. It passes, at times, through deep gorges and over many
waterfalls, big and small. Along its way, near the centre of
Whether it was the long years Treebeard spent in where the Limlight meanders through the forest, there is a
contemplation upon it, or a natural effect that led massive waterfall that plunges into a naturally deep basin
Treebeard to it in the first place, the ancient hill sharpens of sorts before continuing to flow east.

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The Forest of Fangorn

About the bottom of the falls is a small glade, hidden There are no maps of what lies beneath the eaves of that
by the slick sides of the gorge. The Onodrim call this shadowed forest, for those few that venture there seldom
hidden clearing Whistlingdown and, while it is a place return and the remnant that manage to leave never wish
of great natural beauty, there are additional reasons to speak of what they saw…
that they sometimes bid others that they trust to seek
it out. Save at the greatest necessity, the Onodrim do not walk
within the shadows of the dark vales that they collectively
Whistlingdown is a place filled with the vibrancy of call Nan Mordeleb. The trees about the valleys there
Fangorn and the strength of the Hithaeglir, and whoever have purposefully been planted as thick as possible for
rests here discovers any hurt finds rapid relief. The Ents thousands of years to create a near impenetrable hedge,
once brought their injured Entings to this place, ages walling the dark vales off from the rest of Fangorn as best
ago now, when the unexpected hurts of youth needed the Ents can manage. The darkness within Nan Mordeleb
mending. comes down from the First Age, and the Onodrim are
wary of disturbing that which sleeps in the hollows.
Necessity occasionally forces the hand of the Ents,
Healing in Whistlingdown for there are medicinal herbs with bizarre but potent
properties that grow only within the gloom of the dark
Companions resting for a time in Whistlingdown vales and terrible creatures have laired there over the
will find themselves greatly refreshed and recover hit centuries, necessitating quests into the shadows to root
points as if they were taking a long rest within a safe them out.
sanctuary. Additionally, a companion can remove a
condition during the visit.

Nan Mordeleb What Lurks in the Dark?


’But there are hollow dales in this land where the Darkness
has never been lifted, and the trees are older than I am.’ Nan Mordeleb translates from Sindarin as ‘valley
of black horror’ and it is an apt name for the place.
Deep within Fangorn, a series of cavernous valleys Companions travelling down into the hollow dales
sharply descend deep into the dark earth, down to the can leave a brilliant noon day in Fangorn behind to
very roots of the Misty Mountains. The upper portions step into thick, mist-shrouded gloom within moments
of the valleys are heavily wooded, thick with ancient of passing the ring of ‘sentinel groves’ the Ents have
trees covered in curious lichens and strange nodules planted about the upper edges of Nan Mordeleb. So
that look unwholesome to even untrained eyes. As what nameless things live in the black vales of Nan
one passes beneath the shadow of the mountains, the Mordeleb? Whatever the Loremaster wants to be
trees become progressively stunted, forever swathed in there. But here are a few suggestions:
clinging fog, and few of them have ever seen the full face
● Predatory hunting Huorns the size of
of the sun.
Oliphaunts.
● Packs of Wargs that are too clever by far.
The valleys’ sides are steep and treacherous, difficult to
● A tribe of sickly pale Goblins that use
climb down, and dangerous to be near. As one descends
strange poisons on their arrows and can see
deeper into the gloom, mushrooms and many other sorts
better than perfectly in the dark.
of unpleasant looking fungi soon appear. The trees begin
● A Troll more fungi than flesh.
to change, passing beyond recognition into something ● A sleeping shadow of darkness and flame…
altogether strange: odd combinations of trees crossed with
massive toadstools. Eventually, the gorges pass beneath
the mountains, and ominous groves grow in the darkness.

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AdventuringADVENTURING
in Fangorn
IN FANGORN
another significant patron sends the Company
Most of the Free Folk of Middle-earth have heard tales of on a diplomatic mission to Fangorn to seek out
Fangorn, yet next to none know anything about the Ents. Treebeard’s counsel. Perhaps a terrible plague or
The Fangorn of legend is a dark and twisted forest, filled an ancient foe that has not been seen in centuries
with strange beasts and where the trees move. Those that has returned and they seek the wisdom of the
walk beneath its eaves do not return, or so the common eldest living being in combating it.
wisdom goes. How, then, does a Loremaster get the
Company of heroes to go to such a place?
Hasty Tasks
HASTY TASKS for H
FOR HASTY FOLK
asty Folk
— ENT —
PATRONS
The following ideas can start many an adventure, but they Ent Patrons
are all especially suitable for Fangorn: The Ents know a great deal about the world beyond their
borders, but they are limited in what they can do with their
● Someone or something has been misplaced, knowledge, for they are unwilling to leave Fangorn, even
deliberately or otherwise. With few places left briefly. Their charges within the forest require their regular
to search, the Company reluctantly concludes care and the less of the Shadow’s attention they draw, the
that Fangorn must be considered as the resting better, or so they tell themselves. But occasionally an Ent
place of whoever or whatever is missing. recognises the higher necessity and feels the need to act,
or find someone to act for them.
● Orc raiding parties have struck into Rohan or
slaughtered shepherds out on the Wold, before There are Ents within Fangorn willing to approach the
swiftly retreating into the shadows of Fangorn. right sort of company to form an alliance with those who
Setting a trap outside of the forest won’t work, can act as their hands, occasionally within, but most
for there is far too much ground to cover. If often without, the forest. Skinbark is the best example (see
the Company truly wishes to stop the raiders, Skinbark as a Patron, page 83), but there may be other Ents
they will have to find their courage and go in whose growing restlessness might push them to extreme
after them (running the risk of being confused measures. Any such Ent would have to be very certain of
with their quarry when the wrath of the Ents the heroes’ loyalties before they would ever consider such
finally falls upon every two-legged trespasser…). an association, but there are ways to expedite this. While
it normally takes an Ent quite a few years to make their
● The Company is asked to enter Fangorn to find mind up about someone, all of them trust both Gandalf
some rare herbs that are hard to find elsewhere. The and Radagast without question; a recommendation from
plants may be anything from the secret ingredient either Wizard would go a long way towards earning the
of a legendary ale to a desperately needed Ents’ trust and respect. Actions, as always, speak louder
medicine. Adding a limited-time component, such than words as well. A group that has already assisted
as seeking the cure for a disease running unchecked the forest or a given Ent through their actions may be
through the local communities, adds urgency and considered for a more long term arrangement as well.
the necessity to risk journeying into Fangorn.
So what do the Ents require? A few tasks are as simple
● Some heroes wish to look upon that which as taking seeds and planting them in some distant locale.
they haven’t seen — even better if no one else Others are more dangerous by far. The following are a
has seen it either. Scholars and Wanderers sample of the sorts of missions an Ent may ask a company
are especially susceptible to wanting to walk to perform.
where few others have travelled before.
Weeding
● Few but the Wise know of the Ents, but many The Company is tasked to track down and eliminate a
heroic companies end up knowing one or more band of Orcs, one that hides where the Ent patron cannot
of the Wise, don’t they? Gandalf, Lord Elrond, or follow. The heroes can either manage this on their own, or

88
The Forest of Fangorn

trick the Orcs into following them into an Ent and Huorn side of things, only that they’ve been given what seems like
ambush. The Company may soon discover that the Orcs a straightforward task.
have found quite a few hidden ways through Fangorn:
unmarked paths that go readily unnoticed by the Ents and Landscaping
secret tunnels to disguise their movements. Their trails all The patron wishes the Company to alter the landscape in
seem to lead back to the mountains and to the south. an area where the Ents cannot readily go. For example, the
heroes are asked to go to follow a spring to its headwaters,
Distant Retrieval high in the Misty Mountains, discover whence it flows and
The Company is sent far from Fangorn to bring back then remove any obstructions that might have altered its
something their Ent patron remembers from long ago. Such original course. Such chores are seldom as straightforward
a quest could send them roaming far to the north or to the as they seem they should be, especially since the Company
distant west of Eriador, and it is unlikely the area where will likely have to travel into harrowing places to see it
they are sent looks anything like the Ent remembers. Their done.
mission may involve something as simple as bringing
back a live tree or as complex as seeking out a legendary Seek for the Entwives
Elven arborist in Rivendell or the Grey Havens and asking This is more of an ongoing charge than a specific task.
them to accompany the companions back to Fangorn. The Ents have tried on and off for a very long time to find
their lost mates; they certainly don’t think any companies
Information for an Entmoot will ‘get lucky’ and find them. Rather, this is an injunction
The Company is charged with finding out all they can to heroes working for the Ents to always keep their ears
about a subject related to a decision made at the last open for rumours or news concerning ‘leafy women’ or
Entmoot. To put it another way, their patron wants the any other odd thing that sounds like it could be connected
characters’ help in advancing his agenda, whatever it may to the missing Entwives. If any heroes were ever to find
be. The heroes may or may not know about the ‘political’ real news of the Entwives’ whereabouts, it would certainly

The Laughing-folk
Canonically, the Ents do not recognise the existence of Hobbits till the year 3019 of the Third Age, when
their existence is finally acknowledged and their names are added to the Long List of all living creatures.
This, obviously, can be a bit problematic if a hero from the Shire wanders into Fangorn and chats to an
Ent or two. Loremasters can go with any (or none) of the following explanations, should they feel the need:

What’s a burrahobbit? The Ents never acknowledged the existence of ‘Hobbits’ because they had no idea
the character was one. Many other folk look quite similar to the Ents. Perhaps the heroes in question
were thought to be children or some strange sort of beardless Dwarves and the Ents were too polite to ask,
knowing that Durin’s Folk treasure their beards.

Never Presented at Entmoot. Actually, the Ents that the Company deal with are all aware that
the Hobbits are some unrecognised sort of creature (and probably very excited to meet something
‘new’) but they do not consider the matter to be urgent enough to call for an Entmoot. Besides,
what if they do so and they are found to be wrong? The embarrassment could last centuries…

The Red Book of Westmarch: it lies. All a Tookish gambit. Everyone knows about those Brandybucks. The
Ents knew all about Hobbits, they’d been introduced centuries ago…

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be cause for an Entmoot at the very least. (If the players Upon opening Fangorn as a sanctuary, the whole of the
have played through The Watch on the Heath adventure forest does not suddenly become a peaceful place for the
contained in Wilderland Adventures and/or Sleeping Company; rather, they will spend their resting season
Dragons Lie in Erebor Adventures, they may have with one or two of the Ents they’ve become friends with
encountered Witherfinger, a creature any Ent would love in or near their Ent-homes. While such domiciles are
to know more about...). not built to accommodate Free Folk guests, the time the
Company spends taking on Fangorn as a sanctuary is
Into the Darkness understood to include making a place for themselves in
The Ent patron asks the Company to go where no Ent the wood with the assistance of the Ents. Such dwellings
dares to go: into the heart of Nan Mordeleb (see page can be remarkable indeed; snug hollows carved from
87). Perhaps a rot is spreading amidst the trees and the seemingly impenetrable rock faces, buildings shaped
Ents suspect its source is in Nan Mordeleb. Maybe some from interwoven bushes, and living treehouses are all
creature within the hollow dales has figured out a way possible.
past the sentinel trees and must be stopped. Whatever
the cause, the patron would send only the hardiest of Study with the Ents
companies to see the task done. Companions who impress the Ents for their compassion
or their love for learning can prompt the Shepherds of
We Fight for the Trees the Trees to take one of them as a pupil. Learning even a
So what does a company that works for the Ents get out portion of the lore of the Ents is not a task to be undertaken
of the arrangement? The Shepherds of Trees have access lightly, for it takes several Fellowship phases to complete
to information from a great many unusual sources and a single ‘course of study’ among the long-lived, and long-
often seem to be aware of events that they shouldn’t winded, Onodrim.
possibly be able to know about. Their memory is long
indeed, stretching back to the very beginning of the world, A companion who spends the Fellowship phase in Fangorn
and they know the location of many hidden places, along Forest and chooses this undertaking can either learn some
with other powerful secrets that the world has forgotten. lore of the Roots of the World, or how to listen to the Song
of the Forest.
A company with an Ent patron will also be offered a place
at the Ent’s table, and to partake with their drink… (see The Roots of the World
Ent-draughts on page 72.) The Ents have spent many centur ies studying their
forest, while still lear ning much of the world beyond
ThingsTHINGS
to do while in Fangorn
TO DO WHILE IN FANGORN
it and though they claim there is always more to
know, the knowledge they already have is vast. A
’We keep off strangers and the foolhardy; and we train and character who studies with the Ents for the entireity
we teach, we walk and we weed.’ of two Fellowship phases in a row can choose to
acquire either the Beast-lore (pg. 122 of the Player’s
NEW FELLOWSHIP PHASE UNDERTAKINGS Guide ) or the Herb-lore (pg 134 of the Player’s Guide)
New Fellowship Phase Undertakings speciality.
Open Fangorn as a Sanctuary
If a company has entered Fangorn during an Adventuring A hero that would instead learn many of the tales of
phase and sufficiently impressed the Ents, the heroes old can spend three full Fellowship phases to take the
may gain permission to spend a first Fellowship phase Old Lore speciality. It is permissible to take several
there. If they wish to return, they must all choose the ‘courses’. Thus, a hero who wishes to learn all the
Open New Sanctuary undertaking and thus be accepted Ents’ have to teach one of the Free Folk would have
as regular guests by the Ents, albeit in a slightly more to spend seven Fellowship phases — and a number of
limited capacity than other such sanctuaries. years — doing so.

90
The Forest of Fangorn

The Song of the Forest Weeding in Fangorn


Heroes who have spent time among the Ents eventually A hero who spends the Fellowship phase in Fangorn and
discover that they perceive far more of the world about who has the trust of the Ents may volunteer to assist them
them than other folk. The Ents attribute this to learning in ‘weeding’ as an undertaking. While not a particularly
how to ‘read the wind’ and ‘listen to the world’. A character restful way to spend a season, the hearts of some heroes
can spend two full Fellowship phases in a row learning to burn with a cold fire towards Orcs, a passion that the
hear and understand what the forest has to tell them. Onodrim share.

A hero who learns to understand the Song of the Forest gains A hero who spends a Fellowship phase ‘weeding’ in
Advantage on Survival checks made in the woods. Furthermore, Fangorn adds +3 damage to any hit on Orc-kind using a
they can never be successfully ambushed or surprised in the melee attack. The bonus lasts for the length of the following
Wild, save in the most barren or blighted of lands. Adventuring phase.

91
Rohan Region Guide

H D
A FOLK WITH
A FOLK WITH NO KINGS istory
HISTORYofOF DUNLAND
unland
At the start of the Second Age, the land along the banks

-NO KINGS- of the river Gwathló, the ‘Greyflood’, was still heavily
forested. An indigenous folk of wild wood-dwellers
roamed the area hunting as they pleased, bowing to no
Only in Dunland did Men of this race hold to their old foreign king, nor chieftain of their own blood.
speech and manners: a secret folk, unfriendly to the
Dúnedain, hating the Rohirrim. When the Men of the West landed at the estuary of the
Greyflood to begin vast lumbering operations for their
There are highlands west of the southern Misty Mountains shipyards, the forest-dwellers hid in the shadows, in awe
where the sun rarely shows a full face. The foothills there of the power and splendour of the Númenóreans. Year
are heavily forested, filled with all manner of cunning after year, the felling of trees became more devastating
beasts. Strange sounds echo through the mists, as if and the nomads of the woods chose to gather their forces
they were haunted by the spirits of the Elves who died and harry the invaders; they started to ambush the
in the fall of Eregion, which lies directly to the north. Dúnedain, hoping to drive them back to the shores of the
sea whence they came.
The lore-masters of Rohan name the area Dunland in
their tongue, the ‘brown land’, the easternmost region But the forest-dwellers could not compete with the Men
of Enedwaith, and know that the hills resound not with of the West in matters of warfare, and they were greatly
the cries of ghosts, but with the calls of those they call the outmatched. Many were slaughtered and the rest were
Dunlendings. forced to abandon their land to save their lives. The
fleeing nomads retreated in many directions; those
who were living in the woods to the south of the river
fled east, towards the foothills of the Misty Mountains
or further south, in the northern vales of the White
Mountains, where others of their blood dwelt in dark
The Giant’s Teeth dales and highlands.
E

Dunland
Fells
n The Mists of Time
The Gathering Stone
E
The majority of the information contained in this
history section is provided for the Loremaster to
The Crag
better understand the background that brought
E
Tunum
E about the current strife between the Dunlendings and
the Riders of the Mark.
Ol
dS

Isengard Thousands of years are too wide a gap for the


out

E memory of song. Not even the Rohirrim, who are


hR

close to Gondor, are likely to know a thing about the


oad

Hillfolk of Calenardhon, for example, apart from


Enedwaith Dol Baran
E more recent memories hinting at older roots, like the
n
fact that the tongue of the Dunlendings ‘is an ancient
speech of Men, and once was spoken in many western
Fords valleys of the Mark.’
of Isen

92
A Folk with no Kings

Kingdoms to the North and South subjects of Gondor, and no one from that realm ever
At the end of the Second Age, Elendil the Tall, along with attempted to enforce their rule upon them.
his sons and followers, fled the ruin of Númenor. The
THE HILLFOLK OF CALENARDHON
last remnants of the Men of Westernesse founded two The Hillfolk of Calenardhon
kingdoms in Middle-earth: Arnor in the north and Gondor When the Great Plague of the year 1636 of the Third
in the south. Age swept north and west from out of Mordor, the
dead were soon beyond counting. Gondor was greatly
At their greatest extension, the borders of the twin realms depopulated, and, in the following centuries, its people
met along the Greyflood, but the Númenóreans of the dwindled and were forced to abandon many holdings
south had neither the numbers nor the will to enforce and fortresses.
their claim over the lands south of the river and soon
abandoned any pretence of ruling there, tracing their The folk of the hills of Enedwaith and the White Mountains
western boundary along the Isen to the south. The were not as hard hit by the plague as others, as they kept to
intervening region they called Enedwaith, the ‘middle- themselves and did not trade much with their neighbours.
region‘. By that time, the region had become a wide, In time, many among the folk of the White Mountain
treeless plain, devoid of any town or village, for the Men vales and the hills of Enedwaith were allowed to enter the
of the West didn’t build any settlement there, content province known in Gondor as Calenardhon. Whole tribes
as they were to maintain the bridge passing over the moved in and out onto its green meadows, where they let
Greyflood and watch over the great North-South Road, their livestock roam freely.
which was the chief route of communication between the For nearly a thousand years the Hillfolk of Calenardhon
Two Kingdoms except by sea. prospered. Many tribes continued to live on the western
side of the Misty Mountains and in the vales of the
As Arnor and Gondor flourished, those descendants of the White, but many more now wandered over the plains of
forest-dwellers who had sought refuge in the hills west of Calenardhon. Still, all those among the wandering tribes
the Misty Mountains settled permanently among those considered themselves as part of a single folk. While their
rocky slopes. They kept to themselves, hiding, for they ways varied, they shared the same ancient speech and
still considered the Men of the West to be usurpers. For traditions that marked them apart from the majority of
the most part they even ignored that they were nominally other folk in Middle-earth.

93
Rohan Region Guide

Though they knew it not, these long centuries were the Two hundred years later, many inhabitants of the west
greatest their people were to know. march of Rohan still mourn the base treachery of Helm,
who murdered their noble kinsman, Freca, outside the
The Forgoil halls of Edoras and then proclaimed Freca’s son, Wulf,
In the year 2510, Gondor was besieged by foes. Cirion, and his near kin to be enemies of the Mark. But they
Steward of Gondor, sent forth messages asking for what rejoice with all their hearts when they tell the tale of how
aid the North could give, but held little hope that there Wulf defeated the hated Forgoil in battle with the help of
would be any answer. Unlooked for, were the horsemen powerful allies from the East, and of how he sat on the
of the Éothéod, who swept south to destroy the enemies throne of Meduseld as king.
of Gondor on the Field of Celebrant. In gratitude, Cirion
ceded Eorl the Young and his people the province of But brief was the glory of Wulf, and even greater than the
Calenardhon to be their new homeland. first was the second treachery committed by the sons of
Eorl: Fréaláf, nephew of Helm, stole into Meduseld under
In the following years, the Horse-folk of the North began cover of darkness and slew the rightful king, snuffing out
their migration into the land they now call the Riddermark. all hope for the Hillfolk to reclaim their stolen land.
Soon afterward they ruthlessly began chasing away the
tribesfolk that didn’t flee from ‘their’ new home. The White Wizard
At the time of the coronation of Fréaláf, a feast was held to
Bitter were the days that followed, as the Eorlingas drove celebrate the restoration of the lords of the Mark. During
the Hillfolk from the plains and the vales of the White that ceremony the Wizard Saruman appeared, having
Mountains across the Isen. They escaped west, some been long away, supposedly in the distant East. He brought
stopping in the angle between the Isen and Adorn rivers, many gifts and praised the deeds of the Riders of the Mark
others returning north, back to the hills of the Misty and the daring of their new king in his war against the
Mountains in Enedwaith. invaders. He then offered his aid to Fréaláf, asking to be
allowed to enter and repair the Tower of Orthanc as its
The Sons of Eorl gave a name to the craggy eastern portion new keeper and ward.
of the land that the Hillmen seemed to recognise as their
ancestral home: Dunland they dubbed it, meaning ‘hill This request was held to be fortuitous in both Rohan and
land’ or ‘brown land’ and they called its inhabitants the Gondor, for it provided a solution to a long-standing
Dunlendings, maybe also in jest for their darker skin and problem: since many years the Ring of Isengard had fallen
hair. As an answer, the Dunlendings started calling the into the hands of the Dunlendings and had been only
usurpers of their land the Forgoil, meaning ‘strawheads’. recently recovered by the Rohirrim. They were unwilling to
let the Hillmen occupy it once more, though neither they
During the forced migration, many fights between brother nor Gondor could spare the forces to man the fortress. The
and brother erupted among the Hillmen of Dunland, answer to Saruman’s request was an easy one: the White
grim affairs with no small amount of bloodletting as Wizard received the keys to Orthanc in the year 2759.
kinfolk distant and close fought over limited resources.
Eventually, such matters were settled, and eventually the Over the following two centuries, Saruman proved to be
newly reunited folk were able to turn back east. The first an excellent neighbour to the Eorlingas, often assisting the
raids against the Riddermark began. rulers of Rohan with his great lore. Though he was sworn
to hold Isengard against any enemy of the Mark, Saruman
The Brief Glory of Wulf eventually employed many men from west of the Isen as
Over the following two centuries, the Dunlendings made servants, to do his bidding abroad.
several armed forays into the Riddermark, but most
such endeavours were repulsed. A time for retribution Dwarves in Exile
finally arrived at the time of Helm, son of Gram, Lord In 2770, Smaug the Golden sacked Erebor, smoking the
of the Riddermark. Dwarves of the Lonely Mountain out from their halls

94
A Folk with no Kings

and forcing them to flee into the wilderness. King Thrór Dunland is a land of scrub grass, marshy fens, windswept
eventually crossed the Misty Mountains, finding refuge in bushes, and a steady rise as one travels east, eventually
Dunland with those who chose to follow him. There he was climbing swiftly to become the forested foothills west of
welcomed by the hill clans; though the Dunlendings had the Misty Mountains. The Dunland Fells vary from dull
certainly no love for any king, the Dwarves’ tale of being browns to dark greens in shade, depending on the time
forced to leave their home by a foe they had little hope of of the year, but this is seldom easy to discern, for they’re
defeating could not help but invoke their sympathy. continually shrouded in thick fogs that roll down off the
Hithaeglir.
The exiles of Erebor came and went, leaving for a time
to fight in their great and terrible war against the Orcs. The eastern forests are dense, but nothing like ancient
Eventually, Thorin Oakenshield, son of Thráin, grandson Fangorn or dreaded Mirkwood on the far side of the
of Thrór, led what was left of his people into the North, to mountains. The fells have a peculiar look to them, in
the Blue Mountains, and they returned to live in Dunland that some of them are covered with trees and others are
no more. completely bare. This is because the composition of the
foothills varies between loamy soil and outcroppings of
Recent Years granite that appear far more fertile than they actually
The long strife with the Forgoil has continued, unabated, are.
for a long time indeed. Few are the years that pass
without bloodshed between the Dunlendings and the The south is dominated mostly by arid plains, though the
Riders of the Mark. There may be change on the wind land near the banks of the Isen is particularly fertile.
though: the Rohirrim have a new lord, Thengel son of
Fengel. There are voices among the Hill-tribes who say Combat Scenery: bogs, crags, mud, nettle patches, old
this king is not like his predecessors; whether this will walls, steep slopes (near the Misty Mountains), thickets,
bode well or not for the Folk of the Dunland Fells has not torrential downpours
yet been determined.
Wildlife
News that the Dark Lord has returned means little on the The beasts of Dunland have grown both swift and cunning,
surface to the folk of Dunland; there have always been for they regularly contend with greatly skilled hunters
powerful lords in other lands, far off. Still, there have been who can read signs of their passage at a glance. Small
far more Orc incursions and other troubles of late. game creatures are ever on the move here, and quick to
disappear in an instant. Birds of prey and waterfowl ride
In 2953, the same year that Thengel took the throne of the wind off the mountains or hunt along the great rivers.
the Mark, Saruman formally declared himself Lord of
Isengard, no longer beholden to the Stewards of Gondor. Most common by far though are the flocks of great black
Many Dunlending tribes approved of this, finding crows, the crebain. Sullen and ill-omened, they fill the
Saruman to be a worthy neighbour, for all that he was skies and descend swiftly to feast on carrion, man or
originally given charge of Isengard to keep them at bay. animal alike. Of late, they’ve grown bolder and have been
Still, other tribes remain suspicious of the White Wizard known to go after the merely wounded as well.
and his motives.
THE DUNLAND FELLS The Dunlendings have never ceased their long struggle
The Dunland Fells with the packs of Wild Wolves that creep down from the
The Glanduin river marks the northern border of mountains to raid their encampments, stealing away
Dunland, just as the long line of the Misty Mountains sets stored food or even children, if they can get them. At times,
its eastern boundary. To the south, the land of the Hillmen worse beasts will crawl out from under the mountains,
ends where the Gap of Rohan opens, but a great number and the Dunlendings have long since learned to never let
of Dunlendish tribes live beyond it, in the West-march of their guard down, no matter how placid a given grassy
the Riddermark, for example. plain or quiet fell may seem.

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Rohan Region Guide

Inhabitants taught her folk the language of the ferocious Wargs of


The Hillmen of Dunland have always been a nomadic folk the mountains and saved them from countless Orc raids.
composed mainly of herders. A few clans keep meagre Torannen has inherited the gifts of his fabled ancestor,
farms and villages among the hills near the Old South Road and, thanks to that and his cunning, he has travelled
and inside the borders of the Riddermark, in the lands of widely in his youth, which is rare in a Dunlending. He saw
the Wulfings (see page 94). Most disdain fixed settlements, much of Rhovanion and its varied peoples, some of which
routinely moving from year to year and season to season he even came to admire.
as the mood takes them. The life of a shepherd living in the
angle between the Isen and the Adorn differs greatly from Torannen’s clan moves along the highland fells, though
that of a hunter who stalks along the Glanduin. Even so, they generally avoid coming close to the Gap of Rohan
all Dunlendings speak close versions of the same unique for he always advises against it, as Torannen is one
language, an ancient tongue that has no connection to any of the few Dunlendish leaders to doubt Saruman’s
other spoken on Middle-earth. intentions. He has spent much of his life roaming over
the Misty Mountains and knows much that is hidden.
Typically a Dunland clan is led by a chieftain, assisted by Unlike his generally insular people, Torannen enjoys
a council of elders and warriors. In all clans the chieftain’s conversing with outsiders, especially if they bring news
sworn warriors dominate over the others, demanding he hasn’t heard.
exorbitant gifts of the common herdfolk and giving little
in return. There’s little sense of reciprocity. Dunland
warriors feel little obligation to protect commoners, who
in turn cooperate because it’s better to let warriors have
their way in order to keep them loyal. Torannen
Medium Human
The Hillmen clans fight and feud, trade and intermarry. STR DEX CON INT WIS CHA
Complex ties of blood and oaths and tradition link them, 16 (+3) 10 (+0) 18 (+4) 12 (+1) 15 (+2) 13 (+1)
sometimes binding them together and sometimes driving Armour Class 16 (Scale Hauberk, Shield)
them to war. This season’s ally might be next season’s victim. Hit Points 76 (9d8+36)
Speed 30 ft
Successful chieftains know when to count on alliances, when
to honour them with sweat and blood, and when survival Skills History +3, Insight +4, Survival +4, Traditions +3
demands turning against an old ally to gain a new one. Senses passive Perception 12
Languages Dunlending, Wargspeech, Rogan, Westron
Challenge 3 (700 XP)
The villages of the foothills and mountain dales are easiest
for strangers to approach and are the most accustomed to Secret Ways. If the Company impresses Torannen during
an Audience, he might share with them knowledge of
travellers from afar. Some of them even hosted families of
hidden paths in Dunland. If they start a journey from his
Dwarves for many years in recent memory. The dwellers location, they automatically gain Paths Both Swift and
of the highland fells are a harder folk, insular, grim, and True for their embarkation result.
vicious, vengeful in guarding their kin and their herds. The Shield-strike (Recharge 5-6). If Torannen has just hit
with his axe, he can use his bonus action to slam his
clans of the eastern heights are the fiercest, only coming
shield into the same target. The creature takes 4 points of
down from the mountains to raid others and take what bludgeoning damage and must make a DC 13 Strength
they cannot grow in the high crags. saving throw or become Prone.
Actions
Notable Characters
Multiattack. Torannen makes two attacks with his axe.
Torannen, Chieftain of the Highland Fells Great Forest Axe. Melee Weapon Attack: +5 to hit, reach
Torannen is in his forties, but his swift grin makes him 5 ft, one target. Hit: 9 (1d12+3) slashing damage. This
seem far younger. His lineage is one of the most storied weapon can be wielded with one hand.
in Dunland, for he claims to descend in direct line from
one of the greatest heroines of Dunland: Tora, she who

96
A Folk with no Kings

Casferoch the Cold, Highland Raider


The Dunlending clans of the eastern heights are not
like their lowland fellows. They survive in hardship and Casferoch
Medium Human (Evil Man)
want, living short lives in a land that gives them little.
They cling to their bitter territories fiercely, taking pride STR DEX CON INT WIS CHA
in their freedom and reputation. Savage and merciless, 19 (+4) 13 (+1) 17 (+3) 15 (+2) 14 (+2) 8 (-1)
they cleave from the old ways, taking what they wish from Armour Class 13 (Hide)
others, delighting in carnage. Among that vicious folk, Hit Points 75 (10d8+30)
Speed 30 ft
wild and reckless behaviour is the standard, with little
thought for the morrow. There is one, though, who gives Skills Athletics +6, Intimidation +1, Perception +4,
even his fellow raiders pause: Casferoch the Cold. Survival +4
Senses passive Perception 14
Languages Dunlending, Westron
Casferoch’s rage is icy, his raids deliberate and well- Challenge 4 (1,100 XP)
planned. Brutal and cruel, Casferoch shows little mercy
to Dunlendings who fall into his grasp and less still to Brutal Assault (Recharge 5-6). Casferoch gains
Disadvantage on all attacks until the start of his next
outsiders and none to the Orcs that raid his people and
turn, but any successful attacks count as critical hits.
other Dunlendings. His folk follow him out of fear of his Horrible Strength. If Casferoch makes a successful
wrath and admiration for his successes; they are richer melee attack, he may use his bonus action to cause
with Casferoch than without him. But they are ever wary. additional damage equal to his Strength modifier (+4) to
the target.
He is a survivor who delights in vengeance for slights real
and imagined. Casferoch is a heavily built warrior in his Actions
thirties, with dark black eyes, set in a heavily scarred face. Multiattack. Casferoch makes three attacks with his
He only smiles when he kills. spear.
Great Spear. Melee Weapon Attack: +6 to hit, reach 10
ft, one target. Hit: 10 (1d12+4) piercing damage.
Reactions

Deadly Spear-Thrust. Casferoch may use his reaction


to make a single melee attack against a creature that
has just attacked him. If Casferoch inflicts a critical hit
with this attack, the target is knocked Prone as the blow
strikes a knee or other joint.

