"In the wild lands beyond Bree there were mysterious wanderers.  The Bree-folk called them Rangers, and knew nothing of their origin."

Not All Those Who Wander Are Lost

When the Realm of Arnor ended long ago, the Dúnedain of the North did not abandon their struggle against the Enemy, but passed into the shadows and out of the history of most Men and Elves.  Severely diminished in number, they became a secret people, wandering in disguise among crumbling walls and ruined towers.  For almost a thousand years they dwelt in hidden places, in lonely woods and silent hills, but they never ceased to keep watch over the borders of their former kingdom as Rangers of the North.

While the years have lengthened, the task of the Dúnedain has always been the same: to keep the folk of Eriador free from care and fear.  They tirelessly patrol the region's many paths and roads and protect those who journey across them.  They labour secretly, keeping to themselves while in the wild, and rarely giving their names to the travellers they save or to the countrymen whose farms they guard at night, when evil things come out from dark places.

There is little glory to be gained as Rangers of the North, as their valour cannot be rewarded with honour, and their deeds are seldom sung.  The memory of their long heritage is preserved in Rivendell, where their long strife against the Shadow is remembered and recorded.  Since the days of their last King, the sons and chieftains of the Dúnedain have been fostered in the house of Elrond, and it is there, in Imladris, that the heirlooms of their lost kingdom are treasured.


The Rangers are the last descendants in the North of the Dúnedain, Kings among Men that once came to Middle-earth over the Sea out of Westernesse.  When they do not disguise their features, they are tall and lordly, towering above most Men living in the North.  They are often silent and grim of countenance, and look wise and mature beyond their years.

They generally wear comfortable but weather-beaten garments, favouring high leather boots and heavy cloaks of dark grey or green cloth, complete with ample hoods that can be cast over a worn helm.

Dúnedain Names

The Dúnedain retain the ancient tradition of naming their sons and daughters using the Sindarin tongue.

Male Names: Adrahil, Amlaith, Anardil, Anárion, Anborn, Angbor, Arador, Araglas, Aragorn, Aragost, Arahad, Arahael, Aranarth, Arannel, Aranuir, Araphant, Araphor, Arassuil, Arathorn, Araval, Aravir, Aravorn, Argeleb, Argonui, Arvedui, Arvegil, Arveleg, Baranor, Belecthor, Beleg, Belegorn, Beregond, Beren, Bergil, Boromir, Celepharn, Cirion, Damrod, Denethor, Derufin, Dervorin, Dírhael, Duilin, Duinhir, Ecthelion, Egalmoth, Eldacar, Eradan, Faramir, Findegil, Finduilas, Forlong, Golasgil, Halbarad, Halls, Hirgon, Hirluin, Húrin, Ingold, Iorlas, Mablung, Malbeth, Malvegil, Ohtar, Orodreth, Thorondir, Thorongil, Turgon.

Female Names: Gilraen, Ioreth, Ivorwen, Lothíriel, Morwen, Nelladel.

Standard of Living

Little is known of the way of the Dúnedain of the North, but what is certain is that they never wear or carry anything whose worth cannot be measured in a practical way.  Their gear or garments are never considered precious for the gleam of stone or gold, but for their capability to endure long journeys and strenuous fights.  This is why their culture is considered Martial.

Bonus Equipment: A dark hooded travelling cloak, travelling gear for the current season, a backpack, a belt dagger, boots, 3d6 silver pennies, plus choose any two: a ring or jewel that is an heirloom of your line, a pipe and pipeweed, a well-made blanket, a wide-brimmed hat, a stout walking stick.

Dúnedain Traits

You character has certain traits deriving from your Dúnedain ancestry.

Ability Score Increase – Your Wisdom and Constitution scores increase by 1 and you may increase two additional ability scores by 1.

Adventuring Age – 18-60.  In the North, the Dúnedain are generally sent out into the Wild at the age of twenty, when they begin their customary period of errantry, but may begin to go on adventures even at a younger age.  They retain their strength of body and will longer than most Men, but usually cease to travel far from Eriador when they reach their fifties.

Size – Most Dúnedain stand well over 6 feet tall.  Your size is Medium.

Speed – Your base walking speed is 30 feet.

Lore of Númenor – You have proficiency in the History skill.

Raised in the Wild – You have proficiency in the Survival skill.

Languages – You can speak, read, and write both Sindarin and Westron, the Common Tongue.

Starting Virtue – You gain one Dúnedain Cultural Virtue of your choice.











Leaf and Land MichaelPerry