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ISSN 1081-8359

The International Journal for Middle-earth Gaming

Issue 12—January 1996

In this Issue
EDITORIAL:
Editorial: Because we can ..............1

Frontlines.......................................3
BECAUSE WE CAN
naugurating as it does the third In addition to the return of Fredrik

Communications ............................4

Digital Hands ................................5


I year of our publication’s exis-
tence, I am proud to announce
that with this issue Other Hands is
now available on-line as part of the Vast
Ekman’s highly informative “Digital
Hands,” I’ve decided to establish two new
regular columns for OH. The first of these
I have dubbed “A Taste of Things to
website (vastus.com). We have high Come,” whose function will be to show-
A Taste of Things to Come............7 hopes that this will greatly increase the case a particular MERP author’s work on
size of our subscription base, and that it a current module project. Wesley Frank
The Balchoth................................10 wall advance our vision of a global com- inaugurates this series with a prospectus
munity of Middle-earth gamers. We are of Near Harad, the module that will create
The Bozishnarod: still committed, however, to producing OH an interlocking “land bridge” at the inter-
“the old-fashioned way”— as a high qual- section of the Southern Gondor-Umbar-
Using the cultures of
ity, hard copy, gaming fanzine. Khand bloc of new realm modules (un-
Far Harad in MERR ...................21 doubtedly the most collaborative effort to
Let us cut to the chase. Since our last
(double) issue we have reestablished an date in the history of the MERP series).
Aggressiveness and Morale for
exchange with Estel, the journal of the The second new column getting its
Non-player Characters ................29 send-off in this issue is “Arda Lore,” a
Sociedad Tolkien Española, and (as our
bibliography addendum makes clear) place for ideas-in-progress on any Middle-
Mapping Middle-earth: many articles from OH have been trans- earth topic. The concept is that each con-
An Interview with Pete Fenlon ...37 lated into other languages and are being tributor poses a question or issue of inter-
discussed within Tolkien societies in est, and then attempts to draw the broad
Arda Lore.....................................41 Europe. Not only that, but several arti- outline of an answer. So, for example, we
cles, essays, and reviews devoted to Mid- have in this issue’s column questions such
Product Reviews: dle-earth gaming are beginning to appear as “What ever happened to the Blue Wiz-
Dol Guldur .....................................49 in journals like Estel, Terra di Mezzo, and ards?” “Whom did the Free Peoples be-
Angmar ...........................................52 elsewhere. Let us hope that this trend will lieve the Necromancer to be?” “Was
Mirkwood .......................................56 continue. Harondor ever forested?” and so on.
Since “Arda Lore” does not require a

CONTRIBUTORS Chris Seeman EDITING ARTWORK


Fredrik Ekman Patrick "Wynne Chris Seeman Sophia Caramagno SUBMISSION
Wesley Frank Tommy Martin Sonia Seeman Jeff Hatch DEADLINE
Luke Porter Anders Blixt Patrick Wynne for next issue
Mark Thome Steffen Solomon LAYOUT &
Jason Mulligan Chris Pheby DESIGN
March 1, 1996
Bernie Roessler Jason Vester Lisa Disterheft
— OTHER HANDS —————————————————————————
definitive solution to any topic, I hope it be of great practical value to any GM As always, we round the menu off
will encourage more folks who would running a campaign in southern Middle- with some reviews of recent MERP re-
otherwise not have enough time to con- earth. leases: Dol Guldur, Angmar, and Mirkwood.
tribute to OH.
Bernie Roessler returns this issue with For next issue, I will be submitting a
On to the main pieces for this issue. yet another in-depth piece — this time a voluminous piece on the Kin-strife cam-
Luke Potter has given us a richly de- new rule idea for managing NPC combat paign I have been running, complete
tailed portrait of the Balchoth and their behavior. Keep up the good work! with synopses and character stats. In
invasion of the West (much of which I addition to the interview and the regular
As promised, I am continuing my in-
hope to incorporate into the Northern features already mentioned, I also hope
terview series on “The Making of MERP.”
Gondor module). to coerce Jason Beresford into giving us
In this issue I converse with master car-
On-line MERPlisters Mark Thorne tographer Pete Fenlon on what he does “A Taste of Things to Come” for his
and Jason Mulligan have joined forces to best. I think everyone will find his re- revision of the Umbar module. There is
create elaborated MERP/Rolemaster char- marks of great interest. Next issue we’ll also a good chance that someone from
acter development templates for the three see whether we can land an interview the MERPlist will be submitting an arti-
cultures described in ICE’s 1st edition with Jessica. Ney-Grimm, the MERP cle on a Númenórean campaign set in
Far Harad module. This will certainly series editor and art director. eastern Middle-earth. See you all in
April!
Chris Seeman
January 31, 1996

BIBLIOGRAPHY ADDENDUM Luis Goñi “No, no hay Eldar en la Cuarta Edad” Estel 11: 34—
Reglas Opcionales para M.E.RP: Magia y Habilidades Secundarias (Co- 42 [response to Jorge Quiñonez’ article from OH 2,
misión de Rol de la S.T.E.) [20 page pamphlet containing- reprinted in Estel 10]
variant magic and secondary skill rules for MERP; inquiries Jorge Qiñonez “Niente Elfi nella Quarta Era?!” Terra di Mezzo 2:
should be directed to: Francisco Soliva Garcia, C/ Dos de Abril 22-23 [translated from OH 2]
19, 1a, 46006 Valencia, Spain] Chris Pheby “La corruzione nella Terra di Mezzo: un esame
José Luis Goñi “Acerca de los semi-elfos”.Estel 8: 7-13 [makes all’uso e le conseguenze del potere” Terra di Mezzo 2: 56—58
reference to ICE and to Jorge Quiñonez’s article in OH 2] [translated from OH 1]
Eduardo Martínez Santamaría “Chris Tubb: su peso en mithril” Mieuel Navarro Mañez “Critica del Juego de Mesa “The Hobbit”
Estel 8: 17—21 [discusses the Mithril miniature series] Estel 12: 9 [review of ICE’s new Hobbit boardgame]
Pablo Ginés “La Religión en el Reino de Gondor” Estel 8: 39-42 Pablo J. Ginés Rodriguez “Cuando ICE tomó cartas” Estel 12:
[discusses the religion of Gondor with reference to Chris See- 10-11 [review of METW]
man’s article in OH 2] Pablo de la Torre Plaza “Los colores de Arda” Estel 12: 34—
Paco Solvia García “Guia de pintura para miniaturas de Mithril 41 [ideas for painting Middle-earth miniatures]
(parte 1)” Estel 9: 49-54 [guide to painting the Mithril minia- Luis Goñi “Acerca del Poder y de la Magia” Estel 12:42—48
tures—the Fellowship and the Gondorian army] [discussion of magic and power in Middle-earth; makes refer-
Jorge Quiñonez “No hay elfos en la Cuarta Edad?” Estel 10: 6-10 ence to article in OH 4]
[translated from OH 2]
Sergi Ibarra “Middle-earth PBM” Estel 10: 27-29 [information Other Hands Errata
on the play-by-mail game] OH 9: p. 14 [last column, second paragraph] 250 (not 200) years
Jose Miguel Odero “Sobre Gandalf y La Religión en Gondor” should appear as the typical lifespan for Dwarves.
Estcl 11: 9-15 [response to Pablo Ginés’ article in Estel 8] OH 10: p. 9 “the above material would meet the heating and
Paco Solvia García “Guia de pintura para miniaturas de Mithril COOKING (not “cooling”) requirements for a year...”
(parte 2)” Estel 11: 19-25 [guide to painting the Mithril mini-
atures — Orcs, Trolls, and Half-orcs]

Fine Print
Other Hands is an international gaming journal devoted to fantasy role-playing set in J.R.R. Tolkien's secondary world of Middle-earth. It is a quarterly,
nonprofit publication welcoming submissions dealing with any aspect of gaming in the context of Tolkien's world: scenario ideas, rule suggestions, gaming prod-
uct reviews, gamemastering aids, bibliographic resources, essays on Middle-earth, and whatever else our readership would like to see in print. In a word, Other
Hands aims to be the definitive Tolkien-related gaming journal for a worldwide role-playing community: Within the pages of Other Hands, the interested gamer
may publish materials with reference to any game mechanics he or she chooses (including Rolemaster and Middle-earth Role Playing). Such gaming material may
deal with any time period ol Tolkien's world, and need not be bound to what has already seen print in Iron Crown's modules. Other Hands provides this freedom
because it is a nonprofit publication. Subscription rates are as follows: inside the USA—1 issue $3/4 issues $12; outside the USA—surface 1 issue $3.50/4 issues
$18. Payment should be made to Chris Seeman: PO Box 1213, Novato, CA 94948, USA. No Eurochccks, please!
Submissions arc welcome in any form (preferably legible), but arc easiest to edit when received on a floppy disk. Word for Windows is the editing software
currently in use, so if there is any question as to the readability of your disk, please save your document in ASCII or text-only format and include a hard copy. All
submitted materials remain the copyright of the author unless we are otherwise informed. All submissions must be sent to Chris Seeman: PO Box 1213, Novato,
CA 94948 (USA). Please write me or call it you encounter any difficulties, my phone number is (415) 892—9066. Please note also that I may be reached over
Internet: chris1224@aol.com

— 2 ————————————————————————————————————
———————————————————————— ISSUE 12 JANUARY 1996 —

FRONTLINES
There’s been quite a bit of news to relate since our last column, so let
us dive into the thick of things.
Due to rising paper costs and other marketing considerations, ICE has decided
to release Southern Gondor as not one but two volumes (the first to be subtitled The
People, the second, The Land—each about 200 pages in length). The first volume has
already gone into production, and my rough guess is that it will be in the stores
within a month’s time. The second volume will be released approximately one month
after the first. A re-issue of Arnor based on the same principle of division is currently
being planned. Among the virtues of this publication strategy are: 1) more reasonably
priced products and 2) more space for detailing the various realms of Middle-earth.
Modules of under 200 pages, however, will probably still be released as single vol-
ume works. Another happy consequence of this turn of events for Southern Gondor is
that ICE can now afford to commission a full-scale color map (1" = 20 miles) of
Harondor for the second volume, along with improved versions of all the other pre-
viously published maps covering Gondor south of the White Mountains.
A contract for the NearHarad module will have reached Wesley Frank’s doorstep
by the time you are reading this, and Wes hopes to have a manuscript ready for pub-
lication by this August. Meanwhile, Jason Beresford, having done more than his
duty for Southern Gondor, has at last found time to return to his own Umbar project in
earnest. At the moment, the triumvirate of Umbar, NearHarad, and Khand authors are
continuing their collaboration in order to work towards a consistent chronology for
the highly interconnected histories of their respective regions. A similar coordination
of efforts has begun between myself and Pete Fenlon, who will soon be preparing
the Rohirrim and other Northmen peoples book. I have sent him a prospectus of issues
raised by that module’s predecessor (Riders of Rohan) for my own Northern Gondor
work. Together, Pete, Wes, Jason, Jesse Dallin, and myself all hope to bring inter-
module consistency to an unprecedented height for the entire span of territory from
Rhovanion to Umbar.
Other Hands subscriber Jason Vester has responded to Jessica Ney-Grimm’s
search for new MERP authors. He has sent in a proposal to ICE for a Nazgul source-
book, based on Pete Fenlon’s bios in Lords of Middle-earth II, which will more fully
detail the history, realms, and powers of the Nine Ringwraiths. This promises to be
an exceedingly fruitful endeavor.
As for future projects, Jessica has informed me that an Athelas and Other Herbs
sourcebook is being planned. Also, Pete Fenlon has made some overtures to myself
and Patrick Wynne regarding the possibility of expanding the linguistic sections of
the existing Middle-earth Campaign Guide book. This would be a particularly exciting
development, since (as some of you may know) Pat has access to a significant corpus
of unpublished material by Tolkien pertaining to the languages of Middle-earth,
which he has been preparing for eventual publication with Chris Gilson and other
Tolkienian linguists of lofty repute.
That’s all for now. I hope someone will send us a review of Southern Gondor: The
People for our April issue. Until then...

Reporter: Chris Seeman

————————————————————————————————————— 3 —
— OTHER HANDS —————————————————————————

COMMUNICATIONS
Nancy Martsch: the city to allow a population of 50K. before my first MERP session, I was over-
Enjoyed the latest Other Hands. A few Also, it was built as a fort, so you’ve joyed when I discovered that, despite
comments: Since you mention ICE prod- probably got a high proportion of the Tolkien’s death, his world was continuing
ucts so often, it would be nice to include population living in barracks, which are to grow and develop. To me this is the
their address. Prices too. I particularly not normally renown for luxury and spa- most important and fascinating part of
enjoyed the interview with Laurie Battle ciousness. playing and collecting MERP. It is as
and Fredrik Ekman’s column. Keep it up! On a more general point, to what ex- though we, the gamers, are creating and
On page 20 of “The High Cost of Living,” tent do OH readers think we should rely living the history of a real world.
reference is made to a “chatelaine.” He on Tolkien’s pictures? My own feeling is I agree with Brian Carlton when he ex-
must be very gay, as chaltelaine is femi- that rough drafts such as the Minas Tirith pressed his desire to see nontra-ditional
nine. Perhaps you want settings developed, primarily
chatelain, or the English those to the East and south.
version castellan (“the keeper These areas are wrapped in a
of a castle”). mysterious fog of untold and
Regarding “The Streets of unwritten possibilities. The
Minas Tirith” (good article), it’s histories, lives, and cultures of as
probably true that the yet unknown peoples are waiting
Dúnedain built up the walls to to be brought forth, and only we
defend against Sauron. But — the game players and creators
people have a tendency to — can do it. It has always been a
overbuild in reaction to past fanciful dream of mine to see all
disasters (“By golly, this one’s of Middle-earth (as imagined in
going to last!”) and the Pete Fenlons map) detailed and
destruction of Númenor would brought to life.
still be fresh in their memory. After reading Other Hands, I
You should see some of the realize that there are probably
stuff that went up after the LA many other people out there who
earthquake (my bookshelves, for in- drawings should be wish to see this “dream” realized.
stance)! An excavation in Greece re- used on a level -with, say, The Book of Hopefully some of these people might
vealed the ruins of a city, evidence of a Lost Tales II, and only finished paintings try their hand at authoring a MERP
tremendous flood, rebuilding, and a truly as “canonical.” To accuse the module, or an article for Other Hands.
tremendous and awesome dam upstream. Professor of “vertical exaggeration,” 4055 West 12th Avenue
You figure. on the other hand, smacks of text
criticism.... Vancouver, B.C.
Regarding “The Power of Spells in Canada
Middle-earth,” Wesley Frank states in his 68 Pinner Road
(jessed@unixg.ubc.ca)
“Invisibility” entry that etheralness (cre- North-wood
ated by wearing the One Ring) causes a Middx HA6 1BT
SamDaish
“general blurring of the senses” (p. 14). UK
Actually, scent and hearing were en- Just a quick note that I thought you
(ssturch@cix.compulink.co.uk)
hanced; only vision was blurred. might want to pass on to the readers of
OH. The Arcane Companion contains a
PO Box 55372 Jesse Dallin: reprint of certain pages of the Rolemas-
Sherman Oaks, CA 91413 My initial reaction to Other Hands may ter Standard Rules, where there were
USA be influenced by a long yearning for a mistakes or a clarity problem. They also
Middle-earth fanzine. For years I have contain a fairly major rule change con-
Sarah Storch: scoured game stores and book shops, cerning certain types of skills, and have
It occurs to me that population figures hoping in vain to find anything containing included a Transcend Armor skill.
for Medieval cities are probably based on information on role-playing in Middle- (Yay!)
quite low buildings, rarely more than earth. And here it is. A journal for Mid-
7/38 Cleveland Street
three stories, whereas the architects of dle-earth gaming. Fantastic.
Brooklyn
Minas Tirith would have had no diffi- Ever since I began playing and collect-
Wellington
culty with seven or eight-story buildings. ing MERP modules, I have been amazed
by their ability to embellish and solidify New Zealand
This doubles your living space, so you
don’t need to double the area covered by Tolkien’s world. A fan of the books long (Sam.Daish@vmv.ac.nz)

— 4 ———————————————————————————————————
D IGITAL H ANDS :
News from the front
s those of you who read Other Hands they released a completely reworked

A
Fredrik Ekman
10/11 will remember, this is a new version of the game for Super Nintendo
Ryds Allé 3:106, S-582 51
regular column about computer Entertainment System.
Linköping, Sweden games set in Tolkien’s world. This Quite apart from Interplay and offi-
email:ekman@lysator.liu.se second article will be about what is going cial licenses, many games are developed
on today. Before we start, allow me to by the Internet community. For those
mention that the list of Tolkien computer who like wargames, there is a Middle-
games that I described in the first article earth module for the recently released
has been adapted into a set of WWW version 7 of the very popular game
pages. If you have Internet access, try Xconq. Another wargame where players
connecting to can develop their own scenarios is War-
http://www.lysator.liu.se/tolkien-games/ lords II. Middle-earth seems to be a very
to view them. There you can find further popular choice for such scenarios, and
information about all the games men- there are currently at least four available
tioned in this article and many others. on the Internet. One RPG constantly
At first glance, not much seems to under development (though not exclu-
happen with regard to Tolkien computer sively based on Tolkien) is The Pits of
games these days. The Tolkien Estate’s Angband.
current computer games licensee is Beam Yet perhaps the most interesting
Software, who in turn have licensed In- games today for Tolkien computer gam-
terplay. Interplay-released The Lord of the ers are the MUDs. “What is a MUD?” I
Rings, Vol I, based an The Fellowship of the hear some of you ask. Well, I described
Ring, in 1990. It then took another year text adventures in the first installment of
for The Lord of the Rings, VoL II: The Two “Digital Hands.” A MUD is simply a
Towers to appear and, since then, all com- text adventure for several players. In
puter gaming Tolkien fans have been one such, you may choose to go on
awaiting the third part. quests to rescue fair maidens or find
According to unofficial sources at In- treasure, you can hack-and-slash all the
terplay, the game developers first wanted monsters that usually inhabit the MUD,
to do a RPG, then decided on a wargame you can role-play a character or you can
and finally ended up making Warcraft, a become a creator and further expand the
game in the Dungeons & Dragons’ “Forgot- MUD yourself. Especially this last pos-
ten Realms” series. Currently, both pro- sibility is what makes the MUD envi-
jects have been put on ice. Why have we ronment so unique. Since the players
yet not seen the third part? We can only themselves program the game, MUDs
speculate, but perhaps the first two tend to be extremely large and extremely
games did not do as well as expected. diverse. Unfortunately, this also means
Still, a few things have happened after considerable diversity in terms of qual-
1991. In 1993 The Lord of the Rings, Vol. I ity.
was re-released for MS-DOS computers Three examples of popular Tolkien
as a CD-ROM game, enhanced with MUDs are The Two Towers (not yet offi-
animation from Ralph Bakshi’s animated cially open), MUME and Elendor. I will
movie, and in 1994 not here describe them in detail, nor will
I try to mention the countless other
MUDs that are more or less based on
Tolkien’s world. That will

————————————————————————————————————— 5 —
— OTHER HANDS —————————————————————————
have to wait for future articles, but I will Wizards (previewed in Other Hands In conclusion, even though there are
say that all three are good in their own 10/11). It is played on the World Wide no new official releases to be expected
ways, and each deserves a try by the Web and the user must find the answers within the near future, there are many
Tolkien gamer. to a series of riddles. The player could interesting games to play and to write
Finally, I would like to mention one originally win decks of cards, but now it about. Do you know about others? Do
rather unusual game. It is actually a con- can only be played for fun. not hesitate to contact me through the
test to promote Middle-earth: The address above.

Cnlotsdq f`ldr ldmshnmdc hm sgd sdws


Elendor, MUSH, telnet to elendor.sbs.nau.edu 1892
The Lord of the Rings, Vol. I, available for MS-DOS (disk, $12.95; CD-ROM,
$29.35) and Super NES ($5935), and The Lord of the Rings, Vol II: The Two Towers, available for
MS-DOS ($29.95). Call 1-800-INTERPLAY to order.
Middle-eartb: The Riddles, available on the Internet at
http://iquest.com/~tstevens/saratosa/riddle.htm
MUME, Diku MUD, telnet to 128.178.77.5 4242 for a list of available servers.
The Pits of Angband, Freeware, available for all popular machines and operating systems from.
ftp://ftp.cis.ksu.edu/pub/Games/Angband/
The Two Towers, LP MUD, telnet to empires.stanford.edu 9999
Warlords II, available for MS-DOS and Macintosh ($49.95). Call 1-904-469-8880 to order.
Warlords II scenarios available from http://www.cs.uiowa.edu/~shikore/Warlords2/scenarios/
Xconq, Freeware, available for UNIX and Macintosh from ftp://ftp.uu.net/pub/games/xconq/

Dhfhs`k H`mcr dqq`s` enq k`rs hrrtd


1. D&D was released in 1974, and Gygax made it in cooperation with Dave Arneson.
2. Rogue was NOT the first RPG (I thought the year looked a bit late). The first one was proba-
bly Akalabeth, released in 1979.

— 6 ————————————————————————————————————
———————————————————————— ISSUE 12 JANUARY 1996 —
rial was in the Third Age history of the
Nazgûl Adûnaphel. Since, in the open
world I was creating, she would have
been an obvious target for the Gondorian
army, her Third Age “kingdom” went
underground, becoming a source of con-
spiracy and terror. Lesser changes
included a rationalization of Ûvatha of
Khand’s story—there were contradictions
even in the published version of LoMe
II—but that was to be left for the first
Wesley Frank draft.
949 North Humphrey After progressing this far, I went to
Oak Park, IL 60302, USA work on my other two projects. Much
happened in the intervening time, and the
(wesfk@aol.com) Haruze (the Northern or Near Ha-
radrim) pretty much vanished from eve-
ryone’s thinking. Most of the writers
involved in the new-generation of mod-
ules focused on Gondor, then on the
Variags and Umbar, because they were
the people Mr. Fenlon and ICE had writ-
ten about, and that was where interest
was concentrated. By the time the
Nortbwestcrn Middle-earth Gazetteer came
out, Harondor and Near Harad were flat,
desolate, and empty. The writers of the
NWMG, as far as I have learned, sketched
their entry solely on the basis of Mr.
Fenlon’s lack of reference to the region
and two of Tolkien’s notes stating that
the country was “desert” and “contested.”
When Chris Seeman, Jason Beresford,
presented Jessica Ney-Grimm well after Pete Fenlon drew up the Anders Blixt, and company put the South-

I with the outline for the Near


Harad module some five years
ago, along with my proposals for
Arnor and Shire. While I thought that Near
Nazgûl histories, but I realized at the
time that many additions and some
changes would be necessary to provide a
more realistic view of Gondorian knowl-
edge and interests in the northern Ha-
ern Gondor module together, they followed
this lead and all the references to this part
of Middle-earth assumed that little hap-
pened in Near Harad and the only rele-
vant players—in politics, trade, and ad-
Harad, being farther from the heartland of
The Lord of the Rings, would be less risky radwaith, as well as to create an enter- venture—were Gondor, Umbar, and
as a introductory project, ICE had differ- taining story. The most obvious problem Khand.
ent needs, and the two northern modules was that the northern Haradrim, while a When I got permission this fall to do
came first. The situation in west-central frequent threat to Gondor in The Lord of the Near Harad module, my assumption -
Endor has changed somewhat -with time. the Rings timelines, were not mentioned was that it would be on the original terms
Other writers have taken up the cause: in the available ICE background mate- and something like the original outline.
The Kin-strife and Southern Gondor, both rial, save for (I think) the single reference My e-mail contacts with the other writers
dealing with this part of Middle-earth, to “Merchant Princes” in the Ûvatha showed me how drastically things had
have been completed, and Umbar and entry. changed. The barrenness of northern
Khand are well under way; Northern Gon- To flesh out the module and fill up the Harad as it was described in SG left me
dor and Mordor will soon take shape. Near territory, I sketched out a far-flung, civi- with little or nothing to tell stories about,
Harad, rather than being an isolated pro- lized nation, with cities, kingdoms, and a so the primary writers of SG and Umbar
ject, is now somewhere near the center of long history of tragic interaction with agreed to several months of frantic re-
a grand strategy. Merging the old outline imperial Gondor. The “Outhame,” the writing and editing to make room for the
with the new ideas has taken a bit of exotic frontier population of Gondor, Haruze (the Northern Haradrim) and
negotiation, but it should prove well added some color, and various Maiar and their world. We have added several
worth the effort. other supernatural creatures added ranges of hills, a lot of water and cities,
The Near Harad outline was written magic. The most significant change and
needed in the Lords of Middle-eartb II mate-
————————————————————————————————————— 7 —
— OTHER HANDS —————————————————————————
some 4-5 millions of population to the rele- • The lands of Harad should offer out a (less-plausible) storyline involving
vant parts of SG. Chris Seeman, as editor, many layers of history to serve as Thorin Oakenshield and Bilbo’s mother,
has altered a number of references from seed for adventures, including al- the remarkable Belladonna Took.
“Khand and Harad” to “Harad and Khand,” lies, encounters, sites, and evils dat- My outline for Near Harad hopefully
to reflect the primary importance of the local ing back to ancient Númenor, and will advance all of these goals. If it works,
Haruze power over the more distant beyond to the Maiar who wandered it should lead players out of Gondor to
Variags. Jason Beresford, the writer of before the rising of the sun. Khand and Umbar, increasing interest in
Umbar, and Jesse Dallin, currently working all the other modules, and possibly gener-
on Khand, agreed to a division of labor and • To serve as a proper game book, it
should provide mobility for a vari- ating interest in the presently unpublished
interests along our respective frontiers. realms of Farther Harad and the Chey
ety of player character races. That
The design for the Near Harad module is is, because it lies surrounded by and Chy lands as well. The geography of
intend to serve several purposes: other gaming areas, there should be Near Harad, as it has been worked out,
• It should provide, for the gamemas- some means of travel during some runs something like this:
ter and players, a sophisticated, alien time in history for Dwarves, Hob- The Harnen has its source in the
civilization only a day’s ride or so bits, Elves, and several varieties of Caradhram Nurn (the eastern extension
away from the familiar, safe lands of Men. of the Ephel Dúath), just about a hundred
Gondor. • The players should have at least the miles east of the Caradhram’s junction
• In addition to an interesting and unique possibility of contact with characters with the main north/south spine of the
country to wander about in, the module from Tolkien’s writings. None of the range. Fifty miles downstream, at the site
also must include a variety of story links well-known characters are native to of Lugarlûr, the old royal seat of the Sec-
to the primary campaign area Harad, but Saruman, Aragorn, ond Age Kingdom of Ard (Adûnaphel the
(Gondor/Arnor/Mirkwood) and more Faramir, and Éowyn all traveled here. Nazgûl), it is joined by the Ode Auchel,
to regions covered in other modules, Other, lesser characters, kings of the river that collects the drainage from
such as Khand, Umbar, and Far Harad. Gondor, princes of Rohan, and some the rest of the Caradhram and the south-
of the better-known Elves, had cause western corner of the Plateau of Khand.
to travel to Harad. I have even sorted At Amrûn, a hundred miles farther