Leuwen of Tunum
Nertun Ironhand is the chieftain of the lowland village
and clan of Tunum. His prowess as a warrior has few
peers, but he has little patience for the daily toil of
ruling his people. He leaves that to his ancient mother,
Leuwen, a formidable crone who has overseen the trade
and prosperity of her clan for many decades.

Leuwen’s family grew to prominence in the village a long


time ago, when they were the first to welcome a number
of Dwarven exiles from Erebor. Now the Dwarves are
all but gone, but the gold in the coffers of Leuwen’s clan
lasted for many decades, buying them influence and

97
Rohan Region Guide

power. In her lifetime, Leuwen didn’t squander what was Gabren the Shepherd
left, and she was successful in maintaining ties of trade Gabren is the widowed headwoman of a clan of herders in
and alliance that keep Tunum strong. She entertains the northern foothills of Methedras. Her people are kin to
good relations with most of the clans of the hills, and she Chieftain Torannen and look to him as leader in a crisis,
trades with many families dwelling in the West-march of but most seasons Gabren looks to her people and their
the Riddermark. But, as the years grow long, she fears for herds. They move from place to place, season to season,
her home. She knows her only child has little to offer as within the loose borders of their part of the hills. Some
a leader. She hopes against hope to wed him to a young stone huts stand year-round in the hills, stocked for winter
woman from the Wulfings or the Gáesela, a marriage that when possible, but often they only build simple, rude
would cement her trading relations with the West-march, houses at need.
but no candidate has appeared. Leuwen foresees her
people reverting to the old feuding, warlike ways of the Gabren maintains quiet, uneasy truces with the Orc-
hill-clans. tribes of the mountains and with Casferoch’s highland
raiders. Her people trade each season with villages such
as Tunum, and welcome travellers who can bring news
of the lowlands and the hill-clans. And from time to time
they pay tribute to the Orcs and to Casferoch, bringing
Leuwen leather, furs, meat, and information: Gabren tells the
Medium Human
raiders about the season’s easiest pickings, so that the
STR DEX CON INT WIS CHA
raiders go there and leave her alone. Sometimes it doesn’t
12 (+1) 15 (+2) 14 (+2) 17 (+3) 12 (+1) 18 (+4)
help. Sometimes a raiding party welcomes her news and
Armour Class 15 (Hide, Shield)
Hit Points 39 (6d8+12)
Speed 30 ft

Skills Intimidation +8, Lore +5, Persuasion +6, Gabren


Traditions +7 Medium Human
Senses passive Perception 11
STR DEX CON INT WIS CHA
Languages Dunlending, Rohan, Westron
Challenge 2 (450 XP) 10 (+0) 19 (+4) 16 (+3) 12 (+1) 16 (+3) 15 (+2)

Bodyguards. Leuwen is always accompanied by Nertun Armour Class 15 (Hide, Shield)


(use Outlaw Chief on page 74 of the Loremaster’s Guide) Hit Points 39 (6d8+12)
and several Dunlending Raiders (page 131). Speed 30 ft
Expert. Leuwen doubles her Proficiency Bonus for
Intimidation and Traditions (included above). Skills History +3, Insight +5, Persuasion +4, Stealth +6
Lord of Her Domain. Leuwen has the respect of all of Senses passive Perception 13
Tunum and makes sure the Company is aware of her Languages Dunlending, Orcish, Westron
station. She imposes Disadvantage on the Introduction Challenge 1 (200 XP)
Check for an Audience.
A Secret Folk. When Gabren makes a roll to avoid being
Actions seen while outside or to detect an ambush, find a trap, or
discover treachery in others, she always has Advantage
Multiattack. Leuwen makes two attacks with her short
on the ability check. (This will most commonly be
sword.
applied to Stealth, Perception, Investigation, Survival
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft,
and Insight checks).
one target. Hit: 5 (1d6+2) piercing damage.
Silver-tongued. Gabren can use her bonus action to give
Reactions herself Advantage on Charisma ability checks.

Parry. Leuwen adds 2 to her AC against one melee attack Actions


that would hit her. To do so, she must see the attacker Short Sword. Melee Weapon Attack: +6 to hit, reach 5 ft,
and be wielding a melee weapon. one target. Hit: 7 (1d6+4) piercing damage.

98
A Folk with no Kings

then attacks her people anyway. But more often, they the hillside, the combined work of Dwarves who made
leave Gabren’s folk alone while they raid the other clans their home here centuries ago and Dunlendish masons.
and each other. Until some force draws the raiders away The result is a sturdy fortification, an encircling curtain
to other lands, that’s the best Gabren can do. of low, wide walls made with large blocks of stone and
large timbers. The walls cannot compare with the works
Slugen Crowfoot of the Dwarves in the North, but, for most of the raiding
Sallow, squinting Slugen is a wanderer. He rarely lives in parties that descend from the mountains, the stronghold
one place for long but journeys from clan to clan, from of Tunum is impregnable.
village to village, trading gossip for meals. No one knows
where he comes from; his story changes every time he tells But the village of Tunum profited from the friendship
it. He may claim to be the exiled heir of a chieftain south of the Dwarves in many ways. Its best warriors pass on
of the Isen or the last survivor of a hill-clan slaughtered by from generation to generation shirts of mail armour,
Orcs in his childhood. His accent shifts easily and gives sharp swords, and tall shields crafted by Dwarven
nothing away. The Hillfolk regard him with suspicion smiths, far superior than the axes and spears available
and never offer a warm welcome, but they rarely turn to most Dunland clans, and there are houses in Tunum
him away. He is friend to none and foe to none. The only made of wood, brick, and stone that will still stand when
place he never goes is the village of Tunum. Years ago the the memory of the passing of the Dwarves will be long
inhabitants drove him out, calling him a half-Orc and a faded.
spy, blaming him for the disappearance of a number of
women, abducted by Orcs and never seen again. The Sadly for Tunum, the Dwarves are gone. They all left
villagers were half-right, at least. Slugen is a servant of when they learned that Smaug the Golden, the Dragon
Isengard, tutored by Saruman and sent forth as a secret that had claimed and despoiled their homeland, was
emissary. Slugen gathers information as he trades it and dead. For all their friendship, the Dwarves taught little
sows whatever seeds of mistrust and doubt that his master of their craft to the Dunlendings, and much of the
wishes to plant among the Dunlendings and the Orcs. weapons and tools and goods that they made have
Most often his rumours and reports serve to drive the hill found their way to other clans in trade or as loot. The
clans together against the lowland villages and especially folk of Tunum do their best to maintain their stone
against the hated Rohirrim. He tells many a tale of Eorling houses and walls, but it’s becoming harder every year to
treachery and cruelty to those who wish to hear. find the necessary means, especially now that Tharbad,
Tunum’s major source for trade, is ruined, and the Old
Slugen does his best to appear harmless. His dark hair South Road deserted. For the moment Tunum remains a
is unkempt, his clothes dishevelled. He flatters others as centre of trade among the lowland clans, but how long
easily as he lies. His true heritage and mission are closely this will last?
held secrets, for he knows to disclose them is invariably
death at either the hands of the Dunlendings or his master. The Crag
The highland raiders who follow Casferoch the Cold
Slugen is a Goblin-man (see page 135). descend each spring to seize food and goods from other
Dunland clans. But in the hard cold of winter they
Notable Places return to the heights, to a refuge in the stones of the
Tunum Misty Mountains where no enemy can reach them: the
The largest settlement found between the Isen and the Crag. Winding trails and passes lead up the mountains
Greyflood stands on a little hill overlooking the Old South to a stony expanse where rocks tower and only the
Road, not quite a third of the way between the Fords of hardiest trees can thrive. Casferoch’s people keep
Isen and the ruins of Tharbad. Wide, sparsely-wooded mountain goats penned and live in stone huts, burning
plains stretch away to the west, planted with many crops; just enough wood for comfort. Through the winter they
the Misty Mountains loom much nearer to the east. sing their ancient songs, dire and bleakly humorous,
Tunum stands within walls built up around and into and remember their forefathers.

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Rohan Region Guide

Captives who are seized by Casferoch’s raiders might be of rock that points directly to the heavens. No one knows
brought to the Crag as thralls, bound to serve the men, what it is made of; no weapon brought within the glade
women, and children of the Hillfolk. It’s not unknown has ever been capable of marring its surface. The stories
for the raiders to take a liking to an especially clever and about the stone are countless; some say it is the shard of a
brave thrall and turn them loose when the snows melt as weapon that fell from the sky, others that it is the pinnacle
a gift to the spring. But it’s just as likely for an irritating of a buried city of giants.
thrall to die at the Crag, murdered as a gift to the cruel,
nameless powers that raised the mountains in wrath. Regardless of what the stone may be, it is called the
Gathering Stone, for it is here that the tribes of the Dunland
The Giant’s Teeth Fells assemble under strict rules of neutrality to trade
Among the countless foothills of the Hithaeglir stands a amidst tribes and search for companions. Traders from
grass-covered hillock that rises steeply to a flat crown. In other folk may be welcome here, though the Dunlendings
a ring in the centre of the hilltop stand nine thick stones tell few others of the stone or where it rests. No Dunlending
like teeth, raised so long ago that the intricate symbols has broken the truce of the Gathering Stone in living
engraved in them have weathered away to mere scratches. memory; to do so would be near unthinkable and the
The hill of the stones stands miles from the Old South Road. punishment, gruesome.
A faint trail leads to it through the grass and bracken, the
remains of a road not taken in many years. The Dunland The Old South Road
clans all around keep their herds well away from the green The Men of the West built wonders in their time, engineering
grass of the Giant’s Teeth and tell their children to avoid marvels that were meant to last, undiminished, for
even glancing at the trail that leads there. millennia. There is little left now of the road that once
stretched all the way from Fornost Erain on the North
On some nights, in the safety of their camps, the herders Downs of Eriador to the gates of Minas Tirith itself. The
might tell tales of the Giant’s Teeth. They say a magical Dunland portion of the road ran from the great stone
people raised it from the earth all around; Elves of a land bridge at Tharbad through the Gap of Rohan. The once-
that faded long ago built it as their home and live inside mighty bridge was destroyed by floods only decades ago,
it still, a tomb where they sing and feast through the and little visible remains of the causeway. Still, beneath
endless night. the sod, portions of the road are still intact, and of late,
travellers on the road have been seen in greater numbers
They say intruders sometimes see glimpses of beautiful for the first time in close to fifty years. More information
things among the stones, sometimes hear echoes of lovely about the ruins of Tharbad can be found in the Rivendell
music, sometimes smell the most wonderful foods and Region Guide, on pages 65-8.
wines. But those are only lures by which the wicked Elves
trap intruders. To linger amid the Giant’s Teeth is to tempt Dunlendings
a curse of sleep, ageing, illness, or madness.
…in the hills of Dunland a remnant lingered of an old people…
What truly lies beneath the Giant’s Teeth nobody knows.
But it is a blighted place and travellers are indeed wise to The wild folk dwelling in the misty fells of Dunland and to the
avoid it. south of the river Isen have many enemies. Since centuries
uncounted they have been hunted, betrayed and despoiled,
The Gathering Stone until the coming of the accursed Strawheads, horsemen from
Near the centre of the Dunland Fells there is a massive the North who drove them forth from their homes on the
grove of ancient trees that sits in the hollow between two plains of Calenardhon some five hundred years ago.
large foothills. The wood is criss-crossed by many paths,
all of which lead to its heart. At the centre of the grove is But the passing of the centuries have erased the usurpers’
a large glade that can hold many tents, and at the centre memory of the wrongs the Dunlendings suffered and left
of that is the stone. The Gathering Stone is a solitary spike no trace of their claims. To everyone, including many

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A Folk with no Kings

among the Wise, the Dunlendings are just a dwindling Female Names: Aeron, Ailsa, Biroth, Brina, Cleona,
folk of sullen herders and hunters, hating the Free Peoples Coras, Dalva, Dianach, Eisa, Enith, Feidelm, Finathas,
of Middle-earth and holding onto long-forgotten grudges. Graine, Gwya, Innas, Ivsa, Lakdar, Lewiroth,
Even so, they endure. Out of respect of their noble Maerbrach, Morna, Nynvia, Ralsora, Sinna, Tueren,
forefathers and the sorrow they went through, the Hillmen Unna.
of Dunland choose not to forget.
Standard of Living
For the Hillmen of Dunland are not a lowly folk of poor The Dunlendings are a people of herders and hunters,
herders and hunters to be looked down upon, but many scraping a meagre living in the shadow of a more
diverse clans united by ancient bonds of kinship. Most powerful folk that exiled or confined them to the emptier
currently dwell within or close to the western slopes of the corners of their realm. They constantly struggle to
Misty Mountains, but their ancestors ruled over a wide maintain their small flocks of sheep and horses along
land west and east of the mountain range, and many can the sides of their foothills and cannot afford to trade,
be still found within the boundaries of the Mark of the as their enmity with the Forgoil forbids it. Their culture
Riders. ranks as Frugal.

Saruman, the White Wizard, currently lives in the tower Bonus Equipment: A travelling cloak, travelling gear for
of Orthanc, north of the Gap of Rohan. He is known to the current season, a belt dagger, 1d6 silver pennies, plus
welcome those Hillmen who wish to return to live in choose either a Palfrey or two items from the following
Isengard, where the Dunlendings long dwelt. Whether he list: 1d6 silver pennies, a hunting trap, a bespoke gaming
will remain a friend to the Dunlendings or he will prove set, or a decorative armband or choker.
to be no better than any other lord is a matter yet to be
settled… Dunlending Traits
Your Player-hero has certain traits deriving from your
Description Dunlendish ancestry.
The Riders of Rohan call the Hillmen Dunlendings, for
they are mostly swarthy, with dark hair and eyes. They Ability Score Increase – Your Wisdom score increases by
live a hard life in the empty lands west of the mountains, 1 and you may increase one additional ability score by 1.
roaming the Dunland Fells and the land between Isen
and Adorn accompanying their herds and shunning Adventuring Age – 16-30. Dunlendings often join
other folk. raiding parties from their 16th year, but sometimes set
out for adventure farther afield then instead. It is rare that
Men and women alike weave their hair in intricate braids, they adventure beyond their forties, returning instead to
and wear clothes of dull colours, as the Hillmen favour dyes life amongst their clan.
that allow them to blend easily with their surroundings.
The Dunlendings despise subtlety in speech, and they are Size – Dunlendings are shorter than their neighbours,
quick to take offence and slow to give their trust to anyone usually around 5 feet or so. Your size is Medium.
outside those who speak their own tongue.
Speed – Your base walking speed is 30 feet.
Dunlendish Names
The Folk of the Dunland Fells use names derived from Fierce Folk – The Hillmen of Dunland have been driven
their own unique tongue. from their rightful lands, hunted like animals, forced into
the hills, and all but forgotten. You gain proficiency in the
Male Names: Aedin, Aurog, Banoc, Beolain, Cael, Survival skill.
Casferoch, Cuglas, Derc, Dumnoval, Emon, Etrer, Finsel,
Imhar, Iolun, Lon, Madrach, Malduin, Nynren, Osair, Starting Virtue – You gain one Dunlending Cultural
Soroth, Talmach, Truis, Unthas, Veroch, Vron. Virtue of your choice.

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Rohan Region Guide

Languages – You speak the ancestral language of You have no love whatsoever for Orcs or Evil Men, yet
Dunland and can make yourself understood in both the your elders have taught you how to approach them on
language of the Forgoil and heavily accented Westron. relatively good terms, as they say that when the world
is in shadow, help is found in the darkest places. If you
Strangers to All – Dunlendings view all strangers can approach servants of the Shadow before an armed
Askance, Mistrust the Rohirrim, and consider even confrontation becomes inevitable, you may interact with
other tribes in the Dunland as Neutral. When they them using the normal rules for Audiences. So long as you
chance to visit other lands, they are Mistrusted or keep Elves and Dwarves in your Company out of sight (or
Unknown at best. bound as ‘prisoners’) most Orcs, Bandits, and other foul
folk will not attack you without cause.
Cultural Virtues
A Secret Folk Additionally, if you are using the rules for the Eye of
The Dunlendings fled and hid themselves… Mordor (see Rivendell Region Guide, page 110), your Hunt
Modifier is -1 (subtract 1 from the Hunt score).
The other Free Folk call you savage and know little of your
ways, which is precisely as your people wish it to be. You Ill Omen
have embraced the land you have been given, becoming …many of the wild men paused, and looked back over their
one with the hills and woods, and you have learnt that it is shoulders to the valley, and some looked up doubtfully at the
always wise to keep to your own counsel and look, ever, for sky.
betrayal from others. When you make a roll to avoid being
seen while outside or to detect an ambush, find a trap, or The Forgoil say that the tongue of your folk is more akin to
discover treachery in others, you always have Advantage that of wild creatures than the speech of Men. They say so
on the ability check. (This will most commonly be applied to because they have forgotten what it means to be close to the
Stealth, Perception, Investigation, Survival and Insight earth, and how to listen to the wind, or the rain. Your folk
checks). hasn’t forgot, and you can at times receive useful tidings
from the sudden shift of the mountain breeze, or from the
Champion of the Hillmen cries of birds and beasts, or from their silences.
Only in Dunland did Men of this race hold to their old speech
and manners… At night, you can make a DC 15 Intelligence (Riddle)
check to receive a sign, a foreshadowing of things to come
Adventuring outside the confines of your homeland has the next day. The knowledge you gain comes in the form of a
given you a different perspective from most members of your warning that you must interpret. If you succeed, you receive
kin. You have discovered a world that is indeed dangerous, 1 Omen die. If you succeed by 5 or more, you receive 2 Omen
but where warriors like you are judged by their own merits, dice. If you roll a natural 20, you receive 3 Omen dice. If you
not for the deeds of their ancestors. You have shaken off roll a natural 1, you receive a grim vision instead: you don’t
many of the false beliefs and superstitions of your folk and get any bonus dice and you are considered temporarily
you are ever eager to learn more, as one day you will return Miserable for the length of the following day.
to your land and bring back a treasure trove of information
for your clan to profit from. You become proficient in your A Omen die is a d4 and you can add it to any ability check,
choice of History, Lore or Shadow-lore and double your saving throw, or attack roll. Unused Omen dice are lost at
Proficiency Bonus for that skill. the end of the day (when you go to sleep or at midnight,
whichever comes first). It is up to you to provide the details
Grim of Aspect of the warning you received, but the Loremaster must
’Most of them were ordinary men, rather tall and dark approve its application before you may proceed to use the
haired, and grim but not particularly evil looking.’ Omen die. Generally, you do so when the opportunity to
The path of your folk through history has been a bitter use the Omen die arises (it is not necessary to explain the
one, filled with many enemies and many unlikely allies. warning when you make the Riddle check).

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A Folk with no Kings

Wild Onset can be wielded by you with one hand, allowing you to use
’…the wild hillmen and herd-folk of Dunland … he loosed a shield as well. You cannot use a Great Shield, however.
upon us. We were overmastered. The shield wall was broken.’
Heart-seeker (Spear)
You have started to favour the bloody ways of the warlike These spears are said to have been the prized possession
clans of the highlands, who like to rush their enemies of the first chieftains of the hillfolk, when terrible
headlong, without much concern for their own defence. foes from beyond the Sea hunted the ancestors of the
You can use your bonus action to impose Disadvantage Dunlendings. Their staves are carven with ancient runes
on your attack rolls until the end of your turn. If you of vengeance, and their broad heads are still encrusted
succeed on an attack roll during this time, add twice your with the heart’s blood of slain great warriors. When
Proficiency Bonus to your damage rolls. you attack a living Man with a Heart-seeker, a natural 1
counts as a critical hit instead of a failure.
Cultural Heirlooms
Great Forest Axe (Great Axe) Spiral Armour (Leather Jerkin or Leather Corslet)
The secret to make these great axes is so ancient that it Engraved with the most sacred of all the ancient
has been lost forever. Some among your elders say that symbols of the Dunlendings, this armour is said to give
the wood used to make them came from a forest that once the greatest protection only to those worthy of it. You
covered all your land, from the Misty Mountains to the add both your Dexterity modifier and your Wisdom
distant sea. A Great Forest Axe is so well-balanced that it modifier (to a maximum of +2) to your Armour Class.

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Rohan Region Guide

History ofOFIsengard
-ISENGARD- ISENGARD HISTORY ISENGARD

The building of Isengard began around the time of the


A strong and wonderful place was Isengard, and long it Last Alliance of Men and Elves in the closing years of
had been beautiful; and there great lords had dwelt, the the Second Age. It is believed that the Dúnedain raised
wardens of Gondor upon the West, and wise men that Orthanc to serve as a watchtower upon the northwestern
watched the stars. border of Gondor and the Royal Road that passed across
it, but many legends tell of how Isildur hid there many
Should a wanderer turn north upon the Fords of Isen and treasures brought out of Númenor, chief among them
make their way across the rolling hills and scattered trees being one of the seven palantíri, the Seeing-stone which
that dot the Gap of Rohan, they will soon find themselves would later be called the Orthanc-stone.
set before one of the great wonders of the Elder Days.
It is here that the Misty Mountains finally reach their The Days of the Wardens
end in a great circle of snow-capped spires. Set between As centuries passed without open war, the Men of the
these peaks is the great valley currently known as Nan West turned to their own concerns in the north and
Curunír, the valley of Saruman, where the fortress of the east. The plains beyond the White Mountains were
Isengard stands. paid increasingly less attention, as was the fortress that
guarded them. Peace was maintained for many long years
as the Men of Gondor stood watch over the Gap of Isen
through the vigilance of those who dwelt in the Hornburg
The Crag E to the south and in Isengard to the north.

But as seasons passed into years, and years into centuries,


the eyes of the Men of the West turned eastward and
northward, and the concerns of Calenardhon and Eriador
Isengard
E beyond came less and less to their mind. More foreign folk
crossed the Isen from the west, to settle in the wide plains
Dol Baran
east of the river. Indeed, at some time after the plague, in
E
Nan the year 1636 of the Third Age, the gates of Orthanc were
Curunir sealed and the keys kept safe in Minas Tirith, the officials
c
dwelling in the Ring of Isengard reduced to little more than
Gap of Rohan ofFords Westfold an honour guard.
Isen
c
E a
Grimslade
The Coming of the Eorlingas
More centuries rolled on, and even the Númenórean
kings disappeared under the weight of time, leaving
a divided realm in the North and a kingdom ruled by
stewards in the South. By the time the Sons of Eorl
Isengard, once called Angrenost by its builders, is came from the North to dwell in Calenardhon, the
ringed by a great barrier with only a single gate to serve Ring of Isengard had become the personal demesne
as an entrance into the domain of Saruman the White. of local chieftains, passing their title from generation to
Rising from the perfect centre of this ring is a structure generation.
of legendary craftsmanship that rises hundreds of feet
into the air: the Tower of Orthanc. No keep nor castle The Rohirrim dealt little with the folk of Isengard, as
built in the Third Age can rival its glory, for Isengard it was too near to the dreaded Forest of Fangorn, and
was crafted by the exiles of Númenor thousands of wild rumours said that the lords of the Tower practised
years ago. sorcery.

104
Isengard

It was not until much later that treachery was revealed. only a powerful ally like a Wizard would prevent Orthanc
Déor, Lord of the Mark, discovered that the chieftains and its valley from falling into enemy hands once again.
who had once dwelt in Isengard had been betrayed or So then did Saruman receive the key of Orthanc, and
slaughtered by Wild Men and that now their number was permission to dwell within it as its warden.
very great, as they had built villages east and west of the
circle of Isengard. The fortress itself was in their hands, Recent Years
and while the king overcame the wild Hillmen in battle, For over a century following his arrival at Isengard, the
there was nothing he could do to free it of their presence. White Wizard maintained good relations with Gondor,
Isengard remained under the control of the hillmen until frequently visiting Minas Tirith to consult ancient
the Long Winter of 2758, when they were finally driven records. With time the Wizard’s visits slowed, then
out by starvation and defeated by Fréaláf King. ceased. In the year 2953, Saruman seized Isengard as
his own, no longer beholden to the Steward. In the early
The Days of the Wizard days of Thengel King’s reign, secret works of renovation
In the spring of the year 2759, Saruman the White offered and fortification began.
his help to Gondor and Rohan. He proposed to enter
Isengard with leave from both Fréaláf King and Beren the The Tale of Years – Isengard
Steward and repair it, to restore its place as an outpost In The Lord of the Rings, when Gandalf the Grey comes
and watchtower. Both lords readily agreed, knowing that to visit Saruman in the year 3018, he finds Isengard

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Rohan Region Guide

The Doom of Curunír


The Tale of Years offered below delineates the facts as they will develop if the fate of Saruman follows the
established canon: the power of Isengard will rise to challenge even the Dark Tower, to then fall before the
unpredictable twists of fate and the deeds of a company of heroes.

But does it have to be so? Which are the turning points that dictate the doom of such a wise individual like
Saruman the Wise? Can the White Wizard make different choices and be saved? When is it too late to turn
back?

These are questions that may find different answers in different games of Adventures in Middle-earth. As
always, every Loremaster must keep in mind that their players are the heroes of the story and that it might
be within their power to affect those events that in The Lord of the Rings determine the fall of Saruman.
Of course, they will need to become aware the White Wizard is turning to shadow in the first place, and
they might utterly fail in accomplishing anything and die in the attempt, or fall themselves into darkness
as loyal servants of the White Hand.

While saving the White Wizard from himself is a legendary task that is worthy of a chronicle lasting many
years, all it takes is the willingness to deviate drastically from canon, accepting all the consequences that
will inevitably accumulate year after year.

transformed into a place of torment, an imitation of the the weaknesses and strengths of the new Lord of
Dark Tower of Sauron. When did Saruman start to twist the Mark.
the wonder that was Isengard to his corrupted purposes?
● Year 2990. Saruman starts manipulating bands
The following chronology highlights some of the of great Uruks into harassing the Westemnet
meaningful dates in the darkening of Isengard. of Rohan. In the following decades, he secretly
employs and supports more and more Orcs.
● Year 2953. Thengel crowned King of the Mark.
Saruman becomes the sole Lord of Isengard. ● Years 2990-3000. The White Wizard first considers,
He mans the gates with guards and stops then initiates experimenting, with the ‘special
welcoming strangers. Works of fortification and breeding’ of Orcs in the deepest pits under Isengard.
renovation mainly concerning the ring-wall are
commenced. ● Year 3000. Saruman dares to gaze upon Barad-dûr
using the palantír of Orthanc. The Eye of Sauron
● Year 2960. A plan of extensive excavations under traps him and holds him. The corruption of
the inner courtyard starts. Saruman says he has Isengard accelerates, Saruman starts planning the
found iron deposits under Orthanc. ruin of Rohan and sends more Orcs and labourers
to Fangorn to cut trees and feed his furnaces.
● Year 2965. By this time the secret forges of THE WIZARD’S DOMAIN
Isengard are in full activity. The Wizard’s Domain
Nan Curunír is a deep cleft opening by the feet of the Misty
● Year 2980. Théoden succeeds Thengel as King of Mountains. Its long arms stretch to the south, and the
Rohan. Saruman sends gifts and spies to assess land slopes downward from the Ring of Isengard towards

106
Isengard

the Gap of Rohan. It is a fair and green valley, with rolling The watercourse is cold and swift, and its riverbed is
hills and light forests offering a stark contrast to the black cut deep into the soil of the Wizard’s Vale. Animals are
walls of the mountain range. plentiful here, for none hunt along the river so far north.
The Rohirrim that guard the Fords of the Isen hold many
The river Isen flows through the valley in its deep-cloven superstitions regarding the forbidding walls of Isengard,
bed, made fast by the many streams that flow down from and they pass north along the river only under strict
the foothills of the mountains. Along the Isen runs a paved orders from the king or one of the Marshals of the Mark.
road that follows the watercourse from where the great
West Road crosses it at the Fords of Isen, up to the circle Other denizens of the vale profit from the reluctance of
of Isengard. the king’s men to extend their watch so far north. Small
tribes of Hillmen related to the Dunlendings dwell in this
The Wizard’s Vale is vibrant with life, year round. Even sheltered land, never settling permanently in one place,
when the cold winds of winter blow down from the Last but travelling up and down the banks of the river, hunting
Peak of the Misty Mountains, the plants and animals and fishing. They claim to be the descendants of those folk
of the vale thrive. Huge stags and graceful fawns run that ruled last over the Wizard’s Vale, before the Horse-
beneath the trees, and large flocks of ravens and thrushes lords chased them away two hundred years ago. Saruman
roost within their branches. Despite the abundant wildlife, does not know if the claim is a valid one, but he did not
the Wizard’s Vale remains peaceful. oppose them when they started to return decades ago.

Herders and hunters from the Mark say that these woods The Hillmen of the upper Isen are a fierce folk, like their
are kept verdant by the enchantments of the White Wizard, western brethren, but they are few in number. So far
who tended its trees ever since his coming. Indeed, though they have been careful not to stir the wrath of the Second
the forests of Nan Curunír are small compared to nearby Marshal of the Mark, never openly pushing as far south
Fangorn, or especially Mirkwood to the north, they are as the Fords of Isen, but on several occasions they harried
still regarded as blessed by those who cherish the earth. travellers that they spied after dark on the road to
Isengard. To ensure the safety of those who come to seek
Combat Scenery: birdsong (until 2990), fallen trees, his counsel, Saruman the Wise has recently resolved to
paths, river shallows, roar of water, thickets of trees, take the matter upon himself, and no more attacks have
varied slopes occurred for a while now.

