Book 2: Chapter 1 - The Hills of Dunland

It was in the beginning of the reign of Malvegil of Arthedain that evil came to Arnor. For at that time the realm of Angmar arose in the North beyond the Ettenmoors. Its lands lay on both sides of the Mountains, and there were gathered many evil men, and Orcs, and other fell creatures. The lord of that land was known as the Witch-king, but it was not known until later that he was indeed the chief of the Ringwraiths, who came north with the purpose of destroying the Dúnedain in Arnor, seeing hope in their disunion, while Gondor was strong.

Ruins of the North is a game set in the north of Eriador in the ruins of Arnor between the years of The Hobbit and Lord of the Rings. Using the One Ring RPG system the game will explore the legacy of the Dunedain and the dangers returned to that part of Middle-earth.

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Book 2: Chapter 1 - The Hills of Dunland

Post by Vardaen » Fri Jun 17, 2016 5:34 pm

In ancient days the southern and eastern bounds of the North Kingdom had been the Greyflood; the western bounds of the South Kingdom was the Isen. To the land between (the Enedwaith or "middle region") few Númenóreans had ever come, and none had settled there. In the days of the Kings it was of little concern to them, except for the patrolling and upkeep of the great Royal Road. This went all the way from Osgiliath and Minas Tirith to Fornost in the far North, crossed the Fords of Isen and passed through Enedwaith, keeping to the higher land in the centre and north-east until it had to descend to the west lands about the lower Greyflood, which it crossed on a raised causeway leading to a great bridge at Tharbad. ... When the days of the Kings ended and the waning of Gondor began ... the Royal Road was unkept in Enedwaith, and the Bridge of Tharbad becoming ruinous was replaced only by a dangerous ford.

Unfinished Tales, Part 3, Ch 5, The Battles of the Fords of Isen: Appendix


Alien, too, or only remotely akin to the Common Speech, was the language of the Dunlendings. These were a remnant of the peoples that had dwelt in the vales of the White Mountains in ages past. The Dead Men of Dunharrow were of their kin. Only in Dunland did Men of this race hold to their own speech and manners; a secret folk, unfriendly to the Dúnedain, hating the Rohirrim.

Of their language nothing appears in this book, save the name Forgoil which they gave to the Rohirrim (meaning Strawheads, it is said). Dunland and Dunlending are the names that the Rohirrim gave to them, because they were swarthy and dark-haired;

The Return of the King, LoTR Appendix F, The Languages and Peoples of the Third Age: Of Men

May 10th, 2957, Nine Months After Arriving in Tharbad

With the small gang of thugs lead by the former merchant Barkwell defeated the company has finally started to bump into the workings of the mysterious man on the Isle known only as "A". It seems that trouble in Tharbad is a way of life, and while some locals took the removal of the gang as a sign to start resisting for themselves they were quickly put down. Clearly the company will need more muscle and more backing if they hope to clean up this filthy town. Dúventrin a Ranger who goes by the moniker of Watcher has offered to remain behind to help keep an eye on things in Tharbad for the company. He has been doing that long before the group arrived anyhow.

The small fellowship has decided its time to dig further into the rumors of a dwarf colony on the western spur of the White Mountains. With a collection of maps, letters, and notes from Fundin himself the fellowship hopes to find Fundin's lost colony and use those dwarves to aid Aravule in cleaning up Tharbad and hence Cardolan itself. Watcher suggested that Saruman the White Wizard of Isengard too would be a good one to seek aid from. He is close to Tharbad, nearly on the way in fact if one travels the Old South Road through Dunland and the West-fold.

Over the course of the last few weeks the company has been preparing to leave. Supplies needed to be gathered, food stuffs, herbs, trade goods, tools, beasts of burden, maps and guides.

Having gathered all they could, the company, with wagon of supplies, a few mules, and their small fellowship. Leaves behind their home in the ruins of Tharbad, and begins the long trip south to the West-fold....
Welcome to Book 2! The plan here is to travel south along the Old South Road into Dunland, the West March, and eventually to the Dwarf Colony and perhaps Isengard as well!

