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Taurinafanto

Illustration: Ted Nasmith

First edition: Other Hands Magazine© – Issue 27 (October 1999) https://www.otherminds.net/


Creation & map: Thomas Morwinsky (1999)

Derivative work / Cover Design: Cirdann de Felrive (March 2021) - Release V.2.0. (april 2021)
Cover illustration with permission: Luca Bonatti
Illustrations with permission: Ted Nasmith, Peter Xavier Price (Peet)

1
The Tale

TABLE OF CONTENTS
1 INTRODUCTION ...................................................................................................................................... 3

2 THE TALE ................................................................................................................................................. 4


2.1 The Entwives.............................................................................................................................. 4
2.2 The Valaquetta ........................................................................................................................... 5
2.3 The Wooden Whale ................................................................................................................... 6
2.4 The Voyage ................................................................................................................................ 8
2.5 The Sturgurnak .......................................................................................................................... 9

3 THE SETTING ..........................................................................................................................................10


3.1 Overview ................................................................................................................................ 10
3.2 Areas Description .................................................................................................................... 12

3 THE ADVENTURE ...................................................................................................................................15


3.1 Starting an Adventure ............................................................................................................... 15
3.2 Timeline .................................................................................................................................. 16
3.3 Starting the PCs ....................................................................................................................... 17
3.4 Initial Reactions ........................................................................................................................ 17
3.5 The Procession ......................................................................................................................... 18
3.6 Rumors ................................................................................................................................... 19
3.7 The NPCs ................................................................................................................................. 21

4 THE TABLE ..............................................................................................................................................26

The work is the intellectual property of the authors, art creators and designers. It is intended for private, non-profit use. No portion of this work or material
derived from it may be used for commercial purposes without the permission of its authors, creators and designers.
This module is a non-commercial, fan-created module designed for the Middle-earth Role Playing (MERP) game by Iron Crown Enterprises (now long out-of-
print). This document is intended for the personal, private use of role-playing game (RPG) players and game-masters (GMs), as an aid for their study and role-
playing enjoyment. All references to the works of J.R.R. Tolkien are the property of Middle-earth Enterprises (M-eE) and/or the Tolkien Estate. All other
material is the property of the authors, and may not be offered for sale, nor altered, without permission.

cc-att-sa-nc (Creative Commons, attribution, share alike, non-commercial)

2
Introduction

What you see before you is a revised adjust a few key events: before the Plague mentioned places in the regional map
version of an adventure authored by Gra- there existed a number of Gramiska (Gra- provided with this adventure. If you own
ham Staplehurst, which was first pub- muz) settlements south and southwest of the the Inland Sea map set you might notice a
lished in Issue 87 of White Dwarf border of Mirkwood upon whose special couple of structures (towns, roads etc.) on
magazine with the title “Taurëfantô.” cultural background the plot pivots. (See the adventure’s regional map that are not
Deviations and additions to the original ICE’s Mirkwood, p. 40.) For this reason, present on your map set. This is because the
text have been introduced in order to adapt the version of the story presented here takes adventure map shows the region before the
the scenario to new material on Rhovanion place in the early summer of TA1635. (The Plague hit, whereas OHS 3 shows the
and the Entwives devised by the authors of Plague hits the region in the fall and region after the pestilence has passed. All
the Inland Sea realm module (OHS 5). beginning winter of that year.) these additional towns are then
Graham’s original inspiration for the Some of the characters and events de- depopulated, ruined and forgotten.
scenario came from the tale of Aldarion scribed below are drawn from “The Perfect
and Erendis in Unfinished Tales. I owe Seed,” an adventure which will appear in Thomas Morwinsky
Graham special thanks for this interesting the Inland Sea module. The ICE supple-
and intriguing adventure, which is perfect ments Mirkwood and Dol Guldur (and,
for use with the Inland Sea. peripherally, Dagorlad and the Dead
The adventure is suitable for intermedi- Marshes) are useful for further informa-
ate or higher-level PCs. It is set in the area tion and references concerning the adven-
covered by ICE’s Mirkwood realm mod- ture area. For locating some of the places
ule and may be set at any time between TA mentioned, a copy of the Inland Sea maps
1050 and TA 1851. A setting just prior to (OHS 3) might be useful as well.
the Great Plague would be most appro- In terms of terminology, I’m using the
priate, in later times you will have to re- corrected names that were incorporated
into this supplement. You can find all

Original illustration from Other Hands #27

3
The Tale
The Entwives The Ents never discovered whencethe Orodrist refers to the Entwives by
Tolkien described the Ents as being Entwives had departed after the their Grey-elven name - Bessonodrim -
“the most ancient people surviving in desecration of the Brown Lands by but the name he reports for the earth-
the Third Age.” In his translation of Sauron, and there are none surviving spirits that serve them, the Ce-
the Red Book of the Westmarch, he in Middle-earth save the oldest Ents mincelmar, is Quenya in form, sug-
relates a conversation shared by the who can still remember what the gesting that it was derived from the
Hobbits Meriadoc and Peregrin with Entwives looked like. Fangorn de- Bessonodrim themselves, who are
Fangorn the Ent which gave us, until scribed an Entwife thus: “Fimbrethil - wont to use that flowing speech among
recently, all the extant information very fair she was in my eyes, though themselves.
regarding the Entwives: little like the Entmaiden of
‘…the Ents gave their love to old.…Hair parched by the sun to the
things that they met in the hue of ripe corn and cheeks like red
world... loved the great trees, and apples (TT.79).”
the wild woods, and the slopes of An ancient scroll by the Elven poet
the high hills; and they drank of
Orodrist describes an encounter with
the mountain streams, and ate
only such fruit as the trees let fall a small group of Entwives. The tale
in their path... But the Entwives came to our knowledge through a few
gave their minds to the lesser Avari who wandered into the Eryn
trees, and to the meads in the Rhûn and told it to their brethren
sunshine beyond the feet of the living there. Through them it came
forests; and they saw the sloe in into the West.
the thicket, and the wild apple One stood swaying like a stand
and the cherry blossoming in of harvested wheat, with a flared
spring, and the green herbs in the golden head and a slender body
waterland in summer, and the which bent gracefully with the
seedling grasses in the autumn rustling wind; another was green
fields... The Entwives ordered and sturdy and somehow leafy,
them to grow according to their like a water plantain, her pink-
wishes, and bear leaf and fruit to centered boughs and variegated
their liking... So the Entwives veins like a delicate tracery of
made gardens to live in….Then lace, and surrounding her was a
when the Darkness came the hazy cloud of scent; the third and
Entwives crossed the Great River, fourth were quite similar - tall
and made new gardens, and tilled and erect, a deep green with
new fields. After the Dark- ness magnificent plumes of creamy
was overthrown the land of the white on their crests. These sisters
resembled the great grasses of the Original illustration from Other Hands #27
Entwives blossomed richly, and
their fields were full of corn. savanna and the pampas...
Many men learned the crafts of Their motion was swift and
the Entwives and honoured them fluid, like the wind rippling across
greatly; but we were only a leg- afield in May. And yet something
end to them, a secret in the heart seemed to move with them below
of the forest. the ground; there was a tremor,
‘…long ago.…we crossed the like standing upon the skin of a
Anduin and came to their land; taut drum, and a thrill passed one
but we found a desert: it was all by. Did the earth crest and move
burned and uprooted, for war had them, as the waves of the wide
passed aver it. But the Entwives ocean move banks of seaweed? I do
were not there. Long we called, not know. Only - I fancied that
and long we searched ...’ perhaps they are like unto the
(TT.79) islands of ice I have seen in
Northern Seas and Helcaraxë,
whose bulk lies hidden from sight
beneath the water.

4
The Tale

GM Info: The Bessonodrim have grown ing and reaping. The Folyavuldok, dren awake, then the thought of
much less like the Onodrim we know in the Men of Dorwinion, tell similar Yavanna will awake also, and it will
Middle-earth. They have become closer to stories about the “Earth Maidens” summon spirits from afar, and they
the plants they love; the plants ofthe water who blessed their land with fertility. will go among the kelvar and olvar,
margins and the hedgerows, andmost of all But the legends have been much and some will dwell therein, and
the cultivated plants of the field and the altered over the course of time, so that their just anger shall be feared
orchard. Also, they have grown closer to the Entwives are remembered as (Sil.45, 46).”
the soil and the creatures that move and goddesses with vast and wondrous Yavanna’s protection of the plant
dwell in it. powers, who still live hidden amongst world led her to establish a sanctuary
Just as the Onodrim are Shepherds and the plants and rocks, in the soil and the where there would reside great pow-
Masters of the Trees, so their departed and waters; spirits who bring down the ers for healing harm inflicted by evil
estranged spouses may be thought Farmers rain and clear the skies that the sun upon her creations. (This concept is
and Mistresses of the Soil. The Onodrim might shine. very similar to the Noldor in ICE’s
can speak to the Huorns, the spirits of the Northern Waste who try to redress the
trees, wakening them and causing the wood taint of the Northern region, al-
to move. The Bessonodrim sing to the The Valaquetta
In the Beginning of Days, Yavanna though the Valaquetta is of another
Cemincelmar, the quiescent spirits of the caliber of course.) Yavanna took
earth. Kementári of the Aratar was charged
with the ordering of things that grow tremendous pains to devise a way of
When the Cemincelmar hear the song of concealing both the power and its
the Bessonodrim, they rise up and do their upon the face of Arda. She it was that
caused plants and trees to sprout and source, so that it could be neither
bidding. The Cemincelmar can inhabit the discovered nor afflicted by Melkor or
earth and the soil, or the myriad plants flourish and blossom when first the
Two Lamps were lit and shone upon any other who should take his side in
that grow close to it, or even the creatures
the soil. And when the dark came, so the eternal struggle. Her solution was
and animals that live in the soil. Some
we are told, “Yavanna...was unwill- the creation of an herbaceous mani-
Cemincelmar have an affinity for water
and slip through streams and pools, un- ing to forsake the Lands; for all things festation inspired by a refrain from the
seen and felt only as a passing eddy or that grow are dear to Ainulindalë.
current. It is with the aid of the Ce- her....Therefore...she would come at To prevent more interference with
mincelmar that the Bessonodrim work their times and heal the hurts of Melkor her beloved plants here, Yavanna
most potent magic as a green touch upon (Sil.40-41).” made a garden, setting that Word of
the land. Later, when Yavanna learnt of Power into the ground as a matrix of
Ilúvatar’s plan that the olvar, the living and growing things, both kelvar
The rest of the story we must piece whole realm of plants, should be open and olvar. This matrix is the
together for ourselves. We know to any abuse from his Children, she Valaquetta Olvaron, a marvel to
Sauron wove terrible sorcery of grieved for them and asked Manwë: match any currently in northwest
drought and desiccation, poisoning “King of Arda….All my works are Middle-earth. Virtually indestructible
the lands of the Entwives south of the dear to me….Shall nothingthat I have and capable even of reproducing itself
Greenwood during the War of the devised be free from the dominion of in smaller and modified versions if
Last Alliance. No mere incursion of others?” To which Manwë answered: aided by a highly-skilled “user,” this
warring bands could have made the “When the Chil- matrix preserved the spirit of
land so desolate that the Entwives Yavanna’s purpose and her energy in
could not restore it. Being unable to order to ensure
heal their gardens, they chose exile in that Melkor and
the East, where an untamed continent his minions
stretched before them unlike the could not taint
troubled northwest of Endor. the beauty she
The interaction of the Entwives had envisaged
with the Men of Rhovanion was deep and helped to
enough, however, to become a per- fashion.
manent legacy. Today there are still
priests of the Erthakuni (Uerdakyn),
the Cult of the Earth, who remember
the ancient tales about the
Erthaithíns, the “Earth Mothers” who
Original illustration from Other Hands #27
taught them the skills of tilling, sow-

