Based on J.R.R. Tolkien’s MIDDLE-EARTH™ as detailed
in THE HOBBIT™ and THE LORD OF THE RINGS™.Front Cover Ships/Deck Plans
HARADAN MERCHANT VESSEL
(dromon design, Umbar or Harad)
TU
COASTAL RAIDER (clinker design, Belfalas)
RAIDER (Harad)
Havens of Gondor/Contents
HAVENS OF GONDOR
Land
1.1 DEFINITIONS AND TERMS,
LIL Abbreviations
112 Definitions
12 ADAPTING THIS MODULE TO YOUR CAMPAIGN
13 CONVERTING STATISTICS.
1.31 Converting Hits and Bonuses
1132 Converting Statistics for Any Major FRP System
133 Converting Stas
134 Converting Combat Abilis
1138 Converting Spells and Spell Liss
136 A Note on Levels
137 Skill Bonuses
138 Locks and Traps
20 INTRODUCTION AND HISTORY
21 OVERVIEW...
22 A HISTORY OF DOREN-ERNIL
23 A BRIEF TIMELINE OF GONDORIAN HISTORY
231 The Peoples of Gondor
232 The Tale of Years
30-THE LAND.
3. GEOGRAPHY
3.2 THECLIMATE AND WEATHER PATTERNS
3.3 WINDS, CURRENTS AND TIDES
4.31 Calculating Wind Speeds
2332 Waves, Currents, and Tides
40 PLANTS AND ANIMALS
SU. COASTAL LIFE een
442 LIFE IN THE HIGHLANDS.
443 LIFE IN THE MARSHES AND RIVER DELTAS
{44 LIFE ON TOLFALAS AND THE COASTAL ISLES.
445 SEA LIFE IN THE BAY OF BELFALAS.
“4.51 Sharks
452 Seacturles and Fellcuries
453 Whales
454 Kraken
4455 Other Beasts of the Bay
‘5.0 PEOPLES AND CULTURES.
5.1 THE DUNEDAINOF DOR-EN-ERNIL
52 MOUNTAIN FOLK.
53 COMMON FOLK OF THE LOWLANDS.
‘54 THE ELVES OF EDHELLOND.
60 POLITICS AND POWER
61 GOVERNMENT.
62 WARCRAFTIN DOR-EN-ERNIL
(621 The Princes Army and Navy.
622 Elven Miltary Groups
623 Eredan Military Groups
63 LIFE AT THE COURT OF THE PRINCES,
(64 ALLIANCES AND CONFLICTS.
‘641 Relations Between the Prince and the Eredrim
(642 Relations With Umbar and Harad
of
Belfalas”
1.0 THE ECONOMY.
0 ORGANIZATIONS AND GROUPS
1 NOBILITY
8.2 MERCHANTS,
83 GUILDS.
84 MASTERS OF POWER
485 PRIVATEERS.
‘86 SMUGGLERS
87 THIEVES...
8.11 The Thieves of Dol Amarth
8.72 The Thieves of Linh.
8.8 MOUNTAIN BANDITS
89 SPIES.
9.0 PEOPLE OF NOTE
9.1 CHARACTERS FROM DOL AMROTH
9.2 CHARACTERS FROM LINHIR
93 ELVES OF EDHELLOND
100 OTHER INTERESTING FIGURES
11.0 DOL AMROTH
ULL AN OVERVIEW OF THE CITY
112 THE CITY PLAN,
113 LAYOUT OF THE CITY
1131 The White Town
11.32 The Middle Port
1.33 The New Poet
134 The Gate Town
1.35 The Old Town
136 The Clif
137 The Castle Quarter
1a THE CASTLE OF THE PRINCE
MAI Th. Castes Design
1142 Layout of the Caste
115 THE SEAWARD TOWER
120 THE ELF-HAVEN OF EDHELLOND.
121A DESCRIPTION OF THE ELF-HAVEN
122 THE LAYOUT OF THE ELF-HAVEN
1221 The Exterior Layout (The Town)
1222 The Interior Layout (Port Caverns)
13.0 OTHERSITESOF NOTE.
13 THE TOWN OF LINHIR
13.11 The Town Plan
[B11 The Key 1 the Map of Linhir
132 CASTLE AMRONAUR.
133 A COASTAL TOWER
134A MOUNTAIN VILLAGE.
135 THE HILL OF THE PYRE
140 SHIPS.
4 SHIPS OF UMBAR
142 SHIPS OF DOL AMROTH
143 SHIPS OF EDHELLOND
Produced and distributed by IRON CROWN ENTERPRISES, Inc, PO, Box 1605, Charlttevill, VA 22902, Stock #ME 3300
‘Copyright © 1987 TOLKIEN ENTERPRISES, a division of ELAN MERCHANDISING, Ine, Berkeley, CA, USA. Havens of Gondor
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Land of Betftas,
‘The Hobbit, and The Lord ofthe Rings, and all characters and places therein, are trademark properties of TOLKIEN ENTERPRISES. All rights reserved
First US. Edition 1987. ISBN 0.915798.28618.0 ADVENTURES 4°
151 THE BELL IN THE LOST TOWER 3
152.8 THEFT IN LINHIR 9
153 THE LIGHT ON THE HILL OF THE PYRE 50
IS OTHER SUGGESTED ADVENTURES s0
160 TABLES st
16 MASTER MILITARY TABLE ‘I
162 MASTER NPC TABLE. 33
163 MASTER BEAST TABLE 35
6st MASTER ENCOUNTER TABLE 6
170 GLOSSARY back cover
11.1 NAUTICAL TERMS. back cover
172 FORTIFICATION TERMINOLOGY ack cover
Cirdur leaped over the rolling barrel and rushed across the slippery
deck, unconcerned about the raging wind and blinding rain. But
before he could reach his master, the ship lurched, sending him spraw!-
{ng upon a torn section of sail which had caught upon a stay. The
Elven Scout cried out: “Sie, you cannot fight Ulmo's Sea! Please,
{follow me below!"
