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Ar-Agn

Th e F e l l o ws h i p
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Agn
in
Middle-Earth
NAH1KH11NNAH1KH11NNAH1KH11NNAH1KH1
NAH1KH11NNAH1KH11NNAH1KH11NNAH1KH1
Ar-Agn
A hack of John Harper's Agn, by Jrnimo and translated into english with the help of Korgelen. In the context of the Vieux Pots Nouvelles
Soupes 2013 contest, this hack aims to revisit the Middle-Earth Roleplaying Game published in 1986 by ICE.

For more information on the design of this hack, please report to the articles with the tag Ar-Agn on my blog.

The text of this game is published under the Creative Commons license.
You are free to share, copy and redistribute the material in any medium or format under the following terms:

Attribution
You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable
manner, but not in any way that suggests the licensor endorses you or your use.
Non Commercial
You may not use the material for commercial purposes.

No Derivatives
If you remix, transform, or build upon the material, you may not distribute the modified material.

For more informations, go to : http://creativecommons.org/licenses/by-nc-nd/4.0/

Interior arts are the exclusive property of John Howe, Michael Kaluta and Denis Loubert.

The cover has been created using a picture from the movie The Lord of the Rings : the Fellowship of the Ring owned with all rights
reserved by New Line Cinema and the logo from the Collectible Card Game Middle-Earth : the Wizards edited by ICE.

The One Ring, Middle-earth, The Hobbit, The Lord of the Rings, and the characters, items, events and places therein are trademarks or
registered trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises.

This document has been made using Microsof Publisher with the Calibri and Ringbearer fonts.
NAH1KH11NNAH1KH11NNAH1KH11NNAH1KH1
NAH1KH11NNAH1KH11NNAH1KH11NNAH1KH1
Ar-Agn
Out of doubt, out of dark, to the days rising he rode singing in the sun, sword
unsheathing. Hope he rekindled, and in hope ended; over death, over dread, over
doom lifted out of loss, out of life, unto long glory.
- Song of Thoden Thengels son, glowine
Introduction

Ar-Agn is a hack for John Harpers roleplaying game Agn that let you play Middle-Earth
Heroes instead of mythic Greek Heroes. This is not a complete game. When writing it I have
assumed that you are familiar with the base rules of Agn, so if this seems intriguing but you
dont know whats going on, give the original game a read through, its great. This is mostly a
cosmetic adaptation, as the rules are so tight and balanced that I didnt want to muck them
up. As such, Im only going to describe the changes; anything not mentioned works exactly the
same as normal. I will however introduce some leads to bring this game towards a Sit & Play
experience.

What youll need to play:
A copy of Agn by John Harper,
This hack and the Heroes, Minions, NPCs, Legend and High Deeds sheets,
All the stuff youd need to play Agn : four-sided, six-sided, eight-sided, ten-sided and
twelve-sided dice and enough pens for all players (Antagonist included, renamed here
Dark Lord).

What else?
The reference sheets included with this hack,
Some tokens to represent Heroes, NPCs, Monsters etc. on the range track (if you still
have the cardboard figurines of MERP, time to bring them out!),
A range track of your choosing,
A detailed map of Middle-Earth,
Snacks and drinks, Lembas and Miruvor are entrely optonal!
NAH1KH11NNAH1KH11NNAH1KH11NNAH1KH1
NAH1KH11NNAH1KH11NNAH1KH11NNAH1KH1


The Company of the Ring shall be Nine; and
the Nine Walkers shall be set against the
Nine Riders that are evil. With you and your
faithful servant, Gandalf will go; for this
shall be his great task, and maybe the end
of his labour. For the rest, they shall
represent the other Free Peoples of the
world: Elves, Dwarves and Men. Legolas
shall be for the Elves; and Gimli son of Glin
for the Dwarves. They are willing to go at
least to the passes of the Mountains, and
maybe beyond. For men you shall have
Aragorn son of Arathorn, for the Ring of
Isildur concerns him closely. - Elrond
1
NAH1KH11NNAH1KH11NNAH1KH11NNAH1KH1
NAH1KH11NNAH1KH11NNAH1KH11NNAH1KH1
Historical period

With the rise of Sauron in the Third Age, Darkness once again threatened to enslave all of
Middle-Earth. Manw chose indirect means to combat this threat. Selecting trusted Maiar from
the order of the Wise the Istari the Vala King hoped to send emissaries to Endor, who might
unite the Free Peoples and spur them to overthrow the Lord of the Rings. Thus, five Maiar set
out to combat the greatest of their brethren, the fallen Sauron. Disguised as old men, they
entered Middle-Earth around T.A. 1000.

The five Istari chosen for the embassy to Middle-Earth had one goal: to fight Sauron and his
Shadow. Since Sauron was a Maia, then, the Valar felt justified in contesting his might.
Nonetheless they instructed the Wise to work as subtly as possible. The Istaris goal was to
unite and work with the Free Peoples, to provide support and counsel, not to dominate them.
The Maiar required restraint and precluded the tools of force and fear. Power could only be
used when absolutely necessary.

The frst step, before creatng the Heroes, consists in setng the game period. According to the
chosen period, and the regions considered, some races will be more logically available than
others. Some periods presented hereafer are set before the Great Plague (T.A. 1640) and
should take into account few changes with regard to what is traditonally described in MERP
modules published by ICE. Whatever the chosen period is, the themes of an Ar-Agn campaign
must resolve around the necessity to keep hope even in the darkest tmes and for those who
want to remain free to be able to forget their diferences (and hostlites) to unite against those
who want to dominate them by strength, fear, discord and trickery. These themes are the
counterpart of the diferent aspects supported by the game system of Ar-Agn: to face
challenges with bravery and sagacity; to test loyalty towards oaths given. These are the main
virtues that a campaign must put to the test.

2


And so I have been sent at last by Din
to warn Bilbo that he is sought by the
Enemy, and to learn, if may be, why he
desires this ring, this least of rings. Also
we crave the advice of Elrond. For the
Shadow grows and draws nearer. We
discover that messengers have come
also to King Brand in Dale, and that he is
afraid. We fear that he may yield.
Already war is gathering on his eastern
borders. If we make no answer, the
Enemy may move Men of his rule to
assail King Brand, and Din also. - Glin
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Watchful
Peace
Sons of Elronds
Revenge
Victory of
the Rohirrim
Long Winter
The War of
Dwarves
and Orcs
Fell
Winter
T
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The Journeys
of Aragorn
The Hunt
for Gollum
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4
Heroes creation

Before starting to create the Heroes, it may be worth it to answer
those questions:
Where do the Heroes come from ?
Do they belong to the same Free People ?
Do they know each other since a long time or are they going
to meet at the beginning of the game ?
How are they directly concerned by the main goal of this
campaign ?

The first things you will create are your Heros Name and Race. In
J.R.R. Tolkiens universe, Names are very important. Heroes believe
that their deeds will be remembered down through the Ages, so its
important that your Name is strong. There is a list of Names for the
various Races playable for this hack in the appendix.

Your Name is in two parts: your personal Name and your Lineage.
Your personal Name is what others call you. It is a simple first name
like Aragorn, Gimli, Legolas, Eowyn or Frodo. Your Lineage is the
name of your significant parent.

Aragorn son of Arathorn
Gimli son of Glin
Legolas son of Thranduil
owyn daughter of omund
Frodo son of Drogo
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Your Race has a rating, in the form of a die-size. Men and Hobbits
Heroes have a d6 Race die. Dwarven Heroes or those with a part of
elven blood (Dnedain, Half-Elves), have a d8 Race die and a Fate of
8. Finally, pure elven blood Heroes, restricted here for Sindar and
Silvan, although the latter ones dont often meddle in affairs outside
their domains, have a d10 Race die and a Fate of 10. Noldor are not
allowed as they are growing scarce in Middle-Earth during the T.A.

Each Hero is special in some way marked by his Race and
education. Each Race provides different bonuses to your character
during play. You will be able to choose the Race of your Hero and
the linked bonuses in the lists on next page.

