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Shown Left Top (2 photos): Valar & Maiar
Iron Crown Enterprises (ICE)
1993
MERP#: 2006
Imagine, after hearing all the awful legends, finally confronting a dreadful spirit borne out of the great Evil of the Elder Days, and immortal demon stirred from his primeval slumber. Imagine
meeting a Balrog. In Valar & Maiar you learn about Balrogs, as well as all the other greater spirits (good and evil) inhabiting J.R.R. Tolkien's marvelous world. These immortal beings, the mighty Ainur,
helped shape Middle–earth – the place Elves call Endor. Their story dominates much of the continent's troubled history. Fallen Ainur, Morgoth, Sauron, and the Balrogs, forever haunt the land, twisting
Endor's peoples and perverting its politics. Faithful Valar, like Orome and Aule, serve as patrons of the Free Peoples. Wise Maiar, like Gandalf and Tom Bombadil, act as caretakers of the Balance of Things. Each has a
place in Eru's scheme, and each has a story that colors the grand saga of Middle–earth. Overviews describing the general nature and history of all the "Holy Ones," the immortal Ainur, including the fallen spirits
known as the Great Enemies. Valar, or "Powers," the high guardians of the world. Maiar, or "Hands," the immortal servants of the Valar. Wizards – the five Maia emissaries sent to Middle–earth in the Third
Age. Fallen Ainur *Ungoliant. Complete character statistics.
Shown Left Bottom (2 photos): Dol Guldur; softcover supplement
Iron Crown Enterprises (ICE)
1995
MERP#: 2014
224 pages
Dol Guldur documents the history, design, layout, garrison, and inhabitants of the Hill of Sorcery, the volcanic stronghold in Mirkwood. The cinder cone looms over a vale strangely quiet and barren amidst the forest.
No birds fly across the Nan Lanc, the Naked Valley, and thistles and briars comprise its vegetation. Within the mountain, intricate pits and chambers tunnel deep into the earth, and a maisma of evil coils amidst the
shadows. This all–new volume of the Citadels of Middle–earth series presents over 20 pages of maps and floorplans detailing the Necromancer's awful lair. It includes complete stats for MERP, the Lord of the Rings
Adventure Game, and Rolemaster. Dol Guldur includes: Cross section of the Citadel - showing the Precipices, Levels, and Strata of Dol Guldur, and where they fall within the volcano Amon Lanc. Key locations - the Front Gate,
the strategic Web enclosing the Seventh Level, the Bagalaukan that collects the fetid slurry of the stronghold's privies, the severely beautiful Necromancer's Halls, and the deadly Fifth Stratum where the Overlord of Dol
Guldur reposes in searing, sulfur-laden steam. Floorplans - of Celedhring's domicile, the Slave-master's residence, the halls of the Mouth of Sauron, the Necromancer's Vantage, and many more. Lords and Overlords - Khamul
the Nazgul, the Mouth of Sauron, Dol Guldur's High commanders, and the Necromancer himself. Orcish devices - rail-cart tugs, stair lifts, and the Dhaumabrukul (the Wheel of Pain) are but a few of the mechanisms employed
by the Orcs of Dol Guldur. Orcish traps - drain chutes, fume chambers, mud pits, steam jets, and numerous other traps threaten the survival of intruders. History - tales like that of the first inhabitants of Amon
Lanc, the Dwarves of Drúin's Tribe, and their subtle eviction by the Dark Lord's minion, Celedhring. Into the Darkness - a three part mini-campaign involving a tricky rescue attempt to pluck an important prisoner from
the Necromancer's grasp before her captors leave Dol Guldur's outposts and reach the innermost dungeons of the citadel.
