MERP 3700 - Lost Realm of Cardolan

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    Guidelines: Abbreviations & Definiti

    Smoke swirled across the fiery spring sky as the King's Menmade their last stand. Cries of dying Orcs resounded like some

    ideous chorus, magnifying  the terror that gripped the Barrow-owns. Cardolan's end was at hand. His back to a Standing-stone, Ostoher surveyed the battlefield,

    ll the while praying to Varda for salvation. His loyal warriorseemed hopelessly outnumbered, despite the fact that they had 

    aughtered a hundred score of the Witch-king's minions. Day-ght was too far away.

     Rogrog had struck at midnight, allowing the Cardolani no timeo dress, much less prepare an adequate line of defense. King

    Ostoher fought without pants, or a shirt, or even padding beneath

    is enchanted breastplate. He cursed himself for his lack of oresight, for he had never expected the Nazgûl 's Warlord to forcearch in the early evening. As he turned toward a noise, he

    ttered: "Why must these noble souls pay for my confusion?" Ostoher brought his great-sword down, sweeping through the

    r st   of a pair   of  attacking Orcs.  He  moved   l e f t    and  felled another ith a mighty blow that cleaved the beast's iron helmet.

    Then, through the black smoke, he spotted the huge shadow of is enemy. The King turned again, pressing against the cold Stonehat guarded his ancestors. As the Troll closed, tie uttered his last 

    ath: "My blood may color this grassy hill tonight, but the Spiritsf the Edain shall sleep undisturbed." 

    1.0 GUIDELINESFantasy role playing is akin to a living novel where the players

    re the main characters. Everyone combines to write a story whichs never short of adventure. They help create a new land and strangeew tales.This series is designed as a tool for Gamemasters (GMs) who

    wish to run scenarios or campaigns set in J.R.R. Tolkien's Mi ddle-arth. The adventure modules are complete and ready-to-runtudies of very specific areas, and are intended to be used with a

    minimum of additional work. Each has statistical informationased on the Middle-earth Role Playing ( MERP) and  RolemasterRM ) fantasy systems. The modules are, however, adaptable for

    se with most major role playing games. Creative guidelines, notbsolutes, are emphasized.

    P R O F E S S O R   T O L K I E N ' S L E G A C YEach module is based on extensive research and attempts to

    meet the high standards associated with the Tolkien legacy. Ra-onal linguisti c, cul tura l, and geological data are employed. Inter-retive material has been included with great care, and fits intoefined patterns and schemes. ICE does not intend it to be the soler proper vie w; instead, we hope to give the reader the thrust of thereative processes and the character of the given area.

    Remember that the ultimate sources of information are theworks of Professor J.R.R. Tolkien. Pos thumous publications ed-

    ed by h is son Christopher shed additional li ght on the world of Middle-earth. These modules are derived from  The Hobbit  andThe Lord of the Rings , although they have been developed so thato conf lict exists with any of the other sources.

    1.1 DEFINITIONS AND TERMSThese abbreviations and terms are used throughou t the seri

    1.11 ABBREVIATIONS

    1.12 DEFINITIONSThe majority of unique terms from  The Hobbit   and  The L

    of the Rings are described in the text.

    Arnor: (S. "Land of the King" or "Royal Land.") Encompassing most

    Eriador, Arnor is the northernmost of the two "Realms in Exile."constitutes the North Kingdom, while Gondor — its sister land — is Sou th Kingdom. Founded by Elend il the Tall in S.A. 3320, Arno

    settled by the Fait hful Númenórean s who fled the Do wnfall of Núme

    These Dúnedain dominate the indigenous Eriadoran groups until collapse of the realm. In T.A. 861, Arnor splits in to three successor sta

    Arthedain, Cardolan, and R huda ur.

    Arthedain: (S. "Realm of the Edain.") Or igi nal ly the northwestportion of Amor, Ar thed ain is indepe ndent after T.A. 861. It survi vea Dúnadan realm unt il overrun by the forces of the Witc h-ki ng of Angm

    in T.A. 1974. W ith its collapse, the last remnant of the Northern K ing dpasses into oblivion.

    Arthedain's name is shared by its rel atively u nifor m, albeit small , A

    (Dúnadan) popul ation (sing. "Arthadan").

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    Guidelines: Definitions & Adapting This Module

    aranduin: (S. "Long Gold-brown River ;" W. "Brandywine.") A greattream fed by Lake Evendim (Nenu ial ) in Arthedain, the Baranduin windscross west-central Eriador and empties into the Belegaer north of the Rast

    Vorn (S. "Dark Cape") of Minh iria th. The Baranduin forms part of thewestern border of Cardolan.

    arrow-downs:  (S. "Tyrn Gorthad.") An ancient burial ground, thearrow-downs consi tute the oldest and most revered of Adan gravesites.

    he grass-covered mounds contain royal passage-graves and surmounthe wild fells of northwestern Cardolan.

    effraen: A relatively primitive folk found in southern Minhir iath , theBeffraen are relative s of the Drúedain, or Woses, of Drúwaith Iaur (Old

    ûkel-land). Like the Hillmen of Rhudaur and the other foothill regionsf the M isty Mo untain s, they are also descendants of the ancient folk nown as the Mebion Bron.

    Cardolan: (S. "Red-hill Land" or "Land of Red Hills.") The southern-most part of Arnor, Cardolan is a separate Dú nadan kingdo m f rom T.A.

    61 un ti l T.A. 1409. It collapses under the weight of the Witch-king'sngmar im, and i t s l a s t Rul ing Pr ince per i shes whi le f igh t ing in the

    Barrow-downs, at the edge of the Old Forest.Cardolan is the most densely populated area of old Arnor and contains

    izable population s of Dunlendings , Eriadoran Northmen, and Dúnedain.s well as scattered groups of Beffraen.

    Dúnedain: (S. "Edain of the West;" sing. "Dúnadan"). These High Menre descendants of the Edain who settled the western island continent of 

    Númenor around S.A. 32. The Dúnedain returned to explore, trade with ,olonize, and later conquer many areas along the western, southern, andastern coasts of Endor during the Second Age. Unfor tunate ly, theirubr is and desire for power led them to attempt an invas ion of the Valar' snd ying Lands. As a result , Eru (the One) destroyed thei r home isl and in.A. 3319. Those called the "Fai thful" opposed the policies and jealouslf-hatred that prompted this "Downfall." The Faithful were saved when

    Númenor sank, sai ling east to northwestern Middle-earth. There theyound the "Realms in Exile," the kingdoms of Arnor and Gondor.

    The term D únedain refers to th e Númenó reans and their descendants inMiddle-earth, groups w hic h possess considerable physical and mental

    rength, longevity, and a rich Elven- influ enced culture. Adûnaic is theirative language.

    Dunlendings:(Dn."Daen Lintis.")The Dunlendings are descendants of he Daen Coentis. A rugged race of Common Men, most migrated out of he White Mountains in the Second Age and settled in Eriador. Theirargest concentration was in Du nland, in eastern Enedhwaith. Mostly

    mountain-dwellers or hill-loving herders, they are known by variousames: Dunmen, D un nis h Folk, Dun landers, Eredrim, the Hil lmen of the

    White Mountains, etc.

    riador: (S. "Empty Lands.") All of the territo ry north of the river Isennd between the Blue Mounta ins (S. "Ered Luin") and the Misty Moun-ains (S. "Hithaeglir "). Its northern boundary lies along the highland ridgeha t ru ns northwestward from Carn Dûm and reaches to the Ice Bay of orochel. It includes the regions of Minhi riath, Eregion, Cardolan,hu dau r, Arth edain , and (by most) Dunland, and Enedhwaith.

    Greenway : (S. "Men Galen.")  The section of the Old North Roadetween Bree and Tharbad, the Greenway cuts across Cardolan, It is soamed because of the grass that grows between its paving stones.

    Gwathló: (S. "Gwathir"or"River of Shadow;" W."Greyflood;"A.Agathurush.") The wide, slow-moving river that cuts through southeas t-rn Eriador. Formed by the confluence of the rivers Mitheithel (Hoarwell)nd Glandu in, it carries water southwestward into the Belegaer. Thew a t h l ó s e p a r a t e s M i n h i r i a t h f r o m E n e d h w a i t h ( E n e d w a i t h ) a n d f o r m s

    he l ong southeastern border of Cardolan. Both Tharbad and Lond Daerre situated on its banks.

    ond Daer:  (S. "Great Haven.") Founded as Vinyalondë (Q. "Newaven") by Tar-Aldarion of Númenor in S. A. 777, Lond Daer was a greataven for the seafarers of Westernesse. Its locat ion between the ports of indon and the harbor at Edhellond (near Dol Amroth) gave birth to its

    ther name: Lond Daer Enedh (S. "Great Middle Haven").

    Metraith:  (S. "Streetsend.") Often considered the capital, Metrai th istrategically-located town in central Cardolan. It stands at the crossroa

    of the Greenway and the Redway, by the royal hold at Thalion. (Me trais also known as Thalion.)

    Minhiriath:  (S.  "Between the Rivers.") The region of Eriador locatbetween the rivers Gwathló and Barand uin, Minh iriat h forms the soutwestern half of Cardolan.

    Mitheithel: (S. "Pale-grey Spring" or "Grey Spring;" W. "HoarwellThe relatively narrow, swift-moving stream that rises in the Misty Mou

    tains near the junction between the Ettenmoors and the Coldfells Eriador. Cutting throu gh Rhud aur , the Mitheithel slows and widens afits confluence with the Bruinen (Loudwater). It joins the Glanduin in tmarshes of Swanfleet, giving birth to the Gwathló. and wide, slomoving river tha t cuts through southeastern Eriador. The Mitheithforms part of the northeastern border of Cardolan.

    Old Forest:  (S. "Taur Iaur.") The Old Forest lies in the northwestecorner of Cardolan, between the Barrow-downs (S. "Tyrn Gorthad") a

    the river Baranduin . The home of Tom Bombadil, it is a remnant of ancient wood that once covered much of northwestern Endor.