Finally, according to the highest two abilities you will have chosen
for your Hero (any +2 racial bonus in an ability breaks the tie
between two abilities at a same level), you will get a Trait
denomination (you are free to create new ones). This Trait adds up
to yours Heros Race forming a Racial Trait, and completes his Name
and Lineage.

Aragorn son of Arathorn, Dnadan Ranger
Gimli son of Glin, Dwarven Warrior
Legolas son of Thranduil, Sinda Bowman
owyn daughter of omund, Rohir Rider
Frodo son of Drogo, Hobbit Scout
5
Races
Men of Westernesse (Dnedain)
+2 in two abilities chosen between:
Wise or Brave, Leadership or Campfre, Loremaster, Healing or Strider, Hunter, Protecton or Melee or Projectle
Sindar \ Silvan Elves
+2 to positoning roll when fghtng outside
+1 Range for projectle weapons
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Healing
\ Hunter: Herbalist
\ Loremaster: Healer
Strider
\ Leadership: Guide
\ Loremaster: Cartographer
\ Subterfuge: Scout
\ Brave: Pathfinder
Pole-Arm
\ Leadership: Lancer
\ Mighty: Warrior
Leadership
\ Healing: Thaumaturgist
\ Wise: Diplomat
\ Brave: Captain
Athlete
\ Strider: Boatman
\ Pole-Arm: Lumberman
\ Nimble: Acrobat
Melee
\ Leadership: Rider
\ Mighty: Warrior
Subterfuge
\ Wise: Spy
\ Nimble: Burglar
Hunter
\ Strider: Ranger
\ Leadership: Trainer
\ Loremaster: Tracker
\ Subterfuge: Trapper
Projectile
\ Hunter: Hunter
\ Nimble: Bowman
Campfire
\ Strider: Bard
\ Loremaster: Storyteller
\ Mighty: Reveler
Loremaster
\ Melee: Blacksmith
\ Wise: Seer
\ Mighty: Builder
Protection
\ Leadership: Knight
\ Campfre: Guard
Traits
6
Hobbits (Halfings)
+2 in two abilities chosen between:
Nimble or Wise, Campfre or Subterfuge, Strider or Hunter, Loremaster, Projectle
Beornids
+2 in two abilities chosen between:
Mighty or Brave, Leadership or Athlete, Hunter, Pole-Arm or Melee
othraim \ othod \ Rohirrim
+2 in two abilities chosen between:
Nimble or Brave, Leadership, Strider, Pole-Arm or Projectle
Dwarves
Ignore positioning malus due to wearing armor
+2 to positoning roll when fghtng inside in dim or dark conditons
Woodmen
+2 in two abilites chosen between:
Nimble or Mighty, Athlete, Strider, Pole-Arm or Projectle
Bardids
+2 in two abilites chosen between:
Nimble or Brave, Leadership, Loremaster, Melee or Projectle
Half-Elves
+2 to positoning roll when fghtng outside
+2 in any one ability
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Your abilities represent your Heros level of excellence in various activities. There are 16
abilities, divided into four groups of four.

Virtues: Wise, Nimble, Mighty, Brave
Arts: Healing, Subterfuge, Campfire, Leadership
Licenses: Athlete, Strider, Hunter, Loremaster
Arms: Projectile, Protection, Pole-Arm, Melee

Abilities are defined in details on the next page.

Creation rules for your Heros abilities are the same as those defined in Agn on page 22.


Valar

Next, youll choose the primary Vala from which your Hero draws his or her favor. A list of
Valar is provided on the next two pages. Each Vala is associated with 3 key abilities. Write
down these abilities after you choose your Vala. Youll use these abilities when you pay
tribute to your Vala, so its generally a good idea to choose a Vala associated with one of
your best abilities. Write your favored Vala, his or her Emissaries and the key abilities in the
space on your Hero sheet.

Divine Favor is replaced by Valars favor. You start play with 7 boxes of Valars favor. Put an
x mark in the remaining boxes. During play, you may check off boxes of Valars favor in
order to activate special actions in the game.

Among those actons, divine weapon is replaced by blessed weapon with the same
efect: the Valar bless your weapon, so it can harm enemies who are invulnerable.
Behind that there was something else at
work, beyond any design of the Ring-maker.
I can put it no plainer than by saying that
Bilbo was meant to fnd the Ring, and not by
its maker. In which case you also were
meant to have it. And that may be an
encouraging thought. - Gandalf
7
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Virtues

Wise: covers everything related to perspicacity, intuition and clairvoyance of the character.
Nimble: covers everything related to agility, reflexes and mobility of the character.
Mighty: covers everything related to strength, stamina and toughness of the character.
Brave: covers everything related to moral strength, spirit, courage and aura that emanates from the character.

Arts

Healing: covers everything related to theoretical and practical knowledge of the character in the field of medical care.
Subterfuge: covers everything related to hiding, disguise and illusion skills, actually anything that allows obtaining something in a kind of
subsidiary way.
Campfire: covers everything related to activities performed around a campfire: maintaining it, cooking, smoking a pipe, storytelling, making
music, singing, drinking, standing guard...
Leadership: covers everything related to leader abilities, persuasion, intimidation and mount riding.

Licenses

Athlete: covers everything related to physical activities like climbing, swimming, running, lifting or moving heavy items...
Strider: covers everything related to long journeys on different grounds, orientation, weather knowledge, survival technics in different
climates...
Hunter: covers everything related to animal tracking, animal empathy, hunting technics...
Loremaster: covers everything related to knowledge and lore, puzzle-solving, languages, runes, traditions and legends...

Arms

Projectile: covers everything related to projectile weapons (bows) or thrown weapons (javelin, dagger...)
Protection: covers everything related to protective equipment (helmet, shield, armor...)
Pole-Arm: covers everything related to weapons with long handles (halberd, spear, battle axe...)
Melee: covers everything related to weapons used in melee with one or two hands (sword, dagger, hammer, mace, fail...)
8

manw (slimo)
King of the Valar, Lord of the Breath of Arda, Master of the Air and Weather.
His breath governs the winds, his vision clears the mists, and his anger spawns
the storms.

Symbols : eagle, scepter
Abilities: Leadership, Wise, Strider
Emissaries: Gandalf, Gwaihir
aul (mahal)
Maker of Dwarves, Master of Earth and Crafts,
Maker of Mountains, the Smith.
His nature is sometimes considered as
transgressive. He finds fulfillment in arts.

Symbols: hammer, mountains
Abilities: Mighty, Loremaster, Melee
Emissaries: Saruman, Dwarven Kings
yavanna (kementri)
Queen of the Earth, Keeper of Plants, the
Nourisher, Giver of Fruits.
Beautiful figure whose aura glows like fruit in
the sun, her sanctification assures plenty.

Symbols: tree, ear of wheat
Abilities: Nimble, Healing, Loremaster
Emissaries: Radagast, Treebeard
orom (aldaron)
Master of the Wilds, the Hunter, Tamer of
Beasts, Forest Lord.
With a fiery temper, his wrath is as quick as his
passion to pursue a prey.

Symbols: horn, horse
Abilities: Strider, Hunter, Projectile
Emissaries: Alatar, Glorfndel
irmo (lrien)
Master of Dreams and Desires, Lord of Visions.
Generous and concerned with the happiness of
others, he oversees the wishes and hopes of all
spirits.

Symbols: mirror, moon
Abilities: Nimble, Subterfuge, Protection
Emissaries: Galadriel, Celeborn
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9
varda (elbereth gilthoniel)
Queen of the Valar, Lady of the Stars, Spirit of Light.
Wise and stunningly beautiful, she is as bright as the light
she embodies.

Symbols: stars, snow
Abilities: Wise, Brave, Projectile
Emissaries: Galadriel, Gandalf
mandos (namo)
The Ordainer, Lord of Fate, Master of Spirits,
Lord of the Halls of Awaiting, the Judge.
Arbiter of doom and caretaker of souls in the
after-life, he presides over the passing of spirits.

Symbols: grave, sword
Abilities: Campfire, Subterfuge, Leadership
Emissaries: Pallando, Crdan
ulmo
Ocean Lord, Master of Waters, King of the
Sea, Spirit of the Veins of the Earth.
With a form of elusive qualities that befit
his nature, his voice is as deep as the sea.