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MERP (Middle-Earth Role Playing Game) -
2100 through 2900 |
General Lord of the Rings and Middle-Earth MERP Searches:
[1]
[2]
[3]
Specific Lord of the Rings and Middle-Earth MERP Searches:
Court of Ardor 1
Mirkwood (Inclusive) 1
Campaign Guides 1
....More
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Shown Left: Angmar: Land of the WitchKing
1982
MERP#: 2300
48 pages, plus full color map insert
Angmar contains: 4 major floor plans 8 B & W maps Cultures, herblore & guidelines for running your own adventures A 16" x 20" full-color double-sided detachable mapsheet, side #1 of which details the NORTHERN MISTY MOUNTAINS,
side #2, maps out the city of CARN DÛM Trolls, Giants, Dragons, Bears, Wargs, Orcs and of course THE WITCH KING OF ANGMAR BACKGROUND "It is ever so with the things that men begin: there is a frost in Spring or a blight in
Summer, and they fail of their promise" (LotR III, p.182). Elendil and his heirs arranged two kingdoms when they came to Middle-earth from Numenor; Gondor in the South, and Arnor in the North. Both were fair and prosperous
kingdoms at the beginning of the Third Age. At this time the history of the two kingdoms parted; the star of Gondor rose, but that of Arnor fell into darkness. Two forces brought the destruction of the North Kingdom. The
first was the waning of the Dunedain who dwelt in Arnor. The second, and far greater was the shadow that came from the land of Angmar. The men of Arnor withstood the evil power of the Witch King for six long centuries, a
tribute to the strength and power of the Dunedain of the North. Arnor had suffered comparatively little in the war against Sauron at the conclusion of the Second Age, and the kingdom should have prospered. Although the
numbers of the Dunedain had been reduced, they were still great. The climate of Arnor was mild and the land was fertile and free of enemies. For a few hundred years matters went well, but the air of Eriador seemed unwholesome
for the descendants of Numenor. Arnor fell into decline long before the land held any whisper of the shadow of Angmar. For reasons unknown the Dunedain abandoned their capital of Annuminas upon the shores of Lake Nennuial,
and withdrew to the lesser fortress city of Fornost. The kingdom of Arnor was doomed to "a frost in Spring, and a blight in Summer." The heirs of the kingdom could no longer agree on the succession to the throne of Arnor in
the ninth century of the Third Age. In T.A. 861 the strength of the northern realm was divided into three kingdoms: Cardolan, Rhudaur, and Arthedain. The quarreling continued; Rhudaur and Cardolan contested the possession of
the tower of Amon Sul and its Palantir. The watch on evil slept in the north; men turned inwards and concerned themselves with their own affairs. The rumours of evil multiplying in the mountains did not interest them; for
Arthedain and Cardolan at least, the mountains were a long way off. None gave their attention to the unpromising valley in a northern fork of the Misty Mountains. The Witch King arose in Angmar during the realm of Malvegil
of Arthedain, some time between T.A. 1272-1349. Men became aware of the growing evil in the mountains, but Angmar was still preparing its power. No assaults on the Dunedain came until Argeleb, the son of Malvegil, assumed
the throne. The next sixty years were dark ones for the Dunedain of the North. The Dunedain of Rhudaur were driven out by evil hillmen in league with Angmar and Argeleb was slain in battle. Together Arthedain and Cardolan
held the Weather Hills against Angmar. In 1409 T.A. the Witch King of Angmar released his deadliest assault. Amon Sul was raised and burned and the Dunedain were forced to flee westward. Cardolan was laid to waste. Help came
to the Dunedain from the Elves of the Grey Havens, Rivendell, and Lorien. The armies of Angmar were repelled from Fornost and the North Downs, and forced to withdraw to Angmar. The shadow of the North was contained for a time.
ANGMAR The land of Angmar is one of the grimmest places in all of Middle-earth. It is not black and twisted like Mordor, but heartbreakingly cold and barren. It lies in a northern fork in the Western Misty Mountains, and in
the Eastern Misty Mountains. Little activity is centered upon the barren plain between the fork in the mountains; the border guard of men is set in the rolling hills upon the edge of the low plateau. These men watch the long
border road that runs from Carn Dûm to the southern tip of Angmar. The orcs prefer the safety of the tunnels in the mountains. In the East the Witch King has no border guard; the mountains bar entry into Angmar from that
direction, except to those who know the orcish tunnels.
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