    Redway :(S. "Men Caran.") The Redway is named for the reddish pavistones that cover its surface. Beginning at the Sam Ford on the Ba randuit runs southeastward across western Cardolan and joins the Old NorRoad (Greenway) at Metraith (Thalion).

    Rhudaur:  (S. "East Wood;" D. "Place of Roaring Red-gold,") Eastemost of the three sections of Arnor , Rhudaur is the wildest, ruggedest, aleast populated region in the North Kingdom. When Amor is sunderedT.A. 861, Rhudaur becomes an independent realm. It s sparse Dú nadaristocracy loses control of the kingdom in T.A. 1349, and during t

    following year Rhudaur goes to war with Cardolan and ArthedaAlthough a distinct state unt il T.A. 1409, it is a subject-state of the Witcking of Angmar for the last sixty years of its existence.

    Sudúri:  (S. "Lond Gwathló;"Q."Mistalondë.") Port town on the lowGwathló, upstream from the ruins of Lond Daer. After the fall Cardolan, Sudúri becomes the principal town in the Kingdom of (th

    Saralainn.

    Tharbad:(S."Crossing-way")The fortified river-port that straddles t

    river Gwathló at the point where the Old North Road meets the Old SouRoad. Founded by the Númenóreans in the Second Age, it is the principcity in Cardolan.

    1.2 ADAPTING THIS MODULE TOYOUR CAMPAIGN

    This module is designed for use with most major fantasy ro

    playing systems. Since the various FRP rules have their ow

    particular approaches to combat, spells, and character generatio

    and development, certain common descriptive terms have bee

    selected for the individual outlines of places, people, creatures, a

    things. Unfortunately, statistical data such as bonuses and chara

    ter "stats" differ widely between systems; after all, they are key

    to specific game mechanics. ICE has chosen to use percenti

    (D 100) terms as a base, since conversion to D20, D i 8, and D 10 c

    be achieved with relative ease. (Note Section 1.32 for a han

    conversion chart.) Player character and NPC characteristics/sta

    are also detailed in one particular manner; again, simplicity an

    consistency have been emphasized, and conversion to your gam

    system should be relatively painless.

    Keep in mind that fantasy role playing is by nature a creati

    experience, and the individual GM or player should feel free

    incorporate his/her own ideas into their game.

    The following steps may be helpful when beginning to explo

    the region here described:

    (1) Read the entire module to get a flavorful idea of the region

    (2) Reread the sections devoted to notes for the Gamemaster, an

    converting statistics for your game system;

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    Guidelines: Con verting Statis

    3) Choose the time setting for your campaign. Should you chooseto run a game at the beginning or end of the Third Age, or earlyin the Fourth Age, pay particular attention to the sectiondevoted to this region "at other times." In fact, this section wil lgive the GM an idea of the consideration involved with settinga campaign at any date other than that chosen here. ICE chosethe mid-Third Age as a particularly exciting era, but you mayenjoy another time even more;

    4) Assemble any source materials you find necessary;

    5) Research the period you have chosen and compose any out-lines you need in addition to the material provided here;

    6) Convert the NPC, trap, weapon, spell, and item statistics toterms suitable to your game. Note changes in the system youare using which must be made in order to keep your campaignin l ine wi th the f low of l i fe in Middle-ear th;

    7) Create a total setting, using lots of maps to detail patterns andprovide a creative framework. In th is way you will have a richand consistent world, and the foundation data will g ive you theflexib ili ty to detail random areas and events.

    1.3 CONVERTING STATISTICSWhen using this supplement with your FRP campaign, be

    areful to note the character statistics before beginning play.hould any adjustments need to be made, you may wish to consider

    he following guidelines. The material provided is in terms of ercentages and is intended to give the reader a relatively clearicture of the strengths and weaknesses of the individuals andreatures discussed. Most FRP systems wi ll relate to the data, andonversion should be simple; remember, however, that there areozens of role playing rules and the change-over from the statisticsiven here may be troublesome.

    .31 CONVERTING HITS AND BONUSES

    When converting percentile values to a 1-20 system a simpleru le is: for every +5 on a D100 scale you get a + l on a D20.

    The concussion hit numbers found in this module representgeneral pain and system shock. They cover bruises and smallcuts rather than wounds. Critical strike damage is used todescribe serious wounds and fatal blows. The hit figures shownhere are less important than those used in game systems wheredeath occurs as a result of exceeding one's available hits.Should you use a game system that employs no specific criticalstrike results, such as TSR Inc.'s Dungeons and Dragons®,simply double the num ber of hits your characters take or halvethe hit values found in this module.

    .32 CONVERTING STATISTICS FORANY MAJOR FRP SYSTEM

    All the statistics and numerica l information used in th is modulere expressed on a closed or open-ended scale with a 1-100 base.hey are designed for use with percentile dice (D100). Use thehart to the right to der ive appropriate bonuses or to convert the 1-00 numbers to figures suitable for non-percentile systems.

    .33 CONVERTING STATSTen stats are used to describe each character detailed in the

    module. Should you use a character development system withifferent characteristics and/or an alternative number of stats,m ply follow these steps:

    ) Assign the appropriate stat from your FRP system to the value

    given beside the analagous characteristic listed in the module.If your rules use fewer stats, you may wish to average the values

    for those combinations of factors which contribute to a charteristic found in your system (e.g., dexterity = an averagequickness + agility). Should your guidelines ut ilize more sto describe part of a character, you may wish to use the vaprovided for more than one "corresponding" characteris(e.g., you might use the value assigned to constitution for bendurance and durability) . The fol low ing is a chart listing soexamples of equivalent stat terms:STRENGTH: power, might, force, stamina, endurance, con

    tion, physique, etc. Note that the vast majority of systeinclude strength as an attribute.

    AGILITY:  dexterity, deftness, manual skill, adroitness, mneuverability, stealth, dodging ability, litheness, etc.

    QUICKNESS: dexterity, speed, reaction ability, readiness, CONSTITUTION: health, stamina, endurance, physical re

    tance, physique, damage resistance, etc.SELF DISCIPLINE:  will, alignment, faith, mental strength

     power, concentration, self control, determination, zeal, EMPATHY:  emotional capacity, judgement, alignment, w

    dom, mana, magical prowess, bardic voice, etc.REASONING:  intelligence, learning ability, study abil

    analysis rating, mental quickness, logic, deductive capac

    wit, judgement, I.Q., etc.MEMORY: intelligence, wisdom, information capacity, m

    tal capacity, recall, retention, recognition, etc.INTUITION:  wisdom, luck, talent, reactive ability (ment

    guessing ability, psychic ability, insight, clairvoyance, spiration, perception, presentiment, etc.

    PRESENCE: appearance, level-headedness, panic resistanmorale, psychic ability, self control, vanity, perceiv

     power, mental discipline, bardic voice, charisma, etc.

    2) Convert the statistical value of the assigned characteristicnumbers appropriate for your game. If your FRP system upercentage values, no change should be necessary.

    1.34 CONVERTING COMBAT ABILITIESAll combat values are based on  MERP or Arms Law/Claw L

    The following guidelines will also aid conversion.

    1)  Strength and Quickness bonuses have been determinaccording to the table in 3.42 above. Note that the stats you using and compute these bonuses using the rules under ysystem;

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    Guidelines: Converting Statistics

    )  Combat adds based on level  included here are: +3/level for  fighters and rogues, +2/level for thieves and warrior monks,and +1/level for bards, monks and rangers. Simply take thelevel of the character, note his character class (or equivalent under your system), and compute any offensive bonuses (due to

    level) appropriate for your game. Note that the bonuses other than those mentioned under armor type are "offensive" adds.

    ) If your system is based on Skill Levels (or other skill incre-ments), use the offensive bonus as given. You may have to

    convert the add to a non-percentile value. Alternatively, youmay wish to note Section 1.37.

    )  Armor Types (AT)  are based on the following breakdown:

    AT  Covering Description1 Skin (or light/normal clothing)2 Robes

    3 Light Hide (as part of body, not armor)4 Heavy Hide (as part of body, not armor)

    5 Leather Jerkin (pliable leather)6 Leather coat 7 Reinforced Leather Coat 8 Reinforced Full-Length Leather Coat 

    9 Leather Breastplate10 Leather Breastplate and Greaves

    11 Half-Hide Plate (as part of body, not armor)12 Full-Hide Plate (as pan of body, not armor)

    13 Chain Shirt 14 Chain Shirt and Greaves15 Full Chain

    16 Chain Hauberk 17 Metal Breastplate18 Metal Breastplate and Greaves19 Half Plate20 Full Plate

    Simply look at the armor description and substitute the appro-

     priate armor type/class from your FRP system;

    )  Defensive bonuses are based on the NPC's quickness bonusas computed on the table in 1.32. Where the defensive bonus is

    in parentheses, the value also includes the added capability of a shield (an extra 20 for non-magic normal shields, plus anyvalue for magical enhancement). In such a case, simply notethat there is or is not a shield, and if there is, what type.

    .35 CONVERTING SPELLS & SPELL LISTSSpell references provided here are in the form of "lists," group-

    ngs of related spells. Each lis t has a common theme and normallyi ll have a different but related spell at each level. For instance,nowledge of "Fire Law" to tenth level would result in thecqu isition of 10 s imilar fire-based spells, one of each level fromne to ten. Whether the spell user could effectively cast these spellsould be up to the GM, the system, and the caster's level or degree

    f skill. FRP systems using rules which provide for the learningnd development of spells through "colleges" or along specializednes employ concepts similar to those used in thi s modu le.Many systems, however, dictate that player characters or NPCs

    ndertake to learn but one spell at a time, often wit h no requirementhat its subject matter/effect relate to a particular background orattern. Converting the NPC spell lists to ind iv idua l spell counter-arts w il l be more dif fic ult , but can be achieved with relative easesing the following guidelines:

    )  Look at the NPC's spell lists and note the various names for the groupings. Each name will indicate what type of spell

    specialization the NPC has followed (e.g..the "Fire Law" list indicates a preference for fire-oriented spells);

    2)  Note the NPC's level and determine the number of spellsspell groupings he/she would have under your game syste

     Also consider the level of power of accessible spells the Nwould have (e.g., a 5th level magician under your rules mi

    have a maximum of 8 spells - two 3rd level spells, three 2nd lespells, and three 1st level spells).