The Fellowship Phase remains open if you want to continue a bit of RP there explaining how you made ready for this trip over the previous Month.
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"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Book 2: Chapter 1 - The Hills of Dunland

Post by Muskrat » Fri Jun 17, 2016 6:14 pm

Halleth finds himself glad to be out on the road again. For most of his adult life, he had wandered about the wilderness, often alone, seldom staying in one place long, except by necessity to heal from injuries or the like. Now that he was traveling again, he began to realize how cooped up he had felt in the city of Tharbad. It wasn't the evil presence that hung over the city--it was simply that it was a city and Halleth preferred to be out in the wild and moving. He commented on this out load, "Ah, good to be moving again. I don't think I'm made for life in the city. I was born to be wandering around in the wild like this."

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Book 2: Chapter 1 - The Hills of Dunland

Post by Blubbo_Baggins » Fri Jun 17, 2016 9:34 pm

Telurin smiles when they begin their journey along the Old South Road. He had spent time looking over the maps and notes carefully, and calling all to mind that he could of the Dunlendings, and perhaps more importantly, the White Wizard. He had a feeling they would cross his path, and hoped he would be willing to help their efforts.

The Elf pushes to the side for now the thoughts he has wondering about Rivendell, and whether Elrond would approve of his deeds while under his service. He held onto the task to help Aravule, and would worry about returning to Eriador another day.

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Book 2: Chapter 1 - The Hills of Dunland

Post by TetNak » Mon Jun 20, 2016 8:40 pm

Aravule had traveld to Dunland once, many years ago, when his father had hired men for his travels. They could be wild and unpredictable, but they were men, and most common folk wanted security. A task to perform in order to have enough to eat. It was simple enough, but a man would also steal and even kill if he couldn't come by more honorable work. Some still enjoyed the blood, or found it easier to work with a sword as a highwayman than a farmer.

"I hope to sew some seeds that might bud on our way back from our task to Tharbad. With enough spoils and aid, we can hopefully hire able bodied men for the founding of Tharbad in this age," the young prince says, pulling along a mule by it's reigns.
"Kings have no friends, only subjects and enemies."

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Book 2: Chapter 1 - The Hills of Dunland

Post by Wbweather » Tue Jun 21, 2016 3:14 pm

Hartley is very excited to get back on the road. The days before the group leaves, he can be seen whistling as he packs his gear and readies Nobs for the trip. As they start off down the road to the south, he imagines what new lands he will see. He has met the Dunlendings in Tharbad, they were a courser breed of men, in some ways they seemed a more ancient race, closer the earth. He wonders if the will meet Bradan and his tribe. He wonders if their good relationship with that particular tribe will help them in dealing with the other tribes here in Dunland.

And then there was the prospect of meeting a real wizard. Old Bilbo had run off with a wizard. Most folk spoke of them as shadowy figures who are up to no good, sticking their noses into other people's business. He thought he might have seen Gandalf once in the Prancing Pony, but the fellow only stayed for one night and never spoken to, let alone offered to take Hartley off on an adventure to slay a dragon. He wondered if this White Wizard would be anything like Gandalf.

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Book 2: Chapter 1 - The Hills of Dunland

Post by Boronind » Tue Jun 21, 2016 7:31 pm

As he and the other dwarves prepare for the journey, Bláin realizes that among the non-Khudzul he cannot be himself freely; that as the Afterborn, the children of Aule not Illluvatar, they are race set apart. He must hide his fervor and excitement about the prospect of finding the Lost Colony of his grandfather, Fundin. No greater adventure hath a dwarf as this: to locate a long lost kin and possibly reconnect with them. To solve such a mystery, such a riddle, is almost worth as much as a load of mithril. Yet, not all in the company share such a desire so intensely and Bláin would rather them not use such enthusiasm against him and the other should that possibility arise. As the saying goes, "Your beard is there for more than just catching crumbs and soaking up split ale, but for keeping ones own counsel."

