TOR The Heart of the Wild.pdf

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F
antasy
R
oleplaying
by
in the
W
oRld
oF
t
he
h
obbit
With
and
t
he
l
oRd
oF the
R
ings
b
ased
on the novels by
J.R.R. t
olkien
F
Rancesco
n
epitello
g
aReth
R
ydeR
-h
anRahan
,
-
credits
-
Written by
Gareth Ryder-Hanrahan
with
Francesco Nepitello
The One Ring
rules designed by
Francesco Nepitello
with
Marco Maggi
Art by
Jon Hodgson, Jan Pospíšil
and
Ben Wootten
Editors:
Dominic McDowall
and
Francesco Nepitello
Graphic Design:
Paul Bourne
Proofreader:
Amado Angulo
Line Developer (Cubicle 7 Entertainment):
Gareth Ryder-Hanrahan
Line Developer (Sophisticated Games):
Francesco Nepitello
Published by Sophisticated Games Ltd, 1 Andersen Court, Newnham Road, Cambridge CB3 9EZ, UK and
Cubicle 7 Entertainment Ltd, Riverside House, Osney Mead, Oxford, OX2 0ES, UK.
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 and are used under license by Sophisticated Games Ltd and their
respective licensees.
All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means,
electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.
2
-
contents
-
i
ntRoduction
How to Use The
Heart of the Wild
The Passing of Years
4
5
5
t
he
l
ands oF the
R
iveR
History of the Vales of Anduin
Regions of the Vales of Anduin
Vales of Gundabad
Grey Mountain Narrows
West Upper Vales
East Upper Vales
West Middle Vales
East Middle Vales
West Anduin Vales
East Anduin Vales
Gladden Fields
West Nether Vales
East Nether Vales
6
6
12
13
19
23
27
31
37
43
47
51
54
57
The Mountains of Mirkwood
The Western Eaves
Heart of Mirkwood
The Narrows of the Forest
Southern Mirkwood
85
89
98
102
104
M
onsteRs oF the
W
ild
Basilisks
Forest Goblins
Gorgol, Son of Bolg
The New Great Goblin
Grim Hawks
Hill-men of Gundabad
Hunter Spiders
Maghaz, Orc-Captain
Nagrhaw, Chief of the Wargs
Wildmen of Mirkwood
Wood-wights
The Children of Shelob
111
111
112
113
113
114
115
116
117
117
118
119
120
t
he
g
Reatest oF the
F
oRests
History of Mirkwood
Regions of Mirkwood
Northern Mirkwood
The Woodland Realm
Western Mirkwood
61
61
66
69
73
82
a
ppendix
123
C
3
T
he
h
earT of
The
W
ild
-
introduction
-
The Heart of the Wild
describes the lands of the River
and the Forest — the Vales of Anduin along the banks
of the Great River, and the trackless forest of Mirkwood
to the east. It expands on the descriptions given in the
Loremaster’s Guide,
offering new potential sanctuaries
and new perils for the players to discover.
The majority of
The Heart of the Wild
is taken up with
descriptions of the various regions (as demarcated in the
Loremaster’s Map). The first chapter follows the Anduin
River down from the chill springs of the Misty Mountains
to the southern edge of the Wild, visiting each region in
turn. The second chapter explores the forest of Mirkwood,
running from the thickets of Northern Mirkwood to the
very gates of Dol Guldur.
Within those two chapters, each region is broken down
according to the following scheme:
First, the region in general is described, noting its borders
and its major features.
Secondly, any important flora or fauna are noted. Some
regions of the Wild would make good farmland if they
could be tamed; others are barren and hostile. Some
places are home to all manner of dangerous beasts, others
are desolate and haunted. In Mirkwood, the types of trees
become of paramount importance, as there may be no
landmarks other than a shift from oak to fir or thorn-trees.
Next, the region’s inhabitants, if any, are described. In the
Third Age of Middle-earth, much of the Wild is uninhabited
by civilised folk, and a traveller may wander for long
weeks without seeing another living soul. (Of course, just
because the traveller does not see anyone does not mean
there is no-one there.)
Fourth and fifth come the Notable People and Notable
Places of the region. Notable People are exactly that —
chieftains, leaders, monsters, Wizards, heroes — who
might be allies or foes of the Company. Notable Places
are a mix of important settlements or places of historical
significance. Of course, the Loremaster may add or
remove such people and places as he wishes — players
who assume that everything that is seen here is true in
their game may have nasty surprises awaiting them!
4
i
nTroducTion
In certain regions, the Company may find new Fellowship
Phase undertakings to try, or special challenges to
overcome. Going off the road may be more rewarding —
but also more perilous.
Chapter Three contains a Bestiary of the Wild, containing
a host of new monsters and beasts, as well as several
unique entities of great power and malice.
thirty-year period in which the Nazgûl return to Dol Guldur
and the Shadow spreads over the forest once more. Many
of the Loremaster characters and locations here described
play key roles in that campaign. You don’t need
The
Darkening of Mirkwood
to use
The Heart of the Wild,
but
you do need
The Heart of the Wild
to use
The Darkening of
Mirkwood.
h
oW to
u
se
t
he
h
eaRt oF the
W
ild
First and foremost, this guide is a gazetteer, a guide to the
places and peoples of this part of Middle-earth. It is intended
primarily for Loremasters, who can use this material to
build their own adventures, or turn to it when the players
unexpectedly go west instead of east and plunge into
unknown territory. Players may also read this, but should
only read those sections with which their characters would
reasonably be familiar: a Dwarf of the Lonely Mountain
has no business peering at the sections that describe the
Heart of Mirkwood, unless that Dwarf has an exceptional
Travel
score and the
Mirkwood-Lore
trait!
The companion volume to this guide is a campaign entitled
The Darkening of Mirkwood.
This campaign covers the
t
he
p
assing oF
y
eaRs
The material presented in
The Heart of the Wild
assumes
the year is 2946, five years after the Battle of Five Armies.
As the years pass, the Loremaster should consider the
effects of time on the various peoples and places. Old
folk die, young brash heroes become wise chieftains,
chieftains become old and toothless, and children grow
up to become young brash heroes.
For the most part, of course, life continues in the Wild as it
has done for hundreds of years, and the Elves do not notice
the passing decades, but the Loremaster should still avoid
a completely static setting. Consider
The Heart of the Wild
to be a snapshot of ‘current events’ in Wilderland, and
build on this material as the years go by.
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