LOTR Montaraces Del Norte
LOTR Montaraces Del Norte
Few now remember them,’ Tom murmured, ‘yet still some go wandering, sons of forgotten kings
walking in loneliness, guarding from evil things folk that are heedless.’ The hobbits did not understand
his words, but as he spoke they had a vision as it were of a great expanse of years behind them, like
a vast shadowy plain over which there strode shapes of Men, tall and grim with bright swords, and
last came one with a star on his brow.
—The Lord of the Rings. Fog on the Barrow-downs
INTRODUCTION
Among the most fascinating characters in Tolkien’s books are the Rangers: silent wanderers, seeking
neither glory nor riches, but relentlessly fighting evil in the darkness and loneliness of the wild lands.
They have become in a way, a distinctive element of stories set in Middle earth, and have since
defined an archetype in Fantasy literature. The Lord of the Rings introduces us to two kinds of
Rangers: the Rangers of the North, descendants of the Dúnedain of Arnor, and the Rangers of
Ithilien, guarding Gondor’s eastern frontier and carrying out raids against Mordor’s forces. But the
origin of the figure of the Ranger in The Lord of the Rings can be traced to the early stories of Tolkien,
those set in the First Age: the trope of the hunter features prominently in those stories: the exile,
walking unseen in the wilderness, holder of a secret lore of beasts and plants. Such is Beleg
Cúthalion, when he leaves Doriath to search for Túrin, and tries to save his friend from the clutches of
the Orcs; such is Tuor, walking unknown paths guided by Voronwë to Gondolin; and Beren, who
wandered Dorthonion as an outlaw against Morgoth and was said to be friend of bird and beast. The
trope of the hunter is mixed with that of the forest outlaw fighting an invader, such as Barahir’s band in
Dorthonion and later Túrin and Beleg fighting against the Orcs of Angband from Amon Rúdh. The
literary origins of Rangers can ultimately be traced to Germanic myth, where sons of kings and heroes
find themselves exiled and living in the wilderness, but ultimately show their true identity by great
deeds. Examples are Siegfried/Sigurd, or in popular English stories, Hereward the Wake and Robin
Hood, fighting an illegitimate king and his minions as outlaws and defending the people of the land
from their oppression. Beyond these models, the Rangers also contain some element from the
chivalric romance, the idea that heroes might come together in a fellowship, under a king, that they
would be driven by a code of honour and a loyalty to the true king, and that they might possess heroic
powers derived from their noble blood and their pure heart. Yet unlike the Knights of the Round Table,
the Rangers do not expect to see a final reward to their adventures: they have sworn to protect the
people who often misunderstand, doubt or despise them, much like modern superheroes. They are
simply content with the knowledge that their deeds will enable their descendants to regain their
kingdom and finally defeat the Shadow. Among all the rangers of Tolkien’s legendarium, the Rangers
of the North are some of the most beloved, and yet the least developed. Unlike Hobbits, Elves,
Dwarves and even the Men of Rohan and Gondor, there is little information dedicated to them, other
than a brief chronology of their Chieftains. This is also true for the Dúnedain of Arnor in general: even
though they are descended from the elder line of Isildur, and in a way represent the senior
realm of Elendil, Tolkien has written much more about the South-kingdom of Gondor.
HISTORY
Arnor (T.A. 250-861)
The origin of the Rangers in the North Kingdom is blurry and shrouded in legend. King Eldacar is said
to have been the first to range extensively on his hunts, visiting the farthest corners of his realm,
accompanied by his most trusted companions; together they would roam for weeks at a time, getting
attuned to the rhythms of nature and becoming one with the land. The earliest historical document
about the Rangers is their official foundation in T.A. 250, by King Eldacar himself: the purpose of the
King’s Rangers was to institutionalize these royal hunts as an occasion for the key people of the realm
to become close to the land and to each other. The first to join the King and his hunting companions
were the sons of the Dúnadan families forming the nobility of Arnor. As Rangers, they would learn
courage, strength of character, selflessness and a stalwart loyalty to each other; and in time they
would form a brotherhood of Men defending the North Kingdom against its enemies. The nature of
their training made members of the King’s Rangers the ideal candidates for important missions which
required secrecy and knowledge of the land. Rangers were selected as scouts, explorers, spies,
envoys and messengers to hostile lands, and their successes strengthened their cohesion,
perseverance and discipline. By the time of king Tarondor (T.A. 515 to 602) the King’s Rangers
numbered already between 550 and 600. Most of them joined the order for a short time, serving for a
few years before returning to their families and, having received a thorough training and built
long-lasting friendships among the élite of the realm, would become lords or join the kingdom’s
administration or military. Having served as a King’s Ranger was considered to be a great honour, and
fostered the military or political career of many Lords of Arnor in the high days of the Kingdom.
