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EDITORIAL: Introducing Other Hands Other Hands is an international gaming journal de- hands voted to role-playing set in J.R.R, Tolkien’s sec- ondary world of Middle-earth. It is a quarterly, non- profit publication welcoming submissions dealing with any aspect of gaming in the context of Tolkien’s world: sce- nario ideas, rule suggestions, gaming product reviews, gamemastering aids, bibliographic resources, essays on Middle-earth, and whatever else our readership would Tolkien Enterprises stipulating that no materials set in the like to see in print. In a word, Other Hands aims to be the First or Second Ages of Middle-earth may be published. definitive Tolkien-related gaming journal for a world-wide Finally, a prospective author writing on a region previously role-playing community. described in an earlier Iron Crown module is constrained to conform his or her own ideas to what someone else has How did Other Hands come to be? The need for this written. journal derives in part from the particular licensing ar- rangement existing between the Tolkien Estate and Iron None of these limitations imply anything positive or Crown Enterprises (the gaming company responsible for negative about the quality of Iron Crown's products; they producing and marketing the Middle-earth Role Playing sys- are simply inevitable consequences of the legal arrange- tem). The license to publish Tolkien-related role-playing ments described above. In the past, this problem was over- products is a world-wide license held exclusively by Iron come by publishing one’s material in a gaming magazine White ). Crown. This means, in effect, that anyone wishing their (e.g. Today, however, no major English- Middle-earth gaming materials to see print must go language gaming journal exists that is interested in publish- through Iron Crown. This places certain inherent limita- ing Tolkien-related material (most are now devoted to a tions upon the prospective author. particular game company’s products). Hence, there is a gap which needs to be filled for Middle-earth gamers— To begin with, it means that the writer must utilize the OtherHands seeks to fill that gap. official game mechanics of Middle-earth Role Playing, even if Other Hands he or she prefers a different game system. There are also Within the pages of the interested gamer certain restrictions built into Iron Crown’s contract with may publish materials with reference to any game mechan- ics he or she chooses (including and Middle-earth Role Playing). Such gaming material may deal with any time With this inaugural issue of Other Hands we are pleased period of Tolkien's world, and need not be bound to what to add the category of “role-playing” to Tolkien's vision. has already seen print in Iron Crown's modules. Other It had been our hope to release this issue on the first of Hands provides this freedom because it is a non-profit pub- January, so that our quarterly publishing schedule would lication. It is our hope, then, that this journal will provide have an annual reference point. Unfortunately, our ar- an open forum for all Middle-earth gamers to communicate rangement with Tolkien Enterprises was held up by ongo- freely and to exchange their ideas with one another in the ing deliberations between them and Iron Crown Enter- common enthusiasm which they share for exploring prises concerning the latter’s Middle-earth license; conse- Tolkien's world through role-playing. quently, our spring issue is a bit late. We intend, however, Why call this journal “Other Hands?” In 1951 Tolkien to keep Other Hands on schedule, and aim to publish subse- wrote a letter to a prospective publisher, explaining the quent issues on the first of July, October, January, and genesis and growth of his “Mythology for England.” In this April of each year. letter, he writes: We would also like to apologize to our overseas sub- Once upon a time (my crest has long since fallen) 1 scribers for the rather steep subscription price. At present, had a mind to make a body of more or less connected leg- this is the bare cost of printing and mailing (if anyone has an end... I would draw some of the great tales in fullness, idea of how to make distribution less expensive, we are all and leave many only placed in the scheme, and sketched. ears). In the meantime, our goal is to make Other Hands The cycles should be linked to a majestic whole, and yet worth every bit you have paid, and to make each issue at leave scope for other minds and hands, wielding paint least thirty pages in lengdi (this, however, means that we and music and drama. (Letters: 144-145). will need your submissions). We will also strive to make each issue as diverse as possible, so that it contains as wide a range of material as can be managed. Chris Seeman, 24 April, 1993

Contributors Anders Blixt Panel discussion participants: Pete Fenlon; ICE Andrew Butler Chris Pbelby Glenn Kuring Chris Seeman Brian T. Murphy Eric Rauscher Chris Seeman Dear Folks, This is an open letter to anyone who might be perusing “Other Hands.” It embodies a few thoughts that the crew at (ICE) want to impart to people who are interested in gaming in Middle-earth. We hope to shed some light on our pub- lishing program and invite some constructive discussion about our future plans. As you may already know, ICE holds the exclusive, worldwide license to produce adventure games based on J.R.R. Tolkien’s The and . We acquired these very special rights in 1982. It took us two years to con- vince Tolkien Enterprises and the Estate of J.R.R. Tolkien that we were a worthy choice, and it has taken us another ten years to reach the stage where we are ready to revise and relaunch what has become our most notable product line. WHERE WE'RE COMING FROM...

Before talking about ICE’s plans, however, we think it is important that you know where we are and where we have been. In this context, chew on the following: General Philosophy Commitment ted to the property forever. What we have published so far is only a begin- ICE cares about “what gets writ- ICE has always tended to look at ning. ICE intends to keep laboring and ten” as much, or more, than “what matters in terms of the “long run.” tinkering until we get things "just gets sold.” (Having started with very little capital, right" —which means we will persist we had no other choice.) This per- While we have failed on occasion in our quest until we perish. This spective can be dangerous, in that it to produce an excellent (or even toler- open-ended commitment is not unlike creates a rationale or pretext for some able) work, ICE believes that quality is Professor Tolkien's own creative jour- unhealthy delays; however, it has also much more important than quantity. ney. Well researched, well written, and well enabled us to build a company and presented material makes us feel better learn a craft in the face of some very Creative Philosophy about ourselves and our careers. Of daunting obstacles. Patience and com- ICE’s crew is trained in cartogra- course, about our work, it also makes mitment form the foundation of ICE’s phy, history, architecture, and (per- commercial sense. Quality products strategy. haps most importantly) anthropology. generally perform better, especially in ICE treats the Middle-earth license We care about these, and numerous the “long run.” as a fundamental part of our publish- other, disciplines which impact on the ing program. We will remain commit- sort of creative and interpretive work fundamental to the study of Middle- provement. If nothing else, our past earth. We try as much as possible to offerings have often been too uneven employ the same techniques em- in quality and a little too “text ployed by Professor Tolkien, and we heavy.” rules were uniquely well-suited to share his broad, interdisciplinary the world of Middle-earth. So, while Plotlines approach (with special emphasis on our Middle-earth products are gen- land and language) to every aspect of ICE does not design products erally very well received, and while our research. The idea is to create that simply retell tales already well- the vast majority of our fan mail is “seamless” works. told; rather, we provide consumers extremely positive, there is a lot of ICE pays more attention to, and with adventure and mystery in a room for design improvement. takes greater care with, this subject wonderful setting borne out of those Much of the problem can be at- matter than any other potential licen- tales. This approach is in the best tributed to the fact that ICE wanted see. The point is to combine “real interest of all parties concerned with the supplements, not the rules, to world” experience with “fresh fan- quality gaming. We do not dilute the tell the tale of Middle-earth, This tasy.” For example, when we do a tales, nor do we demean them. enabled us to reach more consumers, piece on barrow-downs, we travel to Rules Philosophy for we knew that many gamers Europe and actually visit similar would prefer to play another game or round-barrows, long-barrows, and ICE originally designed the Mid- even make up their own rules. We the like. When we endeavor to cre- dle-earth Role Playing (MERP) game in suspect that, to this day, a large por- ate proper names in the Variag 1982. We wanted to provide con- tion of the folk adventuring in Endor tongue (Varadja), we study Russian sumers with a set of solid game me- use TSR’s Dungeons & or (which Tolkien alluded to as an chanics with which to adventure in AD&D rules, even though they em- analogous language). At the same Endor. We tried to avoid grafting ploy our Middle-earth supplements. time, we do not rely on tired and Tolkien's world onto an existing This philosophy, however, has “di- mundane fantasy for- mulas (e.g., game system (as is the case with most luted the line.” We plan to address simply plugging in “Chinese-like” other licensed adventure games). this problem in our forthcoming peoples and cultures in “the East.”) While we accomplished one of these revision program (see below). two goals (MERP is a good set of There is little doubt, though, that Form adventure game guidelines), we fell MERP has been a commercial success. short of effectively achieving the ICE long ago dedicated itself to Besides selling over 300,000 English- other goal. producing both outstanding maps language copies, ICE has generated and fine linguistic-based, interpretive Unfortunately, ICE’s presenta- one of the best foreign-language fantasy, staying true to the methods tion of the MERP rules left much to translation and distribution ever seen employed in the creation of J.R.R. be desired. We often created a sense in our industry. Middle-earth prod- Tolkien’s works. We have always of confusion and complexity, even ucts are now available in nine differ- tried to employ good cartography, where the guidelines were conceptu- languages. Three more transla- solid graphics, and compelling art- ally simple. In some cases (e.g., with tions are currently in progress. work in our publications. In most the magic and character creation cases, we have succeeded. Nonethe- rules) ICE also failed to create a less, we feel that there is a lot of feeling that MERP was designed room for im- around the setting. We failed to create the feeling that the WHERE WE'RE GOING

While quite profitable, ICE has 2) Middle-earth Role Playing interior and trade dress are compatible spent the last three years focusing on Second, ICE hopes to thoroughly with 2nd Edition MERP, the new trade- the elimination of its large and old ex- revise and repackage its eight-year old mark, and the new packaging, ICE will ternal debt load. This necessarily af- Middle-earth Role Playing game (MERP), be reorganizing its entire approach to fected our Middle-earth-related publi- releasing the very new 2nd edition for the subject of Endor. None of the cur- cation, sales, and marketing programs. Christmas 1993. 2nd Edition MERP will rent Middle-earth titles will ever be We curtailed production, advertising, retain the current rules; however, it published (as they are) again. Instead, printing, and focused our efforts on will incorporate a wholly new layout ICE will be publishing fewer but larger clearing out our old inventory and lay- and presentation. ICE will revise, re- titles like Arnor (the first of the Realms ing the groundwork for what amounted write, and/or re-edit the entire prod- Campaign Atlases). The races outlined in to a hoped-for revision and renewal uct. We will add new cover art, inte- Lords of Middle-earth, for instance, program. Now that we are once again rior art, and new play aides (e.g., a full will each be given their own separate, healthy (more so than ever), we are color mapboard-style intro adventure). expanded work (e.g., “Elves” or “” launching what amounts to a rebirth of It will look and read as well as, or bet- in the new Peoples subseries. Much of our line. The plan involves a four-part ter than, any adventure game product the old material will find its way back strategy: ever produced. into print as part of the new tides (e.g., (1) the completion of the Lord of Substantively speaking, the newer Most of Sea-lords ofGondor and Havens the Rings Adventure Game subseries; material will include guidelines to inject ofGondor will appear in the new “Gon- a more “Middle-earthian” flavor into the dor” product, and Gorgoroth will be (2) the revision of the entire Mid- incorporated into a future “” dle-earth Role Playing game line; character creation process. Fully illus- trated and predesigned “Character piece), but we will be taking great care (3) the debut of the “three dimen- Templates” will enable both novices and to reedit and improve all the old prose. sional” Middle-earth Adventures series Lord of the Rings Adventure Game aficiona- Each of the new titles will focus more of gamettes; and dos to start playing without having to on the later years of the Third Age and (4) the development and an- wade through new rules. A special the early part of the Fourth Age. nouncement of a Middle-earth section dealing with the problems of 3) Middle-earth Adventures boardgame (slated for release in 1994). magic in Middle-earth should satisfy Third, ICE plans to launch a series A few specific thoughts about our anyone’s concerns about rampant spell of “three dimensional” adventure game future plans follow: use in MERP. This section will address products called “Middle-earth Adven- key concepts such as “magic and the tures” sometime in 1994. A line of self- 1) The Lord of the Rings Adventure Balance of Things,” “magic and relig- Game contained boardgame-like adventures, ion,” “magic and the sources of power,” they will contain simple guidelines First, ICE hopes to continue pub- and “magic and the nature of evil.” providing consumers with three op- lishing supplemental adventures for its We will also add a section dealing tions: (1) for use as a boardgame using a introductory Lord of the Rings Adventure with how to use introductory Lord of the simple rules system common to all the Game. This game and its associated sub- Rings Adventure Game adventures with games; (2) for use as a Lord of the Rings series provides ICE with the perfect the MERP rules. Adventure Game adventure; and (3) for vehicle to reach new markets, novice use as a MERP gamers, and anyone interested in ex- In accord with the rules revision, ploring the idea of gaming in Middle- ICE will be revising its entire Middle- earth without a lot of rules. earth line. Besides insuring that the new adventure. In other words, these products will serve both as standalone games using a standardized set of rules and as programmed adventure supplements for both Lord of the Rings Adventure Game and MERP players. In the latter context, the series will replace ICE’s old Adventure Modules and Ready-to-Run Mod- ules. Each Middle-earth Adventure (e.g., “The Mines of ”) will be boxed and will con- tain full color cardboard playing pieces, plas- tic playing pieces, linkable full color card- board playing surfaces, dice, full color crea- ture and character templates, and a booklet covering both the adventure plotline and the Closing associated guidelines. Playable in an evening, each adventure will serve as both an enter- taining boardgame or as highly visual role Thoughts playing game supplement. They will be the perfect link between traditional boardgames ICE believes that it has the education, ex- and more advanced games. perience, and skill to create the finest line of 4) Middle-earth Boardgames adventure gaming products ever published. Fourth, ICE hopes to finally produce a After all, we are working with the greatest mass market strategy boardgame that captures fantasy setting published in modern times. In the drama and flavor of Middle-earth at the order to achieve this goal, we have sought time of the