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From the pages of J.R.R. TOLKIEN'S THE HOBBIT™ and THE LORD Rangers of the north™ CONTENTS vetoes : Lo uipeuises . offen “ ; ADAPTING THls MODLLE 10 YOUR GAME 3 LACESOESOYS CONVERTING STATISTICS. Va nn Ta ere erin aber ne j 74 CARDOL ANS HAUNTED BARROW-DOWNS, 6 1.36 A Note on Levels, s jesseieapptenieie = ‘ 8.0 THE NORTH ATOTHER TIMES: ey 30 THE LAND ‘8.2 THEFALLOFARTHEDAIN 2” bipecanle regain i ‘The Line of Diinedain Kings. - By Hea No {ex mmgeronr ch : $0 uumomns : ‘ TheRongersof the Nae Mm Sac Mg aDvENTURESINARTHEDAIS . Sees 110 LAYOUTS ANDFLOORFLANS a 6.3 THE PREOCCUPATION OF GONDOR 2 ws \GS THAT HEAL ANDHARM 0 prods and died by RON CROWN ENTERPRISES, Ine. 20.10% 1608, Charlie, VA 2502, Stock ME 200. ©1985 TOLKIEN ENTERPRISES, a division of ELAN MERCHANDISING, Inc., Berkeley, CA. Rangers of the North, The Hobbit, and The Lord of the Rings, and all characters and places therein, are trademark properties of TOLKIEN ENTERPRISES. spy 0.915795-22-1 1 In the creeping darkness of the woods, the fallen Ranger Dongorath heard and smelled the Trolls before he saw them. The Dwarf Gurin blithely took another half-step toward the entrance (0 the cave, thinking the odor belonged 10 one of their own party, ‘before Dongorath grabbed and pulled kim into the bushes near the entrance tothe cave "Have you no ears or nose, stunted one?" Dongorath hissed. Gurin shrugged, accustomed ro suck abuse. As weapon-maker for the raiders, he felt that his duties ended with forging their swords and knives and resented having 0 accompany Dongorath and his ‘men on their evening forays for booty. “They are Sharkai, 1 think,” Dongorath whispered ro his three compatriots, speaking of the approaching Trolls, “stupid but “They must have treasure stashed inside," one of his men sug- ested. Dongorath smiled wickedly before speaking ina voice heavy with sarcasm: "No, man of great knowledge, the Trolls have gathered there 10 dance and sing beneath the light of the moon.” “I should be guarding the horses,” Gurin suggested, but no one spoke. “They might bolt from fear.” The group grew hushed and tense asa pair of Northern Hilltrols emerged from the mouth of the cave and stood bathed in eerie ‘moonlight. They carried clubs, and each bore a sagging cloth sack over his shoulder. The Trolls spoke in a grotesque parody of language, grunting and snorting like beasts, deciding what their next move might be. “Why don't we let shem escape and follow them?” the Dwarf counseled, careful to whisper. “They might lead us to greater Dongorath scowled. “We act now. to ake high ground, “ ‘and the others silently drew their swords, “create a diversion, le motioned for the archer ‘ow, "he aid, turning his gaze 10 Gurinas he 1.0 GUIDELINES Fantasy roleplaying is akin toa living novel where the players are the main characters. Everyone combines to write a story which is never short of adventure. They help create a new land and strange new tales This seriesis designed asa tool for gamemasters who wish to run, scenarios or campaigns set in J.R.R, Tolkien’s Middle-earth. The adventure modules are complete and ready-to-run studies of very specific areas and are intended to be used with a minimum of addi- tional work. Each has statistical information based on the Middle ‘earth Role Playing (MERP) and Rolemaster (RM) fantasy systems. ‘The modules are, however, adaptable for use with most major role playing games. Creative guidelines, not absolutes, are emphasized. Professor Tolkien's Legacy Each module based on extensive research and attempts o meet the high standards associated with the Tolkien legacy. Rational linguistic, cultural, and geological data are employed. Interpretive ‘material has been included with great care, and fits into defined pat- ‘ers and schemes. ICE does not intend it to be the sole or proper view; instead, we hope to give the reader the thrust of the creative processes and the character of the given area, Remember that the ultimate sources of information are the works of Professor J.R.R. Tolkien. Posthumous publications edited by his son Christopher shed additional light on the world of. Middle-earth, These modulesare derived from The Hobbirand The Lord of the Rings, although they have been developed so that no contlct exists with any of the other sources. 