NITHRA-DANTE
INTRODUCTION at the fort were killed and skinned, including one of Pen-
gellaures own sons. Since that incident, a more defensive
The Nithra-Dante is an organization of military like position has been adopted by the Nithra-Dante.
men and women who defend against an ancient evil out
to destroy mankind. Nithra-Dante is Sindarin, roughly
translated meaning night sentinels, but they are referred PRESENT SITUATION
to as rangers by most who know them. Four bases of The Nithra-Dante is at their strongest ever, but their
operation with small contingents of rangers are located on quarry remains elusive. The grandmaster of the order is
Hrn. The first is within Kaldors borders, another to the a child of Pengellaure; Ruumion is over 200 years old and
north, one to the south east and the last is to the far west. an impressive grey mage in his own right. The rangers
Many of the over 200 members and 150 support person- have started to recruit more members from the com-
nel spread across Hrn travel/live between these outposts mon people and barbarian tribes of Hrn than they have
gathering information. in the past. This has had an extremely positive effect on
the rangers giving them much more diversity. The new
IN THE BEGINNING barbarian members have proven to be a great asset to the
order, giving the rangers a much greater range of influ-
After King Aranaths abdication of rule over Hrn the ence. Though NOT a popular topic; there have even been
Sidhe Gwydriel took her followers to the darkest places suggestions about recruiting gargun as possible members.
of the land to wage war upon mankind (see the Heart that
There are plans to expand operations in the west,
Broods in CK of the HrnPlayer book). Nothing was heard
possibly in the northern reaches of Rethem. Although the
of them for over two centuries but then unsettling reports
rangers are respected by both the Sindarin and Khuzdul
started regarding the dark elves. It came to the attention
they are given no support from either. Private Citizens
of the Sindarin that Gwydriel and her followers had begun
from both cultures do however covertly support the
stealing human children and moulding them to their own
Nithra-Dante. Although Pengellaure is still active in help-
ends. King Aranath was not in the inclination to interfere
ing the rangers he seldom is ever in their company, he
and felt that the humans should look out for themselves.
shows up once or twice a year for updates and council. He
One at the court however was troubled with what was still roams Hrn siring offspring to this day, much to the
going on outside the Shava forest, Pengellaure, a Sidhe of frustration of his kinsmen. He has openly remarked that
great wisdom and arcane abilities. Pengellaure was cousin he will take a boat to the blessed realm only in the com-
of Gwydriel herself and was regarded as the most scan- pany of his cousin Gwydriel.
dalous person in the Sindarin Kingdom having already
sired more than a dozen children over the centuries with
human women. He left the Shava forest and recruited one RELIGION
of his sons as the first member of the Nithra-Dante. The Nithra-Dante is an open organization, allowing
Over the next few centuries the group grew steadily most gods to be worshipped by members. Siem and Peoni
recruiting from noble families of Hrn, usually second or are the most popular with rangers and attempts at conver-
third born sons and on rare occasions daughters. Oven sion are common. Larani, Sarajin, Ilvir and Agrik are also
the next eleven centuries the rangers have waged war represented in ranger society. Haleans, although allowed,
against the dark elves and their changeling followers. have never served as rangers, which has lead to jokes by
It has mostly been the rangers locating and eliminating the rangers, that Haleans do not see any profit in defend-
changeling outposts with much success. ing mankind. Navehan and Morgathian followers are not
permitted in the order.
Alas in the year 616 an assault on a changeling base
resulted in the deaths of three dark elves as well as their
changeling henchmen. These were the first Sindarin CREDITS
deaths in the centuries old battle and Pengellaure was dis-
tressed. He knew his cousin would seek vengeance for this WRITER/Maps contributors
act and was planning a defence. However, Gwydriel acted Mike St-Pierre Dave St-Pierre
far faster than Pengellaure anticipated and the northern Kerry Mould
fort of the Nithra-Dante was razed. All 22 rangers present
NITHRA-DANTE
[A] Lake Fygnyls [C] Shrine
Nearly a mile long and more than a quarter wide. It has A small shrine dedicated to Siem, but also used for
a healthy population of fish and attracts many water fowl Peoni by a few rangers. The forts escape tunnel exits at
on the far side which is boggy. The rangers are careful not the shrine under a large hinged stone.
to threaten the stability of wildlife in the area.
