ICE3700 Lost Realm of Cardolan [OCR].pdf

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Guidelines: Abbreviations & Definitions
Smoke swirled across the fiery spring sky as the King's Men
made their last stand. Cries of dying Orcs resounded like some
hideous chorus, magnifying
the
terror that gripped the Barrow-
downs. Cardolan's end was at hand.
His back to a Standing-stone, Ostoher surveyed the battlefield,
all the while praying to Varda for salvation. His loyal warriors
seemed hopelessly outnumbered, despite the fact that they had
slaughtered a hundred score of the Witch-king's minions. Day-
light was too far away.
Rogrog had struck at midnight, allowing the Cardolani no time
to dress, much less prepare an adequate line of defense. King
Ostoher fought without pants, or a shirt, or even padding beneath
his enchanted breastplate. He cursed himself for his lack of
foresight, for he had never expected the Nazgûl's Warlord to force
march in the early evening. As he turned toward a noise, he
uttered: "Why must these noble souls pay for my confusion?"
Ostoher brought his great-sword down, sweeping through the
first of a pair of attacking Orcs. He moved left and felled another
with a mighty blow that cleaved the beast's iron helmet.
Then, through the black smoke, he spotted the huge shadow of
his enemy. The King turned again, pressing against the cold Stone
that guarded his ancestors. As the Troll closed, tie uttered his last
oath: "My blood may color this grassy hill tonight, but the Spirits
of the Edain shall sleep undisturbed."
1.1 DEFINITIONS AND TERMS
These abbreviations and terms are used throughout the series.
1.11 ABBREVIATIONS
1.0 GUIDELINES
Fantasy role playing is akin to a living novel where the players
are the main characters. Everyone combines to write a story which
is never short of adventure. They help create a new land and strange
new tales.
This series is designed as a tool for Gamemasters (GMs) who
wish to run scenarios or campaigns set in J.R.R. Tolkien's Middle-
earth. The adventure modules are complete and ready-to-run
studies of very specific areas, and are intended to be used with a
minimum of additional work. Each has statistical information
based on the
Middle-earth Role Playing
(MERP) and
Rolemaster
(RM)
fantasy systems. The modules are, however, adaptable for
use with most major role playing games. Creative guidelines, not
absolutes, are emphasized.
P
ROFESSOR
T
OLKIEN'S
L
EGACY
Each module is based on extensive research and attempts to
meet the high standards associated with the Tolkien legacy. Ra-
tional linguistic, cultural, and geological data are employed. Inter-
pretive material has been included with great care, and fits into
defined patterns and schemes. ICE does not intend it to be the sole
or proper view; instead, we hope to give the reader the thrust of the
creative processes and the character of the given area.
Remember that the ultimate sources of information are the
works of Professor J.R.R. Tolkien. Posthumous publications ed-
ited by his son Christopher shed additional light on the world of
Middle-earth. These modules are derived from
The Hobbit
and
The Lord of the Rings,
although they have been developed so that
no conflict exists with any of the other sources.
1.12 DEFINITIONS
The majority of unique terms from
The Hobbit
and
The Lord
of the Rings are described in the text.
Arnor:
(S. "Land of the King" or "Royal Land.") Encompassing most of
Eriador, Arnor is the northernmost of the two "Realms in Exile." It
constitutes the North Kingdom, while Gondor — its sister land — is the
South Kingdom. Founded by Elendil the Tall in S.A. 3320, Arnor is
settled by the Faithful Númenóreans who fled the Downfall of Númenor.
These Dúnedain dominate the indigenous Eriadoran groups until the
collapse of the realm. In T.A. 861, Arnor splits into three successor states:
Arthedain, Cardolan, and Rhudaur.
Arthedain:
(S. "Realm of the Edain.") Originally the northwestern
portion of Amor, Arthedain is independent after T.A. 861. It survives as
a Dúnadan realm until overrun by the forces of the Witch-king of Angmar
in T.A. 1974. With its collapse, the last remnant of the Northern Kingdom
passes into oblivion.
Arthedain's name is shared by its relatively uniform, albeit small, Adan
(Dúnadan) population (sing. "Arthadan").