Dol Baran Yet, some in the Mark now say that those who take rest
A few miles before the circle of Isengard, a round hill rises near the Wizard’s Vale at the close of day risk vanishing
to the west of the road. No trees grow upon it; instead, it is in the night, leaving no trace. The Wizard of Orthanc has
covered with heather and encircled by thick thornbushes, dismissed these rumours as idle concerns from a people
tall as trees. Its name was of old Dol Baran, the ‘brown who would find any reason to make war, and bids the
hill’, or the ‘shaven hill’, no one today remembers exactly. Men of the Mark to hold to the virtues of patience and
peace instead. Though none dare question the wisdom of
In late summer the hill becomes crowned with many Saruman, some fear he has been deceived by the Hillmen
flowers, which paint its top in pale purple or white. for his kindness.
Local herders who bring their flocks to graze in the
nearby dales say that, when the heather flowers in The Mountains of the Vale
white on Dol Baran, then it means that the Wizard of The strongest fortification of Isengard is not its ring-wall,
Orthanc is pleased. nor the Tower of Orthanc itself, but the black walls of the
southern spurs of the Misty Mountains that mark the
The Men of the Isen borders of the realm of the White Wizard on all but its
Travellers wishing to reach Isengard need only follow the south side. The crowning jewel of the encircling range
paved road that runs along the Isen as it turns north. lies beyond the northern end of Nan Curunír: it is tall

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Rohan Region Guide

Methedras, the last mountain, whose green roots dig deep The Ring-wall of Isengard
into Fangorn to the east, and whose white head can be Where the road leading to the circle of Isengard leaves
seen from miles away in all directions. the river Isen to turn to the northwest, it becomes a
wide paved street. Here many workers have toiled for
Many small dales open at the feet of the mountains, Saruman, cutting and squaring great flat stones quarried
and hundreds of fissures and caves open on their sides, from the mountains, and laying them with skill. The road
where beasts are said to make their hidden homes. progresses on its westerly course until it reaches a great
Most dwell in harmony among the ancient trees of Nan circle of stone standing against the face of the mountain
Curunír; bears slumber in their caverns in winter and beyond: the ring-wall of Isengard.
birds nest in the nooks and crannies of stone. Indeed,
the long shadows and cool waters make this a place of More akin to a vast, natural cliffside than to the work of
peace for all such creatures who find their way here, as Men, the ring-wall is a full mile wide. It runs out of the
the Wild Wolves of the Hithaeglir do not venture into mountain-side and returns to it, encircling the Tower of
the valley. Orthanc as a first formidable line of defence. No force or
cunning device available to the Free Peoples of Middle-
In recent years, the riders of Éogar, the Second Marshal of earth today could open a breach in the black rock of
the Mark, have started to suspect that Wargs are hiding the ring-wall, nor conceive the mighty works that were
among the wolf packs of the mountains surrounding necessary to raise it, if the circle of stone was indeed ever
Isengard, as they have found strange tracks along the raised by Men. It is nearly one hundred feet high and
eastern banks of the Isen. Saruman has sent word that the equally thick, and only one gate interrupts its perimeter,
farmers and herders of Westemnet have nothing to fear, a great archway opening where the circle faces south.
for he has personally undertaken to keep watch along the
mountains’ edge. Still, many in the Gap of Rohan hear The arch leads to a long tunnel, dug into the black rock
howls in the small watches before sunrise that don’t arise of the wall and closed at either end with tall, iron doors.
from wolves. Newly wrought, both outer and inner gates are set on their

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Isengard

great hinges with such precision that when unbarred they on horseback may ride four abreast. Iron sconces line
can be opened by a single man effortlessly and silently, the wall, but the torches within them seem to offer only
letting Saruman come and go at his will. flickering shadows instead of illumination.

The outer gates are flanked by two towers that can only be A wide door is set into the western wall half-way into the
accessed from within the ring-wall. Several low windows passage, at the top of a stair. It leads to the main guard
and arrow-slits betray the presence of the keepers of the gates room serving the entrance, where the gatekeepers in the
manning the guardrooms inside the towers, people chosen service of the White Wizard store arms and armour,
among the most faithful servants of the White Wizard. prepare their meals, and take rest. A large table ringed
with stools is set next to a great hearth built into the wall
The entrance tunnel runs the full width of the ring-wall of the guard house. Several windows open to the interior
and rises half as high. So wide is the passage that folk of the entrance tunnel.

Entering Isengard
‘Late one evening I came to the gate, like a great arch in the wall of rock; and it was strongly guarded.
But the keepers of the gate were on the watch for me and told me that Saruman awaited me.’

Saruman has never been particularly fond of visitors in the two centuries of his residence in Isengard, and
his need for secrecy becomes of paramount importance as his descent into darkness progresses.

After the meeting in Rivendell of the White Council in the year 2953, Saruman stops welcoming unexpected
guests altogether. Any stranger who comes knocking at his door will be turned away by his guards at the
gates of the ring-wall. If Saruman wishes to confer with anyone he has never met before, he will send a
messenger to summon them.

● Companions who have never met Saruman and who wish to enter Isengard for the first time must
be accompanied by someone who has access to it — either a fellow Wizard or another patron of
note — or be escorted by one of Saruman’s emissaries. Otherwise, they will be refused admittance.

● Adventurers who have already met Saruman will have had to take him as a patron (see page 129).
Their names are known to the keepers of the gate and thus they are allowed to enter the inner courtyard.

● Heroes who have been allowed to take the Receive Title (Emissary of Saruman) Fellowship phase
undertaking are immediately led to the presence of the Wizard, in the Tower of Orthanc.

As the years pass, Saruman grows ever more secluded. His plots become too intricate to be made public, and
his secrets too dark. In a game following the canonical tale of years, after the year 2990 access to the
circle of Isengard is prohibited to most (see also the White Lies and Black Treachery on pages page 113).

● Companions who have the White Wizard as a patron are only allowed to enter at
night (when the changes he is making to the fortress can be disguised more easily).

Heroes who are emissaries of Saruman can enter by day, but are briskly led to Orthanc. If they notice
anything amiss, they will be given explanations containing a level of truth proportionate to their loyalty to
Saruman. See also the Things to do While in Isengard on page 128 for more details.

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A winding stone staircase leads from the guard room up to Saruman enforces a rigid hierarchy among his folk, and
a great walk that runs the length of the ring-wall, offering he encourages a spirit of competitiveness by giving gifts
a magnificent vista of the circle plain beyond, dominated and luxuries to those he favours, and punishing those who
by the Tower of Orthanc rising in its middle. Hundreds of disappoint him. In general, his servants are exceedingly
windows and doors are set along the inner side of the ring proud of being in service to the wisest of the Wise and they
wall, as its inside is dug with countless chambers, halls, are utterly and completely devoted to him. They would do
and passages. The majority of these dwelling-places are anything for the Wizard of Orthanc. Anything.
still deserted, for the fortress was built to accommodate
occupants in the thousands, and while the White Wizard While Saruman is an exacting master, up to the year 2990
is letting in more and more people into Isengard every year his requests have never been much different from those
as his servants and aides, they only count in the hundreds of any other mighty lord. But as his descent into darkness
of individuals. accelerates, the moment when he will ask his faithful
servants to do something unspeakable draws near.
The Folk of Isengard
In addition to those he is letting in for the accomplishment Tunnels and Passages
of his great works, Saruman has many Men that are A maze of intertwined passageways dug in the black rock
permanently in his service and that are entrusted with of the ring-wall connects every hollow of its perimeter in
guarding the gates, tending his gardens, hunting and an intricate network, but many large and heavy doors of
fishing and cooking for him, and generally accomplishing wood or stone can be locked or barred to limit the access
all the domestic tasks that a large household like to certain locations. The keys of those doors are entrusted
Isengard requires. The Wizard took residence in Orthanc to the doorwardens, personal servants chosen exclusively
two hundred years ago, and there are families among from among those families who have been part of
his servants that have been in Isengard for so many Saruman’s household since his arrival in Isengard.
generations that to them it feels like they have always been
with him. The doorwardens bear iron rings with dozens of keys of
varying sizes, many of which appear to be identical. Each
The blood of the folk of Isengard is akin to that of the doorwarden knows exactly which locks their varying keys
denizens of Dunland and to that of the ancient wardens of fit, but a thief would be hard pressed to tell them apart.
Isengard, but they have no traditions or tales hearkening The most trusted among them are charged also with
back to that distant origin, save for their speech, an older important accounting tasks, and keep ledgers registering
variation of the ancient language of the Dunlendings, all goods and resources that enter or leave the domain of
whose use Saruman preserved to keep his communications the Wizard.
with them as safe from curious ears as possible.
Servants found guilty of theft or failing to satisfy the
The folk of Isengard are composed of only a handful of requirements of their appointed tasks are quickly
families of closely related individuals, never counting dismissed from service and ushered out of Isengard,
more than two or three dozen. Saruman himself must never to return. Saruman ill suffers any form of
approve all marriages and new births, and he does not betrayal, no matter how petty, for he believes that, in
look favourably upon the addition of new elements from even the smallest actions, one’s true intentions may be
other communities. No one has ever defied his rules, for discerned.
every member of the folk of Isengard knows that, as long
as they obey their master, they will enjoy his protection. Granaries, Stables, and Dormitories
Rarely has an infant or mother died in childbirth in Numerous chambers of the ring-wall have been put to use
Isengard, and no servant of Saruman has ever died of as warehouses, granaries, and stables. Others have been
any sickness. renovated and turned into workshops or dormitories for
the many artisans Saruman is currently employing for his
Theirs is truly a blessed life. ongoing works of restoration. Whether they are labourers,

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Isengard

smiths, stable-hands, cooks, or guards, they all reside way to Isengard, as open gifts to the wisest of counsellors,
within the ring-wall. Saruman does not believe in luxuries or as the result of secret dealings. Whether they be bolts
for his servants; all are given simple accommodations, of precious cloth, pale gems, stocks of rare timbers and
including a straw bed on a wood frame and a place within stone, or the choicest cheeses or wines, all is kept in the
the dormitories. great storehouses of the ring-wall.

Private Rooms Many servants attend to these places, regularly seeing


Visitors and guests of the White Wizard who are not given to their organisation and disposing of anything that
access to the Tower of Orthanc may be given a room to might have become spoiled with time or worn with
sleep in inside the ring-wall. Simple but comfortable, usage. Saruman takes great pride in showing his great
these rooms are locked at night by the doorwardens treasure of goods to visitors, and guests worthy of it are
of Isengard, and reopened at the break of dawn. All the treated to the most exotic dainties in his larders, like a
private chambers are set into the southwestern section of taste of his best wines from Dorwinion or the honey-
the ring-wall, close to its gates. cakes of the Beornings.

Armouries Treasuries
Among the restricted areas are the armouries of Though it is said that Saruman keeps his greatest
Isengard. It is here that Saruman keeps the war gear treasure behind the impenetrable walls of Orthanc,
that he found stockpiled in the fortress when he first some chambers of the ring-wall are protected by great
entered it. A great store of steel swords and hauberks, stone doors that are kept always closed and can be
bows and arrows, horse-barding, helms, and shields only opened using keys carried by the most trusted
has lain undisturbed for centuries, as the Hillmen that doorwardens of Isengard.
supplanted the wardens of Isengard never penetrated
many of its most secret recesses. Behind these doors Saruman keeps a treasure in gold and
gems, a vast wealth that the Wizard has accumulated in
In recent years, Saruman has started to employ this over two centuries of cunning dealings with Gondor and
wealth of weaponry, entrusting favoured servants with Rohan. Though he has no interest whatsoever in the idle
a selection of choice pieces of equipment. The White accumulation of wealth, Saruman acknowledges the
Wizard has long studied the techniques that the Men powerful effect that gold has on the mind of most Men
of the West used in the forging of such good blades and and he is considering enlarging his hoard by hiring
armour, and his blacksmiths have begun to secretly adventurers to recover the many other precious things,
replicate their manufacture in the forges and furnaces ancient and beautiful, that lie buried under the many
beneath the inner circle of Isengard. The armouries of mounds and tombs that cover the land.
Saruman are kept under lock and key, and constantly
guarded. No visitors are normally allowed to enter them, Outside (and inside) of Isengard the rumours concerning
and even their existence is kept as secret as possible. the treasures of the Wizard abound. Stories tell of hoards
When war comes to Isengard, the White Wizard will not of gold to make a Dragon writhe with envy, others
be caught unprepared. speak of piles of gems so beautiful that Dwarves and
Elves could start a war for their possession. Whatever
Storehouses the nature of the riches of Saruman, the treasuries
A large number of the chambers set within the ring-wall are the most secure chambers outside of the Tower
are dedicated to storage. All manner of things are housed of Orthanc itself. It is said that strong incantations
there, the testimony of decades of trading across Eriador, of protection are laid upon their doors, and that any
Wilderland, Rohan, and Gondor. Saruman sends many who would dare break their magical wards fall under a
messengers abroad all year round, and he has personally terrible enchantment of the mind. None in Isengard or
paid visits to the courts of many kings and chieftains. The elsewhere know if such rumours are true, and no one is
result is a constant flow of goods that slowly make their eager to find out for themselves.

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Rohan Region Guide

lined by tall trees, placed to provide exactly the right


Burglars in Isengard amount of shade.

No adventurer worth their status would dare to steal


But the great works of the White Wizard have only just
from Saruman, the wisest of the Wise, but it is possible begun. In the year 2953, he began to consider the defence of
that in time the companions will find reasons to doubt his fortress in earnest. Labourers were set to diverting many
the reputation of the Wizard and become interested of the small watercourses that entered the circle of Isengard
in having a look in his treasure chambers, given the from the mountain-side. By cunning devices, Saruman
chance. channelled their waters underground, harnessing their
power to feed hidden wheels, which drive mechanisms
To enter the treasuries of Isengard is impossible under of his own devising. As a result, the lake of Isengard has
most circumstances, but Saruman might be interested shrunk considerably and some of the orchards on the
in letting burglars think they have succeeded. Perhaps northwestern side of the circle have withered.
a different Wizard with a fondness for burglars may
wish to acquire something from the White Wizard’s Moreover, Saruman ordered the widening of the avenue
vaults without his knowledge… connecting the stair of Orthanc to the great gate of the
ring-wall, felling many ancient trees and quarrying large
In game terms, the treasuries count as a hoard rated at slabs of dark stone from the mountains to pave it.
500** (see page 91 of Rivendell Region Guide). Any
magical treasure found therein is likely to be no more The Underground Forges
valuable than a Precious Object or Wondrous Artefact, The greatest effort of the White Wizard in changing
unless the discovery of a magical weapon or armour is Isengard is still ongoing, and it is not visible. The majority
indeed what the White Wizard intended all along.
of Saruman’s labourers are toiling under the earth, as they
are busy delving shafts in the rocky soil beneath the plain
Most locks will be DC 20 or higher and there is
of Isengard, passages that lead to a complex of natural
every chance of fiendish traps that await the unwary:
caverns that the Wizard located far below.
poisoned needles inside lock mechanisms, doors that
can only be opened from one side, those that trigger a
The majority of these shafts surface where the withered
mechanism that causes ceilings to lower or readies a
orchards stood, behind the tower, so that a visitor coming to
trap-door that will open once a thief steps onto it, and
more.
Orthanc would not immediately notice that anything is amiss
in its beautiful gardens. Moreover, should anyone become
aware of the undergoing excavations, Saruman will be quick
The Inner Courtyard to explain that he has found valuable deposits of iron under
The great courtyard set within the ring-wall of Isengard is the circle of Isengard, a treasure that he will be ready to share
a circle plain a mile wide, slightly concave, like a shallow with his friends and allies as soon as he is able to exploit it.
basin. At its centre rises the Tower of Orthanc, like the hub of
a great wheel. Eight avenues spring from the foot of the tower The truth is that Saruman really has found iron deposits,
to reach the rim of the circle. Green grass grows between but many of his servants have already been sent to mine
the paths, among groves of trees and fruitful orchards. To the iron ore and put it to good use.
the north of Orthanc is a placid lake, fed by many streams
flowing down from the mountains to the northwest. Countless workers already toil under Isengard. By the
year 2965 an ever-growing network of passages will exist
When Saruman entered Isengard two centuries ago, the beneath the circle plain, frantic with activity. Where now
Tower of Orthanc rose from a nearly impenetrable sea there are separate workshops, there will be passages of
of trees and wild plants. It took many years to bend the seemingly endless depths connecting the marshalling
untamed wood to his well-ordered mind. Now, the inner rooms and secret forges where Saruman’s blacksmiths
circle of Isengard is a bountiful garden, with avenues already work at expanding the armouries of Isengard.

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Isengard

White Lies Black Treachery

Depending on when the companions set their eyes on Around the year 2990, the Lord of Isengard
Isengard, they might notice smoke hanging over the manipulates a number of war-bands of great Uruks
Tower of Orthanc like ominous clouds. If they return into attacking and raiding Rohan from the Misty
to the fortress on a regular basis, they will certainly Mountains. Recognising their usefulness in his ever-
realise that the gardens of Saruman are slowly but darkening designs, in the following years Saruman
steadily diminishing in size, as more and more trees invites more Orcs to dwell in secret dens among the
are felled to be burned in the furnaces. cliffs of tall Methedras. By the year 3000, the
White Wizard is actively training and equipping
Should they inquire about any of it, Saruman will Orcs with weapons and armour manufactured in the
quickly and easily dismiss their concerns, attributing furnaces of Isengard.
the smoke clouds to the effect of hidden vents working
under Orthanc and created by its ancient engineers, But Saruman’s treachery turns to a true black evil
or justifying the felling of the trees to the necessity when he endeavours to breed a new kind of warrior, in
of building houses for the growing community an attempt to improve over the wicked efforts of the
of Hillmen the Wizard is mercifully receiving in Dark Lord himself. Unfortunately, he succeeds: Man-
his domain. No matter how grievous his failings high and straight backed, but with the cruel savagery
might appear to the companions at first, Saruman and countenance of Goblins, Saruman’s Half-orcs and
will always be able to turn their impressions or Goblin-men are larger than most Orcs, stronger and
accusations on their head. faster, and utterly loyal to the Wizard of Orthanc.

After the year 2990, Saruman cannot let anyone The dark pits where these abominations are bred lie
who is not a sworn servant of the White Hand see far down below Orthanc, even deeper than the forges
what lies beneath the ground in Isengard. If he cannot of Isengard, and Saruman keeps their location a
keep his secrets safe using peaceful means, he will not secret. As it is not known exactly when Saruman
hesitate to resort to more questionable solutions. begins mustering his army, individual Loremasters
may introduce the strange allies and creations of the
Wizard when they see fit.
The Gaol
Saruman has set his will to understanding the mind and However, if they wish to hold closely to canon, it
methods of the Enemy above all things. He believes that must be considered that the existence of an army of
it is only through understanding its very devices that Isengard was not known by anyone until the War
of the Ring. It is very likely though that smaller
victory can be achieved. To this end, those who serve the
groups of Orcs or other creatures were employed
White Wizard are commanded not to slay the agents of
by Saruman before that time: Bill Ferny’s squint-
the Enemy, but to take them into custody and bring these
eyed companion from The Lord of the Rings was
minions before him.
probably a Goblin-man that was not particularly
evil-looking. (See page 134 for more about the
To this end, Saruman has built a gaol under the inner
various cruel creations of Saruman).
courtyard where his prisoners must be brought and
chained. This is a wide, arched subterranean chamber,
dug above a series of hundreds of small vaults accessible
only through slight openings on their ceiling, and shut Saruman is known to spend long hours walking in the wide
using heavy lids of hammered iron and sturdy locks. chamber above the cells, speaking to his prisoners and
Each cell may contain only one prisoner, who is kept in patiently listening to their pleas, threats, and curses. The
the dark at all times. White Wizard has learned many things about the Enemy

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Rohan Region Guide

this way, and his voice has turned many minions of the to blade, stone, fire, or piercing blow: no weapon that
Dark Lord into potential servitors of the Tower of Orthanc, was ever set against it has left the slightest mark on the
should Saruman resolve to employ such dangerous tools. Orthanc-rock.

The Tower of Orthanc Those who come to stand before Orthanc are overcome
Rising from the centre of the circle of Isengard is the by awe and dread, marvelling at its ageless majesty.
formidable Tower of Orthanc. More than five hundred feet Indeed, the name Orthanc has a dual meaning. In the
in height, it is only matched in splendour by the city of Minas Sindarin tongue of the Elves it means ‘Mount Fang’,
Tirith far to the south. Its gleaming walls do not seem built while in the language of the Riddermark it is taken to
by Men, but appear as if four pillars of black stone cut with mean ‘Cunning Mind’.
many facets were joined into a single glimmering spear of
rock. At its top, a stone spike rises from each of the pillars, The Stair of Saruman
like the prongs of a four-horned crown. A broad stair with 27 steps is cut into the black stone of
the eastern side of the tower, leading to the only visible
What ancient craft or wizardry its builders employed in entrance into Orthanc. Though wide enough to let in
the shaping of Orthanc is now lost to the ages, but by their several doughty warriors side-by-side, the great door has
labours the smooth walls of the tower are invulnerable never admitted so many. Its plain surface does not bear

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Isengard

any marking or sigil and offers no handle or knocker, and White Council to have their meetings, but later resolved
if barred cannot be opened save by he who bears the Key of not to have the Wise feel entitled to enter Orthanc too
Orthanc: Saruman the Wise. Under most circumstances, freely. Still, cups of gold and cutlery of silver set upon a
the door of Orthanc is left open during the day, to allow single long running cloth of gleaming ivory are always
for the coming and going of Saruman’s personal servants. ready upon the table, but are never used.
This notwithstanding, no one has ever dared to cross its
threshold without leave from the Master of Isengard. Kitchens and Lower Chambers
Set about the walls of the grand hall are a number of
The Lower Balcony smaller wooden doors that lead to the lesser chambers
There are many deep-set windows along all the faces of of the lower floors of Orthanc. Here lie several kitchens
the tower, at regular intervals. The first window above the with deep hearths and cool, well-provisioned pantries.
door opens upon a balcony with an iron railing. Saruman Other passages lead to empty and deserted parlours
appears at the balcony when he addresses those who and studies, where those who once dwelt within Orthanc
come to Isengard seeking an audience, but who are not found peace and comfort.
permitted entry to the tower.
A small number of rooms are still used by some among
Like the door below it, the lower balcony itself is set the highest-ranking servants of Saruman, especially those
between two of the four rising stone spires of the tower, messengers and emissaries who only stay in Isengard for
and can often pass unnoticed to unwary eyes, until the a few months of the year, to then leave on errands for their
White Wizard lets his voice ring down upon all who master, but most lie undisturbed and gathering dust.
come before his doors. The balcony is accessed from the
scriptorium. Right under the grand hall is a circular chamber with a
low domed ceiling, not higher than ten feet at its highest
The Grand Hall point. An octagonal hole gapes in its centre, the opening
Few outside his fellow Wizards have received both a of a shaft sinking deep underground. The vault itself lies
summons from Saruman the White and are granted leave several feet beneath the base of the tower, and there are
to enter his tower. Those who cross the threshold feel the no windows to break the impenetrable darkness that
weight of the honour they have been given when their eyes reigns here. A low hum can be felt rising from the ground
adjust to the gloom and they see the majesty of the grand of the chamber, and a vague heat rises from the seemingly
hall of Orthanc. bottomless octagonal opening on the floor.

This is a vast octagonal chamber almost one hundred feet The purpose of this underground chamber is lost to the
wide, filled with dense, spiralling columns. Its vaulted ages, and Saruman himself cannot guess it. Nonetheless,
ceiling is so tall it can only be glimpsed by the keen- the Wizard can clearly perceive a latent power, an energy
eyed. The polished columns and floor reflect the light he intends to tap for future endeavours, especially those
filtering from the outside like mirrors of black glass, and concerning his studies on Ring-making. To this aim,
multiply the blaze of the torches that hang from great iron Saruman is preparing an expedition to the libraries of
sconces. Hundreds of lines cut into the stone floor weave a Minas Tirith, where many records of the ancient days are
geometrical fret across the hall, then wind around the base kept in scrolls and books. Whether he will go there himself
of the pillars to spiral upwards toward the darkened ceiling. or entrust this delicate matter on some trusted emissary is
something he has yet to decide.
At the centre of the chamber is a wooden table that runs
nearly half the length of the room. Almost as dark as the The Hidden Forge
rock floor of the hall, it stands on three massive legs and In the Elvish tongue, Saruman is known as Curunír,
is ringed by many chairs made of the same dark wood which means ‘Man of Skill’. This is a name not given in
and set with white cushions. It is around this table that idle kindness, for, in addition to his wisdom, Saruman
Saruman initially intended to invite the members of the possesses a great cunning in all the applications of smith-

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Rohan Region Guide

craft. Recognising the gift of the craftsman to be one of the the topmost ledges can be reached only by making use of
blessings of the Free Peoples, Saruman spent many long ladders that are set about the room.
years studying the art of metalworking among Men, Elves,
and Dwarves, until he mastered all their techniques. A writing desk lies close to the tall window opening on the
lower balcony. Above it hang many lanterns and candles,
Now the White Wizard does not practice his art as a smith a testimony to the nocturnal writing habits of Saruman
openly, but exclusively within the walls of a hidden forge, the Wise. Pots of ink, newly cut pens, and a supply of
located somewhere among the foundations of Orthanc or stretched parchment lie close at hand.
in some high and hidden place. For no one in Isengard
knows its whereabouts, though in the small watches of the At the centre of the chamber is a great chair of carved
night a distant sound of hammer upon anvil can be heard wood, almost a throne. It is placed atop a low platform, so
from the inner courtyard. that its high back rises even higher above anyone standing
in front of it. Saruman sits here when he is listening to the
The Rising Stair daily reports of his chief servants, patiently giving detailed
Opening on the northern wall of the grand hall is a tall instructions to each and every one of them.
and narrow iron gate. Here Saruman often issues orders
to servants who stand before it, as by some art he can In a darkened corner, above an iron lectern, lies a
make his voice issue from any gate in Orthanc or within prodigiously large tome, bound in dark leathers. It is so
the circle of Isengard as if he was standing behind it. large that a single person could not lift it alone and it
is nearly a foot thick. Its vellum pages are yellowed and
No one but the closest servants of the White Wizard may cracked and filled mainly with Saruman’s spidery script.
open this iron door, and any visitor allowed to pass it must While ominous in appearance, the tome is only a record
always be accompanied by a doorwarden or a guard. and index of the day-to-day activities necessary for the
Behind it rises a steep stair, spiralling upward towards the upkeep of Isengard, compiled using many abbreviations
high chambers of Orthanc. and acronyms known only to the White Wizard.

Light fills it through many small windows, multiplied by Old and wizened Bocaern is the trusted keeper of
the polished stone surfaces. Access to the topmost floors Saruman’s scriptorium, attending to the Wizard’s needs
of Orthanc is achieved by many iron gates opening at when Saruman is present (see page 129).
regular intervals along the rising stair as it ascends.
The High Servants’ Quarters
The doors that lead to the lowest of these chambers Those agents that Saruman sends to faraway lands on
can be opened by any who would offer a gentle push, official errands are among his most trusted servants, folk
but the higher one climbs the more often they find that of superior talents and bearing. They are mostly picked
chambers have been sealed away, only to be opened by personally by the White Wizard from the oldest families of
the Key of Orthanc. the folk of Isengard or among the most promising youths
of the clans of Dunland, and are trained in the fine arts of
The Scriptorium courtesy and diplomacy.
Just above the grand hall is the scriptorium, Saruman’s
lesser study. The White Wizard comes here to confer Saruman inspects many potential candidates every year,
with his emissaries and aides, and to meditate on but ends up discarding most of them when they prove not
issues concerning the stewardship of his domain. Tall to be up to the tasks he has in mind for them. The rare
bookshelves stand against the walls, the work of the best few who do not fail him become the eyes and tongue of
artisans in Edoras. A hoard of scrolls of parchment and the Lord of Isengard beyond his boundaries, and are sent
bound books of lore lie upon them, mostly dealing with away for most of a year to serve openly as messengers
matters of geography and the politics of Calenardhon. and envoys, or secretly as spies (the character of Uathach
Indeed, the bookshelves are so tall that the scrolls kept on of Tharbad from the adventure The Company of the

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Isengard

Wain contained in the supplement Eriador Adventures lore holds lost accounts of the Elder Days, records taken
and Drustan the messenger of Isengard featured in the from lairs and fortresses where servants of the Enemy
Mirkwood Campaign are two examples of how Saruman once dwelt, books containing rituals for worshipping the
employs his best agents around Eriador and Wilderland). dark powers, and even more terrible things, but even the
very wise can only guess at what his library may hold, for
When his agents are not abroad, they are allowed to stay Saruman speaks of what is stored here to no one. What
in Orthanc, in the high servants’ quarters. These are lavish is known to the Wise is that the White Wizard is a master
accommodations when compared to the dormitories of Ring-lore, the eminent scholar of the age on all matters
of the ring-wall, as each occupant is given a private regarding the Rings of Power, and it is surely in his library
chamber complete with a fine feather bed and great stone that such knowledge is kept.
hearth. Unless their mission requires that they hide their
allegiance to Saruman, when they leave Isengard, they The Rookery
are equipped with arms of superior quality and the finest High in the Tower of Orthanc is a vaulted chamber with
steeds the stables have to offer. tall and narrow windows opening into the northern
wall. It is lined with iron cages, wooden perches, and
The Library a floor strewn with straw. The constant screaming of
The library of Orthanc is the inner sanctum of the hawks and the cawing of large crows drowns out the
fortress of Saruman, the place where the White Wizard sounds of other birds that dwell here in the rookery of
studies the most delicate matter of all, the mission he Isengard.
was sent to Middle-earth to accomplish: the long fight
against the Enemy. No servant is allowed to enter here Saruman has long used birds to send messages to
alone, as this is the only place where Saruman lets his distant realms. From Dale to Gondor, the word of the
thoughts wander, free to contemplate all devices useful White Wizard can be quickly read across Middle-earth.
to defeat the Dark Lord, including expedients that might In recent years, Saruman has taken to using hawks and
appear treacherous to the eyes of lesser folk. For Saruman crows not to communicate, but to watch over his domain
knows that there are matters that cannot be discussed and the nearby lands. Those birds are swift and keen-
openly, deep things that are beyond the comprehension eyed, and well-suited in their cunning to the temper of
of those he and the other Wise are meant to protect. the Wizard.

To further his hallowed goal, Saruman has gathered here Much to the surprise of Gandalf the Grey, Saruman has
innumerable texts written using any script known to Men, not sought the aid of Radagast the Brown in training such
Dwarves, and Elves, and including many whose art and birds, but instead relies on a Dunlending who has left
origin have been lost. These scrolls, books, and rolls of his hills to serve the White Wizard. Indeed, this master
parchment are kept in many recesses cut in the black of falconry has served his new lord well, and the rookery
rock of the walls. The White Wizard spends long hours now contains a large number of crebain, the large crows
here poring over half-erased fragments of parchment and native to Dunland and Fangorn.
cyphered codices, unlocking their secrets with the sharp
cunning of his unequalled mind. Saruman then dutifully The Higher Balcony
records his findings in scrolls that he locks away in a large A second, larger balcony opens far above the first, looking
iron-bound chest of wood placed atop a stone block rising out from the eastern wall of Orthanc. From here Saruman
from the floor at the centre of the chamber. may look down upon the Wizard’s Vale and beyond. But
this is more than just a perch from which Saruman can
The texts of Saruman’s library and his stored records gaze upon his domain.
contain the key to many great and terrible secrets of
Middle-earth. It is here that Saruman hopes one day to The White Wizard at times invites respected and powerful
find the right way to turn the same devices used by the guests here to sup with him in the adjoining chamber, so
Enemy into weapons with which to strike. His hoard of that they might discuss matters of import.

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When the sun climbs at mid-morning above the Misty changes room constantly, others more that he has laid
Mountains, its rays set alight the walls of the chamber, a spell of confusion to obfuscate the minds of those who
hung with ancient tapestries mended by the best weavers seek to locate his private quarters.
of Gondor and depicting the great deeds of the Men of
Westernesse. At noon Saruman has his servants bring food The truth is that Saruman’s chambers are accessible
and wine, and takes his guests to stand upon the balcony exclusively through a passage that can only be opened
to gaze at distant sights. The sound of his voice seems to using the Key of Orthanc. It is a small affair, with three
gain even greater strength and authority here, and none rooms. The first holds his private quarters, which lack
have visited the balcony without being profoundly moved any ornamentation. The second is a small study, where
by the wisdom of Saruman the White. he keeps his personal journals and records his innermost
beliefs. Here he allows expression of thoughts that he does
The Map Room not yet speak aloud — namely, that Saruman believes the
A wide room among the high chambers of Orthanc is hung key to overcoming Sauron lies in unlocking the secrets
with great lanterns that dangle from thick iron chains. of the Rings of Power, but to do so is to walk the most
Beneath their flickering lights is a great round table of dangerous and treacherous of paths, for the devices of
wood that has stood here since the day when Saruman the Enemy are many and subtle. The White Wizard is
took up dominion over Isengard. The surface of the table increasingly convinced that he alone is capable of walking
is not simply polished, but is intricately carved and inlaid that path without falling victim to the lure of power.
with lacquers to create a great map of northwestern
Middle-earth as it was in the final days of the Second Age, The third room of Saruman’s private quarters opens to the
represented in great detail from the frozen northern realm highest window of Orthanc, right above that of the higher
of Forochel to the southern deserts of Haradwaith. balcony. Its opening is the only one that has been fitted
with a glazing of clear glass, mounted on an iron casing
Twenty feet wide, the table is a unique artefact, for there swivelling on hinges of iron. Here, by the window, Saruman
is no map so complete in both the libraries of Rivendell sits enjoying the most harmless of his secrets: smoking a
or Gondor, though it depicts the land as it lay some three pipe. A habit he has copied from Gandalf the Grey, smoking
thousand years ago. the leaf of the halflings has led Saruman to keep an interest
in their land, this ‘Shire’ that he explored under a disguise
upon several occasions when he discovered that Gandalf
The Great Map of Orthanc
kept the place in particular esteem and often visited it.

