TEXT:  
   
  RANGERS OF THE NORTH 
  BY 
  DIOGO NOGUEIRA 
  WITH ADDITIONAL MATERIAL BY  
  RICHARD HARRISON 
  FOR 
  THE ONE RING 
  ROLE-PLAYING GAME 
   
   
   
  Artwork Credits  
  Artwork found within this fan created compendium is strictly the copyright of the original artists and, if applicable, any publications 
  associated to their printing and distribution and such usage in no way challenges this. Special thanks to all those artists (known and 
  otherwise), including: Alan Lee, John Howe, Angus McBride, et al. 
  
  - Rangers of 
  the North -  
  “But when dark things come from the 
  houseless hills, or creep from sunless woods, 
  they fly from us. What roads would any dare 
  to tread, what safety would there be in quiet 
  lands, or in the homes of simple men at night, 
  if the Dúnedain were asleep, or were all gone 
  into the grave?” 
   
  The Ancient Realm of Arnor is no more. Its last 
  remaining Kingdom of the Dúnedain, Arthedain 
  has been destroyed by the forces of the Witch-King. 
  Yet, the battle against the servants of the Shadow 
  never stops. Angmar was defeated and its king fled 
  from the forces of the Southern Men, but the Realms 
  of the North were never reunited. Its people 
  scattered, some journeyed south to live with their 
  kin, in Gondor. Some went to Rivendell to live with 
  the fair folk, but others remained in the wilderness 
  of the north. They became the Rangers of the North. 
   
  Since the fall of Arnor these rangers have been 
  protecting the Free People of the North from the 
  threats of the Enemy, making good folk can live in 
  peace and prosperity. They act as invisible 
  protectors, lurking in the shadows, performing their 
  duty without recognition. They are enemies of the 
  Shadow from unmemorable time, and continue the 
  struggle their forefathers fought centuries ago. 
   
  The Dúnedain are descendents of the Númenóreans 
  who survived the fall of their Kingdom and stayed 
  true to their allegiances. They are from a lineage of 
  great man, blessed with a longer life, stronger spirit 
  and healthier body than most man. Although they 
  are of a race of Kings of Men, they do not have a 
  kingdom of their own nowadays, but they have an 
  order; The Rangers of the North led by their 
  chieftain, a direct descendent of Isildur Elendil. 
   
  DESCRIPTION 
  The Dúnedain are descendent from the noblest of 
  men. They are usually taller than the average man, 
  with hair ranging from dark brown to black. Their 
  skin is pale as are most of the Men of the West. They 
  have eyes of colours such as gray, pale green or 
  pale blue.  
   
  Men usually don’t shave their beard completely and 
  have long hair. Women usually braid their hair. 
  They dress in dark coloured clothes that don’t 
  attract attention, preferring to be discreet. They are 
  rangers and travellers, not caring much for 
  appearances in these troubled times. 
   
   
   
  
  STANDARD OF LIVING 
  The Rangers of the North live a life of duty and 
  vigilance. They are constantly on the move, fighting 
  the darkness wherever it may be lurking. Their 
  possessions are what they can carry. Their armour 
  and weapons are their greatest treasures, together 
  with the relics they keep from ancient times. The 
  wealth of their culture is that of Frugal. 
   
  LANGUAGES 
  Dúnedain generally speak the Common Speech 
  (Westron). They also still use their native tongue 
  Adûnaic when conversing with their own kind and 
  some even know a little Sindarin or Quenya. 
   
  DÚNEDAIN ADVENTURERS 
  The life of a Dúnedan is of an adventurer. Although 
  not all of them take arms to oppose the Enemy, their 
  duty is to preserve the peace and the knowledge of 
  the Free Peoples. Even though they do not have a 
  Kingdom they formed an order that is loosely 
  organized but has roles for everyone. Some of them 
  however defy this order and leave to do justice and 
  protect the people the way they think is best. 
   
  Suggested Callings:
  Suggested Callings:
  Suggested Callings:
  Suggested Callings: Warden or Scholar. The 
  Dúnedain are natural protectors of the Free Peoples 
  and it is a duty they chose for themselves. They also 
  seek to recover the knowledge they lost when their 
  old kingdoms were destroyed. 
   
  Unusual Calling:
  Unusual Calling:
  Unusual Calling:
  Unusual Calling: Treasure-Hunter. Although the 
  Dúnedain seek to recover their relics, they do not 
  seek riches for the sake of comfort or mere gold. 
  They are a folk of noble lineage and nobler spirit, 
  far more concerned with their mission of fighting 
  the Shadow. 
   
  WHAT THEIR CHIEFTAIN SAYS... 
   