5
The Tale

After Yavanna left Middle-earth for


Aman together with the other Valar,
her garden lay untouched and forgot-
ten (except for her occasional visits really is, since it is built on such a huge the Cemincelmar and cannot be kept up for
throughout the First Age before the scale. From prow to stern, it measures 300 more than ca. 8-10 hours, after whichthe
Awakening of the Children) until the yards (275m) long, and from keel to the Cemincelmar must rest 5x the durationfor
early Third Age. In time, some of the top of the canopy towers more than 125' which this “flank speed” has been
Entwives who had withdrawn into the (37.5m). These towers normally rise ca. maintained.
East discovered the Valaquetta and 90' (27.5m) above the soil, 40' (12.5m) When viewed from a distance, the vessel
Yavanna’s garden of wonderful of which comprises the height of the can- seems to merge with the land, rendering it
beauty and power. opy. The vessel has a beam of ca. 200' relatively hard to spot. In fact, if one looks
Fascinated by the matrix, and hav- (60m). none too closely it may be mistaken for a
ing devoted themselves to the study of Close up, Taurinafanto has a wrecked small hill or other outcropping of theland.
appearance, covered in living plants This effect is caused by the intense earth-
it, these dedicated creatures grew
(many of which may be seaweed or vines) magic in and around the ship. This holds
even wiser in the ways of Yavanna, and encrusted with algae, mosses and especially true when the vessel stops and
and began to call themselves the lichens. The hull is dark grey and brown, sinks into the ground until only the
Sairolvar. Although with time their built of an unidentifiable wood and/or Upperdeck shows above the soil. This
numbers dwindled, in much the same possibly stone, while the canopy is sallow, process takes about two hours. In this state
way as those of the Onodrim they had tinged with green and brown stains. is Absurd (-70) to spot in vegetation-rich
left behind, they each grew in stature. The construction and method of propul- environment, Very Hard (-20) otherwise.
All remembered the terrible desola- sion of Taurinafanto are beyond the divi- The great furrow Taurinafanto drags
tion and harsh taint of the soil that had nation of mortals, perhaps even of the closes over behind it, leaving only a wakeof
driven them out of their home- land, Elves. When the vessel moves it seems to rapidly growing wild plants which flower
and they yearned to return. glide through the earth, propelled by the next day, creating a narrow swathe of
nothing more than the urge of the soil. blue and red across the green grasslands of
The Wooden Whale Taurinafanto is quite slow. Normally it Rhovanion. This wake disperses over the
Eventually coming to understand moves with a speed of ca. 1-3 mph (1.6-5 course of ca. 2 weeks. A
something of the nature of the ma-
trix growing about them, some of the Original illustration from Other Hands #27
Sairolvar perceived that they might
use its power to reverse the curse
that Sauron had laid upon their
gardens in the West. To bring this to
pass, the Sairolvar devised a great
wooden vessel to convey a duplica-
tion of the Valaquetta Olvaron to-
gether with themselves across Mid-
dle-earth to the site of their ancient
gardens (now known as the Brown
Lands). The Sairolvar call this en-
chanted, land-going vessel Taurelin-
daletúrataurinafantoráneatauremar,
which might roughly be interpreted
as “Wood-singing-great-wooden-
whale-wandering-wood-home;” or,
in more hasty parlance, Taurinafanto.

Taurinafanto vaguely resembles a vast


ship (like the Ark). It has no masts as such,
although two posts support a massive km/h). At this speed, the Cemincelmar successful Perception roll with -30 is
canopy of some sort which entirely drapes must rest ca. 8 hours/day. In an emer- necessary to spot the wake. Once found, itis
the top of the vessel. When first sighted, it gency it may accelerate up to 10 mph (16 relatively easy to follow: if the wake is
probably appears much closer than it km/h) although this is very stressful for present, a Tracking roll with + 10 is

6
The Tale

necessary to follow it for one day with weeks the wake is not noticeable anymore. munity which, through its inner bonding
normal walking speed. For each speed Myriad beams of light spill down from and correspondence with the Valaquetta
increment above this, subtract 10 from the concealed portals in the sides of the hull invoked by Yavanna, channels the power
roll. The base bonus of +10 deteriorates onto a rich bed of soil spread across the of the Song of Creation itself. There are
5/day after the vessel has passed. After 2 Belowdeck. Here thrives a complex com- tall shrubs and spreading bushes, grasses
and creepers, lofty, slender reeds and
Powers of the Sairolvar palms, vibrant undergrowth and layer
Like Ents, the Entwives vary greatly in appearance and many other as- upon layer of leafy vegetation. Birds fly
pects. Statistics for these creatures are therefore given in general terms only. and sing amongst the plant life, small
They are huge creatures for purposes of critical strikes. Many are able to mammals push through the fallen leaves
physically draw themselves up to a greater height (and reach) than at first and chew on roots, insects dart from flower
perceived. (For more information about Ents and their specific powers see to flower and between the plants, isopods
ICE’s Lords of Middle-earth Vol. III p. 77-80.) chew the organic debris and earthworms
The Sairolvar have +25 to saves vs. Channeling and may use their PPs turn the soil.
from that realm to affect plants, alter the weather and cast protection spells. As well as light, the matrix of plants
A Sairolva is Extremely Hard (-50) to spot if there are any reason- able size needs water, and this is supplied by the
plants in the area. They leave little or no trail and move very fast. canopy over the Upperdeck. An integral
Most of the Sairolvar’s greater powers come from their association with part of the Valaquetta is a prolific species
the Cemincelmar, lesser Maiar who exist partially in this world and par- of silkworm, and the Sairolvar collect the
silk from these silkworms to maintain the
tially in others invisible to mortals. They were forced to depart the Brown
canopy. Every dawn dew forms on the
Lands because Sauron’s sorcery caused any tarrying there to lose their fana underside of the canopy and rivulets
beyond their capacity for restoration. Now the Sairolvar feel that they can trickle and run down to vats and pools on
return and counteract the Dark Lord’s evil essence with the Valaquetta the Belowdeck. In this way only purified
Olvaron. and benign waters feed the Valaquetta
A Sairolva can use her song to call upon the Cemincelmar when she is in Olvaron.
trouble. The Cemincelmar are practically invisible (residing in the earth and In contrast to this apparently chaotic
possessing fana of the same element) and mostly undetectable unless some jungle of plants and wildlife, dappled
sort of magic is employed. A gentle humming will set the ground moving with golden beams and misty vapors, the
for 30' (9m) around her, or for 10' (3m) around a point up to 100 yards Upperdeck is a more orderly place. The
(90m) distant. These movements will be felt as an Unbalancing at- tack with Sairolvar have their living space here
an OB of up to 50. (Many DB components like shields do not apply against (under the canopy), amid grassy and mossy
this attack.) lawns edged with delicate floweringplants.
Alternatively, the Cemincelmar can “indwell” plants, enabling them to Only a shallow layer of soil covers this
move and grab at opponents in their vicinity. Small creatures will be held deck, but it has been “landscaped” with
fast, larger ones having their movement reduced by 25%, 50% or 75%. boulders and shrubs. An even light
Huge creatures will be unaffected. These songs need at least 1 minute to permeates the canopy, which is occasion-
take effect; the longer they continue, the greater the possible effect. Other ally rolled right back. Round holes lead
forms of attack are possible, such as Tripping or Snaring. down to the Belowdeck, living ladders of
However, the most fearsome combat effect of the Cemincelmar under woven ivy stretching over 50' (15m) into
the power of the Sairolvar is the Cuivë Cemo, the “awakening” or “churn- the greenery.
ing” of the earth, in which the Cemincelmar suck all animal and plant life A community of some 28 Sairolvar, of
below the surface of the soil, burying them there while grounding and widely differing types, dwell on the vessel.
shredding them with stones, tiny animals and unyielding roots. All have some knowledge of the Valaquetta
All stationary creatures seized by the Cuivë Cemo sink 12" (30cm)/round and can use its power on the vessel or its
while in the affected area (up to the maximum depth of the soil). If a creature vicinity. When they venture further abroad
or while in the Brown Lands, however, they
can move, it sinks 1" (2.5cm) less for each 10' (3m) of movement it has.
will be without the protection of the
Being attacked in this way is terrifying, and anyone witnessing it will also be Cemincelmar until the Valaquetta has been
afflicted with Fear (RR vs. 5th lvl). Death shortly follows burial, and even if transplanted and given time to work
rescued, those who have been submerged may have earth blocking their against Sauron’s mortal curse.
nostrils and mouth. Anyone surviving burial mustmake a 10th level RR, with The Sairolvar are careful to hide their
a penalty equal to the amount of damage they took; those failing are afflicted presence on board from any prying eyes.
with a mortal fear of bare earth, roots and so on. This phobia will stay with They are especially watchful for evil
them for 3D6x10 years unless cured in some way (if possible at all). agents; they know they cannot hope to

