The Iron Hills - Fan Modules

May 6, 2018 | Author: Anonymous | Category: Social Science, Anthropology, Archaeology
Share Embed Donate


Short Description

Download The Iron Hills - Fan Modules...

Description

The Iron Hills

1

10.0

Selected Reading

Contents 1.0 Notes on the features and use 1.1 Definitions and terms 1.2 Special notes concerning maps and interpretation 1.2.1 Map 1.2.2 Map 1.2.3 Map 1.2.4 Map 1.2.5 Map 2.0 Introduction to The Iron Hills (T.A. 1640) 2.1 Overview 2.2 The History of the Iron Hills 2.3 The Iron Hills in the Later Times 2.4 A brief Timeline 3.0 The Land 3.1 The Hills 3.2 The Valleys 3.3 The Basin 3.4 The Rivers 3.5 Climate and Weather Patterns 4.0 Flora and Fauna 4.1 Flora 4.2 Fauna 4.3 Creatures 5.0 Peoples and Cultures 5.1 The Humans 5.1.1 Easterlings 5.1.2 Rhovanians 5.1.3 Dorwinions 5.2 The Dwarves 6.0 Politics and Power 6.1 Government 6.2 People of Note 7.0 Places of Note 7.1 Dwarven citadels 7.2 Dwarven fortress 7.3 Orc hold 7.4 Troll layer 7.5 Mannish outposts 8.0 Suggestions for Adventure 9.0 Tables 9.1 9.2 9.3 9.4 9.5

Master NPC Table Master Military Table Master Beast Table Encounter Table

2

1.11

1.0 Guidelines This adventure supplement has been designed to keep true to the format of the Campaign supplements created by Iron Crown Enterprises (ICE) for their Role-playing system called MERP, which is based on the works of J.R.R. Tolkien. While it is based on the works of Tolkien, it uses for the basis of the information and details from the works of ICE’s Middle-Earth Role Playing materials now no longer published. Where discrepancies between the two works occur, this supplement will defer to the material published by ICE as the preferred ruling source. While Tolkien purists will undoubtedly scoff at this, it is done to allow easier integration with the MERP gaming system which this supplement was designed for. Created as a tool for GM’s who want to expand their playing knowledge in the Iron Hills and surrounding areas. As with all Fantasy Role Playing supplements, GM’s are encouraged to modify and adapt any part of the material to better suit their ongoing campaigns. Most of the material is based on the campaign-taking place in the year 1640 of the third age, except for sections relating to other times.

Definitions

Carnen (The Red River): A prominent river in the Iron Hills area that has its origins in the western part of the range and flows south into the Celduin. Dorwinion: The area East of the River Carnen the “Red River” including the eastern half of the Iron Hills. Goda Sarker (The ______): The eastern branch of the Carnen river. Both branches have high steep banks carved out of the soft sedimentary rock found south of the Iron Hills. Great Plague: A terrible plague that struck Western Middle-Earth in 1635 and lasted for 4 years having a devastating effect on the population. Northman: The name given to the people found in the region from south of the Ered Mithrin to the southern extent of Mirkwood. Rhovanion: A vast region encompassing all the land south of the Grey Mountains, North of Mordor. Rhovanion stretches East of the Misty Mountains and west of the Red River (Carnen). The western part of the Iron Hills is located in this area. Rhun:

1.10 Definitions and Terms Terms Game System: MERP (Middle Earth Role Playing) Character Stats: Ag – Agility Co – Constitution St – Strength Pr – Presence It – Intuition Ig – Intelligence

Game Terms: AT – Armour Type Bp – Bronze piece Cp – Copper piece Crit – Critical Strike D – Die or dice D100 – Percentile Dice result DB – Defensive Bonus GM – Game Master Gp – Gold piece Lvl – Level

Mod – Modifier or Modification Mp – Mithril Piece NPC – Non player Character OB – Offensive Bonus PC – Player Character PP – Power Points R or Rad – Radius Rnd – Round RR – Resistance Roll Stat – Statistic or characteristic

Middle Earth Terms: IA – First Age FA – Fourth Age Kh – Khuzdul (Dwarvish) SA – Second Age TA – Third Age