— 8 ————————————————————————————————————
——————————————————————— ISSUE 12 JANUARY 1996 —
downriver, the Harnen turns westward lower Khand, 4000' in Upper (northern) geography of Lurmsakûn is intended to
and is joined by the Ode Pezar (Noz Khand, high enough to produce a dry meet the requirements given above Near
Peka), doubling in size and flowing di- grassland for the Variags. Below the es- Harad, while allowing Jesse Dallin a
rectly westward to the sea. carpment, at 1000' — 1500', Chelkar and free hand in creating the bloody enter-
All the lands from the sea, up the Lurmsakun are desert areas inhabited by tainments of Variag politics. All of the
Harnen and Ode Pezar to the Chey Haruze irrigators. writers involved get an interesting multi-
plains beyond the peaks of the Ered My placement of Sturlurtsa Khand— racial mix of enemies on their borders. I
Harmal, inland for a thousand miles, are the capital of Ûvatha’s Variag empire can also hope for an interesting mix of
known to Dúnadan traders and (in T.A. and, in the Second Age, the largest city in geography and stories in Near Harad.
1640) open to travel by all races. The central Endor—puts it on the southern Collectors will note that the NWMG map
basin of the Harnen below Lugarlûr end of the plateau, on the headwaters of includes the two big rivers I mentioned
makes up, in the Second Age, the (Ode Auchel and Ode Pezar) but no
the Noz Peka and in the foothills of the
Númenórean province of Harnendor. other terrain south of Gondor. The ar-
North and west of the Harnen are the Ered Hannal. This makes it hard to reach rangement of the names is a little un-
lands known in the Third Age as with a Haruze/Dúnadan army from the usual (tributaries longer than primary
Harondor or the Harmaka. South of the west, and allows it to dominate all routes branch, for instance,) primarily because
Harnen and Ode Pezar lay dry hills and over the mountains at the elbow and the Tolkien, in his original maps, put the
the major deserts of northern Harad. trails northward into the Gap of Khand. Harnen in without sorting out the drain-
The Haruze lands along the Ode There would also be well-watered valleys age pattern in western Endor before-
Auchel are called Chelkar, those along here to support the half-million or so hand. Like the inhabitants of Near Ha-
the lower Ode Pezar are known as peasants/serfs/slaves needed to support rad, it was originally intended only as a
Pezarsan. Between them lay the dry hills Uvatha’s capital. element of his greater central story.
of the Emyn Gonngaran (the Ausk Du- In the later Second Age, at the height The authors have permission from
bat,) in the west, and the Bursk Mereg, of Ûvatha's power, Lurmsakûn was a ICE to add in physical features as
in the east, bordering on Khand. East of Variag province and Pezarsan served as needed (within limits), as long as it aids
Pezarsan, past a series of rapids some a buffer region between the Variags and storytelling and doesn’t violate the
three to four hundred miles from Am- the Númenórean colony of Harnendor. Tolkien canon. The escarpment of
rûn, is Lurmsakûn. This is a rough basin Chelkar was the larger part of the King- Khand and the Ausk Dubat derive from
that collects waters from the Plateau of dom of Ard and served a similar role this loophole. I would hope to add some
Khand and the southwestern face of the between Harnendor and Mordor. The canyons, dead-end rivers, salt lakes, and
Ered Harmal, just south of the “elbow” interesting crags and potholes to go with
Rath Khand, the Númenórean road from
shown on ICE’s continental map of En- them. We also, of course, can add crea-
Umbar, took its name from Ûvatha’s
dor. tures and inhabitants as needed. In this
empire, then in absolute control of west cluttered land, we can meet wayward
Beyond Lurmsakûn to the northeast central Endor. Before and after this pe-
is Khand proper, to the east the elbow of nomads, cynical city dwellers, knights in
riod of stability, the rule of eastern lands white armor, evil cultists, religious war-
the Ered Harmal. To the southeast lie changed from dynasty to dynasty. The
the valleys of the Rysis and other smaller riors and fanatics, giant birds and scor-
largest city in Lurmsakûn is named the pions, dark sorcery, the Will of Eru,
rivers, all of which drain into the deserts
“City of Heroes” because so many of its Spirits of the Air and Spirits of Fire.
of Harad and disappear into the legen-
dary Mirror of Fire. Hidden in the leaders (and others) get slaughtered in Harad and its neighboring lands,
mountains along the upper Rysis is the periodic Variag conquests, while while more crowded than before, has
Valarith, a strange little domain of my more become martyrs driving them out a room for all of this.
own design, the home of Shepherd Gi- generation or a century later. During the
ants, Great Hawks, and stray Dúnadan time of Gondorian hegemony in Near
and Elvish refugees. Caravans crossing Harad, Lurmsakûn is generally inde-
the mountains enter the Chey prairies. pendent, as Ûvatha is loath to challenge
Those jumping the Rysis southeast to the might of the Dúnedain until
other valleys eventually reach the Chy Adûnaphel has destroyed their prestige
lands and the Bay of Ormal on the great in Harad through subversion and terror-
southern ocean. ism. She manages this about the time of
All of these lands are troubled by the First Wainrider War, and the cycle of
harsh climates and blessed by grand dynastic squabbles begins again in ear-
scenery. The boundary of Khand, on my nest.
sketches, is a grand escarpment that The situation on the Gondor-Umbar
runs, on the continental map, from the frontier, focusing on the coast around the
point of the elbow of the Ered Harmal mouth of the Harnen, is part of Jason
dead northwest to the Caradhram Nurn. Beresford’s sphere in his Umbar module
Above the escarpment the elevation is and I need not get into it here. However,
about 3000' in the history and

————————————————————————————————————— 9 —
— OTHER HANDS —————————————————————————

The Balcloth
Luke Potter THE HISTORY OF tribal people that named themselves the
Pults. Revealing himself to them in a
12470 Rose Street N#9
Seminole, FL 34642 USA THE BALCHOTH time of great peril as Maladûm, their
his tale begins in T.A. 2063, traditional god of war, Sauron person-

T
75552.3206@compuserve.com
when Gandalf went to Dol ally delivered them from their peril,
In the year 2510 of the Third Age, Gondor Guldur in an attempt to dis- cementing his position among them.
and its allies together confronted and overcame cover the true identity of the Until his return to Dol Guldur in
a great peril from the East. Spurred on by Necromancer. Because he wanted his 2460, Sauron repeatedly sojourned with
Sauron himself, great numbers of Easterlings strength to be greater before declaring the Pults amid his other journeys in the
gathered on the Talath Harroch in southern himself, Sauron abandoned Dol Guldur East, gradually centralizing political
Rhovanion with the intention of overrunning and withdrew into the East. Since the authority in the hands of a king (the
Gondor and seizing its lands for their own. Battle of the Camp, in which the Wain- Bôm), enhancing the prestige of
Following much the same path as their Wain- riders were utterly defeated, there had Sauron’s own cult there (the Sarshen
rider predecessors, this new wave of Easterlings been no great stirring in Rhûn, and it was Meltek, or “Crimson Order”), and in-
first persecuted Gondor’s Northman allies at least partly for the purpose of finding creasing the size and power of the Pul-
along the East Bight of Mirkwood and later new allies that Sauron fled in that direc- tic military. By 2203, this once-tribal
assaulted Calenardhon itself. It was only tion. Far beyond the Sea of Rhûn, the culture had brought
through the timely arrival of the Éothéod Dark Lord came upon a plain-dwelling,
cavalry that disaster was averted and Gondor
saved. In gratitude for their valor, Cirion the
Steward granted the fields of Calenardhon to
the horse-lords, and thus was born the Rid-
dermark.
These events are described in Appendix A of
The Return of the King. A similar (though
not identical) account can be found in “Cirion
and Eorl and the Friendship of Gondor and
Rohan” which is part of Unfinished Tales.
Unfortunately, these are the only two primary
sources I have been able to locate in my con-
struction of a campaign setting for my play-
ers. The two accounts are very simple and
sometimes contradictory. Undaunted, I used a
little common scnsc, a little creative license,
and all the help I could find in past and cur-
rent ICE publications to recreate the military
campaign itself as well as the events preceding
and resulting from it. I hope that the informa-
tion that follows will help other gamemasters
open a new period of Middle-earth’s history for
their players.

— 10 ————————————————————————————————————
——————————————————————— ISSUE 12 JANUARY 1996 —
under its authority many of the weakened always used to snare the hearts of Men— During this decade, the Pultic military
wain-tribes to the west of it. In 2300, the that of unending life. He said that the received renewed strength from Variag,
Pults had grown from their original people of Gondor once enjoyed this gift, Logath, and Sagath recruits. In the
twenty-three tribes into an Easterling em- but had lost it when they shunned Pultic empire, many young Easterling
pire of over sixty tribes, many of which Maladûm. He foretold that the Pultic men saw the promise of glory that their
were wain-tribes that had once belonged to empire would one day destroy the over- grandfathers had once seen in the
the Wainrider Confederacy. proud men of Gondor and would thus Wainriders. In the blood of these people
It -was around 2300 that Sauron, having claim the gift of Maladûm, taking their an ancient enmity for the Men of the
returned from a foray into the Far East, rightful place as lords of Men. Sauron West stirred again. The prophecies of
found the state of his new empire not to his also devised a script for their language the Sarshen Meltek, the lies of Sauron,
liking. Many of the Pultic conquests had and taught it to his cultists; and they, in rang true in their ears.
occurred more than a century before; and turn, delivered it to the tribes as the first In 2469, the principally Sagath town
Sauron perceived that as long as these gift of their dark god. Later, Sauron of Kravod (formerly Gondorian
tribes enjoyed economic success in their would add his requirements of dark rit- Thorontir) welcomed the armies of the
homeland, they would never move west in ual and sacrifice to the cult’s literature. East, and thus began the long rule of the
significant numbers and, thus, would never As the words of Sauron took root in the Pultic empire on the Talath Harroch. By
come to challenge the Dúnedain of Gon- hearts of the people, the drought peaked 2473, the westernmost Pultic army had
dor. Sauron then began a great sorcery that and the tribes began to look west. reached the Anduin, and was advancing
changed the wind and precipitation pat- In 2370, the Bôm launched a new age north towards the Gladden Fields. The
terns of the plains, causing the gradual of fire and war, renewing his campaigns main populace of the empire had mi-
onset of a terrible drought. Keeping his against those wain-tribes that remained grated to the Talath Harroch, and Kra-
presence a secret, he observed the Pults, unconquered. In 2392, the Pultic armies vod became its new capital. A newly
determining what next to do. reached the eastern shore of the Inland crowned Bôm ruled the combined East-
As the years passed and the climate Sea of Rhûn. There they fought a thirty- erling peoples from an old Gondorian
steadily worsened, many began to say that year war with the Logath tribes. When watchtower in the hills east of Kravod.
Arud, their ancient goddess of agriculture, peace was brokered between these two The priests of the Sarshen Meltek
and Pael, god of the hunt, had become peoples in 2426, the Pultic armies turned walked among the people and were both
angry with the tribes’ singular devotion to south to the lands of Khand and Nûrad. feared and profoundly respected. Word
Maladûm. The counsels of ancient and long The first war with Khand lasted from of this new Easterling threat spread
discredited shamans of Pael and Arud were 2441 to 2445, and ended with an uneasy through the Gramuz Northman settle-
sought by the Bôm. Being angered by this peace between the two nations. This was ments from the East Bight all the way to
unlooked-for reaction to the drought, also the period when Pultic scouts first Esgaroth and Dale. The Northmen
Sauron began a series of visitations upon reached the plains of the Talath Harroch. named this new force from the East the
the people. When war once again broke out with Balchoth or “Terrible Host” (a word
Khand in 2450, the empire found itself half common speech and half Sindarin
Thus, in 2341 began the years of the
stretched too thin and suffering grievous in origin).
Prophecies of Maladûm. Sauron appeared
losses. The northern frontier with the
to individuals both within and outside his
Logath was deserted, the western armies
THE MEN
cult, breaking their minds with his terrible
presence. The prophecies he handed down pulled back, and the people moved to the OF THE WEST
to those he visited told of an ancient and plains south of the Inland Sea. Khand
The Wainrider Wars of T.A. 1851-
glorious kingdom of stone, where vast and could withstand the full strength of the
1899 and 1940-1944 had left many last-
fertile fields were left untilled and yet Pults for only one season of war, before it
ing imprints on Gondor and Wilderland.
guarded jealously against others. These was forced to sue for peace in 2457.
The losses among Gondor’s Northern
fields were the gifts of Arud and Pael to The second peace with Khand was an Army were serious enough to have a
their new peoples, for they had deserted earnest one, and relations with that na- long-term impact on the overall strength
forever the Pultic tribes. Maladûm, how- tion gradually normalized. In later years, of the South-kingdom in its coming
ever, had not deserted them; and if they the Pults would welcome mercenary trials. Because the numbers in the
properly dedicated themselves to him, he cavalry units into their ranks, thus in Northern Army were only sufficient for
would grant them victory on the field of some manner renewing the ancient pact a full garrison at Angrenost, Tir Anduin
battle and thus deliver to them the lands between the Wainrider kingdom and and Tir Limlaith (the hill-forts that the
they coveted. Khand. After the second war with Undeeps) had to be unmanned. The
In later prophecies, Sauron (in the guise Khand, the strength of the Pultic armies forces available to the Ruling Stewards
of Maladûm) also said that he had a gift was low. The Bôm then called a halt to had been insufficient in 2475 to stop a
for the Men of Middle-earth. This was the the advance of his armies until 2468. host of black Goblins of Mordor from
very gift that Sauron had smashing Osgiliath,

————————————————————————————————————— 11 —
— OTHER HANDS —————————————————————————
while southern Gondor was in constant The first additions to the empire had
fear of attacks from the Corsairs of Um-
THE ORGANIZATION OF little impact on its organization. These
bar and their Haradrim allies, and could THE BALCHOTH were small tribes along the west bank of
rarely spare any strength for military the Kol. It was at this time that Sauron
In their eastern homeland, the Pultic
efforts outside its own regions. first appeared as Maladûm and led the
nation comprised twenty-three large and
On the plains of Rhovanion, the op- tribes to victory. Given their enemy’s
closely related tribes. Of these, the Pultai
pressive rule of the Wainrider kingdom devotion to (and dependence on) Kol,
was the largest and most influential. The
drove the large majority of Northmen these first wars (later called the Wars of
empire was led by a council consisting of
either into the Grey Mountains or Mirk- Formation) had profound ramifications
two patriarchs from each tribe, with a
wood. Only the hardiest refugees sur- on the cosmology of the conquered
senior representative (the Bôm) presid-
vived to settle again in the upper vales of people. The river-tribes were integrated
ing as head of state. The religious pan-
the Anduin with the remainder of the as lesser subjects, and Kol fell out of
theon of the Pults consisted of four major
Éothraim tribes to form a new nation, the favor among the original tribes.
deities: Arud, Pael, Maladûm, and Kol—
Éothéod. Here they lived in relative se- Maladûm, who had personally led the
the lords of agriculture, hunting, war,
clusion from even their old allies, gradu- armies in battle, was suddenly-chief
and the River Kol (Talathrant) respec-
ally adapting to the pressures of their deity of the empire and personal patron
tively. Each tribe had a shaman devoted
new environment. of the Bôm.
to the deities that were considered most
“Those Northmen that persevered important to them. Arud and Kol were As wain-tribes were either converted
through the harsh rule of the Wainriders goddesses—the former married to Pael, or conquered through the policies of the
revolted and helped to defeat the Easter- the latter perpetually opposed to Bôm and the blessing of Maladûm, the
lings. The towns that were left along the Maladûm. nation was taken by an expansionist and
East Bight in the wake of the Wainrider martial fervor such
defeat were of mixed Northman (Gra-
muz) and Easterling (primarily Sagath)
population. These people had no formal
communications with the realm of Gon-
dor, though merchants undoubtedly con-
tinued to trade.
The Talath Harroch between the for-
est, the Inland Sea, and the Ash Moun-
tains was a grave and constant worry to
the Ruling Stewards of Gondor. As long
as there was no buffer population on the
plains, the fields of Calenardhon would
be open to attack from that direction.
Certainly the Stewards meant to
strengthen their army in that quarter, but
constant threats from other directions
kept them from doing so.
This was the strategic situation Gon-
dor faced when Boromir the Steward
— Arud — — Pael —
died in 2489, his life shortened by the
lingering effects of a Morgul-knife
wound received fourteen years before.
Upon succeeding him, Cirion immedi-
ately sent spies and scouts into Wilder-
land to validate rumors he had heard
regarding a new people from the East.
He also sent skeleton garrisons to reopen
the old hill forts of the Anduin and to
guard the Undeeps. It was only through
these small, cautionary steps that Gon-
dor’s peril was realized and the certain
disaster of a surprise invasion of the
Calenardhon prevented.

— Maladûm — — Kol —
— 12 ————————————————————————————————————
——————————————————————— ISSUE 12 JANUARY 1996 —

Monk Healer Priest


that none of the tribal patriarchs dared —givers of the dark benedictions of thousands. During the Wars of Forma-
challenge the Bôm on any issue. The Maladûm, seekers of blasphemy, and tion, the Darmin Belen (Pu. “Army of
emerging Pultic empire would be ruled oftentimes wielders of black magic chan- the Falcon”) was formed of partisans
by a monarch with explicit divine sanc- neled directly from Sauron. Day to day and trainees. After the conquest of the
tion. This authority structure would last internal decisions were made by a single river-tribes, the Naidan Belen (Pu.
until the Pultic defeat on Parth Cele- High Priest, who was elected from “Army of the Serpent”) was founded and
brant in 2510. among the ranks of the third house. All of sent west to conquer the wain-tribes. In
his efforts were directed towards the the formation of these two armies the
After the years of visitation and
basic needs and objectives of the cult. Keshak was greatly reduced in num-
prophecy (T.A. 2341-2345), the cult of
The highest ranking cult official was the bers, many of their soldiers becoming
Maladûm was established as the one
Primate. Decisions on cult theology and officers in the new armies.
true religion of the empire. In 2344, the
other sensitive issues were made by the
division of the cult into three houses was During the initial campaigns of the
Primate exclusively. He could always be
established. The first and smallest house Wain-tribe Wars, a fourth army was
found advising the Bôm on the will of
was that of the monks. These were created, the Tolig Belen (Pu. “Army of
Maladûm, who kept the Primate in his
scholars and recorders of the prophe- the Ox”). This was made primarily of
closest councils, desiring to carry out the
cies, decrees, and laws of Maladûm. wain-tribe recruits, and the remainder of
will of his dark god in all things. The
The second house was that of the the young officers of the Keshak. There-
Primate -was appointed by the Bôm, and
healers. These were certainly not the after the Keshak was no longer consid-
was always of pure Pultic descent.
quality of Gondor’s healers, being ered an army, but instead a personal
The Pultic military fluctuated between guard unit for the Bôm, committed to
probably closer to those of the Goblins.
one and five armies during the history of battle only at the discretion of the Bôm
Their methods emphasized quick heal-
the empire.1 The original army was called and never sustaining a defeat until Parth
ing, and were little concerned with pain
the Keshak (Pu. “Great Fire”), and was Celebrant. Service in the Keshak was a
or scarring. They were surgeons and
commanded bv the Bôm himself. This reward for long years of service and
herbalists, and their services were in-
was the army to which Sauron first ap- valor, and was seen by young officers as
tended only for the politically or socially
peared, and at one time it numbered in a period of formal training in the doc-
important, members of the cult itself,
the tens of trine of Maladûm and a fast track to a
and other military personnel.
Belen command position.
The last house was that of the priests

————————————————————————————————————— 13 —
— OTHER HANDS —————————————————————————
Each Belen was composed of two or The Pultic armies were always poorly recruit was discouraged by the thought
three tomens of 10,000 men, excluding armed and armored. Initiates served in of fighting on foot. The only instance in
commanders. (The Tolig Belen once had the scout irbins, and were trained only in which the Bôm authorized the use of
four tomens during the height of wain- saber and composite bow use. They cavalry on the battlefield was in 2510,
tribe recruitment.) Each tomen was carried no shields and wore no armor in when 2,000 Variag mercenaries were
subdivided into ten manghins of 1,000 battle. More seasoned warriors served in deployed.
men each. The manghins were further the light irbins, which made up the vast
subdivided into five scout and five war majority of the Pultic troops. These wore
jigons. A war jigon had six light irbins a jerkin of soft leather, carried wooden
and four heavy irbins, each consisting of shields, and were trained to use the
ten men and a commander. A scout jigon battle spear and throwing javelin in
had four scout irbins, four light irbins, addition to saber and bow.
and two heavy irbins, each also com- Distinguished veterans fought in the
prised often men and a commander. heavy irbins, and were given leather
helms to distinguish their rank. In
addition, they were trained to wield
the battle mace, a weapon considered
sacred by the Pults.
Officers carried large black
shields that bore in red the
device of their unit as well
as the insignia of their rank.
Keshak Competent manghin
commanders were selected for
the guard unit of their respective
armies, from which they could
hope for a promotion to the
Keshak. The guardsmen wore
black rigid leather armor with
silver studs. Their maces were of
higher quality than the rank and
file, with a pommel of polished
obsidian. Members of the Keshak
Darmin belen earned bright red shields, and their
maces had pommels inset with garnet.
The dress of tomen and Belen com- THE YEARS PRIOR TO
manders was more individually deter- THE INVASION OF
mined, but all bore a shield with their
rank upon it, as well as their choice of CALENARDHON
the best weapons of the Bom’s armory. As has been already told, the formal
What the Pultic armies lacked in occupation of the Talath Harroch began
weapons and armor they made up for in in 2473, with the occupation of Kravod
organization and sheer numbers. The by the Bôm and the main body of the
older units were well drilled in large unit Pults. The Darmin Belen and the Ke-
Naidan Belen maneuvers and inter-unit support. They shak then became the Kravod garrison,
brought discipline to the battlefield, and and the Army of the Serpent was sent
that in itself was enough to defeat many west to occupy the Vale of Anduin, both
of the wain-tribes they faced on the east- in the Wold and north all the way to the
ern plains. They were also exclusively Gladden Fields. The Army of the Ox
infantry. Being mobile, their culture took position north of Kravod, and sent
depended on horse, cattle, and oxen as scouts into the Northman and Sagath
draft animals. They could not afford to settlements along the East Bight of the
lose large numbers of animals on the forest. The Bôm was content to rest
Tolig Belen battlefield. This fighting style may have here for ten years, concentrating on fur-
saved Gondor in the end, for many a ther recruitment of the Sagath popu-
potential Sagath, Logath and Variag lation of the plains. In 2483, he

— 14 ————————————————————————————————————
——————————————————————— ISSUE 12 JANUARY 1996 —
fiothraim tribes of old and the hardy organized in the hills, or in towns not yet
Northmen of Esgaroth and Dale, people taken by the invaders, while townsmen
that honored their ancient tradition of of Easterling descent welcomed the Pul-
friendship with Gondor. These were also tic army, and many young males joined
a people whose grandfathers had en- them. With each season of war, another
dured long years of oppressive Easterling town was occupied, and those Northmen
rule under the Wainriders. They were with a mind to fight soon found them-
not well disposed to the call to arms selves pressed against the Celduin and
issued by this new wave of eastern in- the . eastern eaves of the forest. In 2492,
formed the Leptek Belen (Pu. “Army of vaders, and many spoke of armed resis- the leader of the Tolig Belen abandoned
the Great Cat”) from units that had been tance against them. Within this popula- the notion of recruiting among the
added to the various armies as the popu- tion, however, was a minority of Sagath Northmen, and began an offensive de-
larity of Pultic rule increased. A year descent whose ancestors, after the fall of signed to annihilate the rebels and secure
later, under advice from the leader of the the Wainriders, had come back to settle the north frontier against any future
Tolig Belen, units of that army began among the Northmen. To these, the attacks on the rear of columns, which
moving north into the lands of the prospect of renewed Easteriing rule were then forming for an invasion across
Northmen. Once again, the move was promised redress for the prejudiced poli- the Anduin.
made in the interest of attracting further cies of Northman town rulers.
By 2495, the Northman rebels had
allies, but this time met with less fervor What was intended to be a slow and been broken and driven out of their
and more hostility. peaceful occupation of northern lands lands. The Tolig Belen continued the
The towns along the East Bight were soon spiraled into an armed invasion. recruitment and training of the Easter-
inhabited principally by people that The old rifts between townsfolk re- ling population until in 2505, when their
traced their heritage to the opened. Northman rebels numbers were judged sufficient between
the East Bight and

——————————————————————————————————— 15 —
— OTHER HANDS —————————————————————————
the Talath Harroch to organize a fifth The Balrog was a mighty spirit of flame, themselves, for the garrisons of the hill-
army, the Kelten Belen (Pu. “Army of the among the active servants of Morgroth forts learned little from within their own
Horse”). This new army then traveled second in might only to Sauron himself. walls. It soon became apparent that spies
south -with the Tolig Belen for the general Much of Sauron’s former power, how- would have to be sent east for the situa-
mustering of the armies. In the north the ever, had been diminished by the loss of tion to be made any clearer. In 2490,
Tolig Belen was replaced by units from his Ring, and the Balrog must have scouts were first sent onto the Talath
the Army of the Great Cat, which would sensed this. It is probable that from his Harroch to discover the intentions of
stay behind on the Talath Harroch and throne in Moria, Durin’s Bane judged these new arrivals. Little, however, was
serve as a rearguard for the empire. himself to be the chief servant of Dark- learned, since few returned. It was not
ness in the world, and sought some way until the spring of 2493, when the first
In 2507, the Army of the Serpent, hav-
to assert his dominance. What Sauron refugees from Northman rebel bands
ing thoroughly scouted the eastern Wold
may have lacked in personal strength, made their way through peril to the
and both banks of the Anduin, made large
however, he more than made up for in Undeeps, that Gondor received some
lumber camps along the southern edge of
subtlety of mind. He perceived the hint of the intentions of this new people,
the forest. For the next two years they
thought of the Balrog, and used this to whom the fugitives named “Balchoth.”
would build great barges upon which the
his own design. At the time, this was only a warning of
whole of the Pultic armies would cross in
secret and come upon the fortresses of The Balrog had gathered a great host the presence of large armies and gather-
Gondor without warning. The invasion of of Orcs and Trolls to himself in the years ing strength.
Calenardhon had been set for the spring since his awakening. The majority of News of the persecution of the
of 2510, and all was now ready. these Orcs had migrated from the north- Northmen reached Cirion, and though
ern reaches of the Misty Mountains, grieved at this maltreatment of valued
where they had once served the Witch- allies in the north, strength could not be
THE MACHINATIONS OF king in his wars against Arnor. A few spared to intervene. In 2496, he did
SAURON among these still served the Dark Lord
as spies among the Moria host. Thus,
begin a general strengthening of the
garrisons of Angrenost and the fortress-
All plans of the Necromancer had Sauron was able to plant the rumor of the towns of Calenardhon with troops mus-
seemingly come to fruition in 2510. His coming invasion of Calenardhon in such tered at Calmírië, but could do little else.
new Easterling allies were poised along a way as to seem a piece of intelligence It was not until the winter of 2509, when
the Anduin to strike a great blow against gathered abroad by the Balrog’s own
spies returned from the east with a
the South-kingdom. His servants were spies. Further, the idea was planted that translation of the prophecies of
once again occupying the citadels of Mor- by sending an army to aid these invaders,
Maladûm, that Cirion truly realized
dor in strength. The last King of Gondor the Balrog might share in the plunder of
had been slain by the Lord of the Nazgûl, Gondor and assume his place as chief
who had captured Minas Ithil. The once enemy of the Free Peoples. In this way,
proud city of Osgiliath lay in ruin, and Sauron strengthened the invaders, caus-
Gondor’s greatest captain, Boromir the ing further harm to Gondor, while con-
Steward, had been himself wounded by cealing his actions from the
Morgul-blade and his life shortened. Now, Wise.
at a time when they would face their
greatest test, the Gondorians were ruled
by a young and inexperienced steward. THE
This was seemingly Sauron’s master blow, STRENGTH OF
yet some lingering doubt still troubled the
Dark Lord. GONDOR AND
Whether he still judged his own per- ITS ALLIES
sonal might insufficient to face the White
Council or he foresaw the events of 2510, When vigilance along
none can tell; but something prevented the Anduin was renewed
Sauron from committing his assembled and its forts reopened, it
strength against Gondor. The Orcs of the soon became apparent that
Red Eye were conspicuously absent from a large population of
the invading forces of Calenhardhon. Easterlings had occupied
Whatever his reasons, Sauron thought this the plains just to the east.
a bad time to openly declare himself, and These new Easterlings either
sought to disguise the part he had played remained some distance off or
in the invasion. Instead, he involved were careful not to show
Durin’s Bane, the Balrog of Moria.