Symbols: trident, chainmail
Abilities: Athlete, Hunter, Pole-Arm
Emissaries: Crdan (Galdor), Amroth
est
Mistress of Peace and Rest, the Healer, Mistress
of the Fountains of Renewal.
Placid, concerned with the rest and renewal of
body and soul, she is a caretaker of the living.

Symbols: fountain, caduceus
Abilities: Healing, Campfire, Protection
Emissaries: Elrond (Erestor), Nimrodel
tulkas (astaldo)
The Valiant, the Strong, Champion of Valar.
Without anger or fear, he fights as if he was at
play, laughing at obstacles. He is a fast friend
and always honors a bond of friendship.

Symbols: bear, honey
Abilities: Brave, Mighty, Athlete
Emissaries: Tom Bombadil, Beorn
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10
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11
Arms
Choose weapons for your Hero. Your Hero can carry one projectle weapon and three contact weapons (melee, pole-
arm or protecton). Maximum means the maximum number of weapons of that type that you can carry.
Type Name Range Die Special Maximum
P
r
o
j
e
c
t
i
l
e

Short bow 4-5
1d8+1
Put the bow die in your right hand. If you use a bow, you cannot have any weapon
dice in your left hand.
1 Composite bow 5-6
Long bow 6-7
Javelin 2-4 1d6+1
The javelin is useful at many different distances, making it very versatile. The
javelin die can be used in either hand.
1
Hatchet 2 2d6 The hatchet dice can be used in either hand. 2
Dagger 2-3 1d6 The dagger die can be used in either hand. 2
P
o
l
e
-
A
r
m

Hatchet 1 2d6
You hold your hatchet in one hand; can be used as a projectile weapon. Put the
2d6 in the hand that holds the hatchet. One of your hatchet dice may be moved
to your other hand. You may decide to combine or split your hatchet dice at any
time before your roll.
2
Axe 1
2d6+1
(1 hand)
You hold your axe in one hand or both hands. Put the die in the hand that holds
the axe. One of your axe dice may be moved to your other hand. You may decide
to combine or split your axe dice at any time before your roll.
1
1d8 1d6
(2 hands)
Battle axe,
Mattock
1 2d8
Hold in both hands. Put the 2d8 in the right hand or one of the d8 may be moved
to your other hand. You must decide to combine or split your dice before the
exchange starts. You may use a buckler at the same time if you wear armor.
1
Halberd 2 2d8
Spear 2 1d8 1d6
You hold your spear in both hands. Put the d8 in one hand and the d6 in the
other. You may swap the positions of the dice at any time before you roll. You
may use a shield at the same time but not a tower shield.
1
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12
Type Name Range Die Special Maximum
M
e
l
e
e

Dagger 1 1d6 No penalty on left hand attack; can be used as projectile weapon. 2
Short sword,
Sabre
1 2d6
Hold in one hand. Put the 2d6 in the hand that holds the sword. One of your
sword dice may be moved to your other hand. You may decide to combine or
split your sword dice at any time before your roll.
2
Large sword,
Scimitar
1
2d6+1
(1 hand)
You hold your sword in one hand or both hands. Put the die in the hand that
holds the sword. One of your sword dice may be moved to your other hand. You
may decide to combine or split your sword dice at any time before your roll.
1
1d8 1d6
(2 hands)
Long sword 1-2 2d8
Hold in both hands. Put the 2d8 in the right hand or one of the d8 may be moved
to your other hand. You must decide to combine or split your dice before the
exchange starts. You may use a buckler at the same time if you wear armor.
1
Hammer, Mace,
Bludgeon, Club
1
2d6
(1 hand)
Hold in one hand or both hands. Put the die in the hand that holds the weapon,
no die can be put in defense. Melee vs. Mighty to stun (same effect as the hold
power). You perform this special maneuver instead of attacking.
1
2d6+1
(2 hands)
Morning-star 1 2d6
Hold in one hand. Put the die in the hand that holds the weapon, no die can be
put in defense. Melee vs. Mighty to disarm. You perform this special maneuver
instead of attacking.
1
Flail 1 2d8
Hold in both hands. Put the die in the hand that holds the weapon, no die can be
put in defense. Melee vs. Mighty to disarm. You perform this special maneuver
instead of attacking. You may use a buckler at the same time if you wear armor.
1
P
r
o
t
e
c
t
i
o
n

Buckler - 1d6
You can use this shield with two-hand weapons, but it should be fixed on armor.
-1 penalty to all Melee / Pole-Arm rolls.
1
Kite shield - 1d8 - 1
Tower shield - 1d10 -1 penalty to all Melee rolls. 1
The weapons described in previous tables are those that your Hero carries while on
adventures. Weapons that are lost or destroyed can be replaced during halts in havens,
taken from fallen enemies or discovered during adventures.

It is recommended to use a die of different color for the shield die because if your Hero
avoids an attack thanks to the value obtained with this dice, your shield die will suffer
some handicap and will be reduced by one rank (until you have the opportunity to repair
it, as for your armor).

Your Hero may also wear armor. You may choose to wear no armor or a single type of
armor, with or without a helmet. The die size for your armor depends on the type of
armor youre wearing. Make a note of this armor type in the space provided on your Hero
sheet. Mark the die size of your armor in the space dedicated on your Hero sheet.

There are 3 different types of armor. Each armor protects your Hero from damage, but
also affects your ability rolls.

The leather armor doesnt require wearing any protection cloth underneath:
Leather (-1 to Athlete rolls) : d4
Leather with helmet (-1 to Athlete rolls and Projectle atack rolls) : d6
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The chainmail armor requires wearing a stuffed cloth underneath, equivalent to the leather armor for minuses:
Chainmail (-1 to Athlete / positioning rolls) : d6
Chainmail with helmet (-1 to Athlete / positioning rolls and Projectile attack rolls) : d8

The plates armor strengthens the chainmail by metal plates, these different protections are mainly placed on torso, arms and legs. The
minuses of these different protections are added:
Plates (-1 to Athlete / positioning rolls and -1 to Melee and Pole-Arm attack rolls) : d8
Plates with helmet (-1 to Athlete / positoning rolls and -1 to Melee, Pole-Arm and Projectle atack rolls) : d10
13
Achievements & Oaths

By taking an oath, a Hero commits his own Fate, through the power of the spoken word and
the language bearing enchantment. For the one who speaks an oath, giving his word is like
tying a knot on the string of his own Fate. The Hero who takes an oath ties his Fate to the
subject of his loyalty, weather it is an oath of allegiance to his lord or king, to his family or
clan, or an oath of eternal love binding two sister-souls, or an oath of brotherhood uniting
the members of a fellowship. A loyalty oath can be mutual between several Heroes.

In gaming terms, this bond means that if the Hero who took an oath decides to break it, he
will compromise his own Fate. If the subject of the oath is another Hero, the one who took
the oath can call to his own Fate to save him. The hero can receive Fate points only if he has
0 Fate left. This spending shall be justified in dramatic terms, materialized by an act or a
symbolic statement. Breaking an oath towards a Hero releases all the other Heroes from
any oath towards the Hero at fault as soon as they learn about this breaking.


Contests

The special ability called Hubris is replaced by Fates Decree and costs 1 Fate. It is per se
unnatural to go against his Fate, as it is to try and increase his own power beyond what has
been rightfully given this only hastens the heros doom.