7
The Tale
escape the attention of the evil within halt. Taking counsel with one an- After the appointed seven days, Das-
Mirkwood, but realize that caution and other, the Sairolvar decided to mini- ron again met Lótesanga, disclosing to
discretion will make the success of their mize their dealings with the Folya- her what had been gleaned about the
mission much more probable and buy them vuldok until they reached their final inhabitants of lands about. Lóte- sanga
the necessary time. destination. Lótesanga, one of their told Dasron that Taurinafanto had to
Despite these precautions, careful ob- number, volunteered to make initial leave the area soon, and he proposed
servers will be able to see shadowy shapes contact with the Gyogarasag, an or- to gather more specific details,
moving behind the canopy with a success- der of Folyavulda herbalists and heal- following Taurinafanto when he was
ful -30 Perception roll. However, even ers devoted to the memory of the ready, so that he might act as an
winged spies close to the vessel’s Upper- “Earth Maidens” who taught their intermediary with the local peo- ples.
deck will see no more than this. Anyone ancestors. Lótesanga agreed and designateda spot
coming close to the vessel will be discour- After some searching, Lótesanga ca. 80 miles (130 km) eastwardof the
aged; the Sairolvar will summon the
found a man she deemed suitable for Brown Lands to meet with her again.
Cemincelmar by singing and seek to dis-
an encounter with one of the Earth Passing through Folyavuld, the
turb those present. First, they simply cause
the ground to shake and shudder, then seek Maidens. While returning to the Sairolvar now steered Taurinafanto in
to drive the intruders back. If this fails, Gyogarasag sanctuary of Larisa To- the direction of their ancient gardens.
two or three Sairolvar silently come ron, as he rested beside the banks of Meanwhile, the Gyogarasag of
through secret portals in the side of the the Uldona river, this gyogul, Dasron, Larisa Toron continued with their
vessel and cause the Cuivë Cemo. was approached by Lótesanga. At first, hectic activity of scrapping together
he couldn’t believe his eyes and fell to all information that might be useful
The Voyage his face before her, but as he listened for the Earth Maidens. A week later,
Twenty years have passed since the to the Sairolva’s message, he was everything was prepared and Dasron
Sairolvar began their long journey out overcome with joy at the prospect of was sent to follow the vessel. Unfor-
of the East. Steadily they steered their aiding her. He promised to approach tunately, servants of the Shadow had
strange vessel over the lands, ever the leaders of his sanctuary with her gotten word of the strange activity
avoiding Mannish settlements and request for tidings, keeping the Sai- within the sanctuary. After the initial
travelling mostly by night, but stop- rolvar’s presence secret. Lótesanga Council of Elders had taken place,
ping frequently to enjoy any special told Dasron to meet her again after two gyogulak were discussing the
olvar they might encounter. (Just as seven days at the same location, and he subject a bit too carelessly and one of
the Ents themselves, Entwives are obliged. the Necromancer’s spies - a cook -
disinclined to being “hasty.”) The Immediately returning to Larisa overheard their talk.
journey was fairly uneventful until Toron, the young gyogul asked for an At the time, the cook was able to
they reached the land of Dorwinion, emergency meeting of the Council of guess only that something very im-
“Folyavuld” as it is called by its in- Elders. They were reluctant to ac- portant to the Gyogarasag was going
habitants. cede, because Dasron refused to give on and that Dasron was the key fig-
The Sairolvar chose this approach any information about the reason for ure. None the less, the spy dutifully
into Rhovanion - through Folyavuld this unusual request, and because reported these developments to
by way of the grasslands to the north there were insufficient members Oraishapek the Dispossessed, the
of the Inland Sea, rather than through present for a regular council meeting. Necromancer’s chief minion in Folya-
the southern steppe corridor of Finally, after five days, all members vuld. Because of the limited time
Gathod, between the Sea and the Ash were present and the meeting began. available, the Dispossessed sent his
Mountains of Mordor - because dur- Dasron told them of his meeting most trusted and solely available
ing their eastward wanderings they with Lótesanga. At first, they didn’t servant, Râisha, to intercept and
had once passed through this fair land, believe him, but when he brought interrogate the gyogul concerning the
and had taught to its people thetilling forth one of the Sairolva’s flowery undertaking.
and sowing of the soil. Mindfulof the tresses which she had given to him as
GM Note: Oraishapek (Din-
reverence in which the Folyavuldok proof, they were awed and overjoyed
Ohtar) is the main villain featured in
held them, the Sairolvar hoped they at the news. Dasron was appointed
“The Perfect Seed” adventure in The
might get from them sorely needed spokesman of the council since it was,
Inland Sea module. He plots to de-
tidings about the cur- rent state of the he who was originally contacted by file the spring and garden of the Earth
Brown Lands. the Earth Mistress and so seemed to Maidens which Larisa Toron guards,
When they arrived near the Folya- be their chosen messenger. one of the main sources of Folyavuld’s
vulda citadel of Larisa Toron, the The gyogulak eagerly gathered any fertility. The ValaquettaOlvaron has
Sairolvar brought Taurinafanto to a news that might help the Sairolvar. the power to counteract Oraishapek’s

8
The Tale

defilement, and thus (though he does because the Dark Lord wished to have Orc with Morgoth’s Ulukai; see
not yet know it) the Sairolvar’s them back, and perhaps find a ICE’s Mount Gundabad for details),
presence in Rhovanion threatens his purpose for them. One was given to however, managed to escape into the
scheme. one of his shadow-demons (See East. Among these was a band of
Dasron left the citadel and went Chapter 11 of The Silmarillion) as a Easterlings whose leader, because of
straight for the Brown Lands. Four prize for some special service and for an attraction to it which even he did
days after his departure, Râisha ar- enhancing Morgoth’s powers over not understand, took the black gem
rived at Larisa Toron and the chase darkness. This demon held it for the with him.
began. After seven more days she remainder of the First Age. At last, he This chieftain fled into the wide East
overtook him and ambushed the lone was sent to combat the Host of and ended his flight in Khand. Here he
traveler in the middle of the night. A Valinor in the War of Wrath along took over lordship through the skills
short fight ensued, but Râisha was with Morgoth’s other minions. learned in the service of Morgoth and
well prepared and soon overwhelmed But the mission was of no avail. so became the ancestor of the line of
Dasron. Morgoth’s host was broken and the ťvatha. Over the years and with long
Hours passed and Dasron stub- remnants fled back to Angband, the attunement, ťvatha’s descendants,
bornly refused to betray information demon among them. When Morgoth including Râisha, learned how to
about his mission; Râisha grew impa- released his host of winged dragons, release the fire storedwithin the gem
tient. She began to torture the gyogul, the dark armies again were strength- without destroying it automatically.
but even then, he refused to give way. ened and indeed pushed back the Even then the chance of collapse for
Finally, after two days of grueling western host for a while. But at last, the delicate balance of power is very
torment, Râisha learned that Dasron Ëarendil battled Ancalagon the Great great, and the Sturgurnak has never
was bound to meet some strange Drake and, after a climactic battle, been used, until now…
foreign “maidens” near the Brown wounded him mortally so that the
Lands south of Mirkwood at a spot great beast fell from the sky.
about which she was only able to gain It was at this place that the carrier
imprecise details. of the gem was struck down by
As this meeting seemed to be of Ingwë, High King of all the Elves.
great importance and time was press- The demon fell to the ground, and
ing, Râisha decided to head directly with him the dark gem. The battle
for the site and take matters in her washed over him and Ancalagon fell
own hands, (rightly) guessing that she upon and broke the Three Spires of
would have no time to inform any of Thangorodrim. As the dragon lay
her superiors. Immediately Râisha there, his last fiery breath came forth
departed, killing the broken gyogul and touched the dark gem.
and taking all of his possessions she Normally no item could have with-
had use for. stood this onslaught; but the skill of
Fëanor, combined with Ungoliant’s
The Sturgurnak power and the fact that Ancalagon's
The coming of Râisha portends fire was already diminished, led to a
doom for Taurinafanto and the Sai- strange transformation. The light-
rolvar’s quest, because she is the consuming power of Ungoliant bound
possessor of a deadly bane to all things the fire of the dying dragon and held
living: the Sturgurnak. This it within the crystal. Even then the
mysterious, black stone was originally drake’s power was nearly too much,
one of the bright gems Melkor stole but the gem held together, though
from Formenos, which were later fed warped in appearance - no longer the
to Ungoliant. Most of these gems clear and fine crystal, but pitted and
were consumed and forever lost. A scarred like a rough chunk of coal or
few she belched forth, but they were volcanic rock.
changed. Instead of being the crystals Morgoth had lost the battle, but
of light they once were, they became there were still great numbers of his
dark and consuming. leaderless servants abroad, most of
These gems were later collected at whom were slaughtered by the Host
great pains by Morgoth’s minions of the West. A few (such as Skorg the

9
The
TheSetting
Tale
Overview origins of agricultural techniques and Song of Creation and (to a much lesser
The adventure is dominated by the the gifts of the earth. It is loosely degree) from their own power. In
Gramiska settlements south and organized and lacks a formal hierar- certain places over the years this has
southeast of Mirkwood. Their thriv- chy. Precedence is only established by instilled certain sites with a power of
ing economy gives the region its the venerability of a priest or priest- their own, resulting in holy springs,
stability. Politically they are loosely ess, and by their popular acclaim. wells, stones, groves and even
organized around the major settle- Since both men and women work the individual trees. Some of these places
ment of Stainahring. This town is the fields, orchards and pastures, both indeed might be inhabited by spirits
place of meeting for the chieftains and devote themselves to the cult. (lesser Maiar) that are known to Men
elders. Additionally, it harbors the The religion is based on a series of as dryads, feys etc. Most priests are
most important holy place of the annual festivals. At the end of winter settled and attached to one such
southern Grama. there is the Ertharíns (Turning of the “Erknastath;” others are itinerant and
The loose Gramiska “nation” pro- Soil), then in spring come the Sëathwa act as wandering preachers. Some
vides much of the foodstuffs for the (Festival of Sowing) and the specialize in activities such as healing
adjacent realms and peoples. Addi- Blominassus (Celebration of the Blos- (rare), helping crops and livestock,
tionally its relative high population som). In high Summer the Warmai and there are a few soothsayers, sages,
provides a numerous, well-trained Windos (Festival of Warm Winds) hermits and so on.
and well-equipped levy for their ushers in the change in the weather on GM Note: Erthakuni animists have
Gondorian allies in case of a real the plains which ripens the crops and access to spell lists specific to their
emergency (such as a full-scale inva- can sometimes bring drought. At the practice, namely in the sphere of na-
sion). The Gondorian territories of close of summer is the greatest of all ture and agriculture. You may wish to
Dor Rhúnen and Ithilien are the most celebrations, Asaniböains (Harvest invent new lists for them in addition
important export markets for the Home), when great matters are set- to those from the MERP rule- book.
agricultural products of the Grama, tled, men and women are betrothed, The priests and priestesses of Ak-
with which the Grama acquire high and so on. Towards the end of au- ranagiba are recognizable by their
quality finished products from the tumn is Wintraus Wardíns (Winter yellow and green garb, typically long
Dúnedain. The Waldinga Warding) and in midwinter is cloaks and undergarments, trimmed
(Waildungs) of the East Bight are also Yiulimel (Yuletide). The Wintraus with flowers and leaves appropriate
important customers of Gramiska Wardíns is a festival of bonfires and to the time of year, or (for the more
products, but the Ehwathrumi (Éoth- processions through the fields with established priests) jeweled imita-
raim) as a whole only occasionally flaming torches to keep the cold, dark tions. They usually go bare-headed,
trade with the Grama, relying mostly spirits at bay. Yiulimel celebrates the winding plants into their hair, and
on their own livestock breeding for winter solstice and the beginning of even braiding and plaiting flowering
sustenance. growing days. creepers, like ground elder or gold-
This central role in the production Communities that observe the Er- bine, amongst their tresses. They
of foodstuffs for a number of thakuni rely on the ritual blessings of wield quarter staves and spears. They
neighbors has made the Grama an crops and festivals through the year to do not hunt, surviving instead mainly
important (and well-off) part of the support them. The Erthakuni centers on donations of food, firewood and
economic and political relations in upon the veneration of Akranagiba the skins from cult members. Their
southern and southwestern Rhovan- Earth Mistress (whom the Dúnedain strength is greatest when close to
ion. The shadow of Dol Guldur has identify as an aspect of Yavanna their chosen Erknastath.
left surprisingly little impact upon the Kementári). The Grama believe that GM Note: According to the power level
hardy Northmen living so near the evil Akranagiba is served by an unspeci- of your campaign, the exact natureof any
citadel. In general, they ignore it,but fied number of Erthaithíns (their special abilities associated with such
still fear the Necromancer as an evil concept of the Entwives) who will places is up to you to decide.
look after - in a spiritual sense - the The Gondorian presence in the re-
entity who has power over the spirits
fields, hedgerows, homes and pas- gion centers primarily upon the town
of the deceased. They prefer not to
turelands of the worshippers. These of Rhúnost. This settlement has ca.
mention him as long the evil stays in
spirits are revered with prayer (ritual 8000 inhabitants and serves as Gon-
the forest.
chants at daybreak and eventide, i.e., dor’s administrative and military
The Erthakuni, the Northman cult
before and after the day’s work) and center for the territory of Dor
of the earth, was established by the
offerings of produce and other gifts. Rhúnen. At the same time, it marks
elders of certain tribes after the de-
Priests and priestesses believe they the eastern boundary of lands held by
parture of the Entwives from their
homelands. The cult explains the are able to channel power from the