    3)  Select spells from your system appropriate for a spell usethe NPC's level and profession, keeping in mind that

     preferences indicated in the module should be followed wh possible.

    1.36 A NOTE ON LEVELSWhen using certain "level-systems," a GM may find that t

    levels provided make characters too powerful for his world sytem. If this is the case, multiply the levels given by .75 or depending upon your situation. This would reduce a 20th levcharacter to a 15th level or 12th level character respectiveRemember to reduce appropriate bonuses accordingly.

    1.37 SKILL BONUSESGeneral skill bonuses can be obtained by taking the level of t

    character and calcu lating the appropriate bonus under the syste

    being used. An NPC's add, as noted above, will be based oncompilation of level , his weapon and/or other items, the relevastats, and skill levels. The normal bonus derived from sk il l deveopment has been computed as follows:  (a) where the skill level zero the bonus is -25, a reflection of basic unfamiliarity;  (b)bonus of +5 is awarded for skill level one (a +30 increase); (c) feach skill level between one and ten an additional +5 bonus

    applied;  (d)  for skill levels eleven through twenty the additionbonus is +2 (e.g., skill level nineteen yields +68);  (e)  for sk

    twenty-one through thirty an additional bonus of +1 per levelawarded (e.g., skill level twenty eight yields +78):  an d  (f) a bonof+1/2 is given for each skill level above thirtieth level.

    1.38 LOCKS AND TRAPSThe locks and traps found in t hi s module are described in term

    of diffi culty to unlock or disarm. Subtractions are from the rorepresenting a person's attempt to find or overcome these devicThe dif ficulty factor may represent a specific column on an actiomaneuver chart (e.g. , Rolemaster) or an additional subtractionmodificat ion to the attempt roll.

    In any case, the terms are descriptive and will help the Gdetermine whether the trap is of above average dif ficult y, and hotrick y it is re la tiv e to other devices and the PC's skills. Tdescriptive term is a relative constant based on the following ordof modific ation: Rou tine (+30), Easy (+20), Light (+10 ), Mediu(0), Hard (-10), Very Hard (-20), Extremely Hard (-30), Shfolly (-50), Absurd (-70). Poor li gh ti ng , one's physical conditionearby activity, etc. may affect the lock/trap modification numbbut not the dif fic ult y category. Thus, a trap might read "very ha(-50)," indicating it is normally a "-20" construct, but other facto(e.g., dark) make it harder to disarm.

    These additional problems are easier to overcome than tintrinsic complexity of the mechanism; this explains why it diffefrom another well-lit trap which reads "sheer folly (-50)" (disarm). The "-50" associated with the "very hard" trap can, withought, easily be reduced to "-20," but no more advantage normally attainable, short of disassembling the mechanism . Wsuggest that a modified (D100) roll exceeding 100 results

    success; skills, stats, etc. should be applied versus the difficulsubtraction and the roll to yield a result.

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    Introducti

    2.0 INTRODUCTIONEven as the Third Age drew to a close, many of the favor ite tales

    pun in the cozy inns of the Shire revolved around the old Kings at

    Norbury away to the north. Only those Hobbits with a mosteculiar interest in ancient lore, such as certain Bagginses, wouldecall that t here once had been another Dú nadan King no farther

    way to the south. That yarn would have been laughed away, forn the wide lan ds between the Brandywine and the Greyflood there

    ow lived on ly a few lonely men, outcast or crazed. Indeed, whenhe Fallohide brothers. Marcho and Blancho, had founded the

    hire in T.A. 1601 the Kingdom of Cardolan (S. "Land of RedHills") had been an expression only found on old maps. All that

    ow remained of the efforts and acco mplishmen ts of generationsf Men were the Wight-infested crypts in the Barrow-downs andhe treacherous ruins of a great bridge at Tharbad. Even the Wise

    ad consigned Cardolan to dusty and forgotten tomes. Only Tomombadil remembered:

    Sheep were bleating in flocks. Green walls and white walls

    rose. There were fortresses on the heights. Kings of littlekingdoms fought together, and the young Sun shone like fire

    on the red metal of their new and greedy swords. There was

    victory and defeat; and the towers fell, fortresses wereburned, and the flames went up into the sky. (LoTR I,141.)

    This is their tale, that of the Dúnadan Princes of the lost realmf Cardolan.

    2.1 OVERVIEWCardolan comprises all of the lands between the two great river s

    f Eriador, the Baran duin and the Gwathló /Mitheithe l extendingut into the En Eredoriath, the great central pla in. The traditional

    orthern boundary of Cardolan was the Men Rhúnen, the Eastoad. A lthough the climate is fair , only a small portion of the lands

    re notably fertile. When Cardolan has prospered it has beenecause of the Gwathló, the Ramsir (S. "River-road"), that pro-

    ides the easiest comm unicat ion s between Eriador and the rest of Middle-earth.

    The center of th is commerce is the great city of Tharbad, th e self-roclaimed Queen of the North. Tharbad was raised above the

    enlands that surround it th rough the effo rts of generations of the

    Men of Westernesse, dating back to the first tower raised by Tar-ldarion in S.A. 880. The results have the immense dike thatrotect the city from the spring floods, the raised causeway of the

    reenway mat links Eriador and Gondor by land, and the won-rous bridges that span the Gw at hl ó . The last expansion of Thar-ad came shortly after the Division of Arnor in T.A. 861 Siege,

    vil strife, fire, plague, and flood have seriously diminishedharbad from its days of glory, but its industries and strategic

    ocation ensure that Tharbad will not be soon forgotten.The Men Caran (S. "Redway") and Iaur Men Formen (S. "Old

    orth Road") linking Tharbad with Arthedain conveniently di-

    ides Cardolan into two geographic districts: Minh ir ia th (S. "Landf the Streams") to the southwest, and Minty rna th (S. "Land of theowns") to the northeast. The latte r is home to the hil ls tha t give

    oun try its name, but both are treeless and desolate, w it h an austere

    eauty. The fer tile fa rmlands that once fed most of the north areoncentrated in south central Cardolan. Cardolan is currently

    ivided into seven principa lities , the traditional number that dates

    ack to the warrior Kings of the ancient Eriadorans. These include

    he Kingd om of Saralainn, the Hírd yr (S. "Lord-lands") of Girith-n and Tyrn Gorthad, the Domain of the Warlord, the the lands of 

    he   I r n i l  (S. "Princes") of  Tinarë and Calantir, and the Cantons of eotar. In addition the Beffraen of Rast Vorn and the Eriadorans of 

    Pinnath Ceren pay scant attention to their nom ina l lords. In theGondor holds stewardship over Tharbad un ti l the restoration ofDú nadan Kingdom; in practice the city is ungovernable, or Gonwould rule all of Cardolan.

    It seemed in the early seventeenth century that Cardolan mig

    be recovering from the ravages of the early 1400s. These howere dashed when Argil, now called the Last Prince, was assasnated at Amon Sûl in T. A. 1634, and by the Great Plague that stru

    in the following year. The influx of southern refugees has do

    much to restore the physical losses of the Plague, but the hopethe peoples of Cardolan seems to have been broken and thseems little will to oppose the decline of the lands into chaos, th

    wild erne ss, as has already occurred in eastern Mintyrnath.Life is hard and unforgiving for the majority of the peoples

    Cardolan. For those with ambitions, or a strong sword arm, o

    lack a scrup les, it is a time of considerable opportunity. The Prinof Cardolan are almost always at war with at least one of th

    fellows or, if not, they are in league against foreign interventiOnly the elite mercenary bands are picky about references

    lux ury t hat me rchants a nd min or lords cannot afford. Sell-swoare noted for low pay and a high morta lity rate, so many advent

    ers are drawn into the constant political intrigues, or into

    exploration and plundering of the many rui ns th at dot the land. Tmore powerful may enter tain lofty dreams for there is the examof Gordaigh Trollbane, who won him self a Kingdom. There

    also considerable oppor tuni tie s for those who temper their qufor glory with higher purposes. The Witch -king maintains maagents in Cardolan, and the foul Lord of Angmar has genera

    been able to strike at will. His mightiest servant is the noxioWarlord whose demise few who would lame nt.

    2.2 THE HISTORY OF CARDOLANThe first persons to enter the lands of Cardolan were

    ancestors of the Beffraen who came early in the First Age. Th

    fled to the coast when the ancestors of both the Dúnedain and Eriadorans arrived in the middle years of the Age. The untutoand quarrelsome Northmen slow ly bui lt up a relativ ely advanc

    forest society led by brash warrior Kings . These li tt le Kingdomfirst profited from the ir distant cousins, the Númenó rean sailo

    traders, and teachers who returned to the coast of Middle-earth.

    Númenor gradually fell into darkness, its inhabi tants came increingly for tribute and to seize the woods needed for their fleThere were increasingly bitter wars between the Eriadorans aNúm enó reans that greatly contributed to the destruction of

    primordial forest that had once covered all of Cardolan.

    The Númenóreans came as colonists as well as conqueroThey began construction of the havens at Lond Daer and Tharb

    before the wars and a few venturesome persons settled permnently, though more of the most loyal of the Faith ful only pas

    thro ugh on their way to the lands tha t would become Artheda

    Lond Daer was often wrecked by great storms, so Tharbad becathe chief city of the region, and the original settlers slowprospered and grew. Their leaders were granted wide but

    defined lands and wider and even less defined powers by

    inef fectual Ar-Saka lthor in 3304 S.A., the origin of the PrinceCardolan.

    A R N O RNorthwestern Endor was considered a dull backwater by

    later Númenóreans, and the later Faithful emigrants usua

    headed for the more pleasant lands around Pelargir. Thus

    colonis ts in Cardolan played l it tl e part in the conflic ts betweenKing's Men and the Faithful, Númenor and Sauron, and APharazôn the Golden and the Vala r— that is unt il Elendil the T

    and his four storm-tossed ships, filled wit h many of the remaini

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    he History of Cardolan

    aithful of Númenor, arrived at the mouth of the Baranduin.Although the old colonists easily surpassed the native peoples,hei r achievements paled in comparison to the arts and technologyf the seat of the Dúnadan domain in drowned Númenor, so whenlendil of the Line of Elros Tar-Minyatur (the founder of 

    Númenor) arrived there was no objection to his creation of theKingdom of Arnor.