[D] Trail
[B] Out buildings The trail leading south from the fort is well worn only
A small smoke shed, vegetable plot and workshop. The for about a half league and it appears to be a game trail to
workshop is used for hide tanning as well as storage (vari- the average skilled. After that point the rangers then begin
ous tools plus a couple of small boats that can hold 2 or 3 hiding their movement. This is to make the fort harder to
people). The smoke shed is always in use for the rangers find by unwelcome or casual guests.
are exceptional hunters. The perimeter of the clearing is
[E] Fort
marked with a special elixir created by the Sindarin which
was meant to keep bears and wolves away but works on A large wooden building roughly 80 by 50 and 30
most animals (including low intelligent Ivashu). There are high, surrounded by a 12 foot high palisade. The roof is
many cords of wood stacked by the workshop; cutting covered by wooden shingles. A minimum of two rangers
wood is a common form of punishment. patrol the wilderness around the fort at all times.
NITHRA-DANTE
Windows every 10 6 Masters Room: Even the master rangers live very sim-
not shown on map ply. Few personal items but excellent armour and weap-
ons can be found in this room. There is room for four
masters but only two are part of the forts garrison. The
masters are responsible for training of the new rangers
and most have some arcane abilities, although minor.
The two resident masters are Ja-An, a Taeldan tribes-
man and Dunemin of Arwi, a noble from Melderyn.
Both are formidable opponents and should be respect-
ed. The secret door which is know to all in the order
Hidden passage under catwalk leads under the catwalk and then to the escape tunnel.
Ground Floor 7 Kitchen and Servants: The kitchen is clean and orga-
1 Catwalk: The catwalk wraps almost all the way around nized, for it is run by former rangers who have retired
the fort, only broken at the front door. A guard always due to age or injury. The curtained off areas are for
patrols here no matter the weather or time. storage of food stuff and sleeping quarters for the six
servants who keep the fort running. The head servant
2 Stables and Storage: Just inside of the main entry is
and cook is Bolshen, a former active ranger who retired
a small stable that holds a couple of riding horses for
over 20 years ago when his left leg was crippled. He
quick couriers. The south western room contains tools
limps about barking orders at everyone in his kitchen,
not kept in the workshop as well as certain food stuffs,
including masters who wander into his turf. The other
extra clothing and other day to day items. The two
five servants are members who just were not good
lavatories are well ventilated and clean but brutally cold
enough for regular service and now serve in their own
in winter. The secret doors lead under the catwalk and
way. Ground Floor
to the trapdoor leading to the escape tunnel.
3 Great Hall: This large room is the heart of the fort.
A fire pit in the center of the room is large enough to
roast a whole deer and warms the room. The walls
are covered with personal items of past and present
members of the rangers. Shields with heraldic devices,
tribal totems, banners and some weapons hang ev-
erywhere; even a garden hoe is visible. There are four
large tables with benches and stools where the meals
are served. Shelves with a variety of scrolls and maps
are on the east and west wall of the hall, all rangers are
able to read and write at least one language. Rangers
are usually here during their down time doing a variety
of tasks, such as reading, fletching, playing instruments
or engaging in drinking games with each other.
4 General Quarters: The four rooms on the south side
of the great hall are used by visiting rangers. There is
space for six in each room, having two triple bunks with
chests. The rooms are warmed from the fire pit from the
great hall. There are plans to add lofts to these rooms
for they have very high ceilings, 14 at the lowest point.
5 Rangers Rooms: These two rooms are for the perma-
nent garrison for the fort. Eight rangers stay here pro-
viding defences against attack. There are a few personal
items here and a large variety of different weapons.
Plans to add lofts to these rooms are also planned.