10
The Setting
The Setting
Adventure

Gondor, while the road from The Ehwathrumi play a relatively the area as well as the Ehwathrumi
Rhúnost to Tirith Anduin marks the minor role in the region of this ad- suffer also. Gondor’s position is seri-
northern limit of lands occupied by venture since they possess no settle- ously weakened by the loss of its own
the Dúnedain (so Rhúnost lies at the ments here. Their lands lie east and population and the missing Gramiska
northeastern edge of Gondorian northeast of the adventure’s region, support. The province of Dor Rhúnen
settlement). and only occasionally a band of them begins a rapid decline which shows
The towns of Othlebed and Tirith grazes their horses in Gramiska terri- immediately after the worst effects of
Thoron, lying further eastward, act tory. Such occurrences are usually the pestilence have passed: the
only as frontier posts for the lands of accompanied by some raiding and fortresses of Carchost and Narchost
the Ehwathrumi. They have Dúnadan livestock thievery as is common are abandoned.
garrisons, but all civilians are North- among nomads. (See ICE’s Riders of The culmination of this develop-
men. No Gondorian settlers ever Rohan for details on their customs.) ment is the total loss of power and
ventured eastward of the line The Horse-lords are more frequently influence in Rhovanion during the
Rhúnost-Eithil Gelebrin - Car- encountered as mercenary cavalry in Wainrider Wars (TA 1851-1899).
chost/Narchost. The most sizable the pay of the Dúnedain. Gondor is very pleased when the
population of Gondorians is centered The Asdriags are a rare sight in this Ehwathrumiska Anthara (Anthars)
around Rhúnost and Eithil Gelebrin part of Rhovanion. These nomadic tribe moves into the region (the set-
just north of the Dead Marshes. people are more often encountered in tlement area described in ICE’s Riders
Gondor profits much from the southern Ehwathrumavuld where of Rohan), compensating for some of
friendly and steadfast Grama. The they have a number of semi- the losses suffered in the Plague.
military presence of Gondor, abetted permanent camps. From here they Though the relatively few Eh-
by its Ehwathrumiska (Éothraim) venture out to fight or make some wathrumiska herders are not nearly so
allies, is supported by the stable po- cattle or horse-thievery upon the strong as the settled and more
litical and economic situation making other inhabitants, preferably the populous Grama. In spite of the par-
the territory of Dor Rhúnen a secure Ehwathrumi. Asdriag presence in the tial recovery, the old structure of the
border of the South-kingdom. The adventure is unlikely because of Gon- firm Dúnadan-Northman alliance
Ehwathrumiska lands east of it serve dor’s strong position here but a band south of Mirkwood is broken forever,
as the perfect buffer for any aggres- of raiders might have success in going making it easy for the Dark Lord to
sion out of the East. this far undetected. Use or discard reclaim access to Mordor which was
GM Note: More information about these Easterlings in the scenario as you blocked before by the alliance.
the Gondorian presence in Dor see fit.
Rhúnen can be found in ICE’s The whole political and economic
Mirkwood and Dagorlad and the situation changes radically after the
Dead Marshes supplements (al- Great Plague has passed the region.
though the info found here has to be The Gramiska lands are utterly
adjusted; cf. OH 1.23 - 26 for the shaken. Nearly their whole popula-
problems with ICE's interpretation of tion claimed by the evil sickness; the
this region). rest flee in terror. The Dúnedain of

Original illustration from Other Hands #27


11
The
TheSetting
Tale

Areas Description I. The path of Taurinafanto on its encircled by a wooden fence upon an
way through southern and earthen wall and serves as a refuge for
Maps : all map elevations are given southwestern Rhovanion. the whole population in case of at-
in feet. Dark grey areas represent tack. The inhabitants’ fields are
woods. Stainahring grouped around the town.
Stainahring has the normal mix of
Regional Map This is the place where the Ertha- craftsmen needed in such a commu-
A. Stainahring. kuni meet with Lótesanga to agree nity. (Place them wherever you likein
B. Wothiwatins Brunna and Brun- upon a site for the Valaquetta. Be- the town map.)
ninsburg. cause of its size, and the wealth and The town is only lightly fortified.
C. Site of Râisha’s ambush of Das- power of its inhabitants, Stainahring Its outer perimeter is marked by a
ron. might be regarded as something of a wooden fence which is primarily
D. Gondorian castle of Ambarad. “capital,” though in fact its chieftain intended to keep wild animals out.
E. Cave complex at the edge of the wields no real political power over Only the old and new upper towns
Brown Lands. This site serves as the surrounding Gramiska communi- have better defenses. The presence of
a base for troops from Dol Gul- ties. The importance of the town the Gondorians in the region and the
dur. Gwilithaur’s reinforcements stems from the nearby Erknastath of number of Gramiska warriors lessens
are located here. the same name. The authority of its the necessity for sophisticated fortifi-
F. First resting place of Tauri- Erthakuni priest and the reverence cations. In case of a serious attack the
nafanto in Dor Rhúnen. From for the Erknastath make the inhabi- outer wall is likely to fall soon.
here the Sairolvar make initial tants of this town the “first among The town is structured like so many
contacts in the region. equals.” This means their word has other Northman sites. There are no
G. Second resting place of Tauri- much weight in meetings and their paved roads, only wooden
nafanto. Here it awaits the result advice is often complied with. embankments at best. There are large
of the Erthakuni meeting. The town itself numbers ca. 1300 gaps of open space between the build-
H. Place of Planting. Here the inhabitants whose houses are clus- ings, occupied by orchards, pastures
Valaquetta shall be placed. tered together. The old upper town is etc. for the livestock and husbandry
12
The
TheAdventure
Setting

4. New Upper Town. Its wall


is built from wood atop a
stone base.
5. Old Upper Town. Its wall is
built from wood atop an
earthen base.
6. The Erknastath.
7. Longhouses. Used by three
priests and their acolytes, as
well as attendants.
8. The Great Meadow. Here
are held fairs, great meetings
with other clans, military
musters etc.
9. Streets. Some of the more
important ways are paved
with wooden planks while
the most are no more than
dirt that become quite
muddy after a serious rain.
10. Road to Rhúnost.
GM Note: The 0' contour on the town
map lies 300' (90m) above sealevel.

Brunninsburg and
Wothiwatins Brunna
This village is located ca. 40 miles
(65km) NE of Rhúnost. It is a typical
Gramiska village as described in ICE’s
Mirkwood supplement. It is peculiar for
the Erknastath of Wothiwatins Brunna
located nearby (too small to be
depicted on the regional map).
of these rural Northmen, as is the 1. The Thign’s Hall. Located The village has ca. 160 inhabitants and
perimeter of the town. During this in the new upper town, is mostly self-sufficient except for
adventure the fields stand ripe and Thridyawulf’s longhouses finished goods which are mostly
full, offering good cover for enemies are separated from the rest bought at Stainahring or Rhúnost.
to make a covert approach. of the new upper town by an A bit apart from the village proper
The Erknastath of Stainahring is extra wooden fence (1a). is the holy spring Wothiwatins Brunna
maintained by three Erthakuni priests 2. Gaquumthistain. This is the with the cottage of its priest,
who live near the structure and over- ancient place where the Kaldahilmya. The water from the
see all operations that take place here. most important matters (ex- spring is high in mineral content and
The site is the most important cluding religious ones, slightly effervescent. Use this site as it
Erthakuni holy place for a hundred which are decided at the Er- fits your campaign. Normally the PCs
miles in any direction. It is composed knastath) of the Hrothiman- should visit this site if they seek in-
of a ring of standing stones connected nans clan are discussed and formation or healing. Perhaps they
by horizontal stones on top with a decided. might wish to escort Kaldahilmya to
diameter of ca. 150' (45m). Within 3. Palisade. This is a simple the meeting.
this henge stand three solitary stones wooden palisade atop an The town has been in quite an up-
symbolizing the Erthakuni elements earthen rampart. While ef- roar since Kaldahilmya announced
earth, water and air. The stones fective against wild animals that some very important event con-
measure 10' high x 6' wide x 3' deep and raids, it is of little use cerning the region and the Erthaithíns
(3 x 1.8 x 0.9m). against a determined attack will happen very soon. He has not
by a larger force.

13
The
TheSetting
Tale

told any more and the people are The Cave Complex
The Place of Planting
anxious about what will come. This is the place where the This cave complex is marked with
Valaquetta Olvaron should be an ‘E’ on the GM’s regional map. It
1. Brunninsburg. Its wall is planted into the Brown Lands. serves as kind of base for Dol
built from wood atop an Use the map to stage your own Guldur’s troops when they operate in
earthen base. version of the final battle. southern Rhovanion. It is far away
2. Local Paths. They are no Taurinafanto is located in a from either Dol Guldur and the
more than dirt ways that be- shallow valley between some nearest Gramiska settlements so not
come quite muddy after hills. draw undue attention. It is well
heavy downpour. The ‘A’ marks the side of the supplied with all kinds of goods
3. Kaldahilmya’s Cottage. vesselto be dismantled. needed for soldiers and is able to
4. Wothiwatins Brunna. house up to 300 warriors for a short
time. It is also the last stop for the
Necromancer’s minions when leaving
the evil citadel in direction south.

14
The Adventure

Starting an Adventure
This is a free-style adventure. There is
no typical patron who pays the PCs, nor
does it follow a straight course of action.
Important places and NPCs are described
and key events take place, but it is up to the
PCs to react to them and influence the
course of future events.

The PCs can either help the Sairolvar (if


aligned with the Free Peoples) or the
minions of Sauron (if serving the Dark
Lord). The adventure description is
designed for a plot helping the Entwives.

The following section presents


guidelines for suggested activities at each
stage, but you are at liberty to adapt these
as you see fit to suit the style of adventure
you and your players prefer. The only plot
element thatshould take place regardless of
eventsis the end where the vessel and the
Entwives are destroyed - unless you allow
the “official” timeline to be changed.

Owing to its freeform nature, you are


advised to be very familiar with the plot,
NPCs and places before running this
adventure. Especially the three
independently from one an- other
operating enemy factions (Thiudarík,
Râisha and Gwilithaur) should make
interesting situations until the players
realize the nature of their adversaries.
They should be used intelligently to
confuse the PCs and throw them off
balance.
Illustration: Peter Xavier Price (Peet)
If a GM wants to run this adventureas a
prelude to “The Perfect Seed,” a small
portion of the Valaquetta Olva ron should
be spared from destruction in order to
remedy the plight brought upon the holy
Folyavulda citadel by the Dispossessed. In
this case the servant of Sauron might
succeed in planting the cursed stone, but
after removing it, the well in the
Folyavulda citadel is still tainted and could
be blessed again with the help of the
Valaquetta fragment.