To Call a Sign of Fate allows the Hero to retrieve all his Valars Favour for 1 Fate. This can
be very useful when you run out of it in the middle of a fght - just when you needed it the
most. Your Hero simply deals a quick pact with his Vala and in return for an immediate help,
the Hero gives part of his Fate.
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You swore a promise by what you call the
Precious. Remember that! It will hold you to
it; but it will seek a way to twist it to your
own undoing. In the last need, Smagol, I
should put on the Precious; and the
Precious mastered you long ago. If I,
wearing it, were to command you, you
would obey, even if it were to leap from a
precipice or to cast yourself into the fre.
And such would be my command.
- Frodo

Now is the hour come, Riders of the Mark,
sons of Eorl! Foes and fre are before you,
and your homes far behind. Yet, though you
fght upon an alien feld, the glory that you
reap there shall be your own for ever. Oaths
ye have taken: now fulfl them all, to lord
and land and league of friendship!
- Thoden

Black arrow! I have saved you to the last.
You have never failed me and always I have
recovered you. I had you from my father
and he from of old. If ever you came from
the forges of the true king under the
Mountain, go now and speed well!
- Bard the Bowman
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Great Deeds

In addition to the Legend level, the Legend sheet helps to keep track of the Great Deeds
accomplished by the Heroes. Some examples are suggested on the sheet, but it is also
advised to use more poetic titles (linked to the primary or secondary objectives
accomplished by the Heroes, the unique items acquired, etc.) that will add to the Names,
Lineage and Racial Traits of your Heroes. Here is an example:

Aragorn son of Arathorn, chief of the Dnedain of Arnor, Captain of the Host of the
West, bearer of the Star of the North, wielder of the Sword Reforged, victorious in
battle, whose hands bring healing, the Elf-stone, Elessar of the line of Valandil,
Isildurs son, Elendils son of Nmenor.


Legend & Fate

As in the ground book and using the level of Legend of your Hero, you will tell how he will
end his existence, with the help of the special features described on the opposite page for
each Race. The Half-Elves will refer to Humans or Elves depending on their choosing of a
mortal or immortal Fate at their coming of age.


Battles

Batles are resolved just like described in the ground book. The following is only an
alternatve to handle mounted combat. Instead of using his Athlete ability for the
positoning roll, the Hero/NPC will use the Nimble Virtue of his mount. A mounted atack
grants +1 to damage but in this case the Arms abilites cannot exceed the Leadership die
(Arts) of the Hero/NPC (this being his ability to fght efciently while keeping control of his
mount).
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15

Where now are the Dnedain,
Elessar, Elessar? Why do thy
kinsfolk wander afar? Near is the
hour when the Lost should come
forth, and the Grey Company ride
from the North. - Galadriel

West, west away, the round sun is
falling. Grey ship, grey ship, do you
hear them calling, the voices of my
people that have gone before me? I
will leave, I will leave the woods
that bore me; for our days are
ending and our years failing.
- Legolas


For the Arkenstone of my father is
worth more than a river of gold in
itself, and to me it is beyond price.
That stone of all the treasure I name
unto myself, and I will be avenged
on anyone who fnds it and
withholds it. - Thorin

And he turned his back on his
adventure. The Tookish part was
getng very tred, and the Baggins
was daily getng stronger. I wish
now only to be in my own
armchair! he said. - Bilbo
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Humans

The Fate of human Heroes is profoundly linked to their mortality, their legacy, but also to the future:
to defend, protect, vanquish, conquer, restore, build - are all ways for a human Hero to leave his mark
on the present and add his stone to the future of the world.

Elves

In the Third Age, Elves have turned to preserving their legacy, fortifying or restoring nature, or the
preparation for their departure for Valinor and the watchful observation of the Enemys doings. To
other peoples, Elves usually appear as fatalist, melancholic, or on the contrary strangely unconcerned.
An elven Hero belongs to the minority of Elves who still have a role to play, but all the Elves know very
well that the world now belongs to mortals. This Fate leads them to slowly retire from the world,
waiting the day of their departure for the shores of Valinor. This call cannot be ignored by an Elf having
no more Fate left.

Dwarves

The Fate of a dwarven Hero can only be conceived through the link that binds him to his ancestors. In
the Third Age, the ancestors of a dwarven Hero expect from him to defend their honour and their
memory, avenge them from an ancient offense, to recover or restore what has been taken by their
enemies or the passing of time, to protect part of the legacy of an ancestor, be it a treasure, an
ancestral relic (such as the Arkenstone), a threatened realm or stronghold.

Hobbits

Hobbits are generally content with their lot, that is tlling the earth and living within the boundaries of
their land without caring about the outside world. Their greatest ambiton is a well-flled belly, a pint of
ale and a pipe to smoke; but some Hobbits sometmes feel the call of adventure, whether because of
an adventurous ancestor or too good a chance to go and check if the tales of Elves, Trolls and Dragons
are true. What is really at stake for a hobbit Hero is to know if he will safely come home at the end of
his adventure, to get back to his peaceful life with new tales to record and tell.
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Quest creation
The Heroes will explore many adventure sites while in service to the Valar by the mean of
their Emissaries. The Dark Lord creates each adventure site ahead of time, using the
procedure in the running the game section page 75.

Each adventure site will contain several quests that the Emissaries will command the
Heroes to complete. The Heroes will travel around and deal with various problems and
perils to complete the quests before leaving for the next adventure site. To create an
adventure site, frst you will roll a few things randomly from lists (or choose what you
want), then using these informatons, youll populate your adventure site with quests, allies
and opponents for the Heroes.
Roll 1d10 on the list below to determine the general
appearance and terrain of the adventure site (or choose one):

1 - Tall, snow-capped mountains
2 Huge and ancient forest
3 Sheer cliffs, sea caves and jagged reefs
4 Swamps and low-hills
5 Rugged and tree covered hills
6 Lush green grasslands
7 Volcanic mountains and burning deserts
8 Scrub-brush plains and dusty plateaus
9 Networks of underground caves
10 Rocky foothills and ravines
Each adventure site will have at least one community. For each
community roll 1d10 or choose from the list below:

1 - Isolated natural haven under watchful guard
2 Settlement under a hill or mountain
3 Majestic city with walls said impregnable
4 Prosperous trading port
5 Tree-dwelling and forest village
6 Fortified hamlet with mixed cultures
7 Tower and fortress of ancient times
8 Warrior tribes on horses, nomadic or settled
9 Small fishing and/or hunting community
10 Savage mountain clans


In that dream I thought the eastern sky
grew dark and there was a growing thunder,
but in the west a pale light lingered and out
of it I heard a voice, remote but clear,
crying; seek for the sword that was broken:
in Imladris it dwells; there shall be counsels
taken stronger than Morgul-spells. There
shall be shown a token that Doom is near at
hand, for Isildurs Bane shall waken, and the
Halfing forth shall stands. - Boromir
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Whats going on when the Heroes arrive? You might have one element
for the adventure site, or one for each community. Roll 1d10 or choose
from the list below:

1 - Seasonal celebrations or festivals
2 Wedding celebration
3 Funeral for a great Hero or King
4 Preparations for war or expedition
5 Under the growing influence of the Shadow
6 Occupied or besieged
7 Recovering from natural disaster or plague
8 Diplomatic agreements between warring groups
9 - Competitions or athletic games
10 - Constructon of a monument or building
Three Valar have an interest in this adventure site. Roll 1d10
three tmes on the list below to determine which Valar and
Emissaries are involved, or simply choose three:

1 - Manw (Gandalf / Gwaihir)
2 - Varda (Galadriel / Gandalf)
3 - Aul (Saruman / Dwarven Kings)
4 - Yavanna (Radagast / Treebeard)
5 - Orom (Alatar / Glorfindel)
6 - Tulkas (Tom Bombadil / Beorn)
7 - Est (Elrond (Erestor)/ Nimrodel)
8 - Ulmo (Crdan (Galdor) / Amroth)
9 - Mandos (Pallando / Crdan)
10 - Irmo (Galadriel / Celeborn)
Now decide what each Vala wants the Heroes to do. For each of the three Valar, roll 1d10 on the list below, or choose:

1 - Destroy (something or someone must be broken, torn down, defeated)
2 - Restore (something must be fixed, made whole again or someone healed, restored)
3 - Steal (something must be stolen or someone abducted)
4 - Defend (a life, a site or an object must be spared, protected, guarded or secured)
5 - Seek (something or someone that was lost must be found or looked after)
6 - Hide (something or someone must be hidden away from mortal and/or immortal eyes)
7 - Release (something or someone must be set free or liberated)
8 - Confine (something or someone must be locked away, imprisoned or confined)
9 - Incite (a conflict must be created or maintained)
10 - Calm (a confict must be ended or contained)
Now youll create a handful of interestng things to add to your adventure site. Usually, three to six things is about right.
18
Artfacts are items of power or signifcance. The descriptons
below are vague; youll fll in the details for each artfact
later.