— 16 ———————————————————————— ——————————
——————————————————————— ISSUE 12 JANUARY 1996 —
the intentions of the Balchoth and the north, the Éothéod. Cirion knew that the by a large company of conscripts. There
immediacy of Gondor’s peril. He then Vales of the Anduin were patrolled by they waited, and were joined by Cirion’s
issued a general call to arms throughout the scouts of the eastern enemy, so he Southern Army at midday of Tuilérë, the
the realm and took counsel with his sent six pairs of messengers. Each rider quarter-year festival day. On the 1st day
generals. was a valiant warrior and had committed of Gwirith, the combined strength of
to memory the steward’s message to Eorl, Gondor marched for the Brown Lands.
Throughout the winter months of
the young Althegn of the Horse-lords. There they planned to hold the line of
2509 and continuing into the new year,
The first pair rode on the 10th day of the the Anduin against invasion.
preparations were made and troops
month, and another pair set out each day On the very same day that the North-
gathered. Slowly, companies began
thereafter for five days. On the same day ern Army reached Calmírië, the lone
trickling into Minas Tirith from the
that the last pair rode (the 16th of survivor of the twelve messengers of
southern fiefs. Even Cirion agreed, how-
Gwaeron), the Southern Army of Gon- Cirion reached Eorl’s capital of Frams-
ever, that a large portion of their
dor, led by Cirion himself, left Minas burg. He was Borondir Udalraph, one of
strength would have to be held in re-
Tirith for Calmírië, where it would meet the first pair to be sent on the journey,
serve in case of some attack from Um-
the gathered Northern Army. and had ridden hard for fifteen days.
bar. Though early in the season, there
had already been probing attacks on the The various companies of the North- The story of his conversation with Eorl,
southern coasts. As more solid intelli- ern Army had marched four days prior and the subsequent mustering and jour-
gence began to arrive on Easterling and, on the 17th, met the main of the ney of the éoherë, has been told else-
numbers in Rhovanion, Cirion realized garrison of Angrenost at Dunlostir. where in full and will not be repeated
that the available strength of Gondor Strengthened by a large company of here. Suffice it to say that the éoherë
would probably be insufficient to protect conscripts from the surrounding country- rode, fully 7,000 strong, on the 6th day
Calenardhon. side, the combined army marched for of Gwirith, for the North Undeeps.
Calmírië. On the 25th they reached that
It was in the early days of Gwaeron
town, and again their strength was aug-
(March) that Cirion resolved to seek aid
mented
from Gondor’s ancient allies in the

————————————————————————————————————— 17 —
— OTHER HANDS ————————————————————————
the Naidan Belen fell upon Tir Limlaith,
THE BATTLES OF THE completely sealing its garrison within its
walls. A three-day assault on the fort
WOLD began, which culminated in its burning
The assembled might of the Pultic and the complete destruction of the men
armies was vast. Between the Armies of trapped within. Word of the fort’s de-
the Falcon, Ox, Horse and Serpent, the mise didn’t reach Cirion until it was too
Bôm had ten tomens of full strength late.
(100,000 troops). The Army of the Great In the early hours of the 13th, the
Cat (two tomens) would serve in a rear army of Gondor crossed the lowest
guard capacity, and would cross the shoulder in a ridge of hills to find the
river with the Pults once the conquest valley beyond filled with the armies of
was complete. Scouts of the Naidan their enemy. Drawing up in a dirnaith or
Belen had long since mapped out much assault wedge, they drove into the for-
of the western Wold, and the Pultic wardmost ranks of the Darmin Belen,

“C
battle plan was drawn up. but were halted by the Darmin guards.
On the 4th of Gwirith, the forces of Here the battle reached a standstill until
the Bôm crossed the Anduin in two the green troops of the Kelten Belen
places. The main host, comprising all but
one tomen of the Naidan Belen, crossed
thirty miles north of the southern
irion charged into the fray, reinforced from
behind by arriving veterans of the Tolig
Belen. Demoralized by the sheer num-
boundary of the Wold, where a rough bers of their enemy, the Calenardhon
path left the western shore and wound conscripts broke, and Cirion ordered a
its way through the hills going west. It slow withdrawal back over the ridge to
followed this path for a day and a half,
after which it took a sharp bend south- realized land more favorable to the defensive
battle he realized he would have to fig-
wards. Here the Bôm made camp, wait- ht.
ing for word of the movements of his It was in the midst of Cirion’s with-
enemies. The other tomen of the Naidan
that his
drawal over the ridge that the southern
Belen crossed roughly forty miles further tomen of the Naidan Belen fell upon his
north, just north of a sharp westward forces from the south and west. At this
turn in the river. From here they picked point Cirion realized that his army had
their way through the hills along a well- fallen into a trap carefully laid by his
scouted course winding northwest, with
the intention of coming upon Tir Lim-
laith from behind.
army had enemies. For though small, this new
southwestern force would slow down his
withdrawal enough to prevent separa-
On the 8th of Gwirith, mounted tion from his enemies in the valley. Re-
scouts arrived at the camp, having solving to break out of this trap and find
sighted the approaching columns of
Gondor two days earlier. The Bôm then
sent the second tomen of the Naidan
fallen into a battlefield more advantageous to his
men, he committed his own guards,
strengthened by a company of mounted
Belen on a great looping march to the knights from Belfalas, against the ex-


south and then west. This army was then tended right wing of his enemies. Punch-
to turn north, and cut the enemy off ing through and rolling back the enemy’s
from an organized escape. On the 10th,
the armies of the Bôm were drawn up in
a trap... line, they turned east and held the flank,
while the main body of troops began a
order and advanced west to meet the retreat to the north.
enemy. The day was now growing late, and
It was also on the 8th that the col- Cirion drove his columns hard through
umns of Gondor entered the Wold from the hills. Throughout the afternoon and
the west, making a straight line for Tir evening the main host of Gondor picked
Limlaith. Not having received any warn- their way north, while Cirion and his
ing of the enemy's crossing, they guards fought in the rear, holding the
marched under the assumption that the enemy back. At nightfall the enemy
Easterlings were still on the east side of broke off their pursuit, but Cirion still
the river. Cirion’s mounted scouts had drove his troops north, and climbed up
reached the fort two days earlier and had through a final canyon and onto the
since returned to the column, reporting floodplain of the Limlaith river. There,
no sign of the Balchoth. just on
On the 11th, the northern tomen of
— 18 ————————————————————————————————————
——————————————————————— ISSUE 12 JANUARY 1996 —
the northern edge of the Wold, they Thus, at mid-day of the 14th, a second to cross the river and forming up again
halted. On the horizon to the east, a dull battle of the Wold was fought in sight of when sounds of the battle reached them.
glow told them of the burning at Tir the North Undeeps. Though they fought Confused in the fog and thinking that
Limlaith. valiantly through the day, by afternoon it part of his own force had joined in battle
Early on the morning of the 14th, was clear that the Balchoth armies en- with the enemy, the Bôm ordered the
scouts were sent east to gather news of joyed a greater advantage in numbers units that were already across the river
Tir Limlaith. As they approached the than was originally thought, and the men to attack while the others crossed. Thus
charred ruins, however, they sighted the of Gondor began to give ground. By late the Balchoth arrived on the battlefield
northern tomen of the Naidan Belen afternoon, Cirion’s men had their backs piecemeal and confused.
forming up and marching west. The to the southern bank of the Limlaith, and It was also in these first hours of light
scouts returned to Cirion and gave their were utterly cut off from escape in any that the éoherë broke its camp and cov-
news. Seeing an opportunity to catch a other direction. So once again, the most ered the last few miles to the North Un-
portion of his enemy separated from veteran companies of the army held the deeps. Seeing the charred ruins of Tir
support, Cirion ordered an eastward shore while the rest fled over the river. Limlaith on the opposite bank, the
march, and battle was joined. Anger and Many men were lost in the crossing and Éothéod hastened across the ford and
the desire for revenge was hot in the many more in holding the shore, but in onto the western bank of the river. There
blood of the Dúnedain, and they the end, Cirion and much of his guard they met a few men of Gondor who had
smashed the single Balchoth tomen, but unit crossed during the night and reorga- somehow floundered in the night’s cross-
not before the armies that had defeated nized on Parth Celebrant. ing and ended up getting washed by the
them the day before had gained the river down to the Anduin where they
southern edge of the plain, advancing in PARTH CELEBRANT had reached the western bank. From
good order. The 15th of Gwirith dawned grey and these men they learned tidings of all that
cold. Much of the night had passed in had happened in the Wold, and also of
confusion, with Cirion’s men the disposition of the enemy and how
trying to find their best to come behind it.
companies. Though they had They turned north immediately and
made it across the Limlaith, crossed the Limlaith near its confluence
most of their gear they had with the Anduin. Once across, they used
left on the further bank or, the river fog to conceal their advance
more commonly, had until they came to the battlefield. En-
thrown into the river, gaged from the first by the Orc-host, the
rather than let the Dúnedain had not been able to contest
enemy have it. Such the enemy’s crossing of the Limlaith. The
was the state of Orc-host had slowly driven them east
Cirion’s men: tired, toward the Vale of Anduin. Now joined
cold, hungry, by units of the Balchoth from the south,
demoralized, the Orcs were hemming them in and —
and now more as Cirion realized— ensuring the ulti-
poorly equipped mate doom of his army. And this was the
than the enemy turning point of the battle.
that pursued The day being now hours old, the sun
them. And still burned through the fog and suddenly
they were shone bright on the battlefield. The Orcs
hopelessly cringed and shielded their eyes, and their
outnumbered. chieftains began to think of withdrawing
By first light, most until evening, when they could return
had found their units and finish off -whatever enemies the
— and just in time; for Easterlings might not defeat. The Bôm,
a great fog rose out of however, was enheartened by the change
the river in the early of weather and directed his Keshak to
hours of the morning, help put in order the Kelten Belen which
further confusing things. In these first had just crossed the river. They were in
hours of dull light, the Balrog’s Orc-host the midst of reforming the lines of the
found the men of Gondor. Their attack green Kelten Belen troops when the first
was met with much confusion, and many charge of the Éothéod took them by
men died looking for their weapons. The complete surprise.
Easterlings were using the fog’s cover

————————————————————————————————————— 19 —
— OTHER HANDS ————————————————————————
In the initial charge of the northern
cavalry, what little of the Kelten Belen
WHAT FOLLOWED Pultic tribes, as well as for those
which originated in lands further east,
that had survived the Wold was wholly A very thorough account of what fol- there could be no return. These people
broken and driven from the field. Cast- lowed between Eorl and Cirion is given stayed in the drear hills around Kravod.
ing away their weapons, they were the in Unfinished Tales. They took great The land here was poor, however, and
first to run back into the Limlaith, mak- oaths upon hallowed ground, and both they were ever casting an envious eye
ing easy targets for Eorl's horse-archers. peoples were greatly strengthened. This toward the rich fields of Calenardhon.
The Keshak, which were scattered here was the end of the Balchoth, but certainly
It was not until many years after
and there, trying to put the Kelten not the end of the Pultic tribes or even
Parth Celebrant that these tribes began
Belen's ranks in order, were unable to their warriors.
to make raids into the lands of the Rid-
properly defend the Bom, and the eohere Many of the Easterlings that fought at dennark. Crossing the Anduin by the
drove straight through its ranks to the Parth Celebrant made it across the Lim- Wold, they would come infiltrate the
Bom's standard. There the Bôm was laith and took refuge in the Wold. There plains and raid the fortified towns and
ridden down and pierced by the lance of they were led by commanders and great homesteads of Rohan, burning and loot-
Eorl, throwing the Keshak into complete warriors who had also escaped, and were ing as they went. It was in a reprisal
disarray. joined by more than half a tomen from foray into the Wold against these very
Eorl and his men continued through the . Naidan Belen which had not ad- Easterlings that Eorl was slain.
the rear ranks of the Balchoth and onto vanced over the Limlaith. Instead of
The Balchoth invasion might be seen
the battlefield that the Ores, Dunedain, further challenging the Dunedain and
as an brief episode in the history of
Darmin, and Tolig Belens were fighting their newfound allies, the Pults and their
Middle-earth ending in 2510 at Parth
upon. Being in the rear of the committed allies made their way back to their camps
Celebrant. The Pultic migrations into
Balchoth armies, the soldiers of the Tolig and later their rafts, eventually returning
the lands south of Mirkwood, however,
Belen heard the battle cry of the eohere to the Talath Harroch, where waited the
constitute an important and long-term
and turned to meet their charge. But Leptek Belen and the tribefolk.
change m the cultural geography of
seeing the tall horse-lords with their long After the failure of its prophecies, the Wilderland.
lances, the Ore-captains ordered their Cult of Maladûm fell into disfavor with
companies to break off the attack and most of the populace. The monks, being FOOTNOTES
the keepers and chief promoters of the 1. The basic organization or the Balchoth
retreat from the field. The Dunedain armies was given in ICE’s Riders of Rohan
were rallied by this sudden change of prophecies, were seen by many as the
adventure setting. I have used and ex-
fortune and forgot their weariness, root of the people's problems. .Many died panded upon that material.
charging into the ranks of the Darmin at the hands of cruel mobs wanting re-
venge for their lost husbands, sons, and 2. Full accounts are given in Unfinished Tales
Belen and crushing its guard—the very and ICE’s Riders of Rohan.
unit that had turned them back in the fathers. JVlost of the priests found them-
Wold. selves outcasts among their people and
The Balchoth. units now began to were eventually drawn to Dol Guldur,
rout in mass. Word of the Bom's death where they entered the service of their
spread through their ranks, further de- master. The healers, being farthest re-
moralizing them. The eohere pursued moved from the cult's teachings and pos-
them to the river, where archers shot the sessing the most practical skills, contin-
fleeing enemies as they swam. The ued to find a use for their talents among
Horse-lords and what remained of the the general populace.
knights of BeLfalas pursued the Ores Having heard tidings of the victory at
across the plains until the afternoon Parth Celebrant, many Northman rebels
turned to evening. There, upon the Parth made their way back to old homes and
Celebrant in the evening of the 15th of families along the East Bight. Thereafter
Gwrnth, Eorl and Cirion met, and their there was a great friendship between
friendship was begun. these men and the men of Dale and Esga-
roth. Easterling and Northman gradually
relearned the art of coexistence on the
plains.
Along the East Bight and elsewhere in
Rhovanion, life returned to normal; but
the Talath Harroch had been changed
forever. Many of the tribes of the former
Pultic empire melted back into the East.
This was especially true of the western
wain-tribes, whose lands had not been
devastated by drought. For the original

— 20 ————————————————————————————————————
The Bozishnarod:
Using the cultures of
Far Harad in MERP
Mark Thorne he land of the Bozisha-Miraz their ancestors have for centuries. Only
4575 Braungate Drive
St. Louis, MO 63128, USA
(mat545s@nic.smsu.edu)
T (Apy. “Dowry of the Goddess”),
known as Far Harad to the
sages of Northwestern Middle-
earth, lies south of Umbar, beginning
in the cities do the influences of other
places become apparent. The Bozish-
narod are considered by many outsiders
to be both heartless and cruel, but this
somewhere amongst the endless miles of is not so. They are actually a pious and
the Dune Sea. While much of the land is honorable people in their own peculiar
Jason Mulligan indeed desert wasteland, in the center of ways. The religion they follow, the wor-
1 Hann Street the nation is an area of relative fertility ship of the goddess Ladnoca, unites all
called the Raj (Apy. “Paradise”) due to. the Bozishnarod together. The popula-
Mayfield 2304, Australia its position at the mouth of the great Bay tions of the Raj can be split into three
(manwe@valinor.hna.com.au) of Tulwang. The people of this land call quite different cultures: the urban
themselves the Bbzishnarod (Apy. “Peo- populations, the outlying Hillmen, and
ple of the Goddess”) and are as culturally the desert nomads.
diverse as they are physically similar. [For more information, read ICE's
Thev are an amazingly stable people as - Far Harad: The Scorched Land. Most of
well; they live in much the same way that the following information was drawn
from the above source and from the

CULTURES OF THE BOZISHNAROD

Harnerim

Tuktani Haradrim Mûmakani

Kirani apysani haruze

adena drel drel bozishnarod

ayten Sirani harani

Pel

Urban folk of raj Narodbrijig Covshek-Pust

————————————————————————————————————— 21 —
— OTHER HANDS ————————————————————————
Haradrim listing in the MERP rule- strengthened with the lands to the south Urban Folk
book (Second ed.) published by ICE.] such as Tulwang, Hyarn, Mirëdor, and
The more civilized people of Far Ha-
The Bozishnarod (sing. Bozishnorad) Drel.
rad live in the area’s few cities. How-
are an Apysan people who migrated ever, despite the wide distances which
across the Ered Harmal very early in the Common Characteristics separate these urban centers, there is
Second Age. The above diagram shows Although fragmented culturally in still a significant amount of cultural
how they are related to their northern many respects, most Bozishnarod share similarity among them. Within the cities
and southern neighbors. When they the same common physical characteris- themselves, there also exists a noticeable
crossed the mountains they settled in the tics. These are summarized below. cultural shift between the wealthy and
Raj, the only fertile region of the poor classes of the population.
Bozisha-Miraz. The Raj is the cultural Build: In general, the people of Far Ha-
rad are tall and wiry with sharp, angu- Many of Far Harad’s city dwellers
and agricultural center of the whole are of mixed blood, containing elements
region and is located at the mouth of the lar features. Men average 190 lbs., and
women average 145 lbs. of blood from the old Númenórean
Rijesha, the river that empties into the colonists, their lighter-skinned
Bay of Tulwang. Coloring: Medium to dark brown skin is
neighbors in North Harad, and espe-
the norm; eye color is either dark
cially the Mûmakan to the south. The
brown or black. Their hair is black and
Languages information below can apply to the
can either be straight or curly.
As the Bozishnarod are an Apysan inhabitants of the cities of Bozisha-Dar,
Endurance: The Bozishnarod are used to Bûr Esmer, and Tresti.
people, their native language is Apysaic harsh climates and stifling weather.
(abbreviated as “Apy.”). However, it is The notable exception is the city-
They are not unfamiliar with the desert
distinguished from the Apysaic spoken state of Tul Póac on the Ogladalo Vatra
and.its ways; they are able to travel
by their Apysaic cousins to the south; (Apy. “Mirror of Fire”); its inhabitants
long distances in hot climes without
the Bozishnarod’s language has envel- are a mix of the urban and Covshek-
much water and still maintain their en-
oped much Haruze influence over the pust cultures. They also
durance level. Naturally, the city
centuries and is now more properly dwellers would be less apt at desert
referred to as Northern or New Apysaic. travel than the indigenous nomads.
Among those people living to the north
Height: Males average 5'11". Females
of the Raj, the Haruze influence be-
average 5'5".
comes more pronounced, creating a
mixed language which is spoken by most Lifespan: The harsh climate of
of the northern desert nomads who still Bozisha-Miraz takes its toll on the
reside within the bounds of the Bozisha- region's inhabitants, the average
Miraz. lifespan is about 45—65.
As the Adûnaic-speaking Númenóre- Resistance: +10 DB and RR
ans interacted with the local Apysan bonuses versus heat/fire
peoples of the coast-lands, a common attacks; -10 DB and RR bo-
speech known as Ansith (analogous to nuses versus cold/ice
the Westron tongue of Gondor and attacks.
Arnor) gradually came into being. It has
become the common trade language of
Far Harad and all of the coastal lands
between Umbar and the Yellow Moun-
tains.
The other main languages spoken by
the Bozishnarod are Varadja from
Khand, Nûradja from the Nûrniags (an
Easterling tribe), and Tazinain from
Greater Harad to the southeast. All of
them are in use as inland trading lan-
guages. They are also the primary lan-
guage of a few isolated settlements
where groups of Variags, Nûrniags,
Sirani, or Ayten have established their
own communities within the Bozisha-
Miraz.
Lastly, some of the Southern or Old
Apysaic dialects have come into use
along the coasts as trade ties are
— 22 ————————————————————————————————————
——————————————————————— ISSUE 12 JANUARY 1996 —
worship Tulimi, the Master of Fate and oftheir northern neighbors (Rank 3). Weapon smithing, gold smithing, fletch-
Prophecy, rather than the goddess Lad- Most know Ansith, an Apysaic/Westron ing, boatmaking. Influence Skills: Lead-
noca. dialect commonly used throughout the ership, conning, bribery, trading, pub-
land for trade (Rank 4). Skill Develop- lic-speaking. Lore Skills: Animal and
Physical Character ment: Through commerce and trade, plant lores, local geography, local his-
Special Abilities: The lifeblood of Far they have great opportunity for learning tory, other geographies, warcraft and
Harad's cities is commerce. +10 bonus the languages of foreign lands. The lan- tactics.
to Appraisal and any activity-involving guages of Varadja (Rank 3), Logathig Stat Increases: Any stat may be increased.
trade. (Rank 2), Tazinain (Rank 3; Rank 5 for Extra Languages: Under special cir-
Culture those living in Tul Pdac) and Adûnaic cumstances, a Bozishnorad may come to
Clothing and Decoration: The people of (Rank 4) are not uncommon in the bus- learn Avarin (Rank 3), or any of the
Far Harad dress practically for their tling markets of Far Harad’s cities. many varied Apysaic dialects of the na-
location; comfortable, loose garments Prejudices: The Bozishnarod view all out- tions to the south (i.e. Tulwang, Hyarn,
of light cloth is common garb. One's siders with some degree of suspicion and Chennecatt, Isra, Mirëdor, etc.) such as
wealth is usually worn in the fashion of mistrust, calling them poganin (Apy. Sederi (Rank 3).
gold rings, Bracelets, and necklaces. “pagans”). They are especially mistrust-
Reds and golds are more popular col- ful of Dwarves, Elves, and anyone else Narodbrijig
ors, although white and black are the who appears and acts significantly dif- (Apy. “Hill People”)
most common during evervday life. ferent from themselves. Living in the hills of the Bozisha-
Headdresses of some kind'are also Restrictions on Professions: None. Miraz, the Narodbrijig (sing. Narodbrijig)
quite common among both men and Outfitting Options live their lives -without the hustle and
women. Only the richest can afford Weapons: Scimitar (favored weapon), bustle of their urban neighbors. They
true jewelry such as gems. dagger, composite bow, sword, and make their homes in the Brij-Mijesec
Fears & Inabilities: None. spear, and javelin. RM options: Blow (Apy. “Hills of the Moon”) and in the
Lifestyle: Although often outwardly cold gun, longsword, falchion, darts. scattered small towns and villages of the
to outsiders, amongst their own the Armor: Soft Leather and loose chain are region. There are three main divisions of
Bozishnarod love laughter, partying, common. the Narodbrijig: the traditional farm-
and games both of the mind and of the Clothing: Cotton clothing of all types ers/goatherders, the folk living in the
body. Warcraft is taught at an early abound, although some silk is available towns and villages of the Bozisha-Miraz,
age. The skills of commerce and trade to the more wealthy. Loose clothing is and the influential warrior/bandit clans.
are also taught, as commerce is the ba- the most practical for the environment; The following information applies to the
sis of urban life in Far Harad. The loose tunics and pants are the norm. native inhabitants of the Brij-Mijesec and
“poor” classes comprise the work force the towns and villages of the area.
Tassles and some embroidery is also not
and the merchant class, while the uncommon. Gold bracelets, leather boots
wealthy attend to their own affairs of Physical Character
or sandals, and light cotton head-wraps Special Abilities: Due to their southern
business and government. Amongst all
finish up the usual attire. latitude, their eyes are accustomed to
the classes, Family ties are extremely
Money: Money is usually found in the form bright light. They also receive a +20 bo-
important.
of goods and personal ornamentation, nus to Animal Handling or any related
Marriage Pattern: Not strictlv monog-
such as jewelry and gold. Desert amber activity.
amous, as the possession or more than or gold bracelets or necklaces worth an
one wife is acceptable but terribly ex- equivalent of two gold pieces. Culture
pensive. They follow a patrilin-eal kin- Clothing & Decoration: Practical clothing
ship pattern (line traced through the Background Options is a must for the Narodbrijig; cotton is
male). Normal, 5 background options. the most common fabric. Whites,
Religion: All Bozishnarod share a com- Special Abilities: All available. blacks, and tans are used most of the
mon religion, that of the worship of the Special Items: All available. Usually with time, although they prefer more vivid
goddess Ladnoca. This religion serves fanciful engravings but without gems, attire for special occasions. Such activi-
to bind all the people in a land which etc. Finely-made weapons and armor is ties as weddings, religious ceremonies,
would otherwise be fragmented cultur- not uncommon. Their locale allows them and clan celebrations bring out the
ally. The epic poem from which this re- to come into contact with many of the more favored colors of red, purple, blue,
ligion is derived is the Kat Polazaj more exotic trading wares of Middle- and especially the respective clan colors.
(Apy. “Story of the Land”). It embod- earth. Fears & Inabilities: None.
ies the moral and judicial code that all Extra Money: Exotic goods or coinage Lifestyle: Despite the widely varying
the people (generally) strive to live by. worth 2-200 gp. lifestyles among the Narodbrijig, there
Hobbies: Primary Skills: M/M in no armor are some characteristics shared by all.
Other Factors and chain; 1-H edged, missile, and pole-
Demeanor: Cheerful, fiery, realistic, An affinity for sports and any other
arm weapons skills; riding, tracking, and physical activities, a love for celebra-
calculating, shrewd, fatalistic, and even
stalk/hiding skills; perception; and body tions and parties, a deep sense of reli-
pious. They possess a peculiar sense of
development. Secondary Skills: Acrobat- gious piety, and a strong devotion to
honor and morality strongly tied to
ics, appraisal, boat-handling, gambling, one’s work and clan are but a few. The
their religious doctrines.
and trickery. Artistic Skills: Singing, sto- majority of them herd goats for a living,
Language: Starting Languages: The
rytelling, cooking. Athletic Skills: Jump- especially around the city of Tresti; the
Bozishnarod speak Apysaic as their na-
ing, sprinting, tumbling. Craft Skills: number of goats a
tive tongue (Rank 5) and the Haruze
————————————————————————————————————— 23 —
— OTHER HANDS ————————————————————————
man owns is often a good indicator of and they also know a good deal of tumbling, jumping. Craft Skills:
his wealth and power. Those living in Haruze (Rank 3). Ansith is in common woodworking, blacksmithing, fletch-
the towns and villages usually support use among the townsfolk (Rank 3) but ing, carving, influence Skills: Public
themselves through either personal much less so among the farmers and Speaking, trading, trickery, leadership.
farms or shops. Among the warrior and goatherders (Rank 2). Skill Lore Skills: Local geography and
bandit clans, warfare is a common way Development: It is possible for a history, clan history, animal lore
of life, both against traveling caravans Narodbrijig to come to know Varadja (primarily goats), and weather lore.
and amongst themselves. (Rank 2) or some of the Southern Stat Increases: Any stat may be
Marriage Pattern: Some clans allow Apysaic dialects (Rank 2). increased.
polygamy, while other do not. The line is Prejudice: They are naturally mistrustful Extra Languages: In addition to the
traced through the male. All of the of all foreigners except those who have tongues listed above, a Narodbrijig
Bozishnarod live in a very male- come to trade. They are especially might learn Tazinain (Rank 3) or
dominated society. mistrustful of Dwarves and Elves. Logathig (Rank 3) through the trade.
Religion: The Narodbrijig follow the same Restrictions on Professions: None.
religious practices that the urban folk Outfitting Options COVSHEK-PUST
do. However, in general the Narodbrijig (Apy. “Men of the Waste”)
Weapons: Sword, dagger, scimitar, short
follow a slightly more pious lifestyle. The Covshek-pust (sing. Covsheki) are
bow, javelin, and spear. RM Options:
Even the bandit clans lead a pious life in a reclusive lot, living- in the arid deserts to
Long Sword, Falchion, halberd.
their own peculiar way. the north of the Bozisha-Miraz and on the
Armor: None.
Other Factors Clothing: Long sleeves and pants are the fringes of the Ogladalo Vatra (Apy.
Demeanor: Stoic, practical, deter- norm. Tunics of cotton with leather “Mirror of Fire”). They are nomadic,
mined, rugged, and aggressive. boots and cotton headwraps are the most moving where the water will let them. Of
Language: Starting Languages: Their common attire, although more festive all the Bozishnarod, these are the true
native tongue is Apysaic (Rank 5), clothing is favored for celebrations and desert dwellers, and theirs is a hard life.
similar events. For these, silks of red, Physical Character
blue, gold, and purple are used. Special Abilities: Their eyes are natu-
Embroideries are common on all rally accustomed to very bright light
clothing. and will not be affected by light
Money: Jewelry (bracelets, necklaces, displays which would blind ordinary
etc.) or desert amber worth 20 silver people. Also, they are very familiar
coins. with the desert and its ways and can
Background Options usually find water when needed; they
Normal, six background options. are excellent trackers. +5 bonus to
Special Anilities: All available. Foraging and Tracking attempts; +15
Special Items: All when in the desert.
available. +5 or +10 Culture
weapons are common Clothing S: Decoration: The Covshek-
among the more pust have little access nor desire to wear
privileged members of anything but the most basic and
society. practical of clothing. Only for the most
Extra Money: special of occasions do they wear fancy
Gold or silver jewelry and colorful attire. All parts of the body
or actual coinage are covered unless indoors. The most
worth 2-200gp. striking aspect to their attire are the
Hobbies: headwraps; the Covsheki use them as
Primary Skills: M/M means of identification. Not only do
with no armor, 1-h different colors distinguish clans and
edged and pole-arm individuals but so do the way in which
weapon skills, ride, they are wrapped. The Covshek-pust do
climb, not wear much personal decoration save
stalk/hide, tracking, for the occasional necklace of desert
perception, and body amber.
development. Fears & Inabilities: For these people,
Secondary Skills: severely cold weather would effectively
Animal Handling, incapacitate them.
Appraisal, Cookery, Lifestyle: During the day, their time is
Foraging, and Sky spent traveling the area, either looking
Watching. for desert amber with which to trade for
Artistic Skills: goods or tending small flocks of goats
storytelling, singing, where there is enough water and
and dancing. Athletic vegetation to support them. They
Skills: sprinting, sometimes act as guides

— 24 ————————————————————————————————————
—————————————————————— ISSUE 12 JANUARY 1996 —
across the vast expanses of the desert. are common. Leather boots or sandals are
They are able to make virtually worn to protect the feet. The
everything they need. Each clan headwrapping signifies clan and position
supports itself with the essential arts and within the clan as well as profession.
crafts necessary for their lifestyle, and a Almost all the clothing is made of cotton
small few make a living producing and except the footwear. Embroideries are
trading glass. They are also not not common, and personal
unfamiliar with the ways of war. At ornamentation is also sparse.
night, the clans gather together to Money: Desert Amber or gems worth 20
discuss the day, events, and to celebrate silver pieces.
another day of life. Although outsiders Background Options
would perhaps consider them extremely
Normal, six background options.
boring and unblessed, the Covshek-pust
Special Abilities: All
do not mind their lot in life. They take a
available.
rather fatalistic view of the world and do
Special Items: All avail-
not complain or gripe over their own
able. Magic items will be
condition. This outlook shows in their
very rare.
unique culture.
Extra Money: Gold,
Marriage Pattern: Monogamous. While
desert amber, or jewelry
not outlawed in any way, tradition has
worth 1-200 gp.
kept polygamy to a minimum as well as
Hobbies: Primary Skills:
the fact that almost nobody could afford
M/M in no armor, 1-h
a second bride price. The line is traced
edged and thrown
through the male.
weapon skills, track,
Religion: Of all the Bozishnarod, the
stalk/hide, body develop-
Covshek-pust are perhaps the most
ment, perception.
outwardly pious. They follow the same
Secondary Skills: Animal
religious practices that the urban folk do,
Handling, Cookery,
with the addition of a pilgrimage to
Forasing, Signaling, Sky-
Tresti, the holy city of the goddess
Watcning. Artistic Skills:
Ladnoca, every 10 years.
Storytelling, dance. .
Other Factors Athletic Skills: Sprinting,
Demeanor: Fatalistic, calm, shy, dedicated, jumping. Craft Skills:
pious, practical, hardworking. Fletching, glass-blowing, pottery, sand
Language: Starting Languages: Although sculpture. Influence Skills: Public
somewhat isolated, the Covshek-pust speaking, leadership. Lore Skills: Local
Dwarves and elves as well as Dunedain
know their native tongue Apysaic (Rank geography, clan history, religious
or Black Niimenoreans would garner the
5) and the Haruze spoken bv their history, desert lore, local road lore.
most mistrust due to their substantially
northern neighbors (Rank'5). Skill Stat Increases: Any stat may be increased.
different appearance.
Development: It is quite possible and Extra languages: In addition to the
Restrictions on Professions: In general,
often likely for traders or travelers to tongues listed above, a Covsheki might
there are no Covshek-pust mages.
learn the Tazinain of Greater Harad learn an Avarin tongue (Rank 2) or
(Rank 3), Varadja (Rank 3), and Ansith Outfitting Options Nuradja (Rank 3).
(Rank 2). Weapons: Scimitar, broadsword, dagger.
Prejudices: Covshek-pust are immediately Spear, Short bow. RM Options: Cutlass,
wary of all strangers, as they are both falchion, darts (throwing), blow gun.
unfamiliar and potential trouble-makers. Armor: None.
Traders are usually welcome, although Clothing: tunic or shirt with white, tan, or
common adventurers are usually not. black pants. Cuffs at the wrists or ankles

