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MERP Angmar Land of WitchKing

Middle-Earth Role Playing Games - 2100 through 2900

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Shown Left: Angmar: Land of the Witch-King
Iron Crown Enterprises (ICE)
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.


MERP Middle Earth Campaign Guidebook Middle-Earth Campaign Guidebook
Iron Crown Enterprises (ICE)
MERP#: 2200
2nd Edition
24 pages
large 24" x 36" color poster map dedicated to making Middle-Earth

MERP Court of Ardor The Court of Ardor
Iron Crown Enterprises (ICE)
MERP#: 2500
52 pages with 8 pages of color maps.

MERP Northern Mirkwood Wood-Elves Realm Northern Mirkwood - The Wood-Elves Realm
Iron Crown Enterprises (ICE)
MERP#: 2600
52 pages, 6 major layouts, a 16" x 20" full-color double-sided detachable mapsheet, side #1 of which depicts settings from THE HOBBIT, side #2 maps out LAKE TOWN, DALE, and a Wood-elf village Journey if you dare through the shadowy depths of Mirkwood, encounter Great Eagles, Giant Spiders, Bears, Wolves, and the Dragons of the Withered Heath.
Follow the Old Forest Road through the heart of Mirkwood - take the path of Oromë and the Elves of the First Age - and you'll find yourself in deep, dark woods once full of game and fish and berries. How strangely quiet the woods are now, how dreary and threatening since the Shadow of Mordor cast its pall across the land six hundred years ago. Only the Giant Spiders of the forest seem content as they lie in their shadowy lairs, alert for the slightest stir in their sticky, steely webs. Home to Thranduil's Wood-Elves, the Dwarves of the Iron Hills, and various Northmen groups of the mountains, (not to mention the Giants and Dragons of the Grey Mountains), Northern Mirkwood is a wide-open wilderland as yet untamed by any dominant civilization. Bordered by the mighty Anduin River to the west and the Grey Mountains to the north, the Northern Mirkwood region includes within its borders the ancient Mountains of Mirkwood and to the east, River Running, the Celduin. The Rhovanion plains, which reach east of the forest, provide the best grazing and farm land in the region and stand as yet unpolluted by Sauron's withering grasp. Never a center of government or a cultural magnet, Mirkwood in T.A. 1640 is recovering from the recent Dark Plague, a pestilence which struck down half of the men and beasts of the area and led to famine and great suffering in the winter that followed. To add to the region's ills, Smaug the Destroyer and his winged cousins have for centuries made their homes in the frozen wastes north of the Grey Mountains and bred in the Withered Heath of Desolation, a forsaken zone that testifies to the Dragon's powers of ruination. Far to the south, below Rhosgobel and the Narrows of the Forest juts Dol Guldur. For the past six centuries, this gloomy, mist enshrouded fortress has stood as Sauron's outpost in Mirkwood, his stepping-stone between Mordor and Angmar, and has cast its sickening and strangling shadow across the game and the greenery of what was once Greenwood the Great, Middle-earth's mightiest western forest.

MERP Southern Mirkwood Haunt of Necromancer Southern Mirkwood: Haunt of the Necromancer
Iron Crown Enterprises
MERP#: 2700
60 pages
Details of all of Southern Rhovanion. 4 major layouts including Dol Guldur.

MERP Isengard and Northern Gondor MERP Isengard and Northern Gondor Isengard and Northern Gondor
Iron Crown Enterprises (ICE)
MERP#: 1000 - 1983
MERP#: 2800 - 1987,  2nd Reprint (Shown Here)
48 pages and 8 pages of color maps
Contains full-color area map of Northern Gondor, full-color cutaway view and floor plan of Orthanc, 2 complete city plans, full description of Saruman, herb lists and political intrigue, Helm's Deep and much more.
ISENGARD AND NORTHERN GONDOR includes: A Full-Color Fold Out Map: regional map, maps of Calmirië (Aldburg) and Dunlostir, plus 4 pages on the Tower of Orthanc. Major Layouts: The Underground Levels of Orthanc, The Entry Passage, and The Hornburg. The Fortress of Isengard: one of the greatest architectural creations in all of Middle-earth. Other Inhabitants of the Region: The Calenardhrons, The Dunlendings, and the Drúedain

MERP Moria Dwarven City MERP Moria Dwarven City Moria: The Dwarven City
Iron Crown Enterprises (ICE)
MERP#: 2900
7 Deeps (Levels and sublevel) maps and cross-section diagrams of both the city and the mines Diagrams of traps, macines and forging implements. Large scale detailed floorplans of specific areas: the Chamber of Mazarbul, the Endless Stair, Durin's Bridge and the Entry Halls. Information on Durin's Tribe, the 3 Orc Tribes, and many creatures who later  inhabit Moria and the Balrog. Deep within the bowels of the central Misty Mountains lies Moria, the "Black Chasm". Here stood Khazad–Dum ("Dwarf–mansion") the kingdom of the noblest Lord of the Seven Tribes of Dwarves, a city sculpted from rock and embellished by the finest hall–builders of their day. Within its recesses Durin's folk mined precious metals and discovered mithril, the "true-silver". Now its chambers are dark and its builders gone. Tales speak of a Balrog, a "Demon of Might" which once served the Black Enemy Morgoth. Bats and wolves and deadly traps await those daring few who seep the treasures buried deep in the still, dank chambers of the Black Chasm.