King Amroth turned, his tearful eyes glistening in the diffused
‘moonlight. No one else dared brave the storm, yet he stood there,
‘arms outstretched, at the stern. He looked like he could fly
CCirdur hung om to the ripping sail as the Swan-ship pitched again.
Suddenly, as he desperately screamed to the King once again, the
‘reat bell inthe Sea-ward Tower tolled. Even across the miles of roar-
ing water, the notes drowned out his lat pleas.
Then @ wave blasted the Scout against the rail. The salt water filled
‘his nose and bit at his cheeks, stunning him with punishing force
Cirdur did not know how long he lay there — it didn’t seem long
— but as he rose 10 his knees, he saw that Amroth had gone. He cried.
1.0 GUIDELINES
Fantasy role playing is akin to living novel where the players are
the main characters. Everyone combines to write @ story which is
never short of adventure. Players help to create a new land and weave
strange new tales
This series is designed as a tool for Gamemasters who wish to un
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 is based on extensive research and attempts to 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
terns and schemes. ICE does not intend it 1o be the sole oF proper
view; instead, we hope to provide the reader the thrust ofthe creative
legacy and the character of the given area
Guldelines/ Definitions and Terms
Remember thatthe ultimate source of information are the works
of Professor JR.R. Tolkien. Posthumous publications edited by his
son Christopher shed additional light on the world of Middle-earth.
These modules ate derived from The Hobbit and The Lord of the
Rings, although they have been developed so that no conflict exists
with any of the other sources.
41 DEFINITIONS AND TERMS
‘The following abbreviations and terms are used throughout the
1.11 ABBREVIATIONS
Game Systems
MERP ——siddecrh Role Playing RM ___ Roemer
‘Ag —— Ay A and ERP) — Memory (RM)
Cox >= ~Conseution ut and, T Presence (RM and MERP)
MeKP) Toutes sn
Em ___ Empathy 0 ~ Rewoning (28)
nteligenc (ERP)
intiion RM and MERE
sei Dine (eM
= sirnath and MER?)
Armor Tape — Lee experienc or plea)
Toone pees) = Marl Are
copper pes) Modifier or Modification
Tote arke ithe pce
T Detemive Bonus
amasy Rove Pisog
pee)
~ Power Poins
Rorkad — Rade
dor Rd Round (Osecond peti)
RR Reasance Rall
Sat 17 Stat or Characteristic
tp aa ampecet|
Miata Terms Kh — _ Khusdl (Darvin)
‘Adina Lok The Lond of the Rings
Black Speech OF _ Ontin
Gh ata 9 =~ ove
Easerling SAV _ a Seond Ave
ist Age Si > _ Sivan Ebi
Fourth Age TA D>~Thid Age
‘ilman Teng ~~~ Tengwar
Hobbits (Weston variant) V =~ ~— Vatag
enim Ww 77 Wet (Common Spsch)
du ansen Hobbit)
12 DEFINITIONS
A few crucial concepts are detailed below. The majority of uni-
ue terms and translations from The Hobbit and The Lord of the
Rings can be found in the ext proper.
Anfalas: (“Long Coast": W. Langa) Region of Gondor 19 he wes ofthe
Bafa: (5. “Coast of the Rover Get, hilypeainla insur Gondor. Blas
Jus out to the bay that bear name Bela als wod as an aerate name
forthe land called Doren Eri, but ths usage ot patcaley acura. Actuall,
Corsa: Originally the descendants of Caimi (the Usutpes” of Gondor and his
foloners, who Gondor inthe later dy ofthe Kinsler. 143249, The pou
Pirates based in Umbar or alone the cos of HardGuidelines/Adapting This Module to Your Campaign
‘Daen Coes: Dn. “People of SK) Ancestors ofthe Duslndings and Get)
‘he Dasdain (Noss of the White Mountains. The Edm of Dove Eri are den
‘most of what ic now central and weer Gondor. Animist sperion an 0
sis they ave a welt of sone carvings and megalithic irre inte ills
fad high vals they finds seed. They trace thr Henge hou the female tne
{vere he Earth Mires a manifestation of Yanna as igh oles. The onze
Dol Amroth: (“Hl of Anonk”) City and associat caste eaten the coast of
northweter Belfas(wesern Doren ra. The capital ofthe Land ofthe Prince
{Chas originally Geore TA 98) called Land Er "Vlaen ofthe Prince) Da
‘Amat lo referto the hill upon whch the town an cade wand grt sane
Imasif hat Jus ou into the Bay of Bela
Doren (“Land ofthe Price) Princely fi in sow ental Gondor. Raed
by he Pines of Dol Amro incodes the area Beween te Gian Seri and Moe
hood Ring vers
Dried: ( “Worers Wa “Druphu’s “Drige’s S“Widmen”: sing. “Draadan”)
(Often called the “Wid Men ofthe Wood” the Deen are fund in roe primea!