This great and finely wrought table depicts a realm The Pinnacle of Orthanc
as it stood in the waning days of the Second Age, Those who reach the top of the rising stair may cross a last
but even if the lay of the land has changed much, threshold leading to a narrow flight of many thousand
travellers may still profit from studying it. steps climbing along the outer sides of Orthanc up to the
very crown of the Tower of Isengard. Its four prongs of
If a companion surveys the Orthanc-table before
stone rise to sharp points, flanking all who rise so high.
planning a Journey, they may automatically select
The Misty Mountains stretch far to the north, while the
Paths Both Swift and True instead of making an
eaves of Fangorn can be seen upon the eastern horizon,
Embarkation roll.
and waters from the Fords of Isen twinkle far to the south.

Ancient sigils mark the black surface of the highest balcony


Saruman’s Private Chambers of Orthanc, a flat platform of polished stone without rails
None save the White Wizard himself knows where in the or shelters from the chill winds blowing from the north
many rooms of Orthanc his private chambers lie, and, if that seem to threaten to cast those who stand on the
his will is maintained, none ever shall. Some among his pinnacle of Orthanc down upon the courtyard hundreds
servants hold that Saruman never sleeps, others that he of feet below.

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Isengard

Saruman often climbs all the way up to the pinnacle on The chamber is tall and narrow, occupying in full the
nights with a clear sky, fearing neither its height nor the remaining height of the tower. It is accessed through a
strength of the wind. He comes here to watch the stars and passage whose opening mechanism is known only to
read in their movement the passing of the seasons and Saruman and that connects it to the map room below.
the foreshadowing of things to come. It is said that when
Saruman speaks from the pinnacle of Orthanc his voice is The vault is windowless and completely empty, save for
carried far upon the wind, reaching the ears of those he a low round table of black marble placed at its centre. A
wishes to bring tidings to. Whether this is by the power of central depression on the table holds snugly in place a
his voice or some virtue laid upon the Orthanc-rock, no one shining globe of dark crystal, approximately the size of a
knows; what is certain is that many have claimed to have man’s head, flawless and marred by neither time nor wear.
heard the voice of the White Wizard in lands long distant.
The Palantír of Orthanc
On rare occasions, Saruman brings guests to this place, Its existence suspected only by some of the Wise, the
a location that he regards as the most private place in palantír of Orthanc is a device from another age of the
Orthanc. Away from the eyes and ears of his servants, he world, one of the seven Seeing-stones of Gondor, brought
bids those who are with him to speak freely and without over the Sea by Elendil when Númenor was destroyed. The
concern of the judgement of others. Those few who have palantíri were once used in concordance with each other by
taken counsel with Saruman in this place often recall little the Kings of Gondor and Arnor to see far off and to converse
of their conversation, remembering only the wisdom and in thought, but to this day the stones are all lost or hidden.
truth in the White Wizard’s voice.
When Saruman first entered Isengard, he did so in the hope
The Hidden Vault of finding the Orthanc-stone and use it to further his own
The external stair leading to the pinnacle runs along the ends. To his marvel and joy, he found the precious stone
topmost section of the tower, rising vertically for sixty still gathering dust in its appointed place. This discovery
feet. This part of the tower reveals no visible openings nor he kept to himself, to bide his time and study the precious
windows, but only the sheer and gleaming surface of the artefact without any interference from Gondor or the White
rock of Orthanc. In truth, the topmost cavity of the fortress Council. One day, he will set aside his studies of Ring-lore
of Saruman hides his most precious treasure chamber, and dedicate himself fully to unveil the secrets of the Stone of
and the greatest threat to the integrity of his mission: the Orthanc. Until that moment, Saruman keeps the existence
secret vault where the palantír of Orthanc lies in the dark. of the palantír a secret to all but his most trusted servants.

The Fall of Saruman


The Orthanc-stone is a sphere that is mystifying to behold. It is perfectly crafted, catching and reflecting
even the smallest light. It is completely dark inside, even if at times Saruman has spied a tiny glow at its
centre, as if he was observing a distant heart of burning fire.

All but the strongest minds that gaze upon the flickering fire within the palantír of Orthanc are eventually
drawn to its power and seek to look into its depths. And those who do become the prey of the malicious power
that holds another Seeing-stone…

Saruman resists the lure of the Stone of Orthanc until the year 3000, but after that even his sharp and
cunning mind is ensnared by the Eye of Sauron. From that moment, the White Wizard is tricked into believing
he can compete in power with the Dark Lord, and that he can win a direct confrontation by manoeuvring his
unsuspecting allies and especially gathering the ultimate weapons of the Enemy: his Rings of Power.

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Rohan Region Guide

The Secret Door


Behind a hidden door that can be unsealed only by uttering
a Spell of Opening or similar enchantment lies a steel closet.
Saruman has crafted it to receive a treasure so precious that
he does not dare to confess to anyone that he is searching
for it. For the moment, a casket placed on a shelf inside the
closet holds a small box of gold, attached to a fine chain,
the like of which is often worn around the neck. The golden
case is empty, but the image of what it contained a long
time ago burns hot in the mind of the White Wizard.

Notable Characters
The denizens of Isengard are many, and diverse are their
goals and ambitions. With the passing of the years the
number of those who dwell in the Wizard’s Vale increase
exponentially, and their aims darken. Where Isengard
in the early days of King Thengel can be a sanctuary
welcoming those who fight the encroaching darkness, it
becomes a pit of seething wickedness with the turn of a few
decades. Companions visiting Isengard over the course of
many years will find it hard to distinguish between friends
and enemies.

Saruman the White


His face was long, with a high forehead, he had deep darkling
eyes, hard to fathom, though the look they now bore was
brave and benevolent and a little weary. His hair and beard
were white, but strands of black still showed about his lips
and ears.

Saruman the White is the head of the White Council,


first among the five Wizards who came out of the
West in the Third Age of Middle-earth. Like Gandalf
the Grey and Radagast the Brown, Saruman appears
as an old man, but his age goes well beyond what his
countenance betrays.

He is generally arrayed in a robe of white and carries a


NOTABLE
staff of dark polished CHARACTERS
wood, the symbols of his high status
as the chief of the order of Wizards. His features are long
and sharp, giving him the appearance of one both wise
and stern. Yet when his lips part in smile and welcome,
even the most reluctant and wary find themselves at ease.

The White Wizard concerns himself greatly with the affairs


of Middle-earth, particularly the growing threat posed by

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Isengard

the return of the Shadow in the East. He keeps counsel aloof and distant. But it takes him a moment to turn
with many who are deemed Wise and powerful in all the his gaze upon a listener and offer a benevolent regard;
realms of Eriador, Calenardhon, and Rhovanion. Yet, in then, his words turn into music, and every advice he
recent years he does not openly leave Isengard very often. gives becomes as precious as a rare gem. Indeed, all
Instead, he trusts to his agents to both carry and bring who partake of Saruman’s wisdom come away with an
news to the Tower of Orthanc. eased burden, though they often recall little of what was
spoken.
Saruman is respected for his deep knowledge, especially
concerning the lore of the Elven-rings crafted by An Audience with Saruman
Celebrimbor in the Second Age. No one has studied the Around the year 2960 and beyond Saruman is found
subject as deeply as he did, and all the Wise keep his almost exclusively within the ring of Isengard, typically
counsel as precious in such matters. behind the walls of the Tower of Orthanc. Those who are
admitted to come before his great black tower seeking his
Saruman carries himself with a regal bearing, inspiring guidance will be greeted from the lower balcony ,where his
respect by his mere presence. Made proud by his voice carries strong and clear across the width of the inner
achievements and easily wearied by the meddling in courtyard. He receives his visitors with comforting words
his affairs on the part of those he deems to be lesser and gentle wisdom, be they friends or foes, yet his voice
folk, Saruman may at times appear a haughty lord, is powerful and his most honeyed words can rapidly turn

In the Service of the White Wizard

Saruman has long been studying the Elven-rings, to unlock the secret to their powerful virtues, and to
locate where the Ruling Ring might lie since it was lost by Isildur. With the passing of the centuries,
the interest of the White Wizard turns into an obsession. As such, he might set the heroes upon a task to
further his search — though they would not know it. A company might be sent north to the Gladden Fields
to search the place where Isildur fell, and while they won’t find the One Ring there, they might succeed
in finding some other relic, like for example the lost Elendilmir, the Star of Elendil that Isildur wore
upon his brow. Or they could be tasked with the exploration of the Whispering Halls of Eregion, where
Celebrimbor once dwelt, in search of some lost text or tool that might prove useful in Saruman’s own
Ring-making.

The Lord of Isengard is also preparing for what he believes is an inevitable war, and winning a war is an
end that justifies all means. Companions working as emissaries might be sent to threaten those who have
attracted his ire, or they might find themselves giving ignoble advice to a lord of Rohan, or helping to
forge an alliance with a clan of wild Dunlendings.

As Saruman descends into darkness, it is quite possible that accomplishing missions on his behalf might
lead to heroes committing misdeeds and earning points of Shadow. Characters who express their concerns
to the White Wizard might find themselves under the thrall of his voice, earning yet more Shadow points
as anguish threatens to overtake them. Ironically, as the grip of the Shadow grows heavier upon them,
they will have less difficulty committing dark deeds in the name of the White Hand.

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Rohan Region Guide

into irresistible commands. Still, the wisdom of Saruman must be done to oppose the coming tide? Will he exploit
is guarded, and many who speak with him find that they their good intentions and trick them, or will he confront
have revealed more and learned less. them with his truths and try to sway them to his side?
Whatever Saruman intends to do with them, companions
Those few who earn his trust and prove themselves worthy earning his patronage will find a powerful ally. He will
to be counted among his emissaries may be invited to most often provide aid in the form of resources to assist
speak privately with him within the confines of Orthanc them on their journeys or advice concerning the devices
itself. If they came to discuss the Enemy, there they find of the Enemy.
its complex machinations laid before them and explained
with simple words, always checked by the encouragement More often than not Saruman will communicate with them
of the White Wizard and by his promises that he is taking through emissaries and intermediaries, only requesting
steps to bring order in the face of Mordor’s growing power. personal appearances in matters of extreme urgency or to
relay secret news. In such cases he always bids those in
At times, Saruman will offer his assistance to those who his service return to Isengard so that he might speak to
come seeking his aid, in particular if their present goal them privately.
corresponds to something he himself is already seeking to
achieve. Saruman knows all that transpires in his domain The Lord of Isengard
and a great many things beyond its borders. Those who Saruman is not only one of the greatest lore-masters of
come to Isengard seeking him usually find that their desire the age and an emissary of the Lords of the West, but
for counsel was known before their arrival. A company also a powerful lord, administering great resources
who meets Saruman for the first time will be enchanted and dealing with his neighbours and fellow kings. In
by his wisdom and nobility and must take him as a the last two centuries, there is no issue concerning the
patron (see also the New Fellowship Phase Undertakings stewardship of his domain that he has forgotten to deal
on page 129). For this reason some companies may find with personally.
themselves wary of returning to Isengard.
In recent years, Saruman has taken to strengthening his once-
Saruman as a Patron distant relationship with the Horse-lords of Rohan. When
According to canon, at the beginning of the War of the Thengel returned from Gondor to the halls of Meduseld,
Ring, Saruman is revealed to be corrupted by his ambition Saruman was quick to travel to Edoras and welcome the new
and sets himself up as a rival power to the Lord of Barad- King of the Mark and was received in kind. Indeed, Thengel
dûr. But at the time of most campaigns of Adventures in King has often sought the counsel of the White Wizard, never
Middle-earth, he is still the wisest of the Wise, in close failing to recognise the great advantage that derives from
allegiance with his fellow Wizards Gandalf and Radagast. a friendship with the Lord of Isengard. Saruman honours
His pride is already threatening to twist his ways, but as far Thengel by visiting him in Edoras from time to time, bringing
as an individual campaign is concerned, there is still hope gifts and offering his services.
that he won’t stray too far from his appointed mission.
The Loremaster must present Saruman as he appears to The relationships of Isengard with Gondor are somewhat
those who meet him at this time, and develop his future less favourable, as the Steward Ecthelion hasn’t fully
strategies, taking into consideration the influence that the accepted Saruman’s rule over Orthanc. But Minas Tirith
deeds of the companions will have on his plans. has other concerns, and while several among the lords of
the South still counsel the Steward not to trust Saruman,
Will Saruman see the actions of the companions as Ecthelion still receives him graciously, letting him study
obstacles put on his appointed path, a nuisance to be to the White City.
disposed with, or will he be surprised by their valour and
pushed to reconsider some of his most extreme plans? Will The Magic of Saruman
he see a chance in the strength of the Free Peoples, or will Saruman is a powerful Wizard, deeply learned in the
he be steeled in his belief that only the Wise know what making of magical rings and the creation of cunning

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Isengard

Saruman Ring-maker

Saruman applied his lore and great skill as a smith They appear as narrow bands of silver, set with
especially to the art of Ring-making. By the time of a small device: a small white hand upon a black
the War of the Ring, the White Wizard has crafted field. Such rings can be considered a Wondrous
several rings and even wears one upon his finger. Artefact possessing one Blessing (see page 127 of
the Loremaster’s Guide ). This blessing is always
None can say exactly what power he was able to tied to one of the following skills: Intimidation,
lay upon his creations, but it is sure that they must Investigation, Persuasion, Stealth, Riddle, or
have proportioned to the great stature of their Traditions.
maker (but certainly a lesser essay in the art when
compared to the Rings of Power crafted by Sauron However, these rings are also cursed by Shadow-
or Celebrimbor). Loremasters are encouraged to taint, though this curse is not apparent to the wearer
decide for themselves when Saruman started crafting (their Shadow score is augmented by 1 point, see page
his own rings and how far in replicating Sauron’s 101 of the Rivendell Region Guide).
dark art he has gone, but the following description
may serve as an example (the example refers to As with all Rings of Power, destroying a Ring
the rules for Wondrous Artefacts presented in the of the White Hand is nearly impossible, unless
Loremaster’s Guide). the right manner to undo them is guessed. The
Loremaster is encouraged to determine the
The Rings of the White Hand nature of a ring’s undoing to suit their individual
These rings are personally given by Saruman the campaign.
Wise to his most trusted servants and allies and
most often only to members of the race of Men, At the Loremaster’s will, a character who received
though he might possibly offer a Ring of the White the title of Emissary of Saruman (see page 129)
Hand to a Dwarf. might be offered a Ring of the White Hand.

devices and machinery. Among his many weapons is associates turn suddenly generous. Reluctant allies
the great strength in his voice, as its very sound is an soon bend to even the strangest requests with little
enchantment capable of swaying the hearts and minds of argument. Companies find their marching speeds
those who listen. When he speaks to allies or rivals, he inexplicably increased or notice that, even when
may choose to sound profoundly wise and reasonable, or they travel over muddy ground, they leave no tracks.
kind but firm when he commands his servitors. Regardless The White Wizard might even equip a company with
of what Saruman is saying, none can refuse to comply to some wondrous mechanical or alchemical device: a
a request or obey an order without a determined attempt lamp that explodes with a blasting fire when thrown
to reject his wishes. Saruman can also counterfeit his against a wall to open a passage; a small wooden
appearance to look like one of his fellow Wizards if it suits box containing an ointment capable of staunching
his purpose, or he may disguise himself as a harmless grievous wounds; a clockwork apparatus that can be
old wanderer. He can also simply pass unnoticed when operated to open any lock.
travelling or when moving about his domain, as he is
capable of walking without making any sound. For those who wish to add OGL spells to their games of
Adventures in Middle-earth, Saruman might instruct
Adventurers undertaking missions for Saruman frequently Player-heroes in the schools of Divination, Enchantment,
notice unusual, albeit useful, behaviour in others. Greedy and Illusion.

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Rohan Region Guide

Garnoc
Garnoc is the most influential chieftain of the Men of the Garnoc
Isen, a folk of Dunlendish blood dwelling in the Wizard’s Medium Human (Evil Man)
Vale. Over six feet in height, he is the most imposing STR DEX CON INT WIS CHA
warrior among his clan. He wields a wickedly barbed spear 16 (+3) 15 (+2) 19 (+4) 12 (+1) 14 (+2) 13 (+1)
to hunt both fish and men, a weapon he wrenched from
Armour Class 16 (Hide, Shield)
the stiff fingers of the previous chieftain, an old, grizzled Hit Points 85 (10d8+40)
warrior by the name of Guthar, who he challenged and Speed 30 ft
killed with his bare hands.
Skills Animal Handling +4, Deception +3, Intimidation
+3, Survival +4
Garnoc is known among his people to be bold in both Senses passive Perception 12
word and action, but it is another of his qualities that Languages Dunlending, Westron
is determining his fate: he is ambitious. In his youth, Challenge 3 (700 XP)
he led a small war-band that preyed on travellers Hard Eyed. Garnoc is a proven killer. He scores critical
journeying to Isengard. After too many important hits on a 18, 19 or 20 on an attack roll
visitors had gone missing, the Wizard of Orthanc Actions
himself sought Garnoc out. Garnoc had enough will to Barbed Spear. Melee Weapon Attack: +5 to hit, reach
strike at the Wizard with his sword, though it shattered 5 ft, one target. Hit: 7 (1d8+3) piercing damage and
in his hand. Garnoc prepared himself for death, or the target is Grappled (escape DC 13). When a creature
escapes the Grapple, it takes 7 (1d8+3) piercing damage.
worse, but it did not come. Instead, Saruman bade
Garnoc can release the Grapple and cause this damage
the brigand to walk with him. The White Wizard told by using his bonus action.
Garnoc many things that night and by the morning, he
Reactions
was a loyal servant prepared to do his new master’s
Deadly Spear-Thrust. Garnoc may use his reaction to
bidding.
make a single melee attack against a creature that has
just attacked him. If Garnoc inflicts a critical hit with this
Today Garnoc secretly serves the White Wizard, who attack, the target is knocked Prone as the blow strikes a
instructed him on how to challenge old Guthar and take knee or other joint.
his place as chieftain of his folk. Most of the time, all he has
to do is to keep guard over the Wizard’s Vale, watchful but
unseen, but once in a while his master issues instructions
by way of emissaries and sends Garnoc and his men to The Black Warg of Methedras
spy upon the Horse-lords, to track the movement of Orcs A pack of vile Wargs has descended from the North
on the cliffs of Methedras, or to carry a message deep into to dwell on the cliffs of Methedras, above the ring of
Dunland or beyond. Isengard. For the moment, they have been clever enough
to avoid drawing the attention of the White Wizard or that
Garnoc is content to obey the will of the White Wizard, as of the Shepherds of the Trees to the east. Instead, these
he receives many boons in return. His clan is the wealthiest beasts only leave their caverns on the darkest nights and
in the vale, and he and his men are considered above any follow the eastern banks of the Isen into the Westemnet,
law and may do as they wish, taking anything, or anyone, searching for Man-flesh.
they desire without fearing repercussions. While Saruman
does not condone any more raids or robberies in his Their pack-leader is a great black Warg with glowing green
domain, Garnoc likes to test the boundaries of his freedom, eyes that only comes out to stalk on moonless nights. His
and he has been responsible for the disappearance of a breath is like ice and he can whisper in both his own foul
number of herders and hunters who strayed too close to tongue and in the common speech of Men. Unbeknownst
the Wizard’s Vale. For the moment, he has been clever to anyone, including Saruman, the Black Warg of
enough to avoid being tracked by the scouts of the Second Methedras is a spy, sent from Mordor to watch over the
Marshal of the Mark. actions of the White Wizard and his allies. (See page 130)

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Isengard

Alfric
Medium Human
STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 16 (+3) 11 (+0) 13 (+1) 10 (+0)
Armour Class 19 (Scale Hauberk, Great Shield)
Hit Points 67 (9d8+27)
Speed 30 ft

Skills Perception +3, Riddle +2, Survival +3


Senses passive Perception 13
Languages Dunlending, Rohan, Westron
Challenge 4 (1,100 XP)
Defender of That Which He Loves (1/day). If Alfric is
fighting in defense of Isengard, he can use his bonus
action to gain 10 temporary hit points.
Hatred (Rohirrim) (Recharge 5-6). Alfric hates the
Rohirrim and will attack them first. He use a bonus
action to gain Advantage on all attack rolls against
The beast is cunning and sly, and does not reveal his Actions
mission to anyone, including the wolves in his pack. Multiattack. Alfric makes two attacks with his axe.
When it is time to send a report to his Dark Master, the Axe. Melee Weapon Attack: +6 to hit, reach 5 ft, one
Black Warg of Methedras leaves his den alone and climbs target. Hit: 8 (1d8+4) slashing damage or 9 (1d10+4)
to the tallest cliffs of the mountain, to meet with Orcs slashing damage if used with two hands.
that hide there and serve as messengers. But the beast Reactions
is more than just a spy, and his wild instincts drive him Counterattack (Recharge 5-6). If an attack misses
to hunt. Seeking to slake his thirst only when necessary, Alfric, he can use his reaction to make an attack roll with
he goes out with his pack exclusively on nights without Advantage. He must be wielding a melee weapon and be
moon, but returns to his secret cave bringing back as able to see his attacker.
many live prisoners as possible, to question and then
devour them slowly. (See the description of the Black
Warg of Methedras on page 130).
Alfric wandered the Mark, forever wary of being caught
Alfric, Guard of Isengard and tried as an outlaw, until his feet brought him before
The dark-eyed warrior Alfric is stern and fell, even for a the gates of Isengard. There, he found comfort in the
warrior of the Riddermark. He grew to manhood within words of Saruman, who offered him a position among his
a village of the Westfold Vale where mixed Dunlendish servants. Alfric repaid the kindness of the White Wizard
and Rohirrim ancestry was common. While the villagers with hard work and gained his trust with unreserved
saw their heritage as a strength, drawing on the best loyalty. Saruman eventually gave him an honoured
of both peoples, the Dunlending raiders that burned it position among the guards of the gates of Isengard, a
saw them only as enemy Rohirrim. Wounded and left place usually reserved only to those whose families have
for dead, Alfric awoke to the smell of charred timbers served Saruman for many generations.
and spilled blood gone stale. His fellow villagers
had all been either slain or taken as captives by the In his years of service, Alfric has proven to be dependable,
Dunlendings. When Alfric approached an éored seeking with a sharp memory for faces. He seldom speaks of it,
help, they accused him of having helped the raiders and but a fierce resentment burns in him aimed at the folk of
refused to listen to his pleas. Alfric was forced to flee for Rohan. One day, he is sure, he will be able to repay them
his life. for all they’ve done to him.

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Rohan Region Guide

Dianach, Doorwardern of Orthanc if she was able to find her way to the gates of Isengard, he
Silver-haired and stooped with age, Dianach has served the would have a place for her to stay.
White Wizard almost all her life. She once belonged to the
Gáesela, the Dunlendish folk of the West-march of Rohan; Dianach has spent almost five decades in the service of
when she was a child, she dreamt of riding along with the Saruman the White, as a scout while her youth sustained
riders of Fengel King as a shieldmaiden, a fancy that her her, and then as a doorwarden in the Tower of Orthanc.
family was quick to dispel. She would become the wife of a She has seen many wonders in her long life, and heard
fisherman, like her mother and her grandmother before her. many secrets. None have escaped her lips in the presence
of strangers. Her tongue is much looser when the White
But Dianach was too wild and rebellious to accept such Wizard asks her to tell him about the latest news and
a fate, and, once grown to a robust girl, she abandoned gossip that is spoken in his domain: old Dianach is the
her village to roam north, across the empty expanses of favourite informer of Saruman, as she is quick of hearing
Enedwaith and Eriador beyond. Several months later, by and her insight is deep.
the ruins of the bridge of Tharbad, she came upon the
White Wizard in his wanderings. Bocaern, Keeper of the Scriptorium
Bocaern has been attending to the scriptorium of
He smiled upon her fair face and listened to her story. Orthanc for as long as anyone in Isengard can recall. A
When she was finished telling it, Saruman told her that, withered, shuffling old man with nothing but a wisp of
white hair crowning his otherwise bald head, he leans
heavily upon a staff and is always whispering to himself.
Dianach
Medium Human
He is among the oldest ser vants of the folk of
STR DEX CON INT WIS CHA Isengard in the ser vice of Sar uman, but since the
12 (+1) 18 (+4) 10 (+0) 12 (+1) 17 (+3) 12 (+1) White Wizard is slow in giving his tr ust to anyone,
Armour Class 14 he is loath to let him go. But the day approaches,
Hit Points 22 (5d8) and for a few years now when Bocaer n is attending
Speed 30 ft
to his duties, he is accompanied by Melmidoc, his
Skills Deception +5, Insight +5, Perception +7, young apprentice.
Persuasion +5, Riddle +3, Traditions +5
Senses passive Perception 17
Bocaern is found at all times in the scriptorium, always
Languages Dunlending, Rohan, Westron
Challenge 1 (200 XP) chasing some long-delayed task that needs his attention.
Expert. Dianach doubles her Proficiency Bonus for He is greatly annoyed when asked for assistance by anyone
Deception, Perception, Persuasion, and Traditions other than Saruman, but nonetheless he lends his aid.
(included above). Only when his master calls does he spring forward eagerly.
Quick of Hearing. Dianach is aware of any
conversations that occur in her presence as long as she
can either see or hear the creatures at all. In spite of his mutterings, Bocaern is not a dotard.
Sneak Attack. Once per turn, Dianach deals an extra He observes all that goes on in the scriptorium when
3 (1d6) damage when she hits a target with a weapon Saruman is receiving a visitor or his servants, and weighs
attack and has Advantage on the attack roll, or when every single word uttered in the presence of his master.
the target is within 5 feet of an ally of Dianach that isn’t
Incapacitated and she doesn’t have Disadvantage on the Once they are gone, Saruman listens attentively to the
attack roll. considerations of Bocaern, as the old man has proved
Actions useful in judging the true colours of an individual more
than once.
Multiattack. Dianach makes two attacks with her
dagger.
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft, one Geth, Bird Master of Saruman
target. Hit: 6 (1d4+4) piercing damage. Geth was once regarded as a great soothsayer and
wise man among the hills of Dunland, but that was

126
Isengard

before his dreams led him to the tall spires of Orthanc.


In his sleep he had been visited by the vision of great Geth
clouds gathering to the east and taking the shape of a Medium Human
blazing white hand. In his waking hours he attempted STR DEX CON INT WIS CHA
to follow his dreams and eventually found his way to 12 (+1) 17 (+3) 15 (+2) 10 (+0) 16 (+3) 8 (-1)
the Wizard’s Vale. When he met Saruman there, Geth
Armour Class 13
recognised the white hand of his visions and dropped
Hit Points 26 (4d8+8)
to his knees before him. Speed 30 ft

Geth regards his master with a silent awe, bowing his head Skills Animal Handling +7, Nature +4, Survival +5
whenever the Wizard’s name is spoken in his presence. Senses passive Perception 13
Languages Dunlending, Westron, The Language of Birds
A man of few words, he mostly talks to the birds of the
Challenge 1/4 (50 XP)
rookery of Orthanc, speaking only in whispers to any other.
Saruman himself treats Geth with the gentle patience one Bird Friend. In combat, Geth can use his bonus action
might offer to a good hunting dog, or a favourite hawk. to command one of his bird friends to aid him against all
attackers. Until the start of his next turn, all attack rolls
against him are at Disadvantage. The bird is too quick
and clever to be the target of any normal attack.
Bocaern Expert. Geth doubles his Proficiency Bonus for Animal
Medium Human Handling and Nature (included above).
STR DEX CON INT WIS CHA Actions
THINGS
10 (+0) 11 TO(+0)
(+0) 11 DO WHILE
20 (+5)IN 15
ISENGARD
(+2) 6 (-2) Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft, one
Armour Class 10 target. Hit: 5 (1d4+3) piercing damage.
Hit Points 18 (4d8)
Speed 30 ft

Skills History +9, Insight +6, Lore +9, Shadow-lore +9


Senses passive Perception 12
Languages Dunlending, Westron, Black Speech, Orcish,
Sindarin
Challenge 1/4 (50 XP)
Ceaseless Mutterings. Bocaern imposes Disadvantage
on any checks made to convince him to part with his
knowledge.
Expert. Bocaern doubles his Proficiency Bonus for his
skills (included above).
Reluctant Advisor. Bocaern will not provide Aid or
Research unless
NEW the requesting
FELLOWSHIP character
PHASE succeeds at a
UNDERTAKINGS
DC 15 Charisma or Intelligence check, or the requester
is Saruman.
Actions
Staff. Melee Weapon Attack: +2 to hit, reach 5 ft, one
target. Hit: 3 (1d6) bludgeoning damage or 4 (1d8)
bludgeoning damage if used with two hands.
Aid. Bocaern can assist a character that can see and
hear him in a research task or during combat. He grants
Advantage to that character’s next ability check or attack
roll.
Research. If Bocaern is in the scriptorium, he may
make an appropriate ability check at an appropriate
DC (usually 15 or higher) to provide information to the
requesting character.

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Rohan Region Guide

Things to do While in Isengard under takings have already appeared in previous


supplements, but are repeated here for the sake of
’…I rode to the foot of Orthanc, and came to the stair of convenience.
Saruman; and there he met me and led me up to his high
chamber.’ Open Isengard as a Sanctuary
If the Company has entered Isengard during an
As detailed on page 109, Saruman does not give leave to Adventuring phase, the heroes may gain permission to
enter his domain to everyone. Those who pass the ring- spend a first Fellowship phase there. If they wish to return,
wall and are allowed to behold the Tower of Orthanc they must all choose the Open Sanctuary undertaking.
discover that Isengard is unlike any realm ruled by Men, Companions spending a Fellowship phase in Isengard
Elves, or Dwarves, for its lord does not belong to any of but who are not emissaries of Saruman are lodged in the
those races. private rooms set in the southwestern section of the ring
wall. Their doors are locked at night.
New Fellowship Phase Undertakings
In the later years of the canonical chronology (see
’They took me and they set me alone on the pinnacle of The Tale of Years , page 105, and Entering Isengard ,
Orthanc, in the place where Saruman was accustomed to page 109) Saruman grows more suspicious and
watch the stars.’ might reconsider his policy concerning guests. The
Loremaster must decide how to feature this change of
Here follow several new Fellowship phase undertakings, attitude in their own campaign, but it is highly unlikely
pr imar ily concer ning activities that may be chosen that companions who have not opened Isengard as a
exclusively by companions who are spending sanctuar y prior to the year 2990 should be allowed to
a Fellowship phase in Isengard. A number of do so after that date.