War of the Ring. We have three counsel from a host of interested sources. solid designs to work with, and we have fi- ICE is hoping to address all of the critical nally located cost-effective sources for all of criticisms expressed in the past—including the components necessary to produce an product quality, product format and revenue affordable, first-class boardgame offering. The flow—and we should be able to build an product will contain plastic playing pieces, a extremely strong program upon the current mounted mapboard, and beautiful cards. foundation. Should you wish to contribute Targeted at consumers aged 13 and older, it any thoughts along these lines, feel free to will provide both introductory and intermedi- write us at the following address: ate level rules. ICE Should the 3D Middle-earth Adventures se- ries appear successful, we hope to produce P.O. Box 1605 full-blown boardgames based on the same Charlottesville, VA 22902 game rules. USA Attention: Pete We look forward to laboring in the world we love so dearly during the coming years, and we hope to continue refining and improving our work. Ultimately, ICE believes that our labors will be fruitful. We hope you agree. For ICE, Pete Fenlon Due to the strict restraints delineated by the Middle-earth gaming license, Iron Crown Enterprises has thus far published I. In Angband's Shadow: role-playing material set only in the Third Age of Arda. Moreover, their modules have in the First Age almost exclusively emphasized the period of the 1640s, despite the great gaming op- “Oderint dum metuant“ portunities to be found at other moments in Tolkien's invented history. — Caligula This article attempts to remedy that situation: to show how an enterprising gamemaster might make use of the First, The most suitable setting for role- compromise with ; the con- Second and Fourth Ages as settings for playing in the First Age is Beleriand as flict must continue until one side has roleplaying. Each section begins with a narrated in Quenta Silmarillion, during perished. Those who collaborate with general description of the situation in the which time the return to the forces of Angband will be be- “known world” during the given time pe- Middle-earth to reclaim the trayed (like Gorlim), or fail and perish riod, followed by one or more adventure from Morgoth. This period begins from other causes (like Maeglin). The ideas (including suggestions for player- with Morgoth’s attack on the realm of world is painted in strong colors and character backgrounds). This material may , just prior to the coming of is peopled with heroic individuals who then be utilized as a starting point for the Sun and Moon, and ends with the fight for no petty cause—the struggle developing a campaign beyond the usual War of Wrath some six hundred years is about power, glory and incredible fare. later. treasures; hence it is suggested that money not exist in the campaign (there are no indications of the pres- The World ence of coins in Beleriand). Beleriand suffers from a merciless struggle between Morgoth the Black Enemy and a fragile alliance of Men Morgoth et Consortes and Elves. The moral dispositions of Between the time of the first sun- the latter range from purest white rise and the War of Wrath, Morgoth (e.g. Tuor, , Beren, and dwells in his subterranean fortress of Lúthien) to grey-black (Fëanor’s Angband far to the north, and passes seven sons). There is no room for its gates only when challenged by Fin- negotiation or golfin. His servants who openly or clandestinely fight for his cause in Beleriand and in other parts of Middle- The Noldor earth are many and diverse; some are The Noldor of Beleriand have all come The Princes of the described only as “fell beasts” (leaving from Aman against the explicit will of the gamemaster free to invent his or the Valar and are subject to the Doom Noldor her own terrible creatures). Tolkien of Mandos for the fell deeds commit- Fingolfin, Fingon, and Finrod Fela- mentions such minions as (who ted during their journey. This curse gund lead many of the Noldor in Bel- wield magical power over fire), manifests itself through deep distrust eriand in the struggle against Morgoth, werewolves (who apparently do not among their princes, and is frequently but are not bound by Fëanor’s oath. shapeshift), vampires, wingless drag- punctuated by conflict between the Most have high ideals and are little ons, and phantoms with Mannish or sons of Fëanor and other Noldorin corrupted by the war. Elven guises. Such creatures are usu- leaders, climaxing with the sack of is even prepared to abandon his realm ally evil spirits given shape by Mor- Menegroth and the killing of Dior and in order to assist Beren in his quest. goth’s fell arts, and have powers and Nimloth. The Noldor are foremost warriors and senses that far excel those of Men and reside in fortresses at strategic loca- occasionally even of Elves. Orcs and The Seven Sons of tions along Beleriand’s northern bor- Trolls form the common soldiery of der. Their principal occupations are Angband [Note that, while these seem- Fëanor hunting (there are no hints that the ingly do not differ from their later Caranthir, Curufin, Celegorm, Noldor practiced agriculture), antecedents, Uruk-hai and Olog-hai do , Maglor, Amrod, and Amras weapon-making, and preparation for not yet exist, being bred by differ considerably in their disposi- war (in which they appear as the only only in the late Third Age.] tions; the first three are the most ruth- warriors who fight from horseback). Following the Dagor Bragollach in less and brutal; Maedhros and Maglor 455, Morgoth acquires many Elven are more sensible and try to mediate and Mannish prisoners, some of whom between their brothers and other lead- The Sindar have their wills crushed by his power ers; Amrod and Amras are not particu- The Sindar (Grey-elves) are those and are transformed into obedient larly active in these internal strug- who remained in Beleriand and chose servants. Occasionally he sends such gles.Together with their father, all not to cross Belegaer to the Undying individuals back to their homelands to have sworn a terrible and irretractable Lands. They are not as powerful as the spy or spread lies. Only a hero like oath: to slay any who seek to deprive Noldor, but know their land and Húrin Thalion is able to resist such them of a Silmaril. This oath is their deeply love it. They prefer to dwell in power (but even he is spiritually in- eventual undoing, since it brings them forests (principally in Doriath within jured by his many years in captivity). into conflict not only with Morgoth, the Girdle of Melian). Their King, Elu Sauron participates personally in but also Thingol, Beren, Lúthien, Thingol, resides there with Melian his the wars of Beleriand, possessing the Dior, and others who struggle against queen in the Caves of Menegroth. He fana of a fair . He is often sur- the shadow of Angband. The brothers is nominally the overlord of all of Be- rounded by werewolves, especially participate in the Kin-slaying at Al- leriand. The Sindar fight mainly with during his rule of Tol-in-Gaurhoth qualondë, conspire against both Finrod spears and bows and, at first, encoun- (457-467). Lúthien is the only one and Orodreth, and kidnap Lúthien (no tered great difficulty when confronted among the Free Peoples able to sucess- wonder that the other Elven princes with Morgoth’s Orcs. Later they seem fully confront him (even a hero like do not dare to trust them!). In the to have obtained superior weapons Finrod cannot overcome Sauron's end, the oath causes the death of six of from their Noldorin relatives. The mighty magic). the brothers, only Maglor surviving to Laiquendi (Green-elves), who are the end of the First Age. closely related to the Sindar, dwell in the forests of Ossiriand as hunters and gatherers. their Elven contemporaries. They The Avari eventually paid a terrible price for Other Races Those Elves who remained in their fidelity to the Noldor with the Some and Entwives live in Cuivienen and refused to join the destruction or enslavement of their Ossiriand but, as always, prefer to stay migration westwards are known as the villages at the hands of Morgoth’s out of the affairs of Men and Elves Avari. They have never been subject servants. (with one or two exceptions). The the influence of the Valar and, so, Various Easterling tribes arrive in majority of their numbers appear to differ considerably from the Elves of Beleriand during the 5th century, have remained east of Beleriand Beleriand. During the years between some of which ally themselves with among the vast forests between Ered the kindling of the stars and the first the Noldor, while others join the Luin and the Misty Mountains. Eagles sunrise, they spread over most of ranks of Angband. [Most Middle-earth. The Sindar of Beleriand likely these are not related suspect that there are Avari east of the to the Easterlings that Ered Luin. [These, however, are never harass the realm of described in Tolkien’s works apart during the Third from the reference that the Sindar Age.] A few Drughu believed that the Avari might have inhabit the wilds of become like the wild animals of the Beleriand, preferring a forests. If you wish to introduce Avari withdrawn life (though in your campaign, there is great free- they are sworn dom to define them as you wish. They enemies of Angband have likely diversified into tribes sun- and will gladly slay dered from one other since the time of Orcs). the Awakening]. Dwarves Men Dwarves seem to The three Houses of the Edain be of little importance reach Beleriand around 310, befriend- to the affairs of ing its Elven princes and joining the Beleriand. Their two war against Melkor. The closely re- major settlements, the lated Houses of Beor and Hador are mining tall and skilful warriors—the ancestors cities of Nogrod and of the Númenóreans. The Haladin are Belegost, are located in Ered shorter and prefer to dwell in isolated Luin on the border of forest settlements. This tribe does not Eriador. Occasionally, survive the First Age, since it is com- Dwarven artisans and warriors enter who serve Manwë live in the moun- pletely defeated by Morgoth’s forces Beleriand. These are Morgoth’s im- tain peaks which surround the hidden in 496. The few survivors are absorbed placable foes, but not necessarily vale of Gondolin, and keep watch on by the two other tribes. These Edain friends of the Elves. Possession of a Beleriand for the Valar. Occasionally, appear to possess a level of technology Silmaril leads to Thingol’s dath and they intervene to assist the Elves (e.g. comparable to that of the Vikings or the first sack of Doriath at teir hands. the rescue of Maedhros). Skinchangers the Iron Ages Germanic tribes, subsist- The Dwarves are the best makers of (like the Beomings of the Third Age) ing on agriculture and hunting, and weapons and armor in Middle-earth, may also have existed among the Free living in small villages or farms. Many and their own works can endure even Peoples of Beleriand. [The gamemas- of the Edain are renowned warriors, the heat of dragon fire. ter is free to introduce beings suitable some of whom are almost as skilful as to the mood of , keep- ing in mind that some animals are associ- ated with the forces of good, such as it is certainly not the later Black the protagonists prepare themselves eagles and bears, while others, like Speech, since that was invented by for the war which they know will wolves and bats, typically serve Ang- Sauron during the Second Age. Mor- come soon enough. Morgoth attempts band.] goth may have devised a tongue for his to divide the Eldarin princes by sowing servants.] discord and suspicion. Fëanor’s sons conspire to achieve their private goals; Magic Caranthir, Celegorm, and Curufin are The use of magic affects the senses Player-character even ready to confront Beren and and alters perceptions, affording pow- Backgrounds Lúthien. In such a setting it is often erful disguises or illusions (cf. “Of difficult to determine who is your Beren and Lúthien” in Quenta Silmaril- The heroes of the First Age are of a friend and who is only feigning. lion). While common to Beleriand, it far greater stature than those found in Player-characters might belong to the is only exercised by a few, very pow- later ages. But while player-characters household of a Noldorin prince (e.g. erful individuals. Apart from the Valar may possess truly heroic qualities, Orodreth at Minas Tirith). Both and the Maiar, only some of Morgoth’s these should not approach the level of Sauron and Fëanor’s sons actively evil spirits (e.g. Thuringwethil and the one like Beren or Finrod, such that conspire against their lord and try to Balrogs) and some Noldor (e.g. Finrod they might alter the basic fabric of infiltrate his fortress with their agents Felagund) seem to be spell-casters. Beleriand's history (though they may in order to strengthen their positions. Neither Men nor Dwarves have access well be far better than anything found to such power. [Magical artifacts (such in a Third Age campaign). They should as swords) are quite common, but also be well-equipped from the start of The Wanderings there are no references to magical the campaign in order to be properly of the Haladin gadgets that are common in fantasy prepared for the struggle against Ang- roleplaying games (e.g. rings of flying band. During the 360s, Haleth leads her or cloaks of invisibility). The game- people on a long and strenuous migra- master mst be careful so as not to tion from Estolad to Talath Dírnen and destroy the mood by introducing un- Campaign Themes Brethil, searching for an area where suitable artifacts.] The world of Quenta Silmarillion the Haladin can lead their traditionally is replete with grandiose deeds, heart- independent lives. It is possible to run rending tragedy and dramatic atmos- this “long march” as a campaign in Languages phere (in addition to ignoble betrayal which player-characters are Haladin leaders—perhaps advisers or com- The main language in Beleriand is and a good dose of horror). A cam- manders—under Haleth, whose role is , the native tongue of the paign set in Beleriand should therefore to plan and execute various tasks (such Sindar and the Laiquendi. The Noldor offer more than the conventional as reconnaissance, transportation, or originally spoke , but its use “monster hunt.” Happy endings are military strikes that will facilitate the has been prohibited by Thingol. Some rare under Angband’s shadow, and progress of the migration). Haleth Noldor surely know Telerin and Vali- when someone succeeds in an heroic herself might actually be run as a norean. Dwarves speak the secretive action, a bitter price must often be player-character—a truly charismatic Khuzdul among themselves, but use paid. Moral flaws (most often pride) leader comparable to Napoleon, Mao Sindarin with outsiders. The Ents have and ill-judgment typically result in Zedong or Alexander the Great. their fantastic tongue which no other disaster. race can be taught. The Houses of Bëor and Hador speak similar dialects which form the roots of Adûnaic, the The Watchful Peace tongue of the later Dúnedain. The A suitable campaign setting might Haladin and Easterlings speak their be the period between the arrival of own language. [What language the the Edain and the Dagor Bragollach servants of Angband use is not clear; (310—45 S), during which time there but is comparative peace in Beleriand as The Evil Years Morgoth’s commanders expend great efforts to capture these freedom fighters, and in the most difficult cases After Dagor Bragollach in 455, the Elves and Edain are Sauron himself participates (as when Barahir’s band is gradually pushed southwards from Dorthonion. Their destroyed). defenses collapse completely at Nirnaeth Arnoediad in 473 A campaign with this theme would place heavy empha- and Angband’s armies pour into Beleriand. In 496, Nar- gothrond is sacked by Glaurung. At about the same time, sis on wilderness survival (the antagonist being not only Orcs and Easterlings, but also the merciless climate). the Haladin are crushed and a few survivors scattered. Characters must find food, water, and lodgings in order to Menegroth is sacked in 505 and 510, and in 511 Gondolin itself is destroyed. Only the Elven settlements on Balar survive the harsh winters of northern Beleriand. Occasion- survive unscathed, being under the protection of Ulmo. ally, they may get assistance from the Edain villages that have been enslaved by the Easterlings, but such actions During these chaotic and evil years, many hardy guerilla may be perilous; the servants of Angband ruthlessly use bands (such as those led by Barahir, Beren, or Túrin) carry on a desperate struggle against the servants of Angband. any deceptions to capture or kill guerilla warriors.