Thus, as he contemplates the journey with the others, he and fellow dwarves shall keep to themselves largely, especially during the long hours on the road; talking quietly in their own tongue. At night, when the fire is lit though, they shall be a jovial and friendly as they have been known to be throughout the taverns and hall of Middle-Earth.

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Book 2: Chapter 1 - The Hills of Dunland

Post by Vardaen » Wed Jun 22, 2016 8:18 pm

Finally the company sets out from Tharbad. Some of the fellowship are more excited to lead than others. The prospects are bright for the company which numbers 11 total (most of them dwarves).

Telurin has lead the endeavor to trade with the Dunlandings, and has a small cart of goods being pulled by a mule he managed to buy as part of the deal. If the deal goes sour the fellowship stands to loose a good amount of wealth (and time and energy).

The company of dwarves, Vara, Balwain, Dorin, Fundar, Oxdis and Skisdis have already bonded, and they at times seem their own fellowship laughing and joking in their ancient secret language when others aren't about. They make for good company however, and work hard around camp fetching wood and water, and doing much of the cooking and other tasks that allow for others like Halleth to keep watch and scout the areas.

The trip from Tharbad to the first real Dunlending settlement should take just over two weeks if the weather holds and the maps are right. Luckily for the company those things should be accurate. On the way from Tharbad however you passing is marked. The south gate, Annon Harn, is held by thugs, and to pass you must pay another toll, and as expected Aravule makes a scene with them. The spies and agents of "A" on the Isle report your travel, and any hope of leaving quietly is lost. Your worry that it could cause trouble for those you leave behind, but you committed now, and nothing can be done about it.

The Old South Road near Tharbad is actually in decent shape from all the travel of the locals that come and go from the ruined city to the countryside, but a day out of Tharbad and the road falls into disrepair. Weeds choke the road, and stones are missing in many places either lost to the weather or to opportunists who have taken them for other projects. Still, it is the most direct, fastest, and least likely to get you lost way, and down the South Road you go.

After a day or so the ruins of Tharbad are lost to the horizon and the land begins to rise. Eventually it turns into rolling hills on your left (east) and falls away into moor lands to the right (west). Chatter among the dwarves as you travel for days south is much about the wanderings of their folk there after Smaug the Golden sacked Erebor.

Dunland is a land of scrub grass, marshy fens, windswept bushes and a steady rise as one travels east, eventually climbing swiftly to become the forested foothills west of the Misty Mountains. The Dunland Fells vary from dull browns to dark greens in shade, depending on the time of the year, but this is seldom easy to discern, for they’re continually shrouded in thick fogs that roll down off the Hithaeglir.

The eastern forests are dense, but nothing like ancient Fangorn or dreaded Mirkwood on the far side of the mountains. The fells have a peculiar look to them, in that some of them are covered with trees and others are completely bare. This is because the composition of the foothills varies between loamy soil and outcroppings of granite that appear far more fertile than they actually are.

For a half a week you travel the road and the wilds of Dunland grow more and more your home. Hartley finds the trip exciting but also exhausting as he forgot how long the legs of Men are. He is forced to push himself to keep pace with the hardy dwarves, nimble elf, and long legged Dunedain. Yet a good pipe around the campfire on the seventh night since leaving Tharbad has everyone in good spirits.
Leg 1: Tharbad to the Tunum: 200 Miles (Dunland/Dunland Fells, Moderate/Hard, Border Lands/Wildlands, Road) [x.5] = 100 Miles

Leg 1 5.00 Days - 1 Fatigue Test (TN14, Border Lands)

Travel Rolls:
Aravule
Rolled:
Feat Die: 10*
Success Die: 1,4,5
Totaling: 20 = Success

Blain
Rolled:
Feat Die: 6*
Success Die: 4,1,5,6t
Totaling: 22 with 1 success

Halleth
Rolled:
Feat Die: 6*
Success Die: 4,6t,4
Totaling: 20 with 1 success

Hartley
Rolled:
Feat Die: 7*
Success Die: 4,2
Totaling: 13 = Failure +2 Fatigue from Summer Travel Gear

Telurin
Rolled:
Feat Die: 6*
Success Die: 4,6t
Totaling: 16 with 1 success
Note the fact that Aravile rolled a Sauron and raised your Eye Awareness during the planning stages is reflected in the RP post about your leaving being marked.