‘sland te the Tawarn-Driedin of robert Gonder, the Tewr Anda son
‘he southwest flanks ofthe White Mountain, and the Eryn Yorn (S. "Black Woods”)
‘of southern Eador They are unelled wondcafters and woodsmen who do nat
‘similar cohabit wt ther races. Instead they prefer are ie in he remote
‘sid thst ame Short, tock, and having body hat, thy resemble no ether
en ahough thy are ances ed othe Dae Coens nd arene and att
'yreated to Dutlending and Ered, Woses poses certain powers of enchaniment
fd unig forme of map, and guard th sr places with zur cared images
ff themsches (Piel men) These cults ae said 19 have “posers socal wih
Ie wach aight and mobi
nei: 5. “Edin of the Wes” sing. Dinadan). These High Men ate descendants
‘ofthe Edun who sete the western sland continent of Namenor aud SA. 32. The
Daneain turned to explore ade wth, colonize and ate congue many areas akon
‘he weer, suter, ad exter coasts of Endo! ring the Second Age: Unfor nate
Iy their hubris and deste for per ed them toate an asin ofthe Vala’ Us
‘ing Lands As are Er he Oe) drove heir homeland in SA 3319. Those
‘allel the "FaMul”oppoted the poise and eslousElthatred hat prompted hs
“Downfall The Fal were sed when Nomenor sah, sling eto nore,
Milearth. Tete hey founded the “Ream in Ee the Knpdoms of Armor and
Gondor Although sparsely populated, Arthedhin Arno) conta the highest ro
oton ofthe Faithful and the mos purely Dinan cure nal of Endor Many
unfit (or “Black Numenerean”) 20ups survive aswel, ving in colonies and
Independent sats suchas Unter
“The term Died refers othe Namendrats and thi descendantsin Midle-eath,
‘soups which pomess considerable pyc and mental rength, longevity, and 3 ich
Een inuenced culture: Adina the native language
‘Dunendings: (De “Doen Lint? A rugged race of Common Men wha, fr the most
art irate out of the White Mountains inthe Second Age. Te Exdn of Dore
Ei ae a elated fll. Descendants ofthe Dues Coens, Dunenigs havea medur
‘rsort bull pane brows hat and tanned ray complexions Men average S10
‘women sand wound 51” Mostly mountai-dwelers or hlloing ede they re
Known by various names: Dunmn, Danish Fle, Dunlanders, Eri, the Hille
(of the White Mounts te
aetna: (5 “Ehaven") Even haven and port heated ia the Monthond ve deta
rede: “Mounain-host”)Dunending elated peoples ofthe highlands of Dor
‘nr The Eredin are descendants ofthe Daen Cents
red Tarthonlon: (6. “Mountains of Lofty Pine) Te highlands of Doce-Eri hie
‘ipa pea se in cemal Blfalas They are actualy a gea ans section of
the Wie Mount range Erdem occupy many of he highland valleys i the Ered
‘nhonion
Gondor, “Sone land") The ret Dnedin Kingdom that es wes of Mordor and
‘orth the Bay of Balas I ides a number frelon (ocknise rom the north)
Calmardhon (ban afer TA. 251; Anim lien: Lebenmn: Bells: Laredo
“Anil at Andra. Orel othe Andi seven the Gondola capital wi
‘TA. ea, when the throne s mend 1 Minas Anar(Minas Tih).
ara (."Souh) The vast elon located below the River Harne, sath of Gondor
and Mordor. Although (periodical) autonomous, Umbar sin Mara
‘Lamedon: (5. “Land ofthe Tongue) The resion of Gondor betwen the srs Ringo
sd Morthond, tes northwest ofthe Land ofthe rac and south f th White Moun
tains, Ke chet omni Calebe (Upon the Hil on the Riser Ci Th ow of Erech
Ue in ortwestern Lamon
‘he Andina southeast of the White Moura The aren or of Parr an part
Morthond: (5. "Blaco0t) Rie in central Gondor which forms the border Between
Movnisins, by the Path of the Deaths its mame. Flowing sothwaré pas ech,
‘Umbar: (8. Tae ao “Esl Dweling” Port sty and surounding cosa ein ated
Founded in he Second Age by the Men of Namen, Umbar ha bern ely sarous
troups at os wth the South Kingdom: Black Nimenoveans, Corsa, and aradeim
White Mountals:/, “Ered Nias" Snow capped mounisins which arch eastward
from the Cape of Andra an end above Mines Anoe(Minat Tih) jas west of he
‘Nnduin, The Pts of Dead cross under he White Mountains betwen Harrondale (on
"he neh) an rch te south Alpine in chara, the White Modniains sto
ee of wel over 11000 fe.
1.2 ADAPTING THIS MODULE
TO YOUR CAMPAIGN
‘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, spells, and character generation and
development, certain common descriptive terms have been selected
for the individual outlines of places, people, creatures, and things.
Unfortunately, statistical data such as bonuses and character “stats”
differ widely between systems; afterall, they are keyed to specific
{game mechanics. ICE has chosen to use percentile (D100) terms asa
‘base, since conversion to D20, D18, and D10 can be achieved with
relative ease (note Sec. 1.32 for a handy conversion chart). Player
character and NPC characteristis/stats are also detailed in one par-
ticular manner; again, simplicity and consistency have been em-
phasized, and conversion to your game system should be relatively
painless.