The Divided Kingdoms
(T.A. 861-1975)
When Arnor was divided into three Sister Kingdoms in T.A. 861, so were the Rangers split into three
separate organizations, each serving one of the three kings and operating within his realm. Service
naturally followed one’s rightful lord depending on the location of a family’s lands: as a result,
Arthedain, being the heart of the kingdom where most of the noble families lived, took the lion’s share
of Rangers whereas Cardolan and Rhûdaur were left with comparatively smaller shares. But
regardless of land ownership and feudal relations, true loyalties were much more complicated. Most
of the Rangers were naturally dedicated to one king, one land and one brotherhood, and the idea of
division was ill-received by many, especially among the Master Rangers. Fighting between Rangers of
different allegiances put their loyalty to a hard test. On more than one occasion they were reported to
keep away from direct confrontation and they actively avoided to kill their foes, their attitude at time
bordering insubordination. Even after the division, when political relations allowed it, Rangers still
cooperated and kept close relationships, exchanging messages and even meeting at the borders of
the kingdoms to hunt together. This was a concern for the kings, especially for the monarchs of
Rhudaur, who came to mistrust their Rangers so that their organization fell into a steep decline, with
Dúnedain being supplanted by new local lords who perceived membership as an occasion of social
advancement more than service. Likewise, the Rangers of Cardolan slowly saw their numbers decline
along with discipline. In Arthedain the total number of members shrunk to half of what they had been
in the past, but in this period these Rangers gradually developed into a more professionally organized
structure: Now the former noble hunters informally accompanying the king in his hunts and travels
became members of a more standardized military Order tasked with the protection of the borders,
now beset by many dangers. They were also active outside the kingdom’s borders, traveling incognito
in the old lands of Cardolan and Rhudaur, where they liaised with former members of the King’s
Rangers, and carried out missions for the king of Arthedain. Later, after the rise of Angmar, they
would focus their patrols on the northern borders against the new threat and their missions now even
brought them as far as Rhovanion to gather intelligence and foil the plans of the Witch-king and its
minions. Their ways became more secretive and their training involved dealing with the new dangers
that arose in the North in the form of Angmar. When Cardolan accepted Argeleb I’s claim as king of
Arnor (c. T.A. 1349), and the last Dúnedain were expelled from Rhudaur (T.A. 1409) the Arthadan
Rangers also formally resumed the title of the “Rangers of Arnor”.
The fall of the North-kingdom
(T.A. 1975-1976)
What remained of the old realm of Arnor was laid to waste by Angmar’s forces in T.A. 1974. King
Arvedui perished in the waters of the Ice-bay of Forochel the following year, and although the forces
of Gondor and the Elves of Lindon destroyed Angmar soon after, there was little to recover from the
ruins. Aranarth, Arvedui’s son and heir, was faced with a decision that would change the destiny of his
line and Middle-earth: whether or not to reclaim his father’s title and attempt to rebuild Arnor – or to
choose another path that seemed to offer less hope in the immediate future: The war had caused
enormous material and human losses and a large part of its remaining population emigrated to
Gondor over the following years while the rest mostly had to build new communities. These remaining
Men joined in scattered settlements in the North, concentrated in and around the Hills of Evendim,
Bree and Tharbad, while the Hobbits survived in the Shire. Although Angmar had been vanquished,
the Witch-king had merely been forced to flee and would not forget his vows of vengeance against the
Heirs of Isildur. If Arnor had tried to rise again from its ashes, Aranarth reasoned, the Shadow would
come back to destroy it for sure. Therefore the only way to protect the surviving peoples of Eriador as
well as the Line of Isildur, was to disappear from sight along with what remained of the Dúnedain of
the North. But they would not renounce their rights or relinquish their duties: surviving in secrecy, the
Dúnedain would still be the guardians of the northern lands against what evils may trouble them. At a
solemn, secret meeting of the surviving – and willing to remain – Dúnedain lords on Amon Sûl
Aranarth took for himself the title of Chieftain of the Dúnedain and Captain of the Rangers of the
North. He sent the heirlooms of his line to Elrond Half-elven for safe-keeping: the star of Elendil, the
scepter of Annúminas, the Ring of Barahir and the shards of Narsil. He gathered those Dúnedain still
loyal to him and led them away from their ancestral lands to start a new life in isolated and
self-sufficient communities, far from the remaining settled areas of Eriador. There, ever mindful of the
near-complete destruction of their people, the descendants of lords built a new life by toiling with their
hands, much like the children of the Three Houses of the Edain of the West had done when they were
saved from the destruction of Beleriand and were brought to the land of Elenna in the middle of the
Great Sea. The Rangers of the North Whereas the King’s Rangers had once been the companions of
the king, later turning into an order of selected and superbly trained Dúnedain sworn to protect the
borders of the kingdom, the new Rangers of the North created by Aranarth, were to become the
central and key institution of the Men of the West. To understand this shift, one must remember that,
unlike the Edain escaping Beleriand at the end of the Elder Days, the Dúnedain did not feel like they
had truly defeated their enemy and were ever watchful of his return. They carried the memory of a
near-total destruction and extermination of their people, without the consolation of true victory. The
threat of a return of the Shadow, in one form or another, was always present in their minds, along with
the feeling that, the fall of Arnor had not occurred just because of the machinations of the Witchking,
but also because of their own failures as rulers and guardians of the land – primarily their disunity
after T.A. 861. Vowing that the horrors of the past would never happen again, the Rangers were
founded once more, no longer a military order like before, but a true brotherhood among the surviving
Dúnedain in the North.