1 - Enchanted drinks
2 Legendary / Mithril armors and weapons
3 Rings or amulets
4 Crowns / Scepters
5 - Ancient scrolls / Tomes
6 Orbs and objects of vision
7 - Gems / Precious stones
8 Musical instruments
9 Elven clothes or equipment
10 Enchanted foods / Healing herbs
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Roll 1d10 for each list below, or choose what you want. Usually, I roll a few things randomly, and then choose a few more that seem to ft to
the feel of the adventure site (like Giant Spiders for an ancient forest).
Humanoids, usually enemies, are other communites that the
Heroes will encounter outside the Free Peoples. They have usually
exotc quality or appearance.

1 - Corsairs
2 Warg Riders
3 Easterlings (Wainriders, Balchoth)
4 Hillmen
5 - Southmen (Haradrim, Southrons)
6 - Orcs / Uruk-Hai / Half-Orcs
7 Wildmen / Woses
8 Black Nmenoreans
9 - Assassins / Rogues
10 - Variags
Monsters exist fully outside the world of the Free Peoples, and are
usually feared but some may be loved by Valar. Some Monsters are
singular creatures, while others live in groups.

1 - Dragons / Drakes
2 - Trolls / Olog-Hai / Half-Trolls
3 - Pkel Creatures / Silent Watchers
4 Fell Beasts
5 - Ents / Huorns
6 - Giants
7 - Vampires / Wights / Nazgl
8 - Wargs / Werewolves
9 Krakens
10 - Balrogs / Minor Demons
A Beast is a great and powerful version of a normal animal. They are
usually much larger than a normal creature of their type, and have
sometmes extraordinary powers and almost human intelligence.

1 - Oliphaunts / Mmakil
2 - White, Grey or War Wolves
3 - Great Eagles
4 Giant Spiders
5 Mordor Flies / Neeker-Breekers / Dumbeldors
6 - Crebain / Crowes / Thrushes / Bats
7 - Ponies / Elven or Mordor Horses / Mearas
8 - Mastiffs / Hounds
9 - Black, White or Cave Bears
10 - Kine of Araw / Losrandir
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Creating NPCs

There are three types of Non-Playing Characters: Beasts, Humanoids and Monsters. Beside their
appearance and general characteristics, the three types each have a different special immunity.

Beasts are immune to human trickery. They cant be fooled with lies, disguises, riddles, or
complex schemes. Subterfuge has no efect on them. Beasts have d4 Licenses abilites and
cant raise them.
Humanoids have no immunities and no ability caps.
Monsters are immune to mortal weapons. A Monster can only be harmed by elven /
nmenorean weapons or special attacks (or by using the Valars favor to make a normal
weapon becoming blessed). Each Monster has its own unique way it can be harmed. Monsters
start with d4 Wise, d4 Leadership, d4 Healing, and d4 Campfire, only one of which can ever be
raised (you pick which one).

A few Beasts, Humanoids and Monsters are briefy described in the next pages as well as the list of
their powers and possible limitatons.
20

There are orcs, very many of
them. And some are large and
evil: black Uruks of Mordor. For
the moment they are hanging
back, but there is something
else there. A great cave-troll, I
think, or more than one.
- Gandalf


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Beasts

Mmakil have been trained as war beasts by the Haradrim and
other Southerner, even if they are very hard to control. Any horse
passing close to a Mmakil must resist fear. Because of the natural
hardness of their skin and their war trapping, they have an excellent
armor.
Powers: fear, defense, natural weapons.

The Great Eagles are the manifestation of Manws spirit; they built
their eyries on the crests of the highest northern mountains in
order to keep a watchful eye on Middle-Earth and report to him
what they see or hear. Imperious, authoritarian, immensely wise
and intelligent, they do not often intervene in the course of the
World.

The Giant Spiders met in the old forests of Middle-Earth are
intelligent and able to speak. They act in large number, have a
stunning poison and can weave their web very quickly.
Powers: poison, hold, defense.

The Neekerbreekers are noisy insects, giant cousins of mosquitos,
living in swamp areas in the lands of the north of Endor. Their name
comes from the unceasing noise they make at night.
The Flies of Mordor are greyish insects marked with a red eye-
shaped blotch and look more like horseflies.
Dumbeldors, mentoned in hobbit poems, are wasps of 3 to 4 kg
with a poisoned stng (power: poison).


The Crebain, a kind of large black crows, used to live in the forest of
Fangorn and the land of Dun. They move in large flights to increase
their chance to locate their target.
The Ravens are the renowned messengers of the Vala Mandos, and
thus associated to Destiny and Prescience. The ravens from Erebor
befriended the dwarves of Durins folk and informed them.
The Thrushes are long-time friends of Men and Elves in Erebor, as
they can learn their language. Radagast has made them his main
messengers and scouts.

The Mearas, more intelligent, fast and robust than other horses, are
venerated by the Rohirrim. Like the Mearas, Elven Horses, descend
directly from Nahar, Oroms steed, but they prefer to live in
wooden areas than in great plains. They all show bravery even when
confronted to supernatural terrors.

Hounds were used by the noble Men of old to hunt the Wolves, the
Wargs and even with regard to Huan, hunting dog of Orom,
Werewolves.

The Kine of Araw, largest of Middle-earths bovids, as it is believed,
are the gift of the Vala Orom. The beasts are found on the shores
of the Sea of Rhn and on the plains east and south of Mirkwood.
Easterlings tribes are the only people to have domesticated these
creatures and employed them to pull the Great Wains of their
chiefs. Their long gray horns are used as trumpets and drinking
horns, as well as to cut into section for great compound bows.
Losrandir are hardy and gregarious deer, with many colors from
white to jet black.
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Orcs join and cooperate in substantial groups only when led by
overwhelmingly strong individuals. Their smiths rival those of the
Dwarves and Elves. Orcs are also fine healers, despite their lack of
concern for scarring. Orcs have a tremendous endurance; can travel
for two days without rest and run for up to twelve hours without
stopping. In darkness Orcs can see like Elves. Natural sunlight and
deep running water put them at a disadvantage and in artificial
daylight their activity is also reduced (-3 to all rolls in bright exterior,
-1 to all rolls in bright interior).
The Uruk-Hai, a new race of Orcs capable of independent and
intelligent actions, were produced by Sauron after centuries of
work. Their existence remained guarded until they were unleashed
in full scale battle formations in T.A. 2475. Despite their preference
for darkness, they operate freely in daylight.
Half-Orcs, born of Man and Orc, are employed by Saruman as
agents, spies, lieutenants and special guards. Particularly effective in
Eriador, for having Dunlending blood, they are capable of blending
into their societies.
Powers: ambush, poison, defense, +2 to positioning roll in dim or
dark conditions.

Woses are wild woodmen, renowned for their stone sculpture and
plant-lore.
Racial bonus: +2 in any two abilities between: Wise, Hunter, Mighty,
Athlete, +2 to positioning roll in dark exterior.

Hillmen (Dunlendings) live in the hills and highlands west of the
Anduin valley or mountain vales.
Racial bonus: +2 in any two abilites between: Mighty, Athlete,
Hunter.
Humanoids

Corsairs are descendants of the Dnedain who fled from Gondor to
settle in Umbar in the wake of the Kin-Strife. Black Nmenoreans,
settled in colonies around the Havens of Umbar, are descended
from the Unfaithful, who had broken with the Valar.
Racial bonus: cf. Men of Westernesse (Dnedain).

Easterlings (Wainriders, Balchoth) are nomadic peoples who live in
the area to the east of the Sea of Rhn, always in search of territory
and wealth.
Variags are brutal and semi-nomadic, living in the region of Khand, a
semi-arid plateau which lies southeast of Mordor.
Southmen (Haradrim, Southrons) occupy the great arid and semi-
arid lands south of Harondor and Mordor.
Racial bonus: +2 in any two abilites between: Mighty, Nimble,
Strider, Leadership.