    The first years of Amor were a time of growth, as the Exilesought to assuage their grief through great labors: including the

    econstruction of the highways into paved roads, the constructionf many lowers, and the dau nt in g task of bridging the Gwathló atharbad. However, Sauron soon struck at Elendil's sons Isildurnd Anarion in their Kingdom of Gondor. Elendil joined with Gil-alad, High King of the Elves, in the War of the Last Alliance thatltimately defeated the master of Evil, albeit at great loss. Theorces of Arnor took particularly heavy losses, and the few andlowly mul tiply in g Dúnedain of the North never recovered.

    The early Third Age was generally a glad if quiet time in Arnor.he Dúnedain of Cardolan gradually came to resent their Princes'

    ack of influence at the court, which was dominated by the Greatamilies of the Exiles and consequently perceived a neglect of 

    heir interests. Still, except for tensions within the Royal Houseself the realm was never in danger of collapse. King Eärendur, then th King of Arnor, had three sons but he loved best his second sonldacar. Eldacar was better known by his eponym, Thorondur (S.Dark Eagle"), for he was surpassingly mighty in mind and body

    ven by the standards of the Dúnedain. Eärendur would haveassed the scepter to Thorondur, but hi s Lords would not permitis. Thorondur was also a man of surpassing pride who refused to

    ccept the overlordship of his elder brother, Amlaith (whom he

    regarded as a spastic jackass). Eärendur finally decided to divthe realm on his death, and his third son, Aldarion, was awarded dubious honor of ruling the wild lands of eastern Arnor as Kingdom of Rhudaur.

    T H E K I N G D O M O F C A R D O L A NThorondur quickly gained popularity in Cardolan by eas

    restrictions on trade. His major program of public works, escially rebuilding the walls of Tharbad, stimulated the economProblems soon arose though because Eärendur's wi l l had specifthat the borders of all three of the new Sister Kingdoms metWeathertop (Amon Sûl). The citadel atop Amon Sûl was strongest fortress in Eriador, and also contained the most powerof the northern Palantir (S. "Seeing-stones"). Eventually a treestablishing joint use of the Stone and rotating garrisons was mbut tensions remained high .

    The first conflict between the Sister Kingdoms came when hapless Aldarion sought to re-establish Amor after his elbrothers died. This ended in the farcical Battle of Nen-i-Sûl, engagement beside the small river that runs from Amon Sûl to Mitheithel where most of the troops refused to fight. This waperilous precedent, however , for in 1084 the Twelve Years W

    began. Sides shifted, but most often Arthedain and Rhudcontested Cardolan's attempts to posses Amon Sûl. The war windecisive, but its expenses and those of Thorondur's buildiprojects caused a depression in Cardolan.

    King Tarandil of Cardolan reorganized his realm and broughto its height of power. He reduced the power of the Irnil, reductheir authority by making them Hiri (S. "Lords") and establisha national army paid by land grants. More importantly, Tarandisestablished the traditional communes of the common fodividing the lands to encourage the large scale breeding of sheProviding bounties to the guilds who would work the wool and merchants who would export it in order to provide a market, rebuilt the economy. This succeeded beyond Tarandil's fond

    hopes and soon he could maintain a court, army, and fleet.D I S A S T E R A N D C I V I L W A R

    Calimendil, the fi fth King and only child of Tarandil, soughprove himself worthy of his father 's legacy and establish his opower by overthrowing the Hillman Rhugga, who had usurped throne of Rhudaur. He claimed the throne of Rhudaur through mother, but Rhugga was an effect ive and popular leader despite sometimes unsavory methods. This war dragged on for tweyears before Calimendil trapped Rhugga and his army in CamBrin, the capitol of Rhudaur. Though a mighty fortress, CamBrin was unprepared for another siege in T.A. 1235. Sensing fivictory, Calimendil summoned his lords and court to the battlefito witness his second coronation and, when they arrived, launchan assault that carried the lower levels of the fortress from starving defenders. The royalty celebrated that night, but unknoto all, the Orcs of Gundabad had answered Rhugga's pleas for and had secretly marched east of the Misty Mountains. The Ofell upon the unsuspecting forces of Cardolan that very nigAlthough the professional pikemen of Cardolan cut a bloody pout of the cul-de-sac, the Royal Pavilion fell, and with it well nall the lords of Cardolan.

    The Orcs and Rhudaurans pursued the beaten army and ravageastern Cardolan. Seven persons claimed the throne, and situation was virtual ly as bad in four of the Hírdyr. Civil war ragthroughout the countryside on the national, prov incial, and lo

    levels. The Kings of Arthedain and Gondor both sent expeditioto explore their own potential claims to the crown. D uring the nfifteen years Tharbad changed hands eight times, and the roycompound at Thalion, eighteen. At last, the Dwarves of Mo

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    8 The History of Cardol

    (who were distressed by the collapse of trade) sent their army toenforce the truce desired by the Wise. A great council was held atThalion and finally elected Tarcil, a mariner of the Line of Isildurwho had been off trading in the South for most of the Time of Troubles. The only acceptable compromise claimant to the crown,Tarcil proved an unexpectedly successful ruler.

    T H E R I S E O F T H E W I T C H - K I N G O F A N G M A RIn approximately T.A. 1276, the Lord of the Nazgûl arrived in

    the North, entrusted by Sauron with the task of destroying theDúnedain of the North. The renewed war between Cardolan andArthedain over their respective rights to Amon Sûl from 1284-87made the establishment of his realm of Angmar in northeasternEriador far easier. This war led to the fai lure of the Line of Isildur,for King Tarastor proved an inept military leader. He gave theregency of the Realm to his bastard brother Minalcar, who took thethrone when Tarastor died in 1332.

    The crown of Cardolan rested uncomfortably on Minalcar'sbrow when he accepted Argeleb of Arthedain's claim to therenewed High Kingship of Arnor and aided Argeleb in his waragainst recalcitrant Rhudaur. This war failed when the Witch-kingrevealed his strength in alliance with Rhudaur, which he quicklyreduced to a puppet state. Argeleb and Minalcar fortified theWeather Hills against the assaults of Angmar, but Argeleb fell inbattle. For tunately, the Witch-k ing had to cease his campaign andawait the maturation of a new generation of Orcs in order toreplenish his loses.

    T H E F A L L O F T H E K I N G D O MThe second stroke of the Witch-king which began in 1408 with

    a series of probing raids that found the Dúnedain better prepared.King Ostoher and the army of Cardolan, which was comprised

    largely of infantry was to play the anvil hold ing Amon Sûl and tBarrow-downs while the cavalry of Arthedain and the Elvmaneuvered in the plains to provide the hammer. Unfortunatethe Witch-king personally led the assault on Amon Sûl. After fall, the army of Cardolan along with the King and his sons wground to dust as they attempted to retreat across the Downs. Sothereafter most of the forces of the Witch-king were trappagainst the Old Forest, and the remnants were pursued back to tgates of Mount Gram and Cam Dûm. It would take the Witch-ki

    almost half a millennia to recover from this defeat but Cardolnever rose again.

    Ostoher learned nothing from the Disaster of Cameth Brin, fthe death of his sons left only his you ng daughte r Nirnadel to tathe crown. Nirnadel was slain along with the able ChancellNim hir in an abortive kidnappin g in T.A. 1412 after only thryears of rule. Cardolan was again racked by civi l war, but this timGondor intervened after only two years. Annael, (Hir of Feotathe leader of the then ascendent faction, was made Canotar ("High Commander"), with considerable powers in name but fein practice.

    C A R D O L A N S I N C E T H E F A L L O F T H E K I N G D O MIn the immediate aftermath of the Second Northern War, Go

    dor held a preeminent position in Cardolan. This position wlargely lost in the disorders that followed a widespread peasanrebellion in 1434, and the disorders that spread northwards frothe bloody Kin-strife in Gondor in 1439. King Araphor Arthedain began to try to assert his authority as High King Cardolan beginning in 1455, Araphor tried to limit these excusions to sieges of the castles of his reluctant vassals. Nonethelethere was considerable blood lost that further sapped the strengof the remaining Dúnedain of the North. The formalized warfaof this period established the preeminence of the elite mercenacompanies.

    The early years of the Sixteenth Century saw the demise of apretense of central authority in Cardolan. This process began 1503 when Gordaigh expelled the Dúnedain of Ethir Gwathló adeclared himself King of Saralainn. In 1509, the bodyguards of tlast native Canotar, Daeron the Bad, k il led him and his retaineThe former Hirdor of Feotar has since established so-called catons that rule the principality without the aid or advice of lordAfter Daeron's death, K ing Aldamir of Gondor made his legateTharbad the new Canotar. This was a practical step, recognizithat Gondor's will did not carry beyond the walls of Tharbad —indeed it carried beyond the eyesight of her soldiers. However, thled to the collapse of any pretense of cooperation among tPrinces. Those of Calantir and Tinarë restored their old titles Irnil, wh ile those of Tyrn Gorthad and Girith lin enfeofed theselves to Araphor.

    In T.A. 1599 an unusual pretender arrived in Tharbad. Argil 'sclaims went back to a supposed illegitimate daughter ofTarcil, no worse or better than most of this lot. However, Argilwas also a skilled diplomat, an accomplished swordsman, andvery wealthy (his riches were said to come from the horde of a Cold Drake). He made his reputation in the aftermath of theGreat Flood of T.A. 1527 that caused widespread damage andcarried off the Shanty Town outside of Tharbad. Argil cap-tured the imagination of the common people and won at leastthe grudging respect of most of the Princes. He was engagedin rebuilding Amon Sûl when a raiding party of the Witch-

    king 's finest Hil lmen Rangers slipped in and slew him. Soonafter his death, the Great Plague arrived in Tharbad, born inthat accursed vessel, the Lame Gull out of Pelargir.