  • Barding
  Barding
  Barding
  Bardings:s:s:s:    
  “They are noble men, fighters against the threats in 
  the East. Their King did a great service to all killing 
  Smaug. I hope his followers are as wise and strong 
  willed as he is.” 
   
  • Beornings
  Beornings
  Beornings
  Beornings::::    
  “Beorn is a great warrior and a great ally against 
  the Enemy. His folk keep vigil over the eastern side 
  of the Lonely Mountains. If only they were more 
  accepting of other people.” 
   
   
  • Dwarves of the Lonely Mountain:
  Dwarves of the Lonely Mountain:
  Dwarves of the Lonely Mountain:
  Dwarves of the Lonely Mountain:    
  “The folk of Durin has long been fighting the same 
  darkness as we have, but they sometimes seem 
  more concentrated on their own business and 
  finding reasons to bicker with other Free People that 
  they often forget who the truer enemies are.” 
   
  • Elves of Mirkwood:
  Elves of Mirkwood:
  Elves of Mirkwood:
  Elves of Mirkwood:    
  “The Elves of Mirkwood are as noble a people as our 
  friends from Rivendell. They are more reclusive and 
  suspicious of others than most elves but in their 
  heart they are just and wise.” 
   
  • Hobbit
  Hobbit
  Hobbit
  Hobbits of the Shire:
  s of the Shire:
  s of the Shire:
  s of the Shire:    
  “The Hobbits of the Shire have been enjoying our 
  protection for generations and although they do not 
  seem capable of heroic deeds, they can surprise you 
  in the strangest ways.” 
   
  • Men of Breeland:
  Men of Breeland:
  Men of Breeland:
  Men of Breeland:    
  “Although many are suspicious of our comings and 
  goings we will continue our watch over the old 
  lands of Arthedain that the Breelanders now call 
  their home.” 
   
  • Woodmen of Wilderland:
  Woodmen of Wilderland:
  Woodmen of Wilderland:
  Woodmen of Wilderland:    
  “Those fellow men are at home in the wilderness as 
  much as we are and they have been fighting the 
  Shadow for generations. We have much in common 
  with them and we can learn from their struggle.” 
   
  CULTURAL BLESSING 
   
  STRONG WILLED 
  But when the dawn came, cold and pale, Aragorn 
  rose at once, and he led the company forth upon the 
  journey of greatest haste and weariness that any 
  among them had known, save he alone, and only 
  his will held them to go on. No other mortal men 
  could have endured it, none but the Dúnedain of 
  the North. 
   
  Being descendants of the Númenóreans, used to 
  standing against the forces of the Enemy, the 
  Dúnedain are a brave people. They have grown to 
  be fearless and resistant to the Shadow. 
   
  • When invoking an Attribute Bonus on Wisdom 
  or Valour tests, Dúnedain add their favoured 
  Heart score. 
   
   
   
   
  
  STARTING SKILL SCORES 
   
  COMMON SKILLS 
  Copy the following skill ranks onto the character 
  sheet and underline the favoured skill: 
   
  Awe 
  1 
  Inspire 
  1 
  Persuade 
  1 
  Athletics 
  1 
  Travel 
  3 
  Stealth 
  2 
  Awareness 
  2 
  Insight 
  1 
  Search 
  1 
  Explore 
  1 
  Healing 
  1 
  Hunting 
  1 
  Song 
  1 
  Courtesy 
  0 
  Riddle 
  1 
  Craft 
  0 
  Battle 
  2 
  Lore 
  2 
   
   
  WEAPON SKILLS 
  Choose one of the following weapon skill sets, and 
  record it on the character sheet: 
   
  1) (Swords) 2, Bow 1, Dagger 1 
  2) Great Bow 2, Sword 1, Dagger 1 
   
  SPECIALTIES 
  Choose two Traits from: 
   
  Old-Lore, Shadow-Lore, Fire-Making, Herb-Lore, 
  Leechcraft, Eriador-Lore 
   
   
  BACKGROUNDS 
   
  1 - THE WATCHFUL REST 
  Your duty among your people was to keep your eyes 
  open for the presence of the Enemy. You wandered 
  the land near the western side of the Misty 
  Mountains watching the movements of goblins and 
  wargs, ready to alert your folk to any sign of 
  trouble. 
   