A Brief Chronology of Beleriand during the First Age This timeline covers the years between the arrival of Just prior to the first Year of the Sun and the coming of the Noldor and the War of Wrath (compiled with help the Noldor, Morgoth’s armies engage the Sindar in the from Robert Foster The Complete Guide to Middle-earth (New First Battle of Beleriand. The victory of Angband leads York: Ballentine Books, 1978) and Paul Kocher A Reader’s Melian to set the girdle of her protection upon Doriath. Guide to Silmarillion (London: Thames and Hudson, 1980). The Second Battle, Dagor-nuin-Giliath, is fought upon the Regrettably, there are few dates referred to in the tales; arrival of Fëanor's people. He falls, but Morgoth's hosts are hence it is often impossible to locate events exactly. driven back to Angband.

1 The Sun and Moon rise for the first time. Fingolfin reaches folk settle in Dorthonion and allies itself with Finrod of Middle-earth and is named High-king of the Noldor. Nargothrond. Hador’s people settle in Hithlum and Ered 1-20 Thingol grants the Noldor leave to settle and defend the Wethrin. After some years the Haladin are driven out of unpopulated regions of northern Beleriand, but exercises Thargelion by Orcs. They move to Estolad and, after some little control over the Noldo princes. years, Haleth leads her people westwards through Nan 51 Finrod Felagund begins the building of Nargothrond. Dungortheb to Brethil and Talath Dimen. Many other Men 52 Turgon discovers Tumladen and begins the building of from the three Houses remain in Estolad until Nimaeth Gondolin. Arnoediad. c. 60 Dagor Aglareb, the Third Battle. An attack on Dor- c. 330 Maeglin arrives in Gondolin. Eol and Aredhel die. thonion is repulsed by the hosts of Fingplfin and Maedhros. c. 370 The Haladin settle in Brethil. c. 100 Gondolin completed. c. 425 Hador’s House settles in Dor-lómin. 155 An Orc attack on Hithlum is repulsed by Fingon’s host. c. 441 Húrin is born. 255 Glaurung emerges for the first time, but is routed in a c. 444 Huor is born. battle on Ard-galen. The Dragons do not appear again for a 455 Dagor Bragollach, the Fourth Battle. Ard-galen is devas- long time. tated by rivers of fire from Angband. During the winter, c. 306 Maeglin is born. the March of Maedhros and Dorthonion are conquered by c. 310 The three Houses of Edain reach Beleriand from the south- Morgoth’s hosts. Fingolfin is killed by Morgoth at the gates east. Beor’s House arrives first and is guided by Finrod to of Angband. Fingon becomes King of the Noldor. Estolad, where it settles. The next folk, the Haladin, re- 457 Sauron captures Tol Sirion and changes it to Tol-in- main in Thargelion. During the following year, the House Gaurhoth (Isle of the Werewolves). Bëor’s tribe flee from of Hador arrives and migrates to Estolad. After some wan- Dorthonion to Hithlum; only Barahir’s outlaws remain. dering, Bëor’s The Easterlings arrive in Beleriand and settle in its eastern parts. 460 Barahir and his men die. Only Beren survives. 503 marry. 462 An Orc attack on Hithlum is repulsed. Húrin becomes chief- 505 Dwarves from Nogrod slay Thingol in Menegroth and tain of the House of Hador in Dor-lómin. steal the Silmaril, but are themselves slain during their es- 465 Túrin is born. cape. The jewel is brought back to Menegroth. Melian 466-468 The adventures of Beren and Lúthien, during which Finrod, departs Middle-earth. A Dwarven army sacks Menegroth Huan and Carcharoth die. Sauron is expelled from Tol-in- and captures the Silmaril. During their return march Gaurhoth by Lúthien and his tower is destroyed. A Silmaril is Beren kills them and recovers the jewel, which is worn by wrested from Morgoth and given to Thingol. Beren and Lúthien for some years. Lúthien settle in Tol Galen. 509 Beren and Lúthien die. Dior is King of Doriath and wears 473 Nirnaeth Arnoediad, the Fifth Battle. The hosts of the Eldar the Silmaril. and the Edain are utterly crushed by Morgoth’s forces. 510 Fëanor’s sons attack Menegroth to capture the Silmaril. Hithlum is settled by the Easterlings. Tuor is born. Caranthir, Celegorm, Curufin, Dior, and Nimloth are 474 The Falas is ravaged by Orcs. Círdan’s people flee to Balar slain, while Elwing escapes to Sirion with the Silmaril. the mouth of the Sirion. 511 The Sack of Gondolin. Turgon and Maeglin die. Tuor and 482-501 Turin’s tragic adventures, well described in Narn î Hín Húrin. Idril flee to the Mouths of Sirion. Ereinion Gil-galad is They are too extensive to be summarized here. King of the Noldor. 496 The Haladin are defeated and withdraw into the forests. 520 Fëanor’s four surviving sons attack the Elven settlement at Nargothrond is conquered by Glaurung and Orcs. the mouth of Sirion in search of the Silmaril, but fail to 502 Húrin dies. capture it. Amrod and Amras fall in the fight. Some dec- ades later, Eärendil reaches Aman and appeals to the Valar. The Hosts of go to Middle-earth and the War of Wrath is fought. The First Age comes to an end. II. Yôzayan über alles: the Second Age “RuleYôzâyan, Yôzâyan rules the waves. Edain always are a master-race” — Adûnaic hymn, c. SA 3100 Less source material exists for the Second Age than for other periods in the history of Middle-earth. Appendix B (RotK), Akallabêth, and a section in make up the bulk of the available data. In this Age the Dúnedain realm of Núm- enór rises from its humble birth, reaches its peak of glory, and plummets into darkest evil, while Sauron builds his first em- pire in Middle-earth, deceives the Noldor of Eregion, fashions the , and finally brings about the destruction of Westernesse. Hence, the Second Age has great potential for gamemasters seeking freedom to design their own campaign. The World Aman Númenor (Yôzâyan) The Undying Lands have not changed since the First Age, Elenna is a star-shaped isle with an area of about but play no active role in the Second. The Elves continue 171,000 square miles [Its geography is well described in to sail there and, at times, Teleri from Tol Eressëa voyage Unfinished Tales.]. It is exclusively populated by the to Elenna or Endor. In the 34th century Ar-Pharazôn’s Dúnedain, descendants of the three Houses of the Edain armament causes Aman to be removed from the Circles of who were allied to the Elves during the First Age. It seems the World. to have had a pleasant climate, perhaps comparable to that of northern California. The soil is good and there are no reports of bad harvests or famine among its population. A voyage from Elenna to Aman takes Northwestern Endor third major Elven settlement in north 5—6 weeks, and to Middle-earth 7— western Middle-earth, but is destroyed 8 weeks. The native tongue of [Northwestern Middle-earth suf- by Sauron’s armies in 1697. After this Númenor is Adûnaic, a derivative of fered great destruction at the end of event, Imladris is established by the languages spoken by the Houses of the First Age, but from the Second as a refuge. Others include the Nandor Bëor and Hador in Beleriand. Sindarin Age onward its geography seems to settlement of Edhellond in Belfalas. have remained stable. Hence, one can and Quenya are also used for solemn The cities of Belegost and Nogrod occasions. easily use the extensive, published map material for the Third Age by were destroyed in the War of Wrath, The Númenóreans are aware of adjusting its settlements and political but the Dwarves soon built new - their superiority over other Men and borders.] The Second Age is consid- sions elsewhere in the Ered Luin. of their inferiority to the Elves. Ini- ered a dark time for the peoples of Khazad-dûm survived into the Second tially accepting this situation grace- Middle-earth. It seems likely that they Age unscathed, and grew to become fully, they respect the Elves, and seek live at the same level of technology the greatest of Dwarven cities in Mid- to transmit their culture to the lesser and social organization as the Edain of dle-earth. The Ents have withdrawn Men of Middle-earth; but from 1800 the First Age, and are probably based into Fangorn, whereas the Entwives onwards pride overcomes the on clans and tribes, centered around live in the fertile lands on the other side Númenórean heart, and they gradually agricultural villages in the extensive of the Anduin. They disappear at the abandon their traditional ideals and forests. Some of the peoples of end of the Second Age when the area is turn to evil ways. Their friendship Eriador were distant relatives of the ravaged by war. with the peoples of Middle-earth turns Númenóreans and spoke languages It seems that only reach to conquest, colonization, and sup- similar to Adûnaic (see footnote 3 northwestern Middle-earth during the pression, while their attitude towards from “Aldarion and Erendis” in Unfin- Third Age. Where they lived during the the Eldar becomes envious. During rd ished Tales). There is some migration Second Age is not mentioned in any the 23 century Tar-Atanamir is into this region. For instance, during source. warned about this development by the reign of Tar-Aldarion, Easterlings emissaries of the Valar, but the king serving Sauron entered Eriador. and his followers pay no heed. A small The Númenórean group of Dúnedain, who call them- The Elves live mostly in Lindon, Presence selves the Faithful, retain the old ide- ruled by Gil-galad, and in Lothlórien. als. For this they are ostracized, and The latter are mostly Silvan, as are the The Men of Númenor spend the early years of the Age building their home towards the end of the Age are subject Elves of the Greenwood. Apart from to outright persecution. In order to the Noldor in Eregion, the Elves of on Elenna. They return to Middle- survive many of them settle in Middle- Eriador are Sindar. Gil-galad seems to earth in 600 when a ship voyages to Lindon. Soon thereafter, they encoun- earth, and at the end of the Age this have gained significant influence in all of Eriador as the years passed, and his ter Edain living around Lake Evendim group survives the Downfall and es- th tablishes the realms of Gondor and realm is essential to the resistance in Eriador. During the 9 century, they build the port of Lond Daer (Vinya- Arnor. against Sauron. Eregion constitutes the londë) at the mouth of the River Gwathló in order to facilitate the ex- ploitation of Eriador’s vast forests. In the 1690s, Yôzâyan sends an army to oppose Sauron in Eriador. The Faithful establish Pelargir in 2350 as a foothold on the continent. Many settle in Belfalas, Le- the region south of this port. (Several of these colonies sur- bennin, Anórien, Calenardhon, and around Evendim, re- vive the Atalantë and their evil inhabitants become implaca- gions under Elvish influence and hence shunned by the ble enemies of Gondor during the first millennium of the King’s Men. Third Age.) During Ar-Pharazôn’s reign, the Númenóreans become rapacious conquerors who enslave whole popula- Sauron's Empire tions and sacrifice enemies to the cult of Melkor. During his sojourn in Eregion (1200—1590) Sauron But the Númenóreans are never so many that they can evict wears a fair semblance (most likely the fana of an Elf) such a native population from its homeland; instead, they become that he is able to persuade many Noldor that he really is an a ruling class that administers and exploits the natives. They emissary from the Valar (which must be quite a feat!). build forts, roads, bridges, and establish garrisons in order to Around the year one thousand he establishes the realm of ensure their rule. A colony is partially ruled by Númenórean Mordor, and in 1600 fashions the One Ring in preparation law, in which Dúnedain have many privileges. Their armies for war against the Eldar. In the ensuing conflict (1693— are partially recruited from the natives but have exclusively 1701) his hosts raze ’s realm, but are unable to Númenórean officers. Preferably, soldiers are stationed in an conquer either Lindon or Khazad-dûm. When Númenor area whose language they do not speak. [The colonial poli- sends its army to the aid of Gil-galad, Sauron’s armies are cies of the Roman empire may be the best comparable ex- crushed and forced to retreat back to Mordor. ample from our own age.] Sauron then bides his time in Barad-dur (being immortal, he is in no hurry). He expands his realm eastwards and sub- Campaign Themes jugates many peoples but, at the last, surrenders to Númenor plays an active role in Endor from Númenor in 3261. Yet, in humbling himself, Sauron 600, when the Entulessë sails into Mithlond’s achieves his ultimate goal: the destruction of Númenor. harbor, to its downfall in 3319 (approximately twenty- seven centuries). A thousand years pass between the The Rest of Middle-earth time of Tar-Atanamir’s reign, when the Númenóreans left the path of the Valar, and Atalantë. When one Very little is written about the rest of Endor considers all that has happened in our own age during the Second Age. Hence, a gamemaster over a comparable period of time, the vast has great freedom of design. There are, temporal scope open to the gamemaster however, certain facts in the primary becomes apparent. sources which must be taken into account. According to The Silmarillion there are Avari, Men, and probably also Dwarves Player-characters in other parts of Middle-earth. The fact that the Second Age saw no From the reign of Tar-Aldarion great heroes to match those of onwards the Men of Númenor Beleriand should be kept in mind explore the coasts of Endor, when scaling the relative power but nowhere do they level of player-characters. Players encounter any culture as should be able to choose the same highly developed as their races available in a Third Age own, nor any sailors of campaign with the exception of equal skill. Around 2200 Hobbits. the Númenórean attitude changes and they begin to establish colonies along the coasts. The natives are subjugated and forced to serve Dúnedain masters who demand heavy tribute. Umbar is the focal point of the Númenórean dominion in Endor and becomes a vast fortress. The King’s Men mainly colonize menóreans become more and more corrupt. Occasionally there are re- volts and civil wars. A campaign For Númenóreans based on these political developments might be designed in which player- characters belong to one or more The Enterprising The Conquerors noble families who scheme against Sea-farers During Tar-Atanamir’s reign, their real or perceived political ene- Númenor begins the subjugation of mies. It is an evil and selfish time and Tar-Aldarion establishes the Guild the native peoples along Endor's it is hard to know whom to trust. of Venturers in 750 and its members southern coasts and establishes colo- [Númenor’s political structure during embark on expeditions of discovery nial domains there (perhaps in the these days is not described, but it and trade around the continent of same manner as the Europeans did in might be inspired by some compara- Endor. They visit unknown lands and Africa at the end of the 19th century). ble civilization of our own age. The learn about the conditions there, while Players wishing to have more or less European Middle Ages is not a good simultaneously spreading the knowl- choice, since Númenor was far more ruthless characters may participate in th th edge of Númenór. Player-characters such projects as leaders or officers. advanced. Rather, 9 —10 century could man on one such ship and en- The Númenóreans have superior Byzantium, Diocletian Rome, and counter fantastic adventures in exotic weapons and training and are gener- perhaps classical China, would be lands. ally able to defeat the native armies, better sources.] but these can strike back with guerilla The Spies tactics since they know their country The Resisters As the conflict between the Eldar and can hide among their compatriots. When Númenor turns to evil ways th and Sauron escalates during the 17 there are some who resist these century, the king of Númenor seeks The Conspirators changes, both in Elenna and in the intelligence concerning Sauron's em- Endor colonies. This could be the pire (anticipating Dúnedain involve- One option is to run an Elenna based foundation for a campaign inspired by ment in the near future). For this he campaign. When the Númenóreans the tales of Robin Hood or the feats of sends the player-characters as spies to leave the path of wisdom around 2200 Lawrence of Arabia. Brave individuals Endor in order to ascertain the might they acquire the habit of plotting and who try to save the natives from the of Sauron. There are maps in scheming. Power struggles increase brutal suppression of foreign masters. Númenor of the lands east of the Misty with time as the Nú- Mountains, but these only contain topographical details and have no information on settlements, fortifica- tions or borders. Hence, characters will be journeying through partially For Non-Númenóreans unknown territory.