128
Isengard

Meet Patron (Saruman) Heroes who are emissaries of Saruman meet him in
Any company that has met Saruman must take him as the scriptorium, while any other hero listens to his
a patron and will be inclined to listen to what he has to voice as he speaks from the lower balcony, or in the
say. He asks little of his ‘followers’ ,save that they report grand hall of Orthanc.
strange events, unusual rumours and the doings of
Gandalf the Grey… A companion who has spent a Fellowship phase
conferring with Saruman can make a DC 10
During a Fellowship phase spent in Isengard, a Intelligence (History or Lore) check. On a success,
companion may choose this undertaking to deliver the hero gains two Counsel dice for the upcoming
information to the White Wizard and gain 1 Counsel die Adventuring phase, or three dice if they succeeded by
in return. A Counsel die is a d4, and it can be added 5 or more. A Counsel die is a d4, and it can be added
to any Intelligence ability check. Once it is used, it is to any Intelligence ability check. Once it is used, it is
expended. Unused Counsel dice are lost at the end of an expended. Unused Counsel dice are lost at the end of an
Adventuring phase. Adventuring phase.
You can use Shadow-lore to make the check instead: you
It is up to the Loremaster to determine if the tidings receive three Counsel dice automatically. But Saruman’s
delivered are deemed important by the White Wizard knowledge of the Enemy is uncomfortable lore, your hero
or not (anything concerning Gandalf is important, for receives 1 Shadow point as well.
example), and especially to what use Saruman will put
that information. (This activity is featured in Mirkwood Campaign, as the
Confer with Saruman undertaking).
Receive Title (Emissary of Saruman)
A hero who Saruman has deemed useful, either because Go See a Lore-master (Saruman)
of his actions or the information he has brought In a game using the rules for magical treasure, a
before the White Wizard, may – with the Loremaster’s character spending a Fellowship phase in Isengard
permission – choose this undertaking to secure his may choose the Go See a Lore-master undertaking to
connection with Isengard. The companion receives learn what there is to be learnt about a magical item,
all the normal benefits connected to the Receive Title its origins and history.
undertaking described on page 201 of the Adventures
in Middle-earth Player’s Guide. The undertaking works as described on page 23 of
the Rivendell Region Guide supplement, unless it is a
An Emissary of Saruman is granted a private room within Wondrous Artefact in the form of a ring. In that case,
the ring-wall of Isengard, or one of the lower chambers Saruman will first unveil its secrets, but will then offer to
found in the lower levels of Orthanc. Regardless of the buy the ring from the companion, as he is very interested
level of trust that an emissary might think he enjoys in in such artefacts, be they great or small. Should the
the eyes of Saruman, they are rarely allowed to wander companion comply, Saruman will pay 2d6+13 gold pieces
about Isengard without a doorwarden accompanying if the ring possesses a single Blessing, or 3d6+27 gold
them (unless they wear a Ring of the White Hand, see pieces for a ring with two Blessings or a Greater Blessing.
page 123).
Should the companion refuse to sell the ring, Saruman
Learn Lore from Saruman will not insist, but will hold a grudge and refuse to examine
Companions spending the Fellowship phase in any other objects brought to him by that companion in the
Isengard may go and listen to the words of Saruman future (the companion will not be allowed to choose this
the White, great among the Wise of Middle-earth. undertaking).

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Rohan Region Guide

DANGERS OF THE DANGERS OF THE MARK The Black Warg of Methedras


A dark spirit inhabits the form of the Black Warg of Methedras,

-MARK- an evil shade that feeds off the breath of the living and is
augmented by the deep shadows of the blackest nights.
THE BLACK WARG OF METHEDRAS
The Riddermark borders with many dangerous lands
inhabited by ancient enemies, and in its darkest corners
dwell mysterious creatures that are even older. But even if it
appears less frightening, the edge of a Dunlendish spearhead
is as deadly as the claws of any savage Orc or Troll.

The kings of Edoras are obligated to fight many wars, as


they have many enemies that press on all sides. Though
they remember their history in song, both the lands of the
North and their ally Gondor seem far away when the warg
howls, the orcs march forth, and strange shapes move in
the shadowed woods.
FOES OF THE MARK

Foes of the Mark


’Death to the Strawheads! Death to the robbers of the
North!’

The following pages present a series of new adversaries,


foes of the Lord of the Mark and his Men, and of all those
who come seeking his courts in peace.

The Black Warg of Methedras Bite. Melee Weapon Attack: +8 to hit, reach 5 ft, one
Large Fiend (Warg-kind) target. Hit: 12 (2d6+5) piercing damage. If the target is
a creature, it must make a DC 15 Constitution saving
STR DEX CON INT WIS CHA throw or take 7 (2d6) necrotic damage and the Black
21 (+5) 18 (+4) 23 (+6) 17 (+3) 15 (+2) 13 (+1) Warg regains the same number of hit points, up to its
Armour Class 18 (Deadly Elusiveness) maximum.
Hit Points 115 (10d10+60) Claws. Melee Weapon Attack: +8 to hit, reach 5 ft, one
Speed 40 ft target. Hit: 11 (1d12+5) slashing damage. If the target is
a creature, it must make a DC 15 Strength saving throw
Skills Perception +5, Shadow-lore +6, Stealth +7 or be knocked Prone.
Senses darkvision 60 ft, passive Perception 15
Legendary Actions
Languages Wargspeech, Rohan, Dunlending, Westron
Challenge 8 (3,900 XP)
The Black Warg can take 2 legendary actions, choosing
from the options below. Only one legendary action
Deadly Elusiveness. The Black Warg’s AC is equal to 10
can be used at a time, and only at the end of another
plus twice its Dexterity modifier.
creature’s turn. Spent legendary actions are regained at
Shadow Walker. The Black Warg can disappear into even
the start of each turn.
the faintest shadow. It is Invisible in dim light or darkness.
Actions Bite. The Black Warg makes a Bite attack.
Move. The Black Warg can move up to its speed.
Multiattack. The Black Warg makes two attacks: one
with its bite and one with its claws.

130
Dangers of the Mark

Dunlendings
The folk that the Rohirrim call the Dunlending are a diverse
folk, living in the lands beyond the Mark to the west of the
river Isen, and in the country between the Isen and Adorn,
the West-march. While differing in many subtle ways,
they share one common sentiment: they do not love the
Eorlingas. DUNLENDINGS

Dunlending Raiders
Sometimes, when a particularly harsh winter has passed
or a provocation from the hated Forgoil rouses them, the
Men of Dunland assemble war parties and descend swiftly
from their hills to plunder and kill, before retreating just
as quickly back into the mountain mists, where few dare
follow them. Some of these raiders carry Great Axes,
others favour Great Spears, but any one raider will have
one weapon or the other.

Dunlending Raider
Medium Human
STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 17 (+3) 11 (+0) 12 (+1) 7 (-2)
Armour Class 13 (Leather Corslet)
Hit Points 30 (4d8+12)
Speed 30 ft

Skills Athletics +4, Perception +3, Survival +3


Senses passive Perception 13
Languages Dunlending
Challenge 1 (200 XP)
No Quarter. When the Raider reduces a creature to 0
hit points, the target immediately fails one death saving
throw.
Hatred (Rohirrim) (Recharge 5-6). The Raider can use
a bonus action to gain Advantage on all attack rolls
against Rohirrim until the beginning of their next turn.

Actions
Multiattack. The Raider makes two melee attacks.
Great Axe. Melee Weapon Attack: +4 to hit, reach 5 ft,
one target. Hit: 8 (1d12+2) slashing damage.
Great Spear. Melee Weapon Attack: +4 to hit, reach 10
ft, one target. Hit: 8 (1d12+2) piercing damage..

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Rohan Region Guide

Warriors of the Gáesela


Proud in their old ways, the Dunlendings of the West-
march of Rohan are more peaceful than their kin living in
the Dunland Fells, but they are just as quick to draw blood
if given a reason.

Wulfing Riders
The Wulfings bear the symbols of their mixed ancestry, the
old roots of their Dunlendish blood and their Northman
heritage. They will draw their blade on anyone who forgets
that one of their lords was once king of all Rohan.

Gáesela Warrior
Medium Human
STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 12 (+1) 11 (+0) 15 (+2) 10 (+0)
Armour Class 17 (Leather Corslet, Shield)
Hit Points 16 (3d8+3)
Speed 30 ft

Skills Athletics +4, Perception +3, Survival +3


Senses passive Perception 13 Wulfing Rider
Languages Dunlending Medium Human
Challenge 1 (200 XP) STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 11 (+0)
Shield-strike (Recharge 5-6). If the Gáesala Warrior has Armour Class 17 (Corslet of Mail, Shield)
just hit with their weapon, they can use a bonus action Hit Points 52 (7d8+21)
to slam their shield into the target. The creature takes 2 Speed 30 ft, 60 ft when mounted
points of bludgeoning damage and must make a DC 11
Strength saving throw or become Prone. Skills: Intimidation +2, Perception +3, Survival +3
Senses passive Perception 13
Actions Languages Dunlending, Westron
Challenge 2 (450 XP)XP)
Broadsword. Melee Weapon Attack: +5 to hit, reach 5 ft,
Charge. The Rider’s Palfrey has the Charge feature (see
one target. Hit: 7 (1d8+3) slashing damage.
page 151). If the mount takes this action, the Rider gains
Spear. Melee or Ranged Weapon Attack: +2 to hit, reach
+4 to damage rolls until the end of their turn.
5 ft or range 20/60 ft, one target. Hit: 3 (1d6) piercing
Hatred (Rohirrim) (Recharge 5-6). The Rider can use
damage or 4 (1d8) if used with two hands to make a
a bonus action to gain Advantage on all attack rolls
melee attack.
against Rohirrim until the beginning of their next turn.
Reactions Mounted. The Wolfing Rider has a Palfrey as a mount
(see page 151).
Snake-like Speed. The Gáesala Warrior is adept at Actions
avoiding injury and can use their reaction to halve the
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach
damage on an attack that they are aware of
5 ft or range 20/60 ft, one target. Hit: 5 (1d6+2) piercing
damage or 6 (1d8+2) piercing damage if used with two
hands to make a melee attack.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft,
one target. Hit: 6 (1d8+2) slashing damage or 7 (1d10+2)
slashing damage if wielded with two hands

132
Dangers of the Mark
GAZHÚR THREE-DEATHS

Gazhúr Three-Deaths Orcs of the White Mountains


After their defeat in the Battle of Azanulbizar, countless
A black darkness loomed beyond, and in it glinted, here and Orcs fled south from the Misty Mountains. Many of these
there, cold, sharp, remote, white as the teeth of ghosts, the took refuge in the White Mountains, becoming a plague
peaks of Ered Nimrais, the White Mountains of the Realm on the lands of the Mark until the last of them were finally
of Gondor, tipped with everlasting snow. hunted down and slain by Folca King in 2863. Yet in some
hidden fortresses within the least accessible corners of the
Gazhúr is the chief of the Orcs of the High Stone, a White Mountains, Orcs remain, lean and hungry and kept
band of canny marauders biding their time in the White warm against the cold by the hate burning within their
Mountains, waiting for a sign from their distant lord in breasts.
Mordor. ORCS OF THE WHITE MOUNTAINS

Gazhúr Three-Deaths
Medium Humanoid (Orc-kind)
STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 17 (+3) 10 (+0) 17 (+3) 17 (+3)
Armour Class 18 (Orc Mail, Shield)
Hit Points 67 (9d8+27)
Speed 30 ft

Skills Intimidation +5, Perception +5, Survival +5


Senses darkvision 60 ft, passive Perception 15
Languages Orcish, Dunlending, Westron
Challenge 5 (1,800 XP)
Bulky Armour. Gazhúr has Disadvantage on Dexterity
ability checks.
Horrible Strength. If Gazhúr makes a successful melee
attack, he may use his bonus action to cause additional
damage equal to his Strength modifier (+5) to the target.
Wicked Cunning (1/day). Gazhúr can use his bonus
action to activate this ability. For the remainder of the
combat, he has +3 to his Armour Class.
Actions

Multiattack. Gazhúr makes three attacks with his


scimitar.
Orcish Scimitar. Melee Weapon Attack: +8 to hit, reach
5 ft, one target. Hit: 10 (2d4+5) slashing damage.

Reactions
Commanding Voice. Gazhúr can inspire his allies
with threats of retribution and torture. He may use
his reaction to utter a command or shout a warning
whenever a non-hostile creature he can see within 30 ft
makes an attack roll or saving throw. The target can add
a d6 Command die to that roll, provided it can hear and
understand the message. A creature can benefit from only
one Command die at a time, and creatures that possess
Commanding Voice cannot benefit from this effect.

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Rohan Region Guide
SERVANTS OF THE WHITE WIZARD

Servants of the White Wizard


Many houses there were… Thousands could dwell there,
workers, servants, slaves, and warriors with great store of
arms; wolves were fed and stabled in deep dens beneath.

Defenders of Isengard
Many of Saruman’s most trusted servants belong to the
folk of Isengard, people who have lived all their lives under
the shadow of the Tower of Orthanc. Well-fed and trained,
they are loyal and dependable.

DEFENDERS OF ISENGARD

Orc of the White Mountains


Medium Humanoid (Orc-kind)
STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 14 (+2) 7 (-2) 11 (+0 10 (+0)
Armour Class 15 (Orcish Leathers)
Hit Points 19 (3d8+6)
Speed 30 ft
Defender of Isengard
Skills Intimidation +2, Stealth +6 Medium Human (Evil Men*)
Senses darkvision 60 ft, passive Perception 10
STR DEX CON INT WIS CHA
Languages Orcish, Westron
Challenge 1/2 (100 XP) 17 (+3) 12 (+1) 16 (+3) 10 (+0) 11 (+0) 13 (+1

Hatred (Rohirrim) (Recharge 5-6). The Orc can use Armour Class 15 (Scale Hauberk)
its bonus action to gain Advantage on all attack rolls Hit Points 15 (2d8+6)
against Rohirrim until the beginning of its next turn. Speed 30 ft
Pack Tactics. The Orc has Advantage on attack
Skills Perception +2, Traditions +2
rolls against a creature if at least one of the Orc’s
Senses passive Perception 12
allies is within 5 feet of the creature and the ally isn’t
Languages Westron
Incapacitated.
Challenge 1/4 (50 XP)
Sunlight Sensitivity. While in sunlight, the Orc has
Disadvantage on attack rolls, as well as on Wisdom Fell Speed. The Defender may take a bonus action to
(Perception) checks that rely on sight. Disengage and move up to its speed towards an enemy it
can see.
Actions
Bent Sword. Melee Weapon Attack: +6 to hit, reach 5 ft, Actions
one target. Hit: 7 (1d6+4) slashing damage.
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach
5 ft or range 20/60 ft, one target. Hit: 6 (1d6+3) piercing
5 ft or range 20/60 ft, one target. Hit: 5 (1d6+2) piercing
damage or 7 (1d8+3) piercing damage if used with two
damage or 6 (1d8+2) piercing damage if used with two
hands to make a melee attack
hands to make a melee attack.

134
GOBLIN-MEN
Dangers of the Mark

*Over time, as Isengard fills with Uruk-hai, Wargs, and Goblin-men


worse, only Evil Men remain. But before this time, the Not obviously as Orc-like as the Half-orcs, Goblin-men
Defenders are true-hearted and honourable. are able to pass as individuals of a particularly foul
appearance and temperament. They often work as spies
and emissaries for their master in Orthanc, due to their
ability to pass relatively unnoticed in civilised lands. From
Bree to Gondor, they skulk in the shadows and listen to
idle talk across Middle-earth before returning to Isengard.

Goblin-man
Medium Humanoid (Orc-kind)
STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 13 (+1) 10 (+0) 12(+1) 11 (+0)
Armour Class 13
Hit Points 38 (7d8+7)
Speed 30 ft

Skills Deception +4, Insight +3, Perception +3, Stealth +7


Senses darkvision 60 ft, passive Perception 13
Languages Orcish, Westron
Challenge 2 (450 XP)

Deadly Shot. At the start of its turn, the Goblin-man


may use its bonus action to aim. Its speed becomes 0 and
it has Advantage on all ranged weapon attacks it makes
until the beginning of its next turn.
Expert. The Goblin-man doubles its Proficiency Bonus
for Deception and Stealth (included above).
Hard Eyed. The Goblin-man scores a critical hit on an
18, 19 or 20 on its attack roll.
Sneaking (Recharge 6). The Goblin-man inflicts an extra
7 (2d6) damage to a target it hits with a weapon attack if
its target is within 5 feet of an ally of the of the creature.

Actions

Multiattack. The Goblin-man makes two attacks with its


jagged knife or bow of horn.
Jagged Knife. Melee Weapon Attack: +5 to hit, reach 5
ft, one target. Hit: 5 (1d4+3) piercing damage and the
target must make a DC 13 Constitution saving throw or
take 9 (1d12+3) poison damage.
Bow of Horn. Ranged Weapon Attack: +5 to hit, range
80/320 ft, one target. Hit: 6 (1d6+3) piercing damage
and the target must make a DC 13 Constitution saving
throw or take 10 (3d6) poison damage

Reactions

Survivor. When outnumbered by its opponents, the


Goblin-man always uses the Dodge action. When an
opponent misses it, it can make a single melee attack as
a reaction.

135
RohanHALF-ORC
Region Guide ORCISH WOLF RIDER

Half-orc Orcish Wolf Rider


The more ill-favoured of Saruman’s creations are the In his later schemes against Rohan, Saruman plans
Half-orcs, creatures whose ancestry cannot be disguised. to employ companies of Orcs riding Wild Wolves to
Known also as Man-orcs, they are tall and ferocious, and oppose the horse-riding Rohirrim. These fast riders are
are often dispatched to assault enemies defending behind particularly suited as scouts and as plunderers, as they
an advantageous position, like a shield-wall formation for can strike swiftly and return.
example, as their reach is longer than that of most Orcs.

Wolf Rider
Medium Humanoid (Orc-kind)
Half-orc STR DEX CON INT WIS CHA
Medium Humanoid (Orc-kind)
13 (+1 12 (+1) 15 (+2) 10 (+0) 16 (+3) 11 (+0)
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 17 (+3) 10 (+0) 15 (+2) 17 (+3) Armour Class 15 (Hide, Shield)
Hit Points 13 (2d8+4)
Armour Class 18 (Orc Mail, Shield) Speed 30 ft (50 ft when mounted)
Hit Points 60 (8d8+24)
Speed 30 ft Skills Animal Handling +5, Perception +5, Survival +5
Skills Intimidation +5, Perception +4 Senses passive Perception 15
Senses darkvision 60 ft, passive Perception 14 Languages Orcish, Dunlending, Westron
Languages Orcish, Westron Challenge 1/4 (50 XP)
Challenge 3 (700 XP) Hatred (Enemies of Saruman) (Recharge 5-6). The
Bulky Armour. The Half-orc has Disadvantage on Rider can use its bonus action to gain Advantage on all
Dexterity ability checks. attack rolls against its foes until the beginning of its next
Hatred (Enemies of Saruman) (Recharge 5-6). The turn.
Half-orc can use its bonus action to gain Advantage on Mounted. The Wolf Rider has a Wild Wolf as a mount
all attack rolls against its foes until the beginning of its (see page 111 of the Loremaster’s Guide).
next turn. Actions
Actions Orc-Axe. Melee Weapon Attack: +3 to hit, reach 5 ft,
Multiattack. The Half-orc makes two melee attacks. one target. Hit: 4 (1d6+1) slashing damage or 5 (1d8+1)
Orc-axe. Melee Weapon Attack: +5 to hit, reach 5 ft, slashing damage if wielded with two hands.
one target. Hit: 6 (1d6+3) slashing damage or 7 (1d8+3) Spear. Melee or Ranged Weapon Attack: +3 to hit, reach
slashing damage if used with two hands. 5 ft or range 20/60 ft, one target. Hit: 5 (1d6+1) piercing
Long Spear. Melee Weapon Attack: +5 to hit, reach 10 ft, damage or 5 (1d8+1) piercing damage if used with two
one target. Hit: 8 (1d10+3) piercing damage. hands to make a melee attack.

136
URUK-HAI SOLDIERS Dangers of the Mark

Uruk-hai Soldiers
We are the fighting Uruk-hai! We slew the great warrior.
We took the prisoners. We are the servants of Saruman the
Wise, the White Hand: the Hand that gives us man’s-flesh
to eat. We came out of Isengard, and led you here, and we
shall lead you back by the way we choose.

Large and heavily muscled with fearsome features,


many of these evil-eyed Orcs serve Saruman the White.
They are equipped in Isengard, and are clad in heavy
iron mail and wield heavy broad-bladed swords. But
the Uruk-hai are not crude and savage as other Orcs.
They are clever monsters, sent to accomplish delicate
missions whose objectives are known only to the mind
who plotted them.

Uruk-hai Soldier
Medium Humanoid (Orc-kind)
STR DEX CON INT WIS CHA
19 (+4 13 (+1) 18 (+4) 12 (+1) 15 (+2) 10 (+0)
Armour Class 17 (Iron mail, Shield)
Hit Points 42 (5d8+20)
Speed 30 ft

Skills Athletics +6, Perception +4, Survival +4


Senses darkvision 60 ft, passive Perception 14
Languages Orcish, Westron
Challenge 2 (200 XP)

Bulky Armour. The Uruk-hai has Disadvantage on


Dexterity ability checks.
Horrible Strength. If the Uruk-hai makes a successful
melee attack, it can use a bonus action to cause
additional damage equal to its Strength modifier (+4) to
the target.
Unyielding (Recharge 5-6). The Uruk-hai can use its
bonus action to gain 8 temporary hit points.

Actions

Multiattack. The Uruk-hai makes two attacks with


either its sword or bow.
Heavy Sword. Melee Weapon Attack: +6 to hit, reach 5
ft, one target. Hit: 8 (1d8+4) slashing damage.
Short Bow. Ranged Weapon Attack: +3 to hit, range
80/320 ft, one target. Hit: 4 (1d6+1) piercing damage.

137
URUK-HAI
Rohan RegionCAPTAIN
Guide

Uruk-hai Captain
As tall as Men and wielding terrible weaponry, the Uruk-hai Captain
captains of the Uruk-hai know no mercy — even towards Medium Humanoid (Orc-kind)
their own soldiers. They are keen-minded and brutally STR DEX CON INT WIS CHA
efficient, driving their ‘lads’ with a combination of cracking 20 (+5) 19 (+4) 21 (+5) 14 (+2) 15 (+2) 12 (+1)
whips and promised pain for those who do not follow Armour Class 17 (Iron mail, Shield)
their orders. Those serving Saruman are unwaveringly Hit Points 95 (10d8+50)
loyal to the White Hand and are often the only Orcs in a Speed 30 ft
given company who have any hint at the reasons behind a Skills Intimidation +4, Perception +5, Survival +5
mysterious command from their master. Senses darkvision 60 ft, passive Perception 15
Languages Orcish, Westron
Challenge 5 (1,800 XP)
Bulky Armour. The Uruk-hai Captain has Disadvantage
on Dexterity ability checks.
Horrible Strength. If the Uruk-hai Captain makes a
successful melee attack, it can use a bonus action to
cause additional damage equal to its Strength modifier
(+6) to the target.
Unyielding (Recharge 5-6). The Uruk-hai Captain can
use its bonus action to gain 10 temporary hit points.
Savage Assault. When the Uruk-hai Captain rolls an
18 or 19 on its attack roll, it may use a bonus action to
make a single additional melee attack against the same
opponent.
Actions
Multiattack. The Uruk-hai Captain makes two melee
attacks.
Heavy Sword. Melee Weapon Attack: +8 to hit, reach 5
ft, one target. Hit: 9 (1d8+5) slashing damage.
Whip. Melee Weapon Attack: +8 to hit, reach 10 ft, one
target. Hit: 7 (1d4+5) slashing damage.
Reactions
Commanding Voice. The Uruk-hai Captain can inspire
its allies with threats of its whip and associated pain.
It may use its reaction to utter a command or shout
a warning whenever a non-hostile creature it can see
within 30 ft makes an attack roll or saving throw. The
target can add a d6 Command die to that roll, provided
it can hear and understand the message. A creature
can benefit from only one Command die at a time and
creatures that possess Commanding Voice cannot benefit
from this effect.

138
Dangers of the Mark
DWELLERERS IN ANCIENT PLACES

Dwellers in Ancient Places Dead Men of Dunharrow


‘I see shapes of Men and of horses, and pale banners like shreds
‘No, it is not evil; or what evil is in it is far away. I catch of cloud, and spears like winter-thickets on a misty night.’
only the faintest echoes of dark places where the hearts
of the trees are black. There is no malice near us; but It is said that at times of great unquiet the shades of Dead
there is watchfulness, and anger.’ Men out of the Dark Years descend from the Haunted
Mountain in Harrowdale. The folk of the villages of
While Rohan is a land of Men and full of the concerns Upbourn and Underharrow then shut their doors fast,
of that young race, older things lurk at its borders. Those and never go out at night. For the Oathbreakers do not
who leave the safety of the fields and houses might find suffer any living person to tread the stony roads of the
dreams and legends springing to life out of deep places or valley when they are abroad.
the dark woods.

Dunharrow Dead Man of D unharrow


Medium Undead
Under the shadows of black Dwimorberg, the Haunted
Mountain, lies the Door of the Dead. And they say that STR DEX CON INT WIS CHA
the Dead are restless, especially since Sauron returned to 11 (+0) 17 (+3) 12 (+1) 10 (+0) 12 (+1) 11 (+0)
Mordor and relit the fires of Mount Doom. Armour Class 13
Hit Points 66 (12d8+12)
DEAD MEN OF DUNHARROW Speed 30 ft

Damage Resistances: acid, fire, lightning, thunder;


non-magical bludgeoning, piercing and slashing
Damage Immunities cold, necrotic, poison
Condition Immunities Charmed, Exhaustion,
Frightened, Grappled, Paralysed, Petrified, Poisoned,
Prone, Restrained
Senses darkvision 60 ft, passive Perception 11
Languages Those it knew in life
Challenge 4 (1,100 XP)
Black Dread. When forced to make a Wisdom saving
throw against the Dead Man, targets automatically have
Disadvantage on the roll.
Cold be Hand and Heart. If the Dead Man strikes a
creature with its Spectral Weapons, it can use its bonus
action to cause an additional 4 (1d8) necrotic damage
and the target can’t regain hit points until the start of the
Dead Man’s next turn.
Ghost-form. The Dead Man is insubstantial and cannot
be easily hurt by normal means. See the damage and
condition resistances and immunities above.
Incorporeal Movement. The Dead Man can move
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it ends
its turn inside an object.
Actions
Multiattack. The Dead Man makes two melee attacks.
Spectral Weapons. Melee Weapon Attack: +5 to hit,
reach 5 ft, one target. Hit: 6 (1d6+3) necrotic damage and
the target must make a DC 15 Wisdom saving throw (at
Disadvantage, see above) or become Frightened of the
Dead Man until the end of its next turn.

139
Rohan Region Guide
GREAT BOAR OF EVERHOLT FUNGAL TROLL

Everholt Fangorn Forest


The closest part of the Firien Wood is known as the Treebeard’s forest has a well-deserved reputation as
Everholt, and is famed for its boar hunts. But there are a place of danger. And there is deadly danger there,
rumours of a beast so huge and dangerous that it has especially for those who go on two legs, but not all of the
slain a king… forest’s inhabitants are evil, just wary, for they know that
no one is entirely on their side.
Great Boar of Everholt
Is the fabled Boar of Everholt a myth, an undying Fungal Troll
creature that lives to be hunted and slain only to return Cave-trolls that linger too long in the depths of Nan
to prowl the woods, or is it the progeny of a breed of Mordeleb can change nearly beyond recognition, their
boars that once every century generates a specimen of bodies becoming hosts to swarms of fungal infestations.
prodigious size? No one knows the truth, but the folk of This softens their hide, making them (somewhat) easier
Eastfold can tell dozens of stories about the Great Boar to damage, yet all but inures them to pain. The resulting
of Everholt. creatures are terrible to behold and perilous to fight.

Great Boar of Everholt Fungal Troll


Huge Beast (Nature Spirit) Huge Giant (Troll-kind)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 11 (+0) 24 (+7) 2 (-4) 12 (+1) 10 (+0) 20 (+5) 11 (+0) 25 (+7) 2 (-4) 12 (+1) 4 (-3)
Armour Class 14 (natural armour) Armour Class 15 (natural armour)
Hit Points 135 (10d12+70) Hit Points 135 (10d12+70)
Speed 40 ft Speed 20 ft

Senses passive Perception 11 Senses passive Perception 11


Languages – Languages –
Challenge 6 (2,300 XP) Challenge 6 (2,300 XP)

Charge. If the Great Boar moves at least 20 ft straight Infect. If the Fungal Troll makes a successful attack
toward a target and then hits it with a tusk attack on the roll, it may use its bonus action to force the target to
same turn, the target takes an extra 14 (4d6) slashing make a DC 15 Constitution saving throw, taking 18
damage. If the target is a creature, it must succeed on (4d8) poison damage on a failure, or half as much on a
a DC 15 Strength saving throw or be thrown 20 ft and success.
knocked Prone. Stench. Any creature other than the Fungal Troll that
Fell Speed. The Great Boar may take a bonus action to starts its turn within 5 feet of the Fungal Troll must
Disengage and move up to its speed towards an enemy it succeed on a DC 15 Constitution saving throw or be
can see. Poisoned until the start of its next turn. On a success, the
creature is immune to the Troll’s Stench for 1 hour.
Actions
Actions
Tusk. Melee Weapon Attack: +8 to hit, reach 5 ft, one
target. Hit: 12 (2d6+5) slashing damage. Multiattack. The Fungal Troll makes two attacks: one
with its bite and one crush.
Reactions Bite. Melee Weapon Attack: +8 to hit, reach 5 ft, one
target. Hit: 12 (2d6+5) piercing damage.
Great Might (Recharge 5-6). The Great Boar may Crush. Melee Weapon Attack: +8 to hit, reach 10 ft, one
use its reaction when it takes damage from a melee or target. Hit: 9 (1d8+5) bludgeoning damage.
ranged weapon attack: the damage is reduced by 5, to a
minimum of 1 point of damage taken.

140
Dangers of the Mark

HUORNS

Huorns
Whether they are Ents that have become too tree-ish, or trees There are several known kinds of Huorn. Dark-
that have become too Entish, Huorns are unpredictable, Hearted Huor ns might be young trees awakened by
deadly beings. Unless they are watched at all times by a a deep hatred, or an ancient monster brooding over
Shepherd of the Trees, they are dangerous to anyone when uncounted centur ies. Wander ing Huor ns are often
angry. While they seem slow when looked upon, they can young trees whose hear ts rapidly darkened and are
move very rapidly and travel across many miles in a short still quick of limb and root. Most dangerous are the
time. When they move, they wrap themselves in shadow Huor ns of Nan Modeleb, even the Onodr im cannot
and can reach a group of enemies before they even realise understand their dark speech and they have rarely
that a wood is surrounding them. seen the light of the Sun.