15
TheThe
Adventure
Tale
Timeline edge of the Brown Lands. Starting the PCs
This timeline is intended to help the 3 Cerveth The meeting ends. It Prior to the coming of Taurinafanto to
GM better keep track of the ac- tions is decided to plant the Rhovanion, sensitive PCs (In/Em
of the PCs and NPCs over the course Valaquettain the middle of bonus 20 or greater) have visions of
of the adventure. The PCs may be the Brown Lands. something very strange happening in
introduced at any time after the 15 3-5 Cerveth Lótesanga teaches their vicinity, starting as a gut feeling
Nórui. An early date is favor- able to the necessary rituals to the and growing stronger and more
give the PCs plenty of time to draw Erthakuni. Through Gwilithaur, frequent over ca. 3 days.
reinforcements from places even a bit Sauron learns the identity of the Later even less sensitive PCs share these
distant (such as mercenaries from vessel and its inhabitants (though feelings, culminating in a dream shared
Unsibyaburg). the Valaquetta is still unknown by all that some great tragedy and
to him). Gwilithaur issent to deal misfortune will befall in the nearfuture.
17 Lothron Taurinafanto nears
with the matter. No tangible details are given, but the
Larisa Toron.
Troops are assigned that may feeling of need and urgency is very
21 Lothron Lótesanga contacts
support her at request. strong. (These visions and dreams are
Dasron.
6 Cerveth Led by Lótesanga, caused by the unquiet spirit of Dasron.)
26 Lothron Meeting of Larisa To-
the Grama head for the resting In the event that Taurinafanto ar-
ron’s Gyogarasag council.
placeof Taurinafanto. They pick rives “before” the adventure proper
28 Lothron Dasron meets Lótesanga
up more people from the villages starts, the PCs may hear of it through
again, conveying to her what in-
they pass by. gossip in a village or town they are
formation he has. He promises
12 Cerveth The procession resting in, or from some NPCs they
to follow the vessel and act as an
reachesTaurinafanto at the edge encounter during or after their last
intermediary. Taurinafanto
of theBrown Lands. adventure. Such a wonder will surelybe
leaves Folyavuld.
16 Cerveth The a conversation piece for miles round.
4 Nórui Dasron sets out to followthe
procession reaches the planting Alternatively, you may have the
Sairolvar.
site. adventure start with the PCs
8 Nórui Râisha arrives at Larisa
17 Cerveth The themselves witnessing the arrival of the
Toron and follows Dasron.
Valaquetta is de- stroyed vessel late one afternoon. In any case
12 Nórui Thiudarík spots Tauri-
together with the Sairolvar the PCs should be present in the area
nafanto for the first time.
before the planting is from previous adventures.
15 Nórui Râisha ambushes Dasron completed.
and captures him.
17 Nórui Râisha squeezes the infor-
mation she can get from Dasron
and kills him.
18 Nórui Taurinafanto arrives north
of Rhúnost.
21 Nórui Thiudarík receives new
orders concerning the vessel
from Haed.
23 Nórui The Sairolvar fear that
Dasron won’t come anymore
and venture out of their own.
26 Nórui Lótesanga meets Kaldahil-
mya, he agrees to call a meeting
of the Erthakuni priests within
reach. Taurinafanto leaves for
the edge of the Brown Lands.
Sauron perceives the subtle
magic of the Sairolvar and sends
Gwilithaur from Dol Guldur to
investigate the matter.
30 Nórui The meeting of the Ertha-
kuni priests at Stainahring be-
gins. Taurinafanto reaches the Original illustration from Other Hands #27
16
The Adventure
Both types of PCs (supporting or After the vessel has arrived at the spot Indeed, they are “roused” by the
opposing the Shadow) may be used, arranged with Dasron (the woodwest circumstances (similar to the Ents
but the GM should adjust the of Ambarad) Taurinafanto lays quiet invading Isengard).
adventure to fit his or her campaign. for some days, sinking into the Thiudarík has spotted the vessel
Evil PCs are more likely to help the ground. During this time, some of the two weeks before and guesses
agentsof the Dark Lord, while those Sairolvar leave the vessel secretly to (rightly) it’s something opposed to his
allied with the Free People will try to seek out the leaders of the Erthakuni masters. He met Haed of the Cult of
help the Sairolvar. in the vicinity. the Long Night (See ICE’s Mirk-
It is suggested to use PCs that are They are worried about the wood.) eight days later and has been
aligned versus the Shadow. disappearance of the gyogul and decide given new orders.
Hopefully this will be enough to stir to take matters in their own hands If the PCs are being noticeably
the PCs into action (being peoplewho because time is pressing. interested in it, he isinstructed to try
actively fight for the cause of good) so The Sairolvar seek to enlist the aid of to recruit them.
that they venture forth and start to loyal local Free Peoples in their At the end of this period a council
investigate what’s going on quest to revive the Brown Lands from of the Erthakuni priests is held at the
(otherwise beat them for their igno- Sauron’s curse. After they have estab- holy site of Stainahring near the vil-
rance and make the next adventure lished communication, the vessel lage of Stainahring.
quite deadly...). leaves the site. It is already causing too
Taurinafanto settles ca. 25 miles N- much attention in this relative densely A hundred and three priests are
NE of Rhúnost on the Talath Har- populated region, especially attending this meeting, and although
roch, tucked between a small forest Gondorian patrols are patrolling the not secret, it is strictly guarded by
and a cliff (‘F’ on the regional map). region more closely because of the Gramiska warriors and very hard to
This is the site agreed upon with strange destruction of the road to infiltrate. The PCs must have a very
Dasron, and here the Sairolvar wait Unsibyaburg where Taurinafanto good explanation and be very
for him. Settlements in the area (but crossed it. convincing to gain access to this
not close by - the Sairolvar have de- This mystery causes much discom- meeting. At the council, Lóte- sanga
liberately kept out of the way of fort to the Dúnadan commander of addresses the priests and seeks their
Mannish habitation) include Gon- the region. The Sairolvar leave Lóte- aid in planting the Valaquetta.
dorian settlements (Rhúnost and sanga as a spokesperson behind and fix Although tremendously excited by
Ambarad), Ehwathrumiska camp sites the Erthaithí and her scheme, the
a meeting place near the edge of the
and outlying Gramiska villages and priests start bickering about where
Brown Lands (‘G’ on the regional
farms. the Valaquetta should be planted.
map). This location is the limit for
Many desire it for the benefit of their
easy travel with the Cemincelmar; to
own regions, and no easy compro-
Initial Reactions push them further might harm them.
mise can be found. The debate goes on
A good point for the PCs to start By this time the Necromancer has
from might be the Gondorian town of for three days and ends with perhaps
learned something of the nature of the
Rhúnost. half of the priests walking out. The
vessel but is unable to give it more
PCs in the area may pick up tales rest agree to assist in the trans- feral of
attention because of his preoc-
concerning the vessel. (See below) the Valaquetta to a spot at thecenter of
cupation with the impending Plague.
Select these randomly or choose them the Brown Lands.
He also wants to keep a low profile
to suit appropriate actions of the PCs. This meeting is a very good oppor-
so as not to draw undue attention
This is a good time for the PCs to tunity for good role playing and di-
beforehis great stroke. Since he has no
search for the vessel and validate the plomacy on behalf of the PCs when
idea where to look for Taurinafanto,
rumors heard. they (hopefully) try to argue for the
he sends only one (relatively) low
Perhaps they will investigate the greater good of all (speaking at the
level servant.
vessel, seek advice elsewhere, make council, trying convert individual
From its departure until its arrival
plans and so on. Hopefully, they will priests to their cause during pauses
east of the Brown Lands, Tauri-
end up very confused and none the etc.).
nafanto draws the greatest amount of
wiser, unless they have been Just imagine your PC as a lobbyist
attention because of the densely
exceedingly clever or lucky. trying to win over politicians before
populated character of the region.
an important decision. It is suggested
Although their plan is nearing com-
to give the Stainahring some powers
pletion, the proximity of Dol Guldur
of protection or bonuses for the
leads the Sairolvar to the conclusion
priests to prevent the PCs from
that stealth is no longer possible.
solving their problems by force.

17
The
The Tale
Adventure
The Procession ground around it while the Ce- There is nothing that the PCs can do
Starting the Procession mincelmar first churn the soil and except save themselves (and even
Lótesanga instructs the Erthakuni then move the Valaquetta matrix in then, this should result in a series of
priests in the ceremonies needed to situ from the vessel to the prepared very severe injuries). The Sairolvar
help bless the Valaquetta, and a pro- ground. This takes ca. 24 hours, and will seek to save the Valaquetta by
cession ritual to lead the vessel to the presents the best opportunity for an cushioning the blast with their own
designated site within the Brown attack by evil forces (or the PCs, if life-force. This results in their inevi-
lands without hurting the Cemincel- they are still being duped by Thiu- table demise, but saves a portion of the
mar. This procession encompasses 48 darík). Once aware of what’s going Valaquetta and/or the PCs. Whatever
priests plus a Gramiska retinue of ca. on, Sauron will not have sufficient power remains to the Valaquetta is
320 people (of whom 100 are warri- time to prepare a full-scale assault insufficient to counter- act the inimical
ors). The procession is necessary to on the site, and so is constrained effects of the curse laid by Sauron
alleviate the effects of Sauron’s curse by whatagents and troops are aeons earlier - it fades and is forgotten
Original illustration from Other Hands #27
over the tale of years; Taurinafanto
crumbles into nothing- ness, the secret
of its construction gone.
The perpetrator should escape the
conflagration to be pursued by the
PCs. This is a good hook to “The
Perfect Seed” adventure - especially if
the destroyer of the Valaquetta is
Râisha, since she will make for Mis-
trand on the Inland Sea. Two frag-
ments of the Valaquetta should sur-
vive: one to redress Oraishapek’s
impending defilement of Larisa To-
ron, the other to heal the Brown Lands
in the far future (perhaps in the Fourth
Age).
on the Cemincelmar, immediately available.
which might otherwise be corrupted The PCs need not realize that a
The fight is more balanced this time
or destroyed. The procession will portion of the Valaquetta survived.
because the Cemincelmar are not able
need protection (hence the warriors) (This could be learned in a future
to cause the Cuivë Cemo as in normal
and might be attacked by either a body adventure.) This presents an insurance
land. The ceremony enabled them to
of low-level evil troops (Orcs, Trolls, for the GM in case the PCs should fail
move inside the Brown Lands and
Easterlings) or one of the in their mission to stop Oraishapek.
transplant the Valaquetta Olvaron
Necromancer’s minions (with a band without taking too much damage, but GM Note: If the PCs are extremely
of troops, of course). Alternatively, the stress of the Cuivë Cemo is clever and/or lucky they might be able
Thiudarík might persuade the PCs to beyond their capabilities here. to protect the Valaquetta from
attack the Erthakuni. Pick the type of destruc- tion. In this case it is
attack that is mostly appropriate to I Ilúvemetta - The End of it All suggested that its power is not
the situation. In the end, all the Sairolvar’s work sufficient to counter Sauron’s sorcery
and effort is doomed to yield but little (because the Dark Lord is active again
Transplanting the Valaquetta result, thanks to the fathomless and resides in the vicinity of the Brown
Eventually, despite harassment, depths of Sauron’s iniquity. The Dark Lands). On the other hand, if you
Taurinafanto reaches the site. There it Lord’s last agent (this should be allow a change of history then the
settles right down into the earth, so Râisha, just because she is the rightful revival of the Brown Lands will be a
that its Belowdeck is level with the owner of the Sturgurnak) suddenly major event indeed...
ground outside. The Sairolvar then arrives on the scene (perhaps at the
enlist the aid of the Erthakuni. One climax of the battle), or reveals Aftermath
side of the vessel is dismantled by the him/herself, producing the Sturgur- After the destruction of Tauri-
Sairolvar (and whomever is willing to nak. After a brief soliloquy in typical nafanto and the Sairolvar, Sauron
help) and, with the Sairolvar keeping arch-villain style, she speaks the learns the whole story about the ship
up a continual chanting song, the words of command and the power of - its inhabitants and intentions as well
Erthakuni protect the vessel and the the Sturgurnak blasts the Valaquetta. as the actions of the PCs and the
18
The Adventure