Player-characters need not be Númenóreans; instead, they could be natives The Warriors of Middle-earth who perceive the Dúnedain as enemies and must defend them- Players who are interested in selves from the conquerors from over the sea wargaming might have characters participate in the extensive campaigns The Resistance They initiate political struggle and in Eriador in 1695—1701, perhaps lead guerilla resistance to liberate commanding smaller units on inde- Fighters their compatriots from the pendent, secondary missions. Player-characters belong to a na- Númenórean yoke. [Historical paral- tive people that has been conquered lels include: the American war of by the Númenóreans, just as Asian or Independence (1770s), China’s strug- African people were occupied by gles against the Europeans during the European armies during the Victorian 19th century, the Polish rebellion age. (1830s), and the Vietnam wars (1945-1975).] While land by Gil-galad to actively intervene much time fighting each other while the characters strive for these goals in a succession conflict. A ruler is the oppressed people rebel against Sauron’s emissaries work in secret to dying and his heirs vie for the throne. them. Sauron returns to Mordor and infiltrate and establish their own posi- One is supported by Númenor, and continues his relentless war against tion, which will be used to give them Sauron has sent secret emissaries with the Dúnedain. The two final decades the real power in the end. The charac- the task of discrediting those involved of the Second Age are a chaotic time ters actually have to fight at two fronts and to cause a civil war. of much war, espionage, and schem- simultaneously. ing in which the Last Alliance besieges Atalantë's Aftermath Mordor itself. In this setting charac- The Elven Diplomats ters might serve in various When Elenna perishes in 3319 a capacities. When the Shadow falls over Nu- new era begins. Elendil and his fol- menor, many Eldar in Middle-earth lowers reach the shores of Middle- The Age ends with the death of become worried and act to protect earth, unite the Elf-friends there, and Elendil, Gil-galad, and Sauron’s fall. their interests and the Free Peoples establish Gondor and Arnor. Many seizes the One Ring, and a new from Yôzâyan’s rule. In such a cam- Númenórean colonies survive, and era arrives with hopes of better fu- paign characters could be Elven dip- Umbar remains a stronghold for the ture. But that, as they say, is a com- lomats with human assistants, sent to evil Yôzâyan culture; but the King’s pletely different story. a distant Men have lost their cohesion and spend

III. Return of the Shadow: the Fourth Age “History has no happy endings — just crises that come and go” — Isaac Asimov

During the War of the Ring, wrote very little of this era. In the their own fortunes or, perhaps, predicted that there would Appendices it is said that Elessar and even to rule their own realms. [I come new threats to the Free Peoples Éomer fought the remnants of have been told that Tolkien once after Sauron, but he could not see Sauron’s minions wherever they began writing a novel set in Gondor anything further—he affirmed that appeared. Their armies went to war during the Fourth Age. Being dis- one must confront the evils of one's east and south of Gondor. The Orcs satisfied with it, he never completed own generation, and leave the de- are not yet exterminated, and ravage it. I was told that the basic idea was fense of the future to others. After the Misty Mountains and the Green- that evil again infiltrated Gondor the fall of Sauron the reunited King- wood for another century or so. and made some people serve a Dark dom of Gondor and Arnor faces the One advantage of a Fourth Age religion. These hints inspired my future without help from the Istari or campaign is that player-characters friend Kathrin Vestergren and I to the Eldar. The Age of Men has ar- have much greater scope for influenc- outline the following campaign for rived and supernatural forces gradu- ing the course of history, which is Gondor several decades after King ally fade away. The Elves voyage to more limited in previous ages. Char- Elessar’s death in 120, emphasizing Aman or disappear into the deep acters have opportunities to make politics and intrigue.] forests and shun Men. Tolkien Sauron's Heir Ancient legends speak of how The World Sauron deceived Celebrimbor and the Elven-smiths in Hollin during the Second Age. He came to them as An- natar, Lord of the Gifts, claiming to been an emissary of the Valar—many The Lands of Men believed him. One of these was The Fourth Age is the era in which the dominion of the continent has fi- nally passed to mortals. Celebrimbor's sister Ariel, who was the realms of Men assume control of seduced by Annatar. Soon after he had northwestern Endor, Gondor and Dwarvenkind enjoys a brief renais- left Hollin for good she gave birth to a Arnor controlling the lands between sance once their principal enemies— daughter, Aelindur. Ariel died from the Misty Mountains, the Ered Luin, orcs and dragons—have been deci- birth complications and the child was Forochel, Mordor, and Umbar. mated or exterminated.Khazad-dûm is brought up by her uncle. and preserve their ancient once again retaken by the Naugrim When Sauron’s armies crushed autonomy within this reunited king- and its ores are exploited for new Hollin they captured Aelindur and dom while retaining close allegiance to wealth. The Dwarves, however, are brought her to Mordor. What then the Dúnedain. Mordor has been taken destined for a slow decline became of her is not clear. There are over by the former slave population tales of a golden-haired maiden living which inhabits the fertile area around in a mansion at the shore of Nurnen. the lake of Nurn, and is allied with There Aelindur had a garden in which Gondor. In Rhûn and little has she grew evil herbs. When Sauron changed. The old realms remain, albeit perished at the end of the Second Age, liberated from the Shadow, and their she escaped in the ensuing chaos and inhabitants are probably not too keen sought refuge somewhere in the east. on Gondorian hegemony in the region. Many of these have long traditions of resisting the Dúnedain, and such cul- Aelindur's tural memories will linger on for many centuries. Fourth Age Plans In time Aelindur has become al- most as evil as her father, though not Elves and Dwarves as powerful. She can be portrayed as a The Elves are gradually departing kind of fallen (read the se- Middle-earth, though a significant quence when Frodo offers Galadriel Silvan population remains in Lórien the Ruling Ring in Lorien). Being part- and the Greenwood for many centu- Noldo, she is bound to her physical ries into the Fourth Age. Some Sindar body. Aelindur has great knowledge of also stay for a long time in the Grey magic and possesses much more talent Havens, having the responsibility of than any other Elf (save perhaps providing ships to those that depart to Lúthien, another -Noldo child). Aman. Few bother with the affairs of Only an Istar can match her in magic. Men in Middle-earth. Much of their According to the essay on the Istari power has waned since the destruction and eventual extinction (due to (Unfinished Tales), Radagast, Alatar and of the One Ring and the departure of demographic factors). Their outlying Pallando remain in Middle-earth dur- their mightiest Lords. They all realize settlements in Ered Luin and else- ing the early Fourth Age and may that their prime has passed and that where are gradually abandoned as the enter Age progress and the Dwarves with- draw to Khazad-dûm. the plot as Aelindur’s foes for reasons Aelindur’s goals are simple: venge- strife will ensue. Then Aelindur in- ranging from helpfulness to the desire ance and power. She wants to throw tends to reveal herself as the “savior” to remove a potentially troublesome the Dúnedain realms into chaos and of the realm, and with the help of her competitor. assume control over the remnants, minions and her great powers usurp- When Sauron’s domain collapsed using discontented Haradaic and Gon- the throne of Gondor, initiating a dark after the War of the Ring, Aelindur dorian noblemen as her primary tools. reign that may last for centuries. realized that this would be her big Unlike her father she does not rule a Aelindur has great patience as she opportunity. Both the most powerful state, nor does she have any hosts at is not subject to mortality. She is also Elves (Galadriel and Elrond) and Gan- her direct command; instead, she very careful, preferring to work her dalf departed from Middle-earth at the relies on her black arts and cunning to will through intermediaries without end of the Third Age. The only poten- achieve her ambitions. She will infuse being seen. Whenever she comes out tial rivals remaining are the three Wiz- evil and egotistical thoughts into the into the open, she is incognito, claim- ards, but of these only Radagast resides minds of powerful individuals, re- ing to be an Elda who has not yet gone in northwestern Endor, and his inter- molding them to suit her purposes. West. If her true identity should be est does not lie in power over Men. When the Men of Harad revolt against revealed, her plans might fail. Pallando and Alatar have long since Gondor under her servants' leadership, departed for eastern lands. many Dúnedain nobles will rebel against their own King and a new Kin-

The Ballad of Aelindur On the southern shore of Nurn you find Aelindur's misty flower field with her magic roses, black and white. In the hour of midnight she is dancing right across the field weaving signs of magic, of might. And she sings: “Burzum ûk,” chanting words of power, Sauron's child. And then the swaying magic roses And when the Moon is rising, growing in the field obey, then an evil eye looks down on you, sending streams of evil, pale as death. sending forth her powers to your mind. For though each rose is graceful, it is You wake up to the sound of chanting; filled with Mordor's baleful breath Aelindur comes to you used by Aelindur Elvenmaid. wearing words of magic, words to bind: “Be my slave, be my slave!” Then you must surrender, and you do. Thus you are, thus you are bound with words ofchaining, thus you are. The Conspiracy Tools Aelindur has many means to fur- ther her plots. She has established a variant of the old cult of Melkor in Gondor, whose clandestine priests preach the coming of a Dark Queen who will save the Dúnedain from their current decadent ways and re-establish their ancient power and might (The cult should be utilized in style remi- niscent of H.P. Lovecraft: dark rites in the moonlight and strange societies Player-characters conspiring against the realm). There are many ways for player characters Another variant of the cult has to get involved in Aelindur’s conspiracies. They been created for the Southron peo- might come to realize that something is awry in ples. There her servants preach resis- Minas Tirith. People are denying the true Dúnedain tance to Dúnedain dominion and the ideals and breaking old customs and traditions for recovery of traditional Southron vir- personal gain. There are persistent rumors of evil forces tues. The goal should be to “break the secretly gaining adherents in the city, and the characters shackles of the Northmen under the may be the only ones who realize the extent of the leadership of the freedom-giving Great threat. They are then forced to combat it alone, while Queen” and regain what was lost in their compatriots disregard their warnings—except for the War of the Ring. The cult is suc- Aelindur’s allies who oppose them with all possible cessful among discontented nobles and means Such a campaign might well be centered on Minas merchants. Tirith and be flavored by a tinge of horror. The all too common expeditions into dungeons and fights against Rohan is a serious obstacle to Orcs should be completely absent. Instead, the campaign Aelindur’s plans since its éoherè is the should emphasize investigative role-playing. Characters most powerful military unit in north- must ascertain the true nature of the evil machinations western Middle-earth, and the kings they have discovered, who is involved, and how to stop of Harad can never field a matching these individuals from realizing Aelindur’s plans. Prepar- cavalry force. Aelindur pursues two ing an armed rebellion is a difficult task and the conspira- strategies to achieve this. One is to tors would have to make many preparations: finding develop a horse plague to kill off a suitable allies, securing the loyalties of military units, large percentage of Rohan’s herds. establishing efficient clandestine communications, etc. The other strategy is political: enticing Such activities can usually be discovered, providing