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Rohan Region Guide

Dark-Hearted Huorn
Huge Plant (Huorn)
STR DEX CON INT WIS CHA Wandering Huorn
19 (+4) 5 (-3) 15 (+2) 6 (-2) 12 (+1) 5 (-3) Huge Plant (Huorn)
Armour Class 13 (natural armour) STR DEX CON INT WIS CHA
Hit Points 68 (8d12+16)
17 (+3) 11 (+0) 13 (+1) 7 (-2) 10 (+0) 7 (-2)
Speed 20 ft
Armour Class 14 (natural armour)
Senses blindsight 30 ft, passive Perception 11 Hit Points 52 (7d12+7)
Languages Entish Speed 30 ft
Challenge 3 (700 XP)
Senses blindsight 30 ft, passive Perception 10
Crush. The Huorn can use its bonus action to deal 10 Languages Entish
(1d12+4) bludgeoning damage to a Grappled creature. Challenge 2 (450 XP)
False Appearance. While the Huorn remains
motionless, it is indistinguishable from a normal tree. Crush. The Huorn can use its bonus action to deal 9
Fear of Fire. Huorns are fearful of fire. If a torch or other (1d12+3) bludgeoning damage to a Grappled creature.
flame comes within 10 feet of them, the Huorn suffers False Appearance. While the Huorn remains
Disadvantage on its attack rolls. motionless, it is indistinguishable from a normal tree.
Hatred (Those that go on two legs) (Recharge 5-6). Fear of Fire. Huorns are fearful of fire. If a torch or other
The Huorn can use its bonus action to gain Advantage flame comes within 10 feet of them, the Huorn suffers
on all attack rolls against creatures on two legs until the Disadvantage on its attack rolls.
beginning of its next turn. Wrapped in Shadow. The Huorn can spend its bonus
Wrapped in Shadow. The Huorn can use a bonus action action to summon a concealing mist. Within 30 ft of the
to summon a concealing mist. Within 30 ft of the Huorn, Huorn there is only dim light even during the brightest
there is only dim light even during the brightest day and day and only magical light can temporarily dispel the
only magical light can temporarily dispel the effect. effect.
Actions Actions

Bough Lash. Melee Weapon Attack: +6 to hit, reach 10 Bough Lash. Melee Weapon Attack: +5 to hit, reach 10
ft, one target. Hit: 13 (2d8+4) bludgeoning damage and ft, one target. Hit: 7 (1d8+3) bludgeoning damage and
the target must make a DC 14 Strength saving throw or the target must make a DC 13 Strength saving throw or
become Grappled (Escape DC 14). become Grappled (Escape DC 13).

142
Dangers of the Mark

Huorn of Nan Mordeleb Wood-like Hide. The Huorn’s bark-like skin provides
Huge Plant (Huorn) resistance to non-magical bludgeoning and piercing
STR DEX CON INT WIS CHA damage.
21 (+5) 4 (-3) 19 (+4) 12 (+1) 15(+2) 3 (-4)
Wrapped in Shadow. The Huorn can spend its bonus
Armour Class 12 (natural armour) action to summon a concealing mist. Within 30 ft of the
Hit Points 94 (9d12+36) Huorn there is only darkness even during the brightest
Speed 25 ft day and only magical light can temporarily dispel the
Damage Resistance non-magical bludgeoning and effect.
piercing (see below)
Senses blindsight 30 ft, passive Perception 12 Actions
Languages Entish
Challenge 6 (2,300 XP) Multiattack. The Huorn makes two attacks with its
boughs.
Crush. The Huorn can use its bonus action to deal 11 Bough Lash. Melee Weapon Attack: +8 to hit, reach 10
(1d12+5) bludgeoning damage to a Grappled creature. ft, one target. Hit: 18 (3d8+5) bludgeoning damage and
False Appearance. While the Huorn remains the target must make a DC 15 Strength saving throw or
motionless, it is indistinguishable from a normal tree. become Grappled (Escape DC 15).

143
THE PALE ONES
Rohan Region Guide

The Pale Ones


Long ago, a small tribe of
Goblins passed beneath the
shadow of the mountains and
slipped past the Ents into the
gloom of Nan Mordeleb. As they
supped on sickly toadstools,
they changed, down in the
dark. They lost much of their
fears and gained a feral, vicious
cunning even by the standards
of their own cruel race.

Pale One
Small Humanoid (Orc-kind) Determination. If damage reduces the Pale One to 0
hit points, it must make a Constitution saving throw
STR DEX CON INT WIS CHA with a DC of 5 + the damage taken, unless the damage is
11 (+0) 16 (+3) 17 (+3) 10 (+0) 12(+1) 6 (-2) radiant or from a critical hit. On a success, the Pale One
Armour Class 14 (Orcish Leathers) drops to 1 hit point instead.
Hit Points 13 (2d6+6) Hate Sunlight. The Pale One despises the cleansing
Speed 25 ft light of the Sun. If it is exposed to direct bright sunlight,
it takes 3 (1d6) psychic damage each round.
Saves Constitution +5
Skills Stealth +5, Survival +3
Senses darkvision 60 ft, passive Perception 11 Actions
Languages Orcish, Westron Jagged Knife. Melee Weapon Attack: +5 to hit, reach 5
Challenge 1/2 (100 XP) ft, one target. Hit: 5 (1d4+3) piercing damage and the
target must make a DC 13 Constitution saving throw or
Delirium. As a bonus action, the Pale One can ingest
become Poisoned for 1 minute.
the poison it uses on its weapons. It becomes Poisoned
Bow of Horn. Ranged Weapon Attack: +5 to hit, range
for 1 minute but also has Advantage on Constitution
80/320 ft, one target. Hit: 6 (1d6+3) piercing damage.
saving throws during this time.
The victim must also make a DC 13 Constitution saving
throw or become Poisoned for 1 minute.

144
STONECLAWS THE BEAR
Dangers of the Mark

Stoneclaws the Bear


Raised from a cub on the draughts
of the Ents, Stoneclaws is a (mostly)
benevolent sight within the forest. Woe
betide any who provoke or attack him,
however.

Stoneclaws the Bear Keen Smell. Stoneclaws has Advantage on Wisdom


Huge Beast
(Perception) checks that rely on smell.
STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 18 (+4) 5 (-3) 14(+2) 9 (-1) Actions
Armour Class 12 (natural armour) Multiattack. Stoneclaws makes two attacks: one with
Hit Points 84 (8d12+32) its bite and one with its claws.
Speed 40 ft, climb 20 ft Bite. Melee Weapon Attack: +7 to hit, reach 5 ft, one
Skills Perception +4 target. Hit: 10 (1d10+5) piercing damage.
Senses blindsight 30 ft, passive Perception 14 Claws. Melee Weapon Attack: +7 to hit, reach 5 ft, one
Languages – target. Hit: 15 (3d6+5) slashing damage and the target
Challenge 3 (700 XP) must make a DC 15 Strength saving throw or become
Prone.
Fearsome Bellow. As a bonus action Stoneclaws may
roar at a target within 20 ft. That target must make a DC
15 Wisdom saving throw or become Frightened of the
bear until the end of Stoneclaws’ next turn.

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Rohan Region Guide
THE HORSE AND THE RIDER

THE HORSE AND Éothéod surpassed that of any riding horse to be found in
Wilderland.

- THE RIDER- The horses that the Rohirrim ride today descend from
those exceptional steeds that the Northmen bred when
’…there are no horses like those that are bred in that their world was young, and their many bloodlines have
great vale between the Misty Mountains and the White.’ been strengthened further when Eorl brought his folk
south to Calenardhon and more exotic breeds were
The horses bred by the Rohirrim are mighty steeds. Swift, brought over as gifts from Gondor and from the far
clever, and strong, they are worthy of the great praise South.
bestowed upon them. Indeed, their fame extends far beyond
the borders of the Mark, and the Eorlingas love them next Horse-herds
to their kin. To the Rohirrim, their horses embody many of The majority of households in the Mark have at least one
the qualities that they value in themselves: power, grace, member of the family devoted full-time to the training
beauty, and the freedom to live as they choose. Horse and of horses, though more well-off or noble families are
rider share the same roots, for the horses of Rohan were likely to have several, and each member has a share in
first bred in the fields of the North centuries ago, and they their upkeep. From an early age, children learn to be
reached the lands of the South together, when the Sons of comfortable around the large beasts and how best to
Eorl rode from the Vales of Anduin to enter battle upon the care for them. Indeed, more than a few riders will readily
Field of Celebrant. declare that they learned to ride before they ever learned
to walk. A horse’s primary rider is considered to be the
Masters of Horses horse’s ‘master’ and ultimately responsible for their well-
No folk was more suited to the wide, green plains of being in the eyes of their fellow Eorlingas. A horse that is
Calenardhon than the horse-riding Eorlingas, and no trade unwell will draw immediate concern and frequently wise
could prosper better than the breeding of their mounts. counsel from other horse-herds. A steed that is clearly
The Rohirrim descend from the Men of Rhovanion, a mistreated will bring active scorn and condemnation.
powerful confederation of Northmen already famed
centuries ago for their skill as tamers of the wild horses To the Eorlingas, then, horses are family, friends, and
that once roamed free and in great number on the plains brothers-in-arms, valued as much as any of their fellows.
to the east of the Greenwood. These were originally hardy Any given rider will not just know the name and character
beasts, not very tall, more suited to the drawing of wains of their own horse, but also the names and dispositions
than as mounts. But by the time the Northmen moved of all of their comrades’ horses as well. The qualities of
to what is now the Vales of Gundabad, they already had various exceptional horses are well known and widely
with them several breeds of horses fit for riding that they discussed, even praised in song; occasionally the fame of
had bred themselves, separating the best animals from certain horses has even superseded that of their rider!
their wilder kin.
When the Eorlingas prepare for battle, they carefully
It was by the shores of the Great River that the Northmen braid the manes of their horses to the left of their neck,
would truly become known as the ‘Horse-folk’, and their to bind up their hair so it does not get in their way when
land as the ‘Horse-land’. For in those regions they found unsheathing a sword or to avoid it getting grabbed too
many horses of great virtue, swift beasts roaming free in easily by an assailant. The most superstitious riders tie
the narrow dales along the Misty Mountains and under an odd number of plaits on male horses and an even
the western eaves of the forest. In a handful of years the number of plaits on mares, to attract good luck. Warriors
Northmen managed to tame many wild stallions and frequently lavish as much care on their horses’ looks and
strong mares, which they mated with the best horses equipment as their own. Most steeds bear intricately
they had brought from the plains of the East. Over the tooled saddles and some sport colourful ribbons wound
turn of a few generations, the quality of the steeds of the through their hair.

146
The Horse and the Rider

The Éored Léod. It was upon his strong back that Eorl rode onto
When they are called to the Muster of the King’s Host, the Field of Celebrant, and it is Felaróf that is depicted
all eiders in a household who have been fully trained for on the flag of Rohan. Felaróf was more intelligent and
war ride as a unit, the éored, led by a captain. In times of stronger than any other stallion of his age or since. He
war, each full éored counts not less than 120 warriors on lived as long as Eorl himself and was buried with him
horseback, and is reckoned to be one hundredth part of beneath the first mound before Edoras. So exceptional
the éoherë, the Full Muster of Rohan, led by the Lord of was he in ever y way that some say he must have
the Mark and the knights of his own household. In times descended from steeds brought over from the Undying
of peace, the vast majority of such units are not kept in West during the First Age. His descendants are called
active service, with the exception of the Household of the the Mearas, horses without equal, ridden only by the
King himself and those of the Marshals of the Mark, but King of the Mark.
every rider is expected to train and exercise regularly. HANDLING HORSES

While many among the Rohirrim ride upon horses, not Handling Horses
every inhabitant of the Mark goes to war on horseback. Most Free Folk living in Middle-earth, and indeed many
For every soldier well-horsed and fully armed, there are creatures serving the Shadow, ride upon the back of swift
as many warriors on foot or with ponies, carrying sword horses, to travel swiftly across the land or to gain an edge
and shield, or bow and spear, scouts, and hunters of the over their adversaries in combat. Hobbits and Men, Elves
mountain-dales. When the full Muster of Rohan is called and Dwarves all ride upon a mount of choice, from the
by the Lord of the Mark, the riders will be ready to ride to overburdened ponies of wandering Dwarves and Hobbits,
battle far away, to leave the footmen to defend the strong to the great horses of the Eorlingas, and the magnificent
places of the land. steeds of the Elves.

The Mearas The Riding Check


No horse bloodline is more renowned than the one sired In Adventures in Middle-earth, mounted companions
by Felaróf, the Mansbane. Felaróf was the white stallion do not need to make a roll whenever they sit astride
of Eorl the Young himself, a wild horse that he claimed a horse or a pony, but only when they attempt some
as his steed as weregild after Felaróf had killed his father, difficult horsemanship task, or when the Loremaster

147
Rohan Region Guide

ACQUIRING HORSES
calls for a Riding check. A hero can either use Strength Acquiring Horses
(Athletics) or Wisdom (Animal Handling) to make the
check. However, there may be circumstances that allow They dismounted, and as grooms took Shadowfax and
a player to make a case for a different skill; horses are the other horse, they walked forward to the sentinel at
intelligent and perceptive animals, and they develop a the gate...’
very tight relationship with their riders; moreover, in the
novels, horses and ponies seem to relate to their owners Companions without a mount and Riders of Rohan
in even deeper and subtler ways. Considering this point wishing to enrich their stables may buy a horse from a
of view, a rider might try to calm their skittish horse using merchant at a market or from a horse-breeder, if they
Persuasion, for example, or push a horse to climb over happen to find one during the Adventuring phase, or they
a narrow ledge bordering a cliff using Intimidation or may do so as part of their activities during a Fellowship
even Performance. phase. In either case, the hero must find themselves in
an appropriate location, most likely a settlement of the
Mounting or dismounting, or setting a horse to trot, Free Peoples, and then consult the Types of Horses table
canter, or gallop, are all activities that are considered at the bottom of the page. All prices listed in the table
ordinary for a rider. An action involving riding or are to be considered minimums: the value of a horse
handling a horse requires a die roll whenever a player may rise considerably should it display some especially
is proposing a feat that effectively pushes a mount to do uncommon feature, in particular colouring that varies
something dangerous, like jumping over a high obstacle from ‘bay’ (a red-brown coat turning to black in the
or across a wide gap. If the check fails, the horse is mane and near the hooves). White or black horses are
daunted and refuses to obey. (For example, a horse might particularly prized; as are dappled horses, a sign of
stop in its tracks in front of the obstacle it was supposed having southern blood, rarer and more exotic in the
to jump over.) northeast of Middle-earth.

Heroes do not need to make Riding checks in combat


situations for a mount with the Trained Warhorse A Wealth of Horses
feature. Loremasters might well ask for Riding checks for
steeds that are not accustomed to battle, in order to keep
Horses are amazing animals: they provide milk, a
the horse from fleeing the area.
RIDING ON A JOURNEY strong back, and near unflagging strength. In times
of war, they stand as one of the most potent weapons
Riding on a Journey on Middle-earth. The fact that all households of
Horses can make for swift travel. Riding a horse doubles
the Mark have at least one horse trainer devoted
the distance that can be covered each day (40 miles, see
to breeding and preparing mounts for battle speaks
Adventures in Middle-earth Player’s Guide, page 176).
volumes about the warlike nature of the Eorlingas.
However, if half or more of the Company’s mounts have In Rohan, the distinction between more or less
2 or more levels of Exhaustion, then the heroes can travel prestigious households is not drawn between those
only 20 miles per day. who keep horses and those that do not, but rather,
between owners of a greater or lesser wealth of them
Horse-roads and the quality of their mounts.
Not all paths and roads are suited for riding, and travelling
across the wilderness on horseback does not always
yield the benefits a traveller might expect from a swift-
footed mount. Loremasters wishing to better represent
the hardiness of traversing difficult terrains should allow
a riding companion to travel for 40 miles each day only
when the chosen route is traced across very easy, easy, or
moderate terrain.

148
The Horse and the Rider

Name Name in Type Types of Horses Size Price Status


Rohan

Affer Stot Draught horse A horse fit to pull carts Large 10s 0

Courser Courser Fine-bred steed A horse fit for a noble. Large 4g 4

Destrier Eoh Warhorse A horse fit for a hero. Large 6g 5

— Mearh Royal horse A horse fit for a king. Large — 6

Palfrey Radhors Travel horse A horse fit for a journey Large 2g 2

Smallest horse
Pony —
CHARACTERISTICS A small horse breed preferred by Hobbits Medium 8s 0
breedsOF HORSES

Rouncy Hors Riding horse A horse fit to ride comfortably Large 3g 3

Sumpter Seamhors Pack-horse A horse fit to carry luggage Large 15s 1

Borrowing Horses Affer (Stot)


Heroes travelling on foot in the Riddermark may ask These are working horses, used for pulling wagons to
to borrow a mount from a horse-herd or local lord, or market or as a plough through rough ground. Whil e
even be lent one should they appear to need it. Such a steady and well-muscled, they are rarely trained to take
hero must possess a sufficient status to be considered riders and are slower than other breeds.
trustworthy by the horse owner. This score is found
on the Types of Horses table below, under the Status
column. A foreign hero must have a Proficiency Bonus
equal to or higher than the horse’s Status to be deemed Affer
worthy. Horseless Riders of Rohan may borrow a horse Large Beast
one step higher than foreign heroes, if they cannot STR DEX CON INT WIS CHA
instead acquire a mount from their own herds. 16 (+3 10 (+0) 12 (+1) 2 (-4) 11 (+0) 4 (-3)
Armour Class 10
Should a hero be found by the King’s Guard riding a Hit Points 19 (3d10+3)
mount not fit for their standing, they will be questioned at Speed 40 ft
spearpoint and imprisoned if unable to provide sufficient Senses passive Perception 10
justification. Challenge 1/8 (25 XP)
Untrained for Combat. An Affer will not engage in
Characteristics of Horses combat if it has a rider and will take the Dash or Dodge
Horses dif fer from each other on many accounts: their action to escape combat. It only attacks with its hooves if
it has no other option.
colour, stature, temper, and swif tness, and they are
all put to dif ferent uses, based on their capabilities. Actions
The Types of Horses table below summar ises the Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft, one
var ious kinds of horses and lists their relevant target. Hit: 8 (2d4+3) bludgeoning damage.
character istics.

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Rohan Region Guide

Courser (Steda)
Courser When the Riddermark goes to war, it does so on the back
Large Beast of its stedan, its warhorses. They are strong and brave
STR DEX CON INT WIS CHA animals, used to combat and the hunt. A wealthy horse-
16 (+3) 12 (+1) 14 (+2) 2 (-4) 12 (+1) 7 (-2) herder has many coursers in their fields.
Armour Class 11
Hit Points 22 (3d10+6) Destrier (Eoh)
Speed 60 ft The Destrier is the pinnacle of the Mark’s horse-breeding,
Senses passive Perception 11 for the Mearas have their own family lines. They are
Challenge 1/4 (50 XP) exceptional warhorses, as strong and powerful as the best
Trained Warhorse. In addition to the normal actions of found in any other land. In battle, they lead the charge.
a controlled mount, a rider may instruct the Courser to
Charge or Attack with its Hooves. Mearh
Actions While the Eoh of the Mark are the rival of any other land,
there are no other horses like the Mearas in Middle-earth.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft,
one target. Hit: 10 (2d6+3) bludgeoning damage. If In them is some memory of the morning of the world: light
the Courser bears a rider when it attacks, the rider is their footfall and they are as swift as the wind. Their line
must make a DC 10 Dexterity saving throw to remain is as long and storied as the kings of Rohan, whom they
mounted. bear in battle.
Charge. When the Courser takes this action, it gains
additional movement equal to its speed. It must expend all
of its movement this round. A rider that takes the Attack Mearh
action during their turn gains +4 to their damage rolls. Large Beast
STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 17 (+3) 10 (+0) 16 (+3) 15 (+2)
Armour Class 14
Hit Points 68 (8d10+24)
Destrier Speed 65 ft
Large Beast
Skills Perception +5, Stealth +6, Survival +5
STR DEX CON INT WIS CHA Senses passive Perception 15
18 (+4) 14 (+2) 15 (+2) 2 (-4) 12 (+1) 7 (-2 Challenge 4 (1,100 XP)
Armour Class 12 Trained Warhorse. In addition to the normal actions of
Hit Points 30 (4d10+8) a controlled mount, a rider may instruct the Mearh to
Speed 60 ft Charge or Attack with its Hooves.
Senses passive Perception 11
Actions
Challenge 1 (200 XP)
Multiattack. A riderless Mearh can make two attacks with
Trained Warhorse. In addition to the normal actions of
its hooves.
a controlled mount, a rider may instruct the Destrier to
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft, one
Charge or Attack with its Hooves.
target. Hit: 14 (2d8+5) bludgeoning damage. If the Mearh
Actions bears a rider when it attacks, the rider must make a DC 7
Dexterity saving throw to remain mounted.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft,
Charge. When the Mearh takes this action, it gains
one target. Hit: 11 (2d6+4) bludgeoning damage. If
additional movement equal to its speed. It must expend all
the Destrier bears a rider when it attacks, the rider
of its movement this round. A rider that takes the Attack
must make a DC 10 Dexterity saving throw to remain
action during their turn gains +6 to their damage rolls.
mounted.
Charge. When the Destrier takes this action, it gains Reactions
additional movement equal to its speed. It must expend all
of its movement this round. A rider that takes the Attack Uncanny Dodge. The Mearh is adept at avoiding injury
action during their turn gains +4 to their damage rolls. and can use its reaction to halve the damage from an
attack that it is aware of.

150
The Horse and the Rider

Palfrey (Radhors) Pony


A Palfrey is an excellent breed of horse for those who The smallest of horse breeds are not found in the Mark. The
find themselves on long journeys and in dangerous only ponies are those brought south by Dwarves as pack
circumstances. They can be trained to endure the terrors animals and any that an adventurous Hobbit might ride.
of combat, and their steady gait welcomes a rider who will The tall folk of Rohan have little interest in the breeding of
spend all day in the saddle. ponies and they are almost never found for sale.

Palfrey Pony
Large Beast Medium Beast
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 2 (-4) 10 (+0) 5 (-3) 15 (+2) 10 (+0) 13 (+1) 2 (-4) 11 (+0) 4 (-3)
Armour Class 12 Armour Class 10
Hit Points 14 (2d10+2) Hit Points 11 (2d8+2)
Speed 60 ft Speed 40 ft
Senses passive Perception 10 Senses passive Perception 10
Challenge 1/8 (25 XP) Challenge 0 (10 XP)
Trained Mount. In addition to the normal actions of Untrained for Combat. A Pony will not engage in
a controlled mount, a rider may instruct the Palfrey to combat if it has a rider and will take the Dash or Dodge
Charge. A mounted Palfrey will not attack with its hooves. action to escape combat. It only attacks with its hooves if
it has no other option.
Actions
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft, one Actions
target. Hit: 7 (2d4+2) bludgeoning damage.
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft, one
Charge. When the Palfrey takes this action, it gains
target. Hit: 7 (2d4+2) bludgeoning damage.
additional movement equal to its speed. It must expend all
of its movement this round. A rider that takes the Attack
action during their turn gains +4 to their damage rolls.

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Rohan Region Guide

Rouncy (Hors) Horse Features


The Rouncy is renown for its endurance over the long The horse-herds of Rohan may train their steeds to
miles and fast, easy gait. While they are not suitable consistently display virtues otherwise not noticeable in
for combat, they are highly valued as riding horses for their untutored kin.
herders, merchants, and minor nobles alike.
The following Qualities are available to those characters
who have chosen the new undertaking: Riddermark
Rouncy Horse-training (see page 155); it is up to the Loremaster
HORSE
Large FEATURES
Beast to decide whether the following features can be made
STR DEX CON INT WIS CHA available to other players. During the undertaking, a
16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2) horse may be granted a single feature. Note that several
Armour Class 10 features refer to actions explained in the Riding in Combat
Hit Points 14 (2d10+2) section, which follows.
Speed 60 ft
Senses passive Perception 10
Fiery. A Fiery horse can appear unruly and overly
Challenge 1/8 (25 XP)
spirited, but its restlessness becomes an advantage in
Untrained for Combat. A Rouncy will not engage in
the hands of its rider when battle is joined. A character
combat if it has a rider and will take the Dash or Dodge
action to escape combat. It only attacks with its hooves if riding this horse has Disadvantage on all Riding checks,
it has no other option. but gains Advantage on all attack rolls when they instruct
Actions the mount to Charge.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft, one
target. Hit: 8 (2d4+3) bludgeoning damage. Night-eyed. It is said that a Night-eyed horse can see the
breeze in the dark, and warn its rider of an impending
danger. A rider of this horse does not suffer Disadvantage
due to poor lighting conditions.
Sumpter (Seamhors)
While these are working horses as well, they are trained for Proud. A Proud horse is tall and clean-limbed, and has
long journeys and carrying heavy loads. a noble bearing, whether it is walking or galloping. A
rider of this horse has Advantage on all Persuasion and
Traditions checks made while mounted.
Sumpter
Large Beast Strong. A Strong horse has a broad chest, with thick and
STR DEX CON INT WIS CHA robust muscles, and is well suited to charge its enemies
16 (+3) 10 (+0) 17 (+3) 2 (-4) 11 (+0) 4 (-3) headlong. Add +2 to the damage bonus granted by the
Armour Class 10 Charge action.
Hit Points 18 (2d10+6)
Speed 50 ft Sturdy. A Sturdy horse is less likely to receive permanent
Senses passive Perception 10 harm when it is wounded in combat. When this horse
Challenge 1/8 (25 XP) takes a short rest, it adds double its Constitution
Untrained for Combat. A Sumpter will not engage in modifier to the d10 for determining the number of hit
combat if it has a rider and will take the Dash or Dodge points regained.
action to escape combat. It only attacks with its hooves if
it has no other option.
Surefooted. A Surefooted mount is less likely to stumble
Actions or slip when riding across pathless terrain or upon ruined
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft, one roads and bridges. The mount is unaffected by difficult
target. Hit: 8 (2d4+3) bludgeoning damage. terrain and can maintain 40 miles a day across hard
terrain (see page 148).

152
The Horse and the Rider

Swift. A Swift mount responds promptly to the rein and


to its rider’s voice commands, making it easier for them
to perform tasks and manoeuvres. The mount’s speed
increases by 5 ft.

Tireless. A Tireless horse needs only a few hours to


recover from a full day’s ride, thus making it easier for its
rider to bear with the fatigue of a journey. The horse is not
affected by Exhaustion levels that modify its movement
(i.e. levels 2 and 5 have no effect on the mount).

Trample. This horse has been trained to attack downed


foes. If the horse moves at least 20 feet straight towards
a creature and then successfully strikes that creature
with its Hooves, the target must make a Strength saving
throw (DC equal to 10 plus the horse’s Strength modifier)
or be knocked Prone. If the target is knocked Prone, then
the horse may use its bonus action to make another
Hooves attack.
RIDING IN COMBAT
Riding in Combat
’Great was the clash of their meeting. But the white fury of
the Northmen burned the hotter, and more skilled was their
knighthood with long spears and bitter’.

Horses trained for war can be a formidable asset when


charging enemies on open ground. But riders need Mounting and Dismounting
ample space to manoeuvre and their edge is easily lost Outside of combat no checks are required for mounting a
if a battle is fought over difficult terrain like a marsh horse. During combat you can mount an allied horse as
or a wood, or in the frenzied confusion of a fight at long as it is within 5 ft of you and you spend movement
close quarters. equal to half your speed. If you wish to mount an
unfamiliar horse during combat, you must also succeed
The following optional rules expand upon mounted at a DC 10 Riding check.
combat in the core rules, providing examples, additional
options, and drawbacks for riding horses into a fight. You can dismount a horse as part of your turn by
spending movement equal to half your speed. If an effect
Untrained Horses moves your mount against its will while you’re on it,
The rules for mounted combat assume that all mounts you must make a DC 10 Dexterity saving throw or fall
have been conditioned for the battlefield. A hero wishing off the mount, landing Prone within 5 ft of it. If you are
to control a mount that is not a Trained Warhorse must knocked Prone while mounted, you must make the same
make a Riding check at the start of each turn. In this first saving throw.
round of combat this is DC 10, in the second DC 11, the
third DC 12, and so on. A hero that fails their Riding check If your mount is knocked Prone, you can use your
no longer controls their mount and the mount is likely to reaction to dismount as it falls and land on your feet.
take either the Dash or Dodge action and use all available Otherwise, you are dismounted and fall Prone within
movement to leave the combat. 5 ft of it.

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Rohan Region Guide

Controlling a Mount Dodge


While you’re riding a horse, you are most likely A mount taking the Dodge action imposes Disadvantage
controlling the mount. The only circumstances in which on attack rolls against attackers that it can see and gains
the mount acts independently are if the horse is not Advantage on Dexterity saving throws. Attacks that
trained for combat (see above) or if it is a mearh, in which target you do not receive Disadvantage. The mount has
case it will still act on your turn but choose its own action movement equal to its base speed value.
and movement. You can suggest courses of action to the
mearh. Attacking Horses
Cunning adversaries might try to rob any riders of their
A controlled mount takes its turn at the same time as edge by targeting their mounts when resolving ranged
your turn. You can use its movement and you can specify attacks and when fighting at close quarters. Moreover,
its action. While mounted you retain your movement many fell creatures simply delight in the screaming of
(which might be used to dismount the horse) and your horses, so it is up to the Loremaster when other adversaries
action. All mounts have at least three action options: will choose to employ this tactic.
Dash, Disengage, and Dodge — trained warhorses and
mounts with special features might have additional Horse Injury
options. A controlled mount can move and act even on When an attack reduces a mount to 0 hit points, it
the turn that you mount it. Examples of each action are collapses and becomes Prone. The rider must make a DC
listed below. 10 Dexterity saving throw (as above) or become knocked
Prone as well. Loremasters might consider the steeds of
If the mount provokes an Opportunity Attack while you’re the enemy and minor characters slain at this point, but
on it, the attacker can target you or the mount. allow the named steeds of the heroes to make death
saving throws.
Dash
A mount that Dashes gains additional movement equal to Horse Recovery
its speed. A mount that takes this action and moves out of During a short rest, a mount can recover hit points equal
an enemy’s reach provokes an Opportunity Attack, which to 1d10 plus its Constitution modifier. Once a mount has
can target you or the mount. recovered hit points in this manner, it cannot do so again
until it has finished a long rest. A hero with a feature that
allows individual healing can focus their attention on a
mount, but horses do not benefit from staunching songs
Slayers and Mounted Combat of any kind or other group healing efforts.

A Slayer who takes the path of the Rider and gains A horse that is reduced to 0 hit points loses its quality, if
the Mounted Combat feature can make an attack it had one. The quality can only be regained by choosing
using their bonus action whether they or their mount the Riddermark Horse-training undertaking and spending
Dashes during the turn. time with the mount.

Riding Checks in Combat


The following situations might call for a Riding check, at
the Loremaster’s discretion.
Disengage
A mount that Disengages can use its movement to get Frightening Effects
away from enemies without provoking Opportunity If you must make a saving throw against becoming
Attacks. Since you are being moved by the horse and not Frightened and succeed, you may make a Riding check
your own movement, you do not provoke Opportunity with the same DC as the saving throw. If successful, your
Attacks either. mount is not Frightened either.

154
The Horse and the Rider

Losing Consciousness horse and slump across its back. It is no longer controlled
If damage or an effect causes you to become Unconscious by you and will likely use its action and movement to leave
while mounted, you can make a DC 15 Riding check just the battle in the safest and quickest manner possible. On
before you pass out. On a success, you remain on the a failure you fall off of the horse and are Prone on the
ground.

New Fellowship Phase Undertaking:


Riddermark Horse-training (Riders of Rohan only)
When you select this undertaking, you spend time training one of your horses to display a quality (see page
152). Make a Wisdom (Animal Handling) check with the DC equal to 10 plus the horse’s Status (page
149). On a success, the horse now has that Quality. A horse can have only one quality at a time.

155
Rohan Region Guide

A WIDE AND GREEN LAND

A WIDE AND GREEN The people of Rohan look inwards for the most part,
caring only about their own affairs and perhaps those

-LAND- of the Dunlendings to the west. A prince and his guard


might ride south or east to join the forces of Gondor in
battle, but for most folk the lands beyond the border are
But now all the land was empty, and there was silence but rumours. Few will ask question of travellers and even
that did not seem to be the quiet of peace. fewer will answer the travellers’ questions.