Guidelines: Definitions & Adapting This Module
Baranduin:
(S. "Long Gold-brown River;" W. "Brandywine.") A great
stream fed by Lake Evendim (Nenuial) in Arthedain, the Baranduin winds
across west-central Eriador and empties into the Belegaer north of the Rast
Vorn (S. "Dark Cape") of Minhiriath. The Baranduin forms part of the
western border of Cardolan.
Barrow-downs:
(S. "Tyrn Gorthad.") An ancient burial ground, the
Barrow-downs consitute the oldest and most revered of Adan gravesites.
The grass-covered mounds contain royal passage-graves and surmount
the wild fells of northwestern Cardolan.
Beffraen:
A relatively primitive folk found in southern Minhiriath, the
Beffraen are relatives of the Drúedain, or Woses, of Drúwaith Iaur (Old
Pûkel-land). Like the Hillmen of Rhudaur and the other foothill regions
of the Misty Mountains, they are also descendants of the ancient folk
known as the Mebion Bron.
Cardolan:
(S. "Red-hill Land" or "Land of Red Hills.") The southern-
most part of Arnor, Cardolan is a separate Dúnadan kingdom from T.A.
861 until T.A. 1409. It collapses under the weight of the Witch-king's
Angmarim, and its last Ruling Prince perishes while fighting in the
Barrow-downs, at the edge of the Old Forest.
Cardolan is the most densely populated area of old Arnor and contains
sizable populations of Dunlendings, Eriadoran Northmen, and Dúnedain.
as well as scattered groups of Beffraen.
Dúnedain:
(S. "Edain of the West;" sing. "Dúnadan"). These High Men
are descendants of the Edain who settled the western island continent of
Númenor around S.A. 32. The Dúnedain returned to explore, trade with,
colonize, and later conquer many areas along the western, southern, and
eastern coasts of Endor during the Second Age. Unfortunately, their
hubris and desire for power led them to attempt an invasion of the Valar's
Undying Lands. As a result, Eru (the One) destroyed their home island in
S.A. 3319. Those called the "Faithful" opposed the policies and jealous
Elf-hatred that prompted this "Downfall." The Faithful were saved when
Númenor sank, sailing east to northwestern Middle-earth. There they
found the "Realms in Exile," the kingdoms of Arnor and Gondor.
The term Dúnedain refers to the Númenóreans and their descendants in
Middle-earth, groups which possess considerable physical and mental
strength, longevity, and a rich Elven-influenced culture. Adûnaic is their
native language.
Dunlendings:(Dn."Daen
Lintis.")The Dunlendings are descendants of
the Daen Coentis. A rugged race of Common Men, most migrated out of
the White Mountains in the Second Age and settled in Eriador. Their
largest concentration was in Dunland, in eastern Enedhwaith. Mostly
mountain-dwellers or hill-loving herders, they are known by various
names: Dunmen, Dunnish Folk, Dunlanders, Eredrim, the Hillmen of the
White Mountains, etc.
Eriador:
(S. "Empty Lands.") All of the territory north of the river Isen
and between the Blue Mountains (S. "Ered Luin") and the Misty Moun-
tains (S. "Hithaeglir"). Its northern boundary lies along the highland ridge
that runs northwestward from Carn Dûm and reaches to the Ice Bay of
Forochel. It includes the regions of Minhiriath, Eregion, Cardolan,
Rhudaur, Arthedain, and (by most) Dunland, and Enedhwaith.
Greenway: (S. "Men Galen.")
The section of the Old North Road
between Bree and Tharbad, the Greenway cuts across Cardolan, It is so
named because of the grass that grows between its paving stones.
Gwathló: (S. "Gwathir"or"River of Shadow;" W."Greyflood;"A.
"Agathurush.") The wide, slow-moving river that cuts through southeast-
ern Eriador. Formed by the confluence of the rivers Mitheithel (Hoarwell)
and Glanduin, it carries water southwestward into the Belegaer. The
Gwathló separates Minhiriath from Enedhwaith (Enedwaith) and forms
the long southeastern border of Cardolan. Both Tharbad and Lond Daer
are situated on its banks.