4.1 DEFINITIONS AND TERMS “The Following abbreviations and terms are used throughout the 1.11 ABBREVIATIONS. Abbreviations are listed alphabetically within subeategories en olemarer agli Mn MRE Coast Mund MERE) Empaths Ue Ings (ERP Inston (RM and ERP Memory uth) ches a9 Reson 0) Sa Dispine RAM Seenth (RM and ERP) Armor ane tones pee) Cee ke Fantasy Role Peving dase pce) Modi or Meifiction i pice jer Chaucer Reston Rol ‘Stator Charaseie rin = ima HotboneWasvon scan) Kid ance Hoi) hued Omar) The Lord ofthe Rings ons Second Age sikan Eh Weston Common Spe 1.12 DEFINITIONS ‘A fw crucial concepts ate detailed below. The majority of unique terms anid translations from The Hobbit and The Lord of the Rings can be found in the text proper Ammar Son Home") Angmar sounded arsund TA 300 bythe Wit, The Lordotthe Nts Anes, ls pve inandalonghey Manso the nonthern Misty Moai Sheu’, the igh late of or ternbnado, Between TA, 130261974, Angmar arson Athen, Co in a0 Phan, he hee Dida sucess sates ad Amo. Anmimians(, "Tower ofthe West, "Sunet Tower le the Tall, st Kine Arno and Gano, bls Anoumins on he i bese te southern sore Si Late Ever ("Nenu between S.A, 330 abd 325 They se535 Arnot’ fist an adional apa, Witte devin of Arbor rena the ears TA. 29050 the court mons o Forno Arar: (8 "Land ft Kis"or Roya Land. Encompass most of Era, A tor sthenrterment of hetmo Danes neal Ene "The Kingdom af ‘Gopor ss ser no he south Fong by Elec Talli. 302, eth cali ae sete by he Fahl Duda (Ean) wo flee sinking Save Arte, Cadolan, and Rha, ried. "Rei Fhe Ede. Orsay the nove porn of Aon fovea otthe Wicehigof Angin T-A lathe Las Kingdom fhe [Dunedin ofthe Noth, san shred ye relney ase, albe sal, dain (Dunedin) population. Candle: (S. “Rei Land". Te southenmast pas of Arnot, Cadolan 2 ‘epuat kingdom rm TA. 8610. 1403: During thea jet 6 Mes mesa deviated he ho ofthe Wiking of Angra. Carolan the now devsy ste area Bf okt Arno ad conta able Dunlnag and {adorn Nowfiman populations, The tae ete f Tarde Carols shit ‘inet: “Edin ofthe Wess, nada), Thee High Me aredescendans ‘ihe Ednin wh seed he weer sad oop of Nimeor around. 52. The Dada earn to explore, ade mh, coloie ana ate ona ‘many areas lon tbe western south anes coasts of Fader during ‘rtd Age Unfotvatly hes hubris andere for power lea ther tenpran nan of the Vals Unding Lands AS aes, ru (he Ove) estoy thet homeland tS. 339. Thoe called the Faia oppose te pols andjeslou Efe that pomp his "Downfall." The Fal ze ‘Svan Nimenor snk they aes to artnet Mile ea There tho fount Ream -thekinedomotArorandCosdo- Akush ‘pavely populated, Aredia Arbo) contains the bibs proportion othe Fakta and the mow por Dunedain calc in all of Endor. any faa (or "Back Numenorean” groups survives wel vine oles “he tet anda veter othe Namgoteans and thr decendants [Middlesath,eoups ubich ponens eomsidrable ysl abd mental eng, enpenis.andarch Ehemnletce culture. Adunather nate langue. ain: 8. "The Sead People sing. Ada). Despite the fac tha dhe erm Edin ‘cial fers all Men evenly rested 0 the descendants ofthe High Men who it befrend the Elves ad wared sis the Bleck Enoy Morgth These "Fathers of Men ice many groups notably the Dunedin. adr: (8. approx. "THe Empty Lands), Brod ieographic region which in Sleds athe esery north the Rive en. “Sie Ane’ Jand betwen he [Blue Movovane/S "Ein Lut" and he ty Mount Iie noth fmborde beso te chan iets rns ornare orn Cam Din in Angmar and ease the Wr By of Frac Some sears pace the ‘Suthers borer mg the ine Bowe bythe ives Grebo ("Goa tn Swanfler/S "Gland, Mo, however, holds! 10 that ae orth ot Goodor's raditonal western border. Enacor incorporate tbe las of ‘Minkinath, Ercan, Canon, Rhuasur, and Avhedein ad, by soe, Danlndand Enedooesh he. "Fo he Nwther Langs) Thisterm pps the peoples te Foshe (S.