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Monsters

Trolls are as tough and stupid as the stone from which they were
made and revert to the stone of their substance when exposed to
the light of day. Trolls live in caves and ruins, usually on the edge of
civilized lands, and hoard bright trinkets they might acquire. No
society stirs them, since they unite only when compelled to by some
greater force. Huge and immensely strong, with thick bodies and
limbs, many have overlapping scales. Trolls do not understand fear.
Their vision is the same as that of Orcs.
The Olog-Hai are called Black Trolls, for they have scaly hides, as
black as their blood. Most carry shields and war hammers, although
they are adept at using almost any weapon. They can operate freely
in daylight and are relatively quick.
Half-Trolls are the product of a union of Olog-Hai and Variag Men.
They are smaller, more agile and quicker, vaguely resemble Men,
and are as intelligent as them.
Powers: +1 Range to contact weapons, defense, +2 to positioning
roll in dim or dark conditions.

Giants are reputed to guard the passes in Rhovanion. They attack
usually with their club, but are also capable of crushing people
under their huge feet and throwing any large object that is at hand.
Powers: +1 Range to contact weapons, defense.





Fell Beasts make their homes in high caves or on shelves beneath
overhangs of rock. They have a formidable physical armor, claws
and fangs. Fell Beasts have excellent night sight and can glide
soundlessly allowing them to attack with complete surprise at night.
They often hunt in pairs. Large Fell Beasts are frequently used as
mount by Nazgl and Olog-Hai warlords.
Powers: natural weapons, defense, swift, ambush, +2 to positioning
roll in dim or dark conditions.

Ents are the shepherds of the forest and usually resemble one
specific variety of trees. They do not act rashly except when
incredibly angry. All those who see an enraged Ent must roll to resist
fear. Their limbs are extremely hard and can rend stone and steel
when they are roused. An Ent may use any object at hand as a
thrown projectile. The skin of an Ent is extremely tough, being
resistant to all but strong axe blows. Huorns are the missing link
between trees and Ents. In most cases they will obey the will of any
Ent and will fight at their side.
Powers: defense, fear, armor-piercing, hold, re-position.

Pkel Creatures, mostly creatons of the Dradan culture (Woses),
are animated stone monsters magically instlled with enchanted
spirits, as tough as the stone from which they are made. They are
usually used as watchers, but can become inactve if they are
shatered in pieces or if their features are washed away by bad
weather. Sauron also produced some of those creatures like the
Silent Watchers of the Cirith Ungol tower (powers: fear, hold).
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Balrogs are both flame and shadow, huge and very cunning. Their most feared physical
weapon is the flaming whip, which can reach out to 20 feet and ignore shields, but their
other hand often holds a sword or mace. Balrogs are imbued with an imposing presence.
Anyone coming in contact with the body of the Balrog out of water will take burning
wounds. Powers: defense, extra-damage (fire + huge physical strength), hold (whip), fiery
form, fear.

Dragons are cunning and cruel creatures, who can dream and even prophecy. All of them
possess excellent senses of all sorts. Some slither like snakes, others walk, while the most
elaborate can fly. Dragons are covered on entire length with tough and shiny scales. They
have an awesome presence that terrorizes onlookers. They can attack multiple targets, one
with each limb available, plus the mouth and tail. Some Dragons have a destructive breath.
They do have genuine weaknesses : they tend to grow vain and complacent if unchallenged,
giving themselves away in riddling talks. Additionally, each seems to have an Achilles heel, a
soft spot where its armor can be easily pierced.
Powers: natural weapons, offense/defense, multi-strike, extra-damage, fear, re-position.

Krakens, huge watchers of areas of salt or fresh water, can attack up to three targets with
their many arms. Once entangled, the victim loses the use of his shield.
Powers: hold, multi-strike, defense, natural weapons.

Wargs are wolves greater than normal. Malicious but intelligent, these beasts are large
enough to serve as mount for tribes of Orcs they are allied with.
Powers: ambush, fear, natural weapons.

Werewolves were the servants of Sauron during the Wars of Beleriand in the First Age.
They force opponents to resist their terrible presence. If they are slain, their spirit is
temporarily removed from the physical plain and will return to seek out its slayer.
Powers: fear, resurrecton, transform, natural weapons.
24
Its streaming mane kindled, and blazed
behind it. In its right hand was a blade like a
stabbing tongue of fire; in its left it helds a
whip of many thongs.



My armour is like tenfold shields, my teeth
are swords, my claws spears, the shock of
my tail a thunderbolt, my wings a hurricane,
and my breath death! - Smaug
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Nazgl are afraid of deep and running water, fire and holy Elvish names such as Elbereth.
They are virtually blind, but possess an amazing sense of smell and can enlist the help of
other creatures (such as specially trained horses). Their power is lessened during the day.
Nazgl wear large dark cloaks, hauberks and helms, and use mundane weapons such as long
swords and poisoned daggers. Anyone coming in sight of a Nazgl is affected with unease
and terror, and anyone foolish enough to face them must resist fear or freeze in combat.
Anyone at close contact or hit by a Nazgl, receive a wound due to Black Breath (Mighty vs.
Subterfuge + Nazgls Name Die +1d8). Then the victim receives automatically one wound
by day until he is cured of this evil spell (opposition = Black Breaths attack). Most weapons
that come in contact with a Nazgl will wither and vanish. No weapon, except those of
Westernesse or Elvish make will harm the Nazgl even if they do hit.
Powers: fear, resurrection, fiery form (vs. weapons), poison, transform (Black Breath), hold,
darkness (can lower by one rank the visibility of the location of the battle), -2 to all rolls in
bright exterior.

Wights appear as shadowy tattered forms of Lords of Men with cold cruel eyes. Wights
inhabit the old graves of Dnedain and their power relates directly to the power of the lord
buried. Wights are extremely hard to kill. They have the same weapon dissolution effect as
Nazgl. Anyone touched by the Wight, or hit by its weapon, is affected like the Nazgls
Black Breath. The only way to permanently kill a Wight is to kill it physically, open the grave
it inhabits, and spread the graves contents out for all passersby to take and thus scatter. If
this is not done, the grave will quickly be re-inhabited by another similar Wight.
Powers: fiery form (vs. weapons), fear, transform (Black Breath).

Vampires are ancient beasts from the pits of Morgoth. Many of his and Saurons chief
servants and messengers took the form of Vampires. All Vampires can fly. They are armed
both with weapons and powerful talons on their leading wing edges. They are spirits and
affect weapons much like Nazgl.
Powers: fery form (vs. weapons), life-drain, transform, gaze, swif.
25
But no living man am I! You look upon a
woman. owyn I am, omunds daughter.
You stand between me and my lord and
kin. Begone, if you be not deathless! For
living or dark undead, I will smite you, if
you touch him. - owyn
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Sit & Play

The idea is to be able to play as soon as the Heroes creation is done and to involve all players
in the Quest Creation. It means transforming the Quest preparation usually reserved to the
Game Master into a real sequence of play. Another interest is to be able to confront the
different visions of Middle-Earth of the players right from the start of the session, thus
identifying and clarifying the canonic elements of this universe. In terms of actual play, it
means to reproduce the scene of the Council of Elrond during which the mission to
accomplish is decided in order to defeat the power of darkness and in this way to contribute
to the future victory of the Free Peoples against the Enemy.

With the help of the lists for the Quests Creation, missions could be defined such as:
Hunting Monsters, Beasts or Humanoids,
Mediating disputes,
Reclaiming lost lands,
Rescuing the lost,
Safeguarding travelers,
Delivering news,
Investigating the strange,
Patrolling a region,
Seeking an object.

This game phase should answer to these questions:
When is the adventure taking place? In which period of the T.A. ? In which season?
What is the goal of the mission? In whos interest?
Where to go to accomplish it? What are the steps of the journey?
Whos going for this mission? Who will make the oath to accomplish it? Who will be
his/her companions? Which helping oaths will they make between each other?

