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Radagast the Brown

Encountering Radagast
The Brown Wizard is not as mysterious or adventurous as his cousin Gandalf the Grey, he
can be encountered at his home at Rhosgobel. He seems to rarely leave his cottage save for
short walks in the forest east of his home along the Dusky River or near the banks of the
Black Tarn. He is well informed about the events of the Woodmen of Wilderland, and the
people revere his advice in matters of grave counsel. He is never rude, but years of isolation
have made the Wizard’s conversation seem abrupt or brusque, as if he was unused to the
common laws of courtesy used by Dwarves, Men, and Elves. Strangers coming to meet him
and asking the local Woodmen to find his cottage in a grove of trees after following a
narrow pathway of white stones, sometimes a visitor may find themselves alone and lost
only to end up back near the Great Hall of the village. During the warm months visitors may
have to wait some time as many Woodmen come to hear his wise words.

Radagast the Brown: Wizard, Healer


Distivitive Features: Wise, Rustic, Gruff
Favoured Callings: Warden, Scholar
Fellowship Bonus: +1
The Magic of Radagast: While within the forest of Mirkwood you can spend a Fellowship
points to achieve a magical success of Awareness or Courtesy tests. The animals of the
forest have brought words of warnings or grave portents of danger to your company.
Agenda: To protect the animals of Middle-earth, and learn about the growing threat of the
Shadow in Mirkwood.

King Bard

Encountering Bard
Bard comes from Lake-Town but as the slayer of Smaug the Terrible and the heir of Giron
Lord of Dale he has unified the Men of the North under a new banner. Bard is a humble
man, and wise even for his years. He will go on to raise a great lineage of Kings in the North,
and unite Men, Dwarves, and Elves. The King has many suitors and ambassadors wishing to
see him, so gaining an audience with the King can be quite a challenge. The King can be
found in Dale and he has little reason to leave the Royal Palace unless he must muster an
army to defend his lands. The Royal Palace built by Dwarves is the most marvelous feat of
Architecture in the North. Perhaps even rivaling the great cities of Gondor in the South.
King Bard: King, Bowman, Raftsman
Distinctive Features: Dale-lore, Wood-wright, Honourable
Favoured Callings: Warden, Champion
Fellowship Bonus: +2
The Hospitality of a King: When choosing the meet patron undertaking to meet with King
Bard raise the fellowship rating by one. In addition you receive one rumor.
Agenda: Fight the Enemy, Forge Alliances.

King Dain

Encountering Dain
King Dain, cousin of Thorin Okensheild and leader of the army of Dwarves in the Battle of
Five Armies, he is a Dwarf and that means he is bold and brash. But rarely reckless. He is
close allies to the Men of Dale, and as King Under the Mountain has kept the promise of
Thorin to let gold and wealth run down the Running River. The Dwarves are secretive folk,
so gaining an audience is made even harder for Men or Elves. But on the occasion that he
meets a company of adventurers, he will gracefully meet them in the Upper Halls of the
Mountain in private meeting chambers rather than the great halls of his forebears.
Nonetheless this is a site to behold as the buildings here carved into the stone of the
mountain are something to relish in.

King Dain: King, Warrior


Distinctive Features: Erebor-lore Orc-lore, Lordly
Favoured Callings: Captain, Champion
Fellowship Bonus: +2
The Favour of the King Under the Mountain: All introductions made during a Council with
Dwarves gains a bonus of 1d.
Agenda: Eliminate enemy lieutenants, Forge Alliances

Beorn the Skinchanger

Encountering Beorn
Since the Battle of Five Armies Beorn has become a chieftain of men, gathering those who
would fight the orcs and wolves of the wilds under one banner. Nonetheless Beorn is still a
private man and cares little for the needs or wants of adventurers especially Dwarves. But if
companions prove their worth by defending the people who have pledged themselves to him
he may allow them an audience in his cottage to dine at his table and be served by his
Hounds.
Beorn: Beekeeper, Chieftain
Distinctive Features: Gruff, Bold, Orc-lore
Favoured Callings: Warden, Champion
Fellowship Bonus: +2
The Enchantment of Beorn: Spend all your remaining fellowship when in Beorn’s country of
the Anduin Vales to call Beorn to your company’s aid.
Agenda: Protect the land, Fight the Enemy

King Thranduiel

Encountering the Elvenking


The Elf-King and his people are under siege, and that knowledge is ever present in his mind.
His people may enjoy singing, dancing, and playing under the moonless starlit nights
through the forest eaves; but there is a Shadow looming that they cannot forget. King
Thrandueil cannot let them forget. It is for this reason that the Elf-King remains guarded
and ever vigilant. Protecting his lands from the axe of orc and man alike. Gaining the
favour of him is not easy, and a company must prove their devotion to protect the realm.
Only then may they gain an audience.

Thranduiel: King, Warrior


Distinctive Features: Elven-lore, Lordly, Proud
Favoured Callings: Scholar, Warden
Fellowship Bonus: +1
The Woodland Folk: As long as your company travels north of the Mountains of Mirkwood
under the trees of the Great Forest all Journey Events are resolved as if you were in border
lands. When the company chooses the Meet Patron Undertaking to meet with the
Elven-King your company additionally receives one rumor.
Agenda: Guard against the Shadow, Root out evil in Greenwood the Great

Gwaihir Lord of the Eagles

Encountering the Lord of the Eagles


To meet with the Eagles is a significant proposal, and one does not do so lightly. Only with
great care does one gain the patronage of the Eagles. Through deeds that save or honour
the Eagles in some way. Only then may they come to your aid, and only at great cost.
Gwaihir: King, Eagle
Distinctive Features: Lordly, Proud, Old-lore, Bird-lore
Favoured Callings: Warden, Scholar
Fellowship Bonus: +1
The Servants of Manwë: As long as the company is near the northern misty mountains, and
are in dire need of aid. Surrounded, fleeing orcs, or imprisoned they may spend all their
remaining fellowship (minimum of 2) to call the Eagles to their rescue. This also comes at a
cost of an increase in Eye Awareness by 2. The Eagles will not fly them far, only 10 miles as
the Eagle flies away from danger and it will not always be easy for flightless creatures to
leave the place. If the company is farther than from the Eagle’s Eryie the Loremaster may
elect to raise the Eye Awareness by 4 instead of 2.
Agenda: Eliminate enemy lieutenants, keep the High Pass safe from Goblins

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