Eriador after the Fall of Arnor (T.A. 1976-2740)
Although the northern realm was no more, civilisation had not completely disappeared from Eriador:
several areas, such as Breeland and the Shire, had weathered the storm and elsewhere new domains
rose under the leadership of local Men. To all of them, the kings were a thing of the past, and it was
generally assumed that the last Dúnedain were either dead or had left for Gondor. From their Hidden
Settlements the descendants of the Men of the West still watched over them, no longer as rulers but
as wardens, advisors and brokers. The Rangers walked among the peoples of Eriador but no one
recognized them, assuming them to be nomads or vagabonds, like many men were at that time.
Through their efforts, Eriador started to slowly recover from the devastation of war, there was peace
among the different communities and the roads between them were safe again. But soon evil things
started to multiply again, wolves began to plague the lowlands and orcs built strongholds in the
mountains: against these threats the Rangers remained ever watchful, protecting the communities of
Eriador from these dangers.
The Great Orc Invasion (T.A. 2745-2748)
It was in Arassuil’s (T.A. 2719-2784) time that the Orcs of the northern Misty Mountains repeatedly
launched large-scale raids into Eriador from T.A. 2740 onwards, which culminated in the invasions of
2745-48. During these three years a great horde of Goblins marched to the heart of Eriador and then
splintered into smaller armies and warbands, plundering the lands as far as the mouths of the
Baranduin and the Gwathló. At this time the Rangers of the North not only did everything they could to
protect the Eriadorian communities, but they fought for the survival of their own people, too. They built
alliances, gathered local forces, trained warriors and, on different occasions, even marched to full
battle, for the first and last time after the fall of Arnor. Their courage and organization allowed many
regions to survive the onslaught, but others were laid waste by the invaders and never recovered
again. The Dúnedain settlements, hidden as they were, did not escape the Goblins and suffered
heavy material and human damage. Moreover, now that their existence was known they were at risk
and with them all the surviving Dúnedain. For these reasons, Arassuil took the hard decision to
abandon the settlements in the North and the South Downs and concentrate what remained of his
people in an even more remote region, in southern Rhudaur. After T.A. 2750, the last Dúnedain
abandoned the lands west of the Mitheithel and retreated into the woods of the Angle. The Trial.
The Long Winter (T.A. 2758/59)
Not ten years after the end of the Great Orc Invasion, Eriador was hit by another catastrophe
that would be remembered for centuries. During the Long Winter, snow covered the ground from
November to March, causing uncountable deaths by cold and famine. The newly founded settlements
of the Dúnedain in the Angle were not yet prepared to withstand such a harsh winter, but with the help
of Elrond, Lord of Imladris, they avoided the worst consequences. The relationship between the Elves
of Rivendell and the Dúnedain had always been strong, and the heirs of the Chieftains would spend
their early years in the house of Elrond, to be educated by the best elven loremasters. But after the
Elves saved the last Men of the West from complete disaster, the two people grew even closer. The
Eldar shared with the Rangers much of their wisdom, teaching skills and lore that had been forgotten
in the decline of Arnor.
The Late Third Age
In the years between the Reconquest of Erebor and the War of the Ring, the whole Dúnadan
population in the North numbers about ten thousand and is concentrated in a number of villages and
forts in the woods of the Angle. The number of Rangers is around three hundred: they spend a limited
time in their home region, and frequently travel across Eriador relying on a network of hidden outposts
and secret allies, which are to various degrees aware of the Rangers’ true identity. Because of their
limited numbers and the scope of the territory they protect, Rangers are scattered in small groups in
charge of watching a particular area. This, combined with a creeping lengthening of Shadow over
Eriador (and all of Middle-earth) puts the Rangers increasingly into danger of meeting foes they
cannot match. This happened, namely, in T.A. 2933, when their Captain Arathorn was ambushed and
killed by hill-trolls. Following this incident, his wife Gilraen moved with their only son Aragorn, a baby
of two at the time, to Rivendell, and the rulership over Rangers and Dúnedain was delegated to the
Great Warden Haldagol.