26
I have been so taken up with the thoughts
of leaving Bag End, and of saying farewell,
that I never even considered the direction :
for where am I to go? And by what shall I
steer? What is to be my quest? Bilbo went
to find a treasure, there and back again; but
I go to lose one, and not return, as far as I
can see. - Frodo
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Council Phases
1) Introduction
Each PC / NPC introduces himself, and declares what has brought him here: dream, vision, sent
by an Emissary or Leader to seek help or counsel (draw randomly or choose on the lists for the
Quests Creation). If some PCs have commonly realized exploits in the past or during their
journey to reach the Council, follow the corresponding procedure on page 28 of Agn.

2) Goals identification
The Game Master gives the primary objective (counter Saurons will).
Players argue through their characters about the best way to accomplish this objective, the
different tests below allow to establish and decide what Elrond (or any other Emissary) retain as
being the wisest / rightest method to succeed on this mission.
Leadership test: the winner defines a secondary objective (min 3) responding to the primary
one (corresponding to a number of strife points = number of Heroes x 5).
The secondary objectives could be to search for advantages: a map, a tome, people who have
already been there, tales and legends on this topic...
Strider test: the winner sets a stage of the journey to reach the secondary objective.
Wise test: the winner defines which type of test (and the ability linked) is plausible relatively to
the danger that can be met in the regions crossed (maximum level of the test = race die of the
Hero). Examples :
Loremaster test: which hostile factions (Humanoids) live in these lands?
Campfire test: which Monsters haunt these regions according to tales and legends?
Hunter test: which Beasts hunt on these lands?

3) Fellowship Creation
The Heroes display their virtues and renown to show that they are worthy and capable of
completing this Quest.
Brave test: the winner makes an oath towards the primary objective of the Quest.
Each other Hero makes an oath towards the Fellowship formed in this way.
27
At last with an effort he spoke, and
wondered to hear his own words, as if
some other will was using his small voice:
I will take the Ring, though I do not know
the way. - Frodo
A few tips for the Game Master:
Dont give to the Heroes an
objective already established by
the writings of Tolkien,
Every elements introduced by the
players are exact, the Game
Master role is to add
complications and challenge the
Heroes objectives,
Whatever the PCs propose, an
NPC will take an opposite side,
The obstacles on the Heroes
journey are to be chosen
amongst weather, environment,
Beasts, Humanoids and Monsters,
Environment and weather are to
be considered wholly as
characters, as the cruelest and
horrible enemies. Play them with
a cunning intelligence, like they
have a personal grief against the
Heroes.
Names
NAH1KH11NNAH1KH11NNAH1KH11NNAH1KH1
NAH1KH11NNAH1KH11NNAH1KH11NNAH1KH1
Hobbits
(Male)
Adalgrim \ Adelard \ Andwise \ Anson \ Balbo \ Balgo \ Banco \ Bandobras \ Banto \ Belbo
Berilac \ Bilbo \ Bingo \ Blanco \ Bodo \ Bowman \ Brac \ Bucca \ Bungo \ Caradoc \ Carl
Cob \ Cotman \ Cotar \ Dindonas \ Dob \ Doderic \ Dodinas \ Drodo \ Drogo \ Dudo
Erling \ Falco \ Faldo \ Fastolph \ Fastred \ Felco \ Ferdibrand \ Ferdinand \ Ferumbras
Filibert \ Flambard \ Folco \ Fortnbras \ Fosco \ Fredegar \ Frodo \ Gerontus \ Gorbadoc
Gorbulas \ Gorhendad \ Gormadoc \ Grifo \ Gundabald \ Halfast \ Halfred \ Hamfast
Hamson \ Harding \ Hending \ Hildibran \ Hildifons \ Hildigard \ Hildigrim \ Hob \ Hobson
Holfoot \ Holman \ Hugo \ Ilberic \ Isembard \ Isembold \ Isengar \ Isemgrim \ Isumbras
Lando \ Largo \ Lindo \ Londo \ Longo \ Lotho \ Madoc \ Marcho \ Marmadas
Marmadoc \ Marroc \ Meriadoc \ Merimac \ Merimas \ Milo \ Minto \ Moro
Mosco \ Mungo \ Nob \ Obo \ Odo \ Odovacar \ Olo \ Orgolas \ Otho \ Paladin
Perco \ Peregrin \ Pingo \ Pob \ Polo \ Ponto \ Porto \ Punto \ Posco \ Reginard
Rendigar \ Robin \ Rolo \ Rorimac \ Rudigar \ Rufus \ Sadoc \ Samwise \ Sancho
Saradas \ Saradoc \ Seredic \ Sigismond \ Tobold \ Togo \ Tolma \ Tolman \ Wilcome
Wilibald \ Will \ Wiseman
(Female)
Adaldrida \ Adamanta \ Amaranth \ Amber \ Angelica \ Asphodel \ Belba \ Bell
Belladonna \ Berylla \ Butercup \ Camellia \ Celandine \ Chica \ Chrysoprasia
Columbine \ Coral \ Daisy \ Diamond \ Donnamira \ Dora \ Eglantne \ Elanor
Esmerelda \ Garnet \ Gilly \ Goldilocks \ Hanna \ Hilda \ Holly \ Hyacinth \ Iris \ Ivy
Laurel \ Lavender \ Lilac \ Lily \ Linda \ Lobelia \ Malva \ Marigold \ Marjoram \ May
Melilot \ Menegilda \ Mentha \ Mimosa \ Mirabella Myrtle \ Opal \ Pansy \ Pearl
Peony \ Peridot \ Pervinca \ Pimpernel \ Poppy \ Primrose \ Primula \ Prisca \ Rosa
Rosamunda \ Rose \ Rowan \ Ruby \ Safron \ Salvia \ Tansy \ Tanta \ Valerian
28

And though your people have had
litle fame in the legends of the great,
they will now have more renown than
any wide realms that are no more.
- Arwen



Here do I swear fealty and service to
Gondor, and to the Lord and Steward
of the realm, to speak and to be silent,
to do and to let be, to come and to go,
in need or plenty, in peace or war, in
living or dying, from this hour
henceforth, untl my lord release me,
or death take me, or the world end. So
say I, Peregrin son of Paladin of the
Shire of the Halfings. - Pippin



