ME-PBM 2950 Nation Description

Dúnadan Rangers (#4)


The Ranger, Lord Aragorn II

Powers:

New Char: Mages up to 40
Training: 20
Morale: Lose 1-2 on force march, 2-5 w/out food
Skills: Fortifications 1/2 timber cost
Special:
Terrain: Best forest; Worst swamp
Climate: Mild 100-102-100-95-95-92-95
Armies: about 500 mixed troops
Morale: 20-40
Navies: No
Characters: Total challenge ranks - about 420

Excellent commanders and mages. Nine artifacts. The Witch-king is nearby but you have powerful friends in the Noldo Elves and the Dwarves. If the Dunlendings declare for Good
(or remains Neutral) the Dark Servants of the north are in trouble. Guard all your good artifacts carefully, you'll need them when you take Dark Servant pop centers and, even more, when you sweep south and east to rescue your long sundered kin.


The vestiges of the last independent kingdom of the former realm of Arnor, the Dúnadan Rangers still represent a recognizable force in the region. The power and influence their ancestors wielded long ago is no more, yet the memory of their former glory lights the spirits and hearts of Lord Aragorn II and the powerful lords of the Grey Company, and serves

as a beacon for the peoples of Eriador. Numerous well-fortified towns help support the remaining population and a variety of resources are abundant in the region.

Gifted with few but excellent leaders, the well-provisioned armies of the Dúnadan Rangers are formidable. Lately, to bolster their flagging recruiting, mercenaries have been hired to swell the ranks.

However, because of the strong Dúnadan presence in the region, and reflective of their defense of the region, the Dúnadan Rangers boast some of the most seasoned troops in northwestern Middle-earth. As a result, their troops only lose 1-2 Morale points for a Forced March (2-5 points without food). Furthermore, all new Dúnadan Ranger recruits start with Training rank of 20.

Many skills were brought to Arnor from ancient Númenor. Although the lore and art behind many of these skills has dwindled over the centuries, many have not been lost. These skills, along with the wealth of resources found in the region, allow the Dúnadan Rangers greater ease in constructing fortifications. Thus, the Dúnadan Rangers may construct fortifications at 1/2 the normal timber cost.

The history of Arnor is steeped in the lore of powerful magic and mighty artifacts. Many of the heirlooms of ancient Númenor still reside there and master Mages still come to learn and teach at sites within Arnor. As a result, all new Mages of the Grey Company can have a starting Mage rank of up to 40.

Additionally, the use of magic and their powerful artifacts can allow for timely mobilization of the Dúnedain Ranger's military. However, the years of constant war with the servants of the Witch-king, have taken their toll and having fewer troops has been the end result.

More and more, the Dúnadan Rangers must bolster the strength of their neighbors. Their former capital has been forsaken. Even the ancient royal burial lands, the Barrow Downs, have now been abandoned. And to the west and north, strong enemies remain close at hand. Many of the powerful within the Grey Company have encouraged that close and friendly ties should be kept, especially with the neutral Dunlendings and White Wizard. And, since the time of the last encounters with the Witch-king servants, the Dúnadan Rangers have tried to further solidify their position by trading with neighbors, exchanging needed resources, and carefully trading with the market.


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