Grama. He is particularly furious sounds of nature in the open air; it lies been severely punished, their bodies
about the latter and makes sure that somewhere between birdsong, the were thrown from it.
these brave men are “punished” for humming of busy insects and the If the PCs are present: A very
their arrogance of attempting to rustle of leaves in trees on a windy Hard (-30) Tracking roll will reveal
thwart his plans. Accordingly, the day. If anyone listening knows that the Orcs came from the south,
Gramiska farmers are especially hard Quenya to rank 4 (“rank 9 spoken” in went right up to the vessel, and then
hit by the Plague, and their special RM) or better, they might “imagine” were leaving north before being set
culture, based upon the Entwives’ that the sound is of a strange choir, upon and killed. Five successful
teachings, passes into oblivion. The singing in some exotic dialect vaguely Tracking rolls are necessary to trail
few survivors flee to northern resembling some ancient Quenya the Orcs back to a path leading to the
Rhovanion, keeping the memory of from years past; however, no sense Dead Marshes. There are no signs of
the Erthaithíns alive through tradi- may be made of it. opponents, even with Absolute Suc-
tions which will reemerge in the cess on the roll. All the corpses are
Fourth Age. The Erthakuni survives The Wake perhaps slightly dirtier than usual
in northern Rhovanion, but its south- Small springs have started welling (even for Orcs and Trolls). This is
ern branch with its special ties to the in the path of the vessel and in the area because they were killed in a Cuivë
Entwives is extinguished. The once where it now rests. Plants are Cemo. The party was on a scouting
thriving region south of Mirkwood is flourishing there - some might say mission from Thuringwethost (See
left utterly shaken and devastated quite unnaturally. However, this ICE’s Dagorlad and the Dead Marshes.)
after the Plague. strange wake demonstrates quite that were killed before fleeing north
plainly that the vessel came out of the to their overlord.
RUMORS East.
The encounters are presented as the If the PCs are present: Closer in- Odd Couple
basis for a tale to be related to the PCs vestigation of the plants and springs Two corpses are found close to the
by someone (this might be second, shows that the water is very pure but nearest human habitation. Ambarad,
third or even fourth-hand, of course), both poisonous plants and herbs are the Gondorian castle ca. 16 miles
with additional and more accurate growing amongst the more usual (25km) SE of Brunninsburg or the
information available to adventurers plants of the region; for example: town 8 miles (15km) straight west of
at the scene. Any of these “random bright blue eyes, splayfoot goodwort, Taurinafanto's resting place might be
events” may be used at any point of the muilfana and silmána. (See ICE’s Mirk- suitable if Taurinafanto is still in the
plot. They can also be used to wood p. 53 and MERP p. 85 and ICE’s region. The corpses are apparently
introduce Thiudarík to the PCs. He Hands of the Healer.) dumped there. One is a middle-aged
might hear one of the rumors at the GM Note: Since it causes the tempo- man, the other a younger woman.
same time as the PCs, or he may be rary growth of plants not native to the Both are moderately well dressed,
the one who tells it to them. He will region the Wake is an excellent opportu- although the clothes are ruined. Both
always seek to put the blackest nity to provide the PCs with any herbs they died from crushing blows or perhapsa
interpretation on any event, and need. Feel free to alter the list pre- sented bad fall. Neither is known to any- one
exhibits great concern for the welfare above to meet your campaign’s hereabouts.
of the surrounding peoples, trying to requirements.
enlist the sympathy and active support If the PCs are present: The PCs
of the PCs. Evil Corpses cannot identify them either. Careful
The bodies of half a dozen Orcs and examination of their possessions may
Singing a Troll are found close to the vessel. suggest that they were thieves (e.g.
Faint singing is heard emanating The bodies are severely muti lated, possessing lock-pick-kits, masks, dark
from the unearthly vessel, gentle and even to the extent of being spare clothing etc.).
rhythmical yet somehow weird and “shredded.” Their weapons are splin-
mysterious. Different interpretations tered and broken, their armor torn GM Note: These are indeed a pair of
could be put on the music, since no and useless. There are no signs of the thieves from Unsibyaburg (Strayhold -
words can be distinguished. At times, evil ones’ opponents. Some may see ICE’s Brigands of Mirkwood.)
the repetitive sounds could even be interpret this as a sign that the vessel who investigated the vessel too closely
said to be sinister - perhaps they form is the home of good creatures who and were slain after attacking the Sai-
part of some unknown ritual ... have defended themselves success- rolvar venturing out. Don’t make it too
If the PCs are present: Closer to, fully; others might say that the Orcs easy to identify the profession of this
the singing resembles more the came from the vessel and, having pair!

19
The
TheAdventure
Tale

Flying Tonight however, there is a terrific thunder-  Gondorian source: The vesselis
A giant creature is seen in the vi- storm. Magical divination or a Ship of the Dead. Part of Ar-
cinity of the vessel, flying across the weather-reading skills will determine Pharazôn’s “Golden Fleet” sent to
face of the moon. It is vaguely bat- that the storm is natural. It will not be invade Valinor at the end of the
like, being black with membranous possible for the PCs to reach the priest Second Age, the ship was doomed
flapping wings. Any of the following before he completes the ritual. The rather than sunk in the cataclysm
attributes may be given to it by the priest is scruffily dressed and one of that swallowed Númenor. Since
tale-teller: the itinerant Erthakuni priests that dreadful day, the ship has
 it was mounted by a rider clad in occasionally met. sailed the seas and lands of the
swathes of black; world, manned by an uncaring
 it was a fearsome beast but with- Shadows at Night and undead crew, cursed to
out a rider; One night, the side of the vessel wander eternally that men should
opens and “something” comes out. A never forget the follyof the King.
 it had glowing red eyes; number of shadowy forms are seen;  Any non-Elven source: The
 it had a halo of guttering flame; these are of indeterminate height, sire vessel is a ship of elven design,
 it bore a man clad in white and even shape. Some will maintain manufactured from magical wood
wielding a sword of gold; that they are wights or wraiths or that can fly or float or traverse the
 it was really a black eagle with some other malefic undead creature land. It has come from beyond
the sign of an Eye on the under- come to poison the land and slay their Rhúnen, passing undetected
side of its wings; children; others think they must be through uninhabited wastes on a
 whatever else you can think of ancient spirits lost on a voyage secret mission to challenge the
and what's reasonable to the through the Worlds. Necromancer in Dol Guldur. The
situation. If the PCs are present: Even the ship has weapons of great strength
If the PCs are present: Successful best Perception roll yields no more to blast the fortress to rubble and
Perception rolls may give additional information. The forms glide over the destroy theevil lurking therein.
information as appropriate for either earth and, since the night is so dark,
 Any source: The vessel is a
Râisha or Gwilithaur; note that if you they soon disappear from view. They
Pirate reaver gripped by a cy-
repeat this encounter (perhaps once as do leave tracks which can be seen in
clone and whirled through the
a story and another time as a wit- the morning, but half a mile from the
atmosphere high above the face of
nessed event), you should confuse the vessel they diverge and can no longer
the Earth until it came crashing
PCs by using the other minions of the be followed. The tracks are unlike
down here, dismasted and
Necromancer the second time. Any anything anyone in the party has seen
beached miles from the sea. It has
Perception roll will be at a significant before.
been possessed by Orcs or some
penalty due to the darkness and dis- other race of evil creatures who
tance involved. Alternative Rumors are planning to launch an at- tack
If you wish to have alternative ex- from it at the behest of their foul
Crazed Priest planations for the provenance of the Master.
One of the Erthakuni priests per- vessel, local sources may offer any of
the following (all false of course).  Any source (preferably
forms a blood sacrifice near the ves- Northman or Gondorian):
sel, to honor the Erthaithíns' return. Remember though that there is a
variety of local sources: the Gondori- The vessel is the creation of East-
Some telling this story will go on to erlings, home to hundreds of a
say how the sky turned black and ans, Grama, Waldinga of the East
Bight and the Ehwathrumi, and each new tribe of sorcerers from the
thunder rolled in from the hills as if Far East, out to dominate the re-
they were in agony; others might also culture has its own peculiarities,
legends and lore. Feel free to invent gion and claim it for their own.
maliciously add that the priest was These barbaric worshippers of
aided by an invisible creature from the or add new explanations for the spe-
cific cultures. The following are only Evil have perverted the trees and
vessel (though how this was di- vined rocks and all other aspects of Na-
is not revealed). suggestions that might give an image
of what is possible. These rumors ture, bending them to their will
If the PCs are present: The priest and purpose to create this Ark to
is gripped in a violent passion, and stress the superstitious nature of men
that stems from bits of old lore that is carry them so many leagues. Soon
sacrifices a pair of goats on a make- a hellish horde will burst forth in a
shift altar. He is obviously mad if embellished by the imagination of
later generations without the older black tide and sweep all before
approached. After his ritual, he faints them.
but there is little effect; that night, knowledge.