NITHRA-DANTE
8 Grandmaster: This is the quarters of Ruumion, grand-
master of the order and child of Pengellaure. Ruumion
RUUMION (GRANDMASTER)
is over two centuries old and has been grandmaster for Str 16 Agi 17 Sml 12 Wil 14 Cml 17
almost ninety years. He is a powerful warrior and a grey Sta 17 Eye 15 Voi 16 Aur 16 End 16
Dex 19 Hrg 11 Int 18 Mor 13 Mov 13
mage who has no equal in the order. The room is far dif-
Physical Skills: Climbing 91, Condition 93, Jumping 88, Stealth
ferent from any other room in the fort. It has a large soft 113, Throwing 89
bed as well as other fine furniture of sindarin make. The Communication Skills: Awareness 101, Intrigue 89, Oratory 88,
Rhetoric 101, Singing 88; Languages: Hrnic 95, Jarinese 83,
large trunks hold extra weapons, armour, a few arcane Khuzan 84, Orbaalese 77, Sindarin 94; Scripts: Alchemical 76,
objects and approximately 50 of the orders monies. Lakise 88, Runic 78, Selenian 90, Shek-Pvar 81
Two personal guards who follow Ruumion everywhere Religion: Ritual: Siem 77; Piety: 217
Combat Skills: Initiative 107, Unarmed 81, Dodge 85, Bow (long)
sleep in the bunks just outside his room. The secret 113, Dagger 86, Shield (round) 100, Spear 78, Sword (broad)
door to under the catwalk can only be open from the 112
inside of Ruumions room. Craft Skills: Fletching 93, Foraging 97, Herblore 102, Law 97,
Physician 63, Tracking 108, Weaponcraft
9 Cellar: The cellar is used for cold storage and has a Armour/Weapons: Leather tunic/leggings/knee boots, broad
sword, dagger, and long bow.
well for clean water. It is always well stocked just in Shek Pvar Skills: Lyahvi 8 spells, Peleahn 10 spells, Jmorvi all
case of emergency. The small smithy just off to the known spells, Fyvria 10 spells, Odivshe 8 spells, Savorya 10
west was built for the grandmaster Ruumion who enjoys spells, Neutral 30 spells. GM may choose appropriate spells.
himself working with metals. He has created many
fine weapons here, enchanted and mundane (though
of exceptional quality), spending sometimes weeks RANGER (MASTER)
down here. When the smithy is in use the cold storage Str 15 Agi 13 Sml 13 Wil 14 Cml 12
products are moved into the escape tunnel to prevent Sta 15 Eye 13 Voi 10 Aur 12 End 15
Dex 16 Hrg 13 Int 12 Mor 10 Mov 13
spoilage. There are considerations to add a new smithy Physical Skills: Climbing 85, Condition 90, Jumping 85, Stealth
somewhere, possibly under the front storage area. The 105, Throwing 85
escape tunnel is hidden behind stacks of crates and Communication Skills: Awareness 95, Intrigue 80, Oratory
70, Rhetoric 80, Singing 50; Languages: Hrnic 95, 2 random
slopes slightly downwards, continuing for about 300 languages 80; Scripts: Lakise 80
before exiting under a large hinged rock at the shrine Religion: Ritual: Random (see religion) 40; Piety: 100
(location C). The trapdoor in the ceiling of the tunnel Combat Skills: Initiative 100, Unarmed 80, Dodge 65, Bow (long)
105, Dagger 85, Shield (round) 95, Spear 95, Sword (broad) 105
leads to the crawl space under the catwalk above. Craft Skills: Fletching 80, Foraging 95, Herblore 85, Law 90,
Physician 75, Tracking 105
A Cluricaune named Breffryn lives here sampling the Armour/Weapons: Leather tunic/leggings/knee boots, mail
fine wines and brews the rangers have in their posses- habergeon, broad sword, dagger, long bow and round shield.
sion. He is very fond of the Sindarin wine brought by
Pengellaure when he visits. Breffryn makes his home in
an empty barrel under the stairs; all rangers know not
to disturb the barrel. RANGER (TYPICAL)
Cellar Str 13 Agi 12 Sml 12 Wil 13 Cml 12
Sta 13 Eye 12 Voi 10 Aur 11 End 13
Dex 14 Hrg 12 Int 11 Mor 10 Mov 12
Physical Skills: Climbing 75, Condition 80, Jumping 75, Stealth
90, Throwing 75
Communication Skills: Awareness 80, Intrigue 60, Oratory
50, Rhetoric 70, Singing 40; Languages: Hrnic 75, 1 random
language 60; Scripts: Lakise 60
Religion: Ritual: Random (see religion) 20; Piety: 50
Combat Skills: Initiative 85, Unarmed 70, Dodge 60, Bow (long)
90, Dagger 75, Shield (round) 85, Spear 85, Sword (broad) 85
Craft Skills: Fletching 60, Foraging 80, Herblore 60, Law 70,
Physician 50, Tracking 90
Armour/Weapons: Leather tunic/leggings/knee boots, mail
habergeon, broad sword, dagger, long bow and round shield.