one the Dunlendings to once again strike knows what to look for. the western Riddermark to regain If a civil war breaks out in Gondor characters may try their ancient possessions. Arnor is still to change its course [perhaps involving table-top so sparsely populated that it lacks wargaming]. Many battles will be fought for the control strength enough to successfully inter- of the three strategic cities of the lower Anduin valley: vene in a Gondorian civil war. Also, a Pelargir, Minas Tirith, and Ithilien’s new capital of Ost- northern host must march through in-Ernil (the successor of the ruined Minas Morgul, Dunlending territory before reaching located in the hills of Emyn Arnen). It is even possible Gondor, whichshould delay it signifi- that player-characters might choose to ally themselves cantly. with Aelindur. If so, she will most like betray them in the end, as befits her nature. The Lord of the Rings is founded Exemplars of and in their origins were of upon the premise that the search for power Aulë’s people, whose characteristic and knowledge contains within itself the Corruption and the desire to make in the fashion of their possibility of corruption, and throughout Creator was fraught with the ambigui- Tolkien’s writings these themes are closely Races of Middle-earth ties of sub-creative power. Other intertwined. The imaginary races ofMiddle- Examples of the self-undoing and ul- examples of betrayal and self- earth are each defined in terms of their timately self-destructive nature of the deception brought about through the susceptibility to corruption as well as their will to power abound in Tolkien’s promise of power include Ar- capacity for resisting the lure of power. A writings. The discord introduced by Pharazôn, the Nazgûl, the Dead Men gamemaster who seeks to incorporate this Melkor into the Music of the Amur of Dunharrow, and the Haradrim. “nobility of resistance” into the realm of locates the primal Fall before the crea- Individual propensities for corrup- game mechanics may wish to consider the tion of the world and sets the pattern tion and resistance are to be situated following rule suggestion for a statistic for those who are to follow. Among within a larger context of racial and embracing the quality of “fortitude,” de- the ranks of the Maiar, the figures of cultural characteristics. Men as a race signed for use with the Middle-earth Role Sauron and Saruman are exemplary of are extremely diverse and, as such, are Playing and Rolemaster rule systems. two different paths of corruption. subject to varying degrees of corrup- As with the doctrine of Original Sauron’s conscious allegiance to tion and corruptibility. Lesser Men, Sin, the potential for corruption in Melkor from the beginning, and his such as the Easterlings or the Ha- Tolkien’s world inheres within a per- unchallenged inheritance of his mas- radrim, are highly susceptible to the son’s created nature; hence, noble ter’s dominion which in turn led to his lies of the Enemy; by contrast, the actions and a desire to do good may own overthrow, may be contrasted to Edain, blessed by Ilúvatar with height- work to offset the corrupting influ- the more complex character of the ened faculties of discernment and ence of power—on the other hand, wizard Saruman, who began with a fortitude, are paradoxically more such efforts may paradoxically lead desire for good but whose attempts to vulnerable to the fear of Death and the one down the path of evil. It is worth fight the Enemy with his own weapons desire for deathlessness within the considering the corrupting conse- resulted in his metamorphosis into that Circles of the World. The Northman quences of power in Middle-earth Enemy. Significanty, this fall from ancestors of the Dúnedain share many since, in a role-playing context, the grace was accompanied by the acquisi- of the weaknesses of Lesser Men but pursuit and acquisition of power in its tion and creation of powerful artifacts are set apart from the latter by their various forms is a common orienta- and the knowledge of their use. Inter- enduring ties with the West tion of player-characters. estingly, both Sauron As a subset of Men, Hobbits repre- by their closer connection to the sub- Fortitude sent something of an anomaly within creative process, which leaves them Tolkien’s world. Their absence from prey to all the temptations associated The Fortitude Scale (FS) is meas- the recorded history of Middle-earth is with such power. As Time wears on, ure of a character's natural leaning used by Tolkien to amplify certain the Eldar become both less motivated towards good or evil. It bears some qualities which make them distinctive to actively strive for power and more resemblance to the traditional concept in their ability to resist corruption and keenly aware of the Enemy’s machi- of “alignment,” but is dealt with dif- domination; namely, their lack of nations—hence, in the Third Age ferently. Proximity to and/or use of desire for power. Most Hobbits have Sauron was no longer able to deceive power beyond one’s measure may neither the will nor the need to go out the Elves or to cajole them into his diminish one’s Fortitude score. Forti- of their way to obtain power; instead, service. This generalization, however, tude may be maintained or regained their activities are oriented toward may not technically apply in the same through resistance to the temptation contentment. The whole idea of “ad- degree to Avari Elves dwelling in of corrupting power, or by the per- venture”—at least at the time of The places other than north western Mid- formance of certain actions defined by Hobbit and The Lord of the Rings—is dle-earth. the gamemaster as being in opposition unpalatable to their sensibilities. This to or in rejection of the corrupting general avoidance, however, does not Artifacts of Power evil. The maximum Fortitude attain erase diversity among the different able is defined by the level of one’s branches of Hobbit-folk. Iron Crown’s Middle-earth Role natural or inherent power. A charac- Playing products often leave one with ter whose Fortitude score has fallen to Dwarves are characterized by an the impression that Tolkien’s world is zero or below has become irrevocably uneasy coexistence of intense loyalty overflowing with “magic items;” but corrupted and effectively leaves the and honor on the one hand, and a scarcity (rather than abundance) control of its player at the gamemas- potentially amoral vanity and greed on would better characterize magical ter’s discretion. the other. The former positive quali- artifacts within Tolkien’s sub- Two possible methods are here ties are most forcibly presented in The creation. Those few that are men- Hobbit and The Lord of the Rings, while presented for generating Fortitude: 1) tioned tend to carry with them a 1D100 role; reroll any score below in The Silmarillion their less admirable weight of doom and history which qualities are more often emphasized the character’s Intuition statistic, 2) often has a great deal to do with defin- Fortitude = lowest prime statistic of (though this impression may be, in ing their use and personal conse- part, a result of the implied Elven the character, and may not exceed quences. Most artifacts enhance some Intuition score by more than 15 perspective of Tolkien’s narrative of faculty or capacity of their user, often the events of the First Age). points. Either method is valid. Note bestowing power in direct proportion that the second method tends to gen- Of the kindreds of the Elves, the to his or her own inherent power or erate a higher score. If neither the Noldor exhibit the greatest similarities capabilities. This progressive increase MERP nor Rolemaster systems are being to the Dwarves and, as such, often of power, however, may be accompa- used, the easiest method for generat- share in the unstable affinity between nied by a corresponding, corrupting ing the Fortitude Scale statistic is to nobility and corruption. As a whole, influence over the user. Moreover, convert two appropriate statistics to however, the Eldar are to be distin- the full potential of an artifact is often percentile scores and use them as guished from all other races with re- only realized or understood as it ex- spect to power and corruption because tends control over its user. In this described above. of their deathless nature. Because of respect Tolkien and Lovecraft share a their unalterable connection to the similar view of the transgressive ef- life-span of the world itself, Elves lack fects of power and knowledge on the to a certain extent the drive for tem- self. This contradictory dynamic re- poral power that characterizes mor- quires a corresponding game me- tals.This quality, however, is balanced chanic in order for it to be evoked off effectively in the course of play. The concept of a “fortitude scale” is intro- duced to serve this function. Using Fortitude points. These examples are intended to Race Modifiers be illustrative of how the FS statistic The FS statistic may be used in a DWARVES +5 might be creatively used at the discre- variety of situations. All players are tion of a gamemaster. Similar circum- UMLI +4 required to make a successful FS role ELVES stances may be designated as opportuni- (as a percentage) whenever their char- ties to increase or award FS points. Vanyar +20 acters gain a level of experience. A Noldor +10 failed role results in a loss of FS equal Fortitude may be deployed in sev- Teleri +5 to the number of the new level. This eral contexts outside of combat. Ex- Avari 0 simulates the potential for corruption amples include knowledge-focused re- Half-Elves +5 occasioned by the new level of mas- search (e.g. spells), mid-level increases for certain skills, and so on. HOBBITS tery. This does not imply that the character is becoming evil; it simply ”Role-playing based” examples are Fallohides +10 more difficult to offer generalized Harfoots +15 means that if a situation emerged in which that character were required to guidelines for, but could incorporate Stoors +15 mundane forms of “corruption” (e.g. MEN resist the lure of corruptive power, his or her claim to greater mastery would dishonesty, bribes, treachery, vice, Beornings +5 prove to be one more disadvantage. An etc.) as well as magically-charged events Black Númenóreans -10 FS roll may be required if a character such as oathbreaking or crossing Corsairs -5 initiates combat against an opponent of purity boundaries. Once again, FS rolls Dorwinrim 0 lesser level than him or herself. A should be made at the GM’s discretion. Dúnedain +5 failed roll results in the loss of a single The use of artifacts may require an FS Dunlendings -5 FS point. An FS roll may also be re- roll modified by the Will of the artifact Easterlings -5 quired whenever a character makes use (1-20). A failed roll results in FS loss Haradrim -5 of magical power not otherwise inher- appropriate to the magnitude of the Lossoth 0 ent to his or her own being (i.e. any artifacts’s Will, or by some other crite- Rohirrim 0 kind of magic that is “acquired”). A rion. Rural Men 0 failed roll results in a loss of two FS Urban Men 0 Variags -10 Woodmen 0 Woses +15 ORCS Uruk-Hai -15 Common Orcs -10 Half Orcs -10 TROLLS Olog-hai -20 Normal Trolls -10 Half-Trolls -15 This essay inaugurates what I hope will become a regular feature of Other Hands; informed discussion of various aspects or themes of Middle-earth which will fully take into account what Tolkien himself has written or said about them. As role-players it is our job to be sub-creators—that is, to make Middle-earth our own by inventing something new, rather than limiting ourselves to the printed page; and as each reader of The Lord of the Rings will have his or her own unique picture of what Middle-earth is like, so too each gamemaster will create an idiosyncratic version of its history and of the events which take place within that setting. Tolkien’s annalistic histories of the Third Age (as found in the infamous Appendix A) lend themselves to such diversity. They are painted in broad strokes and leave many blank spaces to be in- terpreted and explored by the enterprising gamemaster. There is, in fact, a long tradition of ‘mock history’ among Tolkien fans—of pretending to write about Middle-earth as if it were the real world (i.e. applying principles of ‘real world’ historiography to Tolkien’s imaginary history in the hopes of achieving a supposedly more ‘objective’ orless idiosyncratic version of the ‘gaps’ left by Tolkien’s writ- ings). These mock histories ofMiddle-earth provide an abundant resource for role-players seeking crea- tive ideas to incorporate into their own games, and are therefore usually worth a read (they are an en- demic feature of most Tolkien fanzines). They also have a tendency to