RANKS AND ORGANIZATION
The first King’s Rangers were an informal group: young Rangers were trained by their seniors in
outdoor skills such as hunting, foraging, scouting, and at the same time learned discipline, frugality
and loyalty. Most of all, they learned to be part of something larger and to trust their companions like
brothers. Their relationship with the land became intimate, fostering a love and sense of duty for the
kingdom and the people that lived in it. As the Rangers developed into a more tightly knit order, young
recruits were also trained in combat, military tactics and organization, strategy, administration and
leadership. Already in the 6th century of the Third Age, a distinction had emerged between regular
Rangers, who served for a limited time (usually 5 years), and a minority of Master Rangers, who
joined the order for life and, besides their roles of leadership and training, carried out important and
potentially dangerous missions. As the challenges that the North-kingdom had to face increased,
regular Rangers saw increasingly frequent action, being deployed in border missions where they
risked their lives. By the time of the wars with Angmar, a third rank had been established: Field
Rangers would serve for a time between 5 and 35 years, before either becoming Master Rangers or
leaving the order for employment in the regular army or administration. These were usually second
sons of the nobility, who did not have a title to claim after receiving their training. Field Rangers
quickly grew in number until they became the majority of the order. After the fall of Arnor, the Rangers
of the North largely maintained the same structure as the King’s Rangers, except that all recruits (now
called Companion Rangers) would, after their five years training, go on and become Field Rangers
(now simply called Rangers). Master Rangers continued to provide training and leadership. Just like
the King was the ultimate leader of the Rangers of Arnor, after T.A. 1975 the Rangers of the North had
their Captain in the Chieftain of the Dúnedain. He would control the vast territory of Eriador through
four Wardens, each overseeing a quarter of the land. The Warden of the North was in charge of the
borderlands north of the Hills of Evendim, the North Downs and the lands closer to the ruins of
Angmar; the Warden of the West oversaw the region of Lake Evendim, the Lhûn valley and the lands
of the Shire; the Warden of the South would protect the lands of old Cardolan and Breeland; and the
Warden of the East would look after the lands of old Rhudaur. Wardens were not exclusively military
figures but they were also in charge of the Dúnedain families living in their territories: they were
responsible for public order, security and upholding of the law. After the retreat into the Angle in the
28th century, the Warden of the East, in whose territory all the Dúnedain communities were located,
became known as the Great Warden. The other three wardens were only responsible for the activity
of Rangers away from the Hidden Settlements. This arrangement lasted until the War of the Ring.
Duties and Activities
Even though all the Dúnedain are descendants of the aristocracy of Arnor, they are all equals and
commoners within the Hidden Settlements. Here they need to carry out all the activities necessary for
the survival of a community with virtually no economic links to the outside. The Dúnedain are farmers,
shepherds, carpenters and blacksmiths. Each Dúnadan male (and female volunteers) is trained as a
fighter, serving in the militia of the community. The most talented are selected to become Rangers. Of
the few hundred Rangers active at any time (300 at the time of the War of the Ring), about one third
(100) are on duty in the Angle, guarding the borders and making sure spies, scouts or lost travellers
do not enter them. To this end all paths leading to the Hidden Settlements are disguised and
permanently watched by lookouts. Trespassers are assessed by Rangers disguised as shepherds or
woodsmen, who offer their services as guides and lead them onto the main road. Should trespassers
appear as a threat, they would be interrogated and, if proven hostile, eliminated. The remaining
two-thirds of the Rangers (200 at the time of the War of the Ring) are dedicated to missions abroad,
half of them active and the other half either preparing or recovering from them. This allows any of
these Ranger to spend about half of his time abroad and the other half in the Angle.
THE HIDDEN SETTLEMENTS
Since the fall of the North-kingdom, the Dúnedain have been living in secret communities called
Hidden Settlements. These are invariably far from settled areas and trade routes. Villages are built
around an easily defensive position, such as a fortress: this would usually be dating from the high
days of Arnor, but they are allowed to look ruined or abandoned, with moss and creepers growing on
their sides, and no banners flying over their towers. Houses and other buildings are often built in
hollows among the hills or within woodland areas, to avoid being detected from a distance. Fields
would also be hidden from sight, and village fortifications would be disguised to look natural (like
moats and earthen walls) or ruined (like palisades or actual stone walls). Woodland settlements have
buildings that blend with the environment and can be detected only at close Scrutiny. The whole
population of each settlement is composed of Dúnedain who engage in all the activities needed for
the village’s survival. Farming, fishing, hunting, lumbering and all related activities are carried out
locally. Other more specialized activities like mining and smithing are localized in one of the main
villages, which then supplies its neighboring settlements. Settlements are headed by a Reeve, an
elder elected by the villagers and confirmed and installed by the Great Warden: his main duties are
the organization of labour and the settling of disputes among the locals. Immediately after the fall of
Arnor, Hidden Settlements tended to concentrate in one area in the North Downs and one in the
South Downs, with a small number of families living beyond these. After the Great Orc Invasion in the
28th century, all settlements west of the Mitheithel were abandoned, and the Dúnedain moved into the
Angle where, at the end of the Third Age, all the Hidden Settlements were located in a confined and
heavily protected area.
RANGER OUTPOSTS
Rangers operating in a certain area always have an outpost where they can fall back for recovering,
resting and restocking their supplies. Outposts are always hidden: the larger ones are located within
the ruins of abandoned settlements or old fortresses; smaller ones can be built in natural caves or
ruined towers. Important outposts are permanently manned by Rangers, among them a Master
Ranger and a healer. They are stocked with food, weapons and other supplies. Minor outposts are
simply protected by disguised, sturdy doors and various spells of concealment and contain
non-perishable supplies and encrypted logs that Rangers use to communicate with those visiting later.