  Basic Attributes
  Basic Attributes
  Basic Attributes
  Basic Attributes    
  Body 5, Heart 3, Wits 6 
   
  Favoured Skill
  Favoured Skill
  Favoured Skill
  Favoured Skill    
  Awareness 
   
  Distinctive Features
  Distinctive Features
  Distinctive Features
  Distinctive Features    
  (Choose two Traits from those listed) 
  Elusive, Cautious, Grim, Keen-Eyed, Swift, Wary, 
  Determined, Stern 
   
   
   
  2 - THE HANDS OF THE HEALER 
  Your parents taught you the secrets of herbs and 
  how they can save a man’s life. Since then you have 
  learned a lot about the magic contained in wild 
  plants and about their power to harm or heal 
  others. Your role with the rangers was to treat the 
  injured and care for the sick. 
   
  Basic Attributes
  Basic Attributes
  Basic Attributes
  Basic Attributes    
  Body 5, Heart 4, Wits 5 
   
  Favoured Skill
  Favoured Skill
  Favoured Skill
  Favoured Skill    
  Healing 
   
  Distinctive Features
  Distinctive Features
  Distinctive Features
  Distinctive Features    
  (Choose two Traits from those listed) 
  Clever, Eager, Generous, Just, Merciful, Patient, 
  Steadfast, Trusty 
  
  3 – BY PATHS THAT ARE SELDOM TRODDEN 
  You have learned the secrets of the wilderness. 
  Whenever someone is lost, you can find them 
  following its trails, no matter how much they try to 
  hide from you. You know where the wild beasts 
  dwell and where their hunting grounds are. Your 
  duty among the Dúnedain of the North was to 
  locate lost people and track beasts when needed. 
   
  Basic Attributes
  Basic Attributes
  Basic Attributes
  Basic Attributes    
  Body 4, Heart 4, Wits 6 
   
  Favoured Skill
  Favoured Skill
  Favoured Skill
  Favoured Skill    
  Hunting 
   
  Distinctive Features
  Distinctive Features
  Distinctive Features
  Distinctive Features    
  (Choose two Traits from those listed) 
  Keen-Eyed, 
  Wary, 
  Cunning, 
  Adventurous, 
  Hardened, Swift, Secretive, Nimble 
   
  4 – WHAT WAS ONCE LOST 
  You know how much the Dúnedain have lost in 
  their struggle against the Shadow, and you want to 
  recover what was left behind. You seek ancient 
  relics of your people, be it arms, armour, jewellery 
  or lost lore. The duty assigned to you was to gather 
  all that you could find that was worth preserving. 
   
  Basic Attributes
  Basic Attributes
  Basic Attributes
  Basic Attributes    
  Body 4, Heart 3, Wits 7 
   
  Favoured Skill
  Favoured Skill
  Favoured Skill
  Favoured Skill    
  Search 
   
  Distinctive Features
  Distinctive Features
  Distinctive Features
  Distinctive Features    
  (Choose two Traits from those listed) 
  Adventurous, Curious, Determined, Keen-Eyed, 
  Patient, Secretive, Tall, Wary 
   
   
   
  5 - FLAMES OF THE WEST 
  Your heritage is of a family of great warriors. Your 
  ancestors were formidable enemies of the Shadow. 
  You have studied their techniques and their 
  strategies and the battlefield is your home. 
  Weapons are your tool of trade. You are ever 
  vigilant about the forces of the enemy, and your 
  duty among your kin is to prepare their forces for 
  the battles to come. 
   
  Basic Attributes
  Basic Attributes
  Basic Attributes
  Basic Attributes    
  Body 7, Heart 3, Wits 4 
   
  Favoured Skill
  Favoured Skill
  Favoured Skill
  Favoured Skill    
  Battle 
      
  Distinctive Features
  Distinctive Features
  Distinctive Features
  Distinctive Features    
  (Choose two Traits from those listed) 
  Bold, Energetic, Gruff, Proud, Robust, Reckless, 
  Stern, Fierce 
   
  6 – COUNTED AMONGST THE WISE 
  You have learned the traditions and legends of your 
  people from your parents, and they from your 
  grand-parents. You know the names of the places 
  and people of your past and the history of the 
  struggle the Dúnedain have against the Shadow is 
  well known to you. Your role in the Order was to 
  instruct others and advise your brothers in those 
  matters as well as make sure such knowledge would 
  not be lost. 
      
  Basic Attributes
  Basic Attributes
  Basic Attributes
  Basic Attributes    
  Body 4, Heart 3, Wits 7 
   
  Favoured Skill
  Favoured Skill
  Favoured Skill
  Favoured Skill    
  Lore 
   
  Distinctive Features
  Distinctive Features
  Distinctive Features
  Distinctive Features    
  (Choose two Traits from those listed) 
  Cautious, 
  Clever, 
  Curious, 
  Fair-Spoken, 
  Honourable, Patient, Steadfast, Trusty 
   
  DÚNEDAIN NAMES 
  The Dúnedain have kept the traditions of Númenor 
  and as such have kept the names they used in that 
  Kingdom. The names have a meaning in their old 
  language, Adûnaic. Sometimes the name of a child 
  can be foretold in a prophecy and expectations are 
  built onto that person as she grows up.  
   