————————————————————————————————————— 25 —
— OTHER HANDS ————————————————————————
Bozishnarod
Sample MERP Adolescent
Character
NAME: Tejic Palutz Race: F.H. Urban Folk
Skill
Table (MERP)
A B C
PROFESSION: Scout HT / WT: 5’7” / 160 lbs. Movement and
HAIR / EYES : Black / Brown GENDER / AGE: Male / 16 Maneuver
DEMEANOR: Fiery PERSONALITY: Suspicious No Armor 1 1 1
MOTIVATION: Destroy ALIGNMENT: Neutral Soft Leather 1 2 2
SPECIAL: Scar above right eye Rigid Leather 0 0 0
SPELL LISTS % Chance Chain 1 0 0
1) ______________________ [____]
2) ______________________ [____]
Weapon Skills
1-H-Edged 2 1 1
3) ______________________ [____]
1-H-Concussion 0 1 0
4) ______________________ [____] 2-Handed 0 0 0
5) ______________________ [____] Thrown 1 1 1
6) ______________________ [____] Missile 1 1 1
7) ______________________ [____] Pole-Arms 1 1 1
8) ______________________ [____]
9) ______________________ [____]
General Skills
Climb 0 2 0
10) ______________________ [____] Ride 3 2 1
LANGUAGES RANK Swim 0 0 0
1) Apysaic __________________ 5
2) Haruze___________________ 4 Subterfuge Skills
3) Ansith____________________5 Ambush 1 1 3
Stalk/Hide 1 1 3
4) Nûradja__________________ 3
Pick Locks 0 0 0
5) ______________________ [____]
Disarm Traps 0 0 0
6) ______________________ [____]
7)
8)
______________________ [____]
______________________ [____] Tejic Palutz Magical Skills
Reading Runes 0 0 0
9) ______________________ [____] Use Items 0 0 0
10) ______________________ [____] Miscellaneous
Body Development 2 2 2
STATS (Abbr.) Value Normal Bonus Race Bonus Total Bonus Perception 1 1 2
Strength (ST) 79 +5 +5 +10
Agility (AG) 99 +20 –– +20 % Chance to get a Spell
Constitution (CO) 80 +5 –– +5 List 3 2 2
Intelligence (IG) 68 –– –– –– Additional Lng. Rank 3 4 2
Intuition (IT) 72 –– –– –– Background Points 5 5 6
Presence (PR) 59 –– –– –– * NOTE: A – Urban Folk;
Appearance (AP) 65 –– –– –– B – Narodbrijig; C – Covshek-pust

Current Level: 1
Experience Points: 10,000
Realm: Channeling
Power Points: 0
Stat Items Special Total Bonus
Defensive Bonus (DB) AG +20 +20 DB
Essence RR IG +0 RR
Channeling RR IT +0 RR
Poison RR CO +5 +5 RR
Disease RR CO +5 +5 RR
Encumbrance Penalty
+0: 0-15 lbs. -10: 16-25lbs. -15: 26-35 lbs. -20: 36-45 lbs.
-30: 46-60 lbs. -35: 61-80 lbs. -40: 81-100 lbs. -60: 101-120 lbs.
— 26 ————————————————————————————————————
————————————————————— ISSUE 12 JANUARY 1996 —

Tejic Palutz
father screamed out in agony. As I ran into venture outside the poor district to try to find
the room, I saw the strange man sheathing out the significance of the shield symbol—
his bloodstained scimitar over as he stood precious information that will set me one
Background: above my father’s now-lifeless corpse. For the pace closer to finding that man.”
“My name is Tejic Palutz. I was born rest of my life, I will remember most vividly
eighteen long summers ago in the port city of that man’s face and the shield he bore—a
Equipment:
Bozisha-Dar. As a young boy I was taught to Total Weight: 22.1 lbs.
black dragon on a red field. He tried to kill me Without sack: 11.1 lbs.
fish, swim, and sail, I was also taught how to too, but I barely managed to evade him and 2 Daggers (2 lbs.)
be a silk merchant like my father. I have no run into the streets. I knew the shop was not Scimitar (4 lbs.)
memories of my mother. Father always told safe, so I ran to the poor district to hide. I still Sling (0.5 lbs.)
me that she had gone away on a long journey do not know what became of my sisters. Clothes and personal effects (includes
when I was young and never returned. None- boots, cloak and weapon belt)
“Living in the poor district ever since, I Beltpouch (w/money -30 sp) (1.1 lbs.)
theless, life was good for me and my father and have learned the ways of the streets. I have Lockpick Kit (+5 to Pick Locks and
sisters until I was fifteen years old. Then had to steal and kill to survive, yet survive I Disarm Traps) (0.5 lbs.) Pouch (with
tragedy struck. must. For one day I will exact my revenge on 12 stones in it) (3 lbs.)
“One day when I came home early from our that hated man with the red shield who so Sack (holds 50 lbs) (2 lbs)
shop I overheard a strange-sounding man suddenly ruined my life. His face still burns Waterskin (1 lb)
arguing loudly with my father. Suddenly my 25' rope (3 lb)
hot in my memory. I have recently decided to
Bedroll (5 lb)

SKILL TOTAL
RANKS RANK BONUS STAT PROF ITEM SPEC SPEC BONUS

M&M
No Armor 2 (2) +10 AG +20 –– –– –– +0 +30 MM
Soft Leather 1 (3) +5 AG +20 –– –– –– -15 +10 MM
Rigid Leather 0 (5) -25 AG +20 –– –– –– -30 -35 MM
Chain 1 (7) +5 ST +10 –– –– –– -45 -30 MM
Plate 0 (9) -25 ST +10 –– –– –– -60 -75 MM

Weapon Skill
1-H-Edged 3 +15 ST +10 +1 –– –– –– +26 OB
1-H-Concussion 0 -25 ST +10 +1 –– –– –– -14 OB
2-Handed 0 -25 ST +10 +1 –– –– –– -14 OB
Thrown 2 +10 AG +20 +1 –– –– –– +31 OB
Missile 2 +10 AG +20 +1 –– –– –– +31 OB
Pole-arms 1 +5 ST +10 +1 –– –– –– +16 OB

General
Climb 1 +5 AG +20 +1 –– –– –– +26 MM
Ride 3 +15 IT +0 +1 –– –– –– +16 MM
Swim 3 +15 AG +20 +1 –– –– –– +36 MM
Track 1 +5 IG +0 +1 –– –– –– +6 MM

Subterfuge
Ambush 1 –– –– –– –– –– –– +1 SP
Stalk/Hide 2 +10 PR +0 +2 –– –– –– +12 MM
Pick Lock 2 +10 IG +0 +2 +5 –– –– +17 SM
Disarm Trap 0 -25 IT +0 +2 +5 –– –– -18 SM

Magical
Read Runes 0 -25 IG +0 –– –– –– –– -25 SM
Use Item 0 -25 IT +0 –– –– –– –– -25 SM
Directed Spells 0 -25 AG +20 –– –– –– –– -5 OB

Miscellaneous
Perception 2 +10 IT +0 +3 –– –– –– +13 SM
Body Development 3 +21 CO +5 –– –– –– +5 +31 SP
Base Spells OB –– –– –– –– –– –– –– +0 OB

Secondary Skills
Boat Handling 5 +25 IT +0 +1 –– –– –– +26 MM
Foraging 5 +25 IT +0 +1 –– –– –– +26 MM
————————————————————————————————————— 27 —
— OTHER HANDS ————————————————————————
Observation; Body Development;
Rolemaster Standard Acrobatics; Appraisal; Boat Pilot; Bozishnarod Adolescent Table
Rowing; Gambling; Trickery; (RMSS)
System Statistics Singing; Tale-Telling; Cooking; Category/Skill A B C Races/Cultures
Metalcrafts; Fletching; Armor – Light |1 | |2 | |2 |
Character: Tejic Palutz Shipwright; Leadership; Bribery; Soft Leather |1 | |2 | |2 |
Hits: 48 Melee OB: 45 Missile OB: 45 Trading; Public-Speaking; Fauna Rigid Leather | | || | || | || | || | || | | | |
Lore; Flora Lore; Region Lore; Armor – Medium | | | | | | | | | | | | | | | |1 | |0 | |0 |
AT(DB): 1 (27).
Warfare and Tactics [Lore - Chain | | | | | | | | | | | | | | | |1 | |0 | |0 |
RMSS Profession: Thief. Athletic – Brawn | | | | | | | | | | | | | | | |1 | |1 | |1 |
Technical]
RMSS Stats: Ag 99, Co 80, Me 70, Re 60, SD Athletic – Endurance | | | | | | | | | | | | | | | |1 | |1 | |1 |
70, Em 68, In 72, Pr 59, Qu 99, St 79. Background Options Swimming | | | | | | | | | | | | | | | |0 | |0 | |0 |
Common Men get six background Athletic – Gymnastics | | | | | | | | | | | | | | | |1 | |1 | |1 |
RMSS Skill Categories: Armor - Light 24, Climbing | | | | | | | | | | | | | | | |0 | |2 | |0 |
Armor - Medium 19, Athletic - Brawn 18, options; Mixed Men get five back-
ground options. Awareness – Perception | | | | | | | | | | | | | | | |0 | |0 | |0 |
Athletic - Endurance 18, Athletic - Alertness | | | | | | | | | | | | | | | |2 | |2 | |2 |
Gymnastics 34, Awareness - Searching 16, Extra Languages: Avarin (S5/W4) Awareness - Searching | | | | | | | | | | | | | | | |1 | |1 | |1 |
Communications 3, Lore - General 8, Out- or southern Apvsaic dialects Body Development | | | | | | | | | | | | | | | |2 | |2 | |2 |
door - Animal 15, Subterfuge -Mechanics (S6/W5). Communications | | | | | | | | | | | | | | | |1 | |1 | |1 |
27, Subterfuge - Stealth 30, Technical/Trade Talents: All available. Language | | | | | | | | | | | | | | | |8 | |6 | |4 |
- General 6, Urban 7, Weapon - 1-H Edged Lore – General | | | | | | | | | | | | | | | |3 | |3 | |3 |
33, Weapon -Missile 36, Weapon - Pole Narodbrijig “Own” Region Lore
“Own” Culture Lore
| | | | | | | | | | | | | | | |3 | |3 | |3 |
| | | | | | | | | | | | | | | |3 | |3 | |3 |
Arms 29, Weapon - Thrown.
Physical Character Outdoor – Animal | | | | | | | | | | | | | | | |3 | |2 | |1 |
RMSS Skills: Acrobatics 40, Alertness 19,
Special Abilities: They also receive Riding | | | | | | | | | | | | | | | |3 | 2| | |1 |
Boat Pilot 18, Body Development 48, Chain Outdoor – Environmental | | | | | | | | | | | | | | | |0 | |2 | |2 |
22, Dagger (Thrown) 40, Foraging 18, Hid- Power Awareness | | | | | | | | | | | | | | | |0 | |0 | |0 |
ing 52, Observation 16, ‘Own’ Culture Lore a +20 bonus to Animal Handling. Science/Analytical – Basic | | | | | | | | | | | | | | | |0 | |0 | |0 |
17, ‘Own’ Region Lore 17, Pick Locks 38, Animal Healing, Animal Mastery, Spells – Own Realm Open (1) | | | | | | | | | | | | | | | |0 | |0 | |0 |
Pick Pockets 36, Riding 24, Scimitar 45, Herding skills. Subterfuge – Stealth | | | | | | | | | | | | | | | |0 | |0 | |0 |
Sling 45, Soft Leather27, Staff 30, Stalking Stalking | | | | | | | | | | | | | | | |0 | |0 | |0 |
42, Trading 17, Trickery 36. Other Factors Hiding | | | | | | | | | | | | | | | |0 | |0 | |0 |
Starting Languages: Apysaic Tech/Trade – General | | | | | | | | | | | | | | | |1 | |1 | |1 |
Languages: Apysaic (S8/W6), Haruze (S8/W6), Haruze (S6/W5),
(S6/W6), Ansith (S6/W5), Nuradja Urban Skills | | | | | | | | | | | | | | | |3 | |0 | |0 |
Ansith (S4/W4). Allowed Wp – 1-H Concussion | | | | | | | | | | | | | | | |0 | |1 | |0 |
(S4/W4). Adolescent Development: Varadja 1 Weapon | | | | | | | | | | | | | | | |0 | |1 | |0 |
RM Spells: None. (S6/W4), southern Apysaic Wp 1-H- Edged | | | | | | | | | | | | | | | |2 | |1 | |1 |
Appearance: 50. dialects (S5/W4). 1 Weapon | | | | | | | | | | | | | | | |2 | |1 | |1 |
Special Skills: Everyman: Herding; Wp – 2 Handed | | | | | | | | | | | | | | | |0 | |0 | |0 |
Tejic’s Principal Items: Cloak, +10 to hiding. 1 Weapon | | | | | | | | | | | | | | | |0 | |0 | |0 |
Animal Handling; Tale-Telling;
Tejic’s Lesser Items: 2 Daggers, Scimitar, Restricted: none. Wp – Missile | | | | | | | | | | | | | | | |1 | |1 | |1 |
Sling, Clothes and personal effects (includes 1 Weapon | | | | | | | | | | | | | | | |1 | |1 | |1 |
boots, cloak and weapon belt), Beltpouch Hobby Skills: Any 1-H Edged or Wp – Pole Arms | | | | | | | | | | | | | | | |1 | |1 | |1 |
(w/money - 30 sp), Lockpick Kit (+5 to Pick Polearm Weapon skills; Riding; 1 Weapon | | | | | | | | | | | | | | | |1 | |1 | |1 |
Locks and Disarm Traps), Pouch (with 12 Climbing; Stalking; Hiding; Wp – Thrown | | | | | | | | | | | | | | | |1 | |1 | |1 |
stones in it). Sack (holds 50 lbs), Waterskin, Observation; Body Development; 1 Weapon | | | | | | | | | | | | | | | |1 | |1 | |1 |
25’ rope, Bedroll Animal Handling; Appraisal; Hobby ranks | | | | | | | | | | | | | | | |12| |12||12|
Cooking; Foraging; Star-Gazing; BG Options | | | | | | | | | | | | | | | |5 | |5 | |6 |

RMSS Tale-Telling; Singing; Dancing; * NOTE: A – City Folk; B – Narodbrijig;


Sprinting; Tumbling; any Wood- C – Covshek-pust

CONVERSION NOTES Crafts Skills; Fetching; Public


Speaking; Trading; Trickery; Leadership; Hobby Skills: any 1-H Edged or Thrown
Region Lore (local area); Clan History Weapon skills, Tracking, Stalking, Hiding,
Urban Folk [Lore - General]; Fauna Lore Body Development, Observation, Animal
Physical Character Background Options Handling, Cooking, Foraging, Signaling,
Special Abilities: The lifeblood of Far Harad’s Star-Gazing, Tale-Telling, Dancing, Sprint-
cities is commerce. +10 bonus to Appraisal They get six background options.
ing, Jumping, Fletching, Glass Blower,
and Trading skill rolls. Extra Languages: In addition to those listed Sand Sculptor [Crafts], Region Lore, His-
Other Factors above: Tazinain (S6/W5) and Nûradja tory (Religion).
Starting Languages: Apysaic (S8AV6), Ha- (S5/W4). Background Options
ruze (S5/W4), Ansith (S7/W5); Allowed Covshek-pust get six background options.
Adolescent Development: Varadja (S5/W5), Talents: All available.
Extra Languages: In addition to those listed
Nûradja (S4/W3), Tazinain (S6/W4; S8/W7 Covshek-pust above: Avarin (S6/W5), Nuradja (S6/W4).
in Tûl Póac), Adûnaic (S6/W6). Other Factors Talents: All available.
Special Skills: Everyman: Trading, Appraisal,
Starting Languages: Apysaic (S8/W6), Ha-
Trading Lore; Restricted: None.
ruze (S8/W6); Allowed Adolescent Devel-
Standard Hobby Skills: Chain, any 1-H
opment: Tazinain (S6/W5), Varadja
Edged, Missile or Pole-Arm Weapon (S6/W5) Ansith (S4/W2).
Skills; Riding; Tracking; Stalking; Hiding;

— 28 ————————————————————————————————————
Aggressiveness and
Morale for
Non-player Characters
ortal combat is a common slaughter one another on sight, it must
Bernie Roessler
1113 West Hermosa
Tulare, CA 93274, USA M (some may feel too common)
occurrence In most role-
playing games. Conflict al-
most always takes place between the
be determined whether one or both
sides has sufficient provocation to re-
sort to combat. Of course for the
player character side, the decision is
player characters and a group of non- made by players themselves. However,
player characters (NPCs), usually if the players are attempting to have
controlled by the gamemaster. For any sort of a believable game, they will
combat to occur, three requirements make their decision in much the same
must be met. First, both sides must way the gamemaster ought to do for
have the means to engage in combat. the non-player side. Both the players
(If only one of the participating sides and the gamemaster should attempt to
had such means, it would not be com- “get into the role” of the characters
bat but murder.) Fortunately, most they control and establish realistic
characters that travel outside of civ- motives for their actions, not only in
ilized areas are wise enough to go well- deciding whether they should enter
armed, so this requirement is usually combat, but in all that they
easily satisfied. do.
The second requirement is moti-
vation. Since not all the
inhabitants of Middle-
earth attempt to
There was a horn-blast and a rash, of
feet, and orcs one after another leaped into
the chamber. How many there were the
Company could not count. The affray was
sharp, but the orcs were dismayed by the
fierceness of the defence. Legolas shot two
through the throat. Gimli hewed the legs
from under another that had sprung up on
Balin’s tomb. Boromir and Aragorn slew
many. When thirteen had fallen the rest fled
shrieking, leaving the defenders unharmed,
except for Sam who had a scratch along the
scalp. A quick duck had saved him; and he
had felled his orc: a sturdy thrust with his
Barrow-blade. A fire was smouldering in his
brown eyes that would have made Ted
Sandyman step backwards, if he had seen it.

— LotR I: 339

————————————————————————————————————— 29 —
— OTHER HANDS ————————————————————————
(Personally, no aspect of role-playing is Aggressiveness in this context is not Middle-earth combatants, but for all
more frustrating than when a player in the same as belligerence or blood lust, times and places.
your group acts in such a manner as to which I would categorize as being more a Other factors which influence aggres-
get everyone into as much trouble as part of motivation. Nor is aggressiveness siveness are spiritual in nature, such as
possible.) synonymous with courage, though cour- belief of reward in an afterlife or in the
What exactly a “realistic motivation” age may certainly influence it. For exam- righteousness of a cause; emotional fac-
may be, however, will vary greatly, de- ple (as I will argue), neither Hobbits nor tors, such as a state of frenzy or hatred
pending on circumstances. In the case of Drughu are very aggressive. I doubt, of an enemy; and also (often overlooked
Orcs, for example, one may be inclined however, that many would say that they in historical accounts) the level of in-
to believe that they indeed are a group are not courageous. Gollum too, by my toxication.
that would attempt to slaughter every- definition, would not be considered ag- I would like now to examine the mo-
one else on sight and for the sheer gressive, though he certainly was a nasty rale of combatant non-player characters.
pleasure of it. On closer examination, little fellow and quite courageous as well, Morale in this context is a measure of
however, it seems that Orcs are more I feel, in his own way. the depth of a character’s aggressive-
inclined to take ness. In other words, morale is the
others prisoner if willingness of the
at all feasible. Orcs NPCs to remain in combat
will fight alongside after suffering a setback.
human allies if Morale, then, could just as
ordered to do so by easily be called
a strong leader. “discipline” by this
They will just as definition. If cir-
quickly turn on cumstances began to
each other if the turn against them,
motivation were a NPCs—almost
great enough prize regardless of type—
(such as a mithril would be very
coat). unlikely to continue fighting
Similarly, one until all were either slain or
may view Elves as a incapacitated. Self-
highly cultured, peace- preservation would soon
loving people. Yet, even have a group of beaten
in Aman, the Noldor NPCs looking for the most
found the motivation to expedient method of escape
attack the Teleri in order to from the fray. Again, I believe
acquire their ships. (I wonder the cultural background of a
how the Fellowship would have group heavily influences their
fared on the borders of Lórien had morale and determines just when they
they not been expected.) Aggressiveness, I believe, is actually will consider themselves “beaten” and
Motivation of a group of NPCs will dependent for the most part on a “style” decide that discretion is, after all, the
also be greatly influenced by the actions of combat behavior, which is learned and better part of valor.
and speech of the players. Shrewd play varies according to the cultural back- The following notes and rule sug-
can make a friend of an enemy, while a ground from which a character origi- gestions offer guidelines to gamemasters
social blunder may invite immediate nates. Some cultures glorify the attack, for determining when certain non-player
attack. Since motivation is dependent on and at least pay homage to the idea that character types will fight, and when they
so many variables, I will turn to the death in combat is unimportant, as long will begin to break. Of course, since we
third—and, I believe, most neglected— as one dies bravely. For other cultures, it all have different interpretations of how
requirement, which I call aggressive- is the end result that matters, and the best the various peoples in Middle-earth may
ness. victory is that in which one’s own side react, gamemasters are free to engage in
Aggressiveness is, by my definition, has taken little loss. that other major creative aspect of role-
the likelihood of a motivated group of Aggressiveness is greatly influenced by playing and modify the rules to reflect
characters to actually take that final step leadership and peer pressure. I believe their particular taste. Perhaps a similar
and initiate combat, rather than to seek a that, even with a great amount of motiva- set of rules has already appeared in one
means of avoiding it. Self-preservation is tion, it is the desire to belong to the of the later Rolemaster Companion; but, if
a common instinct to all thinking crea- group, to aid one’s comrades, and not to so, I am not aware of it.
tures. Since the outcome of combat is disgrace oneself, that actually brings an
very often quite final, I believe that, individual into the kill-or-be-killed insan-
realistically, even motivated NPCs will ity that is the reality of combat. In my
not attack unless an aggressiveness opinion, this would be true not only for
threshold has been crossed.

— 30 ————————————————————————————————————
—————————————————————— ISSUE 12 JANUARY 1996 —
COMBAT STYLES history of shared persecution makes for a ers lies in their overdependence on this
As I began analyzing the behavior in close bond between Zealot fighters. They initial assault. If it fails, they have al-
combat of the members of the various will attempt heroic attacks to save com- ready spent a great deal of their physical
cultures found in Middle-earth, I no- rades, and will almost never leave their and emotional energy. Other setbacks,
ticed that they could be divided into four wounded behind. In addition, the higher such as the loss of a popular leader or the
basic categories or “styles.” I have called level of civilization of many Zealot cul- sudden appearance of an enemy in an
these the Zealot, the Barbarian, the tures tends to give their fighters a more unexpected place, will also unsettle Bar-
Mercenary, and the Irregular style. The professional view of combat. Many will barian fighters more than others. The
following is a general description of have training in standing armies, with the fury of the Barbarians is therefore quite
each. tight discipline and command structure fragile. One of the primary reasons for
inherent in such groups. Even if this is not this is that Barbarian cultures are usually
Zealots the case, simply living in a higher civiliza- more loosely structured in terms of au-
The Zealot fighting style is one which tion requires familiarity with and a recog- thority and leadership. Members of Bar-
is not only aggressive but has high mo- nition of an organized division of labor. A barian cultures are often individualistic,
rale as well. Zealot cultures feel they certain discipline is also required among and may follow a leader only as long as
have a special mission to perform. Quite members of such cultures if they are to be he is successful. For these reasons, Bar-
often they may believe that they have successful. All these factors give the barian fighters will tend to break in
been chosen by a higher power for this Zealot cultures of Middle-earth the high- combat more easily than others.
mission. Although a Zealot culture may est morale in combat, and make their
greatly espouse peace as a virtue, they members the least likely to break and flee Mercenaries
will resort to arms with little hesitation in a fight. The Mercenary style of combat is less
and great determination if they feel the aggressive in attack than that of either
need has arisen. Zealots also have the Barbarians Zealots or Barbarians. This is not be-
comfort that they are serving a noble The Barbarian style of combat is also cause Mercenaries are cowardly. They
cause; and if they are killed battling highly aggressive. The initial onslaught of simply have a more pragmatic view of
their enemies, they often believe that Barbarian-style fighters will be fierce and combat, and feel they are best serving
they will be rewarded in an afterlife. For often accompanied by a great deal of their cause if they refrain from attack
these reasons, although in Middle-earth screaming. This is intended to both em- unless they have an advantage. In fact,
the Zealot cultures are the most civi- bolden the Barbarians and to frighten Mercenary-style fighters tend to have
lized, they are also among the most ag- their enemies. In fact, the initial charge of better discipline, and are less likely to
gressive. Barbarian-style fighters, whether on break after a setback, than Barbarian
Zealot cultures are often relatively horseback or (more commonly in Middle- fighters. This is largely due to the fact
small in population by comparison with earth) on foot, can be quite terrifying, and that Mercenaries usually come from cul-
neighboring peoples and/or have suf- will often cause panic among poorly disci- tures which have a higher degree of
fered tragic misfortune in the past. This plined combatants.
The weakness of Barbarian-style fight-

————————————————————————————————————— 31 —
— OTHER HANDS ————————————————————————
civilization than Barbarians (or at least regulars often choose to disengage — not ual fighting prowess, the Faithful Dúne-
have more contact with a civilized cul- out of fear, but to lead their pursuers into dain make the best soldiers. Disciplined
ture), with the inherent advantages this an ambush. Irregulars seek to win, not by and professional, the Faithful have both
gives to a fighter’s discipline. I also want face-to-face battle, but by wearing down great aggressiveness and morale (though
to emphasize that although I have named and forcing their enemies to realize that one of their favorite tactics is to exhaust
this style of combat the “Mercenary,” by the cost of victory would be more than its an enemy that tries to hack through
no means is it limited only to true merce- worth. their superb armor and shields, before
naries. Many Mercenary-style fighters moving in for the kill).
are quite dedicated to whatever motiva- Aggressiveness and King’s Men
tion brings them to combat. Morale by Race and Contemptuously referred to by the
Culture Faithful as “Black Númenóreans” and
The following is a series of short (and, “renegades,” the King’s Men never-
admittedly, incomplete) descriptions of theless believe themselves to embody the
the combat characteristics of the various authentic legacy of Númenor. Unlike the
cultures found in northwestern Middle- Faithful, however, the King’s Men are
earth. I have presented the cultures in a warlike by choice. Their fighting nature
more or less “Dúnadan-centric” order. tends to have more in common with
The commentary is based on both their Southron neighbors than with their
Tolkien’s writings and ICE’s work, ancestors, yet they retain their forefa-
though I have made my own interpo- thers’ fear of Death, and will attack only
lations. Much more could be written on if they feel they have a distinct advan-
each of the cultures, and I certainly do tage. Still, they are a disciplined bunch,
not mean for this to be the last word on and will remain in combat after other
the matter. servants of the Enemy have fled (though
this is perhaps due to their tendency to
I. MEN wear heavier armor and ride heavier
horses than the Haradrim.). I would
characterize the King’s Men as having a
Númenóreans Mercenary style of combat.
The Men of Númenor (the Dúnedain)
colonized Middle-earth, spreading their Corsairs of Umbar
culture and world-view to the indigenous Although originally a haven of the
peoples they interacted with. However, King’s Men, Umbar was conquered by
as time drew on, an ideological rift came the kings of Gondor, and remained un-
to divide the Númenóreans into two der the control of the Faithful for much
Irregulars parties: the Faithful and the King’s Men. of the Third Age. In T.A. 1448, how-
The Irregular style of combat is even Although a minority m Númenor, the ever, Umbar became a lordship inde-
less aggressive than that of the Merce- Faithful later became the dominant group pendent of Gondorian power, having
nary. On the other hand, Irregulars are in northwestern Middle-earth, whereas long been a stronghold for the confeder-
often as disciplined as Zealots. Irregulars the influence of the King’s Men was more ate rebels of the Kin-strife. In T.A. 1540,
are the guerrilla or partisan fighters of predominant along the coastlands to the seaborne raiding of Gondor’s coastlands
Middle-earth (though I refrain from East and South. received open support from Umbar’s
calling them that, because of the modern ruling Council of Captains, and for this
historical images those names bring to
Faithful reason the rebels became known as cor-
mind). Irregulars will definitely seek to The Faithful (the Elendili) include not sairs. They were, however, the conserva-
avoid combat unless it is on their own only those possessed of Dúnadan blood tive faction among the Faithful, and so
terms. The reason for this is that Irregu- but also those influenced by their culture. should be reckoned as Zealots up until
lars are often from cultures which have They are the most civilized of Men. They their defeat in T.A. 1810, after which
certain disadvantages in combat. These are also archetypal Zealots, especially Umbar returned to Gondorian control.
disadvantages may be in weaponry, or in when fighting the servants of Darkness. Many of the confederates continued
small physical or population size by com- Like all Númenóreans, the Faithful view to cling to their ancient ideals while in
parison with their neighbors. themselves as a chosen race among Men, exile from Umbar, but in T.A. 1940 their
Irregulars, like the Zealots, often share and feel that they are carrying out the leaders made an alliance with the Cult of
a history of persecution. This fact, along will of the Valar in their pursuits. Quite Melkor to recapture the haven. This
with their small numbers, makes them a often they are actually correct in this. event marked how far the Corsairs had
close knit and disciplined bunch. But Although individuals from other hu-
while less likely to break in combat, Ir- man cultures may equal them in individ-

— 32 ————————————————————————————————————
—————————————————————— ISSUE 12 JANUARY 1996 —
Rivermen of Eriador
These trappers and traders of Eriador
are too few in number to fight like Bar-
barians or Zealots and too stubborn to be
Irregulars, so by default I will classify
them as Mercenaries.