“ley Noth) eeioe of torneestetos! Middle 1 Sometis lost inept ar eating the "Lands ofthe Northen Folk,” ‘thichbas inne count abto deve theterrtry pth Evade i Tromilydabbed the "Northen Waste” The Lacoth ae te chit rou of orm etn, “Norther Fortes ofthe Kings"). Ao alle the“Nowbwry athe King Foros aly serve othe refed summer ete fr the Kings ff Athor, Reyes TA. 250 an 8, thecove gradual aia rom he oa ‘otalat Annaninas to Forno. Tha ood beomesthe capt Arh bin when Armor spit im TA, 36 indon: 5. “Pias of Mus. “Lofty Son Lindon cosa ra bien Sonpaes sl he de we ofthe Rie Monts, Wis alt tha remains the Jen cakes! Belen An Elana, Lindon sie the Gul of {in snot pacts, Pardon "Nom Lindon”) and Haina 0th Lindon) The Grey Ham ("Mion red by Cite Spa e ‘oneal an sec as he atom center of he reat Loom: ("Stow Hot eg. Lonsdan. The scaled Snowe” ae a poor, Prive, nomadth ho roa esas seedicpansroth of Eriadr {nd Angmar. They Ineo gene rater they ca wt rom he H, cela Rhovnion: (6. “Wika, Wid Place). radon, dhs regionincades all ‘hela oath of he rey Moun S. “Ered Mur /and not Mordor, ‘etween the Misy Mountains snd in Rete, This are fsudes Miko Anemone Adu er all. nada: (8. “Es Foe Du, "Pace of Roatng Rel gl). Eastern! of the Sreections of Armor, Roda ia ged wooed lad ~ hence sae ‘sao acuurly dere and plikaly eae tertorywihardatiney all Binsin poplation, Hien (“Ne Drevbhan’) ander, migrating Donlening frm te mjoks of ts popula. Rhudau bcos an ee ent Dinaai ins ih hesundering of Arnorin TA. 61a lus ‘he sway ofthe Wishing of Angra been A. 130 and 1950, Wath he Se: (H, Sc), Located in southern Ahi, slots od onder with Car olan, the Shire ra ere county srdaren covering ot 18 0 squae es eT. tL Rane Aree ean the fein'o%te HOB, “Aah ed bth brothers lancound Marco of he Falote ibe, Win the pes hey ‘ea the majriy of all tethers of the Hobbits mateo the hie ‘tot hey setup th ow snvatonomous sot. The Shite srs he Uwnfallof Artedunia TA 190. Note atthe adnot Hobbe setlement of “cand” actual nnonvetern Cardlan nao fay teed 1.2 ADAPTING THIS MODULE TO YOUR CAMPAIGN COMMENTARY ‘This module is designed for use with most major fantasy role play- ing systems. Since the various FRP rules have their own particular approaches to combat, spell, and character generation and development, certain common descriptive terms have been selected for the individual outlines of places, people, creaturest and things. Unfortunately, statistical data such as bonuses and character “stats differ widely between systems; afterall, they are keyed to specifi game mechanics. ICE has chosen to use percentile (D100) terms asa base, since conversion to 20, D18, and D10 can ‘be achieved with relative ease (note Sec. 1.32 for a handy conver- sion chart). Player character and NPC characterstcs/stats are also detailed in one particular manner; again, simplicity and con- sistency have been emphasized, and conversion to your game system should be relatively painless ‘Keep in mind that fantasy role playing is by nature acreativeex- perience, and the individual GM or player should fee fee to incor: porate his/her ov ideas into their game. “The following steps may be helpful when beginning to explore the region here described: (1) Read the entire module 10 get a flavorful idea of the region: (2) Reread the sections devored 0 notes forthe gamemaster, and converting starstics for your game system: (3) Choose the rime setting for your campaign. Should you choose to run a game at the beginning or end of the Third Age, or early in the Fourth Age, pay particular attention to the section devoted to this region “at other times.” Infact, ths section will -sve the GM an idea of the considerations involved with setting «campaign at any date other than that chosen here. ICE chose the mid-Third Age as a particularly exeiting era, but you may enjoy another time even more; (4) Assemble any source materials note suggested reading) you Jind necessary: (5) Research the period you have chosen and compose any out- lines you need in addition to the material provided here; (©) Convert the NPC, trap, weapon, spell, and item statistics 10 terms suitable ro your game. Note changes In the system you ‘are using which must be made in order to keep your campaign In line with the flow of life in Middle-carth; (7) Create a ioral setting, using (ts of maps to detail patterns and provide a creative framework. In this way you will ave a rich ‘and consistent world, and the foundation data wil! give you the “flexibility to detail rancom areas and events 1.3 CONVERTING STATISTICS ‘When using this module with your FRP campaign, be careful to note all the non-player character statstes before beginning play Should any adjustments need 10 be made, you may wish to consider the following guidelines. The material provided is in terms of percentages and is intended to give the reader a relatively lear picture ofthe sirengths and weaknesses of the individuals and creatures discussed. Most FRP ssstems will elate to the data, and conversion should be simple; remember, however, that there are dozens of role playing rules and the change-over from the statistics siven here may be troublesome; you may wish to design your own NPCs using this module as no mote than a framework. 