Rohan, the land of the Horse-lords, is unlike those in the At the twilight of the Third Age, Rohan strives to
North. There is little of the Wild in the Riddermark, only at recover from a bad king’s misrule over a superstitious
its edges as a rule. Instead, it is a flat land, filled with horses, people who are fond of blood feuds and battle. As the
people and empty space. Companies that journey across Company travels the Mark, they might aid the king in
the Mark might spend days in steady but uneventful travel. readying Rohan to resist the coming Shadow or they
When they do encounter danger and evil, it is often in the might find that the hearts of the Rohirrim are already
guise of Men and not the servants of the Shadow. In Rohan, too enamoured of violence and old enmities to truly
all people are dangerous, after their own fashion, and there serve their lord.
are ties that bind the lowest herder or farmer to the great
lords and Marshals of the land. And the king too is bound by
these oaths and cannot do as he wishes. But when a Journey
New Herb: Queenblossom
Event asks for a danger to the Company, it is most likely to
come from within the peoples that live here than without. The Queenblossom, a flower with a double star of
long woolly white petals around golden florets, is
The very character of the land is different too, as Rohan highly renown in Rohan for its medicinal properties
is a young nation, at least as how the Elves and the Wise and as a symbol of affection. It is most likely found
reckon such things. There are fewer reminders of the in the high reaches of the White Mountains.
ancient days here, for the land was spared much of the
conflict that marked the Elder Days and even the Last A Master Healer can prepare a salve from
Alliance passed quickly by these lands, tarrying not but Queenblossom that will restore 2d6+3 hit points
and reduce your temporary Shadow score by 1 when
heading south to Mordor. So there are few ruins and
applied. You can only benefit from one application of
other reminders of ancient days, except in the fortresses
Queenblossom per Adventuring phase.
of Isengard and Súthburg, and the collected lore in
Meduseld’s richly decorated hall.

156
A Wide and Green Land
JOURNEY EVENT TABLES
Journey Event Table Entry 1 (or less)
A Chance Encounter be asked about the Company’s loyalty to the lords of the land.
The Company meets a fellow traveller or group of travellers. During the course of the Riddermark Adventures, the heroes
The Scout must make a Dexterity (Stealth) check to avoid will have many chances to influence the situation and make
them, or any hero may make a Charisma (Persuasion) alliances with the Marshals and others.
check to interact with them.
Mearas in the Distance
If the interaction is successful, the first roll of the next event A Company travelling across the plains of Rohan might
is made with Advantage. Failure results in Disadvantage. be lucky enough to spy horse-royalty in the distance. The
mearas need no herders and roam their own ancestral
Farmfolk lands, which nominally belong to the king himself. It would
While raising horses is a sure way to win renown in the Mark, take exceptional circumstances (a High Elf or Wizard openly
the kingdom depends even more on those who choose to raise displaying power, for example) to cause the mearas to come
livestock and tend fields instead. These are usually clustered closer to the Company and they have no hope of catching
around Westfold, Eastfold, and Harrowdale as the plain- up to them otherwise. Instead, a hero can make a Wisdom
lands and the Wold are not rich in suitable farmland, though (Insight) check to gain a deeper understanding of the Mark
the Wold does have many shepherds. The farmhands will be from its rulers.
willing enough to talk to visitors, but rarely know anything
about the lands further than a day’s walk away. Messenger of the Mark
There are no post offices in the Mark, but, if a Hobbit were
Horse-Herders to visit Rohan, they might be surprised at how fast word can
In the Westemnet or Eastemnet it is likely that the Company fly across the wide plains. Day and night, messengers for the
has come across the grazing lands of a horse-herd and their Marshals and the king ride fast horses, carrying news and
attendants. The young riders tasked with preventing the rumours alike. A generous Company might offer some food for
animals from straying too far will be eager to talk to other both rider and mount if they want to hear the latest.
Rohirrim, but might have sharp questions for strangers. In
the Westfold or Eastfold it is more likely that the horse-herd is Pedlar’s Horse
on the move, going to market or returning back northward. The companions come across an older merchant, guiding a
well-stocked packhorse along the road. It seems that there’s at
Marshal’s Patrol least one of everything strapped to the poor beast and all of it
The Company has encountered one of the Marshal’s patrols, is for sale. Heroes wanting to do business with the pedlar can
the King’s Guard, or one of Hereward’s patrols, if they are buy one of anything on page 153 of the Player’s Guide as long
near to the Dwimorberg. In the early years of Thengel’s reign, as it has a price in silver pennies or copper coins. Those items
the Marshals are set against each other and their warriors priced in copper sell for half or a quarter of the listed price,
are likely to carry that feud with them. Many questions will with a corresponding drop in quality as well.

157
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Rohan Region Guide
Journey Event Table Entry 2
Of Herbs and Stewed Rabbit Harrowdale
The Hunter has an opportunity to gather food. They must You can find clover, chicory, fireweed, sheep sorrel, and
make a Wisdom (Survival) check. You have Advantage if white mustard in the mountains. Sometimes kingcups and
the Company won Feasts Fit for the Kings of Ancient Times, queenblossom can be found here and it is said that shadow-
or Disadvantage if you face Meagre Supplies and Poor thorn grows in abundance near the Dwimorberg, though few
Meals. venture up the shadowy mountain to find it.

If successful, you either gather food (restore a level of


Exhaustion or 1 Hit Die to each hero) or collect herbs
(Loremaster’s choice of herbs found). If you fail then the
Arrival roll gains a -1 penalty.

Eastfold
Those who choose to fish the Great River or its small
tributaries here will find carp and catfish easily enough.
Nearer to the mountains, there are many goats and great
herds of sheep abound, though they most certainly belong to
someone and are not wild. Deer, badgers, and especially wild
boar can be found in the Firien Wood. Chickweed, clovers,
field pennycress, milkweed, sheep sorrel, and white mustard
plants can all be found here. Water lilies can sometimes be
found in the slower parts of the Anduin as well as Reedmace
along its banks.

The Gap of Rohan


These are wilder lands than the rest of the Riddermark and thus
more deer, boar and smaller game animals can be found. The
folk of the West-march often set snares or traps for their game
and a Hunter must be wary to avoid being caught themselves.
In the rivers are trench, roach, and small carp.
The Plains of Rohan
You can find chickweed, clovers, dill, field pennycress, malllow, There are voles, mice, rabbits, hedgehogs, and shrews to hunt
milkweed, sheep sorrel, and shepherd’s purse here. Reedmace here, along with the red deer that hide in the infrequent thickets
and water lillies can be found in the rivers and it is said that of trees that grow at the bottom of dales. There are also stoats
shadow-thorn grows in secret patches near Nan Curunir, the and foxes to contend with, as well as eagle-owls and prairie
Wizard’s Vale. falcons. There is also dill, hazel, malllow. shepherd’s purse,
and sorrel to be found. Unfortunately there are unlikely to be
The Great River any herbs found on the plains.
As the Company approaches the Great River, the amount and
diversity of wildlife found increases. There are great black Westfold
swans that swim the river, while songbirds sing from the Near to the White Mountains, hunters can find deer and
brush. There are deer, boars, and even small bears that come firgengát (see page 43 to hunt, while lower down great herds
to the river for water, alongside rabbits and squirrels. In the of sheep are a common sight. There are few animals here that
river itself are carp, catfish, and poisonous barbels, with frogs, do not belong to a farmer or herder, however. A patient Hunter
snakes, and storks on the shores. can find wood sorrel, sheep sorrel, fireweed, pennycress, and
There are rushes, reedmace, and thickets of berry bushes on chicory here. Queenblossoms grow high up on the slopes.
the river’s edge while you might find hagweed or waterlillies
amid the swirling waters themselves.
158
158
A Wide and Green Land
Journey Event Table Entry 3
An Obstacle warning to travellers of some other danger. Heroes can make
Something blocks the path ahead. The Guide must make a Intelligence (Investigation or Riddle) checks to examine
Wisdom (Survival) check and each other companion must the statue. If half of the Company or more succeed, then they
make either Wisdom (Survival) or Strength (Athletics). If deduce some clue that allows them to avoid trouble (a dead
the Company has horses or ponies, one hero must make end, rocky or unstable ground, dangerous animals, or Orcs).
a Wisdom (Animal Handling) check. All checks have
Advantage if they are on Paths both Swift and True, or Uncertain Ground
Disadvantage if they face The Wearisome Toil of Many On the plains of Rohan, the grass grows tall. But that means
Leagues. it is difficult to see sharp rocks and other scree or the holes
dug by burrowing animals. The heroes must use Wisdom
If all are successful, the Arrival roll gains +1. If half or more (Animal Handling or Perception) checks to coax their
are successful, there is no penalty. If more than half failed mounts through the dangerous area. Those on foot can use
then each hero gains a level of Exhaustion. If all fail add a either Perception or Survival to find a safe path.
-1 penalty to the Arrival roll to the Exhaustion.
Vicious Limb-lithe Trees
Companions who dare to explore Fangorn Forest or other
Fording the Stream ancient woods may find their way blocked by tree limbs that
A fast-flowing stream or other watercourse blocks the seem to shift and move to prevent the heroes from moving
Company’s way forward. Heroes that are mounted can use forward. Each companion must make a Strength (Athletics)
either Animal Handling or Athletics to urge their mount check as above, or become Grappled by the tree limbs. The
to wade into the water. Failure indicates a level of Exhaustion Escape DC is equal to the DC for the initial check.
for the mount. Otherwise, the heroes must instead rely on
Survival to find a shallower place to cross.

Lost in the Mists


A Company that ventures near to the Great River on a cold
morning, one that gets too close to Nan Mordelieb, and one
who ventures into Nan Curunir when Saruman does not want
visitors risks becoming lost in the mists. Each hero must make
a Wisdom (Survival) check as above. The Loremaster might
wish to assign additional penalties for failure, including falling
into a river or becoming lost for hours.

No Paths
If the companions are on a journey across the plains of
Rohan, then one of the greatest obstacles that they may face
is the lack of landmarks and of clear pathways. The high grass
obscures any chance to see paths in any direction and the
flat featureless ground makes it hard for a Company to stay
orientated towards their goal. Each hero can make a Wisdom
(Survival) or Intelligence (Nature) check to find some small
clue about the way forward.

The Old Pukel Statue


The companions find a well-worn giant boulder carved
into the shape of a pukel-man along their path. While it is
not difficult to walk around the statue, it might serve as a

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In Need of Help deem below them. The Company have come across such folk
The Company meets someone who needs aid. If they choose harassing innocents (or for a more involved challenge they
not to assist each hero must make a Wisdom saving throw are fighting amidst themselves). It will take tact (Insight,
to avoid a Shadow Point. Persuasion, and Traditions) to set things right here.

If they do help, they make three checks, usually from Animal Disrupt a Farmer’s Herd
Handling, Insight, Medicine, Nature, Persuasion, The Company runs into a herd of cattle or sheep, accidentally
Survival or Traditions. spooking them. Heroes who ignore the frightened herd gain
a Shadow point. Those who wish help the herders regather
If all checks are successful then all heroes gain Inspiration the animals must use either Animal Handling or Survival.
and +1 to the Arrival Roll. If two checks are successful then Mounted heroes can make a Riding check to round up the herd
one hero gains Inspiration and +1 to the Arrival Roll. If one as well. If the companions net more successes than failures,
check is successful then +1 to Arrival Roll. If all rolls fail then they have redeemed themselves and the herder harbours no
a -1 modifier is applied to the Arrival Roll. ill-will towards them. If not, or if none make the attempt, word
spreads of their actions and trouble will likely await them in
Casualties of a Raid their next encounter with the Rohirrim.
The Company comes across the gruesome remnants of a raid.
Perhaps someone is still alive, or perhaps the companions’ Flyting Words
only task is to protect the unfortunate slain from becoming The practice of flyting is ancient. Two contestants do battle with
a meal for the vultures and other carrion eaters. On the each other with sharp words and cutting insults. Sometimes
western or southern edges of Rohan the raiders are likely to the flyt goes too far and true battle breaks out between the
be Dunlendings or Orcs from the mountains. On the eastern duellers. The Company comes across such a flyt that is straying
or northern edges they might be bandits like Herulf (see page desperately close to a brawl but preventing bloodshed can be
56) or Orcs from the Brown Lands or emissaries from Mordor. difficult. The heroes might need Intimidation, Performance,
or Riddle to diffuse the situation.

Lost Horse
The companions come across a single horse without tack, bridle,
or bit. It is young and obviously became separated from its herd. It
is well-bred and tractable, and the Company have a choice. They
could take the horse with them, reckoning that they have no way
of finding its owner. Despite this, such an act still counts as theft
and each hero gains a Shadow point. If the heroes instead spend
the time to retrace the horse’s path (using Survival checks and
taking them at least a day), then they can return the animal to a
very grateful herder, who might, once the horse is fully trained,
offer them an excellent price on the animal.

Merchants out of Place


Merchant-folk still walk the great road, carrying their wares
in great wains or on the backs of packhorses. But they rarely
venture outside the Folde or Westfold vale for they like to keep
to well-travelled and well-peopled paths. So encountering a
group of merchants out on the plains themselves might bring
Cruel Folk many questions to the minds of the companions: are they lost?
Too many young Riders learned the wrong lessons at the court victims of an attack? or a clever trap for the unwary?
of Fengel. They are crude and callous, bullying anyone they

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Journey Event Table Entry 5
Agents of the Enemy Warg Invasion
The Company approaches a hostile force. The Look-out A group of Wargs has come down from the mountains and
must make a Wisdom (Perception) check to spot the dared to hunt in the Mark. There is one Wild Wolf (page 111
enemy early. The Look-out has Advantage if the Company is of the Loremaster’s Guide) for each hero, plus a Wolf Leader
Hidden from the Shadow or Disadvantage if they face The (page 112 of the Loremaster’s Guide). The entire troupe has
Keen Eyes of the Enemy. These modifiers apply to any rolls an Unclean Stench (page 121 of the Loremaster’s Guide). The
made outside of combat. encounter is rated at Challenge 5.

If successful, they may either sneak away or ambush them Wulfing Riders
(in which case the enemy is Surprised). If failed, the enemy A group of Wulfing Riders (page 132) leaves Frecasburg to
sets an ambush and the Player-heroes are Surprised. harass the Wet-march or to raid into the Riddermark itself.
There are two Wolfings per companion and they are likely to
Dunlending Raid deliver a War Cry (page 119 of the Loremaster’s Guide) as their
The Company has chanced across a small group of Dunlendings first action. The group is rated at Challenge 9.
on a raiding mission. There is one Dunlending Raider (page
131) for each hero and one of them (the commander) has
the Excessive Strength of Arms feature (see page 119 of the
Loremaster’s Guide). They are rated at Challenge 4.

Herulf’s Outlaws
A small group of Outlaws (page 75 of the Loremaster’s Guide)
not under Herulf’s direct command have dared to acost the
companions. There is one Outlaw for every hero and a low
shriek anytime the Outlaws are attacked. They are Desperate
(page 117 of the Loremaster’s Guide) and won’t easily flee the
Company, knowing only that Herulf will be looking for them.
They stand at Challenge 5.

Huorns on the March


If the companions are close to Fangorn, they might come
across a group of wandering Huorns (page 142) on the move.
There is one Huorn per hero. While the Ents will understand
a Company defending itself from attack, they will not
countenance companions who try to pursue the creatures
into the forest or who attack and burn trees in retaliation. The
meeting is Challenge 5.

Orcs from the Mountains


Orcs from either the White Mountains (page 133), if the heroes
are in the south) or the Misty Mountains (Orc Soldiers, see
page 103 of the Loremaster’s Guide and add the Big feature so
that they have 24 hit points and are at +5 to their attack rolls
and +3 to damage rolls) are on the prowl. There are 3 Orcs
for every two companions and the total encounter counts as
Challenge 3.

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The Wonders of Middle-earth Red Fire Glowing
The Company is presented with a spectacular sight. Each Night on the plains of Rohan comes quickly and turns cold
hero must make either a Wisdom check or an Intelligence easily. The Company has chosen to make a fire tonight. It
(Investigation) check. These checks are made with warms the limbs and improves the end-day meal, but on
Advantage in Fair Weather and Disadvantage under Foul the open fields a fire can be seen for miles and miles. Do the
Weather. companions celebrate the heat and light? or are they nervous
and distrustful that it will give them and their secrets away?
If successful, the hero recovers one level of Exhaustion or
gains one if they fail. If all heroes succeed, gain a +1 to The Hills into Shadow
the Arrival Roll or if all fail then the Arrival Roll gains a -1 Night is coming among the shallow hills of the plains of the
penalty. Riddermark or into the steeper vales of the Westfold or Eastfold.
As darkness descends, the Company’s thoughts might turn to
Wind in the Meadow the many tales that the Rohirrim tell of dangers that lurk in the
A strong wind blows, rustling tents and cloaks, threatening to night and the shadowy wood. Will the heroes find these tales
pick up light objects and carry them off. Some heroes might be amusing or will every night noise startle them?
glad of the stiff breeze, feeling that it bears news of great deeds
to be done. Others might resent it, rueing the cold that seeps
into their bones and the stinging wind that batters their faces.

The Tall Corn Growing


Across the plains of Rohan, tall grass grows for the great herds
of horses, sheep, and other livestock to eat. Closer to villages,
large fields of wheat and oats also grow in abundance. Some
companions may look out on the fields and see an abundance
that feeds a strong nation, whilst others might see many
dangers lurking among the stalks or the great devastation that
a single storm could bring.

Rain on the Mountain


In the summer months especially, the rain clouds speed
through the Gap of Rohan, only to linger around the edges
of the White Mountains. Many a pleasant summer day ends
with a gentle rainfall on the mountain. Hopefully, the heroes
can appreciate the cleansing waters or they might resent them
instead.

Hand on the Harpstring


Somewhere, near or far, someone is playing an instrument
or has their voices lifted up in song. The Company may be
tempted to join them and make merry throughout the day
or night. Or, if the companions are trying to travel without
attracting attention, the performers might be a distraction, a
nuisance, or worse.

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A Wide and Green Land
Journey Event Table Entry 7
A Hunt Dwindling Supplies
The Hunter has a particularly excellent chance to catch a In the more well-settled parts of Rohan there may be no
good meal. The Hunter must make a Wisdom (Survival) opportunity for a great hunt. Instead, the Hunter must make
check. These checks are made with Advantage with Feasts a Charisma (Persuasion) check to convince the Company
Fit for the Kings of Ancient Times, and Disadvantage if the to tighten their belts and think of opportunities to come. If
Company has Meagre Supplies and Poor Meals. successful, instead of recovering Exhaustion each companion
gains Advantage on the next ability check for a Journey Event
If successful by 5 or more, all heroes recover a level of — they feel the need for success even more keenly on an empty
Exhaustion and the Company gains +1 to the Arrival Roll. stomach.
Other successes recover a level of Exhaustion only. If the
check fails then the Company gains a level of Exhaustion. If The Elk of the Deep
the Hunter fails by 5 or more add a -1 penalty to the Arrival It is rumoured that somewhere between the slopes of
Roll. Thrihyrne and Helm’s Dike wanders a great elk crowned with
branching antlers with innumerable points. It is said that it
Bear from the Mountains passes between the coomb and the dike-fields by some secret
A bear has come down from the mountains and the Hunter passage, knowledge of which Éogar would richly reward. A
has a chance to pursue it. Of course, such a prey is dangerous Hunter in the area may choose to pursue the beast. They have
and even moreso if the Company is near to Fangorn forest and Disadvantage due to his wiliness, but any success counts as
the abode of Stoneclaws (see page 84) who may take exception the best possible result.
to someone putting an arrow into one of his kin. The Hunter
must make their check with Disadvantage due to the nature of A Mighty Stonegoat
the beast, but, if they bring down the animal, they gain both The Company’s travels bring them close enough to the
benefits. mountains in the south for the Hunter to spy one of the large
stonegoats that prefer the high places. If the companions are
Boar of Everholt willing to turn aside for some time (at least a day’s delay), then
This is not the most famous resident of the Firien Wood (see the Hunter can stalk the goat with Advantage.
page 140), but only one of his lesser cousins. But even a regular
boar of this forest makes for dangerous game: if the Hunter Wolves on the Plains
fails, then they receive two levels of Exhaustion instead of the A lean pack of hungry and desperate wolves has come to
one level that the other members of the Company gain. But hunt in the same plains as the Company. Once the Hunter
such a creature makes a fine meal and the companions receive brings prey down, they race in, hoping to steal a meal from
both benefits on any degree of success. the companions. The Hunter must make a Charisma
(Intimidation) check to scare off the wolves. On a failure, the
animals have left some scraps behind for the heroes — each
companion may choose to go hungry and gain Inspiration and
a level of Exhaustion, or they may eat and recover a level of
Exhaustion instead.

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Journey Event Table Entry 8
A Fine Spot for a Camp check might mean that the Scout has failed to notice the dark
The Scout has spotted a location that might make an clouds overhead that signal the dell will soon be a temporary
excellent campsite. Make an Intelligence (Investigation) pond, or that they have misread the signs that someone else
check. has left and are disturbing a place safer left alone.

If the check succeeds by 5 or more then the Company A Soft Patch of Grass
recovers a level of Exhaustion and gains +1 to the Arrival Sometimes in the open fields of the Mark, there is no shelter to
Roll. On a basic success the Company recovers a level of be found and an empty patch of land carpeted with soft and
Exhaustion. On a failure the Company gains a level of springy grass is the best that can be hoped for. If the Scout fails
Exhaustion. On a failure of 5 or more the Company is in the check then there is something more here: biting insects that
danger and might face enemies. They also gain Exhaustion burrow underneath the ground during the day and into the
and a -1 penalty to the Arrival Roll. companion’s skin at night, or it is the favorite meeting place of
those few wolves that still hunt the open grasslands.
Abandoned Steading
The Company come across a small farmhouse that is utterly Tree Copse
abandoned. If the Scout succeeds at their check, it has stood The Company has chanced to find a thicket of trees
empty for years and the Company may safely stay here. But if surrounding a small dell or hill. The trees can help protect the
the Scout fails the check, they do not realise that the inhabitants companions from the weather and hide them from unfriendly
have only temporarily left the building and they will return eyes. However, there might be some other danger lurking here
soon, none pleased for finding the Company having treated amidst the trees, or Outlaws or worse might use this place for
themselves to their hard-won property. their secret meetings.

Fen Fever
Looking for a more comfortable lodgings, the Scout accidentally
allows the Company to stray into a fen or bog that surrounds
a waterway. If the Scout fails the Investigation check, then each
companion must make a Constitution saving throw or gain
another level of Exhaustion from the fevers brought on by the
fumes of the fens.

Meeting-field
The Scout has found what seems to be a good place for a
campsite — a wide, flat space with well-packed dirt that lies a
little higher than the rest of the land around it. But they have,
alas, chosen poorly for this site is the traditional meeting
place for several local steadings. They will not like to discover
strangers here when they arrive in the early morning hours
for a meeting and even the most humble farmers of Rohan are
skilled with bow and spear.

Sheltered Dell
This is a small depression or rill in the ground that is guarded
by standing stones, bushes or even a few trees whose roots
drink up the water that gathers there after a storm. In the dell,
the companions are easily overlooked by those passing by, but
also have a hard time noticing anyone’s approach. A failed

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A Wide and Green Land
Journey Event Table Entry 9
A Lingering Memory of Times Long Past Halifirien
The Company discovers a relic of past ages. Each companion Those companions who venture to Amon Anwar are invariably
must make a Wisdom check. moved by the experience. A hero may make their check with
Advantage as they gaze upon the place where Elendil once
If successful, the hero gains Inspiration. If you succeed by rested, but if they fail anyways they automatically gain a point
5 or more, you may remove a level of Exhaustion. If the of Shadow as they remember that the Dark Lord slew Elendil
hero fails, you must make a DC 15 Wisdom saving throw and he has reclaimed Mordor for his own even now.
or gain 2 points of Shadow. If you fail the initial check by 5
or more, you must make the saving throw and gain a level Helm’s Deep
of Exhaustion. Many think that there is little of lore in the lands of Rohan or its
lords. And the dour walls of the Hornburg and the stern face
If at least half the Company succeed at the check, add +1 of its master would first seem to prove them correct. But the
to the Arrival Roll. Otherwise apply a -1 modifier instead. Súthburg is an ancient place and there might be rooms full of
woven cloths and engraved runes that tell of even older days
Dunharrow when the Ship-lords built this fortress and its counterpart,
Visitors to Dunharrow feel the ghosts of the past watching them Orthanc.
always. But there are more than just ghosts here. A keen-eyed
wanderer might find a stone in the grass that once served as Nan Curunir
an axehead for an ancient and nearly forgotten people. They There are many ancient things in Isengard, left to the safekeeping
might find rough figurines made to ward off the Orc-folk or of the White Wizard, the greatest of his order. Heroes visiting
warn the bearer that strangers approach. However, their magic Saruman are unlikely to stumble across anything that he does
is long faded. And, if the Company chance to visit with the folk not want them to see, but it might suit his purposes to remind
of this land, they will hear many tales of the restless dead. them of ancient days and his deep wisdom. In the valley itself,
the Company might come across some fragment of the past
Edoras that has not yet made its way to the Wizard’s hands.
In the halls of Meduseld there are many woven cloths depicting
the deeds of ancient days and the floor itself is paved with
stones of many hues, carrying branching runes and other
devices that few among the Wise know how to read. Its pillars
are carven with the wisdom of the Horse-lords and tell of their
days in the North, Eorl’s journey to the Field of Celebrant, the
alliance between Gondor and Rohan, and the many battles
fought in its defence ever since. Perhaps there are other records
amidst the city that hold some secret knowledge.

Fangorn
In the forest of Fangorn resides the most complete tale of
Middle-earth, if you but have the patience to hear it and the
wisdom to understand the tale as it is told from the tree-
shepherds’ point of view. Hasty heroes might hear only a tiny
fraction of the story — it might cheer them and move them to
new song, or it might move them to tears and despair despite
not knowing the end.

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Journey Event Table Entry 10
A Place Touched by the Shadow The River Cave
The essence of something dark and terrible lingers here. Travelling along the Great River, the heroes find a shallow cave
The Scout must make an Intelligence (Investigation) that at might first seem like an excellent campsite. But long
check to avoid the area. ago, the rising waters of the Anduin after an early spring storm
swept away a family camped here and drown them. For those
If successful, the Company gains a +1 to their Arrival who wait in the cave, it now seems bone-chillingly cold and
Roll. If the Scout succeeds by 5 or more, each hero gains every small breeze sounds like the dying gasp of a child.
Inspiration and may remove 1 temporary Shadow point.
Slaughtered Beasts
If the Scout fails, each hero must make a DC 15 Wisdom The companions come across slaughtered animals, livestock
saving throw against Corruption or gain 1 point of Shadow. if they are near the inhabited parts of Rohan, or wild things
If the Scout fails by 5 or more, some dark thing still lurks if they are on its borders. The culprit is most likely Orcs or a
here, ancient and evil… Troll, but it might also be wolves or Wargs forced to abandon
a meal before it was finished. The Company might attract
Burial Mounds the evil thing’s further attention or they might be blamed for
The companions have come across burial mounds. These the slaughter by the owner of the animals or the next ones to
are not the great barrows of Edoras with Evermind growing stumble across the gruesome scene.
on them, but smaller and ruder and perhaps more ancient. If
the Company tarries here, they may find the the houses of the A Warning to All
dead have attracted evil spirits out of the Brown Lands and For travellers used to the northern vales of the Anduin, the
there is little rest for the living here. Beorning practice of putting Orc and Warg heads on pikes to
warn off the Enemy is a familiar sight. But in the lands of the
The Dark Grove Dunlendings, the West-march, and sometimes even the Mark
If the Company’s journey brings them close to the Firien itself it is not a monster’s head impaled but that of a Man. The
Wood, the shaded vales of Dunharrow, the Westfold, the Dunlendings believe that doing so grants them power over the
outskirts of Fangorn, or the small forested vales of the Misty dead, but endless feuds have often turned the practice into one
Mountains, then they might come across a grove of trees of petty revenge.
that grows so tightly together that they seem almost to be a
wall. Or, perhaps a cage is a better word. For the Shepherds
of the Trees, wishing to contain some evil thing they would
rather not disturb, will cause the forest to grow so tightly
together than only foolish heroes with axes will discover
what lies within.The danger might be an object or a beast,
a ruin of some description, or entrance to an underground
vault or cave. It is certainly a blighted place and only evil
awaits the heroes who push their way inside.

Households at War
The Marshals of Rohan are against each other and, while they
do not wage war upon each other, their quarrel has divided
families and destroyed marriages. The Company comes
across some evidence of this: a burned farmhouse, a gibbet
where a body hangs in as weregild in the bloody feud, or finds
themselves caught between two sides as they travel or walk the
streets of Edoras, Aldburg, or another village in the Mark.

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Journey Event Table Entry 11
The Enemy is Abroad Huorn Grove
Evil Men, Orcs, Goblins or other servants of the Enemy are A large group of Huorns (pages 142-3) is on the move and
moving through the area. If the Company is subject to The the companions have attracted their anger. There are at
Keen Eyes of the Enemy, the confrontation is unavoidable, least two Wandering Huorns and one Dark-Hearted Huorn
if the Look-out makes a Wisdom (Perception) check, the per hero, and the Loremaster might adjust this ratio to suit
enemy is Surprised on the first round of combat. the Company’s martial prowess. Quick-footed (or mounted)
heroes can outpace the grove, but they are relentless and no
If the Company is Hidden from the Shadow, the Look-out not need to stop and rest while they are on the hunt. The Grove
can use Perception or Stealth to avoid the enemy. If the is ranked at Challenge Rating 13.
check fails, the enemy is still Surprised on the first round
of combat. Scouts from Nan Mordeleb (CR 4)
A small group of Pale Ones (page 144) has dared to venture
If neither applies, then each member of the Company out of Nan Mordeleb. They will most likely be found in the
must make a Dexterity (Stealth) check. If the Company mountains or in Fangorn forest itself, but they might dare
has horses or ponies then one companion must make a a little further on a dark night. There are two of the Goblins
Wisdom (Animal Handling) check as well. If any of these for each hero but The Strong Die First (see page 119 of the
rolls fails, they have spotted and battle is engaged with no Loremaster’s Guide) and they suffer Disadvantage once half of
advantage to either side. them are slain. This is a Challenge Rating 4 encounter.

The Black Warg Warriors of the Gáesala


The Black Warg (page 130) is on the hunt for the Company. Something or someone has stirred the normally peaceful
He is accompanied by one Hound of Sauron (page 114 of the Gáesala (page 132) to war against the Rohirrim and all other
Loremaster’s Guide) for each companion and will use his strangers. If the Company consists of riders and their allies,
Shadow Walker ability to silently observe the heroes unseen then there is little hope for any sort of truce. If the heroes are
for some time before he ambushes them during some dark instead foreigners, then they might attempt an Intimidation
night when he has the best position. He comes to kill, not to or Persuasion check before battle begins to avoid bloodshed.
frighten away, unless the Company can tell him the secrets of The Warriors are a Challenge Rating 5 troupe.
the White Wizard. This is a Challenge Rating 12 encounter.

Casferoch’s Raiders
Casferoch the Cold (see page 97) leads a group of Dunlending
Raiders (see page 131) on a daring raid far into the Mark. Or,
if the Company has ventured into Dunland, then he might
instead be defending his territory. There are two Raiders for
every hero in addition to Casferoch himself. This ranks as
Challenge Rating 7.