‘Keep in mind that fantasy role playing is by nature a creative ex-
perience, and the individual GM or player should feel free to incor-
porate his/her own ideas into their game.
‘The following steps may be helpful when beginning to explore the
region here described:
() Read the entire module 10 get a flavorful idea of the region;
(2) Reread the sections devoted t0 notes for the gamemaster, and
converting statisties for your game system;
@) Choose the time setting for your campaign. Should you choose
{to runa game atthe 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, this section will
ive the GM an idea of the considerations involved with setting a
‘campaign at any date other than that chosen here. ICE chose the
‘mid-Third Age asa particularly exciting era, But you may enjoy
‘another time even more:
(4) Assemble any source materials note suggested reading) you find
necessary:
(5) Research the period you have chosen and compose any outlines
“you need in addition to the material provided here:
(6) Convert the NPC, trap, weapon, spell, and item statistics to
terms suitable 10 your game. Note changes inthe system you are
tusing which musi be made in order to keep your campaign inline
with the flow of life in Middle-earth;
() Create a total setting, using lots of maps to detail patterns and
provide a creative framework. In this way you will have a rich
‘and consistent world, and the foundation data will give you the
exibilty to detail random areas and events.1.3 CONVERTING STATISTICS
‘When using this module with your FRP campaign, be careful 10
note all the non-player character statistics before beginning play.
‘Should any adjustments need to be made, you may wish to consider
the following guidelines. The material provided isin terms of per~
centages and is intended to give the reader a relatively clear picture
of the strengths and weaknesses of the individuals and creatures
cussed. Most FRP systems will relate tothe data, and conversion
should be simple; remember, however, that there are dozens of role
playing rules and the change-over from the statistics given here may
bbe troublesome; you may wish to design your own NPCs using this
‘module as no more than a framework.
1.31 CONVERTING HITS AND BONUSES:
= When converting percentile values to a 1-20 system a simple
rule is: for every +5 on a D100 scale you get a +1 on a 20.
— The concussion hit numbers found in this module represent
general pain and system shock. They cover bruises and small
cuts rather than wounds. Critical strike damage is used to
Aescribe serious wounds and fatal blows. The hit figures shown
here are less important than those used in game systems where
eath occurs as a result of exceeding one's available hits,
Should you use a game system that employs no specific critical
strike results, such as TSR Inc.'s Dungeons and Dragons®,
simply double the number of hits your characters take or 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 num-
bers to figures suitable for non-percentile systems,
1.100 Bonuson —Bonuson 318 22
Stat, D100" 20 Stat Stat.
102+ +35 47 20+ 11+
101 430 +6 19 15.16
100 425 45 18 13.14
98.9 +20 +4 7 2
95.97 +s 43 16
90.94 +10 42 1s u
85.89 +8 +1 4 10
73.84 45 4 B 9
74 ° ° 2 8
40:59 ° 0 10.11 7
25.39 ° ° 9 6
15:24 “3 -1 8 5
ois “3 -1 1 4
59 -10 -2 6 a
M4 -1s 3 3
2 -» -4 4 2
1 25 -4 4 2
Guidetines/ Converting Statistics
1.33 CONVERTING STATS,
Ten stats are used to deseribe each character detailed in the module.
Should you use a character development system with different
characteristics and/or an alternative numberof stats, simply follow
these steps:
1) Assign the appropriate stat from your FRP system to the value
‘given beside the analogous characteristic liste 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 character-
istic found in your system (e.g. dexterity = an average of quick-
ness + agility). Should your guidelines utilize more stats 10
describe part of a character, you may wish to use the value pro-
vided for more than one “corresponding” characteristic (e.. you
might use the value assigned to constitution for both endurance
and durability). The following isa chart listing some examples of,
equivalent stat terms:
STRENGTH: power, might, force, stamina, endurance, condition:
ing, physique, etc. Note that the vast majority of sy
tems include strength as an attribute.
AGILITY: dexterity, definess, manual skill, aroitness, maneuver-
ability, stealth, dodging ability, litheness, et.
QUICKNESS: dexterity, speed, reaction ability, readiness, ec
CONSTITUTION: health, stamina, endurance, physica resistance,
Physique, damage resistance, etc
SELF DISCIPLINE: will, alignment, faith, mental strength or
‘power, concentration, self control, determi-
nation, zea, etc
EMPATHY: emotional capacity, judgement, alignment, wisdom,
‘mana, magical prowess, bardic voice, ec.
REASONING: intelligence, learning ability, study ability, analysis
rating, mental quickness, logic, deductive capacity,
wit, judgement, 1.Q., ete.
MEMORY: intelligence, wisdom, information capacity, mental ca-
pacity, recal, retention, recognition, etc.
INTUITION: wisdom, luck, talent, reactive ability (mental), gues-
sing, ability, psychic ability, insight, clairvoyance,
inspiration, perception, pre-sentiment, etc.
PRESENCE: appearance, level-headedness, panic resistance, mor-
‘ale, psychic ability, self control, vanity, perceived
‘power, mental discipline, bardie Voice, charisma, et.
2) Convert the statistical value of the assigned characteristics 10
numbers 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 Lav, The
following guidelines will also aid conversion.
