Mouse Guard Realm Guard, Podreczniki RPG, Mouse Guard
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R
ealm Guard
Mouse Guard RPG Hack
concept by Scott Acker (Saint&Sinner)
written by Patrick Riegert (Rafe)
Table of Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
The Dúnedain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Lands of Middle-earth . . . . . . . . . . . . . . . . . . . . . . . 7
Places of Note . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Conditions & Hazards . . . . . . . . . . . . . . . . . . . . . . . . 16
Nature . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Denizens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
The Enemy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Traits & Gear . . . . . . . . . . . . . . . . . . . . . . . . . 29
Recruitment . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Credits Due
Mouse Guard Roleplaying Game Design
luke crane
Concept & Hack Premise
scott acker (saint&sinner)
Hack Writing, Layout
& Rules Elaboration
patrick riegert (rafe)
Artwork
jae, john howe, tamm,
"elfFeleche", ted nasmith, alan lee,
cos koniotis, and others
Earnest & Enthusiastic Thanks To
luke crane
Additional Information
www.burningwheel.org/forum/
www.burningwheel.com
www.wikipedia.org
Mouse Guard Roleplaying Game content © 2008 Luke Crane. Burning Wheel is a registered trademark
® of Luke Crane.
Introduction
and anything else the King or their Captains ask of
them.
A Note on Canon
The Fourth Age of Middle-earth is, for the most
part, largely unexplored territory. Feel free to make
it your own. Will you help retake and resettle For-
nost or investigate the ruins of Annúminas? Will a
creature of Morgoth arise from Carn Dûm in Ang-
mar to threaten the northern world? Did Sauron
leave tokens of power in Dol Guldur? Will you
help Prince Faramir to cleanse Minas Morgul of
its taint and remake it as Minas Ithil as of old? It’s
up to you!
Realm Guard
is a hack for
The Mouse Guard Role-
playing Game
and requires
The Mouse Guard Role-
playing Game
book to play.
The Fourth Age
The lands of Middle-earth have defeated the En-
emy, Sauron, the Dark Lord of Mordor. Aragorn
II, son of Arathorn, has been crowned King Elessar
Telcontar. Prince Faramir and Lady Eowen abide
and rule in Ithilien, under the dark eves of Ephel
Dúath, the Mountains of Shadow. Many of the
Elves have passed into the West.
Referencing Ages
Throughout this book, the Ages referenced will be
abreviated: F.A. stands for First Age, S.A. is the
Second Age and T.A. refers to the Third Age.
The lands have a new king though many know
it not. While there is no longer an Enemy in the
East, there is much to set aright in Middle-earth.
Welcome to Realm Guard.
Ranger of the
North
The Dúnedain
You are of the Dúnedain (a Dúnadan), a Ranger
of the North and sworn defender of the Reunited
Realms and a kinsman of King Elessar.
Rangers keep the lands of Middle-earth safe from
minions of the Shadow and other dangers. They
rove from the Lost Realm of Arnor, Eriador and
Rhovanion in the north to Gondor in the south.
They keep their missions quiet for the benefit of
the common folk of Middle-earth who know not
what may lurk beyond their steps.
Missions
The Rangers of the North undertake numerous
missions, including: Hunting down the creatures
of the Shadow (Orcs, etc) which have moved into
the wilderlands after the fall of the Dark Lord; ex-
ploring old settlements to determine if such may
be reclaimed; clearing and scouting paths between
settlements; rescuing those captured or lost in the
hinterlands; delivering important news; escorting
folk and assisting trade caravans; acting as envoys;
The Dúnedain
Sauron, however, began to grow in strength once
more. . .
A Great Plague swept from the East, assault-
ing the northern realms moreso than the south.
Under such ills, the strength of Arnor began to
wane. The Witch-King of Angmar, the lord of the
Ringwraiths, from his stronghold in Carn Dûm
struck against the divided northern realms. After
many years of struggle, the Witch-King destroyed
Arthedain, the last Realm of the North.
Númenor
Long ago, the Númenoreans (Men of the West),
in arrogant defiance of the Valar and under the
sway of Sauron’s subtle lies, decided to claim the
immortality of the elves by sailing to war against
Aman, the Undying Lands. Elendil and his sons
remained faithful to the Eldar and refused. In
secret they had built their own fleet. They, along
with those who held faith with the elves (the
Elendili), sailed east from Númenor and unto the
shores of Middle-earth.
The Rangers
of the North
After the fall of Arthedain, a remnant of the
decimated Dúnedain of those lands became the
Rangers of the North, sworn to harry and harrass
the Enemy and to keep what peace they could in
the lands of their fathers.
Unable to interfere in the affairs of the world,
the Valar removed Aman from the world. In the
ensuing cataclysm, the great isle of Númenor
was cast down, swallowed by the sea. Sauron
remained on Númenor when the nation sailed
to war and its destruction and the death of his
body ever after robbed him of his ability to assume
forms fair and charming. Henceforth, he would
appear only in his true form as a Dark Lord.
You are the Dúnedain, descendants of the faith-
ful of Númenor in Middle-earth; the long-lived
Rangers of the North.
Though destroyed in body, Sauron’s spirit fled
back to Middle-earth. . .
Gondor and Arnor
Landing upon the shores of Beleriand in Middle-
earth, the Elendili founded the nations of Arnor
in the north and Gondor in the south. These were
the Dúnedain, the last blood of Númenor. Sauron
swore to destroy the Dúnedain and amassed great
armies to assail the new kingdoms of Arnor and
Gondor.
Forming the Last Alliance of Men and Elves, the
combined forces of Elendil and the Elf lord Gil-gi-
lad defeated Sauron. Isildur, son of Elendil, severed
the One Ring from Sauron’s hand. Sauron’s spirit
was vanquished and he fled into the East.
For centuries, the Men of the West prospered and
their realms flourished.
Black Númenorean
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