1.31 CONVERTING HITS AND BONUSES When converting percentile values to a 1-20 ystem a simple rule is: for every +S.0n a DION scale you get a + 1 on a D2. = The concussion hit numbers found in this module represent general pain and system shock. They cover bruises and smal ‘cus rather than wounds, Critical strike damage is used 10 describe serious wounds and fatal blows. The hit figures shoven here are less important than those used in game 5ys- tems where death occurs as @ result of exceeding one's aval able hits. Should you use a game system that employs no spe- cific critical strike results, such as TSR Inc.'s Dungeons and Dragons®, simply double the number of hits your characters take oF halve the hit values found in this module. 1.32 CONVERTING STATISTICS FOR ANY MAJOR FRP SYSTEM. Al the statistics and numerical information used in this module are expressed on a closed or open-ended scale with a 1-100 base. They are designed for use with percentile dice (D100). Use the chart below to derive appropriate bonuses or to convert the 1-100 umbers to figures suitable for non-percentile systems. 1-100 -Bonuson—Bonuson 318 a Sat, D100" 20 Stat, St 02+ 435 47 20+ IT rol +30 +6 19 13.16 100 425 4S 18 Bs 98.99 +20 +4 0 2 9597 41s a 6 0.94 +10 42 1s un 85.89 " 8 10 75.84 + B 9 60-74 0 nD 8 40.59 0 Wo. 7 25.39 0 9 6 15:24 1 8 5 10-414 7 4 so 6 3 M4 5 a 4 2 1 4 2 1.33 CONVERTING STATS ‘Ton stats are used to describe each character detailed in the module, Should you usea character development system with dif- ferent characteristics and/or an alternative numberof stats, simp- Iy follow these steps: 1) Assign the appropriate stat from your FRP system tothe value siven beside the analogous characteristic listed in the module, It your rules use fewer stats, you may wish to average the values for those combinations of factors which contribute to charac- terse found in your sytem (e.. dexterity = an average of duickness + agity) Should your guidelines utilize mote sats to describe part ofa character, you may wish to use the value provided for more than one “eortesponding” characteristic (€4. you might use the value assigned fo constitution for both endurance and durability). The following isa chart isting some examples of equivalent stat terms STRENGTH: power, might, fore, stamina, endurance, condi- tioning, physique, etc. Note that the vast majority of ystems include strength as an auribute. AGILITY: dexerty, defiess, manual sil, adrotness, mane verabilty, stealth, dodging abi, ttheness, ec QUICKNESS: dexterity, speed, reaction ability, readiness, et: CONSTITUTION: health, stamina, endurance, physical resis- ‘ance, physique, damage resistance, ec. SELF DISCIPLINE: wil, alignment, faith, mental sirength or power, concentration, self conirol, deter ‘mination, zel, et. EMPATHY: emotional capacity, judgement, alignment, wi dom, mane, magical prowess, bardie voice, eX REASONING: intelligence, learning ability, study abitty,ancly- sis rating, mental quickness, logic, deductive ecapaciy, wit, judgement, LQ. et. MEMORY: intelligence, wisdom, information capaci, mental ‘capacity, reall, retention, recognition, et INTUITION: wisdom, tuck, talent, reactive abitcy (mend), sessing, ability, psschic ably, insight, claivoy’ ance, inspiration, perception, pre-semiment, et PRESENCE: appearance, leve-headednes, panic resistance, morale, psychic ability, self control, vanity, perceived power, mental discipline, bardic oie, charisma, ete 2) Convert the statistical value ofthe assigned characteristics to tiumbers appropriate for your game. If your FRP system uses percentage values, no change should be necessary, If not, use the conversion table 1.34 CONVERTING COMBAT ABILITIES All combat values are based on MERP or Arms Law/Claw Law. ‘The following guidelines will also aid conversion, 1) Strength and