1) Strength and quickness bonuses have been determined according
10 Table 1.32 above. Note the sats you are using and compute
‘these bonuses using the rules under your system;
2) Combat adds based on level included here are: + 3/level for
‘fighters 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 (or equivalent under
‘your system), and compute any offensive bonus (due to level) ap-
‘propriate for your game. Note thatthe bonuses other than those
‘mentioned under armor type are “offensive” adds.Introduction and History/Generat Notes
3) I your system is based on Skill Levels (or other skill increments),
use the offensive bonus as given. You may have 0 convert the
‘add 10 a non-percentle value. Alternatively, you may wish t0
note Section 1.37.
4) Armor Types given are based on the following breakdown:
‘Armor type Covering Deseription
1 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 Breastplate
10 Leather Breastplate and Greaves
un Half-Hide Plate (as part of body, not armor)
R Full-Hide Plate (as part of body, not armor)
B Chain Shirt
“ (Chain Shirt and Greaves
1s Full Chain
1 Chain Hauberk
a Metal Breastplate
8 ‘Metal Breastplate and Greaves
9 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 isin paren-
theses, the value also includes the added capability of a shield (an
extra 20 for non-magic normal shields, plus any value for magical
enhancement). In such acase, 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 are in the form of “ists,” groupings
Of related spells. Each list has a common theme and normally will
have a different but related spell at cach level. For instance,
knowledge of “Fire Law” to tenth level would result in the acquisi-
tion of 10 similar fie-based spells, one of each level from one to ten.
‘Whether the spell user could effectively cast these spells would be up
tothe GM, the system, and the caster’s level or degree of skill. FRP
systems using rules which provide for the learning and development
of spells through “colleges” or along specialized lines employ con-
cepts similar to those used in this module. Many systems, however,
dictate that player characters or NPCs undertake to learn but one
spell at a time, often with no requirement that its subject matter/ef-
fect relate to & particular background or pattern. Converting the
[NPC spell lists o individual spell counterparts will be more difficult,
‘but can be achieved with relative ease using the following guidelines:
1) Look at the NPC's spell iss and note the various names for the
‘groupings. Each name will indicate what type of spell specaliza-
tion the NPC has followed (e-g. the “Fire Law” list indicates a
reference for fie-oriented spells)
2) Note the NPC's level and determine the number of spells or spell
‘groupings he/she would have under your game system. Also con
sider the level of power of accessible spells the NPC would have
(e.g. a Sth level magician under your rules might have a max-
imum of &spells- two 3rd level spells, three 2nd level spells, and
three Ist level spell.
43) Selec spells from your system appropriate for a spell user of the
NPCS level and profession, keeping in mind that the preferences
indicated in the module should be followed where possible.
1.36 A NOTE ON LEVELS
‘When using certain “Ievelsystems,” @ GM may find that the levels,
provided make characters too powerful for his world system. If this,
is the case, multiply the levels given by .75 or 6 depending upon
your situation, This would reduce a 20th level character to a 15th
level or 12th level character respectively. Remember to reduce ap-
propriate 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's add, as noted above, will be based on a com-
pilation of level, his weapon and/or other items, the relevant stats,
and skill evels. The normal bonus derived from skill development
hhas been computed as follows: (a) where the skill level is zero the
bonus is ~ 25, a reflection of basic unfamiliarity: (b)a bonus of +5
is awarded for skill level one (a +30 jump); (0) for each skill level
between one and ten an additional +5 bonus is applied (e.g. sill
level seven yields + 38); (d) for skill evels eleven through twenty the
‘additional bonus is +2 (e.g. skill level nineteen yields + 68); (e) for
‘skill levels twenty-one through thirty an additional bonus of + I per
level is awarded (e.g. skill level twenty eight yields +78): and (2) a
bonus of +¥ is given for each skill evel above thirtieth level.
1.38 LOCKS AND TRAPS
‘The locks and traps found in this module are described in terms of
difficulty to unlock or disarm. Subtractions are from the rolls repre-
senting a person’s attempt to find or overcome these devices. The
difficulty factor may representa specific column on an action/man-
ceuver chart (e.g. Rolemaster) or an additional subtraction or
‘modification to the attempt roll. In any case, the terms are desc
tive and will help the GM determine whether the trap is of above
average difficulty, 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 (~$0), Absurd
(= 10). Poor lighting, one’s physical condition, nearby activity, ete.
may affect the lock/trap modification number, but not the diff-
culty category. Thus, a trap might read “very hard (—$0)," in-
icating it 5 normally a *-20" construct, but other factors (
dark) make it harder to disarm. These additional problems are easier
to overcome than the intrinsic complexity of the mechanism; this ex-
plains why it differs from a wellt pit which reads “sheer folly
(~ 50)" to disarm. The *— $0” associated with the “very hard” trap
can, with thought, easly be reduced to “20,” but no more advan-
tage is normally attainable, short of disassembling the mechanism.
‘We suggest that a modified (D100) roll exceeding 100 results in sue~
cess; skills, stats, et. should be applied versus the difficulty subtrac~
tion and the rol to yield a result
2.0 INTRODUCTION AND
HISTORY
Havens of Gondor focuses on the great fief called Dor-en-Ernil,
the “Land of the Prince” Comprising all the lands between the rivers
Gilrain and Ringlé/Morthond and including the whole of the hilly
peninsula called Belfalas, iti a strategic province blessed with fine
ports and fair weather. It lies inthe heart of southern Gondor and,
aside from Lamedon, itis the westernmost of the Stone-land’s well-
settled regions.Introduction and History/Overview
Gondor’s two most famous havens, the princely city of Dol Amroth
and nearby Elven port of Edhellond, are both in Dor-en-Ernil. Un-
doubtedly the most dramatic harbors in the South Kingdom, theit
history embodies the grander tale of the Gondorian seafarers and
their Elven friends, and it mirrors the struggles ofthe region's oft-
times warring peoples.
