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Module in pdf format (v. 2.02) - Harlequin Games

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The One R<strong>in</strong>g ~ Faction 3: The Council of EriadorFaction 3: The Council of EriadorCenturies have passed s<strong>in</strong>ce the might of the realm of Arnor was broken, a nation once like <strong>in</strong> power and wealth toGondor itself, but brought to ru<strong>in</strong> by the Witch-k<strong>in</strong>g, Lord of the Nazgûl. So that its cities now lie <strong>in</strong> ru<strong>in</strong>s, its people arescattered like seeds upon the w<strong>in</strong>d, and its glory is long forgotten. But even so, the l<strong>in</strong>e of its k<strong>in</strong>gs is unbroken, itsnobility yet rema<strong>in</strong><strong>in</strong>g, though few now live who know them as anyth<strong>in</strong>g other than rangers, hard men who stalk thewilds, guard<strong>in</strong>g those who do not even know that they are protected. And the sword that was broken might still bereforged, the banner of the K<strong>in</strong>gs of Arnor raised aloft once more.Then, too, there are Elves still upon the western shores, whose gaze l<strong>in</strong>gers ever on the Wester<strong>in</strong>g seas, but who are notbl<strong>in</strong>d to the darkness that spreads across the land from the east. Elves, also, <strong>in</strong> Imladris, the House of Elrond garbed now<strong>in</strong> autumnal splendour, its summer passed forever, but its people possessed of wisdom unsurpassed even by the Istarithemselves. And, of course, here is found also the Shire, so precious to the Grey Wanderer, its folk peaceable by natureand <strong>in</strong>cl<strong>in</strong>ation, yet when tested by hardship found to be true of heart and sturdy, courageous and true. To them, perhaps,even the most ancient of those who walk the world, the Ents, might listen, and be roused to anger. And to them only darethe very wise entrust the One R<strong>in</strong>g. So that truly it is said that even the acts of the very small might come to shape theworld.OverviewThis faction is based on Elrond and Gandalf’s attempts to gather support aga<strong>in</strong>st Sauron.Set-up Positions: High Elf: Hero Hobbit: Mercenary, Adventure Party, Hero Arnorian: Mercenary, Adventure PartyMAINSSecondariesRace ID Blood-l<strong>in</strong>es Fav (-25) Tol (-50) Other (-75) Hated (-999)High Elf 203 Quendi (b3) All Others -202, 228, -212, -218Hobbit 224 Free People (b1) All Others -202, 228, -212, -218Arnorian 231 Free People (b1)Númenórean (b2)All Others -202, 228, -212, -218Set-up Mercenary Men of Arnor must set up around Bree 28,8 to 39,19. Mercenary Hobbits must set up <strong>in</strong> a prov<strong>in</strong>cecalled “The Shire”, 18,11 to 25,16, with an Underground City. Adventurer Party and Heroes must start West of the Misty Mounta<strong>in</strong>s, north of l<strong>in</strong>e 20. No character may start with assass<strong>in</strong>. Only Hobbits may start with thief. No more than 2 thieves per position. Hobbits may not purchase constitution.Page 34

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