Gazhúr Three-Deaths
The Orc warlord leads a group of Orcs of the White Mountains
into battle (see pages 133-4). There are three Orcs for every
member of the Company and they count as a Vengeful Band
(see page 119 of the Loremaster’s Guide). Gazhúr is wise
enough to retreat if the tide of battle turns against him. If his
band is able to ambush a single character then the Orcs will
likely capture the hero to serve as a slave in the mountain
holds. This counts as Challenge Rating 9.

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Journey Event Table Entry 12
Many Meetings? Fly you Fools! at you. This is Goldred, merchant of Edoras. He is most likely
The companions have encountered a traveller upon to be found at the very beginning or end of a journey, if the
the road, but all may not be as it at first appears. If the heroes are beginning or ending their trip near the capital.
Company began the journey under Dark Signs and Evil He might request simple favours of the heroes, like carrying
Portents, it is a servant of the Enemy. If they started From sealed documents to a trusted associate that lives along their
Auspicious Beginnings then it is one of the great powers route, or more complex requests if he has some leverage over
for good. Otherwise, the Look-out must make a Wisdom the Company. Heroes should be careful or they might promise
(Perception) check. too much to the rich man and find what they must do to clear
the ledger is distasteful to them.
If the Look-out succeeds by 5 or more, they recognise
the traveller for someone of great standing and may Herulf
immediately remove 1 Shadow point, gain +1 to their The leader is a tall man, with his blonde hair in long plaits.
Arrival Roll and may seek an Audience with the traveller. Despite his rich speech, he wears only leathers and his long
On a basic success, the traveller’s identity is shielded from sword has seen better days. This is Herulf, bandit lord. While
them and the meeting should use the rules for A Chance he will put on the airs of a nobleman of the Mark, he is not
Encounter. Insight checks may reveal their true identity. interested in petitioning Thengel King for redress, he just wants
your valuables, handed over right now.
If the check fails, each hero must make a DC 15 Wisdom
saving throw against Corruption or gain 2 Shadow points. Léothere
They must then hide from the enemy (using the rules in An old man on an older horse stumbles along the path. He
The Enemy is Abroad) but also gain a level of Exhaustion seems well-spirited, or at least deep in drink. He strums an
and -1 penalty to their Arrival Roll. If the Look-out fails by instrument and you can catch some of his words, most of
5 or more then the Company is automatically spotted and which are not fit for the council chambers of lords or the hard-
they must flee. Each hero gains 2 Shadow points, a level of won wisdom of a farmstead’s kitchen table.This is Léothere
Exhaustion and a -1 to the Arrival Roll. Five-fingers and he only plays at being a drunkard and a rake.
Heroes that show him respect anyways will find that both his
Dera posture and his speech clean up nicely.
A young woman greets you and asks if you need aught. Her dark
hair and complexion speak of a heritage born in Dunland even Rynelda
though her Westron is fair. This is Dera, seeking employment You can see a blur on the horizon, heading quickly your way.
as a guide or advisor. If the Company threatens her, she will Before half-a-dozen breaths, you can see the young woman,
not hesitate to flee and pass on word of their ill-intent for the riding fast and with great skill. This is Rynelda, well-called Fast
folk of the West-march. But if they are kindly folk, then they Rider. She is certainly on a mission for Éogar and will have
might be essential to her doom (see page 65). little time to pass pleasantries with the Company.

Gálmód
The young man is well-dressed and well-spoken. His slight
frame and sallow skin show that he is not a rider, even though
he seems to have the respect of all around him. This is Gálmód,
foster-son of Cenric, Third Marshal of the Riddermark. The
Company might receive some of his wisdom or some of his
biting sarcasm, depending on how they greet him

Goldred
A stout, older man dressed in fine clothes motions for you to
come closer. His fingers bear many golden rings and his right
hand holds a goblet of sweet-smelling wine. He smiles broadly

168
INDEX
Index

Déor 10 Fords of Isen, The 61, 66


- INDEX - Dera
Derndingle 86
Destrier 149
65, 168 Forgoil
Fowlmere 45
Frána, Lord of the Wulfings
94

62
Dianach 126 Fréa 10
A Dol Baran 107 Fréaláf 11
A Secret Folk 102 Doom of Curunír 106 Fréawine 10
Adventurers from Wilderland and Eriador 6 Drust, Chieftain of the Gáesela 63 Freca 10
Aegif, Wife of the River 55 Drustan, Brother of Drust 64 Frecasburg 67
Aldburg 37, 40 Dunland 92 Fróda 39
(Opening as a Sanctuary) Dunland Fells, The 95
Affer 149 Dunlending Raider 131 G
Aldor 10 Dunlendings (Culture) 100-103 Gabren the Shepherd 98
Alfric, Guard of Isengard 125 Dwarves of Erebor 94, 99 Gálmód 36-7, 168
Amon Hen (Seat of Seeing) 58 Dwimorberg 25 Gaol of Isendgard 113
Amon Lhaw (Seat of Hearing) 58 Gap of Rohan 60
Anduin 53 E Garnoc 124
Anórien (Sunlending) 35 Eastfold 35 Gathering Stone, The 100
Argonath, The 53 Edelyn of Stanshelf 64 Gazhúr Three-Deaths 66
Attacking Horses 154 Edoras 13 Geth 126
Ava 36 Eldalcar (Vinitharya) 8 Giant’s Teeth, The 100
Elfthain, Lord of Fowlmere 45 Glenys, Princess of the Gáesela 63
B Emyn Muil, The 58 Glittering Caves 52
Balchoth 9 Ent-draughts 72 Goldred 22, 168
Baldor 10 Entmoot 78 Goldwine 10
Barrowfield, The 22 Ents, The (Onodrim) 72 Great Boar of Everholt 140
Beacons of Gondor, The 41 Entwives 73 Great Forest Axe 103
Beechbone 84 Entwood, The (Fangorn Forest) 69, 79 Great Map of Orthanc, The 118
Béowyrt of the Wold 31 Éofara 47 Great River, The (Anduin) 53
Black Treachery 113 Éogar, Great West Road, The 40
Black Warg of Methedras, The 124, 130 Second Marshal of the Riddermark 44 Grim of Aspect 102
Bocaern 126 Éofolda, Lady of Stotfold 39 Grimborn 46
Borrowing Horses 149 Eoh 149, 150 Grimslade 46-7
Bregalad (Quickbeam) 83 Éored, The 39, 147
Brego 10 Eorl the Young 9 H
Brown Lands 59 Erkenbrand 45 Halifirien 41
Brytta (Léofa) 11 Errantries of the King, The 19 Harrowdale 25
Burglars in Isengard 112 Esmund 38 Heáfod 21
Everholt 35, 41 Heart-seeker 103
C Helm (The Hammerhand) 10
Calenardhon 10, 13. 93, 146 F Helm’s Deep (Aglarond, Súthberg) 42, 49-52
Caferoch the Cold 97 Fall of Saruman, The 119 Helm’s Dike 49
Castamir 8 Falls of Rauros 60 Helm’s Gate 49
Celwen 36 Fangorn (Treebeard) 81 Hereward, Lord of Harrowdale 26
Cenric, Third Marshal of the Riddermark 36 Fangorn Forest (The Entwood) 69, 79 Herulf 56, 161, 168
Cépá’s House 24 Fastred 11 Hidden Forge, The 115
Champion of the Hillmen 102 Fengel 11 High Stone, The 68
Cirion 10 Fenmarch, The 41 Hild 11
Combat Scenery for Towns 16 Field of Celebrant 34 Hobbits 7, 89
Courser 149 Fiery 152 Hold of Dunharrow, The 26
Crag, The 99 Firien Wood 35 Horn of Helm, The 51
Cyneswith 36 Firien-dale 35 Hornburg 50
Firienfeld 27 Hornrock 49
D Fladrif (Skinbark) 82 Hors 149, 152
Dark Door, The 27 Folca 11 Huorns 85, 161
Deeping-coomb 42, 49 Folcred 11
Deeping-stream 42, 49 Folcwine 11 I
Deeping Wall 51 Folk of Isengard, The 110 Ill Omen 102

169
Rohan Region Guide

In the Service of the White Wizard 121 Oathbreakers, The 29 Súthberg 49


Írensaga 25 Odovacar 56-7 Swift 153
Isengard 104, 109 Old Entish (language) 75 Swígon the Shepherd 32
(Entering Isengard) Old South Road, The 100
Ominous Blessing 25 T
L Onodrim (Ents) 72 Tale of Years, The 6, 105
Léofa 11 Thaena 20
Léofold 37 P Thengel 12, 15, 17
Leofrings, The 35 Palantir of Orthanc, The 119 (Audiences, As Patron)
Léothere Five-Fingers 31, 168 Palfrey 149, 151 Théoden 20
Leuwen of Tunum 97 Paths of the Dead, The 27 Thrihyne 42, 48
Library of Orthanc 117 Plains of Rohan, The 29 Tindrock (Tol Brandir) 59
Pony 149, 151 Tireless 153
M Proud 152 Tol Brandir (Tindrock) 59
Marshals of the Mark 37 Pukel-man 159 Tomb of Elendil 35
Mathilda 56 Torannen 96
Mearas (Mearh) 147, 149, 150 Q Trample 153
Meduseld 21,23 Qualities (Horse Features) 152 Treebeard (Fangorn) 81
Men from Harrowdale Queenblossom 156 Treeheard’s Hill 86
Alternative Cultural Virtue 25 Quickbeam (Bregalad) 83 Tunum 99
Men of the Isen, The 107
Meril 20 R U
Mering Stream 35 Radhors 149, 151 Undeeps, The 57
Merwyn 47 Riding Check, The 147 Underharrow 25
Mildryd Shielding 45 Riding Checks in Combat 154 Upbourn 25
Minalcar (Rómendacil) 8 Riding in Combat 153
Morwen Steelsheen 19 Riding on a Journey 148 V
Mouths of the Entwash 60 Ring-wall of Isengard, The 108 Vales of Gundabad 146
Rings of the White Hand, The 123 Vidugavia 8
N River Entwash, The 34 Vinitharya 8
Nan Mordeleb 87 Rómendacil 8
Nen Hithoel 53 Rouncy 149, 152 W
Neriend 36 Rynelda Fast-rider 62, 168 Walda 11
Nertun Ironhand 97 Warrior of the Gáesala 132
New Fellowship Phase Undertakings: S Wealth of Horses, A 148
Climb the White Mountains 48 Saewara 20 Weeding 88
Enter the Hornburg 52 Sarn Gebir 53 Westfold 42
Gain Favour in the Golden Hall 24 Saruman the White 11, 94, 120 Whistlingdown 86, 87
Gaze upon the Glittering Caves 53 Schools of Magic 123 (Healing in)
Go Hunting in the Everholt 42 Seamhors 149, 152 White Lies 113
Go Riding with the Horse-herds 33 Seat of Hearing (Amon Lhaw) 58 Wild Onset 103
Go See a Lore-master (Saruman) 129 Seat of Seeing (Amon Hen) 58 Wisce, The 35
Guard the Crossings 58 Skinbark (Fladrif) 82 Wold, The 34
Honour the Kings of Old 23 Slayers and Mounted Combat 154 Wulf 11, 94
Learn Lore from Saruman 129 Slugen Crowfoot 99 Wulfing Rider 132
Meet Patron (Saruman) 129 Snowbourn, The 22 Wyrmwood 84
Open Fangorn as a Sanctuary 90 Spiral Armour 103
Receive Title (Emissary of Saruman) 129 Stair of the Hold 27
Receive Title (Esquire of Rohan) 18 Starkhorn 25
Riddermark Horse-training 155 Steda 149, 150
Sparring with the King’s Guard 22 Stot 149
Study with the Ents 90 Stoneclaws the Bear 84, 145
The Hills of Seeing and Hearing 59 Strong 152
Weeding in Fangorn 91 Sturdy 152
Night-eyed 152 Sumpter 149, 152
Northmen of Rhovanion, 8 Sunlending 35
Sunnifa 20
O Surefooted 152

170
PRE-GENERATED CHARACTERS

TM
CLASS & xxxxxx 1
Scholar BACK- Doomed
xxxxxxxxxto Die PLAYER
LEVEL GROUND NAME

CHARACTER NAME Rider


xxxxxxof Rohan SHADOW Lure
xxxxxof Secrets EXPERIENCE
xxxxxx
Aelfilda CULTURE WEAKNESS POINTS

Inspiration
xxxxx CHARACTER TRAITS
Armour
xxxxxx
Class Initiative
xxxxxxx xxxxxxx
Speed
xxxxxxxx
Strength xxxx
12
xx xx
+1 xxft
30 Distinctive Quality
8
xx xxxxxx xxxxxxxxxxxxxxxx
Patient. While you know that you will die soon
+2
xx Proficiency
xxxxx Bonus you aren’t eager to hasten it. You live your life as
-1
xx normal, knowing that the appointed hour will
CURRENT HIT POINTS come when it will.
Dexterity
xxxxxxxx SAVING THROWS xx xxxx
Speciality
13
xx -1 xxxxx
xx
____ Strength xxxxxxxxxxxxxxxxxx
Dark Secrets. You have recognised the influence
+1
xx xxxxx
____ Dexterity of Shadow and you are certain that its advance is
Hit 10
xx
Point Maximum____________________________
xxxxxxxxxxxxxx____________________________
+1
xx +2
xx xxxxx
____ Constitution
what has sealed your fate.
+5
xx xxxxx
____ Intelligence
+4
xx xxxxxx TEMPORARY HIT MISERABLE
Constitution
xxxxxxxx ____ Wisdom POINTS xxxx
Hope
+4
xx xxxxxx
____ Corruption xxxxxxxxxxxxxxxxxxxx
14
xx Though it shall end with my death, I shall push
+0
xx xxxxx
____ Charisma
forward because I am the only one who can.
+2
xx
SKILLS HIT DICE DEATH SAVES
Intelligence
xxxxxxxx xxxx
 +1
xx Acrobatics
____ xxxxx (xxx)(Dex) 1d8
x xxxxxxx
Successes Despair

16
xx +4
xx Animal
____ xxxxx (xxx)
Handling (Wis) xxxxxxx
Failures
Ixxxxxxxxxxxxxxxxxxxx
fear that I will die alone and unremembered.
xxxxx
Total _______________
+1
xx Athletics
____ xxxxx (xxx)(Str)
+3
xx +0
xx Deception
____ xxxxx (xxx) (Cha)
+3
xx History
____ xxxxx (xxx)
(Int) ATTACKS FEATURES, TRAITS, AND VIRTUES
Wisdom
xxxxxxxx +2
xx Insight
____ xxxxx (xxx)
(Wis) xxxx
Name xxxxxxx
Atk Bonus xxx/xxx
Damage/Type
14
xx +2
xx Intimidation
____ xxxxx (xxx) (Cha) xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxx Bow*
Short xxx xx
+3 xxxxxxxxxxxxx
1d6+1 piercing Dark Foreboding - You can get some sense of the
+3
xx Investigation
____ xxxxx (xxx) (Int) xx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
Shadow’s presence. You might be able to sense
+2
xx +9
 xx Lore
____ xxxxx(Int)
(xxx) xxxxx
xx xxxxxxxxxxxxxg xx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
if an Orc warband is part of a larger force or if a
+4
xx Medicine
____ xxxxx (xxx) (Wis) xx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
particular ruin is blighted by the Enemy.
Charisma
xxxxxxxx +3
xx Nature
____ xxxxx (xxx)
(Int) xx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
10
xx +2
xx Perception
____ xxxxx (xxx) (Wis) xx
Oldxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
Songs and Children’s Tales. Grant yourself
+0
 xx Performance
____ xxxxx (xxx) (Cha) *You can shoot your short bow up to 80 feet, or up
xx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
Advantage on History, Insight, Investigation, Lore,
+0
xx +0
xx Persuasion
____ xxxxx (xxx)(Cha) to 320 feet with Disadvantage.
xx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
Medicine, Nature, Performance, Riddle, Survival
+3
xx Riddle
____ xxxxx (xxx)
(Int) xx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
or Traditions checks up to 3 times per Adventuring
xxxxxxxx
Shadow +3
xx Shadow-lore
____ xxxxx (xxx) (Int) xx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
phase.
+1
xx Sleight
____ xxxxx (xxx)
of Hand (Dex) xx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxx
0
Permanent +1
xx
____Stealth
____xxxxx (xxx)
(Dex) xx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
Hands of a Healer: You have one Healing Die (1d8).
0 +2
xx Survival
____ xxxxx (xxx)(Wis) xxx
See xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
page 64 of the Player’s Guide for how to use it.
+5
xx Traditions
____ xxxxx (xxx)(Int) xxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
News from Afar. At the start of an adventuring
xxxxxxor
phase xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
after spending time in a Sanctuary, you
12
xx xxxxxxxxxx
Passive (xxxxxx)
Perception (wisdom)
EQUIPMENT
xxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
learn about one or two events of importance that
x
G xxxxxxxxxxxxxxxxxxxxxxxxxxx
A riding horse (Palfrey), travelling xxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
have happened nearby.
xxxxxxgear
cloak, xxxxxxxxxxxxxxxxxxxxx
for the current season, xxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
OTHER PROFICIENCIES & LANGUAGES
xxxxxxxxxxxxxxxxxxxxx
saddlebags, decorative cloak-clasp, xxxxxxxxxx
Tongues xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
of Many Peoples
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx x
S xx
7 xxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
Languages – You can speak the tongue of Rohan leather jerkin, short bow, 20 arrows You know a little bit of many languages and can
xxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
which is loosely related to the tongue of the Anduin xxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
have simple conversations with anyone, even if
xxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxx
Vales. You can also speak Westron and easily make xxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxx
you don’t sharexxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
a language.
x
C
xxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxx
yourself understood in accented Sindarin. xxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxx xxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxx
xxxx xx xxx
Standard of Living Martial
xxxxxx
TM
CLASS & Warrior 1 BACK- Fallen Scion PLAYER
LEVEL GROUND NAME

CHARACTER NAME Rider of Rohan SHADOW Lure of Power EXPERIENCE


Dúnhere CULTURE WEAKNESS POINTS

Inspiration CHARACTER TRAITS


Armour Class Initiative Speed
Strength
15 +2 30 ft Distinctive Quality
16 (17 with Shield) Bold. Powerful blood still courses through your
+2 Proficiency Bonus veins and strengthens your resolve; you are not
+3
easily daunted.
CURRENT HIT POINTS
Dexterity SAVING THROWS
Speciality
14 +5 Strength
____ Story-telling. There’s nothing you like better than
+2 Dexterity
____ to share the tales of your lordly past with an
12
Hit Point Maximum____________________________
+2 +4 Constitution
____ audience.
 +0 Intelligence
____
TEMPORARY HIT MISERABLE
Constitution +0 Wisdom
____ POINTS Hope
+1 Corruption
____
14 I am a paragon of my bloodline; I shall bring no
-1 Charisma
____ shame to my ancestry
+2
SKILLS HIT DICE DEATH SAVES
Intelligence 1d10 Despair
 +2 Acrobatics (Dex)
____ Successes

10 +3 Animal Handling (Wis)


____ Failures
My allies humour me; they have no interest in
Total _______________ seeing my position restored.
+5 Athletics (Str)
____
+0 -1 Deception (Cha)
____
 +2
____ History (Int) ATTACKS FEATURES, TRAITS, AND VIRTUES
Wisdom +3 Insight (Wis)
____ Name Atk Bonus Damage/Type
13 -1 Intimidation (Cha)
____ Long Sword +5 1d8+5 / 1d10+3 Noble Bearing. Though your lands and birthright
+0
____ Investigation (Int) are gone, your title remains. In social situations
+1 +0 Lore (Int)
____ Short Bow* +4 1d6+2 piercing
you are still treated as being part of the nobility
+1 Medicine (Wis)
____
with both the rewards and expectations that such
Charisma +0 Nature (Int)
____ a title deserves.
8 +1 Perception (Wis)
____
 -1 Performance (Cha)
____ *You can shoot your short bow up to 80 feet, or up
Master of Doom. At the start of an Adventuring
-1 -1 Persuasion (Cha)
____ to 320 feet with Disadvantage.
phase. you can reduce your Wisdom by up to
+0 Riddle (Int)
____ 2 points. For each point spent you gain 1d10+2
Shadow +0 Shadow-lore (Int)
____ temporary hit points.
0  +2 Sleight of Hand (Dex)
____
Permanent +2
____Stealth (Dex)
Fighting Style: Duelling. +2 damage when using
0 +1 Survival (Wis)
____ long sword 1-handed without another weapon.
+2 Traditions (Int)
____
Second Wind - On your turn you can use your
EQUIPMENT bonus action to regain 1d10+1 hit points. You must
11 Passive Perception (wisdom)
take a short or long rest before using this again.
G A riding horse (Palfrey), travelling
OTHER PROFICIENCIES & LANGUAGES cloak, gear for the current season,
saddlebags, drinking horn, corslet
S 7
Languages – You can speak the tongue of Rohan of mail, short bow, 20 arrows, long
which is loosely related to the tongue of the Anduin sword
Vales. You can also speak Westron and easily make C
yourself understood in accented Sindarin.

Standard of Living Martial


TM
CLASS & Warden 1 BACK- The Harrowed PLAYER
LEVEL GROUND NAME

CHARACTER NAME Rider of Rohan SHADOW Lure of Power EXPERIENCE


Herubrand CULTURE WEAKNESS POINTS

Inspiration CHARACTER TRAITS


Armour Class Initiative Speed
Strength
14 +2 30 ft Distinctive Quality
8 (16 with Shield) Eager. You can barely contain your glee when an
+2 Proficiency Bonus opportunity to pursue your dream presents itself.
-1
CURRENT HIT POINTS
Dexterity SAVING THROWS
Speciality
14 -1 Strength
____ Minstrelsy. You know that many facts are
+4 Dexterity
____ preserved through song and that the emotional
9
Hit Point Maximum____________________________
+2 +1 Constitution
____ responses to music are similar to your own
 +0 Intelligence
____
TEMPORARY HIT MISERABLE
Constitution +2 Wisdom
____ POINTS Hope
+2 Corruption
____
13 When I resolve what my dreams are telling me I
+5 Charisma
____ shall finally be at peace.
+1
SKILLS HIT DICE DEATH SAVES
Intelligence 1d8 Despair
 +2 Acrobatics (Dex)
____ Successes

10 +4 Animal Handling (Wis)


____ Failures
I’ve badly misinterpreted my dreams and it is too
Total _______________
-1 Athletics (Str)
____ late to change course.
+0 +3
____ Deception (Cha)
+0 History (Int)
____ ATTACKS FEATURES, TRAITS, AND VIRTUES
Wisdom +2 Insight (Wis)
____ Name Atk Bonus Damage/Type
14 +3 Intimidation (Cha)
____ Broadsword +4 1d8+2* slash- Foreknowledge. Your dreams grant you riddles and
+2 Investigation (Int)
____ visions of things that might come to pass or that
+2  +2 Lore (Int)
____
Short Bow** +4 1d6+2 piercing
signify knowledge that you have no other way of
+2 Medicine (Wis)
____ gaining.
Charisma +0 Nature (Int)
____
16 +2 Perception (Wis)
____ King’s Guard (Sword and Spear). When mounted
 +5 Performance (Cha)
____ * +4 damage when mounted
you gain a +2 bonus to damage rolls using your
+3 +5 Persuasion (Cha)
____ *You can shoot your short bow up to 80 feet, or up
broadsword.
+0 Riddle (Int)
____ to 320 feet with Disadvantage.
Shadow +0 Shadow-lore (Int)
____ Warden’s Gift. You have 3 Gift dice per long rest.
0  +2 Sleight of Hand (Dex)
____
Each is a d6. See page 87 for how a creature can
Permanent +2
____Stealth (Dex)
use a Gift die.
0 +2 Survival (Wis)
____
+2 Traditions (Int)
____ Ever Watchful. If you can talk to the locals, make
a DC 12 Intelligence (Investigation) check with
EQUIPMENT Advantage. On a success you hear at the latest
12 Passive Perception (wisdom)
rumours and news.
G A riding horse (Palfrey), travelling
OTHER PROFICIENCIES & LANGUAGES cloak, gear for the current season,
saddlebags, chess set, leather corslet,
S 7
Languages – You can speak the tongue of Rohan short bow, 20 arrows, broadsword
which is loosely related to the tongue of the Anduin
Vales. You can also speak Westron and easily make C
yourself understood in accented Sindarin.

Standard of Living Martial


TM

TM
CLASS & Wanderer 1 BACK- Seeker of the Lost PLAYER
TM

LEVEL GROUND NAME

CHARACTER NAME Rider of Rohan SHADOW Wandering-mad- EXPERIENCE


Thuna CULTURE WEAKNESS ness POINTS

Inspiration CHARACTER TRAITS


Armour Class Initiative Speed
Strength
15 +2 30 ft Distinctive Quality
10 (17 with Shield) Clever. One of the reasons why you know that you
+2 Proficiency Bonus are going to find what you seek is because of the
+0 intuitive leaps you’ve made while examining the
CURRENT HIT POINTS clues.
Dexterity SAVING THROWS
Speciality
14 +0 Strength
____ Old Lore. In order to uncover something lost in the
+4 Dexterity
____ present you’ve had to do lots of research into the
13
Hit Point Maximum____________________________
+2 +3 Constitution
____ half-forgotten past.
 +2 Intelligence
____
TEMPORARY HIT MISERABLE
Constitution +1 Wisdom
____ POINTS Hope
+1 Corruption
____
16 By recovering the past I can make things better in
+1 Charisma
____ the present.
+3
SKILLS HIT DICE DEATH SAVES
Intelligence 1d10 Despair
 +2 Acrobatics (Dex)
____ Successes
I am certain that someone else has already solved
14 +5 Animal Handling (Wis)
____ Failures
Total _______________ the mystery; I shall be disappointed.
+0 Athletics (Str)
____
+2 -1 Deception (Cha)
____
 +2
____ History (Int) ATTACKS FEATURES, TRAITS, AND VIRTUES
Wisdom +1 Insight (Wis)
____ Name Atk Bonus Damage/Type
13 -1 Intimidation (Cha)
____ Scimitar +4 1d6+2 slashing Lore of the Lost. You tend to know a little bit about
+4
____ Investigation (Int) many ancient things and lands.
+1 +4 Lore (Int)
____ Great Bow* +4 1d8+2 piercing
+1 Medicine (Wis)
____
Born to the Saddle: You have advantage on
Charisma +2 Nature (Int)
____ Wisdom (Animal Handling) checks and double
8 +3 Perception (Wis)
____ your Proficiency Bonus (already included).
 -1 Performance (Cha)
____ *You can shoot your great bow up to 150 feet, or
-1 -1 Persuasion (Cha)
____ up to 600 feet with Disadvantage.
Known Lands. Choose 3 regions, see page 82 of
+2 Riddle (Int)
____ the Player’s Guide for your abilities within those
Shadow +2 Shadow-lore (Int)
____ regions.
0  +2 Sleight of Hand (Dex)
____
Permanent +4
____Stealth (Dex)
Ways of t he Wild. You have Advantage on Wisdom
0 +3 Survival (Wis)
____ (Survival) checks when tracking others. If you serve
+2 Traditions (Int)
____ as Guide on a Journey then you ‘fill in’ for any
missing roles.

13 Passive Perception (wisdom)


EQUIPMENT

G A riding horse (Palfrey), travelling


OTHER PROFICIENCIES & LANGUAGES cloak, gear for the current season,
saddlebags, ornate helmet, corslet of
S 7
Languages – You can speak the tongue of Rohan mail, great bow, 20 arrows, scimitar
which is loosely related to the tongue of the Anduin
Vales. You can also speak Westron and easily make
C
yourself understood in accented Sindarin.

Standard of Living Martial


TM

“Explore the lands of Dale and venture beneath the Lonely Mountain (TM) in the latest supplements for
Adventures in Middle-earth. Visit www.cubicle7games.com to get your copy today”
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of the Product Identity, and which specifically excludes the Open Game to comply with all terms herein and fail to cure such breach within 30
Content; (f) "Trademark" means the logos, names, mark, sign, motto, days of becoming aware of the breach. All sublicenses shall survive the
designs that are used by a Contributor to identify itself or its products termination of this License.
or the associated products contributed to the Open Game License by the
Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, 14. Reformation: If any provision of this License is held to be
edit, format, modify, translate and otherwise create Derivative Material unenforceable, such provision shall be reformed only to the extent
of Open Game Content. (h) "You" or "Your" means the licensee in terms of necessary to make it enforceable.
this agreement.
15. COPYRIGHT NOTICE
2. The License: This License applies to any Open Game Content that Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
contains a notice indicating that the Open Game Content may only be
Used under and in terms of this License. You must affix such a notice System Reference Document 5.1 Copyright 2016, Wizards of the Coast,
to any Open Game Content that you Use. No terms may be added to or Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney
subtracted from this License except as described by the License itself. No Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
other terms or conditions may be applied to any Open Game Content Chris Sims, and Steve Townshend, based on original material by E. Gary
distributed using this License. Gygax and Dave Arneson.
Adventures in Middle-earth Player’s Guide Copyright 2016 Cubicle 7
3.Offer and Acceptance: By Using the Open Game Content You indicate Entertainment Ltd/Sophisticated Games Ltd; Authors: James Brown, Paul
Your acceptance of the terms of this License. Butler, Walt Ciechanowksi, Steve Emmott, Gareth Ryder-Hanrahan, Jon
Hodgson, Shane Ivey, Andrew Kenrick, TS Luikart, Dominic McDowall,
4. Grant and Consideration: In consideration for agreeing to use this Francesco Nepitello, James Spahn, Ken Spencer.
License, the Contributors grant You a perpetual, worldwide, royalty free, Adventures in Middle-earth Loremaster’s Guide Copyright 2017
non exclusive license with the exact terms of this License to Use, the Open Cubicle 7 Entertainment Ltd/Sophisticated Games Ltd; Authors: Walt
Game Content. Ciechanowski, Steve Emmott, Jon Hodgson, TS Luikart, Dominic
McDowall, Francesco Nepitello, David Rea, Jacob Rodgers, Gareth
5.Representation of Authority to Contribute: If You are contributing Ryder-Hanrahan and Ken Spencer.
original material as Open Game Content, You represent that Your Adventures in Middle-earth Lonely Mountain Region Guide
Contributions are Your original creation and/or You have sufficient rights Copyright 2019 Cubicle 7 Entertainment Ltd/Sophisticated Games Ltd;
to grant the rights conveyed by this License. Authors: Gabriel Garcia, Andrew Kenrick, Mark A. Latham, T.S. Luikart,
Francesco Nepitello, Jacob Rodgers, James M. Spahn and Kenneth
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE Spencer.
portion of this License to include the exact text of the COPYRIGHT NOTICE Adventures in Middle-earth Rivendell Region Guide Copyright 2018
of any Open Game Content You are copying, modifying or distributing, Cubicle 7 Entertainment Ltd/Sophisticated Games Ltd; Authors: Francesco
and You must add the title, the copyright date, and the copyright holder's Nepitello, Shane Ivey, Andrew Kenrick, Thomas Morwinsky, Jacob
name to the COPYRIGHT NOTICE of any original Open Game Content you Rodgers, James M. Spahn, Amado Angulo and Marco Maggi.
Distribute. Adventures in Middle-earth Rohan Region Guide Copyright 2019
Cubicle 7 Entertainment Ltd/Sophisticated Games Ltd; Authors: Shane
7. Use of Product Identity: You agree not to Use any Product Identity, Ivey, Andrew Kenrick, T.S. Luikart, Francesco Nepitello, Jacob Rodgers
including as an indication as to compatibility, except as expressly licensed and James M. Spahn
in another, independent Agreement with the owner of each element of that
Product Identity. You agree not to indicate compatibility or co adaptability END OF LICENSE
with any Trademark or Registered Trademark in conjunction with a work

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