Of course, Dor-en-Ernilis home to many lesser havens, including
the fine harborage at Linhir. Together these towns house many of
Gondor’s seamen, and virtually all the ships which do not weigh an
chor in the three maritime towns along the Anduin River: the great
portcity of Pelargir, Harlond by Minas Tirith, and Osgiliath. Dor:
en-Emnil’s ports also provide a major portion of the warcraft engaged
in the struggle against the Corsairs of Umbar and Harad,
Before describing these havens, however, an overview and a brief
history are in order.
24 OVERVIEW
‘In the year 1640 of the Third Age, the splendor of Gondor is bexin:
ning to fade, but the Winged Crown stil reigns over many’ lands.
Civil strife and plague have shaken the power of the Kings, and the
King’s House has moved from Osgiliath to Minas Anor (Minas
Tirith). On the shores of the Bay of Belfalas, though, the mightiest
of the King's vassals rules a fair domain and remains true to his an
cient allegiance. Atop the towering cliffs of Belfalas, defying waves
and storm, stands the Castle of Dol Amroth, the Prince's citadel by
the sea. His gleeming port city hugs the cliffs below and serves as
the center ofthe rich and peaceable province of Dor-en-Ernil. Nearby,
‘on a spit of rock jutting out into the wild bay, stands the ancient
Sea-ward Tower, its foundations laid by the Lady Galadriel in the
days before Gondor was conceived.
Few sights in Middle-earth can be more uplifting than the slender
white towers of Dol Amroth, rising above the rolling wooded hills
and tilled fields of Belfalas. The melodious tones of an age-old Elven
bell ring from the summit of the Seaward Tower, proclaiming the
presence of this great haven even in the thickest fog. At night, the
‘Tower’s mammoth lamp shines as the greatest of many beacons,
signaling to voyagers braving the shoals of the Belfalas shores.
‘The Prince presides over a noble Court of Diinadan lords and
knights, the most renowned warriors in the Kingdom. The twisting,
‘cobbled streets of Dol Amroth below throng with merchants and
mariners, stalwart Men who face the dangers of the Great Sea and
the depredations of the Corsairs of Umbat.
But Dor-en-Ernilis also home to older residents, Elven swan-ships
sail from the harbor of Edhellond at the mouth of the Morthond
River, as they have for thousands of years past. In the mountains
Of Belfalas live the Dunlending descendants of the once-numerous
Daen Coentis peoples, secretive and only grudgingly reconciled 10
the Prince's rule
‘Adventurers beginning their careers in Dor-en-Ernil will find much
to whet their appetite for action and intrigue. Corsars and smug:
slers threaten the coasts, while spies from Harad prey upon the weak
points in the Prince's domain. Fierce Dunlending clans and bands
‘of mountain bandits lurk in the swamps and high country, or in the
remote wilds to the west of Edhellond, Rumors hint that priests still
practice dark arts deep in the mountains, and some fear that the
presence of the ancient Shadow has rearisen.
Given its wild landscape, Dor-en-Eril provides many opportunities
to explore, enabling the curious to delve into ancient tombs or in-
vestigate remote strongholds. The region's myriad islands, coves,
caves, swamps, and highland vales offer a variety of challenges. Par-
ticularly ambitious adventurers may even join the Prince's privateers
fon the high seas of the Bay of Belfalas, striking back at the cruel
Corsair
THE KINGS AND RULING STEWARDS OF
GONDOR
Yer
of
Death Ruler
SECOND AGE 1856
340" Anariont* 1936 Calimebtar
Msi High-king Elendit*® | 1948" Onodoher
THIRD AGE 1944. Interepnum (Steward
2 Hligh-king Isildur 1945 Pelendur)
158 Meneail 2083 Earl t
238 Cemendur 2080 Earmur
324 Barend Rating Stewards
st $narit 2080 Mardi (“Voronwe")
492 Ostoher 2116 Eradan
S8I* Tarostar (*Romendacit %)| 2148 Herion
667 Turambar Belegorn
Sitiondit Trin 1
913 Tarannon (*Falastu) Hador
936 arn Barahie
Ist Ciryandit Dior
Mal Cigaher (Hyarmen- | 24
dail) 2aK9
1226 Atanatar I CAlzarin | 2867 Cirion
the Glorious") 2608 Hallas
1294 Narmaci 2628 Hurin
1304 Calmacit, 2655 Aelecthor 1
1366 Minalcar (“Romendacit | 2698 Eethelion 1
wy 2743 Ezalmoth
1432 Valacar 2763 ren
1437 @eposed) Eldacar 2811
1447 (deposed) Castamir 2892
(The Usurper”) 2882
1490 Elda ais Turin th
140" Aldamir 2983 Turgon
1621 Vinyarion 2984 Ecthelion It
jyarmendacil I") | 3019" Denethor IT
1634" Minardi Reunited Kingdom
1636" Telemnar FOURTH AGE
1798 Tarondor 120 High-king Elessar
1850 Telumehiar (Aragorn II)
(Umbardact")
‘Narmacit 11
Denethor 1
Beregond
Belecthor I
Thorondlir
+ = unnatral death
Brothers Isldur and Anarion ruled Gondor jointly under leave
of the High-king Elendl of Armor.