Lond Daer:
(S. "Great Haven.") Founded as Vinyalondë (Q. "New
Haven") by Tar-Aldarion of Númenor in S. A. 777, Lond Daer was a great
haven for the seafarers of Westernesse. Its location between the ports of
Lindon and the harbor at Edhellond (near Dol Amroth) gave birth to its
other name: Lond Daer Enedh (S. "Great Middle Haven").
3
Metraith:
(S. "Streetsend.") Often considered the capital, Metraith is a
strategically-located town in central Cardolan. It stands at the crossroads
of the Greenway and the Redway, by the royal hold at Thalion. (Metraith
is also known as Thalion.)
Minhiriath:
(S.
"Between the Rivers.") The region of Eriador located
between the rivers Gwathló and Baranduin, Minhiriath forms the south-
western half of Cardolan.
Mitheithel:
(S.
"Pale-grey Spring" or "Grey Spring;" W. "Hoarwell.")
The relatively narrow, swift-moving stream that rises in the Misty Moun-
tains near the junction between the Ettenmoors and the Coldfells of
Eriador. Cutting through Rhudaur, the Mitheithel slows and widens after
its confluence with the Bruinen (Loudwater). It joins the Glanduin in the
marshes of Swanfleet, giving birth to the Gwathló. and wide, slow-
moving river that cuts through southeastern Eriador. The Mitheithel
forms part of the northeastern border of Cardolan.
Old Forest:
(S. "Taur Iaur.") The Old Forest lies in the northwestern
corner of Cardolan, between the Barrow-downs (S. "Tyrn Gorthad") and
the river Baranduin. The home of Tom Bombadil, it is a remnant of the
ancient wood that once covered much of northwestern Endor.
Redway
:(S. "Men Caran.") The Redway is named for the reddish paving
stones that cover its surface. Beginning at the Sam Ford on the Baranduin,
it runs southeastward across western Cardolan and joins the Old North
Road (Greenway) at Metraith (Thalion).
Rhudaur:
(S. "East Wood;" D. "Place of Roaring Red-gold,") Eastern-
most of the three sections of Arnor, Rhudaur is the wildest, ruggedest, and
least populated region in the North Kingdom. When Amor is sundered in
T.A. 861, Rhudaur becomes an independent realm. Its sparse Dúnadan
aristocracy loses control of the kingdom in T.A. 1349, and during the
following year Rhudaur goes to war with Cardolan and Arthedain.
Although a distinct state until T.A. 1409, it is a subject-state of the Witch-
king of Angmar for the last sixty years of its existence.
Sudúri:
(S. "Lond Gwathló;"Q."Mistalondë.") Port town on the lower
Gwathló, upstream from the ruins of Lond Daer. After the fall of
Cardolan, Sudúri becomes the principal town in the Kingdom of (the)
Saralainn.
Tharbad:(S."Crossing-way")The
fortified river-port that straddles the
river Gwathló at the point where the Old North Road meets the Old South
Road. Founded by the Númenóreans in the Second Age, it is the principal
city in Cardolan.
1.2 ADAPTING THIS MODULE TO
YOUR CAMPAIGN
This module is designed for use with most major fantasy role
playing systems. Since the various FRP rules have their own
particular approaches to combat, spells, and character generation
and development, certain common descriptive terms have been
selected for the individual outlines of places, people, creatures, and
things. Unfortunately, statistical data such as bonuses and charac-
ter "stats" differ widely between systems; after all, they are keyed
to specific game mechanics. ICE has chosen to use percentile
(D 100) terms as a base, since conversion to D20, D i 8, and D 10 can
be achieved with relative ease. (Note Section 1.32 for a handy
conversion chart.) Player character and NPC characteristics/stats
are also detailed in one particular manner; again, simplicity and
consistency have been emphasized, and conversion to your game
system should be relatively painless.
Keep in mind that fantasy role playing is by nature a creative
experience, and the individual GM or player should feel free to
incorporate his/her own ideas into their game.
The following steps may be helpful when beginning to explore
the region here described:
(1) Read the entire module to get a flavorful idea of the region;
(2) Reread the sections devoted to notes for the Gamemaster, and
converting statistics for your game system;
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