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    The History of Cardolan & A B rief Ti mel ine

    The virulency of the Plague diminished as it spread northwards,but it still worked its infamous deathdealing in the fetid airs of Tharbad. Between the disease and the subsequent panic, almosteighty percent of the population of Tharbad fled to the countryside.Waves of refugees fleeing the higher morbidity in the southncreased this disruption. In the days of the Kingdom, the rural

    principalities might have withstood this onslaught, bu t now starva-

    ion and brigandage were widespread. The Witch-king added tohe chaos by launching an invasion of undead spirits known as

    Wights into the Barrow-downs which has only slightly abatedince. Du rin g this time , the so-called Warlord also led a great band

    of Hill-trolls into central M in hi ri at h where they established them-

    elves in the network of gypsum caves seventy mi les due south of Sarn Ford. Like it or not, the Warlord must be recognized as aPrince of Cardolan though his designation of his realm as TheDomain of Min hiri ath ' denotes a certain mental insta bil ity .

    The large numbers of southerners who have decided the risks of 

    ontemporary Cardolan, whil e fewer than those of undertaking theong voyage home, have made up some of the losses of Cardolann the Plague Years. However, for the brash clansmen of Saralainn,

    nd the gritty inhabi tants of Tharbad, the disruption of these yearseemed to have pul led up the roots to the past that were all that held

    he people of Cardolan to their disintegrating homes. The birthratehas not picked up since the Plague passed, and the south-boundhips that leave Tharbad are packed with those who can afford toake passage to Gondor.

    2.3 CARDOLAN IN LATER TIMESF R O M 1 6 4 5 T . A .   T O T H E F A L L O F A R T H E D A I N

    After another half century of slow but inexorable decline, theew remainin g Dúnedain of Cardolan, even the doughty defendersf the sacred Barrows, packed it in. They emigrated to Arthedainnd Gondor in roughly equ iva len t numbers. The Gondorian garri-on remained in Tharbad bu t the rotation of troops and command-

    rs gradually ceased so that they became a hereditary warrior classn the decaying city. The people of Saralainn continued to doeasonably well, but new settlements were made across the

    Gwat hir in Enedh waith, ra ther than east or north because of the

    ncreasing severity of the winters. Many of the common fo lk alsorifted south, most often to swell the population of Dunland. In

    T.A. 1974 the Witch-king launched his last stroke and ruined theKingdom of Arthedain, although the late-coming revenge of theElves and Gondor utterly destroyed the realm of Angmar. Gon-

    orian engineers remained in Eriador for some time, demolishinghe remaining strongholds and ruins in the countryside so that they

    would not become dens of evil. They withdrew in T.A. 2052 and

    he garrison at Tharbad was dissolved. Many of th e better folk of 

    he city departed for the south in the train of the Gondorian forces.I N T O T H E F O U R T H A G E

    In T.A. 2116 the capitol of Saralainn was moved from Sudúri tosenmouth, the new port at the mouth of the Isen River as the bulk 

    f the population shifted south of the Gwathló. Becoming increas-ngly submerged in the tribal Dunlendings and Beffraen whowelled the populat ion of the Kingdom, the culture of the clansmeneclined. The clansmen became a petty-nobility in the scatteredill ages th at stretch from the middle of Saralainn to Drúwaith IaurS. "Old Pûkel Land"). Sudú ri, and later Isenmouth became mere

    owns, for fewer and fewer ships from the south braved theangerous waters off Cape Andrast. The title of King of Sara lainns still upheld, though its power and authority are but a dim

    memory.

    The Eriadorans were among the last folk to abandon the landsCardolan. They held out in ever-d windling numbers u n t i l the OInvasion of Eriador of 2720. Soon those who remained were eitslain, or forced to flee and take up life among the coastal peop

    Tharbad held out longest of all, though in its later years it w

    little more than a town among the ruins whose fields were ptected by the crumbl ing walls. After the Fell Win ter of T.A. 29

    the Midgewater Marshes did not thaw before the spring flooEven the island of Tharbad was submerged and the Great Bridg

    that had survived without maintenance for almost a thousand yewere broken by the torrent. The few who survived this catastrophad no desire to return. After the defeat of Saruman's invasion

    the Shire many of defeated men took refuge at Tharbad and soug

    to make it a base for banditry. These rogues were driven out forces led by King Elessar's Messengers in the 3rd year of t

    Fourth Age.

    2.4 A BRIEF TIMELINE

    FIRST AGE

    early 1.A — The ancestors of the Beff raen, then indistinguishab

    from other Druedain, settle around the Midgewater Marshand the Nîn-in -Eil ph (S. "Swanfleet").

    mid l.A  — The proto-Beffraen flee towards the coasts whseveral Adan folk migrate into central Eriador and decide

    remain. These ancestors of the Eriadorans are often in coflict with a more advanced group of Edain in the TyGorthad whose leaders are eventually seduced by Morgo

    (in person) who hopes to block any Noldorin retreat froBeleriand.

    late l.A  —Ea rly Dunnish peoples migrate into Enedhwaith,somare enslaved and eventually assimilated by the Eriadoran

    SECOND AGE

    1 — Foundation of the Elven Realm of Lindon by Gil-galad, HiKing of the Noldor.

    32 — Elros Tar-Minyatur leads most of the remaining EdainNúmenor.

    c a . 4 0 0  — The early Eriadorans reach an advanced bronze aculture in the woods of central Cardolan.

    617   —The firs t Númenórean ships explore the coasts of Saralaiwhile enroute to the Grey Havens.

    750   — Noldorin Elves found the realm of Hol lin in Eregion. Thbuild three towns along the south bank of the Mitheithel ovthe next two centuries.

    777   — Anardil Aldar ion, then Crown Prince of Númenor, beg

    the construction of Vinyalondë (S. "New Haven") on tsouth bank of the mouth of the Gwathló.

    880  — Aldarion erects a watch tower at a small Eriadoran villaon the upper Gwathló. This is the traditional date of t

    founding of Tharbad. There, he meets with Celeborn aGaladriel.

    1078  — Tar-Ancalimë, the Queen of Númenor, refuses hfather's (the retired Aldarion) wishes and abandons Vnyalondë after its damage by a severe hurricanNúmenórean trade increases regardless of the Queen's dsires.

    ca.1100-1600  — Golden Age of the Eriadoran Kingdoms

    southern Eriador. Their decline begins when Sauron begiincreasing his influence in the region.

    ca.1590  — The Elven Smiths of Hol lin forge the Three Rings

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    0 A Brief Timeline & The Kin

    a. 1600 — Sauron completes the Ru li ng Ri ng in Mordor.

    644 — Tar-Minastir , while s til l Crown Prince, begins reconstruc-tion of the ruins V inyalondë. He names the new port LondDaer Enedh (S. "Great Middle Haven").

    693  — War between the Elves and Sauron. With in six years

    Sauron has ravaged Eregion and overrun most of Eriador.Elrond leads the refugees out to found Rivendell. The Eri-adorans of Pinnath Cerran hold out , as does the Númenórean

    garrison in the keep at Lond Daer.700 — Tar-Minastir leads a Númenórean army that comes to the

    aid of the Elves. His Captain, Pharconatar, uses the fleet inbr i l l i an t amph ib ious ope ra tions a long the Gw ath ló tha t con-tri bu te greatly to the utter destruction of Sauron's forces.

    1793  — Pharconatar begins the construction of Tharbad as aNúmenórean co lony and is accepted as Protector by most of the petty-kings of the Eriadorans.

    914-1943—S out he rn Eriadorans unite to oppose the extensivelumbering undertaken by the Númenó reans to construct thegreat fleet of Tar-Ciryatan. This confli ct degenerates into aguerrilla war, in which much of Saralainn is deforested.

    a. 2000— Distressed by the increased materialism in their na tiveisle, some of the most religious of the Númenóreans begin

    emigrating, settling primarily in the region of Lake EvendimTharbad is their primary entrepot, and begins to prosper.

    2350  — Pelargir is founded and becomes the chief haven for ti nc reas ing emigra t ion o f t he Fa i th fu l Númenóreans .

    ca. 2500-2600  — Second Revolt of the Eriadorans. PursuinTar Telemmaite's desire for mithri l, the Númenóreans movinto the hills and downs of Cardolan, provoking the nativeThis is the most destructive of the wars and largely respon

    sible for the later treeless condition of Cardolan.2511  — Lond Daer seriously damaged in a great hurricane, and

    never fully restored.

    3262  — Sauron taken as captive by Ar-Pharazôn the Golden. Hsucceeds in seducing the King and many Númenóreans evil ways.

    3319 — Ar-Pharazôn invades Valinor. Númenor cast beneath thseas. Elendil and his sons, Isildur and Anarion, escape withe rema ining Faithful. They found Gondor and Amor, thRealms in Exile.

    3430  — The Last Alliance of Men and Elves is formed to answSauron's attack on Gondor.

    3441  — Sauron defeated and slain, though Elendil and Gil-galaalso fall. Arnor never recovers from its losses, for iDúnedain were ever in the vanguard of the Alli ed armies

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    A B rief Timeline 1

    THIRD AGE

    — Disaster of the Gladden Fields. Isildur slain and the One Ring

    is lost.

    a. 200-400—A new wave of Dunnish migration to Eriador in thewake of the sundering and downfall of the Daen Coentis.

    Most are assimilated into central Cardolan, but in thesparsely populated south, many retain their native folkways.

    a. 600-860  — Increasing tensions between the lords of Arnor,

    who live largely in the North, and their more worldly kins-men in the southern areas of the Kingdom.

    52  —King Valandur of Arnor slain during a revolt of the Hillmenof the eastern marches.

    61  — D eath of Eärendur, who divid es the realm of Amor amonghis three sons. Founding of the Sister Kingdoms Of Arthedain, Cardolan, and Rhudaur.

    6 2  — Thorondur the Magnificent ascends the throne as the firstKing of Cardolan.

    49-950  — Aldarion of Rhudaur, the last of Eärendur's sons,attempts to reunite Arnor. The war ends in a mere skirmish,but it is the first slaying of Dúnedain by Dúnedain.

    084-1092  — Arthedain, Cardolan, and Rhudaur undertake amore serious quarrel over Amon Sûl and its Palantir.