‘The more powerful may find Dol Amroth a bit tame — assuming
their ambitions do not range beyond plunder and bloodied swords
— but there is always a bit of court intrigue in which to dabble. One
might be lucky enough to eross blades with the formidable agents
of the Prince’s enemies. Of course, here powers that be are secure
‘on their thrones, and there is little chance to carve out new realms
by force in the midst of a civilized land. But for adventurers who
relish the opportunity to engage in high politics, enjoy the pleasures
‘ofa sophisticated Court, and reap the fruits of renown among Men
and Elves upon returning from quests, the Land of the Prince should
prove satisfying indeed.Introduction and History/A History of Doren-Ernil
2.2 A HISTORY OF DOR-EN-ERNIL
Dor-en-Ernil’s original inhabitants arrived sometime during the
late First Age, the Elder Days of Middle-earth. Migrating from the
southeast, these Wild Men were a primitive and iterate fisherfolk
unlike any others in Adan fore. They called themselves the Drugh;
other called them Woses or Dra-folk or (later) Driedain,
‘A few Drughu passed northward and dwelt in Eriador, between
the mouths of the Greyflood (S. “Gwathlo”) and Isen (S. “Angren”)
rivers. But most remained behind and established settlements in the
Fertile vales of the White Mountains, and in the forested hills flank-
ing the high peaks. Others made their homes in or near the heights
of Belfalas, and one group built their abode by the mouth of the
Morthond (S. “Blackroot”) river.
The Coming of the Daen Coentis
‘Not long ater the coming of the Drughu, another race of Men,
the Daen Coentis, migrated into the White Mountains. These
Southmen came from the Eas, intially displacing the Drughu from
‘most of their homes in the hills and mountain vales. Yet their hostility
soon subsided, for the newcomers recognized the Drughu’s con-
siderable magical powers. Capable of instilling lie in seemingly in-
animate objects and able to fortell the future, the Drughu appeared
as holy Men to the Daen Coentis. The invading clans embraced the
Driig bands as spiritual leaders and allies, just asthe Folk of Haleth
did in Beleriand, Thus began the strange relationship that gave birth
to Gondor’s indigenous culture.
‘The spiritual core of this culture centered on the venerated moun:
tain city known as Dunharrow, originally a natural cave complex ex
panded upon by the Drughu. Other settlements, however, occupied
‘most of the choice sites south and west of the White Mountains,
although the Daen Coentis always placed their refuges, burial
‘grounds, and holy shrines on high, defensible ground.
‘The Coming of the Elves
Recorded history of the coasts along the Bay of Belfalas begins
in the Second Age, with the landing of three small ships sailed by
Sindarin Elves at the mouth of the Morthond. These Sindar, once
subjects of the Grey-Elven King Thingol in Doriath, fled Morgoth’s
‘conguest of Beleriand during the Fist Age, and developed their ship-
building and seafaring skills at the refuge of the Grey Havens (S.
“Mithlond”) before venturing forth to seek @ new home.
The Elves arrival in Belfaas put the local Daen Coents to fight
The Men the Elves called “Nibinwaith” (S. “Petty-folk") fled into
the neighboring highlands or ventured northward to join their
brethren. This migration left the rugged coasts adjoining the great
bay open to new settlement, but the Elves were few and most of the
shoreline remained abandoned until the late Second Age.
‘The Sindar gave Belfalas (S. “Coast of the Powers”) its name, in
part because of is stirring landscape, and in part due their memory
of lost Beleriand. Belfalas’ fantastic cliffs and inspiring views lent
the land a feeling of drama, and its flowering fields and green
woodlands resembled those of the former Sinda home. Its name,
‘Which incorporates the root “Bel” isan oblique reference tothe divine
Powers (S. “Belain”),
‘The Founding of Edhellond
South of the confluence of the Morthond and the Ringl, secure
from the storms of the Bay, the Sindar founded the port and small
settlement of Edhellond (S. “Elf-haven”). They chose a spot beside
the ruins of a much smaller and older First Age port called Lond
‘Duilin (S. “Haven of the River Song”), a little less than a mile from
where the river empties into the Bay of Belfala. Set upon and within
4 rocky island in the western channel of the Morthond river delta,
it wasa perfect ste for a defensible port. Although somewhat small
and confined, its size never precluded growth and Silvan Elves from
LLorien, adventuring south in search of the Sea, later swelled the set-
By S.A. 1700, Edhellond had become a significant exit port for
Elves crossing tothe Undying lands in the West, bu the original Sin
arin founders remained the lords of the Haven through the Third
Age.
The Founding of the Sea-ward Tower
In the latter part ofthe Second Age, after the war against Sauron
in Eriador, one of the most renowned Elves remaining in Middle
carth, the Noldo Galadriel, came with her spouse Celeborn to the
Belfalas region, They brought only a small retinue and, perhaps owing
to the latent hostility between Noldor and Sindar, chose not to g0
to the existing settlement at Edhellond, but to dvell apart and nearer
the Sea.
Atop an uprising headland (a spur of the height later called Dol
‘Amroth) on a rocky promontory jutting into the Bay — called in
the Sindarin tongue Tirond Aear (S.“Sea-spire") — Galadriel erected
the Sea-ward Tower (S. “Tirith Aca ). She placed
‘a lamp and a huge bell at che summit of this magnificent structure,
the later of inestimable service tothe white ships of Edhellond, which
hhad to negotiate the fogs and treacherous shoals off Belfalas.