With the company are the following NPCs. They do not fill any traveling roles. They aren't combatants, and don't offer much in the way of stats bonus for rolls or anything, but they are there otherwise.

Vara - "Thunderfist", known in the Breelands as a dwarf who knew how to get things done. He joined the Fellowship on the venture to Carn Dum. It was his knowledge of some of the vaults that helped the Fellowship explore the most wealthy of the vaults. When the undead rose he was split from the party as his ponies bolted and was lost in the Lone-Lands and the lands of Angamr. The few other hired help with him died in the struggle to return to Bree. Along the way he lost most of the gold, save for 4 bags of it, which eventually Nalir stole from him.

Dorin - One of the dwarves that signed on with Nalir to seek the Lost Colony of Fundin. He is a stonemason by trade and after working his debt off to Aravule he decided to stay on in Tharbad instead of leave with Nalir.

Balwain - A slightly wider dwarf than some, his skill lay in mining and tunneling. He was to join Nalir in the hunt for the Lost Colony, but after Nalir left Tharbad he stayed on to help the Fellowship rebuild.

Fundar - Companion of Blain. His main motivation has always been to find the Lost Colony.

The Brothers Oxdis and Skisdis - Companions of Blain. Their main motivation has always been to find the Lost Colony.

Blain - feel free to flesh these 3 last dwarves out more.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Book 2: Chapter 1 - The Hills of Dunland

Post by Wbweather » Fri Jun 24, 2016 3:33 pm

Hartley sets off from Tharbad full of energy. Unfortunately, months of a more sedentary lifestyle has had more of an effect on Hartley than he realizes. The first few days go as well as could be expected. He is relishing the change of scenery, enjoying taking in lung-fulls of fresh air. He had almost grown used to the constant stench of the delapidated town. For several days he is heard singing and whistling merry little tunes.

However on the 3 or 4th day, he begins to develop a blister on the sole of his right foot. He tries to march on without paying any heed, but soon it becomes apparent that he is suffering as others notice his developing limp. He shifts some of his gear to poor old Nobs to lighten his load and finds a decent walking stick along the side of the old roadway and is able to keeps up, but his spirit is dampened for the remainder of their first week on the journey. He remains his cheerful self, but there is far less singing and whistling and to those in the company who have had a chance to get to know him, he seems remarkably quiet and withdrawn.

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Book 2: Chapter 1 - The Hills of Dunland

Post by Blubbo_Baggins » Fri Jun 24, 2016 3:43 pm

With the combined funds from Hartley, Aravule, and Boronind, Telurin is able to make quiet a few merchants in Tharbad happy, and leaves with enough trade goods to need two ponies to carry it all. "We will be like some great faerie* coming out of the north, loaded down with gifts," he says to the others with a mischievous smile. Telurin clearly is looking forward to their trade with the Dunlendings as they near Tunum.

The days on the road are a breeze for the Elf, who feels invigorated as well to be away from Tharbad, which seems destined to be swallowed by the river. The fells of Dunland remind him of the lands just south of his home in Mirkwood...though they are perhaps a bit friendlier than the Long Marshes, he feels no fatigue due to his light heart.

"What do you think? Besides some material gain which I feel confident of, what is our aim for speaking with the Dunlendings? What can we offer to earn their goodwill, and eventually, support?
*A first for me, finding a situation where a Middle-Earthian Father Christmas reference is called for. :-)

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Book 2: Chapter 1 - The Hills of Dunland

Post by Muskrat » Fri Jun 24, 2016 7:16 pm

"Ho, you're just going to give all that stuff away, after you've spent good money on it?" jokes Halleth. He thinks for a moment and says, "Well, the surest way to find out what the Dunlendings may want is to ask them. But I don't think they're on good terms with their neighbors, the Rohirrim--though I'm not sure what we can do to remedy that. And the Horse Lords are distant relatives of the Dunedain and allies of our kin in Gondor, so I would not want to alienate them in anything we do."

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