Outposts never produce the materials they need: instead, when conditions allow it, they tend to rely
on local allies, more or less aware of the true identity of the Rangers. Isolated villages, communities of
nomads, hobbit clans or large inns all may sell or donate food and supplies. In some cases, the
Rangers have to regularly re-supply the outpost themselves (e.g. to maintain secrecy in a sensitive
area). A few outposts are additionally protected by friendly beasts, such as bird colonies, which have
built a symbiotic relation with the Rangers, warning them about potential threats and, in turn, being
protected from predators by the presence of their allies. These alliances are made possible by
communications skills that a few talented Rangers are able to learn from the Eldar.
RANGERS IN DÚNADAN SOCIETY
The Dúnedain of the North in the late Third Age are relatively egalitarian: everyone among
them is of pure Númenórean descent, and as such counts among his ancestors lords and
knights of the North-kingdom. But in the simple and secluded life of a Hidden Settlement labour
division is limited, personal wealth scarce and social ranks almost non-existent. This is not to say that
everyone is equal: those who are selected as Rangers enjoy a special respect, which repays them of
the considerable hardships and sacrifices they must face in their service. The longer the years of duty,
the higher the status that Rangers enjoy, with Master Rangers being highly honoured and Wardens
being only second to the Captain of all Rangers. Among non-Rangers there is no hard distinction,
save for the Reeve who is always a well respected figure. Land-ownership is not hereditary but rather
assigned by the community. When they near adult age, young Dúnedain are faced with a choice to
either continue their parents’ trade, learn a new profession (which is encouraged if a position has
fallen vacant) or apply to become a Ranger. Traditionally the first son continues the father’s trade.
When a young Dúnadan applies for a new profession, he or she is assigned by the Reeve to a
position that is either vacant or needed, most often in other Settlements where the youth starts a new
life. The profession always comes with the necessary tools – for a farmer, land and animals, for a
craftsman, a workshop. A request to join the Rangers is the hardest path: applicants are led to the
training site of Garth Lothren, where they are drilled and tested for half a year. At the end of that
period, only a few are promoted to Ranger status, thus continuing with their training; the others are
sent back to their homes to start a life in the community.
Warfare
All Rangers are equipped with swords, spears and light armour. About a third of them is also given a
horse for greater mobility. Their style of warfare is highly mobile, preferably applying ambush: they
gather information and strike when the enemy is in a position of weakness. Typically faced with
numerical inferiority, Rangers launch lightning strikes with the purpose of damaging supply lines and
deteriorate the enemy’s morale, only to retreat when their purpose is achieved. They use terrain to
their advantage, dividing larger forces into small bands that can be easily picked off one by one,
drawing foes into traps and harassing them from the back and the sides when they are marching.
Training with the Elves of Rivendell gives the Rangers skills that would look supernatural to other
Men, which include stealth, mimicry, animal languages and simple spells and wards of secrecy.
When the Hidden Settlements are threatened, the Rangers may summon their total strength, enlisting
common people as militias. They are called Beriedain (S. “Defenders of Men”) and receive regular
training with spear, sword, shield and bow. They are lightly armed but strong and well-disciplined: in
battle they are led by Ranger officers and a match for regular forces of other Men. Counting all able
bodied men and women in the Hidden Settlements, the Beriedain represent a large force that may
rise up to considerable challenges. The last time the Beriedain were called into battle was during the
Great Orc Invasions: since then, the Rangers have avoided mustering them for fear of revealing the
position of the Hidden Settlements to the Enemy (and losing people – every killed member counts all
the more in a small community).
Outside Relations
In spite of their key role in defending Eriador and its communities from the Shadow, Rangers are by
most people considered vagabonds with no trade and looked upon with suspicion by the settled
inhabitants of the countries they visit. They do not attempt to change this situation, as it helps them
hiding from attention. Most outsiders, while being oblivious to the existence of the Hidden settlements,
do not even suspect the Rangers to be members of a larger organization. Yet there are a few to whom
the Rangers choose to reveal a glimpse of their true identity: Friends and allies who support them,
trusting them to be a force of good. In times of need, Rangers may send envoys to the leaders of the
communities of Eriador, acting as counsellors and alliance-brokers with other communities; they
promote peace and foster cooperation towards a common goal as well as facilitate the ability of
groups to defend themselves from threats. Elves tend to be an exception: some in Rivendell are
aware of the existence and location of the Hidden Settlements, and most of the Wandering
Companies of Eriador respect the Rangers and readily share information with them: they may not
know their true identity but they can easily read their hearts as true and opposed to the forces of
Darkness, and some elves may even guess them to be descended from the old Men of the West.
PLACES OF NOTE IN T.A. 2965
See map with all the places listed.