   
   
  
  Dúnedain as most men, often name their sons and 
  daughters after a renowned ancestor or relative, or 
  choose a name beginning with the same sound or 
  sharing one element with that of the father. 
   
  Male Names:
  Male Names:
  Male Names:
  Male Names: Amlaith, Anarion, Aragorn, Aranuir, 
  Arantar, 
  Aratan, 
  Arathorn, 
  Beleg, 
  Celepharn, 
  Ciryon, 
  Earendur, 
  Eldelcar, 
  Elendil, 
  Elendur, 
  Isildur, Mallor, Meneldil, Ohtar, Tarcil, Tarondor, 
  Valandur, Valandil. 
   
  Female Names:
  Female Names:
  Female Names:
  Female Names: Averith, Firiel, Finael, Gilaren, 
  Gilraen, Ivorwen, Ivoril, Lalaith, Nilufiel. 
   
  Adve
  Adve
  Adve
  Adventuring Age: 30
  nturing Age: 30
  nturing Age: 30
  nturing Age: 30----80
  80
  80
  80    
  Dúnedain live as much as three times the life span 
  or common men, but they usually don’t depart to be 
  adventurers before the age of thirty and rarely 
  continue beyond the age of 150, when they retire to 
  serve their family and folk. 
   
  ENDURANCE AND HOPE 
  Starting scores: 
   
  • Endurance = 24 + Heart 
  • Hope = 10 + Heart 
   
   
   
  CULTURAL VIRTUES 
  The Dúnedain are descendent of the Númenóreans, 
  and, as such, carry the noblest of blood among 
  men. They are known to live much longer than 
  normal men, have powers of prophecy, and are said 
  to be stronger and wiser than most. Although their 
  number has diminished with the passing years, they 
  still carry great power with them. 
   
  DESTINED FOR GREATNESS 
  Prophecy says that he among the men shall be the 
  one who will fight the darkness when most needed. 
   
  The stars shone bright at your birth and great deeds 
  are 
  expected 
  from 
  you. 
  Instead 
  of 
  being 
  overwhelmed with such expectations you see them 
  as an opportunity to prove yourself and achieve 
  renown. 
   
  You never lose Standing at Year’s End (and/or as 
  part of the Fellowship Phase), due the respect you 
  have from your people and the strength of the 
  prophecy. 
   
  If, during play, you receive a wound that would 
  normally kill you (a coup de grace or a killing blow) 
  you can choose between the following options: 
   
  • You die, and let your direct descendent inherit 
  the Destined for 
  Greatness virtue as an 
  additional Cultural Blessing (free at character 
  creation), or 
  • You are saved by some miraculous circumstance 
  that leaves you wounded but alive. You then 
  reset your Standing rating to zero, as you are 
  presumed dead by your folk and your destiny is 
  unfulfilled. You can do this only once, and never 
  again. 
   
  ENEMY OF THE SHADOW 
  They were enemies of the Shadow, never faltering in 
  their constant battles against it. 
   
  The Dúnedain have been fighting an eternal battle 
  against the forces of the Enemy. They never forget 
  the loss they suffered at the hands of the servants of 
  the Shadow and do everything they can to stop their 
  corruption from spreading. 
   
  When you are fighting in Forward stance against 
  servants of the Shadow, your attack rolls gain a 
  bonus equal to +3, or you Valour rating (whichever 
  is higher). 
   
  
  EXPERIENCED RANGER 
  You are an experienced ranger. You have walked 
  many paths, tracked many beasts and found many 
  signs of the movements of the Enemy. By looking at 
  the soil, the position of the footprints and the 
  placement of the vegetation you can collect pieces of 
  information that allows you to understand what 
  has happened. 
   
  You can when in the wilderness, by spending one 
  point of Hope, increase the quality of a success 
  (from ordinary success to great success and from 
  great to extraordinary) in a roll of Search, Hunting 
  and/or Explore. In addition to that, during the day, 
  you can make an Explore roll with a TN depending 
  on your location and spend a point of Hope, to 
  gather information about the creatures that passed 
  the area you are within a number of weeks equal 
  your Wisdom rating. 
   
   
   
  HANDS OF THE KING 
  The Dúnedain have long studied the art of healing 
  with herbs and remedies, and you learned this craft 
  from your elders. You are capable of finding the 
  right herb for all kinds of ills and can soothe the 
  suffering of others. 
   