quickness bonuses have been determined accord: ing 10 Table 1.32 above. Note the sats you are using and com- ‘pute these bonuses using the rules under your system: 2) Combat adds based on level included here are: + 3/level for Jighters and rogues, + 2/level for thieves and warrior monks, ‘and + I/level for bards, monks and rangers. Simply take the level of the NPC, note his character class (oF equivalent under our system, and compute any offensive bonus (due 0 level ap- ‘propriate for your game. Note thatthe bonuses other than those ‘mentioned under armor iype are “affensive® adds. 3) If your system is based on Skill Levels (or other skill in- crements), use the offensive bonus as given. You may have 10 convert the add t0 a non-percentile value. Alernatively, you ‘may wish to note Section 1.37 4) Armor Types given are based on the following breakdown: ‘Armor type Covering Description 1 ‘Skin (oF lighe/normat clothing) 2 Robes 3 Light Hide (as part of body, not armor) ‘ Heavy Hide as part of bods, not armor) 5 Leather Jerkin (pliable leather) 6 Leather Coat 7 Reinforced Leather Coat 5 Reinforced Full-Length Leather Coat 9 Leather Breastplate 10 Leather Breastplate and Greaves u Haif-Hide Plae (as part of bods, not armor) R Full-Hide Plate (as part of body, not armor) B Chain Shirt 8 ‘Chain Shirt and Greaves 5 Full Chain 1 ‘Chain Hauberk a Metal Breastplate 8 Metal Breastplate and Greaves » Half Plate 20 Full Plate Simply look at the armor description and substitute the ap- propriate armor type/class from your FRP system; 5) Defensive bonuses are based on the NPC's quickness bonus as ‘computed on Table 1.32. Where the defensive Bonus iin paren- ‘theses, the value also includes the added capability ofa shield (an ‘ex1ra 20for non-magic normal shields, plusany value for masical enhancement). In such «case, simply note that there is or isnot a Shield, and if there is, what type. 1.35 CONVERTING SPELLS AND SPELL LISTS Spell references provided here ate inthe form of “lists,” groupings ‘of related spells, Each list has a common theme and normally will have a different but related spell at each level. For instance, knowledge of "Fire Law” to tenth level would result in the acquisi- tion of 10 similar fire-based spells, one of each level from one to ten, Whether the spell user could effectively cast these spells would be up to the GM, the system, and the caste’s level or degree of skill. PRP systems using rules which provide for the learning and. development of spells through “colleges” or along specialized lines employ concepts similar to those used in this module. Many systems, however, dictate that player characters or NPCs under- take to learn but one spell at atime, often with no requirement that sts subject matter/effect relate to a particular background or pi tern, Converting the NPC spell lists to individual spell counter- parts willbe more difficult, but can be achieved with relative ease using the following guidelines: 1 Look at the NPC's spel fists and note the various names for the groupings. Each name will indicate what type of spell specialization the NPC has followed (e.g. the "Fre Law" list in- dicates a preference for fire-oriented spells: Note the NPC's level and determine the number of spells or spell groupings he/she would have under your game system. ‘Also consider the level af power of accessible spells the NPC ‘would have (e.g. « Sth level magician under your rules might ‘havea maximum of 8 spells wo 3rd level spells, three 2nd level spells, and three Ist level spell) Select spells from your system appropriate foraspelt user ofthe NPCS level and profession, keeping in mind that the pref ferences indicated in the module should be followed where possible. 