Daen Peoples
Daen society never did become quite
civilized, and as such the Daen have al-
ways had a Barbarian style of combat,
albeit more temperate than the Easter-
lings. In addition, the Daen peoples were
never naturally xenophobic (as many
other Barbarians tend to be). Most Daen
fighters require a personal reason to at-
tack, and are just as content to raid a
neighboring Daen clan (with which they
may be feuding) as anyone else. While the
Daen suffer the same weakness as most
Barbarians in lacking discipline, in de-
fense of their homes they are second to
none, and the Gondorians were wise
enough to leave them alone for most of
degenerated from their Faithful origins, chieftains. Beijabar will fight their ene- their history, and many Daen were con-
and thereafter they continued to decline mies no matter what the odds, and tend to quered by cultural absorption rather than
until they were indistinguishable in their remain in battle until victory is theirs. The military action. The Rohirrim made a
outlook from the King’s Men. During this one possible exception to this would be if mistake by not following this policy and
later period, then, they may be treated as their chieftain were killed. The Beijabar so making for themselves a persistent
Mercenary in their combat style. belief system and small population make enemy. This may have changed after
them quite suspicious of strangers. Théoden’s merciful treatment at Helm’s
Probably the best defense against Beija-
N ORTHMEN Deep, but that would have been the task
bar is not to give them any motivation for of future generations.
attack.
Horse-lords Hillmen of Rhudaur
The Rohirrim, Éothéod, and Éothraim Woodmen Caught as they are between the Dúne-
all represent different incarnations of the Although they are the zealotic Beija- dain and the forces of Angmar, these
same horse-riding culture. These North- bar’s closest relatives among Men, the Daen-folk have been forced to adopt an
men could be considered Barbarians in Woodmen have an Irregular style of Irregular style of combat.
their early history, but slowly the influ- combat. There are two primary reasons
ence of the Dúnedain changed their soci- for this. The first reason is their closer Dorwinrim
ety into a more highly civilized one, and proximity to Dol Guldur. The second The Dorwinrini I will classify as Mer-
they became true Zealots. While on reason is the extremely close terrain cenaries. This is not because of anything
horseback, the Rohirrim are almost fear- found in Mirkwood, which best lends Tolkien wrote about them, but is based
less in the attack; on foot, they are a little itself to Irregular-style tactics. After an rather on their description in the ICE
more hesitant; in both cases, they are ambush, only a Wood-elf could possibly modules as traders and travelers. I feel a
more likely to break than the Dúnedain. catch a Woodman in his native environ- Mercenary style would best fit such a
On the other hand, the Rohirrim seem to ment. culture.
have a degree of fatalism, in that (if they
feel they have no other choice) they will Lake and Dalesmen
launch seemingly suicidal attacks that I really am not sure how to classify Drughu
most Dúnedain would never attempt. these urban Northmen. They are related The Drughu are an extremely reclusive
to the Éothraim and must originally have people and are seldom encountered hy
Beijabar been Barbarians. Their early urbanisation other folk. They are, of course, the ulti-
Complete Zealots, no other Men are as would have soon changed this and made mate Irregular-style fighters. Drughu
ready to attack as the Beijabar when them at least Mercenaries. Bard and his will almost always shrink away deeper
motivated. Like the Númenóreans, the descendants are clearly Zealots, however. into the woods rather than engage an
Beijabar feel they have a special relation- Probably a Mercenary style for most enemy, using traps and snares to do much
ship with the Valar, which is manifested inhabitants, with a Zealot elite, is the best of their work. Their superb skills in liv-
bv the skin-changing abilities of their fit.
————————————————————————————————————— 33 —
— OTHER HANDS ————————————————————————
ing off the land enable them to abandon sphere of influence. Although there are Hobbits
their villages with little hesitation (were important cultural differences between
Hobbits are Irregular-style com-
an enemy lucky enough to find these the various Easterling cultures, in terms
batants who, due to their small size and
dwellings in the first place). The of combat style they are all Barbarians, high agility, prefer missile weapons.
Drughu usually strike only when they as one would expect. Easterlings are even Although reluctant to offer open battle,
can ensure the complete annihilation of more ready to initiate combat than the Hobbits are surprisingly resilient once
their foes with poison darts and arrows. Daen, primarily because the “glory” of riled, and refuse to be intimidated by
The Drughu are quite successful in em- combat receives greater value among larger opponents.
ploying these tactics which are meant to Easterling cultures, but also due to less
instill terror in their enemies. experience with the consequences of
engaging in combat with the Dúnedain. II. ELVES
Beffraen Unlike nomadic incursions in (real-
The primitive Beffraen of the Eryn world) European history, Easterling Noldor
Vorn, because of their small numbers attacks against the Westlands of Middle- The Noldor consider themselves the
and environment, have naturally earth were caused not only by population most dedicated foes of Morgoth and his
adopted an Irregular style of combat. or military pressure from people even servants and, like their human allies, the
farther to the east, but also from the Dunedain, are Zealots, and will show
Haradrim machinations of Sauron’s servants. Most little hesitation to attack once they have
Although the peoples collectively re- Easterlings would probably prefer fight- decided that combat is necessary. Some
ferred to by the Dúnedain as the Ha- ing other Easterlings in their homelands. may say that holding up in their havens
radrim actually consist of many different Because of this, the elimination of an for centuries does not seem very zeal-
nationalities, they share much in com- Easterling war-leader is enough to send ous. This, however, is a human point of
mon, including a Mercenary style of them scurrying back in the direction they view. It is also made with reference to
combat. The poor natural resources of came. strategic action, whereas this article is
much of their homelands encourage concerned with tactical behavior. The
raiding as a way of life for many. Com- Variags apparent inactivity of the Noldor has,
bat for the Haradrim is viewed, then, as As one would expect from the location however, led some men to consider all
a practical means for gaming material of their homeland (between the Easter- Elves unwarrior-like. This is based on
resources. ling and Southron homelands), Variags ignorance, for those Noldor and other
While the Haradrim have certainly fall somewhere between a Mercenary Elves who choose to become warriors
been enemies of Gondor, at times they and Barbarian style of combat. Those exhibit the same expertise in that field
have also been its allies. Of course, the who know the Variags are aware that that is shown in all their work. The
history of the Haradwaith is also full of their slightly greater hesitation to launch Noldor are the proudest of the Elves,
infighting among its various peoples. an attack than other Easterlings is cer- and have clear memories of their griev-
This history, along with the tendency for tainly not due to any lack of bloodthirsti- ances with the servants of Darkness
the Haradrim not to risk their lives un- ness. going back to the First Age. They are
necessarily and their emphasis on mate- the first to fight among the Quendi, and
rial gam, has led some to regard them as Lossoth. the last to break due to morale.
untrustworthy. Those who know them The Lossoth are probably Irregulars,
personally, however, have found the due to their small population size. (Also, Sindar
why bother fighting to defeat your ene- The Sindar (or Grey-elves) also make
Haradrim to be courageous and hon-
mies when the weather will probably kill fine warriors, but are more difficult to
orable warriors.
them for you?) classify with respect to combat style.
The wide expanses of the Haradwaith
For the most part, they seem to exhibit
have led to a strong cavalry tradition
an Irregular style, and are content to
among the Haradrim. Their horses are Bandits remain on the defensive. At other times,
light and fast, and second in quality only
Regardless of culture, bandits engage they have marched to open battle and
to those of the Rohirrim (and, of course,
in combat for one purpose—loot! Hence fought in a Zealot style. In the First
those of the Elves). Missile weapons
(not surprisingly) they have a Mercenary Age, many Sindar fought under Noldo
(especially bows) are highly favored by
style of combat. Getting killed in the lords. I think it would be safest to clas-
the Haradrim. What better weapon for
process of striving for even the greatest sify the Sindar as having an Irregular
the practical warrior than that which
treasure does a bandit little good; there- style unless a strategic decision has been
allows one to strike at an enemy at a
fore, bandits are quite selective in whom made by a leader to go to open battle, at
distance without endangering one-self?
they attack and, unless desperate, will which time they will fight like Zealots.
only go after what they perceive to be an
Easterlings easy target. Avari
Like “Haradrim,” the term “Easter- Most Avari (and, by definition, the
ling” refers collectively to several cul- Silvan-elves of Rhovanion) are found in
tures found to the east of Gondors woods, and this alone is enough to make
me classify them as having an

— 34 ————————————————————————————————————
—————————————————————— ISSUE 12 JANUARY 1996 —
in the Battle of
Unnumbered Tears.
Aggressiveness and Morale Tables
The Aggressiveness and Morale tables are based on standard
Superbly armed and
MERP rules and should be familiar to most players. In order to
armored, Dwarves
decide whether a group of NPCs will initiate attack, determine
usually have little their Aggressiveness Rating, based on their race/culture and other
reason to retreat modifiers. One roll should be made for the entire group. Once
anyway. engaged in combat, separate rolls are made for each individual, this
Umli time using the Morale Rating. A Morale roll should be made when-
If you use Umli in ever one or more of the following events occur: 1) the individual
your game, you are receives a critical hit that causes additional damage; 2) the leader
free to run them as receives a critical hit that causes additional damage (Roll for each
you choose, since member of the group observing the hit. If the leader runs away,
subtract 50 from Morale rolls.); 3) 20% of the group becomes un-
they were not invented
able to continue fighting (i.e., roll at 20%, 40%, 60%, etc.).
by Tolkien. Their small
numbers would tend to make
them Irregulars. If their
Racial/Cultural Modifiers*
Race/Culture Aggressiveness Morale
Dwarven blood has any
Irregular influence, however, they NÚMENÓREANS
style. Just must certainly have Zealot Faithful +40 +50
like Sindar, However, there tendencies. King’s Men +10 +20
are times when they will Corsairs of Umbar** +40 +50
march to open battle and IV. O RCS NORTHMEN
fight like Zealots. They cer- Common Orcs have a Horse-lords † +40 (+20 on foot) +30
tainly did so at the Battle of Barbarian style of combat. Beijabar +50 +40
Five Armies. Their initial assault will be Woodmen -10 +20
fierce and loud, but if things Lake/Dalemen +10 +20
III. D WARVES turn against them, they enjoy Rivermen — + 10
The Khazad are true being killed no more than DAEN +20 -10
Zealots, and are always any other race and will Dorwinrim — —
ready to attack. No race has break. Often the only thing Hillmen -10 + 10
a higher morale than the driving common Orcs to DRUGHU -20 +50
Dwarves, who will stand and attack is the compulsion of a Beffraen -20 +20
fight when all others have leader whom they fear even HARADRIM — + 10
fled, as shown more than their enemy. EASTERLINGS +40 -20
Uruk-hai are more Zealot- Variags +20 —
like, but their morale is still
LOSSOTH -20 +10
not as great as the Zealots
found among the Free Peo- BANDITS -10 —
ples. All Orcs are essentially HOBBITS -30 + 10
slaves, and a slave can never ELVES
have the dedication or mo- Noldor +40 +50
rale of a person who is free. Sindar + 10 +50
Avari — +30
V. TROLLS DWARVES +50 +70
Trolls fight like true Zeal- Umli — +30
ots, and that may seem to ORCS +40 —
belie the last sentence I Uruk-hai +60 +20
wrote concerning Orcs. In TROLLS +70 +70
actuality, however, Trolls are * Naturally, each culture will have exceptions to these ratings,
of a different kind than all such as elite guards and raw levies.
the other races described
** These ratings apply onlv to the first period of Corsair history
(including Orcs). They have
(T.A. 14/5-1810*). With the resumption of Corsair activity fol-
no real “morale” because lowing the loss of Umbar in T.A. 1940, King's Men ratings
they have no real free will. In should be substituted.
combat, a Troll is simply a
† These ratings apply,only after T.A. 2510 (the founding of
killing machine, and will
Rohan). Earlier Éothéod and Éothraim morale ratings should
fight until either victorious
be downgraded to reflect the more
or dead.

————————————————————————————————————— 35 —
— OTHER HANDS —————————————————————————
NPC Panic Table Modifiers
Roll* Outcome ± Presence bonus of leader (-5 to +35)*
100 Throws weapon at opponent and turns to run. +10 if NPCs outnumber enemy
96-99 Attempts to surrender.** +20 if NPCs outnumber enemy > 1.5 to 1**
80-95 Runs off alone and is unable to regroup with +40 if NPCs outnumber enemy > 2 to 1
others. +60 if NPCs outnumber enemy > 3 to 1
41-79 Runs off but is able to regroup. +80 if NPCs outnumber enemy > 4 to 1
15-40 Throws weapon and shield to the ground and -30 if NPCs are outnumbered by enemy
runs off. Unavailable for later use. -60 if NPCs are outnumbered by enemy > 1.5 to 1
05-14 Incapacitated with fear. (Treat as though -100 if NPCs are outnumbered by enemy > 2 to 1
stunned.)† +20 if the majority of NPCs have shields while while only
02-04 Drops weapon but remains in place, frozen with 25% or less of the enemy have them as well.
fear.† ±10 for each level of armor above/below that worn by the
01 Throws self to the ground and grovels for enemy†
mercy.†
* Roll separately for each individual NPC. * A leader must be visible to NPCs in order for them to
** Re-roll if NPC is an Orc or a Troll. receive this bonus
† Re-roll if NPC is a Troll. ** The ratios are based on the number of individuals capa-
ble of engaging in combat, and are adjusted as casualties
Aggressiveness and Morale Chart are taken or as individuals run away.
Roll* Outcome † Groups with mixed armor levels should be averaged: no
176+ Absolute Success: Charge! NPCs put 100% of armor = 1, soft leather = 2, rigid leather = 3, chain = 4,
melee into attack. plate = 5 (E.g., if NPCs wear chainmail while the enemy
111-175 Success: NPCs attack, putting 65% of melee are all in soft leather, add 20 to the NPC rating)
into attack.
91-100 Near Success: NPCs fire or throw any ready
missile weapons. Roll again in two rounds with
a +10 bonus for every missile that hits. If already
engaged in combat, NPCs put 50% of melee
bonus into attack.
76-90 Partial Success: NPCs hold their ground, but do
not initiate attack. If already engaged in combat,
NPCs put 75% of melee bonus into defense.
05-75 Failure: NPCs begin a slow, organized with-
drawal from the enemy. If already engaged in
combat, no withdrawal takes place, but NPCs
put 100% of melee bonus into defense and will
not pursue if enemy breaks contact.
-25-04 Absolute Failure: NPCs begin immediate re-
treat. If already engaged in combat, they at-
tempt to break away to safer ground nearby.
-26 > Blunder: NPCs are routed. Roll on Panic Table.

* If NPCs are attacked, rather than initiating combat,


use this chart to determine their actions, but subtract
an additional 30 from the roll.

Special Rules
1. Groups with an Irregular combat style are immune to
Blunder when making an initial Aggressiveness (not
Morale) roll.
2. If a Zealot leader becomes incapacitated, another NPC
automatically takes his place. A Morale check must
still be made for the first leader’s loss.
3. No NPC will be the lone individual to run from a
fight; hence, If only one NPC rolls a Blunder or Abso-
lute Failure, reduce the outcome to a simple Failure.

— 36 ————————————————————————————————————
Mapping Middle-earth:
An Interview with Pete Fenlon
Chris Seeman Chris: Do you have any previous back- terpretation, which is based on a rea-
PO Box 1213 ground or experience in cartography and sonably good grounding in geology,
Novato, CA 94948, USA map-making that contributed to your weather, and the like. I am a generalist
work for the MERP stuff? in the strongest sense of the word. These
(chrisl224@aol.com)
things are highly interrelated; and, in a
This is the second installment of the series Pete: Well, in terms of formal carto-
sense, I tried to apply all that knowledge
of interviews I will be conducting with those graphic training, no; in the sense that a
as best as I could. Then I had to twist it
individuals at ICE and elsewhere who have geological survey guy might have carto-
a little bit, given the fact that I was try-
played an important part in the development of graphic training, I have studied it quite a
ing to apply it to a globe instead of a
the MERP line. In this issue you will be bit as a hobby and pastime, and in that
flat earth map. As a result, that gave it a
eavesdropping on a conversation I had with Pete context have been drawing maps since I
little bit different shape—a little “per-
Fenlon, former MERP editor and the skilled was about five. I have been a map collec-
verted,” if you will—because I was using
hand behind those beautiful color maps we have tor as well, and for as long as I can re-
real distances.
all come to know and love. On numerous occa- member. Also, I have used maps of every
sions, Tolkien underlined the centrality of kind and ilk in the context of traveling in Chris: Did you also play a role in deter-
maps to the evolution of The Lord of the the wilderness (which I have spent a mining the linguistic bases or real-world
Rings. Tolkien himself insisted that the ex- great deal of time in) — using geological analogies that were going to be used for
perience of fantasy was, in its pure form, an survey and topo maps and that sort of the different place-names that appeared
aural rather than a visual affair; this notwith- thing, and traveling around the world, in the east and the south of that map?
standing, I think it would not be going too far which is one of my other hobbies. In
Pete: Yes. I have to confess that was
to say that, as an “auxiliary” medium, maps either case, I have had ad hoc classes in
really a matter of simply taking what
have performed an invaluable role in bringing graphic arts of this sort (that is to say, in
limited knowledge we have of these re-
Tolkien’s world to life for millions of readers the drafting of maps) and a little work -
gions, and applying it in a broad stroke
(and role-players) the world over. One of the with regard to different map theories
theme. The only issue I was dealing with
most enduring strengths of ICE’s treatment of (bent earth versus flat earth), but noth-
there was that of Mannish (or “Hildo”)
Middle-earth (I believe) has been its awareness ing of the sort that a true cartographer
versus Elvish groups, assuming that the
of and attention to this all-important dimen- would have in the modern sense.
place-names in most areas would have
sion of Tolkien’s sub-creation. Chris: One of the first things that came some sort of Hildo origin, and the names
out of the MERP series was the Endor in the old Elvish areas might still reflect
continent map. What sort of considera- some connection with the Quendi. Then
tions went into deciding the shape of my main goal was to create names that
Middle-earth, outside of what we know were evocative, wild, and dissimilar
from Tolkien own maps? from the sorts of names that you might
find in common fantasy. I think Tolkien
Pete: I had access to a photocopy of a
was quite good at blending the original
sketch map from a guy from Oxford that
fantasy—the original creation—with
later appeared in The Shaping of Middle- historic creation (and quite a bit better
earth; that was a pretty important thing at it than the run of the mill fantasy
to have. Using it as a rough outline, tak- guy), and that really was my principal
ing into account and weighing the simi- concern. I did not want a bunch of “yel-
larities versus the differences with our low” guys running around in the east by
own world, I started to work on my own the name of “Chung,” and a bunch of
rough outline. I think I went through guys running around in the south by the
about three of them before I was able to name of “Bantu,” so the names were a
reconcile the rough shape with what I big factor. I did go back and play
understood to be the migration and around with some dictionaries: Indo-
weather patterns, extrapolated distances, European and others. (I collect dic-
and the like. So, reconciling all three of tionaries—everything from Hawaiian to
those, I came up with the published in- Basque — and, as
————————————————————————————————————— 37 —
— OTHER HANDS —————————————————————————
discussion on the MERP
Tolkien was, I’m a big fan
list about the map for
of language, although I
Ardor.
am not the linguist or phi-
lologist that he was.) Pete: Which was a rene-
There is some word-play gade module.
in the map names, and
Chris: I was uncertain as
some names reflect
to its status, but I remem-
ecosystems and places
ber that John Curtis from
which might be analogous
ICE was saying that there
to our world, but which
were some objections to it
don’t on the face of it
from Tolkien Enterprises,
resemble anything that
because it was not one of
you might commonly
the areas that Tolkien him-
come across in our his-
self had described. I was
tory.
wondering whether that
Chris: Let’s move now objection came from or
from the big map to the included the actual map-
more detailed ones you’ve ping of the area.
done for the individual
Pete: The objection wasn't
modules at the 1” = 20
really from Tolkien
miles scale. What led you
Enterprises at all. John
to present the maps the
wasn’t really here then. All
way you did—in a way
the objection to Ardor
that evokes the visual
really came from me, be-
character of the places
cause I was the original
they represent; rather Reprinted with permission Middle-earth editor. Ardor
than, say, a topographical
sense one gets from your maps has been was done during a period
style?
very useful, especially in the module of my absence by one of our older de-
Pete: Obviously the scale is a tough call signer-founders, a guv who ran an El-
work I myself have been doing.
in and of itself. I have found in my years vish campaign in that area. This was
of running Middle-earth games (since Pete: Tolkien was very much an advo- Terry Amthor, and his module had a
1975) that small, quarter inch hexes— cate of good maps, and maps say a very different sense of Tolkien and, in
and I use transparent hex grids some- whole lot. Frankly, for somebody who is that respect, created a fairly impactual
times superimposed on these things — thinking about another world and who piece. It’s a pretty heavy piece of work
work real well as far as running a cam- is actually trying to visualize it, one has and pretty controversial internally. In
paign. Twenty miles is also a pretty to have some basic idea of the landscape that sense, Ardor was an experiment
common increment in terms of daily — some feel, some flavor, is simply in- that I would not repeat. I addressed a
travel times for people. (This is to say, dispensable. I might note also that the part of it in Shadow in the South. I’m a
people who have horses or wagons.) So map style of the eastern map-makers — big advocate of rationalization as an art
it just seemed like a natural sort of mile- particularly the late colonial map- form, because, to a large degree, I have
age thing. As far as the rendering style makers through the Civil War map- a Zen or Taoist sense of things. Things
of the map, it really evolved over time, makers — evolved the sort of style that just happen. Sometimes the best things
but was originally essentially a style that I have adapted into my maps, with the come out of these controversies (or
I drew from Tolkien’s own maps. (That idea of depicting ridgelines and canyons mysteries, or dilemmas) and, in recon-
is to say, a “twisted view” style, which in a certain way (having lived amid ciling and dealing with them, you dis-
was used in our own world by cartogra- Civil War and Revolutionary war battle cover and sometimes create things that
phers to depict fanciful places and real field areas, and having collected the are actually better in many respects
places going way way back. It’s a pretty maps pertaining to them). They are than something designed out of new or
commonplace style, although I obvi- pretty flavorful, and give you a good whole cloth. In either case, Ardor was a
ously have my own little twist on it.) I compromise between a topo map (which rather bizarre piece, and very different
have adapted it over the years but, gen- has to be read in a certain way) and a than most of the other things in the
erally speaking, I was trying to create a photograph. line.
flavor that is somewhat true to the large
Chris: You’ve also mapped some of the Chris: But as far as Tolkien Enterprises
maps of Christopher Tolkien, and that
areas outside of northwestern Middle- is concerned, there aren’t any restric-
would be usable by a role-playing
earth for modules like Greater Harad, tions about actually mapping the east
group.
Shadow in the South, and The Court of Ar- and the south?
Chris: I think the detail and the visual dor. In fact, there was a recent on-line

— 38 ————————————————————————————————————
—————————————————————— ISSUE 12 JANUARY 1996 —
and changes I would make in it now. I
would try and keep it as consistent as I
could. The different areas outside of
northwestern Middle-earth are areas we
would like to explore sometime in the
future, but they would need to be done
very carefully and, as noted before, in the
proper context. We like to think of our-
selves as adept explorers with regard to
role-playing themes, and mapping them.
It is something we haven’t done yet, be-
cause we really have to have the right
maps and the right program, and lay it
out very carefully.
Chris: I get a sense from talking with
Jessica Ney-Grimm about potential
MERP projects that there is an imperative
to “finish up” with northwestern Middle-
earth before proceeding on to the other
parts of Endor not described by Tolkien.
Pete: I don’t think we can effectively
tackle the unknown places without really
having a lot more experience with the
known places. I am pretty-confident in
my secondary creative ability; but the
point is that there is still much to be ex-
plored in the northwest. We still have to
learn a few more tricks and get a better
grip on things before we move on to the
rest of the continent. It is our hope that
by the time that we do reach that point,
we will employ a much broader team of
people, a fairly strong team of folks who
come from a variety of Tolkien-related
Reprinted with permission interest groups, to put together a compre-
hensive program.
Pete: We have never incurred any restric- course, that’s a gray area in and of itself;
Chris: Were the maps that have already
tions. The main point with these maps— because if one uses sound cartographic
been drawn for northwestern Middle-
and this is the main point I want to make and anthropological methods, then one is
earth conceived with any particular date
to any reader— is that they are not probably going to create something that
in mind? In other words, were they writ-
Tolkien’s maps, nor do they represent is pretty good and consistent; and beyond
ten to correspond to the T.A. 1640s, or to
Tolkien’s interpretation of specific places; that, that is all one can do.
some other period?
these are our interpretations on a broad
Chris: You have put together an (unpub-
canvas (and a view that sometimes may Pete: They were drawn to correspond
lished) gazetteer for all the names that
not be altogether perfect from another with the very late Third Age (about the
you have come up with for the continent
vantage point of how these places might time of the War of the Ring); however, it
map. Are there any plans at present to
be). In that sense, the only thing we can is not quite so simple. You will note that,
publish it?
do is speculate. To have anybody take it had they been drawn for the 1640s, many
to heart as Tolkien’s own would be tragic. Pete: If it is to be published at some point, of the sites that are ruins on these maps
I would not advocate that, and we try to this gazetteer will probably appear along would actually be inhabited. That is your
be clear in each of our pieces about this. I with a revised map of the continent. I am first clue that they are drawn toward the
think that everyone we have ever dealt not sure what our immediate plans are in later Third Age. In addition, some of the
with knows that. The bigger issue is: 1) that area. town symbols, which indicate that towns
do we make that point clear, and 2) how were still occupied—at least in part—
Chris: By “revised,” do you mean you
do we go about doing what we do? Be- during the War of the Ring, don’t neces-
would be redrawing it?
cause if we are to describe Middle-earth, sarily reflect the size of the town at that
we have to do it reasonably well and (to Pete: I would re-render it. It is a thirteen-
my mind) with a pretty consistent scheme year old map, and there are a few tweaks
that doesn’t conflict -with Tolkien. Of
————————————————————————————————————— 39 —
— OTHER HANDS —————————————————————————
time. Tharbad and a lot of the towns in Gondor gazetteer, one of the first rupted” with the waning of knowledge
Cardolan would be a case in point. things Patrick Wynne and I had to pos- of the Elven tongues over the centuries.
Town sites there really reflect Cardolan tulate was the date and occasion for This exercise had the unexpected effect
when it was better populated so that, which those maps were produced. of making the maps themselves seem all
while the physical site is there, the peo- Given the “late” time frame of some of the more “real” and part of the history
ple may not be. To take another case, the sites (like Henneth Annûn) and the which they depicted.
the tower at Amon Sûl is depicted as a temporal scope adopted by our gazet-
Pete: Which is good. Any good histo-
ruin because it really was a ruin for a teer entries (which cover all the way up
ry— even any fanciful history—must
while back; whereas some of the places through the reign of Aragorn), we de-
deal with sources, as Tolkien did. I did
that fell into decay -were depopulated or cided that the maps had been drawn up
a history major and an anthro major
whatever are depicted as towns. Roads and compiled by the Cartographers’
both, and got appropriate degrees at
are there; but we know that at the time Guild of Minas Tirith in honor of the
UVA here. I remember that at least the
of the War of the Ring a lot of these seventy-fifth anniversary of King Elda-
first third of one’s history paper dealt
were in disrepair, as were the great non’s ascension to the throne. Pat, then,
with the sources.
hedge walls of Cardolan and Eregion. assumed the persona of Findegil, the
King’s Writer, in order to provide a Chris: Thank you very much for your
Chris: In order to account for the forms
linguistic commentary on names whose time.
of many of the place-names that appear
forms appeared to have been “cor-
on the maps covered by the Southern

Reprinted with permission

— 40 ———————————————————————————————————
Arda Lore
Lately I have been coming across short esdays CHRIS SEEMAN: WHAT tress” into Sindarin, they could have
or notes devoted to the interpretation of various easilv done so (Carnost or Ost Garan); 2)
topics of Tolkien’s world, and thought it might DOES “CARN DÛM” MEAN? the authors of the Angmar module were
be refreshing to publish some of these in 've recentlv acquired the Ang- presumably thinking of the analogy of
OH—to stimulate and provoke further dis-
cussion, I hope. So I decided to invent this new
column for people who want to get their
thoughts on a particular question out there for
I mar module, and have been
unconvinced at the explanation
given by its authors as to the
meaning- of the place-name Carn Dûm
Khazad-dûm; yet, if Tolkien had in-
tended such an analogy, why did he not
hyphenate the name to make it clear that
he was doing so (i.e., Carn-dûm)?
others to contemplate and respond to. Of (the Witch-king’s stronghold). In the An alternative solution might run as
course, this is one of the general goals for ALL module, it is suggested that the name is a follows: The Goldogrin dictionary sup-
of the articles in this journal; but not everyone yoking together of caran (S. “red”) with plies the form tum for “valley” (Cf. Sin-
has the time or inclination to flesh out an idea dûm (Kzd. “mansion, fortress”), and that darin Tumladen). Is it possible that, as the
into a full-blown essay. the Dwarves were responsible for it. second element in a name, turn under-
Hence, “Arda Lore” will be devoted exclu- Two points militate against this inter- went a consonantal change to dûm, such
sively to “work-in-progress.” Its purpose is to pretation: 1) Dwarves, like anv other that Carn Tum > Carn Dûml If so, then
raise perennial issues and pose interesting speaking people in Tolkien’s world, cer- Carn Dûm would not mean “Red For-
questions —not necessarily to resolve them. tainly had their own word for “red,” and tress,” but instead “Red Valley.” The
Submissions to this column should be short didn’t need to borrow it from the Elves. change in meaning would, of course,
and sweet, but at the same time sufficiently Had they wanted to render “Red For- have sig-
documented (where relevant; e.g., with page
citations from Tolkien’s writings) for others to
engage and respond to the question addressed.