‘The Arrival of the Niimenéreans
ier S.A. 1800, yet another people began arriving in the region
around the Bay of Belfalas — Nuimenérean colonists. At first they
built manors and lived in modest enclaves along the lower stretches
of the Anduin and its tributaries, but eventually their growing
presence produced a city. Founded in S.A. 2350, the great port of
Pelargir rose on the banks of the Anduin, by the confluence of the
River Sirith
Pelargir later became a haven for the Faithful of Nimenor, those
Dainedain who rejected the growing corruption of their homeland,
Slowly, these noble folk began fleeing the island continent of
‘Naimenor and sailing east to Middle-earth in ever greater numbers
They soon began settling westward, in the Gilrain and Serni valleys,
displacing the region's older occupants. Few, however, reached the
area near the Sea-ward Tower while the Second Age lasted, and the
region that would later be known as Dor-en-Ernil remained quite
desolate — apart from the Elven settlements, the independence of
which the Faithful respected,
‘The Founding of Gondor
‘The fortu .s of Belfalas and the adjoining lands changed decisively
at the end of the Second Age. In S.A. 3319 Elendil the Tall and his
sons Isildur and Anarion, leaders of the Faithful, arrived in Middle-
‘arth following the destruction of Nimenor. Elendil himself reached
Eriador with four ships, and there founded the realm of Arnor, while
Isildur and Anarion came to the Anduin valley with five ships. There,
the two sons founded the kingdom of Gondor, which they jointly
ruled as vassals of their illustrious father.
Gondor claimed all the land south of the White Mountains and
as far west as the Isen. Although by far the greater part of Gondor's
People remained in the Anduin valley, the opportunity was now open
for further westward expansion and settlement. A powerful family
related to Elendil and possessed of Elven blood was chosen to oversee
the development of the new lands and to insure the safety of the young
Kingdom’s western frontier.
‘The Founding of Dor-en-Ernil
‘The appointed family was then known as the House of Edhelion,
and was named for the Lord who captained a small fleet of fleeing
Faithful before the Downfall. An accomplished warrior and an
unrivaled seaman, Edhelion had been on many voyages from the
shores of his adopted land. He had sailed well beyond Umbar o the
South and Andrast to the west, and he knew the coasts of western
Middle-earth quite well His considerable skill in dealing with foreignIntroduction and History/History of Doren-Ernil
aces was well known, and he counted many friends among peoples
‘other Nimendreans had scarcely heard about. Most important of
all, however, save his trustworthiness, was his bond with the Elves.
‘The Elves of both Pelargir and Edhellond treated Edhelion as one
of their own kind.
Edhelion’s household was entrusted with a fief encompassing all
the lands between the River Gilrain and the mountains know locally
as the Bred Tarthonion, the “Mountains of Lofty Pines". They were
given the duty of guarding the wide, central pass which separated
these peaks from the mother range of the White Mountains. Called
the Lamedon Gap, it was then the edge of civilization and, to this
day, remains as the gateway to Lamedon and the western reaches of|
Gondor. Further south, Edhelion’s retainers also stood watch over
the narrow Cirish Dunranair(S. “West pilgrim Pass"), the only avenue
across the mountainous spine of Belfalas. In keeping with his need
to reward this invaluable service, the High-King Elendil accorded
Eadhelion the ttle of Prince (S.- Ernil), so that his border march
‘became known as the Prince's Land (S.- Dor-en-Ernil.
‘The Growth of Dor-en-Ernil
With the downfall of Sauron and the beginning of the Third Age,
‘Gondor was easily the most powerful statin Middle-earth. The Kings
descended from Anarion ruled in peace for several centuries, and
in Dor-en-Ernil the Diinedain prospered, despite occasional conflicts
with the kindred of the Duniendings surviving inthe Ered Tarthonion.
In T.A. 830, when Tarannon ascended the throne and took the title
of Falastur (S, “Lord of the Coasts”), Gondor entered its imperial
cra. Under the Ship-Kings, the Princes were granted the western coast
‘of Belfalas as well initiating an explosive period of colonization,
Forcing the Lamedon Gap and the Cirith Dunrandir, Dunedain
‘poured into the fertile but previously litle-inhabited lands as far as
the Morthond. Galadriel, realizing that the Age of Men had come,
resigned Tirith Aear to the reigning Prince, who committed himself
and his successors to maintain its warning bell. Galadriel and
Celeborn then returned north to Imladri with their following, and
only rarely visited Belfalas thereafter.
‘The Founding of the Town of Lond Erail (Dol Amroth)
Aided by the Sindar of Edhellond, the Princes raised a mighty
CCastle on the peak (later called the Hill of Amroth) above the Elven-
tower. They built their new capital — Lond Ernil S. “Prince's Haven")
= by the sheltered cove below ther fortes. This fine por city would
later become known as Dol Amroth. There, in what was called the
Cove of the White Ships (on the northeastern side of the promon-
tory) Elven swan-ships had once sought safe anchorage. It became
the frst of the town’s three harbors
Lond Ernil grew rapidly, The combination of security, a noble
court, and the crossroads of two flourishing trade routes along the
Bay of Belfalas and down the Morthond valley ensured thatthe town
soon became the largest Diinadan center in Gondor west of the An-