be frustrating if one already has a highly opinionated view on things Tolkien (as do I). This is partly due to their inevitable idiosyn- crasy, but often they lack any discernible rhyme or reason whatsoever. This, in turn, is usually the re- sult of a certain morbidity that must accompany any attempt to write a mock history of a fictional world for the hell of it. This morbidity (I use the term jokingly) is less characteristic of the role-player, for whom the desire to contemplate the secondary world is closely ‘linked’ to a practical goal: the need to create a richly-detailed background in which to set a game. In other words, mock history conjured up by the role-player is usually more interesting than that of the pure Tolkien junkie since the former intends to do something with it. But while the will to game is perhaps an important ingredient to more consistent mock history writing, it does not wholly erase conflicting interpretations of Tolkien’s world. This section of Other Hands will be devoted to such history writing; and to open further debate and interchange among ro- leplayers regarding different possible ways of reading “the evidence.” I want to emphasize in closing that the goal of this section, as with everything else in Other Hands, is to jurther enjoyment of Middle-earth as a setting for fantasy role-playing. We welcome submissions which invent new mate- rial out of whole cloth, but the focus of this particular section will be on what Tolkien has actually written (i.e. the published works to which we all have access) and how it might best be interpreted and used creatively. Rhovanion and the eastwards” (ibid:324). This view is actment on the part of Gondor. most likely correct, since there are Moreover, the recognition of Realm of Gondor no further references to Rhovanion Vidugavia’s kingship and the absence The lands described by Tolkien as until the time of Hyarmendacil; how- of any evidence to suggest a change in “Rhovanion” (Wilderland) have been ever, this does not imply direct occu- affairs until the invasion of the Wain- the subject of a number of Iron pation or even formal claim to the riders points to a strengthening of Crown publications, beginning with territory on the part of Gondor, for Northman autonomy as it becomes Southern in 1983. In these at a later point in the narrative we are more and more oriented towards modules, the view has been advanced told that the kings gave the Northmen Gondor. that during the Third Age the of Rhovanion “wide lands beyond In the first Wainrider assault Dúnadan realm of Gondor formally Anduin south of Greenwood the upon Gondor in 1856, we are told occupied and administered the wide Great, to be a defence against the that: “The people of eastern and plains south and east of Greenwood men of the East” (ibid:326). southern Rhovanion [presumably the the Great, giving to them the name This suggests two things. Firstly, Northmen] were enslaved; and the “Dor Rhúnen” (cf. Mirkwood: The it appears that the intention of this frontiers of Gondor were for that Wilds of Rhovanion, 1988:46—47). “grant” of land was to create a fron- time withdrawn to the Anduin and The scenario proposed, then, is of a tier or buffer-zone against Gondor’s the Emyn Muil” (ibid: 329). Here territory controlled directly as a enemies by delegating the burden of Rhovanion is called the frontier of military border-march. Tolkien, military defense such that the Dúne- Gondor, and this function is linked to however, seems to suggest a rather dain would not have to occupy the the freedom or enslavement of the different picture of the relationship region themselves. Secondly, while Northmen. If this can be taken as a between the South-kingdom and the the kings of Gondor are represented model, then we would suspect that plains of Rhovanion. What I want to as “giving” these lands to the North- Rhovanion emerged in this capacity argue, on the basis of the information men (thus implying some kind of with Turambar’s initial “grant” of the provided in “Gondor and the Heirs of proprietary claim) it seems unlikely plains to the Northmen in 541, that it Anarion” (RoTK: 324-3 37), is that that the Dúnedain perceived Rhovan- reached its culmination in the time of Rhovanion is better understood as ion as “belonging” to the territory of Vidugavia and his descendants, and frontier than as a border-march. Gondor. that some four hundred years later it hovanion, I suggest, was never occu- Other information would seem to ceased to be a defensible frontier. We pied by the men of Gondor as por- corroborate this view. That Romen- are given no positive evidence that it trayed in the ICE modules. The in- dacil II would have shown “especial ever recovered this role. darin designation “Dor Rhúnen” is favour” to a man who named himself Thus it seems that Rhovanion herefore inappropriate. “King of Rhovanion” (ibid: 326) im- functioned as a frontier of Gondor for plies a recognition of autonomous approximately one thousand-three rule. Whatever the reality of the hundred and fifteen years of the Rhovanion political situation in 1248 may have Third Age. It exercised military as a frontier been, it would appear that Gondor autonomy throughout the period of The view that the Dúnedain oc- made no formal claim over Rhovan- its settlement by the Northmen, and cupied the plains of Rhovanion de- ion in the same way that it claimed at least in the time of Vidugavia rives fom Tolkien’s statement that possession (for instance) of Haron- (1250—?) it enjoyed formally recog- during the reign of Hyarmendacil I dor. On the other hand, if Vidugavia nized political autonomy as a king- (1015—1149) the realm of Gondor had been the first Northman to claim dom in its own right. This frontier extended “east to the inland Sea of royal prerogative over Rhovanion, autonomy and the absence of any Rhûn” ibid:325). This is accounted then previous to him Gondor may enduring contact with Dúnedain is for by te reference to the ninth king have advanced a nominal claim to the reflected by the fact that in 1250 Turambar (541—667), who avenged lands “east to the inland Sea;” but it Rómendacil had no knowl- his father’s death at the hands of the seems highly unlikely that such a Easterlings “and won much territory claim would involve any kind of en- edge of the “language, manners, and in the furtherance of feuds among With the creation of the Regency (an policies of the Northmen” (ibid:326). their princes” (ibid). Earlier we are office which most likely did not sur- Finally, there is no evidence that the told that the numbers of the North- vive Rómendacil) the heir to the frontier ever received a Sindarin name men “had increased greatly in the crown was hindered from taking con- (as would have the case if Dúnedain peace brought by the power of Con- trol of the haven, and its rule passed had settled there or had laid formal dor” (ibid)—most likely this refers to on to (again, my own assumption) claim to the territory). Hence it is Turambar’s route of the Easterlings in Calimehtar and his descendants. When likely that its original name “Rhovan- 541. It is therefore probable that these at last the Kin-strife broke out, two ion” was retained because it was never “princes” emerged as a result of the reasons are given for Castamir’s ascen- occupied by the men of Gondor. Fi- expansion of the Northman population dancy over the other rebels: 1) he was nally, the realm of Vidugavia was re- and territory from Turambar to the Captain of Ships, and 2) he enjoyed garded by the high men of Gondor to time of Rómendacil. If this is the case, the support of “the people of the be “an alien country” (ibid). then we can ascribe the cause of the coasts and of the great havens of Pelar- eventual weakening of Northman loy- gir and Umbar” (ibid: 327). In other alty to the kings in part to these inter- words, it seems that the rift between The Kings of Gondor nal conflicts. At least one characteristic Pelargir and Osgiliath began with the which defined the nature of these division of power between Rómendacil and the Northmen “princes” was the fact that each con- and his younger brother Calimehtar; We return now to the problem of trolled a separate “realm” (e.g. the latter (or his descendants) appar- the exact nature of the relationship Vidugavia). Land and booty, then, ently began to develop military and between the kings and their Northman were apparently the most important popular support along the coastal pe- allies, investigating the development of elements in establishing ascendancy riphery of Belfalas Bay in order to cre- this relationship from the perspective over competing princedoms. ate a separate power base from which of the emergence and decline of to challenge Osgiliath. If this hypoth- Rhovanion as a frontier. The basis for Rómendacil had two strategies for dealing with this situation, both of esis is plausible, then it may shed some the grant of Rhovanion to the North- which involved co-opting the struggle light on what was going on in Rhovan- men was their supposed ethnic ties: ion between Rómendacil and the ”they were the nearest in kin of lesser of the princes for the interests of the ruling house of Gondor. His solution Northmen—just as Calimehtar was Men to the Dúnedain (being for the was partially motivated by the external cultivating his own foundation of most part descendants of those peoples power in the south, so too Rómendacil from whom the Edain of old had threat of the Easterlings; but perhaps more fundamental to his reasoning was was securing himself and his heirs by come)” (ibid). The “favour” shown the incipient danger of civil war within strengthening ties with Rhovanion. them in the grant was therefore prob- the realm he was soon to inherit. The first manner in which Rómen- ably couched in the idiom of kinship, and most likely lacked any formal Tolkien provides few clues as to the dacil exploited the situation beyond underlying causes of the Kin-strife Anduin was his recognition and sup- character. (1432-1447), but one of them surely port of Vidugavia’s claim to the king- The undefined nature of this alli- must have been Rómendacil’s appoint- ship of all Rhovanion. Whether or not ance is made manifest by the fact that ment as Regent of Gondor in 1240. this favour was formally granted, it was Rómendacil found it necessary “to This view works off the assumption confirmed in practice by the Regent's strengthen the bond between Gondor that Pelargir was the center of opposi- sending of his son Valacar as an ambas- and the Northmen” (ibid) as a result tion to Eldacar, and that the rule of sador. This relationship was renewed of uncertain loyalties on the part of the that haven had at least from the time by Valacar’s subsequent marriage to latter during the second wave of East- of Siriondil been traditionally be- Vidugavia’s daughter which ultimately erling invasions: “the Northmen did stowed upon the king’s son (thus precipitated (or rationalized) the Kin- not always remain true to Gondor, and avoiding any development of Pelargir strife. We do not know how long this some would join forces with the East- into a rival power against Osgiliath). relationship endured, but it was cer- erlings, either out of greed for spoil, or tainly in effect for the duration of unlike their brethren beyond Anduin, upon right of conquest as well as their Eldacar’s reign (1432-1490). The the realm of Gondor is never said to ancient kinship. This is the most logi- sanctuary given the exiled king during have encompassed the Vales of An- cal explanation for the de iure inclusion the interim of the Usurper’s reign duin north of Celebrant. This distinc- of Rhovanion within the realm of the indicates that Vidugavia’s descendants tion may therefore be in part a conse- kings until the time of Vidugavia and were interested in maintaining quence of the fact that Turambar had Rómendacil. Eldacar’s future patronage. “won” the lands eastward by military The second means of turning the conquest, whereas no such military princely conflict in Rhovanion to the expedition was ever recorded to have advantage of Rómendacil was his been carried out in the northern An- recruitment of Northmen for his duin vales. The grant of Rhovanion to military force: “he took many of them the Northmen was therefore based into his service and gave to some high rank in his armies” (ibid: 326). Eldacar his grandson continued this policy of favor towards Northmen “by whose help he had regained the crown” (ibid: 328) by settling many in Gondor following the Kin-strife. In all this it is crucial to keep in mind that the political autonomy of Rhovanion became more sharply defined as its involvement with Gondor increased. There is no positive evidence to sug- gest that the region was ever directly occupied or controlled by the Dúne- dain.