Reprinted with permission

————————————————————————————————————— 41 —
— OTHER HANDS —————————————————————————

Reprinted with permission

nificant implications for the topography then this is another of those rare mixed WESLEY FRANK: WAS
of the site as imagined in the module. forms.
HARONDOR FORESTED?
Response by Texts pertaining As we “fill out” Tolkien’s Middle-
Patrick Wynne to this interpretation earth in the Iron Crown realm mod-
The form Carndoom (“Red Valley”) and [Gimli speaking] “’Yonder stands Barazinbar, ules, a number of running controver-
the Redhorn, cruel Caradhras; and beyond him sies have sprung up. The following
its flock of variants may be found in Re- are Silvertine and Cloudyhead: Celebdil the
turn of the Shadow (p. 433, note 13). Doom White, and Fanuidhol the Grey, that we call puts forth an argument for forest cover
(“valley”) is probably just a spelling vari- Zirak-zigil and Bundushathûr. There the Misty in the lands immediately south of the
ant for dûm in the usual orthography—Cf.
Mountains divide, and between their arms lies Ethir Anduin and the River Poros, on
the deep-shadowed valley which we cannot for- the borders of Gondor. In the new
dûm (“vale”) in Narodûm (“Red Vale”) get: Azanulbizar, the Dimrill Dale, which the
(ibid.) in which the first element is narw, Elves call Nandunirion.’” (Fellowship of the Southern Gondor module, the strip of
naru (N. “red”) (Lost Road: 374). Tolkien Ring: 226) land across the rivers from Lebennin
apparently intended the form to recall “’Well, anyone who did look at the map,’ said
and Harithilien is named Laergaladrín
English “doom.” The noun without leni- Gandalf, ‘would see that away there stands Ta- (S. “Summer-light’s Memory”), and
tion of the initial consonant may be the ragaer or Ruddyhorn, — that mountain with the the hills rising beyond the river valleys,
red side. The Misty Mountains divide there and about ten leagues to the south, are the
same as tum “deep valley, under or among between their arms lies the land of Caron-dun
hills,” seen also in Tumladen (“the Level the Red Valley...’” (Return of the Shadow: 419)
Emyn Annûn (S. “Hills of the Sunset”)
Vale”) (Lost Road: 394), though I cannot along the coast, and the Emyn Laer (S.
“The name of the vale was first Carndoom the “Hills of Summer”) reaching inland to
account for the difference in vowel Red Valley; above was written Carondûn and
length. Doon-Caron, but these were struck out. Else- the Ephel Dúath. Beyond the Hills of
where on this page is Narodûm = Red Vale; and Summer lies the dry, grassy plateau
Carndoom was originally the Elvish the name in the text was corrected in red ink to called the Aegardh (S. “Fell Region”),
name of the Dimrill-dale. Its subsequent Dimrill-dale: Nanduhiriath...” (Return of the the heart of the old Gondorian prov-
use as the name of the capital of the realm Shadow: p. 433, n. 13)
ince of Harondor. Somewhere between
of Angmar makes sense—the first element
the Poros and the Harnen, north and
in Angmar appears to be ang (S. “iron”),
south of Harondor, the pleasant lands
so Carn Dûm (“Red Vale”) might be an
of Gondor become the deserts of Near
appropriate name for a valley in a land
Harad.)
rich in iron deposits. Note that if the sec-
ond element is mar (Q. “home”),

— 42 ————————————————————————————————————
—————————————————————— ISSUE 12 JANUARY 1996 —
There are three important viewpoints serts, and rocky barrens, all temperate answer as an unqualified yes, because of
involved in looking at the ground cover dry land is naturally forested. Keeping it the literal way these modules are read. I
problem in this region. The first is J.R.R. unforested requires significant effort on am generally careful to give a clear de-
Tolkien’s, the second is Peter Fenlon’s the part of local populations. In northern scription of my landscapes because, in
(ICE’s primary map-artist), and the third Minnesota, where I was brought up, un- my experience, most people lack the
is the readers of our modules. grazed grassland turns into brush thicket geographical background to fill in the
within a year or so after abandonment; it blanks themselves. If trees, hills, and
Tolkien (like, I suspect, his cartog-
returns to dense, second-growth forest in ravines are present and not clearly indi-
rapher-son) was a great lover of trees; he
a generation. This is in a country on the cated somewhere, most gamemasters or
even wrote poems about them, and re-
edge of the Great Plains, one that gets players assume a playing field as fea-
gretted that the wooded countryside of
only twenty inches of rain in a year. Most tureless as the map they are staring at.
his youth was being “shabbily destroyed”
of northwestern Middle-earth is posi- If anyone thinks I am giving an
by the development of its wooded land-
tioned, relative to the sea, to get much overly lush view of the hill country, then
scape. He marked few woodlands on his
more consistent rainfall than this. by all means we can alter the descrip-
maps; primarily, I believe, because it was
of little interest to him outside of the A corollary of this situation occurs in tion from “forested” to “lightly forested”
specific areas he was discussing, but hill and mountain country all through our or “wooded.” However, there are barren
partly because it was not a custom in the temperate zones. The slopes of the hills hills aplenty in farther Harondor, where
kind of map he was using as a model. are rarely plowed and generally gain more the desert begins, and no need for any
moisture from the ground and air then more here on the borders of Gondor.
Certainly neither J.R.R. Tolkien or
surrounding flat land, so they support
his son Christopher try to show all the
trees even when the low country is farm
physical details of the countryside on
or prairie. Tolkien, who was familiar with
TOMMY MARTIN:
their maps. Indeed, big chunks of Mid-
dle-earth are blank spaces, because clut-
the Alps, certainly knew that the lower WHAT EVER HAPPENED
slopes of his mountain ranges would sup- TO THE BLUE
tering them up would simply have made
port extensive woodlands. I expect that
the maps unreadable. A glance at the WIZARDS?
he didn’t show them because his map-
Atlas of Fantasy, or almost any nineteenth
making and artistic conventions did not The East is a part of Middle-earth
century map of England, or a map of
require it. Ground cover was not what he that is not written about too much. All
World War I France (where Tolkien
was drawing. we know about it is that there are East-
served) shows the kind of symbolism
The question, in the case of the Emyn erlings of different tribes, and that it is
favored by Tolkien’s contemporaries.
Annûn and the Emyn Laer, is whether mostly an evil land. In fact, ICE put out
General ground cover tends to be left a map in the Middle-earth Campaign Guide
these hills support woodlands and, if so,
off political maps of western Europe; that divided this land into realms of the
do they do so in such a way that Mr.
significant woodlots, groves, and forest Nine Riders. It is helpful for GM’s who
Fenlon would have to map them as for-
preserves are included, because they want to give their characters a different
ested. I would say yes to the first question
have political or military significance. atmosphere to adventure in. The first
and no to the second. The descriptions in
The reader of the time would know that thing that should be taken into consid-
Tolkien of Lebennin and Ithilien suggest
these carefully marked forests are not the eration is that the East is not a kind
a lush country, as well watered as any in
only woodlands in the area; they are just place.
southern Europe, but most often cleared
the interesting ones.
for cultivation. Laergaladrín would be The Istari are emissaries of the Valar
When Mr. Fenlon drew up his maps, only marginally drier, but somewhere in that were sent to Middle-earth to bal-
he had to generate more information (for Harondor there would have to be a “tree- ance things out, since Sauron was stir-
role-playing purposes), use more color line” where naturally forested lands fade ring again. Two of these newcomers
(for aesthetic reasons), and at the same out into steppes. were sent to the East and the South.
time keep the maps readable and remi- Their names were Alatar and Pallando,
I chose to mark that boundary with the
niscent of Tolkien’s illustrations. In my and which one went where is not
Emyn Laer and the Emyn Annûn. Like
writings I have assumed that, in order to known. The only thing we have about
the coastal mountains of Anatolia, Iberia,
accomplish all of this, he accepted them is that they were chosen by the
and northern California, they are wooded
Tolkien’s old conventions, marking only Vala Oromë the Horseman. It seems
on their seaward side, and also in their
significant or symbolic woodlands, and most likely that these two became ser-
valleys and high knobs, but grassy on
was not attempting to convince us that vants of Sauron.
their landward side. The woods here
the entire area of his maps was bereft of
would not be as dense as lands further A quote that backs this belief up is
trees and undergrowth.
north, but they would be continuous if Tolkien’s words on the two Blue Wiz-
Consequently, both of my modules not cleared for farmland. The locals, as ards: “I really do not know anything
(Arnor and The Shire) include a mix of long as their society was healthy, would clearly about the other two, since they
ground cover in the lands of north- cultivate them as a precious resource. do not concern the history of the north-
western Middle-earth. In our own world, west. I think they went as emissaries to
Given that trees are present, should
aside from semi-arid steppes, arid de- distant regions, East
they be mentioned? I would give that
————————————————————————————————————— 43 —
— OTHER HANDS —————————————————————————
and South, far out of Númenórean range: away with them on the spot, which would some guy called the Necromancer was
missionaries to ‘enemy-occupied’ lands, as possibly have led to civil war among the their next-door neighbor in Rhovanion,
it were. What success they had I do not Easterlings. But, then again, there is no how did they react? What was their
know; but I fear that they failed, as Saru- hint in Tolkien of such a thing. perception of this personage, and how
man did, though doubtless in different A centering of worship upon them- did their perception affect their frontier
ways; and I suspect they were founders or selves would also lead to the same fate, policy in that direction? Part of the
beginners of secret cults and 'magic' tradi- since this would make Sauron their op- answer to this question would depend
tions that outlasted the fall of Sauron (Let- ponent. No, they had to foster Sauronic on what the word “Necromancer” con-
ters: ?).” cults. “The ‘wizards’ were not exempt, noted to them, and that is what I want
Now, their failure could be interpreted indeed being incarnate were more likely to give some thought to here.
many ways. Maybe they blundered as to stray, or err. Gandalf alone fully passes Before considering the question, let’s
Radagast did; they didn’t do what they the tests, on a moral plane anyway... recall that while Tolkien may have used
were sent to do. Instead of taking an inter- (Letters: 202).” Gandalf was the only Necromancer in the generic, non-
est in the speaking people and their poli- Istar that did what he was supposed to. technical sense of an evil sorcerer
tics, he chose to settle in Rhosgobel and Saruman, Radagast, Alatar, and Pallando (Hobbit: 121), he may also (if only after
tend to the Olvar and Kelvar. So, the Blue failed. Note that the quote says “on the the fact) have returned to the name and
Wizards could have found it more intrigu- moral plane,” which implies relating to, given it some more specific meaning (as
ing to rule over people instead of helping serving, or teaching in accordance “with he did with the Istari, emphasizing the
them. the principles of right and wrong.” Gan- etymological connection between “wiz-
Elsewhere, Tolkien says, “Away in the dalf succeeded conscientiously, but the ard” and “wise”). Let us assume then,
(to these tales) uncharted East...are the others (with the exception of Radagast) for the moment, that it is legitimate to
countries and realms of wild or evil men, bungled in this regard; in other words, look for a more exact sense for Necro-
alike only in their hatred of the West, de- they went to the evil side. mancer. We are aided in this by the fact
rived from their master Sauron...(Letters: Saruman, of course, turned corrupt that Tolkien did not invent the word,
157).” As this passage states, there are evil and didn’t turn back. It is not said and so he presumably used it (rather
men in the East who have the Dark Lord whether the two Blue Wizards eventually than some other term for sorcerer) to
as their master. Tolkien also pointed out saw that they were going down the give Sauron’s alias a distinctive shade.
that the East in general is subject to wrong path and turned onto the right The English form we are familiar
Sauron; Tolkien didn’t name specific places one. But there is proof that these two with is cognate with Greek nekroman-
or people. No, the East in general is failed like Saruman and became baneful. tos, one who practices nekromanteia.
Sauronic in its beliefs (as in the United If this is the case, then that would make (nekros “dead” + manteia “divination,
States, which is generally Christian in its the East and the South even more haz- oracular utterance”). Manteia is a ge-
philosophy—there are other religions that ardous. neric term for all kinds of prophetic and
aren’t Christian, but they’re not the major- oracular arts (which were as common
ity.) and accepted in Antiquity as television
If Alatar and Pallando had made cults
CHRIS SEEMAN: and news reports are for us today), so
that were against Sauron, I think they WHO IS the qualifier nekro- indicates a more
would have made a considerable impact in specific kind of activity: divination by
THE NECROMANCER? means of communication with the spir-
the East; yet Tolkien never says there was
such opposition. I take it that their cults For the greater part of the Third Age, its of the dead.
were in league with Sauron, and only Sauron’s existence was hidden under the Without even considering the social
added to the influence he had over these alias of “the Necromancer of Dol Gul- context in which nekromanteia usually
barbarians. Two Maiar would no doubt be dur.” The Wise surmised that this myste- occurs, we can infer from the bare
a thorn in his side if they were against him. rious figure might have been one of the meaning of the word that it could only
The Easterlings would have been divided Nazgûl, but apparently they didn’t let on have originated with the Northmen of
among themselves and would have some about their suspicions to anybody else, Rhovanion (and, more specifically, with
sort of civil -war, but there is no account of since the kings of Gondor and Arnor the Woodmen, who would have been
such an occurrence. were incapable of perceiving any unified the first to have become aware of and
threat to themselves until c. T.A. 1940, suffer from Sauron’s presence). Beliefs
If a cult is defined as devoted attach-
and it was not until the Nine Ringwraiths about communication with the deceased
ment to, or extravagant admiration for, a
actually manifested themselves in the was not part of the worldview of Elves,
person, principle, etc., then the Blue Wiz-
invasion of Minas Ithil in 2000 that the Dwarves, or the Dúnedain. (I grant the
ards’ cults could have been focused upon
Dúnedain figured out that the “Witch- exception of the Paths of the Dead, but
themselves, the Valar, or Sauron. Most
king” was one of them. at the moment we are speaking in terms
likely, it was Sauron, and it would have
been excessively flattering for him. If they One of the questions that has been of universal assumptions, rather than
would have revered the Valar, vexing me lately is: When rumor came to anomalies.)
Sauron would have most likely have done the Gondorian kings that

— 44 ————————————————————————————————————
—————————————————————— ISSUE 12 JANUARY 1996 —
This accords well with what is known Response by Anders Blixt. times and, after 1375 it is said, Rivendell
about the (real-world) setting of necro- was besieged—most convenient for the
Every Dúnadan “knows” that Sauron
mancy; namely, that it occurs most often attack in 1409.) So, the Witch-king has,
and the Úlairi perished a long time ago,
in the context of ancestor worship in most likely, some personal enmity with
so the Necromancer must obviously be
societies dominated by kinship. The the Dúnedain and the Elves. The con-
something new and different—maybe
Woodmen fit the bill rather nicely. Given clusion is that he must be one that ex-
some mysterious evil creature from the
Tolkien’s assumption that the Northmen perienced defeat at their hands, during
roots of Arda, creeping up to the surface
of Rhovanion were related to the Edain the wars of either the Second Age or the
through the Amon Lanc’s dead chimney
that made it into Beleriand during the First.
(cf. Gandalf telling of the horrors of the
First Age, it may be interesting to note Of such defeated beings, the Elven-
depths below Moria and the legends of-
that when Túrin appears to the folk of lords would know several lesser Maiar
Shelob).
Brethil after slaying Glaurung (and hav- who had once served Morgoth or
ing been thought dead), they think that Sauron. Also, it is not made clear in
he was the unquiet spirit of Túrin, not STEFFEN SOLOMON: AND Tolkien’s account of the War of the Last
yet departed from the world. By contrast, Alliance that its survivors actually wit-
the later Dúnedain assumed (following
WHAT ABOUT THE
nessed the passing of the Nazgûl into
the teachings of the Elves and Valar), WITCH-KING? the shadows. I imagine that several
that mortals departed the world irrev- Elven-lords (Elrond included) might
I am running my MERP campaign a
ocably, unless constrained by incon- have suspect that the wraiths managed
few years before the Second Northern
ceivably powerful magic (like the cove- to wander the world in hiding for sev-
War of T.A. 1409. The players have sev-
nant stone of Erech, enhanced by the eral centuries, just as Sauron did in the
eral ideas as to who the “Necromancer”
binding power of Isildur’s oath). early Second Age.
is—a powerful sorcerer from a distant
So, if we assume that the Woodmen land, a twisted Elf from the East, a lesser If we assume that the Wise and the
professed a belief that their dead ances- Maia (akin to Sauron, but much less Dúnadan kings knew that the Witch-
tors could be communicated with, how is powerful), or one of the Nazgûl (under king was a Nazgûl—even the chief
it that they would have attributed such the assumption of the diminishing legacy Nazgûl—what would they do? In the
powers to the strange new evil presence of Morgoth). Having placed myself in the Arnor module, it is suggested that the
in Dol Guldur? Perhaps we could imag- shoes of the Wise (so to speak), all of King of Arthedain adopted a defensive
ine that Amon Lanc (the hill that became these possibilities exist, but I imagine military stance, waiting out the war of
known as Dol Guldur after Sauron built that, with information from spies and eye- attrition in the hopes that Providence
his tower there) was originally a burial witnesses, the “powerful foreign wizard” would give a clue to the Witch-king’s
site for the 1st Age ancestors of the and “evil Elf” hypotheses would be dis- defeat via the stars or the visions of the
Woodmen. Sauron’s occupation of the carded for the following reasons: seers. Certainly no army could march
site prevented them from communing
any longer with their ancestors’ spirits;
and, having no other explanation for why
1 By T.A. 1640, the Witch-king has
lasted close to 400 years. It would be
considered by the Wise highly unlikely
deep into Angmar and besiege Carn
Dûm with any real hope of capturing
and slaying the Witch-king. Perhaps, if
this evil had driven them out, the he could be lured out into open combat
that a living man could, even with magic,
Woodmen assumed that he too (though on the fields of Arthedain.
extend his life that long.
for more wicked purposes) had chosen
that site in order to communicate with
(and probably dominate) the dead. 2 Spies and eyewitnesses would report
the powerful aura of dread, fear, and
despair encountered by those who see or
Now, regarding the Necromancer,
the Wise may have made several inter-
esting observations. First, the Necro-
Once he became aware of the Wood- mancer had not created a political em-
live near the Witch-king. The Wise would
men’s reaction, Sauron could then ex- pire with the goal of destroying any
come to see this as a sign that the individ-
ploit it as a means of threatening them to Mannish or Elven realm. Instead, the
ual was a supernatural being, since no
do his bidding (or, more realistically, not foul influence of the Necromancer
Elf-Lord ever had that kind of an aura.
to oppose his will in the Greenwood).
3
spread through Mirkwood slowly, like a
Playing upon their religious beliefs, Spies and eye-witnesses would give
cancer. As a matter of (gaming) fact, the
Sauron was in effect “holding their an- the extent of the Witch-king’s empire
Wise could compare it to the effect that
cestors hostage.” (As a footnote, another — from Angmar to the far lands of the
Blogath the Blood-wight had on the
feature of Amon Lanc—as described in Sagath and Asdriag Easterlings; yet
Yfelwyd in ICE’s Dark Mage of Rhudaur,
the MERP modules—that might Angmar would be observed to be de-
making the place a creepy den for foul
strengthen this scenario is the fact that it pendent on food and manpower imports.
creatures to breed.
is a volcano, a “gateway to the under- After four centuries, it becomes apparent
to the Wise that Angmar’s only true pur- Second, I believe Sauron would take
world” and the land of the dead in the
pose is the destruction of the Dúnedain every precaution that his actions occur
minds of the Woodmen.)
and Elves of Eriador. through a third party. (E.g., the assassi-
(While Angmar has not engaged in nations of wizards and other
wars with Lindon, it has raided it a few

————————————————————————————————————— 45 —
— OTHER HANDS ————————————————————————
practitioners of magic would be carried After all, while he was certainly a wraith, much attention to the ever secretive
out by a Gondorian cult or by Southron he could well have been an impersonator. Sauron). As far as I am aware, Tolkien
merchants who were in no way connected In the case of the Necromancer, I never stated that the Black Númenóre-
with Dol Guldur.) would emphasize that no serious military ans “worshipped” Sauron as distinct
Third, eyewitnesses would have de- threat was ever mounted from Dol Gul- from Melkor — they certainlv
scribed the master of Dol Guldur dur until the forces of the Free Peoples SERVED him as military allies (Sil:
(Khamûl the Easterling) as an armored were too weakened to attack the place. 293), but this was in continuity with
man with a fearful aura. These reports Sauron had resources collected there their original connection to him via the
would sound similar to those of the that he could not afford to lose. It also Cult of Melkor (or whatever permuta-
Witch-king — perhaps another Nazgûl? seems to me that he cast enchantments tion of the cult that may have survived
that took years of concentration and into the Third Age).
Fourth, I imagine that if Dol Guldur
lent any manpower or material assistance effort. Somewhere in his Letters (I haven’t
to Angmar at any time, it would have been got the page reference off-hand),
conducted under the pretense that the Tolkien states that, upon his return
Witch-king was demanding tribute (e.g.,
RESPONSE BY CHRIS from the Downfall of Númenor, Sauron
by showing up publicly with a show of SEEMAN: claimed to be Melkor redivivus, and was
force). This would confuse the Wise as to One thing that occurred to me in worshipped as such — recall how
the power hierarchy. reading through the Angmar module was Sauron defied the lightning sent by
the prominence and visibility of Black Manwe to destroy the Temple of
Finally, after T.A. 1981, when the Bal-
Númenóreans among the ranks of the Melkor “and in that hour men called
rog of Moria is released by the Dwarves,
Witch-king’s generals (i.e., the com- him a god and did all that he would
the Wise would consider the possibility
manders most likely to be encountered in (Sil: 277).” It seems most likely to me,
that a similar being could have been re-
the field by the Dúnedain), as well as the then, that the deity allegedly wor-
leased by the Dwarves of Amon Lanc.
Iron Sorcerer (the principal mediator shipped by the Witch-king and his
Also, it is only after 1981 that Galadriel
between the Witch-king and his sub- minions was none other than Melkor
comes to Lothlórien and slowly begins to
jects). Finally, were Mûrazôr himself to (or, rather, Sauron-qua-Melkor, in
wrestle in spirit with Sauron; possibly his
wear his battle-helm in open war (as in whatever form(s) that worship might
attempts to hide his spirit caused enough
T.A. 1409), it would probably not be too have assumed in a mid-Third Age con-
“static” before Galadriel began to recog-
difficult for the loremasters of Arthedain text).
nize it’s identity.
to identify it as none other than Tar- In the course of establishing his do-
Whew! That was long winded! But I
Ciryatan’s karma (at least, according to minion, Mûrazôr and the Iron Sorcerer
hope these ideas can provide a perspective
Mûrazôr’s bio in the module). might have united their many allies and
of what the Wise know and do not know.
This proliferation of Black servants under a “messianic” theology,
I would agree, however, with the criticism
Númenórean adversaries might have led in which the destruction of the realms
that in several ICE modules Saurons iden-
the Dúnedain of Arnor to interpret their of Melkor’s most hated foes was a nec-
tity is considered public knowledge. Per-
hatred in terms of a desire to avenge essary precondition for ushering in the
sonally, I treat the Wise as only having
themselves for their ancient defeat in the return of their deity in power, the ful-
the suspicion that Sauron MIGHT be
War of the Last Alliance. This percep- fillment of the cult’s promises of immor-
present in the physical world after 2000,
tion would then be reinforced by the tality, and the like. Again, given the
when several Nazgûl conquer Minas Ithil
presence of other old “Sauronic” allies high visibility of the religious compo-
and then do nothing but hold it for several
among the Black Númenórean-led Ang- nent of the Angmarean war machine (as
centuries — an important clue that there
marim, like Orcs and Easterlings. The described in the module), it would not
might be a Master Planner above the
Dúnedain may have assumed that these be difficult for the spies and scouts of
Witch-king (who was one of the four to
ancient enemies had survived among the Arthedain to piece together a pretty
occupy Minas Ithil).
Númenórean colonies of the far eastern clear picture of their enemy (at least, so
or southern coasts of Middle-earth. far as Mûrazôr WANTED them to see
it): Saurons ancient servants have re-
RESPONSE BY Beyond this assumption, it seems to
united under some powerful Black
WESLEY FRANK: me that Dúnedain interpretations of
Númenórean league from out of the
Angmar’s motives would be governed in
Steffen has covered most of the argu- distant East and South, inspired by a
a large part by the ideology of Ang-
ments I considered when writing the sec- marean religion (which, as I argued in revived Cult of Melkor that preaches
tions of Arnor that deal with the Witch- the “cleansing” of their former master’s
my review of the module, would most
king. Let us say that the Wise, in the time certainly NOT have focused openly on principal enemies—the Eldar and the
of Angmar s power, had made a pretty Elendili—as a step towards the hoped-
the Necromancer of Dol Guldur—that
good guess as to the Witch-king’s identity, would have been a dead giveaway that for return of their god. As for the
but couldn’t prove it beyond a “shadow” Witch-king himself, who knows? Per-
some “international conspiracy” was at
of a doubt, unless someone bagged him. haps a living man aided by some great
work, and would have drawn far too
sorcerous power or an undead wraith.

— 46 ————————————————————————————————————
—————————————————————— ISSUE 12 JANUARY 1996 —
One further comment. Steffen’s idea the hand of Ûvatha the Horseman, I that an Umbar-Angmar alignment during
about Dol Guldur “paying tribute” to believe). So Gondor would attribute their the final period of 1940-1975 might have
Angmar is brilliant! This is EXACTLY aggression to “natural” causes — migra- been the key event provoking Gon-
how Sauron would want the world to tions and ambitions. dorian/Arthedainian perception of “a
perceive it! However, given the already Gondor’s southern neighbors would single power and will” hostile to the
“high profile” of Angmar on the global also be a cause for concern. Despite the Faithful survivors of Númenor.
scene (and Sauron’s own imperative to taking of Umbar in the T.A. 900’s, there
stay hidden), I would tend to think he
Response by Steffen Solomon:
would be continual raids and opposition
would want to avoid ANY evidence of My note on how the Witch-king
from the tribesmen of the Haradwaith.
contact between Dol Guldur and the would appear to the Wise (that is, to the
Such raids would exist even without the
North — especially since all of Angmar’s Elven-lords and Wizards) would not
eventual influence of Adûnaphel the
basic needs were already being ade- necessarily apply to Dúnadan percep-
Quiet. And, naturally, after the Kin-strife
quately met by trade and tribute from the tions. Individuals such as Elrond and
(which needed none of Sauron’s influ-
East. Perhaps the “tribute” deception Galadriel could see from experience that
ence to start), Gondor was preoccupied
could be ready for use as a ruse, should such longevity for humans was probably
with this bitter enemy for centuries.
any of their covert connections ever in impossible. But remember, the tip off is
So, in conclusion, Gondor would the aura of fear that the Witch-king gen-
fact be discovered.
likely view Dol Guldur as a strain upon erated.
its eastern roads/borders, but not as a
Also, the perceptions of the Dúnedain
RESPONSE BY direct invasionary threat. And Sauron
was colored by their desires and lack of
would keep it that way. Occasional Ork-
STEFFEN SOLOMON: personal experience in history. (Such
ish raids from Mirkwood would generate
beings as Nazgûl were legendary charac-
Thanks for thinking through on the counter-raids by Gondor into Mirkwood,
ters to them, whereas Elrond had proba-
Cult of Melkor. I was always uncomfort- but Sauron would make certain never to
bly met a few in Mordor.) I suspect that
able with there being an active cult of antagonize the Gondorians too much nor
the Dúnedain would entertain the idea of
Sauron, who would easily reckon that if to appear as a real threat.
Black Númenórean wizards discovering
the Wise and Kings heard his name
the key to immortality, because many of
brought up too often, they might sooner
the Dúnedain themselves secretly desired
guess his return. However, I do imagine RESPONSE BY this.
that he gained some power from some CHRIS SEEMAN:
religious rituals, and that the symbol of The estrangement between Elves and
the Red Eye acted as a rough “channel” My thought exactly. Gondor never ex- Men made it difficult for the Wise to
to him. The Eye would not tip off his tended its power into Mirkwood; and, as truly get across their perceptions and
enemies because it was a quality of long as Sauron did not expand outward guesses as to what was going on. The
Sauron’s appearance only after his return from the eaves of the forest, there would kings of Arthedain may have conversed
in the Third Age. be little friction. Gondor was concerned with the Istari and Elrond, but may not
primarily with the Vale of Anduin as an have been wholly convinced of their
Now, I’ve given a little thought as to economic corridor (as evidenced by arguments. (Note that Ponce de Leon got
the reaction of the lords of Gondor to the Romendacil’s building of the Argonath); many of his men to follow him in the
presence of Angmar and Dol Guldur. in Gondorian eyes, southern Greenwood search for the Fountain of Youth in the
Sadly, Angmar would be mostly seen as was originally “Elven territory”—hence, wilderness of Florida, when he was ac-
Amor’s problem, and Chris makes a very not to be messed with (like Lórien across tually looking for gold. What glitters
good point that Sauron would avoid mak- the valley). more than gold? The promise of immor-
ing visible the connection between Ang-
A brief caveat regarding Umbar and tality!)
mar and Dol Guldur. If the kings of
Gondor saw that there was a direct con- the Haradrim. Haradrim hostility be- CHRIS PHEBY:
tween T.A. 1448 and 1940 was largely a
nection—even a tributary one—they
function of the Haruze alliance with WHAT IS THE NATURE OF
would believe that Angmar had now
come to their borders. This would trigger confederate Umbar, which (prior to MAGIC IN MIDDLE-EARTH?
a powerful military response (and Sauron 1940) was devoid of Black Númenórean In his article of Other Hands 10/11: 11-
still feared them). influence. (Remember that the confeder- 12, Dirk Brandherm suggested that we
ates of the Kin-strife were the “ultra- classify magic as “petty” spells (which
Now the lords of Gondor, through conservatives” among the Faithful in
spies and conversing with Arnor, would require little effort to cast) or as words of
Gondor.) It’s only with the final loss of command (which were symptomatic of
initially suspect that Angmar was behind Umbar in 1940 to “Sauron’s minions”
the westward advances of the Sagath and spells of power). He also put forward
(the Haruze and the hitherto exiled Cult some mechanisms for using these sys-
Asdriag peoples. However, as has been of Melkor) that the haven might have
noted in the Riders of Rohan module and tems. His article failed to mention how
become a significant source of support rarely such powerful magics are prac-
elsewhere, the Sagath and Asdriags were for Angmar. Jason Beresford (the Um-
moving due to pressure from the people ticed outside of the ministry of the Istari
bar author) and I are currently debating and Maiar. For the majority of Middle-
of Khand and Nûrad (Guided by the possibility earth's inhabitants, access to
————————————————————————————————————— 47 —
— OTHER HANDS ————————————————————————
such knowledge and power is not even would serve to prevent some of the fall- Word of Command could become the
dreamed of. Indeed, where the practice of out resultant from such an expenditure of focus of an entire quest. Most charac-
magic is known and accepted, cultural power. In effect, Gandalf had prepared ters in Middle-earth live out their lives
circumstances usually render the label of his staff for a variety of uses—its crea- in blissful ignorance of the existence of
“magic” inappropriate (as in the example tion, and hence the root of the words such words, and even of the most petty
of the Elves of Lórien). power, lie in the past, artificially separat- magics. Magic shouldn’t be taken for
Magic in Middle-earth Role Playing faces ing cause and effect. Such foci are ineffi- granted in a Middle-earth game, but
a more complex stumbling block: that the cient, and the toll of such magics remains earned, treasured, and quested after.
majority of magic practiced (particularly terrible. (Gandalf rarely resorts to them.)
in the Third Age) is characterized by a In The Hobbit, when accosted by the
wide divide between cause and effect. wargs, Gandalf did not simply throw
Thus, Galadriel can use her mirror to see fireballs at the wolves; instead, he threw
distant things (and perhaps influence flaming pine-cones — once again, distin-
them), as can Saruman with his palantír. guishing cause and effect (the cause: the
The Elves can make enchanted cloaks, lighting of the pine-cones, the effect: a
whose virtue of concealment need not be fireball).
drawn upon immediately and not neces- This principle does not correspond to
sarily by their makers. The Dwarves can the style of magic-use implied by MERP
store magic in great artifacts, confident If PCs must plot out their magics in ad-
that their power will be used in a very vance—and most role-playing campaigns
different environment from their manufac- will last years at most, rarely decades—
ture. The Great Rings are the epitome of how are they to usefully apply them in a
magics imbued in objects intended for use game? Is there any value in choosing to
after their manufacture. play a mage, when the skills of a ranger
From the viewpoint of a reader of seem far more practical?
Tolkien, this concept seems to make sense. There are variety of solutions which
To most of Middle-earth’s inhabitants, preserve the sense that the world in
magic is but a fairy-tale and cannot be which we adventure is a real world. As I
practiced in public (a consideration that have suggested, the setting of Middle-
applies as much to the forces of evil as earth does not allow for the use of one’s
good—Sauron can be such a brooding own power directly; but, channeled
distant figure, and Saruman likewise must through foci, artifacts, prayers, and
rely upon an army rather than spells to through the unlocking of secrets of the
further his tyrannical aims). This inacces- ancients, magic can play a part. With this
sibility of magic helps to account for the thought in mind, magic becomes more a
proliferation of artifacts in Middle-earth; test of a character’s knowledge and intui-
it also imbues the world with a sense of tion than a question of magic, (e.g., Does
real, believable magic, and provides a he know the language and can he dis-
clear physical law which magic must fol- cover the word that unlocks the gate of
low. It explains how, away from observa- Moria?) Words of Command and direct
tion in their pits and dungeons, the lords spells of power still play a part, but their
of the world can work their power and use should be restricted. Great power is
exploit the labors of the past. Sauron is too corrupting, and should not needlessly
strongly tied to Mordor, since there he has be abused.
already labored mightily in forging the I have published two articles in Other
foundations of his power. Similarly, the Hands which reflect my views on this
Elves are tied to their havens, in which topic. My article in OH 1 examined the
reside the best part of their magics from corrupting nature of magic, while that in
the past. OH 6/7 addressed the inevitable decline
Thus, when Gandalf sought to open the in magical power during the lifespan of
door of Moria through songs and simple its user. Generally, these two rule options
incantations, he was merely seeking to would apply to Words of Command;
unlock through his knowledge magic that although lesser magic might lead to
was already present. A Word of Com- limited corruption. Words of Command
mand, as Dirk identified it, would perhaps are prized and highly secret—it is
involve the use of a magician’s own en- thought that the Dwarven tongue
ergy. A focus (such as a staff in this case) Khuzdul holds many—and to discover a