20
The Adventure
Other Encounters little help. He may be useful if the PCs unless the denizens are powerful
You may wish to instigate other beg him for assistance and put upwith indeed. Babbad is the brighter of the
encounters which will cause prob- his perorations for a little while. He two, while Grattar is keen-sighted for
lems for the PCs; see Tables 23.1- scorns gifts other than food or useful a Troll and somewhat larger. They
23.3 in Mirkwood for a full listing of clothing and items. will seek to kill anyone associated with
stats from human and wild beast Austragild will attend the meeting the vessel if they cannot capture them
encounters. Use the Encounter Table at Stainahring and will be one of the easily.
in MERP to determine the type of more unpleasant speakers, favoring an Each carries a quantity of rope and
encounter(s). Remember that the entirely different region for the twine, and a net set with little metal
arrival of Taurinafanto in the targeted Valaquetta (make your pick according hooks. They also have a flask each of
region (where the Sairolvar are not to your campaign), constantly arguing Orkish revivative cordial, several
trying to overtly hide it anymore) is a against the PCs, etc. In short, he is large sacks with a small quantity of
rather frightening occurrence, and intended as a peaceful antagonist who treasure (gold jewelry, carved bone
many people will have fled the area in should be countered with diplomacy and ivory, chunks of semi-precious
mortal fear. This means that a low and persuasion rather than the sword. crystal etc) in them, and a selection of
level party has a good chance of get- iron knives, wickedly barbed and
ting involved without having to worry Babbad & Grattar honed to a fine edge.
overmuch about dangerous These are a pair of Mountain Trolls
Wilderland encounters. from Dol Guldur, armed with spiked Dasron
clubs. Mountain Trolls are a further Although already dead when the
development of Morgoth’s original adventure proper begins he is still an
NPCs Stone Trolls. Whereas the primitive important NPC. It is his restless spirit
Stone Trolls are turned to stone when that tries to push the PCs into action
Austragild struck by the sun’s rays, Moun tain and helps them as best he can, giving
Austragild is a rather eccentric Trolls are able to operate under such hints about the direction they have to
priest. He is an aged (67), itinerant conditions for short periods of time go, or warnings of imminent danger,
Erthakuni animist given overmuch to (though they do suffer from this etc. Be careful, however, with the
preaching and berating the Gramiska exposure and take damage). The end information given by him. Remember
villagers he comes across. At times, product of this development will be that he is not thinking rationally any-
his religious fervor gets the better of the Olog-hai of the late Third Age, more, and so can give only vague and
him and he goes rather mad. You can who are immune to daylight. Every general assistance (otherwise it would
have the PCs encounter Austragild as new developmental step in the im- be a bit too easy for the PCs).
the teller of one of the rumors, or as provement of the Trolls is spawned
the crazed priest. (See above) unto Middle-earth to trouble the Free Gwilithaur
He has a special resistance ability Peoples and further Sauron’s goals by This servant of Sauron is a kindred
giving him +10 RR vs. Essence magic, making life more difficult for Eru’s spirit of Râisha, and yet a far more
and possesses two magic items: a belt children. deadly original. For Gwilithaur is a
of woven leather thongs, dyed green Babbad and Grattar are the rem- true vampiress, a fearsome creature
and stitched with garnets,which gives nants of a raiding party from Dol with legendary magical abilities, a
+5 bonus to Base Spells and Directed Guldur that was ambushed and nearly being shrouded in her own race’s
Spells, and adds 5 PP to the wearer’s annihilated by a force of Gondorian nocturnal secrecy. Little is known of
total; and a gold ring carved with the knights investigating the strange de- vampires, and all of it is bad. Whence
symbol of a hammer which can cast a struction of the road there near the they came, only Morgoth and his chief
Spell of Stunning (duration 1 wood of Rhúnost. They alone were servants might guess. It is generally
round/5% RR failure) 2x/day. able to escape into the forest. While assumed among the Wise that they are
Austragild is intended to be a nui- thinking what to do (it took a good lesser Maiar lured into Morgoth’s
sance to the PCs, a source of misin- deal of time for the two Trolls to do service long ago. (For more
formation and annoyance. He is loud so) they were encountered by Râisha information on Morgothic vampires,
and uncooperative at all times, and and pressed into service through her see ICE’s Creatures of Middle-earth.)
argues with them, chiding them if commanding ability. Gwilithaur has innate magical skills
they are non-believers and render They have been sent to capture one owing to her supernatural origin.
of the inhabitants of the vessel, some- These include talons capable of tear-
thing which they should surely be ing through even metal armor
large and dangerous enough to do, (treated as broadsword attacks), great

21
The Adventure
The Tale
speed and agility, power over dark- to be caught or slain, though they leader, and had greater dealings with
ness and power in dark places, and don’t mind risking a little harm. They Men than any other Sairolva. A slen-
resistance to normal weapons. Most are also sensible in their use of magic der evergreen with haunting brown
importantly, she can assume the form and won’t over-stretch themselves. eyes and veins of ochre striations
of a giant bat and fly through the night Both these foes are dangerous and which give her a delicate appearance.
with total silence and deadliness. should be used with careful restraint Lótesanga looks a bit leafy and bushy,
Additionally, she owns a magic cloak against lower level parties. and speaks in a rather jolly tone.
which lends more magic powers She left the gardens even before the
including concealment, protection Kaldahilmya War of the Last Alliance around SA
and movement. Kaldahilmya is a pleasant man (52 1700. The War of Sauron with the
Gwilithaur operates independently years old) from the small Gramiska Elves caused unrest in her and she
from Râisha. She was sent from Dol village of Brunninsburg associated decided to meet other people in less
Guldur to investigate the strange with the holy spring named Wothi- troubled regions in the East. Search-
occurrences perceived by the Dark watins Brunna. Kaldahilmya serves ing for the most beautiful garden in all
Lord. Gwilithaur is part of the Con- his community dutifully and is both of Middle-earth, she found in the
clave of Dol Guldur (See ICE’s Dol respected and liked. Valaquetta Olvaron. After the de-
Guldur.) and holds the title of a He will attend the council of Er- struction of the Gardens south of
malaugash - something like a bishop in thakuni addressed by the Sairolva. Greenwood the remaining Sairolvar
the clerical hierarchy of Dol Guldur Initially, he will be in favor of the went east as well and over time some
(laugashî being the priests, fhalaugash Valaquetta being planted in current encountered Lótesanga. She told
the pope, and burlaugash the deity). Gramiska territory, but when he them of the Valaquetta and together
Her capability of flight made her the realizes that nearly every priest they delved into its secrets as best as
best choice for this ad-hoc mission. wishes this for his region he will they could.
Gwilithaur is capable of comman- eventually join the group favoring the Loblolly holds a special place in her
deering two companies of Orcs and resurrection of the Brown Lands. heart for Mannish farmers who grow
up to ten laugashî within one day’s Kaldahilmya should be used as a flowers and once would pass the long
time. She could also have command benevolent NPC favoring the most summer days singing them lullabies as
over a few elite rangers (grimburî) sensible solution. He could encounter they worked in the gardens and slept
from Dol Guldur. This fighting force the PCs near Brunninsburg while beneath her shade. Accordingly, she is
could be used to make the showdown searching for plants, the strange ship, much happier than any of the other
a bit more dramatic. Use or discard or whatever you like. His pleasant Sairolvar at speaking to Men, and
this option at your discretion. Alter its character and respected reputation therefore has volunteered to contact
strength and/or composition ac- should make him a valuable ally in all Dasron and risk visiting the priest’s
cording to your party and campaign. interactions with the local Grama, council. However, she is still exceed-
Alternatively, ICE’s War Law (or any especially the meeting at Stainahring. ingly strong and very tough. Her
other Mass Combat System) could be The priest owns a magical staff and appealing voice gives her a +25 bonus
used to play out this large-scale en- has special powers connected with for Influencing Men.
gagement. It is suggested to use the Wothiwatins Brunna. In the vicinity
normal combat rules only where PCs of the spring, he has x2 PP and an Ormecáno
are engaged. additional 48 PP which can be used to The leader of the Sairolvar, Or-
The purpose of having two similar cast the following spells: Water Pro- mecáno is a stern and determined
opponents (capable of flight and look- duction I, Water Production V, Area Entwife who nevertheless cares
ing similar when spotted in the air) in Protection II, Waterwall, Water Bolt deeply about the fate of the Free
this adventure is to confuse the PCs. (100'). He can also cast these spells Peoples in northwest Endor. She sees
Should they learn the identity of one, away from the spring by paying ½ the the mission as benefiting not only the
have them encounter the other next normal PP cost and using ¼ pint Sairolvar but also all the inhabitants of
time to throw them off and ruin any (0.1l) of Wothiwatins Brunna wa- the region. But most importantly for
plans they might have prepared. Both ter/PP used. Kaldahilmya also is her is the possibility of rejoining the
have similar aims, of course. One or skilled in herblore. Onodrim, and seeking out her long
other appears whenever there’s an lost love. Although very good at
opportunity for sabotaging the Lótesanga organizing her fellow Sairolvar, Or-
Entwives’ plans, or any activities that Lótesanga (a.k.a. Loblolly the mecáno is not very adept at speaking
the PCs are undertaking on their Lithe, see ICE’s Lords of Middle-earth with men or similar races. She does
behalf. Both take extreme pains never III.83) is somewhat younger than her have a beautiful singing voice, and

22
The Adventure

generally leads the chants to call the became the ninth of Sauron’s Ring- allows ťvatha access to her thoughtsand
Cemincelmar. Ormecáno appears as wraiths. While the Variag lord had perceptions.
dark green and somewhat prickly at many children, one of them enjoyed She also (naturally) knows the use
first, but when she sings, she reveals a his particular favor. Despite being of poison and carries asgurath, blade
lighter and softer side. from a mistress, he cared that this boy hemlock and jegga. Other offensive
would be educated well. The father abilities include her knife, and a
Priests of Stainahring seemed to be ever young and magical gold ring shaped like the body
The three Erthakuni priests who immortal while his children aged. and head of a black dragon which can
tend to the Erknastath of Stainahring The boy however proved to be one his shoot a Darkbolt 3x/day. (See
are Athalareth, Berning and Albarík. most trusted servants and was Rolemaster Companion II. If this is
They are somewhat elderly and re- rewarded with a special item given to unavailable, use Shockbolt.)
vered accordingly by the other re- him by the Dark Lord: an amulet Typically, Râisha likes to fly si-
gional Erthakuni priests. They organ- which served to preserve a man’s lently and swoop upon a victim, using
ize the meeting with Lótesanga by health through his years. poisoned crossbow-bolts from a dis-
sending word to all priests within Though in no way does it have the tance (or sometimes a blowgun), and
reach. might of a Ring of Power, it is useful either a scimitar or the knife close to.
The powers and levels of these since it preserves vigor and health She is very apt at the use of poisons
priests should be adjusted to your beyond the normal span of a mortal and carries a wide selection with
campaign. I would suggest levels (though it does not prolong the mor- various effects on her person. Tuma-
between 8 and 15 (the range given for tal’s existence within Arda beyond his sesh can attack with her when com-
their stats). Animists (or Cler- normal span). manded.
ics/Druids for RM) of this level The price is however high; like the Râisha’s deadliest weapon is the
should be able to array a lot of power rings, it enhances the wearer’s Sturgurnak. By chanting a certain
and abilities (especially within the innermost desires and fosters his Word of Command, the power
Stainahring). ICE’s Lords of Middle- sympathies for the Dark Lord.Like the locked within the stone bursts forth,
earth offers useful guidelines for as- son, many of his descendants followed unleashing a torrent of all-consuming
signing magic items appropriate to the path of ťvatha loyally and so this fire which spews for 155 yards
the level of their owner. (I suggest line is among his most trusted (140m) in every direction.
+10 to +20 bonus items and x2 to x3 servants. The Nazgûl watched over The wielder itself is spared from
spell multipliers.) them as they proved to be loyal to him the full power of the conflagration
Assign them the position you need through all obstacles. Perhaps they because the torrents of fire merge a
in your campaign (strengthening the also remind him of some of his lost few meters around her, taking “only”
PCs’ position or their opposition). humanity (similar to the two a “B” Heat critical every round.
They are a good balancing factor personalities of Gollum). (Anything other than a servant of the
during the meeting. Apart from ex- Râisha as the current representative Secret Fireor a wielder of the Flame
traordinary circumstances, they of this line now serves the Dark Lord of Anor will be reduced to ashes
should be able to repel any attempts as well as her ancestors. Her primary instantaneously on contact with the
of forcing access to the site of meet- missions include infiltration, spying blast.)
ing. and subterfuge in general. Her head- If you really want to roll the dam-
Other Gramiska personalities quarter is in Mistrand but she is often age, I propose to treat it as a +100
might taken from generic descrip- away on missions for her master in Fire Ball (10x damage, criticals in-
tions in ICE’s publications on this Rhovanion. She is one of his most creased 2 levels with a special +50 on
area. In general, they should be ca. valuable agents. their rolls) attack for 3 rounds, with
level 6-12. Assign them items as Râisha has many peculiar skills and repeated heat criticals every round
needed and appropriate. Their behav- abilities, including a well-developed until the area is left.
ior reflects their role: a chieftain’s empathy with her “pet” great bat, Each time the power is used with
primary concern will be his people Tuma-sesh. She is talented in sorcery the correct phrase, there is a 66%
(and his own power of course), while and has been entrusted with an amu- chance that the stress is too much,
a merchant will see to his profit etc. let to boost her powers. This amulet breaking the crystal’s structure and
is of a strange alloy metal and pre- leaving the stone broken and useless
Râisha cious stone like tiger’s eye which afterwards.
Râisha is a part-Variag scout with a glows luminously when its power is Unleashing the power without the
peculiar upbringing and background. drawn on; to be used it has to be phrase destroys the gem automati-
Her ancestor was ťvatha who later placed to the forehead. Its use also cally after the blast is released.