Bar Minerdhyl – at the time of Arantar, a few years after the founding of the King’s Rangers,
a school to train future members of the fellowship was established on the western side of the Weather
Hills, in a sparsely inhabited area within the king’s own lands. The location of the place was kept
secret to all except the Rangers themselves. Bar Minerdhyl (S. “The house among the lonely hills”)
was the headquarter of the Rangers until the invasion of Angmar in 1974 when it was completely
destroyed by the enemies’ forces, so that nothing remained of the original buildings and gardens. The
Rangers of the North established a memorial shrine among the charred ruins, replacing the original
statues of the founders, Arantar and the two Master Rangers Súlverain and Bronweg, and adding a
fourth to honour Arvedui, the Last King. Among the ruins the Rangers have created a hidden outpost
where members of the order may find a safe haven and hidden supplies.
Brónacoll – one of the first Hidden Settlements to be established, Brónacoll (S. “Enduring Hollow”;
formerly Foronarth from T.A. 1980 to 2747) is nested within the North Downs. Once a large fortified
village with a strong keep, it served for over seven centuries as the seat of the Chieftains of the
Dúnedain in the area. Completely destroyed during the Great Orc Invasion, it was partially rebuilt in
the 29th century and today is the main outpost of the Rangers in Northern Eriador, permanently
manned by at least five Rangers, among them the Warden of the North. In T.A. 2965 the position is
held by Maegind the Stern, a middle-aged Dúnadan known for his boldness and cunning in battle.
Thurincaw – originally built as a Ranger outpost to watch over the north-western borders, Thurincaw
(S. “Secret Shelter”) lay in the northern part of the Hills of Evendim, a hidden mansion among the
fells. Here Arvedui hid for a night during his flight to Forochel, and soon after that the outpost was
discovered and destroyed by the orcs of Angmar. After the defeat of the Witch-king, the Rangers of
the North established an outpost among the ruins, which is occasionally used as a base for ranging
into the Rammas Formen and the lands around the Ice-bay of Forochel.
Tîr Fioncor – a high castle located in the north-eastern Hills of Evendim, Tîr Fioncor (S. “Watchtower
where the hawks circle”) was the seat of several Dúnadan lords, sworn to protect the northern frontier
of Arnor first and Arthedain later. The castle enjoys an unmatched view of the northern lands: it was
destroyed in T.A. 1975 and rebuilt – even though more modest – by local lords. The fort was again
stormed and pillaged by Orcs in T.A. 2747. In the following years the ruins were occupied by Rangers
as a semi-permanent outpost used to monitor the lands north and east of Evendim. The sentinels
communicate with other outposts by smoke signals or, in case of extreme danger, by fires lit on the
top of the tower.
Lofthope – a village on the hills west of Nenuial, it grows around an exceedingly old castle whose
foundations are said to have been laid in the First Age. The village is sometimes called Bereg’s
Terrace, after a legendary king of Eriador, the son of Bëor who returned from Beleriand, or by its
original Sindarin name Orfinsant (S. “Applegarden”). Lofthope is well defended and partially hidden by
its position on a high cliff, and it enjoys a wide view of the lake. In the high days of Arnor, it was
considered one of the most pleasant settlements in the kingdom. In the late Third Age the village is a
large farmstead inhabited by a couple hundred people, ruled by Saelbeth. He is a friend of the
Rangers and, while being oblivious to their secrets, he knows them to be the descendants of the
Dúnedain of old. The old castle is now an almost complete ruin. Lofthope is invisible from the lands
below, and can only be reached through narrow and steep paths that are not suitable for carriages,
but only for horses and mules (the last bridge allowing easy access to the settlement was destroyed
in T.A. 2747). From the lakeside below it takes a two hours hike to reach the settlement above.
Amon Thônion – the Hill of Pines is one of the greatest heights south-west of lake Evendim and it
offers a view both of the lake and the lands to the south and west. In ancient times local lords built a
watch-tower here, of which only crumbling stones remain, but the Rangers have established a
permanent strong-house here. Amon Thônion is the seat of the Warden of the West. In T.A. 2965 the
office is held by Darthanor the Peacemaker, a middle-aged man with a gift for diplomacy who
cultivates friendships among elves, men and hobbits all over western Eriador.
Lunney – many towns have been built over time at the confluence of the rivers Lune and Evendim.
The location is a natural meeting point for the riverfolk and the hunters of the area, it is protected from
enemies by the marshes, but it is at constant risk of flooding. A common Westron name of the town is
Lunney (pr. Lune-ney), although in the past it has been known as Evenisle, Spearpoint or, in Sindarin,
Caras Celairnen. In T.A. 2965 Lunney is a village of about 800 indigenous inhabitants plus a floating
population of 100-300 shepherds and seminomadic boatmen; it is ruled by a thane on friendly terms
with the Elves of Mithlond. Rangers are welcome in Lunney, as they are recognised as Elf-friends, but
they retain an air of suspicion due to the secrecy of their activities beyond the Evendim Hills. They
own a house in town, always manned by at least one member who is in charge of keeping contacts
with Cîrdan and other elf-lords of the West: in fact the house is sometimes visited by elvish travellers
and messengers sharing intelligence with the Dúnedain and meeting with Darthanor.