— 48 ————————————————————————————————————
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PRODUCT
David Woolpy

Dol Guldur
(Citadel of Middle-earth #2014)
REVIEWS
Charlottesville, Virginia of his slow recovery from the shadows. corpus of MERP modules. Woolpy’s
Dol Guldur is an achievement to be execution of this goal is without a doubt
Iron Crown Enterprises, 1995 emulated. the most sensitive and consistent
[224 pages; $25.00] A seventy-one page orgy of floor-plans treatment to date of the all-important
and site descriptions occupies the center issue of Sauron’s anonymity prior to
of this tome, covering sixteen distinct Gandalf’s discovery of his true identity
levels of the Necromancer’s hidden in 2850, an imperative which finds
fastness as well as the subsidiary expression not only in the history of Dol
fortifications of the Nan Lanc which Guldur, but in its very design, and even
guard the approaches to the Hill of Dark its iconography. To be sure, there are a
Sorcery. But Dol Guldur offers much few unresolved matters (which I will
more than a mere cataloging of chambers address shortly); but they do not seri-
and passages; it provides an extensive ously detract from the author’s positive
pre-history of the site, when Dwarves accomplishment.
delved the roots of the dead volcano for As far as the nuts and bolts of the
precious ores. Woolpy also presents an actual fortress description go, the
elaborate account of Sauron’s chief logistics of Dol Guldur are quite sound.
minions who command the hierarchy of Meticulous attention is given not only to
Dol Guldur, and details the internecine the layout of the place, but also to the
strife (sometimes counterproductive to methods by which essential
the Necromancer’s designs) that plagues preconditions for light, heat, water, and
their ranks. On top of this, the module waste removal are met— no small task
includes a three part adventure (set in for a citadel that garrisons thousands of
T.A. 1640) for use as a vehicle to draw the Dark Lord’s minions over a vertical
Every villain needs a lair, and every
player characters into Dol Guldur’s stretch of more than seven thousand feet
lair should reflect the magnitude and
intrigues, and a lengthy narrative of (from the lookout posts near the summit
wickedness of its villain. Sauron is the
Gandalf the Grey’s two famous forays of Amon Lanc to the boiling sulfuric
biggest and baddest villain in Middle-
into the dark stronghold (in T.A. 2063 pools of the “Fifth Stratum”). We are
earth; a citadel module that sets out to do
and 2850 respectively), which ultimately also given a highly intricate account of
justice to that fact has assumed no trivial
led the wizard to the climactic revelation the internal chain of command by which
task. With Dol Guldur, the first original
of the Age: SAURON LIVES! Dol Guldur’s hosts are ordered, with the
release in ICE’s “Citadels of Middle-
In a lucid preface to his overview of names of all ranks given in Black Speech
earth” series, author David Woolpy suc-
the site, Woolpy writes: “The history of and/or Orkish (as they ought to be for a
ceeds admirably in plumbing the vast,
Dol Guldur is to a large degree the module that purports to adopt the
unknown depths of what served as
history of Sauron in the Third Age (23);” viewpoint of the subjects it describes).
Sauron’s inner sanctum for the greater
and part of the great value of this module This is the ultimate “insider’s guide” to
part of the Third Age. Although based in
is that it provides the reader with a the villain’s secret base.
part on conceptions and floorplans that
originally appeared in ICE’s 1983 release masterful interpretation of Sauron’s A final feature which I want to single
Southern Mirkwood, Haunt of the evolving strategy over the course of his out for special praise is the section
Necromancer, Woolpy has gone far beyond two thousand-year exile from Mordor — entitled “Gandalf’s Tales” (mentioned
the initial design to render a fortress a much needed synthesis that has been above), which comprises a twenty-one
befitting the grandeur and power of the absent from or addressed only in a page story of Gandalf’s uninvited
Lord of the Rings, even in the weakness rudimentary fashion by the existing

————————————————————————————————————— 49 —
— OTHER HANDS ————————————————————————
visits to the Necromancer’s stronghold. not all the inhabitants of Dol Guldur channel. Dol Guldur would have been an
Apart from their intrinsic entertainment were servile Orcs or superstitious “Lesser ideal occasion to explore this aspect of
value, these two episodes serve an Men;” Black Númenóreans, whose Sauron’s presence during the Third Age.
important integrative function for the historical connection to Sauron had In fact, in Dol Guldur Woolpy does
module as a whole. In the author’s own always been via the Cult of Melkor, provide some food for thought on this
words: “They reflect the dangers facing occupy central leadership positions in the question — through his detailed
anyone bold enough to embark on the hierarchy of the Necromancer’s hold. description of the religious iconography
secret penetration of the Necromancer’s This lacuna leads me to criticisms and the visual representation that
daunting lair (137).” As a reader, I found which I have voiced elsewhere (See my accompanies the many shrines and
Woolpy’s high-paced prose to be review of Angmar below.) concerning the temples that pervade the Necromancer’s
extremely helpful for envisioning how depiction of Sauronic religion as a citadel. Woolpy himself devotes quite a
Dol Guldur’s defenses might operate in motivational force for the Dark Lord’s bit of thought to these, as he makes use
an actual game. (It was also a great way minions during the Third Age. In taking of them as the critical turning points in
to reinforce my mental picture of the issue with the author’s treatment, “Gandalf’s Tales,” which lead the wizard
vastly complex layout of the fortress, however, I want to emphasize that to his awful realization of the
after having experienced overload from a (unlike the authors of Angmar and other Necromancer’s true identity. The first of
forced march through the seventy-odd MERP modules) Woolpy stands these indicators is fairly straightforward
pages of floorplans and room practically alone in sustaining (within the (a representation of the lidless eye); but
descriptions.) Despite the length of framework of his own assumptions) the second, more determinative sign
“Gandalf’s Tales,” I found it to be (in its complete consistency in his conception of appears to my mind more problematic,
own way) a highly effective way of Sauron. and in fact nicely illustrates my overall
communicating ideas to a GM desiring to criticism. This is a statue of Ar-
My own view is that, in a fantasy
run an infiltration scenario. Pharazôn which bears an inscription
universe, religion (like magic) should
Now, what would I like to have seen “work.” The problem with Dol Guldur is reading: “Great Betrayer of the Edain
more of? First of all, given the amount of that it postulates that the worship of the (112).” In “Gandalf’s Tales,” Woolpy
Black Speech that gets bandied around Necromancer — the Burlaugash (B.S. has the wizard react in the following
in this module, a Black Speech dictionary “Dark Sorcerer”) in the lingo of the way: “To Gandalf, who knew well that
(modeled after the Orkish dictionary in natives — is the main ideological “glue” Sauron’s beguilement of Ar-Pharazôn
the Angmar module) would have been a that holds the military hierarchy of Dol led to the Downfall of Númenor, the
nice touch. The setting, of course, is Guldur together, without defining what statue told much. One thought then
ideal: prior to Sauron’s reoccupation of that deity is, what he promises to his dominated the Wizard’s mind: who but
Mordor, Third Age Dol Guldur was the worshippers, and how he makes good Sauron would display such a grotesque
living “heartland” of that secret language, those promises -with genuine, “Spell mockery (153)?”
used only by the Dark Lord’s most Law” efficacy. The basic premise of I don’t follow this logic. The Faithful
trusted servants. religion is that power is bestowed upon Dúnedain-in-Exile also viewed Ar-
Secondly, I would like to have seen the worshipper directly from his or her Pharazôn as their betrayer, as is
more “bird’s eye” views of the exterior of deity (“Channeling,” in MERP/Rolemaster evidenced from The Akallabêth
Dol Guldur (of the centerfold sort that mechanics); and yet the officiants of the (supposedly written, by Elendil).
appeared in all of the 1st edition MERP Necromancer’s cult (like the “priests” of Conversely, the only Númenóreans that
citadel modules—very-handy for Angmar) are not priests at all, but DIDN'T view Ar-Pharazôn as the Great
orienting the players to the spatial sorcerers (33). If this is the case, then Betrayer would have been those that
relationships involved in complex there is no cult of the Necromancer. It’s continued to serve Sauron after the
fortifications). all a sham to delude the weak-minded. Downfall. To them, Ar-Pharazôn was
Thirdly, I would like to have heard By contrast, the “good guys” have cults their greatest hero, a man who had
more about Sauron’s own conception or that do actually work. For instance, as helped to establish the Cult of Melkor,
intention regarding the alias he chose to Tolkien points out in his Letters, the kings and who suffered “martyrdom” for it at
adopt in order to fool everybody of Gondor function as divinely sanctioned the hands of the Valar. If Sauron hoped
including the majority of his own priests for their people: they have the to retain the allegiance of such men
servants). Just who WAS this power to bless and curse, to damn or to (much less command their religious
“Necromancer” supposed to be, if not the heal. Or take the Elven veneration of devotion), he would hardly have allowed
Lord of the Rings? This (it seems to me) Elbereth, the utterance of whose name such a statue to be set up in the foyer of
must have been a central key to Sauron’s does real damage to evil creatures. Of the main temple of Dol Guldur.
successful two thousand-year course, Sauron is not Ilúvatar, nor even This leads me to my final criticism
concealment. And it is not at all a moot one of the Valar; but he is a powerful regarding the problem of sustaining the
question, since Woolpy (like the authors Maia, and if he expects to keep his more religious loyalty of Sauron’s chief
of the Angmar module) posits religion as intelligent allies on his (or “Melkor’s”) servants; namely, the presence of the
Sauron’s principal tool for guiding and side, he had better be able to demonstrate Mouth of Sauron as one of the main
controlling people’s perceptions of him. (under whatever alias) that he possesses “overlords” in Dol Guldur in the T.A.
In this regard, it is well to remember that tangible power that his worshippers can
— 50 ————————————————————————————————————
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1640s setting. To begin with, Tolkien record in future MERP modules; this, principal power that differentiates “the
clearly states that this Black however, is impractical, given the central Great Rings” (i.e., the Nine, the Seven,
Númenórean did not enter Sauron's (and, indeed, fascinating) role the Mouth the Three, the One) from the many
service until T.A. 2951 (RotK; 164; the plays in Dol Guldur. Therefore, other “Lesser Rings” that had been
year the Dark Tower “first rose again;” following Pete Fenlon’s “rationalization” forged (56). Woolpy wants the Lesser
cf. RotK: 370). Putting that issue aside method (cf. this issue, pp. 38), let us Rings to extend natural longevity,
for a moment, Woolpy’s dating of the attempt to account for the presence of which is the one thing they most
Mouth’s involvement in Dol Guldur to the Mouth of Sauron in 1640. The easiest certainly cannot do. However, Woolpy
T.A. 1035 raises the central problem of and most satisfactory solution that also narrates at least one episode in
the religious expectations of all occurs to me would be to reconceptu- which Sauron recovers one of the Seven
Númenóreans that worshipped Melkor: alize the Mouth as an office rather than a Dwarf Rings during his sojourn at Dol
the promise of deathlessness. This goal single individual. In this respect, the Guldur. So why not give the Mouth et.
was the entire raison d’etre for “amnesia” of the Mouth towards his own al. recaptured Dwarven Rings? As I
Númenórean allegiance to Sauron in the individuality works to our advantage. said, this is a less-than-ideal solution,
first place; and, paradoxically, it was the The other argument in favor of this is because that would make the Mouth a
one thing that Sauron could not in truth that the emissarial function which the Wraith by the time of the War of the
grant. Mouth serves is something Sauron Ring, which is exactly what Tolkien
If indeed the Mouth of Sauron entered would have had need of even before the says he was not (op. cit.).
the service of Sauron several centuries Gorgoroth/Dol Guldur candidate had been Whatever logical flaws may exist in
prior to the time when Tolkien says he born; this makes it all the more likely Dol Guldur, it remains a massive
did, then an explanation for his longevity that others had acted in the same achievement. If nothing else, it is the
must be provided. The explanation capacity at other periods of Sauron’s best possible warm-up one could ask for
Woolpy gives (following that outlined in Second and Third Age dominion. for tackling the ultimate evil citadel we
the Gorgoroth module)—that, as a The other alternative (less satisfactory are all eagerly awaiting: Barad-dûr!
mortal sorcerer, the Mouth was in fact as far as Tolkien’s writing is concerned,
Reviewer: Chris Seeman
able to prolong his life by his own sorcer- but more in keeping with Woolpy’s
ous arts—is unacceptable within the portrayal) would be to give the Mouth a
underlying assumption of Tolkien’s Ring of Power. Now, on a few occasions
mythology. Mortals must die, otherwise in Dol Guldur, the author draws upon this
they can no longer exist as “living men,” ploy to immortalize a select few among
but become undead (e.g., the Nazgûl, the Sauron’s servants. Unfortunately, this
Oathbreakers). too openly contradicts Tolkien. In the
For myself, I would much prefer that opening discussion of the Rings of Power
this glaring contradiction with Tolkien’s in The Fellowship of the Ring, Gandalf
published writing be excised from the singles out mortal longevity as THE

————————————————————————————————————— 51 —
— OTHER HANDS ————————————————————————
and the people that live there, then moves Earthy.” The same names have been
PRODUCT on to politics, war, and settings such as replaced with “Dairkan,” “Sakalurë” and
strongholds, towns and Orc-holds. Only “Driuecared.” I’m no linguist, so if the
ten characters have full descriptions: the new names are more accurate to Black
REVIEW Witch-king and his most powerful Númenóreans, Umbareans and
lieutenants. A couple of new character Northmen, who am I to argue? The old
types are detailed: Angmarean Military names can still be found in the character
Graham StapleKurst Priests and MERP Orc characters. Other descriptions, explained away as Orkish
and Heike Kubasch small articles are dropped in at the end: a corruptions of the generals’ true names.
few adventure seeds, some herblore
Angmar summaries, languages, etc.
But other changes do not have even
this much justification. The Witch-king
(Realm of Middle-earth #2018) Some innovative work has been done has had his magic lists circumcised,
in this book; I particularly liked the reducing his highest level spells from
Charlottesville, Virginia “Awful Fragment” of the lamp Illuin, 60th to 30th. (I know, at that power
Iron Crown Enterprises, 1995 corrupted into a weapon of evil by the level, what’s the difference? And no one
[160 pages + pull-out color Witch-king. The maps of Carn Dûm, is going to survive a direct confrontation
both inside the book and in the pull-out, with the Witch-king anyway.) But why
map; $25.00]
are handsome and clear. Most of the the change? It certainly wasn’t for rea-
work is solidly written, showing the same sons of his sanitary health. Mystifying.
laborious work that we have come to Several of the “corrections” have, in
expect from the upper echelon MERP fact, been bungled as badly as “illo #21.”
products. Angmar is not as excellent as, All of the magic-using characters have
say Gorgoroth or The Kin-strife, but it is a had their Rolemaster spell lists defined
fine product and will serve gamemasters precisely in the new RM mold — a nice
of any fantasy RPG well. help, so far so good. But when the
All right, the honeymoon’s over. Let’s authors wrote the new lists they forgot
talk about the editing. to delete the old ones, which can still be
For those of us familiar with the first found buried in the MERP spell lists! In
version of Angmar, titled Empire of the many cases, such as the Witch-king’s
Witch-king, it would not be out of line to stats, these multiple RM lists are
have high hopes for this revision. Empire contradictory; and what are RM spell
was an excellent book, and expectations lists doing in the MERP section anyway,
are that a revision will be at least as good when MERP plavers are supposed to be
or better than the original. Alas, I have using a simpler system and shouldn’t
many minor editorial quibbles about this have to be familiar with RM terms? I
most recent treatment of Mûrazôr’s thought this is exactly what the revised
realm. format was supposed to fix!
I enter the game store and walk
As mentioned, the cover is sharp. Other contradictions abound; I won’t
immediately to the ICE section. My eyes
Angus McBride is one of the best Tolkien tire you with more. Well, okay, I’ll bring
flick to the MERP shelf for a cursory
illustrators I have ever seen, and the new up one more that really irks me because
glance, fully expecting to see the same old
MERP trade dress is powerful in its red I do a lot of wargaming in my campaign.
stuff: the 2nd edition hardback, Creatures
and black glory. The book will look good The number of soldiers assigned to each
and a left-over Lake-Town. Then my eyes
on the shelf. Which was, I suppose, the of the Momarturi is detailed in their
widen: three copies at Angmar. I had
point. character descriptions, but in the
forgotten that a revision was coming out.
“Warcraft” section new numbers are
Quicklv I snatch it up and flip through. Inside the cover the euphoria drifts
given for each of these commands, and
The cover is handsome, the text looks away. There are—and this is my major
they’re all different. Argh.
familiar. Then I see it, printed right complaint with the book—no new text
across the Angulion’s breastplate: illo #21. sections at all. No new characters, no One final note. Readers of Other
A clumsy and inexcusable production new adventure seeds or complete Hands mav recall that in Issue #3 Anders
gaff, and the first sign that all is not -well scenarios, no new histories or locales. No Blixt identified much of the Empire of the
in the Witch-king’s lands. Nonetheless, I new nothing. However, many minor Witch-king’s Orkish dictionary as
buy it. It is my only purchase for the day. things have been altered. cribbed directly from Icelandic, Danish,
German and Swedish. While it is
I have many problems with Angmar, For example, several of the Witch-
perfectly reasonable for Middle-earth
which I’ll get into later, but first a little bit king’s generals, the Mornarturi, have
languages to be based on real languages,
about the contents. Angmar is a fine been renamed. Apparently the editors felt
the use of Scandinavian tongues for the
treatment of the region. In common ICE that names like “Dancu,” “Cykur,” and
rude and guttural speech of Orkish is a
fashion, it begins with a bit about the land “Durkarian” were not suitably “Middle-
slander most foul, and without much
— 52 ————————————————————————————————————
—————————————————————— ISSUE 12 JANUARY 1996 —
basis. Apparently, the authors of its own undoing. The result is an uneven
Angmar either don’t read OH, or and, at times, disjointed product. What is
else decided not to meddle, because
P RODUCT most frustrating to me is that the vast
the Scandinavian Orkish majority of these shortcomings could
R EVIEW
remains.
Oh, what could have
Angmar: have been remedied by a minimum of
effort. It is a missed opportunity that can
been done here! What A Second The long-awaited revision only be mourned, since it appears
missed opportunity! Why Review of ICE’s highly successful unlikely that we shall ever see yet
couldn’t the Mornarturi Empire of the Review Witch-king another edition of this important module.
have gotten real character descriptions (1989) has finally arrived. This reissue But let us examine first the module’s
with history and plot hooks, instead of features fine new artwork and some new strengths. To begin with, as I have said,
one paragraph reprints? Why not some text, but much of it is identical in content Angmar is a true “Realm” module in that
new adventures for people who know the to its predecessor. Jason Vester has it describes the region through the eyes
Angmar of old? One new stronghold or already evaluated the similarities and of its own people. In their account of
Orc-lair and I would have felt like I’d differences between these two editions; Angmar’s Rhunnish peasants, for
bought something new. by contrast, my review will deal with the example, Staplehurst and Kubasch
Angmar is a worthwhile product; a overall cogency and success of the write: “The climate of Angmar does not
thorough treatment with powerful (if module as a unified work. This is easy for encourage a friendly or generous
underdeveloped) antagonists, details on me, since I have never actually read temperament. The growing season is
Mûrazôr’s army and tactics, interesting through Empire (though I retain a fairly short, and the winters long. Most
adventure seeds like the Zaugthrakash, acute memory of its ancestor, the 1982 individuals never travel farther than
and beautiful maps of Carn Dûm. In Angmar: Land of the Witch-king release, nearby villages, even in the summer
short, everything good in it was already and will have cause to comment on some months—a circumscribed life that makes
there in the original edition, and if you persistent discontinuities between the the villagers insular and suspicious of
already have that book I do NOT two works which have — regrettably— strangers. The war against the Dúnedain
recommend buying this new one. If you not been overcome by the present has reinforced this provincial attitude—
don’t have Empire of the Witch-king, and release). for reasons unclear to the Witch-king’s
can’t buy it in one of ICE’s fire sales, Even though it has been at least a subjects, the Dúnedain and Elves seem
then I suppose you might have to get the decade since I read the original module, determined to destroy their home in
new one, but that’s an expensive shame it is crystal clear to me which parts of the Angmar. Although they come originally
at $25. current Angmar are survivals and which from diverse cultures, insular village life
are innovations. The difference in quality has narrowed their outlook (20).”
Oh well, it has satisfactory art I
suppose, and the Lord of the Rings and perspective could not be greater. The Having established a set of circum-
Adventure Game stats might be useful to 1982 module was a dungeon crawl, pure stances conducive to the militant stance
someone, somewhere. and simple. This is baldly epitomized by of the Angmarim, the authors go on to
the “Suggestions for Adventures” section tackle an even more critical issue;
Reviewer: Jason Vester (retained from the original), which namely, how was the Witch-king able to
assumes that the only reason for running sustain such attitudes uninterrupted over
a role-playing game in Angmar is so that the course of six centuries? A glance
the PCs can sneak into enemy fortresses, through the module’s table of
murder their inhabitants, and collect contents witnesses to the centraliry of
their treasure. religion to this equation. It is no accident
The new material adopts quite a in this regard that the “Power and
different set of assumptions. It focuses Politics” chapter begins with a discussion
upon the inhabitants of Angmar of the religion of Angmar and its
themselves, depicts how they live out organization. Rather blatantly modeled
their lives, and profiles the religious after the monastic hierarchy of medieval
convictions and rituals that motivate Tibet, Staplehurst and Kubasch have
them. It even contains rules for the given concrete substance to the Cult of
creation of Orcs and Angmarean priests Sauron, which has received such
as player characters. It bestows superficial treatment in previous MERP
individuality and personality to the modules.
hitherto nameless and faceless hordes of The Witch-king governs his realm
the Witch-king—both Men and Orcs through a priestly figure known as the
alike. Iron Sorcerer, a sort of “understudy” to
The chief crime of Angmar '95 is that it the Nazgûl, who mediates between him
doesn’t go far enough. It leaves and his subjects. This sorcerer-priest
unchanged or undeveloped too many of stands at the head of a bureaucracy
the flaws of its inferior ancestor, often to manned by priests who have been trained
for their offices in
————————————————————————————————————— 53 —
— OTHER HANDS ————————————————————————
Litash, the great monastery-town nes- Certainly the cult serves to celebrate mightiest and most awe-inspinng citadel
tled against the heights of the Misty and reward the military services of Middle-earth. And now, if you’ll
Mountains in the desolate fastness of the rendered to the Dark Lord, but I’m follow us this way, we’ll have a look at
Nan Angmar. The college of priests speaking here specifically of magical Er-Mûrazôr’s new pit trap...”) And on
functions not only as the bureaucracy of power. For instance, the priests of the top of that, everywhere else in the
the Witch-king’s domain, parallel to its cult are trained in various domains of module we are given a contradictory
military chain of command, but also sends magic (116), but we are not told whether foundation story for Carn Dûm (based
its emissaries far into the East, where they this power actually comes from the deity on the original 1982 release), claiming
seek to win new recruits for the worship they worship, or whether such that it was in origin a Dwarf-hold (61).
of the Dark Lord and his centuries’ long attribution is mere Machiavellian What is a reader to think of this
war against the Dúnedain. In short, pretense. This is, of course, a debatable inconsistency? Didn’t someone bother to
Staplehurst and Kubasch have engaged issue, and any attempt to answer it must proofread the module before sending it
the first and foremost task of any MERP deal with Tolkien’s remarks on the off to press?
author: to seize upon a theme or motif subject of Sauronic magic in Morgoth’s Angmar contains many fine descrip-
from Tolkien (in this case, the notion of Ring; the problem with the Angmar tions and layouts for the villages, towns,
Sauronic emissaries) and to give it module is that it can’t make its mind up and fortresses of the Witch-king’s
concrete meaning and historical depth by on this point—and it is no laughing domain. Unfortunately, the innards of
elaborating on it. matter, if we are to believe that this cult Carn Dûm, the capital, seem unworthy
The bold step taken by our authors is managed to command the loyalty of thou- of the undead horror they supposedly
an important one, but its execution is not sands for more than half a millennium. house. Carn Dûm is essentially a four-
without flaws. For starters, it is highly There are two other very cool ideas level dungeon, filled with traps, magic
questionable to my mind that the the authors have come up with, one more items, and gold pieces. (Indiana Jones
adherents of the cult would go so far as to successful than the other; both are would feel right at home.) Its design (at
identify their deity with the Necromancer intended to account for distinctive least on paper) does not evoke for me
of Dol Guldur (29) — how can Sauron aspects of Angmar as described by the presence of Sauron’s greatest and
possibly keep his identity secret if it is Tolkien. The first is the Witch-king’s most terrible servant. On top of that, it
being openly proclaimed on the lips of ability to control the weather. In keeping manifests a certain illogic of design and
thousands of worshippers?!? Equally with the epic character of this power, residence. There is a subterranean lake
incredible is the suggestion that, on Staplehurst and Kubasch have adduced that lies directly above one level
special occasions, the Witch-king would an equally epic explanation. They posit (apparently without leaking), and the
publicly manifest himself as Sauron (30). that a fragment of the primal lamp, Illuin, denizens of the level require the use of a
Remember that it –wasn’t until circa T.A. was buned bv the cataclysm of its rowboat to make it to the next level—
1940 that the Dúnedain even began to downfall in the mountains of Angmar, what a damn inconvenience, especially if
contemplate that “some single power and and that the immeasurable energies a lot of people or things need to get
will was directing the assault from many contained within this fragment were moved in between the two levels! And
quarters upon the survivors of Númenor manipulated by the Witch-king to alter then, of course, there are the Witch-
(LotR III: 329),” and it took another the climate of Eriador, so that it would be king’s “astrologers”—what does he need
THOUSAND years (T.A. 2850) before more difficult for the Dúnedain to astrologers for?!? To predict the
they would realize that this power was inhabit. weather that he controls anywav? To
Sauron. If the chronology of Tolkien’s read his fortune? And why keep your
The second neat concept is that the
drama is to be even REMOTELY star-gazers locked up in a windowless
Witch-king’s stronghold of Carn Dûm
believable, we can’t have the Witch-king labyrinth? Maybe I’m missing some-
was built upon the ancient foundations of
announcing his master’s return to his thing here.
Angband, the fortress of the original
subjects as a contemporary event — it Dark Lord (thus following the And now we move from the good and
would only invite the suspicion of Tolkienian theme of degenerative the bad to the ugly. (Yes, it gets worse!)
Sauron’s ancient enemies. recurrence—history repeats itself, but on Let’s take the “History” section, which
This leads me to my second criticism of an ever-diminishing scale). This, does not give us the basic background
Staplehurst and Kubasch’s portrayal of however, cannot be the case, since information on the Witch-king’s domain
the cult; namely, their hesitance to decide (according to even conservative and his wars until a THIRD of the way
whether the cult is “genuine” or whether estimates) Carn Dûm stood at least seven into the module (52). For me, that was a
it is a cunning priestly sham. In other hundred miles east of Angband’s location long time to wait for a SINGLE page of
words, does the cult really DO anything (and Angband, in any case, sank into the history (most of whose contents are a
for those who participate in it, or is it all sea with the rest of Beleriand). More summary of Appendix A from LotR in
just propaganda to dupe the credulous troubling than this, though, is the fact any case). We get a reiteration of this
and the weak-minded? (This is a good that, whatever the validity of this idea, same brief history in the Witch-king’s
test case for the degree to which a module NOTHING IS MADE OF IT biography, a seven-page epic tale (lifted
adopts the viewpoint of the people it is ANYWHERE IN THE MODULE! word-for-word from LoMe II) of which
describing.) (“Oh, by the way, we happen to be SIX pages had absolutely nothing to do
standing on the ruins of Angband, the with Angmar.