   
  You learn how to treat injuries on the battlefield 
  quickly and efficiently with Soothe Pain when you 
  first select this Virtue, and can master the secrets of 
  Poison Remedies and Herbal Care as your 
  undertaking during a Fellowship Phase, expending 
  one Experience point for each virtue. 
   
  Soothe Pain
  Soothe Pain
  Soothe Pain
  Soothe Pain    
  You know how to treat recent injuries with the use of 
  a secret recipe of herbs taught to you by your 
  mentor. This can alleviate the initial suffering and 
  distress those harmed feel after battle. 
   
  When recovering after combat (a 30 minutes rest) 
  you can make a Healing Roll and spend a hope 
  point to increase the amount of Endurance points 
  recovered by any uninjured allies. On a success, a 
  number of people equal your Wisdom score recover 
  one additional Endurance point. On a great 
  success, they recover two additional endurance 
  points. On an extraordinary success, they recover 
  four additional Endurance points. 
   
  Poison Remedies
  Poison Remedies
  Poison Remedies
  Poison Remedies    
  You know how to prepare a drink that, when 
  ingested, will help a victim to shake off the effects of 
  spider-poison or to prepare a salve that when 
  applied to wounds will help the infected to fight off 
  the effects of orc-poison. 
   
  You can spend a point of Hope and make a Craft 
  Roll against a TN of 14 to neutralize the effect of a 
  single poison type on all members of your 
  Company. 
   
  Herbal Care
  Herbal Care
  Herbal Care
  Herbal Care    
  You know how to treat injured people when they 
  most need assistance. Speaking old words of power 
  and wisdom you ease their suffering and their 
  wounds heal faster. 
   
  During a prolonged rest, you can forego the benefits 
  you would gain and spend one Hope point to make 
  a Song check on a chosen companion (injured or 
  otherwise) to aid their recovery of additional 
  Endurance points. On a successful roll they recover 
  two additional Endurance point. On a great success 
  they recover four additional Endurance Points and 
  on an extraordinary success they recover an 
  additional four Endurance points plus your Wisdom 
  score. 
   
   
   
  
  NOBLE LINEAGE 
  His face had traces of ancient kings and his voice 
  was inspiring to the men around him. He brought 
  hope to the hearts of the one who fought at his side. 
   
  In your veins runs the blood of the noble lineage of 
  lost kings. You look (or feel) fairer than most and 
  your presence alone can inspire the hearts of those 
  that are at your side. Taking advantage of this, you 
  have learned to use your presence to boost your 
  companions’ confidence. 
   
  Raise your Company’s Fellowship rating by one 
  point. In addition, whenever you make an Inspire 
  roll, you can roll the feat die twice and keep the 
  better result. 
   
  CULTURAL REWARDS 
  The Dúnedain have kept many artefacts from their 
  past and are ever looking for the lost relics and 
  heirlooms of their Númenórean ancestors. They are 
  known to carry strong swords and armour that are 
  lighter than they seem. 
   
  Blade of Númenor (Long Sword)
  Blade of Númenor (Long Sword)
  Blade of Númenor (Long Sword)
  Blade of Númenor (Long Sword)    
  These blades have been forged by great craftsman a 
  long time ago and have never lost their keen edge. 
  They are known to be the bane of the servants of the 
  Shadow for when they are wielded by a Dúnedain, 
  even the smallest injuries can become mortal 
  wounds. 
   
  You can spend a point of Hope after a successful 
  attack to produce and automatic Piercing Blow. 
   
  Armour of the Rangers (Leather Corselet)
  Armour of the Rangers (Leather Corselet)
  Armour of the Rangers (Leather Corselet)
  Armour of the Rangers (Leather Corselet)    
  This armour has been fashioned to be silent and 
  camouflaged within the wilderness. It makes almost 
  no noise at all when its wearer moves and appears 
  to blend in with its environment. 
   
  When you make Stealth rolls you can roll the Feat 
  dice twice and keep the best result. 
   
  Númenórean Steel Bow (Great Bow)
  Númenórean Steel Bow (Great Bow)
  Númenórean Steel Bow (Great Bow)
  Númenórean Steel Bow (Great Bow)    
  These bows were made by great artisans of 
  Númenor and are famous for their potency and 
  accuracy. In the hands of a trained archer, the 
  arrows fired from such bows are capable of finding 
  even the smallest gaps in enemy armour. 
   
  When you roll a Aon the Feat dice using this bow, 
  the target rolls one Success die less on his Protection 
  test. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Middle-Earth™ (MERP) [multi]/The One Ring/Third Party.Homebrew/Rangers of the North.pdf