3 1.36 A NOTE ON LEVELS ‘When using certain “level-systems," a GM may find that the levels provided make characters too powerful for his world system. If this isthe case, multiply the levels given by .75 or .6 depending upon your situation, This would reduce a 20th level character to a [Sth level or 12th level character respectively. Remember to reduce appropriate bonuses accordingly 1.37 SKILL BONUSES General skill bonuses can be obtained by taking the level of the character and calculating the appropriate bonus under the system being used. An NPC'sadd, as noted above, willbe based on acom= pilation of level, his weapon and/or other items, the relevant stats, and skill levels. The normal bonus derived from skill development has been computed as follows: (a) where the skill level Is zero the onus is ~25, @ reflection of basic unfamiliarity; (b) a bonus of +5 is awarded for skill level one (a +30 jump); (c) for each skill {evel between one and ten an additional +-5 bonus i applied (e.g. skill level seven yields +35); (d) for skill levels eleven through ‘owenty the additional bonus is +2 (e.g. ski level nineteen yields + 68); (e) for skill levels twenty-one through thirty an additional bonus of + I per level is awarded (e.g. sill evel twenty eight yields +78); and (f) @ bonus of + Vs ts given for each skill level above thirtieth level 1.38 LOCKS AND TRAPS ‘The locks and traps found in this module are described in terms of ilficulty to unlock or disarm. Subtractions are from the rolls representing a person's attempt 0 find or overcome these devices, ‘The difficulty factor may represent a specific column on an ac tion/maneuver chart (e.g. Rolemaster) or an additional subtrac- ‘ign oF modification to the attempt roll. In any ease, the terms are descriptive and will help the GM determine whether the trap is of above average diffigulty, and how much, The descriptive term isa relative constant based on the following order of modification: Routine (+30), Easy (+20), Light (+10), Medium (0), Hard (10), Very Hard (~20), Extremely Hard (—30), Sheer Folly (50), Absurd (—70). Poor lighting, one's physical condition, , nearby activity, etc. may affect the lock/trap modification number, but not the difficulty category. Thus, a trap might read ‘ery hard (~$0),” indicating it is normally a *-20" construct, bat other factors (e.g. dark) make it harder to disarm. These addi- tional problems are easier to overcome than the intrinsic compleni- ty of the mechanism; this explains why it differs from a well-lit pit which reads “sheer folly (~ $0)" to disarm. The “$0” associated with the “very hard” trap can, with thought, easily be reduced t0 “20,” but no more advantage is normally attainable, short of disassembling the mechanism. We suggest that a modified (D100) roll exceeding 100 results in success; skills, stats, ete. should be ap- plied versus the difficulty subtraction and the roll to yield a result. 2.0 INTRODUCTION TO ARTHEDAIN (T.A. 1640) CCradled between the mighty Misty Mountains and the blue Ered Luin, bounded and protected by two substantial rivers, the LhGnto the west and to the east the Brandywine, Arthedain appears to be ‘the perfeet home for the Exiles of downfallen Nimenor. Like Ni- ‘menor's heartland, the North Kingdom of the Diinedain is a cool, rocky, rugged land, ite lent to farming ona grand scale but ideal for contemplation, study and worship. Free of Dragons, bitter winter weather and the threat of invasion fromany direction but the East, the Arthedain Kingdom appears at first glance to bea realm destined to survive and dominate the Third Age. Settled by the wisest and highest of Men, Arthedain stands supported by the Eves ‘of Lindon and Rivendell and by powerful kinsmenin Gondorto the south. Palantir and flet messengers on horseback effectively link the Diinedain kingdoms. But look to the Fast and find Angmar, the small but rapacious ‘realm of the Witeh-king, poised atthe iey doorstep to Arthedain. Having swallowed up Rhudaur and overrun Cardolan centuries ‘ago, Angmar stands armed and ready to attack again, until the Witch-king’s evil willis caried out or destroyed, However sheltered by rivers and mountains and protected by neighbors and the frigid Forodwaith to the north, Arthedain has its weaknesses, chief ‘among them its small population and distinctly unmartalatitude ‘On Numenor, free ofthe grasp of foes and tyrants, the Duinedain developed a High-elven attitude and contemplative lifestyle that served them well. But transplanted to Middleearth, where the ‘practice of the political art more often than not involves warfare ‘and treachery, the Nimenérean tradition ofthe peaceful pursuit of knowledge and wisdom has almost led to the demise of the Arthe dain people. Unaccustomed to the insatiable lust for blood, ter nitory and revenge that exemplifies the Witeh-king’s deepest