— 54 ————————————————————————————————————
—————————————————————— ISSUE 12 JANUARY 1996 —
The practical uselessness of this unconvinced: anyone who can say
misplaced treatise is compounded by “Dancu” can probably just as easily say
other internal deficiencies. The author of “Dairkan.” Finally, the authors insist on
the text mistakenly states that the referring to the Daen Lintis portion of
palantír of Osgiliath was lost in the the Angmarim as Dunlendings, even
waters of Anduin as a result of the though the word “Dunlending” is
Nazgûl’s raid of that city in T.A. 2475. Rohirric, a language that did not come
(That misses the mark by just over a into being until nearly six centuries after
thousand years.) It gives us a physical Angmar was annihilated.
description of Er-Mûrazôr prior to his But the greatest incongruity of all is
metamorphosis into a Nazgûl—not the claim that the Iron Sorcerer was a
much use as a description of him as the millennia-old mortal who managed to
Witch-king, is it? Finally, the biography stay alive merely by virtue his own
continually refers to him as the Witch- magical powers. Well, if you don’t need a
king before and after his tour of duty in Ring of Power to live forever, why
Angmar, and is equally careless about bother sacrificing your life to become a
referring to him as the Lord of Morgul. wraith! ?!
“Witch-king” was not a personal A few final miscellany. It is said that
designation, but an alias that Mûrazôr the Estaravi, the Northmen subject to the
hid under only while he ruled Angmar; Witch-king on the remote eastern side of
at any other time, it is as inappropriate the Misty Mountains, “believe Darkness
to refer to him by that title as it would to possess greater power than Light and
be to call Sauron “Annatar” during the have developed a strong antipathy to the
War of the Ring. The same goes for Calaquendi (18).” Now, when was the
Morgul. This Sindarin (Dúnadan) name last time YOU saw any of the
only got attached to him as a result of Calaquendi visiting the Gundalok
his capture of Minas Ithil in T.A. 2002. plateau? If the Estaravi are as parochial
One need only browse through Richard as the Rhunnish peasants mentioned
Blackwelder’s Tolkien Thesaurus to see earlier, I hardly think they knew who the
that Tolkien was careful to make these Calaquendi were —to most Men, an Elf
distinctions. is an Elf; they’ve all got pointy ears as far
These all may be quibbling details, as your typical Northman is concerned.
but the fact remains that seven pages Ulrac, the Witch-king’s Asdriag
were wasted that could have been used general, wields a Japanese katana rather
to provide richer and fuller bios for the than your everyday Easterling scimitar.
Witch-king’s underdescribed generals.
The Quenya word “Roquen” is said to
Rogrog, the Troll-warlord of all
be Sindarin (81).
Angmar, does not even appear in the
biography section, despite the fact that The Half-ore Ulduin has no Orkish
the authors elsewhere assert his blood in him at all (according to his bio);
importance to the Angmarean military. instead, he’s a “Half-dog.” Go figure.
And then we come to the names. I I don’t want to get lost in Angmar’s
find it surprising that the Witch-king faults, because in spite of them I have
and his military staff—many of whom enjoyed the overall picture it gives of the
are Adûnaic-speaking Black Witch-king’s realm. As a MERP author,
Númenóreans— should so stoop however, I am particularly sensitive to
beneath their dignity as to use hated the weaknesses or errors that the second
Elvish terminology in describing their edition modules have failed to eliminate
own organization (e.g., Mornarturi, because they are now set in stone for a
Angûlion, Mor-sereg) —whatever long time to come, and other authors
became of the Black Speech? To the must now-live with them as best they
authors’ credit, they have attempted to can.
utilize a real Adûnaic dictionary to come Reviewer: Chris Seeman
up -with real Adûnaic names for the
Witch-king’s generals. Unfortunately,
the old forms have not been jettisoned;
instead, they are said to represent the
half-hearted attempt of the Orcs to
pronounce their true names. I remain

————————————————————————————————————— 55 —
— OTHER HANDS ————————————————————————
not one, but many realms — and realms make use of an Elven refuge as an
PRODUCT that cover a vast and varied geographic ancestral burial site, and it is equally
expanse. Even were Mirkwood to rival the illogical that a Northman site would be
Arnor module in size, it would inevitably given a Sindarin name. Yet no effort has
REVIEW fail to measure up to the high standards been made to reconcile this with the
set by its peers for the Realms of Middle- view adopted in Dol Guldur. At the very
Mirkwood earth series. Between Thranduil’s realm,
the Necromancer’s domain, the Dwarves
least, some remark about two divergent
traditions concerning the site might have
(Realm of Middle-earth #2019) of the Iron Hills, the Northmen of the been given to acknowledge the
plains, the nomadic Easterlings, the inconsistency. As it is, the reader is left
Charlottesville, Virginia secluded Woodmen, the mystical wondering which parts of the module to
Beijabar, and the mercantile Lake-men, trust and which to discount. While Cor
Iron Crown Enterprises, 1995 there exists no single thread with which Angálaladh is a fairly minor discrepancy,
[160 pages to weave this tapestry with the same it is indicative of a lack of authorial
+ 2 pull-out color maps; elegance that binds Arnor, The Shire, and and/or editorial attention to consistency
$25.00] Angmar. The result is a much thinner that becomes visible elsewhere in the
treatment which in the end is less than module.
satisfying. Far more consequential for the overall
In passing this kind of judgment, shape of Mirkwood is the authors’
however, I do not want to suggest that scarcely concealed yearning for a late
the republication of Mirkwood is a Third Age (rather than a 1640) setting.
mistake; on the contrary, the amount of Were we to envision the Third Age as an
time and labor it will take for the new epic drama conducted in several
generation of MERP writers to movements, we would soon discover
adequately flesh out the many realms, that the Mirkwood authors want
citadels, and peoples of Rhovanion in all everything to happen in Act 1, leaving
their richness and diversity (a task little or no innovations to take place
already set in motion with the Lake-town after 1640. Their Rhovanion is the land
and Dol Guldur modules) demands that that Bilbo and the Dwarves traversed in
some kind of overview be made available The Hobbit — Thranduil has already
during the interim. Mirkwood of necessity abandoned the Mountains of Mirkwood
fulfills that role. (which, according to the Dol Guldur
Nevertheless, considered even as a chronology, “were not within the
surrogate, Mirkwood is a seriously flawed Necromancer’s shadow until T.A. 2770);
product. Many of its faults are intrinsic to the town of Dale has been in existence
the original works on which it is based; from time immemorial (in spite of the
Like the new Angmar module, Mirkwood
others, however, are manifestly fact that Tolkien set its founding
represents a “third generation” product,
attributable to their most recent revision. SUBSEQUENT to the emergence of
revised and updated to conform to 2nd
In this sense, my frustration with the new the Dwarven kingdom of Erebor in T.A.
edition MERP game mechanics. The “ur-
Mirkwood resonates a great deal with my 1999); Galadriel resides in Lórien when
text” (or, rather, texts) upon which the
criticisms of the new Angmar. The Sauron enters Dol Guldur (contrary to
current module is based were released in
principal weaknesses of Mirkwood are the account given in Unfinished Tales,
1983 under the titles o£ Northern
fourfold: 1) internal contradiction, 2) upon which ICE’s Lórien module was
Mirkwood, The Wood Elves’ Realm and
incongruence of temporal setting, 3) based, that she did not return there until
Southern Mirkwood, Haunt of the
organizational inconsistency, and 4) T.A. 1981).
Necromancer. Later on, these modules
were joined into a single conflict with the works of J.R.R. The desire to have a module that is
revision/expansion: Mirkwood, The Wilds of Tolkien. As with Angmar, I believe that applicable to both late and mid-Third
Rhovanion. That module, like its these blunders could have been avoided Age contexts achieves neither purpose;
predecessors, is now out of print, had just a little more attention been paid instead, the one setting detracts from the
superseded by the current realm module. to them. other and vice versa. For example,
One example of internal contradiction Mirkwood provides a layout of Dwarven
As a straightforward reprint of the old
is the treatment of Cor Angálaladh, Erebor, and yet neglects to include even
Mirkwood module, there is little to be said
which is alternately identified throughout the barest sketch of the mysterious
about the new Mirkwood; when considered
the module as a site of Elven origin caverns of that mountain as they would
as a realm module in the company of
(Oropher’s first dwelling place in have existed for adventurers in 1640.
Arnor, The Shire, and Angmar, however, I
Mirkwood) or as an ancient Northman Similarly, the claim that Dale existed
fear that the new Mirkwood is doomed to
funeral ground. (In the Dol Guldur prior to the neighboring Dwarven realm
be superseded and replaced. The reason
module, it is identified as the burial field disrupts Tolkien’s underlying conception
for this is simple: in a mere hundred and
of the Waildung princes.) It is unlikely of the site — that it was a center of com-
sixty pages, Mirkwood sets out to describe,
that a Mannish group would dare to
— 56 ————————————————————————————————————
—————————————————————— ISSUE 12 JANUARY 1996 —
merce made possible by its symbiotic possibly function as a buffer against the Detailed site descriptions of Lake-
relationship to the King under the Easterlings if their realm lies nowhere town, Thranduil’s halls, and Dol Guldur
Mountain (Hob: 28). Prior to the near the invasion corridor?!?!?!? The are conspicuously absent from the
establishment of Erebor, the site of Dale entire military history of southern module (no doubt because these places
was far from any major artery of trade Rhovanion would be changed! have since been made the subjects of
(being eclipsed by Esgaroth). It is perhaps worth pointing out that citadel modules). Still, it would have
So, by ignoring Tolkien’s published the political map appearing in Mirkwood been nice to have had even a simple
writings, the authors have created an nullifies not only Tolkien’s conception, overview map or layout, given the
illogically placed settlement. They but also that of the Northwestern Middle- importance of these sites. Their absence
attempt to explain this away by asserting earth Gazetteer, which attempted to correct unbalances the module, which
that the Lonely Mountain had religious this error by pulling back the borders of consequently gives more attention to
significance for the Northmen (59) — Dor Rhúnen so that the Northmen could minor or secondary sites like Dale. Not
fair enough, but this claim does not mesh occupy the Inland Sea-Ash Mountain all sites that are singled out for
with the character of the town as corridor like they were supposed to description include numbered layouts.
portrayed in the module; instead, Dale is (144). Which is to be the “canonical” Dale, however, contains numbers but no
presented as a simple pit-stop for version, we may well wonder? descriptions corresponding to them. (If
treasure hunters on their way to the you’re not going to describe sites by
I want to move on now to the orga-
Grey Mountains (61). Moreover, if numbered locations, then don’t put
nizational aspects of the module. Three
Erebor were sacred to the Dale-folk, numbers in to confuse the reader.)
sections in particular evince imperfect
why would they permit Dwarves to attempts to harmonize different stages of The biographies of the important
claim it as their own? revision/expansion: the people individuals of Rhovanion (past, present,
The pattern of dismissing what descriptions, the site descriptions, and the and future to 1640) suffer from the same
Tolkien has written, only to generate a individual NPC bios. As for the profiles unevenness as the culture descriptions,
contradictory scenario that undermines of the various cultures to be found in only more so. Many bios are given, but
the logic of the primary sources, is Rhovanion, the Mirkwood module not all (and, in particular, not many of
repeated in the authors’ treatment of the employs two overlapping modes of those for the 1640 NPCs) are
Gondorian presence in southeastern presentation: straight narrative texts and accompanied by full MERP and RM stats.
Rhovanion. The module’s Tale of Years more rigidly organized, shaded boxes of We are given complete stats for Beorn
dates the acquisition of Gondor’s eastern information — some peoples get shaded from The Hobbit, but none for his 1640
territories to T.A. 379-389. According to boxes, others do not. (Why?) Where both counterpart Beoraborn; for Gimli and
Tolkien, this event took place more than formats are employed, a good amount of Dáin Ironfoot, but not for Azaghal and
a century and a half later (RotK: 324). unnecessary repetition results, rendering Fulla, the Dwarf-lords of the Iron Hills
Why this change? Is Tolkien’s the section less efficient as a quick at the time when the module is
chronology not good enough? reference tool for the GM. supposedly set. (Indeed, these two get no
Alterations of this sort are maddening— bios whatsoever.)
Content-wise, there are also some
less because they are made than because notable omissions. For instance, we are As in the Angmar module, a lengthy
they are made without any justification given a great deal of information about Nazgûl biography has been imported
and without any apparent purpose in the various Easterlings “who have from Lords of Middle-earth II for Khamûl,
mind. (Neither the date nor the event migrated into Rhovanion from Rhûn, yet the Lieutenant of Dol Guldur, none of
are ever referred to again in the module.) no description whatsoever is provided for which has any bearing upon his role in
More serious difficulties arise when the Dorwinions (who are supposedly so Rhovanion at large—and, since Khamûl
the authors set out to describe the crucial for the economic life of the spends most of his time beneath the
boundaries of Dor Rhúnen itself. In region). This is unfortunate, seeing that a cinder cone of Amon Lanc, the full
Appendix A of The Lord of the Rings (our beautiful description of the folk of description he gets serves little purpose
primary source for the history of the Dorwinion has been given in the River for this module. By contrast, no bios are
Third Age), Tolkien writes: “The kings Running module (which will probablv given for the Mouth of Sauron or the
[of Gondor]... gave [the Northmen] never be reprinted), which could have Grimbúrz (i.e., those minions of the
wide lands beyond Anduin south of easily been imported into the Mirkwood Necromancer most likely to be
Greenwood the Great, to be a defence module. encountered in Rhovanion beyond the
against the men of the East. For in the gates of Dol Guldur).
past the attacks of the Easterlings had A final incongruence of the Mirkwood
come mostly over the plain between the module lies m its handling of linguistic
Inland Sea and the Ash Mountains matters. The authors of Mirkwood are to
(326).” In complete contradiction to this, be praised for their very thorough
the Mirkwood authors have placed the development of indigenous Northman
Northmen to the EAST (rather than the names. In stark contrast to this, they
south) of the forest, leaving the defense display little knowledge of Tolkien’s own
of the strategic invasion corridor to invented languages. One need look no
Gondorian-occupied and ruled Dor farther than ICE's own Elvish dictionary
Rhúnen (51). How can the Northmen in
————————————————————————————————————— 57 —
— OTHER HANDS ——————————————————————————
the Middle-earth Campaign Guide to realize
that the authors treat page after page of
Quenya words as though they were
Sindarin (especially 46). They even
suggest that Vagaig, the name given for
the Gondorian governor of Dor Rhúnen,
is Sindarin for “Sharp Sword;” according
to the . Elvish dictionary in the Campaign
Guide, however, this would be rendered
into Sindarin as Maegvegil.
Taken individually, these and other
errors may not seem all that heinous;
taken together, they demonstrate that the
authors of Mirkwood have not done their
homework. When measured up to ICE’s
standards, Mirkwood is found neither to
have been “based on extensive research”
nor to have been “developed so that no
conflict exists with any of the other
primary publications (4).” But, for the
moment, it’s all we have.
When all is said and done, Mirkwood
remains the antiquated work of 1983. It is
to be hoped that the more positive trend
begun by Dol Guldur and Lake-town will be
carried forward by other new works
devoted to this region.
Reviewer: Chris Seeman

— 58 ————————————————————————————————————
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R: appears on the rare sheet
U: appears once on the uncommon sheet
CB1: appears once on the booster-only common sheet
CB2: appears twice on the booster-only common sheet
CA1: appears once on the general common sheet
CA2: appears twice on the general common sheet
F#: appears in # different fixed sets

“Bert” (Burat) Hazard ......................... U Arouse Minions Hazard.................. CA2 Bifur Character.................................. CB
“Tom” (Tuma) Hazard ....................... U Arthedain Region ............................CB2 Bilbo Character ....................................R
“William” (Wuluag) Hazard ............... U Arwen Character.................................. R Bill the Pony Resource........................ U
A Chance Meeting Resource.............CB Ash Mountains Resource...................CB Block Resource .................................CA
A Friend or Three Resource ............CB2 Assassin Hazard .................................. R Blue Mountain Dwarf-hold Site........ CB
Abductor Hazard ...............................CA Athelas Resource................................. U Blue Mountain Dwarves Resource...... U
Adrazar Character ...............................Fl Awaken Denizens Hazard .............. CA2 Bofur Character................................. CB
Adûnaphel Hazard............................... R Awaken Minions Hazard................ CA2 Bombur Character ............................... U
Agburanar Hazard .............................. R Awaken the Earth’s Fire Hazard ......... U Book of Mazarbul Resource................ U
Akhôrahil Hazard ............................... R Bag End Site.......................................F2 Boromir II Character .......................... F2
Alatar Character ..............................F2 Balin Character.................................... U Bree Site..............................................Fl
Align Palantír Resource ...................... U Balrog of Moria Hazard ...................... R Bridge Resource .................................. U
Ambusher Hazard .............................CA Bandit Lair Site ..................................F3 Brigands Hazard..............................CA2
Amon Hen Site..................................CA Bane of the Ithil-stone Hazard............. R Brown Lands Region ........................ CB
Anborn Character................................ U Barad-dûr Site ..................................... R Call of Home Hazard ......................CA2
Andrast Region .................................CB Bard Bowman Character ....................F2 Call of the Sea Hazard ........................ U
Andrast Coast Region .......................CB Barliman Butterbur Character ............. U Cameth Brin Site............................... CB
Anduin River Resource...................CB2 Barrow-downs Site..............................Fl Cardolan Region ............................. CB2
Anduin Vales Region......................CB2 Barrow-wight Hazard.......................... U Carn Dûm Site......................................R
Andúril Resource................................ R Bay of Belfalas Region .....................CB Cave-drake Hazard..........................CA2
Anfalas Region ...............................CB2 Beautiful Gold Ring Resource ....... CA2 Caves of Ulund Site ............................ U
Angmar Region ................................CB Belfalas Region .................................CB Celeborn Character..............................Fl
Annalena Character ...........................F2 Beorn Character...................................Fl Choking Shadows Hazard .................CA
Anórien Region ..............................CB2 Beorn’s House Site..............................Fl Círdan Character ..................................R
Aragorn II Character ..........................Fl Beomings Resource.............................Fl Cirith Ungol Site ..................................R
Arinmir Character .............................. U Beregond Character.............................Fl Clear Skies Resource ...........................R
Army of the Dead Resource............... R Beretar Character ................................ U Clouds Hazard......................................R
Arouse Denizens Hazard ...............CA2 Bergil Character .................................. U Concealment Resource...................... CA
Corpse-candle Hazard.......................... CA Fell Turtle Hazard...................................R
Corsairs of Umbar Hazard ......................U Fell Winter Hazard...............................CA
Cracks of Doom Resource ......................U Fellowship Resource..........................CA2
Crebain Hazard .................................... CA Fíli Character ...................................... U
Daelomin Hazard ....................................R Fog Resource ......................................... U
Dagger of Westernesse Resource....... CA2 Ford Resource ......................................CA
Dagorlad Region.................................. CB Forlong Character ................................ CB
Dáin II Characte......................................R Forochel Region................................... CB
Damrod Character...................................U Foul Fumes Hazard..............................CA
Dancing Spire Site ..................................U Frodo Character ......................................R
Dark Quarrels Resource..................... CA2 Galadriel Character .................................R
Dead Marshes Site ..................................U
Galva Character ......................................R
Denethor II Character .............................R
Gamling the Old Character .................... U
Despair of the Heart Hazard ................ CA
Gandalf Character ................................. F2
Dimrill Dale Site.....................................U
Dodge Resource................................... CA Gap of Isen Region ............................ CB2
Dol Amroth Site................................... CB Gates of Morning Resource .................. F5
Dol Guldur Site.......................................R Ghân-buri-Ghân Character..................... U
Doors of Night Hazard.......................... F5 Ghosts Hazard......................................CA
Dori Character ........................................U Ghouls Hazard .....................................CA
Dorwinion Region ............................... CB Giant Hazard ......................................CA2
Dragon’s Desolation Hazard...................U Giant Spiders Hazard .........................CA2
Dreams of Lore Resource .................. CA2 Dw. Ring of Thrar’s Tribe Resource ...... U Gildor Inglorion Character..................... Fl
Drowning Seas Hazard ........................U Eagle-mounts Resource.......................... R Gimli Character...................................... Fl
Drúadan Forest Site ............................. CB Eagles’ Eyrie Site .................................CB Gladden Fields Site..............................CA
Dunharrow Site.......................................R Earth of Galadriel’s Orchard Resource .. U Glamdring Resource .............................. U
Dunland Region ................................... CB Easterling Camp Site .............................. R Glittering Caves Site .............................. U
Dunlendings Resource .......................... F1 Easterlings Resource .............................. R Glóin Character...................................... U
Dunnish Clan-hold Site......................... F1 Edhellond Site ......................................CB Gloom Hazard......................................CA
Durin’s Axe Resource.............................U Edoras Site ............................................F1 Glorfindel II Character........................... Fl
Dwalin Character ................................. CB Elf-song Resource .................................. R Goblin-gate Site .................................... F2
Dwar of Waw Hazard .............................R Elf-stone Resource .............................CB2
Dw. Ring of Barin’s Tribe Resource ......R Elladan Character ..................................F1
Dw. Ring of Bavor’s Tribe Resource .....R EIrohir Character...................................F1
Dw. Ring of Dniin’s Tribe Resource ......R Elrond Character .................................... R
Dw. Ring of Durin’s Tribe Resource......R Elven Cloak Resource ....................... CA2
Dw. Ring of Dwalin’s Tribe Resource ...R Elven Shores Region ............................CB
Dw. Ring of Thelor’s Tribe Resource.....U Elves of Lindon Resource ...................... R
Enedhwaith Region. .............................CB
Ent-draughts Resource ........................... U
Ents of Fangorn Resource ......................Fl
Éomer Character..................................... U
Éowyn Character .................................... U
Eriadoran Coast Region........................CB
Erkenbrand Character............................F1
Escape Resource.................................. CA
Ettenmoors Site ................................... CA
Eye of Sauron Hazard............................. R
Fair Gold Ring Resource................... CA2
Fair Sailing Resource ............................. R
Fair Travels in Border-lands Resource CA
Fair Travels in Dark-domains Resource. R
Fair Travels in Free-domains Resource.. R
Fair Travels in Shadow-lands ResourceCA
Goldberry Resource ............................... U
Fair Travels in Wilderness Resource... CA
Gollum Resource ................................... U
Fangorn Region ....................................CB
Gollum’s Fate Resource..........................R
Far-sight Resource............................... CA
Faramir Character..................................F1 Gorgoroth Region ................................ CB
Favor of the Valar Resource................... R Great Ship Resource ...............................R
Fell Beast Hazard ................................... R Great-road Resource ............................CA
Great-shield of Rohan Resource ............ U
Greed Hazard .......................................CA Lost at Sea Hazard..................................R Mount Doom Site ...................................U
Grey Havens Site ................................. CB Lost in Border-lands Hazard................ CA Mount Gram Site .................................. F2
Grey Mountain Narrows Region.......... CB Lost in Dark-domains Hazard.................R Mount Gundabad Site.............................U
Gundabad Region ................................ CB Lost in Free-domains Hazard............... CA Mountains of Shadow Resource .......... CB
Gwaihir Resource ...................................R Lost in Shadow-lands Hazard .............. CA Mouth of Sauron Hazard ........................ R
Halbarad Character ................................ U Lost in the Wilderness Hazard............. CA Mouths of the Anduin Region ............. CB
Haldalam Character ................................R Lucky Search Resource ..........................R Mumak (Oliphant) Hazard...................... R
Haldir Character..................................... U Lucky Strike Resource......................... CA Muster Resource .................................. CA
Half-trolls of Far Harad Hazard ...........CA Lure of Creation Hazard .........................U Muster Disperses Hazard..................... CA
Halfling Stealth Resource .................. CB2 Lure of Expedience Hazard ................. CA Narsil Resource.......................................U
Halfling Strength Resource................ CB2 Lure of Nature Hazard ....................... CA2
Háma Character ................................... CB Lure of Power Hazard.............................R
Harondor Region.................................. CB Lure of the Senses Hazard ................... CA
Hauberk of Bright Mail Resource........CA Mablung Character .................................U
Healing Herbs Resource ....................CA2 Magic Ring of Courage Resource...........U
Heart of Mirkwood Region.................. CB Magic Ring of Lore Resource.................U
Henneth Annún Site............................... Fl Magic Ring of Nature Resource .............U
Hiding Resource .....................................R Magic Ring of Stealth Resource .............U
High Pass Region............................... CB2 Magic Ring of Words Resource..............U
Hillmen Resource .................................. U Men of Anfalas Resource .......................U
Himring Site........................................... U Men of Anórien Resource...................... Fl
Hoarmûrath of Dír Hazard ......................R Men of Dorwinion Resource .................IT
Hobbits Resource....................................R Men of Lamedon Resource.....................U
Hollin Region" ................................... CB2 Men of Lebennin Resource.....................U
Horn of Anor Resource........................ CB Men of Northern Rhovanion Resource . U
Horse Plains Region............................. CB Merry Character......................................U
Horses Resource ..................................CA Minas Morgul Site ..................................R
Huorn Hazard.......................................CA Minas Tirith Site................................... F2
Imlad Morgul Region........................... CB Minions Stir Hazard................................U
Imrahil Character ................................... U Mirror of Galadriel Resource..................U
Indûr Dawndeath Hazard ........................R Miruvor Resource ................................ CA
Irerock Site............................................. U Misty Mountains Resource ................ CB2 Narya Resource....................................... R
Iron Hill Dwarf-hold Site....................... Fl Moon Resource.......................................U Nenya Resource...................................... R
Iron Hill Dwarves Resource................... Fl Morannon Resource................................R New Friendship Resource.................... CB
Iron Hills Region ................................. CB Morgul Night Hazard..............................R New Moon Hazard..................................U
Isengard Site ......................................... F2 Morgul-horse Hazard..............................R Night Hazard ....................................... CA
Isles of the Dead that live Site ................R Morgul-knife Hazard ..............................R Nori Character ..................................... CB
Ithilien Region ..................................... CB Moria Site ............................................. F3 Northern Rhovanion Region.............. CB2
Khamûl the Easterling Hazard ................R Numeriador Region ............................. CB
Khand Region ...................................... CB Nurn Region ........................................ CB
Kíli Character........................................ F2 Oín Character..........................................U
Kindling of the Spirit Resource ...........CA Old Forest Site ..................................... CA
Knights of Dol Amroth Resource .......... U Old Friendship Resource ..................... CB
Lake-town Site..................................... CB Old Man Willow Hazard ........................U
Lamedon Region.................................. CB Old Púkel Gap Region......................... CB
Lapse of Will Resource ........................ U Old Púkel-land Region ........................ CB
Leaflock Resource ................................ U Old Road Resource............................ CB2
Lebennin Region................................ CB2 Olog-hai (Trolls) Hazard ........................U
Legolas Character .................................. U Orc-guard Hazard ................................ CA
Lesser Ring Resource ............................ U Orc-lieutenant Hazard.............................U
Leucaruth Hazard....................................R Ore-patrol Hazard .............................. CA2
Lindon Region ................................... CB2 Ore-raiders Hazard ............................ CA2
Lond Galen Site ................................... CB Orc-warband Hazard............................ CA
Long Winter Hazard ............................CA Ore-warriors Hazard .......................... CA2
Lordly Presence Resource.................. CB2 Ore-watch Hazard................................ CA
Lórien Site ........................................... CB Orcrist Resource .....................................U
Lossadan Cairn Site .............................CA Ori Character ....................................... CB
Lossadan Camp Site............................. CB Orophin Character ............................... CB
Lossoth Resource................................... U

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