May I lay the sword of Meriadoc of
the Shire on your lap, Thoden King?
Receive my service, if you will!
- Merry
Woodmen
NAH1KH11NNAH1KH11NNAH1KH11NNAH1KH1
NAH1KH11NNAH1KH11NNAH1KH11NNAH1KH1
(Male)
Acbald \ Acbeorn \ Acgr \ Acgrim \ Actreo
Aldgrim \ Aldraeg \ Aldtreo \ Baldac \ Barac
Barald \ Barfara \ Bargr \ Bargrim \ Barhelm
Barhere \ Barhyrde \ Barmd \ Barmund
Barwine \ Bearugrim \ Brermd \ Grimbar
Heorot \ Iwald \ Iwgr \ Iwtreo \ Raegac
Raegwine \ Sceotan \ Treomd \ Treowine
(Female)
Acwyn \ Barhild \ Barwyn \ Bearuwyn \ Brerwyn
Raegwyn \ Treowyn
Bardids
(Male)
Alwis \ Asabiarn \ Bard \ Biarn \ Bondi \ Booth
Brand \ Brander \ Dag \ Delling \ Einar \ Eric
Erland \ Farman \ Gus \ Gustaw \ Hakon \ Hallam
Halstein \ Halward \ Hamar \ Harald \ Holgeir
Ingemar \ Ingar Iwar \ Kell \ Knut \ Lif \ Lunt
Odell \ Olaf \ Ranulf \ Ric \ Roald \ Rutland \ Sigurd
Skip \ Stg \ Storr \ Sutherland \ Swain \ Tate
Thor \ Thorald Thorburn \ Tor \ Tore \ Torwald
(Female)
Asta \ Astrid \ Brenda \ Dagmar \ Dagna \ Erica
Gerda \ Gudrun \ Gunnhild \ Helga \ Hulda \ Inga
Ingaberg \ Ingaborg \ Inge \ Inger Ingrid \ Kelda
Liw \ Raghild \ Ronalda \ Run \ Signy\ Sigrid \ Sigrun
Solweig \ Thora \ Thorberta \ Thordis \ Walda
Eothraim \ Eotheod \ Rohirrim
(Male)
Aldor \ Baldor \ Baldred \ Bregdan \ Brego \ Bryta \ Ceorl \ Dor
Dorbrand \ Dorgar \ Dorhelm \ Dormund \ Dorthain \ Dorwine
Dernfara \ Derngar \ Dernhelm \ Dernwine \ Dnhere \ Elfelm
Elfwine \ adig \ admd \ oblod \ ogar \ ohere \ oheort
omer \ omd \ omund \ orl \ oman \ orcanstan \ ored
othain \ owine \ Erkenbrand \ Fasthelm \ Fastred \ Fengel \ Folca
Folcred \ Folcwine \ Fram \ Fra \ Fralf \ Frawine \ Freca \ Frumgar
Fulgar \ Fulgrim \ Fulor \ Fulthain \ Glmd \ Gamling \ Grbald \ Grulf
Grwine \ Globeam \ Glomer \ Glomund \ Glothain \ Glowine
Goldwine \ Gram \ Grma \ Grimbold \ Guthbrand \ Guthlf \ Guthmer
Guthmund \ Guthred\ Haleth \ Hma \ Helm\ Hostor \ Herefara
Herubrand \ Herumer \ Herumund \ Heruthain \ Heruwine \ Holdred
Holdwine\ Horn \ Lod \ Lofa \ Lofara \ Lofred \ Lofwine \ Lonere
Thengel \ Thoden \ Thodred \ Walda \ Wdfara \ Wulf
(Female)
Dorhild \ Dorwyn \ Dernhild \ Dernwyn \ Elfild \ Elfwyn \ ohild
owyn \ Glowyn \ Guthwyn \ Holdwyn \ Heruwyn \ Hild \ Lofwy
Thodwyn
Dwarves
(Male)
Anar \ Balin \ Beli \ Bifur \ Blin \ Bofur \ Bombur \ Borin \ Burin
Din \ Dori \ Durin \ Dwalin \ Farin \ Fli \ Fli \ Frr \ Frerin
Frr \ Fundin \ Gimli \ Ginar \ Glin \ Grin \ Grr \ Hanar \ Kli
Lfar \ Lni \ Narvi \ Nin \ Nli \ Nr \ Ni \ Nori \ in \ nar
ri \ Pri \ Regin \ Thorin \ Thrin \ Thrr \ Vidar
(Female)
Ds \ Hn \ Kna \ Mr
29
Beornids
(Male)
Aegnor \ Aerandir \ Alphanor \ Amras \ Anglas \ Angrod
Annael \ Aredhel \ Arminas \ Beleg \ Beleganor \ Beleghir
Belegon \ Belegorn \ Calanaglar \ Calangil \ Calanhir
Calanlas \ Calanlr \ Calanon \ Calanros \ Caranlas
Caranmr \ Caranthir \ Carmagor \ Carmenel \ Celebithil
Celeborn \ Celebrimdor \ Celebrond \ Celegorm \ Crdan
Cthalion \ Daeron \ Dagorhir \ Durandir \ Edrahil
Elentr \ Elernil \ Elladan \ Elrohir \ Elrond \ Elros
Elthoniel \ El \ Ereinion \ Erestor \ Estelmr \ Estelon
Fanor \ Fincalan \ Fingalanor \ Fingalithil \ Fingon \ Finrod
Firithlr \ Firithros \ Fuinlr \ Galdagor \ Galdor \ Galion
Galithil \ Galmr \ Gelmi \ Gil-galad \ Glincalen \ Glorcalan
Glorestel \ Glorfndel \ Guilin \ Gwindor \ Haldir \ Hirimlad
Hthlas \ Ithilas \ Ithilorn \ Ithiluin \ Lascalan \ Legolas
Linaith \ Lincalan \ Lindir \ Linhir \ Lrestel \ Lrthoron
Mablung \ Maedhros \ Maeglin \ Maglor \ Malanor
Malcalan \ Menelr \ Nauros \ Orgalad \ Orodreth
Orophin \ Orthalion \ Pelethanor \ Pelethorn \ Saeros
(Female)
Arwen \ Berthiel \ Calanmr \ Caranloth \ Carwen \ Celebereth
Celebran \ Celebrindal \ Elbereth \ Eltathar \ Elwen \ Elwing
Fimlas \ Finduilas \ Fingalanor \ Fingalithil \ Galadriel \ Hithriel \ Idril
Ithilbereth \ Ithiloth \ Linwen \ Lrbereth \ Lrloth \ Lrwen
Lothbereth \ Lothmr \ Lothwen \ Luinloth \ Luinmr \ Lthien
Malbereth \ Meneloth \ Mrithil \ Mrwen \ Narloth \ Nauriel
Nimloth \ Nimrodel \ Orbereth
Elves
NAH1KH11NNAH1KH11NNAH1KH11NNAH1KH1
NAH1KH11NNAH1KH11NNAH1KH11NNAH1KH1
Dunedain
(Male)
Adrahil \ Alpharan \ Amlaith \ Anborn \ Angbor \ Arador
Araglar \ Araglas \ Aragorn \ Aragost \ Arahad \ Arahael
Aralas \ Aranarth \ Arannel \ Aranor \ Aranuir \ Araphant
Araphor \ Arassuil \ Arathorn \ Araval \ Aravir \ Aravorn
Arestel \ Argeleb \ Argonui \ Arvedui \ Arvegil \ Arveleg
Baranor \ Belecthor \ Beleg \ Beleganor \ Belegon \ Beleghir
Belegorn \ Beregond \ Beren \ Bergil \ Boromir \ Calanaglar
Calanhir \ Celepharn \ Cirion \ Dagorhir \ Damrod
Denethor \ Derufn \ Dervorin \ Drhael \ Duilin \ Duinhir
Ecthelion \ Egalmoth \ Eldacar \ Eradan \ Faramir \ Findegil
Finduilas \ Forlong \ Golasgil \ Halbarad \ Hallas \ Hirgon
Hirluin \ Hrin \ Ingold \ Iorlas \ Mablung \ Malbeth
Malvegil \ Orodreth \ Orthalion \ Pelethanor \ Thorondir
Thorongil \ Turgon
(Female)
Arbereth \ Calanmr \ Caranloth \ Gilraen \ Ioreth \ Ithiloth
Ivorwen \ Lrloth \ Lothbereth \ Lothriel \ Lothwen \ Luinloth
Luinmr \ Meneloth \ Mrithil \ Mrwen \ Morwen \ Narloth
Orbereth
(Male)
Bern \ Beran \ Beranald \ Beranbold \ Berangr \ Berangrim
Beranhame \ Beranhelm \ Beranhere \ Beranmd \ Beranmund
Beranor \ Beranwine \ Grim \ Grimald \ Grimbeorn \ Grimbold
Grimfast \ Grimgr \ Grimhelm \ Grimhere \ Grimwine
(Female)
Beornhild \ Beornwyn \ Beranhild \ Beranwyn \ Grimfara
Grimhild \ Grimwyn
30
After the flooding of Nmenor as a consequence to the wild ambition of Ar-Pharazn, and
the defeat of Sauron during the War of the Last Alliance, the Valar have decided to cut
short any direct intervention in Middle-Earth.

A millennium has already passed in this Third Age, and the first signs of the return of a
threatening shadow dawn in various places of Middle-Earth. Its at this precise moment
that five Emissaries go ashore at the Grey Havens with the mission to unite the Free
Peoples against this new threat. They will form, with the last of the High Elves blessed
from the Aman Kingdom, the White Council, aiming to unite Heroes from the Free
Peoples and inspire them the courage to fight against the shadows.
NAH1KH11NNAH1KH11NNAH1KH11NNAH1KH1
NAH1KH11NNAH1KH11NNAH1KH11NNAH1KH1
Its up to you to form a Fellowship of Heroes under the aegis
of the White Council, at the table of which, with the
Emissaries of the Free Peoples, you will decide of the best
way to confront the threat of the dark forces.

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