23
The
TheAdventure
Tale
Sigutains He is known to many of the villages in Perhaps Thiudarík could persuade
Sigutains is Thridyawulf’s 36-year the area as a tough man, sometimes them to hire some mercenaries; 4
old son. He is his fathers’ eyes and ears distant and cool, but respectable. days of hard ride may bring a PC to
in the region. It is he who goes to the Strangely enough, if anyone is hard Unsibyaburg (Strayhold) to hire a
seats of other thignos or on other pressed, no one can ascribe to him any band of unscrupulous mercenaries.
political missions. He is known important noble or even useful deed, (See ICE’s Brigands of Mirkwood for
throughout southern and southwest- but neither are there any evil tales of more details on Strayhold.) It is ca.
ern Rhovanion as an honest and him. 190 miles (305km) from Rhúnost to
trustworthy partner. He shares his He dresses in traditional dull brown Unsibyaburg (primary road). For
father’s ambition and wits but lacks and green linen clothes and wears a distance and travelling time within
the experience and caution of his sire. steel and brass scale mail shirt. He has the adventure region refer to the
In fact, he is quite reckless, especially hair of a sandy color and the healthy adventure’s regional map and the
when faced with injustice or an look of the outdoors; his eyes are blue Strategic Movement Chart in MERP
promising opportunity. During the and he sports a trimmed beard and or RM. If using this option be sure
adventure Sigutains is again in charge moustache. He wears a well-worn that there is sufficient time left for
of the foreign affairs of his tribe, broadsword and carries a bundle of 4 such a venture.
visiting other thignos and urging them light spears, suitable for throwing or Alternatively, he might propose
and all Erthakuni priests he can find to using in the hand. He also has an to attack the Sairolvar (perhaps with
the meeting. unusual ivory knife in a stained bone mercenaries) when they start the
sheath, and around his neck is a silver transplanting of the Valaquetta. He
chain pendant set with a small ruby. will not however press them against
Thiudarík All these three items aremagical; the overt proof that he is wrong. If the
Thiudarík is another agent of the sheath can cast Tracking 2x/day and PCs are suspicious about his motives
Dark, but does not serve Sauron the ruby is a x2 PP multiplier. or recognize the Entwives as the
directly. He is employed by one of the Thiudarík himself knows some magic good guys, he pretends to see his
cults of dark priests who worship the spells. (Take your pick.) error andhelps them. In this case he
images of Morgoth and Sauron as the Thiudarík will seek the aid of the will take the first chance to do as
black Lords of Night. More spe- PCs, professing to be concerned about much damage as possible before
cifically, he belongs to the Cult of the the suborning of some of the local fleeing. Preferably all witnesses are
Long Night. (See Mirkwood, p. 58.) religions by the forces of evil. The to be killed so that he can keep his
He is a ranger of the plains, a Grami- arrival of the Dark Ship (as he insists ruse in the region.
ska Northman from south-central on calling it) is a sign that somegreat
Rhovanion. evil is soon to be released, a spell or
Thiudarík appears fair and pleasant ritual that might permanentlyblight all
of character, only revealing his darker the lands and forests east of the
side in unintentional slips - and these Anduin. He will attempt to persuade
very infrequently. the PCs to organize an attack on the
Dark Ship.

Original illustration from Other Hands #27

24
The Adventure
Thridyawulf
Thridyawulf is the thign of the
Hrothimannans clan whose chief
settlement is Stainahring. He is an old
(61 years) and experienced leader
who is chiefly concerned with the
strengthening of his people’s position
within the power structure of south-
ern Rhovanion. To this end he made
quite close friendship with the Gon-
dorian governor in Rhúnost. Al-
though Thridyawulf knows that his
people are the junior partners in this
deal, the mutual benefit from this
Cooperation out-weighs outweighs
any doubts he might have about
allying with the Men of the West.
At first, Thridyawulf is skeptical
about the fantastic stories of the
Erthaithíns returning, but when he
sees Lótesanga at the meeting he is
overawed by her presence, counseling
his people to support their ancient
teachers.
It is his word that turns the
representatives of the othertowns and
clans to come to this rather strange
meeting. (Who believes rumors that
your ancient goddesses have returned
and are asking for your help?)
Beside the spiritual importance and
impact of the Sairolvar’s plan, Thrid-
yawulf sees enormous potential for his
people. If the ancient gardens were to
be revived, his people might become
the most important food producers in
this corner of the world.The skills of
the ancient mistresses combined with
the prospective fertility of the land Illustration: Ted Nasmith
might gain his people adecisive edge in
Rhovanic politics. If he is acting
clever, he might even unite the Grama
into one nation and who knows,
perhaps is this economic power strong
enough make him- self or his son a
king...

25
TheThe
Table
Tale

NAME/# lvl PP HITS AT DB MELEE OB MISSILE OB NOTES

SAIROLVAR
Ormecáno 29 87 290 CH/16 40 130 HBa - Entwife; Huge
120 HGr
160 HCr
Lótesanga 26 78 260 CH/11 30 110 HBa - Entwife; Huge
100 HGr
95 HCr

ERTHAKUNI
Albarík 8 16 50 NO/2 20 45 qs 10 sp Rural Man Animist
Athalareth 13 39 70 NO/2 25 60 qs 15 sp Rural Man Animist
Berning 10 20 60 NO/2 15 50 qs 10 sp Rural Man Animist
Kaldahilmya 7 7 46 SL/5 0 40 qs* 10 sb Rural Man Animist; Protections (5), Nature's Lore (5), Plant Mastery (5), Purifications (5),
30 sp 5sp Spring Waters (5)**; Westron (5), Gramiska (5), Ehwathrumiska (3), Tawarlam (2), Logathig (2);
Quarterstaff +10 OB and detect water within 180' (55m).
Austragild 5 10+5* 45 SL/5 10 30 sp 25 sp Rural Man Animist, Protections (4), Surface Ways (4), Animal Mastery (4), Direct Channelling
15 da (4); Westron (5), Gramiska (5), Logathig (3); * Magic Belt and Ring of Stunning
GRAMA
Thridyawulf 16 - 120 CH/13 40 120 bs 90 sp Gramiska Warrior. DB includes shield, +15 equipment
Sigutains 8 - 140 CH/13 60 115 bs 90 sp Gramiska Warrior. DB includes shield, +10 equipment

NECROMANCER'S
MINIONS
Babbad 16 - 173 CH/12 25 170 wh - Olog; Large; club hits as warhammer with double damage because of sheer size
Grattar 14 - 196 CH/12 25 162 wh ~ Olog; Large; club hits as warhammer with double damage because of sheer size
Râisha 15 15+12 110 SL/8 40 85 kn* 80 xbow* *Poisoned; Variag Scout; Essence Hand (5), Spirit Mastery (5), Spell Ways (5); Sindarin (5),
65 sc 59 da Westron (5), Morlam (5), Quenya (2); Empathy with great bats
Tuma-sesh Mounted 7 - 80 SL/4 30 50 MBi - Great Bat, SpdVF
Unmounted 60 75 MBi/60 MCl -
Gwilithaur humanoid 22 88 200 NO/3 80 spells spells Vampiress; Large, Spd VF*; 15+ Spell Lists; *without magic cloak she is DB 55 and Spd FA.
120 we
Giant Bat 130 HC1 spells
90 LBi
80 LBa
Thiudarík 8 16* 91 SL/7 25/ 101 kn** 65 sp Gramiska Ranger; * x2 PP mult; ** +10 ivory knife; Nature's Guises (6), Surface Ways (5),
40 75 sp Spell Defences (5); Westron (5), Gramiska (5), Morlam (4), Ehwathrumiska (3), Sindarin (3)
60 bs

GENERIC NPCS
Asdriag captain/1 6 - 90 RL/10 30 80 us 50 cb Asdriag Fighter; DB includes shield; us: usriev may be used either as lance or 2-handed
sword.
Asdriag warrior/20 3 - 60 SL/9 30 55 us 40 cb Asdriag Fighter; DB includes shield; us: usriev may be used either as lance or 2-handed
sword.
Ehwathrumiska captain/1 7 - 110 CH/13 40 90 sp 65 cb Northman Fighter, DB includes shield.
Ehwathrumiska soldier/20 3 - 70 RL/10 25 60 sp 45 cb Northman Fighter, DB includes shield.
Sairolvar/26 24-28 48-56 250- RL/11 25- 110+Gr/Cr - Entwives; Huge.
280 40
Gondorian captain/1 9 - 130 CH/16 45 110 bs 90 lb Dúnadan Fighter; DB includes shield.
Gondorian sergeant/4 6 - 90 CH/15 40 85 bs 60 lb Dúnadan Fighter; DB includes shield.
Gondorian soldier/40 4 - 80 CH/14 35 70 bs 50 lb Lesser Dúnadan Fighter; DB includes shield.
Gramiska elite warrior/1 5 - 85 CH/13 35 80 ha 55 lb Northman Fighter, DB includes shield.
Gramiska warrior/10 3 - 65 SL/7 25 55 ha 40 lb Northman Fighter, DB includes shield.
Grimburî 8 12 100 RL/10 45 100 bs 110 sb Elite rangers; DB does not include shield; two to three spell lists.
Laugashî 10 10-20 80 NO/2 5- 50 da 10 da Mannish priests/sorcerers from Dol Guldur; 10 lists to 10th lvl; PP's do not include multipliers or
40 adders.
Orc captain (Drartûl)/1 8 - 95 CH/16 25 100 ms 80 sb Orc warrior; leads a company (Dagor-dirn); DB includes shield.
Orc sergeant (Ujâk)/10 7 - 85 CH/15 20 90 sc 65 sb Orc warrior, leads a group (10 Orcs); DB includes shield.
Orc warrior (Dog)/100 3 - 60 RL/10 30 55 sc 20 sb Adult Orc warriors; DB includes shield.
Erthakuni priests 4-10 4-20 30-70 NO/2 5- varies varies Mannish animists. May posess spell bonus items.
40
Cemincelmar/ca. 300 5-10 - 55- NO/4 60- special - only harmed by magic or magic weapons; special attack.
100 75

26
The Adventure

27
The Tale

28

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