Conclusion While this scenario of the relation- ship of Rhovanion to Gondor is, I believe, more plausible than that offered by the Iron Crown modules, we are nevertheless left with the problem of explaining why (if this was the case) the territory beyond Anduin was included within the realm of the kings in reference to the time of Hyar- mendacil. We have imagined that de facto the Northmen of Rhovanion exercised political and military auton- omy, while nevertheless acknowledg- ing some kind of bond legitimated by kinship. By way of comparison, the Northmen of the Vales of Anduin are also said to have “acknowledged” Gondor’s authority (ibid:325); but Participants: Chris Seeman, Brian T. Murphy, Eric Rauscher, play—which, as you rightly point out, Glenn Kuring, Andrew Butler is characterized precisely by this ho- Held at the Tolkien Centenary Conference mogenizing of discontinuous genres or Keble College, Oxford: 22 August, 1992 settings into what we might call a mul- tiverse. By way of contrast, Tolkien’s world represents the exact opposite of and yet Hobbits are running around in the multiverse. As we all know, CHRIS SEEMAN: I would like to his game. Quite often there is a cross- open this discussion with a leading Tolkien’s ideal was what he called the over from Tolkien fans to gaming and creation of a secondary world—a unified question which I think is of central vice versa so, in fact, he owes a huge importance to the whole matter of and coherent universe possessing “the debt. Essentially, then, there is a inner consistency of reality.” This is, role-playing in Tolkien’s world. As a connection to Tolkien in these games. gamemaster one must always consider of course, part of what makes Tolkien the elements that make up a good ERIC RAUSCHER: What ori- a great writer; but the notion of a sec- game. Let us, then, begin by asking ginally drew me into D&D was my ondary world is, I think, also very at- ourselves: what goes into making a interest in the Mythopoeic Society; in tractive to role-players (and, in good Middle-earth game—or, alterna- fact, the very first role-playing games particular, to gamemasters like my- tively, what in a game evokes the feel I ever played took place at Mythcon self). More than any other fantasy of Middle-earth rather than some other years ago. Since then I don’t do much world that I know, Middle-earth con- fantasy setting? What is it about roleplaying because I got bored with tains (ready-made) all the necessary Tolkien’s world that attracts us as this mishmash of semi-Medieval “I’m elements for a richly textured game role-players? a ninja, you’re a flying turtle.” With- setting. Tolkien spent his entire life out a strict genre to set it in the game creating this imaginary world in its BRIAN T. MURPHY: Most ob- became a free-for-all, which turned most minute detail. For the gamemas- vious, I think, is the fact that so many me off to it. ter who would rather run a game than of the so-called “sword and sorcery” spend all his or her time laboring over or pseudo-Medieval role-playing CHRIS SEEMAN: I think that Dungeons &Dragons a world to set it in, Middle-earth of- games are, in a sense, based in Middle- and its successor games do (at least in practice) consti- fers an attractive alternative to earth, Take, for example, Dungeons & reinventing the wheel. One of the Dragons, the first and most popular of tute their own “genre” in the sense that they share an implied style of reasons why there never was a Mid- the kind of games I am referring to. dle-earth role-playing game in the Gary Gygax disclaims any great debt seventies is I think because of the pre- to Tolkien (Fritz Lieber is, of course, a much stronger influence for him), dominance of this multiverse para- lem is in trying to come up with dle-earth has already been written digm as the taken-for-granted frame rules that fit the way the stories go and, as a consequence, certain limita- of reference for gaming. From the rather than fitting the way other tions are imposed upon the players as early eighties onward, however, a role-playing games go; because with to what extent the gamemaster can shift in this paradigm took place games like Dungeons & Dragons you've allow their characters to affect that which made it possible to imagine got set types of adventure that most pre-existing history without altering Tolkien’s world as a viable fantasy players are used to. And I’m guilty of it beyond recognition. setting. With the birth of such games this as well—I’m sticking these sorts AUDIENCE: I think there is a as Call of Cthulhu, Stormbringer,or of adventures into parts of Middle- particular form of the problem in the Pendragon you finally had visible ex- earth and trying to make them fit, case of Middle-earth where, at the amples of how the literary genre of a and in some cases they will. But in worst, you get the hack-and-slay particular author’s works could be others it’s trying to get the square style of game backed up by a Monty successfully translated into a game peg into a round hole, and you end Haul philosophy. Those two things medium. It’s just ironic that when up distorting Middle-earth to fit the are entirely contrary not only to the Iron Crown Enterprises acquired the game rather than the other way spirit, but to the letter of the basic license to publish and market a role- around. Certainly in quite a lot of narrative of Middle-earth. You can- playing game based on Tolkien’s publications that have come out, not have a naive embrace of power writings they ended up orienting it beause of the way their audience and still say “This is really Middle- towards the old multiverse para- does things, the game designers have earth.” Because if it were you’d find digm. made modifications which don't yourself laying waste to the Shire and GLENN KURING: The beauty necessarily fit in order to do what trying to take over Mordor. I don’t of Middle-earth as a fantasy setting is they want to do in that setting. believe it’s very easy to set a role- that it’s already set up (with its his- GLENN KURING: In order to playing game in Middle-earth be- tory, geography, languages, and so make their products financially vi- cause Tolkien’s mythology is about on) so that those who have read able, I think that Iron Crown has not excepting such power. Tolkien’s books can pinpoint their tried to market Middle-earth Role BRIAN T. MURPHY: I think relation to that world during the Playing for more than one audience. I’d like to distinguish between the course of the game and say “Yes, I’m On the one hand, they are targeting standard hack-and-slay scenario in Middle-earth.” I have players who D&D players with hopes of getting where a party of adventurers go in, know the works very well, and they them interested in Tolkien; on the clear the dungeon, kill everything find a lot of fulfillment in exploring other hand, they want to get people they see, haul out anything they can Middle-earth through the game. who have read The Lord of the Rings carry, and go up a level; and real However, in order to achieve this the (and who may not have any experi- role-playing which, as the word game has got to be run in such a way ence with role-playing) to buy their suggests, has to do with playing a role that it lends itself to that kind of games. But at best this effort has only and developing a character. I don’t response. This is not difficult so long been partly successful with the mod- think that this distinction is made as the game remains fairly true to the ules and rules they have published so often enough. Tolkien’s world is spirit of Tolkien’s works, but it can far. fundamentally character based—not become a major problem if the set- CHRIS SEEMAN: I agree with treasure based, not murder based— ting is only superficially linked to Glenn that for a gaming company but character based. The idea is not Middle-earth. this dilemma of having to “make the to go in, kill everyone, haul every- ERIC RAUSCHER: It’s easy to world fit the game” derives in part thing out. It is to fulfill some grander say: “Hey, this is taking place in from these marketing considerations; goal in terms of your character. Middle-earth; I have a Colt .45 and but I think the gamemaster faces a ERIC RAUSCHER: The style of an Uzi.” But how do you make a similar problem in attempting to play is also affected by the game game that smells and tastes like Mid- create adventures out of what is in mechanics themselves. The rule dle-earth? That's the real challenge. some respects a closed world. By this system ANDREW BUTLER: The prob- I mean that the basic history of Mid- you use lends itself more or less to the the kind of game which involves situa- CHRIS SEEMAN: One of type of role-playing you prefer. If you tions more complex than penetrating Tolkien’s greatest strengths as a story- play the type of game where you are an enemy stronghold or stumbling teller is his skill in giving the illusion trying to get points to go up levels, upon a lair of orcs. This is not to de- of historicity and concreteness to his then you are going to kill things— preciate the latter sort of scenario as a imagined world through the use of that's what the game system is de- valid element in any role-playing lacunae. These might take the form of signed to encourage. game, but it would be refreshing if off-handed references to the blank CHRIS SEEMAN: What is fun- Iron Crown were to publish some- portions of his map, as Brian has damentally at issue here is the more thing that we could point to and say: pointed out, but they can also involve general problem of how one is to “Now that is what a good Middle-earth allusions to other historical events or translate the themes or values ex- scenario ought to look like,” rather far-off times only glimpsed at in the pressed by a given author into the lan- than find in module after module the narrative. As a gamemaster, I find this guage of game mechanics. While we standard fare that could be gotten sort of lacunae the most engaging should remind ourselves that it is the from any other fantasy setting. point of departure for a role-playing gamemaster and players who, in the AUDIENCE: I have two things to game. Ultimately, what draws us most last analysis, determine the quality and say. First of all, I think a role-playing as gamers are those aspects of style of a game, we must also recog- game is never good when it’s hack- Tolkien’s narrative which awaken our nize that unless the desired actions and and-slay, no matter what kind of game desire the most. In my case, I enjoy motives of characters are somehow it is. And second of all, for me it’s re- contriving situations, plotlines and so grounded in and encouraged by the ally difficult to get into a Middle-earth forth which make it possible for the rule system itself, they cannot be sus- setting because I have the stories in players to contribute in some way to tained indefinitely. The real question mind (which I’ve read a couple of the events or outcomes already nar- then becomes how a game mechanics times), and I can’t really take on a rated by Tolkien. This strategy of could be devised such that Tolkien's character which has so much in com- making the player-characters the “un- theme of “the dethronement of mon with those I’m used to in the sung heroes” of Middle-earth tends to power” (to take just one example) book. It seems to me that there is a eradicate the problem of a closed would be imaginable. Also, to Brian’s problem in trying to replay scenes world. This sort of thing often re- distinction between hack-and-slay and from books. quires some delicate maneuvering on the gamemaster’s part, but it is one of character based role-playing ought to BRIAN T. MURPHY: If you be added a distinction between the the jobs of any good sub-creator. Re- happen to find a group of players who gardless of what your style of play or style of play adopted by this or that have never read Tolkien (and, believe group of gamers on the one hand, and point of departure may be, the most it or not, they are out there) then it is important thing in running a Middle- the implied style of play promoted by possible to re-enact portions of the a game company on the other. It’s one earth game is that your players not feel books. But in this case you as game- that their characters are simply walk- thing for a gamemaster and players to master don’t take on the role of sub- turn the Middle-earth setting into a ing through a cardboard world, but creator, and I think the whole one in which their actions and choices simple “dungeon expedition” type of attraction of role-playing games is that adventure—that’s their affair; it’s will make a difference. In this kind of they make it possible for us to do just usage of Middle-earth as a role-playing quite another matter when an exclu- that. But beyond Tolkien’s map you sively licensed company like Iron setting we ourselves become partici- have other areas of the world that are pants in the ongoing process of sub- Crown publishes material which is pre- left completely undescribed, and I disposed to this rather limited focus. think that exploring these through creation which Tolkien has begun. Even the purportedly “neutral” area role-playing is one of the most fruitful description modules are written with a ways of developing a Middle-earth certain bias towards that style, which campaign. often renders them of limited value to (If there is anything that I have missed—and I'm sure there The Misty Mountains is—please send me the references so that we can put together a Angmar Empire of the Witch-king (4020) comprehensive bibliography of everything in print having to do with Mount Gundabad (3110) role-playing in Tolkien’s world.) Goblin-gate and 's Eyrie (8070) The South-kingdom of Gondor Elven settlements (8080) Osgiliath (forthcoming) Lórien (3200) Anórien Minas Tirith (8301) Khazad-dum Moria: The Dwarven City (2900) Calenhad: A Beacon of Gondor (8203) Fangorn Forest Ents of Fangorn (3500) Ithilien Minas Ithil (8302) Dunland (3600) Gates of Mordor (8105) Ghost Warriors (8016) Ghosts of the Southern Anduin (8109) Rhovanion Lebennin Sea-lords of Gondor (3400) Greenwood the Great Mirkwood (4010) Star Spray (White Dwarf #: 31-36) Halls of the Elven-king (8204) Belfalas Havens of Gondor: Land of Belfalas (3300) Denizens of the Dark Wood (8111) Assassins of Dol Amroth (8106) The Necromancer's Lieutenant (8113) Morthond Erech and the Paths of the Dead (8060) The Dawn of Unlight (White Dwarf #?: 28-32) Haunted Ruins of the Dunlendings (8101) The Plains Brigands of Mirkwood (8090) Calenardhon and Northern Gondor (2800) River Running (8114) Mouths of the Entwash (8011) Perils of the Sea of Rhûn (8110) Harad Umbar: Haven of the Corsairs (2400) Dagorlad and the Dead Marshes (8020) Pirates of Pelargir (8104) Taurefanto (White Dwarf #87: 30-37) The North-kingdom of Arnor Ered Mithrin The Grey Mountains (3113) Arthedain Rangers of the North (3000) Mordor and the Barrow-downs (8010) Gorgoroth (3112) Dawn Comes Early (LR0) The Tower of Cirith Ungol and Shelob’s Lair (8030) Darker than the Darkness (LR1) Teeth of Mordor (8202) Bad Men Full o’ Thievery (LR3) Southern Middle-earth Rogues of the Borderlands (8014) The Raj Far Harad: The Scorched Land (3800) Weathertop: Tower of the Wind (8201) Warlords of the Desert (8012) Rhudaur Hillmen of the Trollshaws (8040) Forest of Tears (8015) A Sample Game Environment (MERP: 95-105) Hazards of the Harad Wood (8112) Phantom of the Northern Marches (8102) The Yellow Mountains Shadow in the South (3900) Trolls of the Misty Mountains (8103) Greater Harad (3111) Dark Mage of Rhudaur (8013) Nazgûl's Citadel (8205) Cardolan Lost Realm of Cardolan (3700) The Mûmakan The Court of Ardor (2500) Thieves of Tharbad (8050) Woses of the Black Wood (8107) Thematic Modules Raiders of Cardolan (8108) Riders of Rohan (3100) The Usurper’s Reign (forthcoming) SUBMIT NOW! SUBMIT NOW! SUBMIT NOW! Other Hands needs writers as well as readers in order for it to stay afloat, and we urge you to submit what- ever you would like to see in print. Although we are still in discussion with Tolkien Enterprises as to the legality of publishing actual adventure scenarios within these pages, Iron Crown do not object in principle to such ma- terial being published in Other Hands, so long as they are not themselves excluded from participating in our journal. Issue 2 is scheduled for publication on July 1st, 1993, and June 13th will be the submission deadline for that issue (any materials received after that date will be published in the October issue). At present, we have the resources for translating submissions in Spanish, but all others must be received in readable English in or- der to be considered for publication. The content of the present issue is intended as a guideline for the kinds of things we are interested in pub- lishing, but the scope of this journal is ultimately defined by you, the subscriber. We list here some ideas for features we would like to see in the pages of future issues: 1) A letters column for those who wish to communicate and discuss about what others have written in the journal, or about any topic of gaming interest. 2) Constructive feedback on ICE products, or evaluations of MERP (both Iron Crown Enterprises and Tolkien Enterprises receive copies of Other Hands, so here is an opportunity to be heard). 3) Articles on how to treat certain aspects of Tolkien's world from the perspective of game mechanics (by a particular rule system or by rule systems in general). 