The White Towers – these white towers, rising to the east of the Grey Havens, were built by Gil-galad
for Elendil and they once marked the western border of Arnor. Elendil set one of the palantíri in the
tallest tower, Elostirion, but the stone would only watch westwards. Besides a meeting point between
elves and men, the towers offered their selected visitors a chance to look over the sea with the
palantír: Elves would access it to have a glimpse of the Immortal Lands, but men would rather look to
the sea, hoping for a vision of the hallowed tip of Meneltarma, soaring above the waves of the Great
Sea. The visions were source of inspiration and consolation for those who visited. After the fall of
Arnor the guardianship of the towers was entrusted by Aranarth to Círdan. The Shipwright entrusted
Braswen with the care of the towers, an exile from Valinor sworn to remain until the last ship leaves.
Once a follower of the Vala Lórien, she is also named Tíraguir after her ability to read the hearts of
others and to guide them in their visions and dreams. She is one of the few Eldar to be fully aware of
the Rangers’ identity and true purpose; occasionally a Dúnadan may visit the Towers to look into the
Stone; for the Captains and the Wardens, this is a rite of passage necessary to their office.
Annúminas – the city was founded by Elendil on the ruins of older settlements, some of which were
inhabited by the Eldar. It served as the capital of Arnor until T.A. 861, when the royal seat was moved
by the kings in favour of Fornost and it entered a slow decline. A sack by Angmarean forces in T.A.
1409 led to a second wave of emigration and, by the time of the fall of Arthedain, Annúminas was
already a partially dilapidated city. Because it is built on a hill overlooking Lake Evendim, its ruins can
be seen a great distance. The Rangers have established an outpost in the basement of one of the
ruined houses that is used as watch station in times of need. Other Men avoid Annúminas and
consider it to be a ruin haunted by the ghosts of the dead – a belief that the Rangers carefully
maintain to avoid too many people visiting the place.
Fornost – Norbury-of-the-Kings was founded in the early days of Arnor and it became the capital of
Arthedain in T.A. 861. It was pillaged by the armies of Angmar in 1974 and subsequently abandoned.
Since it rests in a high and strategic location, its surviving towers are a frequently visited spot by
Rangers, even though they never established a permanent outpost among the ruins. Over time, many
people tried to settle within the old city: whereas orcs and trolls would be slain without mercy, leaving
none alive, the Rangers learned to scare outlaws and treasure-hunters away by the cunning use of
sounds and lights (in a similar way to that of Annúminas), thus giving rise to the notoriety of Fornost
as a place haunted by the spirits of the slain: Deadmen’s Dike.
Stonehill – since the early days of Arnor, a fort north of Iach Sarn was the site of a settlement
watching over this important river crossing. Even though the North-kingdom has long since vanished,
this remains a crucial site for all folk wishing to travel to the Shire. The castle and the town remained
inhabited even after the fall of the North Kingdom, only to fall during the orc invasions of the 2740s.
Since then, a small village established itself around its ruins, called Stonehill. Since the Shire Grant it
has been at least in part inhabited by the hobbit-clan of the Stonehills. By long-held tradition, they
offer supplies and occasional hospitality to Rangers in exchange for help in keeping dangerous
Outsiders on the other side of the Ford. The Hobbits understand little of the Rangers’ motives and
they are wary of them; on top of this, they are keen to keep their dealings with these Men
inconspicuous, lest their reputation with other hobbit clans and the Bounders suffers. The relationship
isn’t always easy, but Stonehill remains the most important ally for Rangers in south-western Eriador,
and it is the key to maintain and supply a number of temporary outposts in the area and to monitor
Sarn Ford effectively. In T.A. 2965 the Elder of the village is Oskar Stonehill, a cantankerous old
Hobbit known for his shrewdness in dealing with the Big Folk.
Barad Caranthir – the original town dates from the time of Arnor, but was abandoned nd resettled
many times. After the fall of Arnor, it was for a long time the main Hidden Settlement of the Dúnedain
in the South Downs and called Carathir in this time. The settlement was abandoned during the Orc
Invasion of T.A. 2745-8 and never resettled; it survives as a permanent outpost. Barad Caranthir’s
name (S. “Red-faced Fort”) comes from its old tower, now partially ruined and overgrown with grape
ivy that turns red in winter; the structure is a good lookout over the lands around it. Barad Caranthir is
the seat of the Warden of the South: in T.A. 2965 this is Cûithil the Hunter, the youngest of the
Wardens and an unparalleled Ranger, often on the move in the lands of old Cardolan.
Fennas Drúnin – legend has it that the poetic name Fennas Drúnin, which in Sindarin means
Gateway of the Wild Waters, was given by the ancient Elves of Eregion to the confluence of the
Mitheithel and the Bruinen. The first mannish settlement may be even older than Eregion but its name
is lost, along with those of many other successors founded by immigrants from Dunland, Minhiriath,
northern Rhudaur or even the Vales of Anduin beyond the Misty Mountains. For ages the Angle has
been a land of passage and a haven for peoples on the move, protected as it is by water on three
sides and hills on the north. In 2912 the town was badly hit by the floods following the Fell Winter and
half of it was destroyed, including the ancient castle of Erthad Celyn which overlooked the confluence;
it was at this time that Haldagol, posing as a Hereweald, Lord of Rode, stepped in to provide relief to
the population and thus strengthened the bonds even more. Even though the members of the Council
of Fennas Drúnin are vaguely aware of mannish settlements to the north, they keep this to
themselves – being aware of the efforts of its people to stay hidden. In this, they actively
avoid too much knowledge to prevent any accidental information leaking out. In 2965
Fennas Drúnin is still recovering from the damage of the floods, but counts 1,500 inhabitants and is
the largest settlement regularly in contact with the Dúnedain of the North, even if most of its
inhabitants are unaware of this. Rangers occasionally visits the town, posing as emissaries from Rode
and his lord.