    100-1200 — Cardolan reaches its peak of prosperity under thereign of its fourth King, Tarandil. who introduces large scalesheep herding. Tharbad thrives as a center of trade andmanufacture.

    1100 — Harfoot Hobbits enter Eriador, Fallohides and Stoorsfol low with in fifty years. The Harfoots settle throughout EnEredoriath with the Fallohides to the north and the Stoors tothe south.

    197 —C alimendil attempts to conquer Rhudaur, which has fallenunder the rule of a H illm en usurper.

    235  — Disaster of Cameth Brin. Cali mendi l, besieging thecapitol of Rhudaur, is surprised by an Orcish army fromGundabad. The professional forces of Cardolan cut their way

    out wi th heavy losses, but Calimendil, his sons, and all of theru ling Barons of Cardolan (who had gathered for a prematurevictory celebration) are slain when the Orcs capture theexposed Royal Pav ilion .

    235-1248 — The Time of Troubles. Civil war on national andbaronial levels, foreign intervention, raids from Rhudaur.Diet of Thalion summoned by the Wise elects Tarcil fromamong many claimants to the throne in 1258.

    276 — The Witch -king, better known as the Lord of the Nazgûl,establishes his realm in Angmar as Sauron has determined

    that the divided northern Dúnedain can be more easilydestroyed.

    1284-1287 — Arthedain and Cardolan war over possession of Amon Sûl. Minalcar establishes himself as regent of Car-dolan, as his legitimate half -brother Tarastor is ineffective asa military leader.

    1300  — The Hobbits move westward, many settle around Bree.The Stoors become well established in the Angle and theabandoned lands of Eregion.

    1332  —D eath of Tarastor, deemed to be the last of the true line Isildur in Cardolan. Minalcar, crowned as King, accepArgeleb of Arthedain claims to the High Kings hip of Arnin 1349, and is promised autonomy.

    1352-1359—First Northern War. Arthedain and Cardolan versuRhudaur and Angmar.

    1408-1410—  Second Northern War. Ki ng Ostoher of Cardoland his sons fall in the Battle on Tryn Gorthad, after whic

    Amon Sûl is besieged and falls, though its Palantir is save

    1412  — Princess Nirnadel and the Regent, Nimhir, slain unsuccessful coup. Civil war in Cardolan.

    1414 — Annael of Tryn Gorthad recognized as Canotar (S. "HigCommander") of Cardolan wi th nomin al powers equal to tK i n g s .

    1503 —Gordaigh, a Dunnish adventurer, establishes the Kingdomof Saralainn. Most of the remaining baronies and oth

    successor states declare their independence of the Realm Cardolan soon thereafter. The lands east of the Nen-i-S

    river are abandoned.

    1601 — Hobbits settle in the Shire.

    1636-1637  —T he Great Plague strikes Eriador. There are fewfatalities in the North, but it causes enough disruption overturn the two centuries of gradual recovery in Cardola

    c 1700  — The few remaining Dú nedain of Cardolan abandon thehomelands; equal numbers go to Arthedain and Gondor.

    c 1800  — The increasingly severe winters force most of tremaining peasant population to begin a slow southemigration.

    1973-1975—Th e Third Northern War. The Witch-king destroArthedain, but Angmar falls to the vengeful wrath of Gond

    and the Elves.

    2052  — After demolishing most of the remaining forts in centrCardolan. the Gondorian garrison in Tharbad is withdrawMost of the better folk go with them.

    2116  — The capitol of Saralainn is removed from Sudúri Isenmouth.

    2720-275  —Orcs invade Cardolan, slaying or driving off tfew remaining Eriadorans. An attack on Tharbad fails, anthe Orcs drift off due to lack of plunder.

    2912 — Unprecedented floods following the Fell Winter destro

    the Great Bridges and devastate Tharbad (which is abadoned).

    3018  — Boromir of Gondor loses his horse while fording thGwathló at the ruins of Tharbad.

    3019  — Remnants of Saruman's forces establish themselves Tharbad.

    FOURTH AGE

    3  — Forces of King Elessar evict the bandits from Tharbad anreopen the Old South Road.

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    12 The Land: Geograp

    3.0 THE LANDThe lands of Cardolan, like it s people, are quit e diverse. Within

    ts borders one can find deep and ancient forests, rocky coasts,

    olling hills arrayed like lines of massive, ruddy warriors, and someof the richest farmland in all of Eriador. However, most of the

    andscape is dominated by slowly rolling, windswept and treelessplains, a bleakness offset only by the t eeming city of Tharbad, theQueen of the North.

    3.1 GEOGRAPHYThe Kingdom of Cardolan encompasses al l of the lands between

    he Rivers Brandywine, Greyflood and Hoarwell, which were thengenerally called by their Elven names: Baranduin, Gwathló and

    Mitheithel, as far as the Great East Road. This forms an areaoughly six hundred miles long by one hundred and fifty across.

    The Old North Road, Iaur Men Formen, cuts across the middle of 

    Cardolan and divides it fairly neatly into two geographic zones:Minhiriath (S. "Region of the Streams") to the southeast, andMintyrnath (S. "Region of the Downs") to the northwest.

    T H E O R I G I N S O F T H E L A N D S C A P EIn the Elder Days, Cardolan was covered by a single primordia l

    forest that spread over all of southern Eriador. The coast thenextended considerably farther to the west as the southernmostegion of ancient Beleriand. These lands sank beneath the ocean

    dur ing the great War of Wrath that ended the Elder Days. All thatemains of this region is the Dark Cape (S. "Rast Vorn"), and its

    Dark Woods (S. "Eryn Vorn"). The great forests were destroyedduring the Second Age, revealing a generally poor and infertilesoil, like that of the rain forests far away in the South. Much of the

    newly exposed topsoil was blown off by the strong sea winds, sohat the fertile areas of Cardolan are those that are regularlyenewed by the annual flooding of its great rivers.

    THE RIVERS OF CARDOLANDespite the numerous small rivers that give Minhir iath its name,

    and the downs of Mintyrnath, on the whole the geography of Cardolan is dominated by the great river valleys on its borders.

    The Baranduin (S. "Long Gold-brown River") traces a lazy pathrom Lake Evendim in Arthedain down to the sea, forming the

    northern/western border of Cardolan. It gets its color, and hence itsname, from the rich earth along its banks. The Baranduin is an oldiver, wide and slow; but it is also shallow, so there is little

    ommerce on its waters.The Mithe ith el (S. "Grey Spring") to the east is born in the snows

    and springs of the highlands of Rhudaur. A raging narrow torrent,t is only partially subdued when it joins the river Brunien at thepex of the Angle. It continues on down to the Nîn-in-Eilph, the

    Swanfleet Marshes. Just above Tharbad, where the Mitheithelo ins the River Gl an du in coming out of Enedhwaith, it gives bi rtho the Gwathló (S. "Shadowy River from the Fens"). The Mithei-hel can be navigated with difficulty from Tharbad to the Angle,

    but it is virtually unfordable for its entire course.The Gwathló is broad and slow river like the Baranduin except

    dur ing the spring floods. The Gwathló is deep and can be naviga tedby ocean-going ships as far as Tharbad. The winds on the Gwath lóare predominantly easterly and the river is full of ever-shiftingmud-banks, so smal ler ships ply most of the trade that is carried on

    he river. This trade is considerable for the sea route to Gondor ismuch faster than the land route which has made Tharbad the centerof all the trade coming out of the north. The annual f looding on theGwathló is much more serious than that of Cardolan's other riverespecially along its northern bank. After a severe winter, Tharbad

    may become a virtual island for several weeks during the spring.

    M INHIRIATHThe southwestern half of Cardolan receives its name for

    myriad streams and minor rivers that empty into the Baranduin, tGwath ló and the Sea . Minh i r ia th can be fu r ther d iv ided in to fogeographic districts: Eryn Vorn (S. "Dark Woods"), the centplain or Saralainn (D. "Exalted Land"), the Girithlin highlands thextend from central Cardolan along the south bank of the Bara

    duin, and the Gwath ló basin. The Eryn Vorn covers the Rast Voa large peninsula lying to the south of the mouth of the BaranduExcept for a marshy region to the southeast, it is covered by ancieforests. The trees themselves seem to share the malice of abo r ig ina l inhab i tan ts the Bef f r aen , in f luenced by the f r ac tu rlandscape that recalls th e cataclysms of the Elder Days. The ErVorn has remained essentially unexplored throughout the histo

    of Cardolan.

    The central plain of Minh ir ia th is almost featureless, save for countless rivulets. It slopes slowly down to the sea and the area nthe streams are reasonably fertile, but most of the land is fi t onfor raising sheep. One redeeming feature is the set of amber befound along the south bank of the Baranduin near its mouth. T

    name Saralainn is attributed in folklore to a particularly glDunnish Bard who was promoting settlement in the area a

    named the land "exalted" as one might name an icy wastela"green".

    The Girithlin highlands rise several hundred feet above t

    plains of Saralainn in a series of gently rolling ridge lines. Toverall aspect of the highlands is not greatly diffe rent from thatthe plains, though erosion is a particularly severe problem her

    The Gwathló Basin comprises the region that is subject flooding by that river. It is very narrow nigh to the sea airregularly spreads until it is almost eighty miles across ne

    Tharbad. These floods are an inconvenience to the region's inhatants but the silt endows the floodplain with the richest farmlanin the North. The Gwathló basin serves as the breadbasket Eriador, though most of its surplus goes to feed Tharbad.

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    MINTYRNATH

    Where the geography of Minhiriath is relatively straightfor-ward, that of the region of the hills is complex. Six occasionallyudden divisions must be made. A substantial chunk of the

    Gwathló basin extends above the North Road. To the north lies ailly plateau of the Pinnath Ceren, the red hills that give Cardolans name. Slightly to the east lies the Old Forest, and beyond theseoods, the rolling hills of Tyrn Gorthad, the Barrow-downs, andyrn Hyarmen, the South Downs. South and west of these ranges

    the Girithlin Highland. Eastern Cardolan merges into the greateatureless plain of Eriador, the En Eredoriath.