4) Profiles on the inhabitants and creatures of Middle-earth (whether invented or taken from the books). 5) Articles comparing aspects of Middle-earth by analogy to the history of our primary world (and sugges- tions for how such comparison might be exploited in the development of a campaign). 6) "Databases," or collections of references from Tolkien's worb relevant to a particular topic (e.g. magic). 7.) Advice for gamemasters on how to run a campaign that "smells and tastes like Middle-earth" (to use Eric Rauscher's expression), or reflections on your own trials and tribulations as a GM or player. Submissions are welcome in any form (preferably legible), but are easiest to edit when received on a floppy disk. Word for Windows 2.0 is the editing software currently in use, so if there is any question as to the read- ability of your disk, please save your document in ASCII or text-only format and include a hard copy. All submit- ted materials remain the copyright of the author unless we are otherwise informed. All submissions must be sent to Chris Seeman: PO Box 1213, Novato, CA 94948 (USA). Please write me or call if you encounter any diffi- culties, my phone number is (415) 892-9066. SUBMIT NOW! SUBMIT NOW! eople of Osgiliath!’ Orodreth of It was a lie. But Calimon laughed, and mocked his defeated Morthond addressed the multitude As the people debated among themselves what rival. ‘Come now, Captain of Morthond! What assembled before the Dome of Stars. their answer should be, a voice was raised among better way to allay our suspicions than by Your defence of this city has been a valiant one, the captains. It was lord Calimon of Lebennin, the finishing what you have started? Kill Ornendil, or and yet in surrendering peacefully you have lost cousin of Castamir who held a grudge against be declared our foe!’ no honour but rather have shown wisdom in a Orodreth. He had bribed Orodreth’s companions to Then Orodreth’s heart was smitten as with a hard time. Eldacar who once was king is now fled, persuade their leader to bring Ornendil into their blow; and he drew his sword, knowing the evil and so has abandoned that claim. The captains power, and now his rival from Morthond had that he was about to commit for the salvation of will choose a rightful successor to rule over you in fallen into Castamir's trap. Belfalas. For he perceived that should he failed to his stead. We are not your enemies! See. Ornendil comply, Castamir would use his disobedience as a whom you love I have defeated in fair combat; he ‘Orodreth,’ said he, ‘the captains applaud your undying efforts to avert needless bloodshed in this pretext to invade his uncle’s fief Dor-en-Ernil shall receive mercy and live without shame. Pledge that had remained neutral during the war against to us your loyalty and you shall fare likewise.’ unfortunate strife; but it seems that in sparing Ornendil's life you have overstepped your bounds. Eldacar. Mordulin was torn screaming from The crowd heard him gladly, thinking that their For though Eldacar is fled as you say, he has not Ornendils side by Castamir’s men, cursing her lives and the king’s son would be spared if they in truth relinquished his claim to the throne. You, cousin to death and darkness for the doom he had submitted to the victorious rebels. Orodreth, too, Orodreth, have willfully spared the life of his son sown; but Ornendil stood his ground, seeing his was relieved at their response for he desired to and heir who is a threat to our righteous cause; death. ‘Did I not warn you that the rebels would stay the rebels from exacting punishment on the and some there are who tell us that you had even be your undoing,’ he said to Orodreth, whose citizens of Osgiliath who had supported the now- contemplated to set Omendil free, rather than blade wavered; now we are both trapped by this exiled king during the siege of the preceding slaying him at once as you should have. What usurper’s design.’ But Orodreth, blinded by de- months. He had personally led final attack on the proof have we that you also do not harbour ill- spair, raised his sword and cried: ‘Forgive me, Great Bridge, and had captured both Ornendil and designs against us? What assurance do we possess Ornendil, and curse my fate!’ And he slew the his own cousin Mordulin, who was Ornendil's that your betrayal is not a ploy of Belfalas king’s son before the people. Then he cast aside his betrothed. At first he had purposed to allow them against the captains or Pelargir? Indeed, what blade and, falling to his knees, raised his eyes to to escape the city, for they had been close in token of your allegiance could you give that would heaven and whispered: ‘Neithan ni gerino.’ friendship before the outbreak of the Kin-strife dissuade us from naming you traitor?’ At these Upon seeing the murder of Ornendil, the people of five years ago; but Angbor. Damrod and Gelmir, words Orodreth grew silent, knowing that he had Osgiliath were unable to restrain their wrath and Orodreth’s trusted companions from Linhir, urged been betrayed. His treacherous companions smiled began to attack the rebels in a mad frenzy, only him to bring them before the captains for judg- at the success of Castamir’s design. Mordulin to be slaughtered in heaps upon the steps of the ment. Castamir, they assured him, purposed to clutched Ornendil, fearing for the life of her Dome of Stars. Castamir gave orders at once to spare them in order to gain the confidence of the beloved. The fate of Osgiliath hung by a thread. burn the city and to show no mercy to any who people. Only in this way, they said, could resisted. The Usurper’s reign had begun, and the Orodreth hope to save the people of Osgiliath memory of evil would not be forgotten. ... from the vengeful captains of Pelargir. kingdom during the civil war of the to participate in the ongoing struggle A Forthcoming Kin-strife. Drawing upon previously for the destiny of the realm, whether Middle-earth published area description modules, as underground resistance groups and the creative work of its collabo- loyal to the exiled king Eldacar, Campaign Module rating authors, The Usurper’s Reign traditionalist confederates seeking to by depicts the political and military advance the hegemony of the situation of Gondor’s chief cities— Usurper, or as individuals out to Anders Blixt - Mats Blomqvist - Pelargir, Umbar, Lond Ernil, Osgili- secure their own existence (or sur- Gunnar Brolin - Sanna Fogelvik - ath, Minas Anor, and Minas Ithil— vival) under the new regime. Fell Ake Rosenius - Chris Seeman - during the repressive rule of deeds and deadly intrigues await Dag Stalhandske Castamir the Usurper (TA 1437- those who would brave the tumultu- The Usurper’s Reign will be the 1447). Some twenty, full-length ous events of largest MERP publication to date, adventures set in the year 1441 en- The Usurper’s Reign! containing in excess of two hundred able player-characters Coming Soon ... pages of text concerning the fate of the South- Product portune) event transpires which in Each of these sorcerously created crea- some way threatens the lives of the tures has its own personality and peace-loving villagers, and which can unique talents, making them a veri- ultimately be rectified only if a party of table commando team for terrorizing wandering mercenaries is hired to set the locals. On top of all that, Hara- Review things right. In five out of the six sce- druin is cursed with an apocalyptic Joe Martin narios, the minions or purposes of the prophecy that the end of the world Necromancer of Dol Guldur are di- will be nigh whenever suitably evil River Running rectly or indirectly involved; in all but creatures take up residence in it, mak- (Middle-earth Adventure #8114) one of them, violent conflict is the ing their removal all the more pressing Iron Crown Enterprises, 1992 necessary means of resolution. for the restoration of peace, harmony, The first scenario, The Corruption of and trade. One of our hopes for Other Hands is Durannon Wood, draws on the Tolkien- The fourth scenario, Carnage at Fo- that it will offer reasoned evaluations of the ian theme of the malevolence of sen- rodim, allows player-characters to as- latest (or earlier) Middle-earth gaming pub- tient forests. It tells the story of a sume the roles of , Lcgolas, lications, as well as reviews of anything vengeful exile from the sleepy little and Gimli by hunting yet another ma- which might be of value to Middle-earth village of Kardavan who was cheated rauding Orc band across the plains of role-players (e.g. other books, articles, ac- out of his inheritance, and who has Rhovanion in order to rescue innocent cessories, etc. related or relevant to Tolkien’s returned from a stint at Dol Guldur to captives before their captors reach the writings). We look fonvard to Iron Crown’s get even with his ostracizcrs by trans- safety of Mirkwood. This sleepy little expanded re-issues of previously-published forming the local forest into a minia- modules, as well as the revised MERP rule village is burnt to a cinder when its ture version of Mirkwood, spiders and potential saviors arrive on the scene, system, and hope that Other Hands will all. A reward is offered for explaining be able to provide constructive feedback from its population recently abducted by the why the forest has gone bad, rescuing Necromancer’s cronies. A cruising trio ICE’s primary audience. So start sending in any surviving victims of its malice, and vour reviews—the more the merrier! of trigger-happy Elves far from presenting proof that its evil has been Thranduil’s halls offer their assistance River Running is the most recent vanquished. in tracking down the baddies, and a MERP supplement published to date. The second scenario, Hijacked Wine pair of overzealous village lads who The approximately ninety pages of Barge, tells you all you ever wanted to managed to avoid capture beckon all text, charts, and illustrations that make know about trade on the Celduin, and wandering swords to oblige themselves up this module comprise six scenarios what to do when you run into the of the time-honored tradition of giving set in the land of Dorwinion (presum- problem of Uruk-hai river banditry. A aid to strangers in need. A race against ably around the seventeenth century of renegade Orc band has just landed itself time begins. die Third Age). The scenarios are in- a valuable wine barge by ambush, and The fifth scenario, The Wounded dependent of one another, but may be its surviving owner is attempting to run with equal case as a scries of con- Drake, begins when a wild-eyed Los- raise up a posse in the nearby river soth stumbles into the small village of secutive adventures. In addition to the depot of Caradsurga to exterminate the scenarios, a brief introduction and epi- Pardfan with the excited (and suitably thieves and recover whatever cargo the exaggerated) eye-witness account of a logue provide background on the in- Orcs have not already imbibed. habitants of this region and infor- dying dragon in a nearby cave ripe for mation about the wine trade for which The third scenario, The Gargoyles of slaughter and “profitable dismember- it is famous. Haradruin, concerns an old, ruined ment.” The gullible villagers, eager for fortress overlooking the small but im- salvage rights over the worm’s valuable The adventures contained in the portant toll town of Karfas. Another parts (i.e. scales, horn, bones, etc.), module share certain common themes wandering band of Orcs, down on its gather a harvesting party and head off and plot elements. Each scenario is set luck, has had the misfortune of taking for the Iron Hills. Unfortunately, the or begins in one of the many small vil- up residence in the crumbling ruins of drake is not in as bad a way as the vil- lages along the Celduin (S. River Run- Haradruin, just prior to its having be- lagers have been led to believe, and ning) which, up until now, has enjoyed come the roost for a quintet of beastics joyfully awaits its anticipated meal. a relatively serene and prosperous ex- recently escaped from the spawning Characters hoping to partake of the istence. An ill (or, in one case, an op- pits of the Necromancer. worm had better be quick enough to see that the current expedition is get- agents for the Dorwinion “Realm- revealed—much less perceived by ting the drake right where it wants master,” or as holders of the coveted anyone—until much later in the Third them. license to export the legendary Dor- Age. Similarly, my understanding is The sixth and final scenario, The winion vintage. River Running would that Uruk-hai do not appear at all un- Man-Wolf of Galgorin, is a classic tale of have been a more balanced module if til after the year 2000 in Mordor— unintended lycanthropy and the these adventure possibilities had been not Dol Guldur at this earlier period struggle to cure (or destroy) the un- exploited as more than an after- (33). On one occasion, there is a Dor- knowing victim before he devours all thought, particularly since the author winion military officer who is conver- of his neighbors and becomes a pawn himself states that “arrangements for sant in (37), a secret for the Necromancer’s machinations. profit are more honorable than com- (and dead) language in the Third Age The peace and serenity of the isolated bat or adventuring for treasure” (87), known only to Sauron’s most intimate village of Galgorin has been shattered which is what the greater part of these servants. by an unnatural plague of wolves and scenarios boil down to. Accordingly, The organization and presentation wargs that now infest the farmstead of we look forward to a second Dorwin- of the module is reasonably clear, the swiftly-transforming local who was ion adventure module which bran- though it is often necessary to read a bitten by a werewolf while on sojourn. dishes the cry: “See the Middle-earth! scenario in its entirety in order to un- Because the man is not yet wholly in- Trade in wine from the Land of Maid- derstand its basic plot. A summary fected with lycanthropy, would-be he- ens!” (90). paragraph at the beginning of each ad- roes have the option of trying to While the content of this module venture for the benefit of the game- rehabilitate, rather than kill, their op- is in general solid and well-conceived, master (such as we have provided in ponent with the help of the village ly- there are a few minor aspects of it this review) would have been much canthropy experts. which bear nit-picking by the Tolkien appreciated. Moreover, because the All six of these adventures are de- purist. The background material on epilogue provides the overall rationale tailed and internally consistent, pro- Dorwinion is necessarily incomplete, for adventuring in Dorwinion, it might viding fairly conventional, “episodic” and may be fleshed-out in fuller detail have been better placed at the opening plots which can be played out in a with the Ready-to-Run module Perils of the module. Some of the illustra- single session of gaming; they may on the Sea ofRhûn (#8110); neverthe- tions and maps might have been more therefore serve as useful “fillers” for a less, this reviewer at least would have tightly integrated with their accompa- lengthier campaign. There is also liked to have heard something more nying texts. The one serious organiza- nothing particularly original about about how the inhabitants of this land tional flaw of River Running is its lack of them—or, rather, there is little in characterize themselves. We are never any map which locates the individual these scenarios that gives the player a told, for example, what these people adventure sites in the “big picture” (as taste of what makes Dorwinion a dis- call themselves (certainly not “Dor- one who apprehends things visually, I tinctive and interesting game setting. winrim,” since Sindarin is presumably found the elaborate written descrip- Small villages with their idiosyncratic not their primary language). Why, tions of the locations of some of these problems can be found practically any- moreover, is Dorwinion referred to as village settings difficult going). It is where in Middle-earth, Dorwinion “the Land of Maidens?” This is never unfortunate that such a map was not included; but one might have hoped to explained. included, since I think many will agree find at least one adventure in this col- Other peoples or races are some- that Pete Fenlon’s cartography is one lection which would involve characters times referred to in this module with of the high points of the Middle-earth in what the inhabitants of Dorwinion unwieldy diction: Sagaths (Sagath?), Role Playing series. (according to their resume) do best— Logaths (Logath?), Logathian (Log- namely, mercantile adventure to far- athig?), Lossadan (Lossoth?). On a two off, exotic places. occasions, one Éothraim character is In actual fact, the epilogue of the anachronistically called a Rohir (74, module addresses the issue of how 80). More significant a deviation, in characters might utilize their new- my view, are the references to the found fame (or infamy) from their re- Necromancer as “the Nameless One” cent exploits to win themselves a (6, 9, 32, 48), which seem to imply position in the wine trade, either as recognition of the Necromancer’s true identity (which is not supposed to be

Reviewer: Chris Seeman other

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OTHER HANDS Attn: Chris Seeman P.O.Box 1213 Novato, CA 94948