Andring – hidden among hills and deep woods of the Angle lies the centre of political and military
power of the Dúnedain, the seat of the Chieftains and the Great Warden. Established as an outpost
sometimes in the early 21st century, Andring (S. “Long cold”) consisted of an old tower built in the
high days of Arnor but left to ruin under the kings of Rhudaur. In time, the outpost grew into a small
Hidden Settlement until, in the early 2750s, the surviving Dúnedain of the North and South Downs
moved into the Angle and Andring became their de facto capital. In T.A. 2965 its population numbers
1,400. The settlement is built on a slope and protected by high stone walls, the tower at its top
overlooking the heartland of Dúnadan territory. At present the Great Warden is Haldagol the Old, a
man descended from a minor branch of the line of Isildur. Andring can be reached by only one road
coming from Sainbar; smaller paths lead in other directions. All access routes are well guarded
by Rangers.
Sainbar – while Andring is the political and military centre of the Dúnedain in the Angle, Sainbar is the
economic hub. Less isolated, it is built not far from the banks of the Bruinen. From here, a path
follows the river towards Fennas Drúnin and another one, which is carefully hidden, appears to end in
an old ruined settlement, but truly leads west to Andring. Unlike most of the settlements in the area,
Sainbar has been built from scratch and not over an older settlement: its fortifications are made of
wood and it looks quite inconspicuous to outsiders. All of its 400 inhabitants are Dúnedain. Sainbar
is overseen by a Reeve, which in T.A. 2965 is Dirhael the Old; his wife, Ivorwen, is a wise woman and
said to be gifted with foresight. They are the parents of the Lady Gilraen, who now lives in secrecy
beyond the Angle, and the grandparents of Aragorn, the young heir of the Chieftains. These relations
give them a particular sway and authority over the local population, which is sometimes at odds with
the rulings of the Great Warden Haldagol.
Garth Lothren – the current training site for new Rangers was established when the Dúnedain left
their lands in the West and moved into the Angle. The compound is based among the ruins of an
older castle built at the height of Arnor and later occupied by Hillmen lords. Destroyed in T.A. 1975 by
the forces of Gondor, parts of the castle have been rebuilt and the extensive basement which has
been enlarged is now able to house as much as 50 people at any time, together with enough supplies
and weapons to withstand a siege. In T.A. 2965 Garth Lothren is under the authority of Master Ranger
Orodal, an old veteran with a scarred face and a limp from an old wound. He has a reputation for
being exceedingly harsh on new recruits, but also of being one of the best teachers among the
Rangers.
Amon Sûl (Weathertop) – After Angmar was completely vanquished, the surviving lords of the
northern Dúnedain met at Weathertop to decide the future of their people. Even though the original
fortress built by Elendil had been a ruin since T.A. 1409, the place was still considered the traditional
centre of Arnor. In the ring of stones of the old tower, the lords of the Dúnedain swore to continue the
task of protecting the lands of the North against Shadow. Before the Orc Invasions of Eriador (T.A.
2745-8), it was tradition that every seven years the Rangers would hold a great meeting here: each
Warden visited with twelve of his men in addition to the Chieftain of the Rangers. The Gathering of
Amon Sûl was a way to preserve tradition and the memory of the ancestors of the Dúnedain, and to
debate current events and plans. After the Hidden Settlements were moved into the Angle, this
tradition has been abandoned, but the Gathering of Amon Sûl is still held for the succession of the
Chieftain of Dúnedain and the appointment of the Captain of the Rangers. The tradition of the
Gathering has always been kept secret to all except the Captain, the Wardens and those who travel
with them: if the servants of Shadow should know how to find all the highest ranks of the Dúnedain in
one place, they would be sure to target it with all their power and try to wipe the Rangers of the North
from history.
Map for Ranger places in 30th century Eriador: This map shows the places mentioned in the text.
Fennas Drunin and Noddfa Rhaglaw are names taken over from MERP and later reused in
Population and Urbanization in Eriador (Other Minds, Issue 13). Noddfa Rhaglaw is not further
mentioned in this article, but will be the subject of one in a future Issue of Other Minds. Azelanduzur
and Kalbarazûd are original names for dwarven settlements from A Brief
History of the Dwarven Mansions and Amending “A Brief History of the Dwarven Mansions” in Other
Minds Issue 4 and 5, respectively. The unnamed settlements in the Shire are all named in Population
and Urbanization in Eriador (Other Minds, Issue 13).