    The most distinctive feature of Minty rna th are the downs southf the East Road. These are only one line of hills, but custom hasiven two names: the Barrow-downs in the more concentratedor thwest corner, and the South Downs for the rest. The Downs areseries of ridges running towards the northeast with relatively

    teep southwestern faces that slope gradually down to the nextdge line. This region is windswept and infertile and has been little

    nhabited. The Tryn Gorthad are particularly noted for their bar-ows, or burial mounds that are thought to date back to the Adanncestors of the Dúnedain in the Elder Days. The Princes of ardolan also make it their custom to make their graves here.

    Directly to the west of the Barrow-downs lies the Old Forest.his is a dark and dangerous place where the trees seem to

    emember and to hate those who destroyed their once innumerableousins. The House of Tom Bombadil is located somewhere deepithin these woods. He is more commonly known as Orald to theeople of Cardolan, though he plays small part in their affairs.To the southwest of the Old Forest are the Pinnath Ceren and

    eyond it, the Girithlin highlands. The Pinnath Ceren (S. "Redidges") are a group of red-tinted hills surmounting a smalllateau. The iron ores that provide this color were extensively usedy the Northmen who inhabited the woods of Eriador before theeturn of the Númenóreans. It became a center of resistance to theiroloni zat ion efforts because the Pinnath Ceren was the only sourcef a rare, and now mined out, alloy of tin and cobalt that could besed in the relatively primitive smelters of the Northmen to makeardolan Brass, a red metal that could almost stand up to the Highteel of Nú men or. The Gir it hl in H ighlands rise above the Gwathlóasin to the east. They include a major ridge line called the Pinnathimren (S. "White Ridges"), named for its many exposed marble

    aces. Aside for its harsher climate, the Highlands are generallymilar to the Saralainn.

    T H E C O A S T SThe north coast of Cardolan from the mouth of the Baranduin to

    ast Vorn is generally rocky, with a kind of rugged beautyecognized only by its inhabitants. There are few harbors but the

    rea is fairly well protected from storms and its resources, primar-y shellfish and small whales, are extensively utilized.The coasts of Rast Vorn are the most treacherous known to

    únadan mariners. There are innumerable shoals and reefs th at aresually shrouded in thick banks of fog. The exposed northern and

    western shores are steep and offer few places to land at need. Theoutheastern shore is covered by reedy marshes and said to benhabited by foul and unnatural creatures. The native Beffraenften attack those who do manage to find shelter on these coasts.

    In contrast, the shores of Saralainn are notable for their broadeaches and dunes. The natives have taken little interest though,erhaps because of the storms that strike the beaches roughly everyecade, devastating these low-lying areas. The vast amount of 

    ade on the Gwath ló is primarily served by the port of Sudúri thates 90 miles up river from the sea. The city's location solves mostf these problems that defeated the Númen ór ean s' millennia longffort to construct a port at Lond Daer.

    Geography & The Weather Table

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    4 Geography, Climate, and Ecol

    E N E D H W A I T HThe people of Cardolan, concentrated along the north bank of 

    he Gwathló, must be concerned with occurrences on the southank in the lands of Enedhwaith . Most of Enedhwaith is a grassynd semi-arid plain tha t is home to tribal Dunlendings who oftenaid into Cardolan. Along the Gwathló, beginning about 80 milesouth of Tharbad, there are two extensive forests thai provide muchf the wood used for shipbuilding in Cardolan. This is collected inreat semi-mi litary expeditions, for fear of the Dunnish tribesmen,

    he cousins of the Beffraen who inhabit the southern woods, andhe Stone-trolls of the northern forest.The four hundred square miles of the Nîn-in-Eilph, the

    wanfleet Marshes, are often visited despite the treacherous alkaliogs, and innu mer able poisonous reptiles . Sometimes this is donen search of rare herbs, but more often the intent is to poach theordly swans of the marshes whose feathers are so hi gh ly favoredy the fashionable ladies of Gondor.

    3.2 CLIMATEAlthough the landscapes of Cardolan may seem monotonous at

    mes, the weather provides plenty of variety. Cardolan has a humidmid- la t i tude c l imate wh ich i s m i ld on the average , bu t wh ich i subject to some of the most severe weather in all of Endor.

    M inh i r ia th and Min tyrnath have d is t ingu ishable weather pa tterns ,

    owever. As a general rule, Mintyrnath runs about 5 degreesooler.

    Both regions have cool, wet springs, summers that are usu al lyry and moderately hot, cool wet autumns, and cold winters. The

    weather patterns are dominated by warm, wet air coming off thecean, and the cold, dry air of the Misty Mountains and Forochel.n the late spring and early summer these air masses are prone toollide with often disastrous results. Most of the damage is done byevere thunderstorms, but these can very easily escalate into hail ,nd tornados. The latter are most prevalent in central Cardolan,articularly during the month of Nórui. Less frequent, but moreevastating, are th e hurricanes that spin out of the equatorial seasnd str ike the coasts. In the early fall of every third year, galestorms

    it the shores; about one storm per decade will wreck widespreadavoc, and one per century wil l be a monster . Old folk s t i l l speakf the "Ireful Storm of 1081". The predominant normal windirection in Cardolan is a strong westerly (wind out of the West)hat tends to complicate navigation of the Gwathló.

    As Cardolan is largely treeless, the temperature increasesharply during the day, and drops just as quickly at night. It is not

    unusual for the temperature to vary thirty-five degrees in a twenty-our hour period, especially during the summer and in higherlevations. The average temperature in Cardolan has been drop-ing very slightly over the past two centuries, but this change has

    made the task of Cardolan's farmers, who cannot easily affordhaving a few days shaved off their growing season, much less theate killer frosts. The superstitious attr ibute this to the malice of the

    Witch-king of Angmar (indeed this trend will worsen until his

    eparture in T.A. 1975 and then gradually improve).

    4.0 CARDOLAN'S ECOLOGYThe lands of Eriador are an integral part of the continent

    Endor, yet they are geographically isolated. To the north lies vast desolation of the Northern Wastes, to the east the migMisty Mountains arise, to the southeast lay the broad WMountains, and to the west is the sea. These barriers preventeasy immigration of new species into Eriador, and most of thhave been brought by the Men who have undertaken the trek. In relative isolation the ways of nature became very static and fraover the centuries, not unl ike the rain forests of the farthest Sou

    As the Ents recall, all of southern Eriador was a single fobefore the first Elves taught them speech in the Elder Days. early Second Age saw a general warming trend that put consiable pressure on the delicate balance of li fe of the woods. Withrise of advanced societies of Men, this balance was broken. Númenóreans returning to Middle-earth in the middle of the felled many trees to construct their famous fleets. Forest fraged, set by both sides in the merciless wars between Númenóreans and the native Eriadorans, or by the electrical stothat previo usly had been very rare in the region. For many forefire is a natural force of renewal, but here it was new and dea

    In little more than three centuries virtually all of Cardoburned down, leaving only two significant patches of the primdial woods in the Old Forest and on Rast Vorn. There were species of plants or animals prepared to adapt to the barren ncountryside after long ages of shade and branch. The steerosion that followed made much of Cardolan unsuitable permanent agricultural communities, while making other amthe most fertile lands in Endor. Only various reptiles, the shintroduced by the Dúnedain, and the wolves that soon followcan be said to have truly thrived in Cardolan.

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    Flora & Fauna

    4.1 FLORAThe inhabitants of the annually renewed lands of the Gwathló

    basin just ly feel that they liv e in one of the gardens of Midd le-ea rth,

    but this judgemen t should not be extended to the rest of the country.In Minhiriath the dominant plant is a plains grass called ablas,while in the windswept Girithlin highlands the ablas is replaced bya short mossy grass named deblas which covers most of Min-

    yrnath. There are scattered patches of new forest tha t have sprungup through out Cardolan; these consist largely of beeches with a

    few pines. Elsewhere, the larger plants are chiefly thistles andbrambles which provide some shelter for gentler plants. Thefarmers of Cardolan grow wheat along the banks and streams;

    corn, peas and cassona. a small potato, along the Gwathló; andeorna, a hardy grain resembling barley, in the uplands.

    HAGAVORLPerhaps the most notable flora of Cardolan is the Hedge wall.

    Pharconatar, the first Númenórean governor of Cardolan, began

    he planting of the Hagavorl (D./E. Ha wth orn -Wal l) in S.A. 1777.He desired a barrier to slow any large scale incursion of Orcs orHillmen from Rhudaur into central Cardolan, so that he wouldhave time to prepare his few and scattered forces. The Hagavorl—a hedge of sharp thorns stretching from the Mitheithel to the

    Baranduin above the Old Forest — was an ambitious project evenby Númenórean standards, but Pharconatar received aid from

    Elrond's herbmasters. Nonetheless, the task was abandoned afterhis death in S.A. 1812 and was not restarted until the time of E lendi l . T he Hagavor l was f ina l ly com ple ted by King Va land i l in1126 T.A. as part of his f ut il e plans fo r eradicating the Wolves of Cardolan. Now pierced in innumerable places, the Hedgewall ispunctuated by gaps of up to two miles. It is still very impressive toook at and can be a serious barrier to the casual traveler.

    H E R B SMost of the common herbs of Eriador can be found in both

    Min hir iath and Mintyrnath. There are a few plants that are more or

    ess unique.Lus — A low gorse-like shrub found mainly in Saralainn. Its

    mauve flowers appear in the early spring and can be distilled

    into a potent poison. It acts in 1 -12 rounds. A vic ti m fai ling RRby 51 + is killed, by 21-50 is in coma and is blind, by 11-20 isblind in 1 -2 eyes, and by 1 -10 is temporari ly blinded. (t-T-3 —

    Flower/Paste —31gp — Lvl 4)

    Sailcha  — A small violet orchid that blooms throughout thespring. Sa ilcha is very, and increasing ly, rare and the people of 

    Cardolan believe that its blossoms are a potent harbinger of good luck. This superstition is very ancient, and is said to

    predate the Eriadorans. Its psychological benefits are +10morale, +10 to RRs, and +5 DB for 3-7 days (until bloomwithers). (t-S-8 — Flower/Wear — 50gp — AF0)

    A v h a i l  — A hardy bush found commonly in Saralainn and rarely

    in the rest of Cardolan. The sweet yellow fruits, which re-semble a small cherry, are nutritious and tasty. This fruit is theprimary ingredient of the popular and potent brandy called

    biotaille.

    Haruella — Haruella is a concoction of the Eriadorans of PinnathCeren, The formula is a deep secret, but is thou ght to includethe li chens and aphids from certain tree roots. The Shamen of 

    the ancient Eriadorans used Haruella in their infrequent deal-ings wi th the Undead. H aruel la is highly prized at present as aresource against the invasion of the Barro w-dow ns by wights.

    Boskone  — Boskone is a tiny blue orchid that grows among leaves of the tallest trees of the Old Forest and Eryn VoThese flowers can be dried and ground to make a blue powwhich, when inhaled, so stimulates the user's sense that fun ctions as th ough u sing the "Awareness" spell. Boskonehighly addictive and has particularly unpleasant withdraw

    symptoms. Gives user  'Awareness'   for 10-20 rounds, thensevere headache (-30) for 1-8 hours. (t-H-8 — Powder/Inh

    — 78gp —AF18)

    4.2 FAUNAAn uninquis itive visitor to Cardolan might return home with

    impression that the only animals therein are Men, Sheep, aWolves. Actually, these lands support a s urpri singly diverse amal population that has been on the increase as more lands haslipped back into wilderness since the downfall of the DúnadKingdom. Most beasts are still very shy of Men.

    4.21 PREDATORS

    Wolve s — Another old Eriadoran saying: "Worry about the Wthat you don't see." The predator in Cardolan is the Woencounters with any others will be rare in comparison. T

    common Wolf of Eriador is grey, though a few are black, awi ll generally be foun d, or find you, in a pack of about a doz

    mature adults. They are vicious and intelligent hunter s, tirelin the chase, and (under the malign in fluence of Angmar) proto  k i l l  simply  for  sport.  Their primary prey  is  Sheep, Wolves are not afraid of Men and will readily attack loindiv iduals or small groups. They do, however , fear the Shehounds and with good cause.

    Wargs — Wargs, sometimes called War-wolves , are not commin these lands. When not acting as mounts for Orcish raideWargs appear to be just overlarge Wolves. This is true, bWargs are bolder and more cunning and usua lly are servants

    the Witch-king of Angmar. True Wargs, also know n as DemWolves or Wolves of Saur on , appear to be large Wargs, bu t in truth the undead creations off powerful evil magic. They wact only on dark nights when their trait of dissolving if kil

    will not be easily revealed. The Witch-king has found litneed to send True Wargs to Cardolan since the fall of Amon Sin T.A. 1409.

    Giant Eagles  — The Giant Eagle is an infrequent visitor Min tyrn ath for its home in the Misty Mountains is far afie

    The Eagles are wary of Men, and not without cause for tnoble birds are not averse to some occasional mutton. TEagles have very rarely intervened in the affairs of Cardol

    Perhaps they consider these lands to be the responsibility of remaining Noldo Elves, or perhaps they are too busy defend

    their eyries against the Orcs of Gundabad.

    Spotted Lions — The Spotted Lion gets its name from the blaspots on their almost white underbellies; the rest of their cis a burnt orange color. Although quite rare, due to huntinthey still range throughout Cardolan. The lions are not e

    creatures and, while they are extremely cunning, they are ncapable of speech. Their feud with the wolves is old and bitand has probably contributed to their decline more than tefforts of Men. The Spotted Lions live in small family groukeeping lairs in trees and caves. They prefer to hun t fiara, b

    sheep wi ll do. Spotted lions have been know n to kill men on

    in self-defense.

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    6 Predators, Herbivores, & Birds and Flying Creatu

    ears—T he Black Bear is unusual in Cardolan, unl ike the rest of Eriador where they are common. The climate is a lit tle warm forthe Bears' taste, but the main factor in their scarcity is human.The Eriadorans have an almost cultic obsession with huntingbears; it is thought to be the ultimate test of one's prowess as awarrior. News of Bear spoor will gather these reclusive North-men from a large area to join the hunt. The Bears are notunaware of this unpleasantness and so tend to avoid these lands.

    l u t a n  — The dreadful Glutan is found primarily in western

    Minhiriath. It is a solitary, black-furred beast shaped like alarge badger. The Glutan is unbelievably quick and fierce andappears to be quite insane. They have been known to attack large groups of armed men withou t the slightest provocation,fighting to the death even if escape is easily available.

    adrat ine—Th e Madratine is a small cat-l ike fox found mainlyin the highlands. Its white mask and ears stand out in sharprelief to its reddish brown fur. Madratine are very shy.

    22 HERBIVORESeer  — A little deer known as Fiara is the most common wild

    herbivore in Cardolan, being able to thrive on the scant grasses.

    Fiara keep to small groups of four or five does and a buck. Theyare extremely timed. In the woodlands, the Caru (Elk) is fairlycommon, and the caribou of Rhudaur will stray into the EnEredoriath in severe winters. Larger than an Elk, the Nimfiara(S./D. "White Hart") is found deep within the Old Forest andthe Eryn Vorn. Its pelt is prized for fine garments and a potionmade from its horn is said (incorrectly) to retard aging. Verywily, they will put up a good fight when finally cornered.Hunting the Nimfiara was very popular with the Dúnedain, butthere are now few of either left.

    stabanhe — The Astabanhe or Pronghorn is an antelope-likecreature found mainly in the Pinnath Ceren and the Girithlinhigh lands. They stand about 4' tall, a dul l yellow in color witha loud white rump and short black horns that give them theirname. Pronghorns travel in small herds and are inquisitive, butthey are quick to flee.

    oars  — Boars are common in both regions of Cardolan and aregenerally found in large packs. The adults males defend theperimeter of the pack against all enemies, real or imagined. Theprimary concern of Boars is finding food, and most creaturesare wise enough to get out of their way.

    oral — Goral are wild golden, bighorn Sheep found exclusivelyin the Downs. Solitary and intractable, they have nonethelessbeen very profitably interbred with Cardolan's domestic sheep.

    olodos  — A Golodo is a moderately large flightless bird, ratherlike a large goose on stilts. Golodos gather in large flocksdur ing the breeding season in early summer, traveling in sm allgroups during the rest of the year. Golodos will immediatelyflee the scent of any predator with surprising, if ungain ly speed,except during the nesting season when they wi ll bravely defendtheir eggs. Golodos enjoy the taste of meat, but they will eatany thi ng since they are poor hunters.

    odents — The most common rodent in Cardolan is the Gopher,closely followed by the Coney, or Rabbit. The Gophers of Eriador resemble big stout Rats and live main ly on grass roots.On the plains they are a major nuisance because they live inlarge colonies of interlocking burrows. Their holes rise up

    abo ut a foot from ground level but their tunnels r un very closeto the surface and cannot be easily detected by Sheep, Horses,or Men (leading to many broken legs). Opossums, Mice, Rats,and Ferrets are also common in Cardolan.

    4.23 BIRDS AND FLYING CREATURESWhile there are not many species of mammals in Cardolan, th

    is a great variety and number of birds. The migratory birds of tnorth are the most numerous and are of the greatest economimportance. Three of these species account for the incrediflocks that crisscross the area. These are the Ice Goose, the Rheaded Duck, and the Blue Pigeon. The Ice Goose is a large whand black bird that summers in the Northern Waste and wintersthe Drúwaith Iaur. Its migration follow the coastline in late spri

    and mid-fall. The Red-headed Duck is a common sight on all waterways of Cardolan. In the late Spring they all gather in tMidgewater Marshes and the Swanfleet Marshes to prepare migrate to the lakes of the Far North.

    The B lue Pigeon does not linger in Eriador, passing over in thmigrations between Mirkwood and the Lindons. They have beheavily hun ted, but a large flock of Blu e Pigeons can still blot the sun. The Lordly swans of the Nîn-i n-E ilph are also of economimportance, as the price of their plumes has increased as thnumbers have diminished.

    There are many species of songbirds in the remaining foresthe Lark and the Blackbird are happy in the open lands as weThere are also large numbers of Crows and Gorcrows. The primacarrion bird is a particularly awkward and ugly stork known as Hopta. Several varieties of Hawk reside here, though most small and dully colored. Great Owls still hunt the woods at nigthei r calls are said to be a lament for the lost ancient Forest. A sm

    owl, taken to living in abandoned gopher tunnels, is known aBarrow Owl.

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    lying Creatures, Reptiles, and Domestic Anim als

    Of course, there are some flying creatures in Cardolan that areot birds. Bats are common, and vampire bats have entered theands from Angmar. Another variety of large bat, the Flying Fox,

    makes its home amid brambles. The Flying Fox is not nocturnal,avi ng good eyesight and presumably a fi ne sense of smell in itsong snout.

    The last notable flying creature is actua lly a gliding frog knowns the Grey Flyer. They are small, but carry a nasty venom in theirlaws. Grey Flyers are rare, liv ing only in subs tantial forests, but

    hey live in huge colonies and woe to anyone who stumbles uponhe ir nests!

    4.24 REPTILESThe reptiles of the primordial woods were, perhaps, the only

    reatures to welcome the destruction of the trees, for it brought outhe sun. Cardolan in general, and Minhiriath in particular, has aourishing population of reptiles, including many venomous

    erpents.Nathair  — This plains snake is found throughout Cardolan,

    growing up to six feet long with creamy colored scales. TheNathair angers quickly and will fight rather than flee onceannoyed.

    Nathrach — The Nathrach is an aquatic snake found in all themarshes and pools of Cardolan. It is rusty in color with broadbright brown bands, and ranges in size from three to five feet.It venom is mild, designed to stun the small rodent that it feedson before enveloping and crushing them. The Arnathrach is amuch larger cousin that inhabits the brackish waters near thecoasts.

    Coireal  —The Coireal is a tiny (three to six inches) snake of thedeep woods. It has yellow rings on a black background. TheCoireal is happy to hunt large insects and should be left alone

    for its venom is highly potent.

    ea Crocodiles—Th e fish-eating Crocodiles of the Gwathló areino ffensive when let