2

2.0 Introduction Created by malevolence, the purpose of the Iron Mountains was meant to be for the proliferation of evil in Middle Earth. And so it would seem their fate, created by Melkor early in the first age to guard as a gate to his ancient citadel Utumno. But all ends are not known even to the most wise. After the war of wrath when the Iron Mountains were torn apart creating the Iron Hills men and elves avoided the area. So it was for thousands of years before any of the free people made this area their home. It would be the dwarves, the children of Aule that would see the beauty hidden within the hills and tame the region to call it home. Yavanna and Aule took pity on the corruptness that Melkor dealt to the Iron Hills feeling that no area should be created for such devises and blessed the land with beauty and riches few men and elves have seen on this earth. And so true with all that is found within the Iron Hills; two sides one of dark and foreboding and another of beauty and hope. Day 96 - “We have explored many of the natural caves and cracks within these hills over the past few months to discover little but Orc and Troll holes. But there is something about this area that draws me to continue looking. I can’t explain it but it is akin to looking at a rough diamond and seeing the beauty that lies within it when left to the capable hands of a master jeweller. I feel as if the will of Aule himself pushing me on to continue looking and delving in these hills. Its as if the area needs to play a critical role in the fate of Dwarves for generations to come.” - From the Journal of Fulla VII SA 2731 East of Mirkwood and Lake Annen (Long Lake), just south of the eastern edge of the Grey Mountains lays the Iron Hills (Emyn Engrin). The Iron Hills were once part of a larger chain of mountains and were once actually connected to the Grey Mountains. During the War of Wrath, which occurred at the end of the First Age, the Mountain range was split apart as the land underwent a great upheaval. What was left was a separate range of low mountains now known as the Iron Hills. The Iron Hills is a harsh area, which has escaped much notice by men and through the ages has had very little settlement. The Northmen who settled west of the range along the Celduin river stay far enough removed from Iron Hills, as the area is very much untamed. The Dorwinions, Rhovanions and men of Rhun have also left these inhospitable peaks to the wild beasts and creatures better suited to its rugged nature. Being left untamed and unsettled the Iron Hills have not played a significant role in the development of the civilization in the western part of Middle-Earth. Through the second age the Iron Hills became home to wild beasts Orcs, Trolls and Giants. In fact it was not until the middle of the third age when Dwarves took up residence in the range did it develop any significance to the free peoples of Middle Earth. Around that same time the Iron Hills became an important location for the Easterlings and their need to establish a secure trade route to the west into Angmar. This route was to become known as the Men-Rhunen.

Rich in minerals and ores that make superior steel, the Iron Hills developed into an important strong hold for Dwarves and Orcs alike. Later in the third age these Dwarven strongholds became a safe haven for their kin, fleeing the Dragons attacks upon their Dwarven mansions in the Ered Mithrin and Erebor.

2.1 Overview The Iron Hills are not an imposing land feature that dominates a region like the Misty Mountains or the Mirkwood forest. Far enough removed from the settled lands in the east and west the range has not played a role neither hindering nor helping in their development. Nor does it create a significant barrier to travel going east to west as it is easily circumnavigated to the north or the south. It is no wonder men and elves paid no heed to the area. Despite the original purpose of the Iron Hills as a work of evil, the land was also blessed with beauty if one knows where to look. In the Valleys and shelter from the winds that blow from the north a large variety of plants and animals can be found. In the open plain of the basin, springtime brings a kaleidoscope of colour like nowhere else on middle earth as dozens of species of wildflowers bloom all at once. The varying land features also make an ideal home to numerous species of animals some common and some very rare such as the large mountain cats found in the hills. Underneath the hills many ore deposits can be found as well as natural underground caverns filled with crystal formations of unmatched beauty. Small underground aqueducts cut through the hills creating natural pathways that reveal the beauty of the rock and crystal formations as they cut their swath through the rock.

2.2 The History of the Iron Hills Melkor and The Iron Mountains The Iron Hills were once mountains instead of hills. They belonged to the range of mountains called Ered Engrin or the Iron Mountains, which existed during the first age. The Iron Mountains spanned across the north in a large curve going from East to West. Melkor, the most powerful of the Valar, created the range itself whose song become corrupt with vanity and jealousy. Melkor wanted to possess and create life like Eru and was envious at the creation of the new world, Arda and all that Eru had made upon it. As the parts of the other Valar songs were being sung, creating what was to be known as Arda or Middle Earth, Melkor added his corrupt tunes, warping and bending what beauty the other Valar were making. In this battle of songs not all was corrupt and many things of beauty came to pass. So is true for darkness, and Melkors song in these matters was the louder. So in his song was the Iron Mountains created. Utumno Within the Iron Mountains Melkor created a secret citadel called Utumno and he placed it hidden underground away from the eyes of the other Valar. There he dwelt and spied on the world as it was created, plotting to have his will over all things. Time pasted and it came to be that the First born, elves

3

began to walk on Middle Earth. Created by Eru, and things of beauty, Melkor was angry and wished to possess and create his own living things that would worship him above all others. In Utumno, Melkor created demons and spirits whose essences were corrupt and vile like his. Made of fire and darkness they issued terror before them and in later days became known as Balrogs. Other vile creatures Melkor created and distorted to his song, too foul and many to mention they dwelt deep within the bowls of Arda. Melkor was the first Valar that became aware of the coming of Elves. He sent his vile creatures to spy on them. Tales were spread of a rider who stole elves and took them far away to the west never to be seen again. These were the lies spread to fill terror among elves about the coming of the other Valar. Then came the day when Orome rode to the east and laid eyes upon the first-born. Some of the elves were afraid and terror filled their hearts. Others looking upon Orome and were not afraid and heeded his call to follow him into the West. Of those that stayed behind not much is known of their fate for sure. Most were captured by Melkor and brought to Utumno where he perverted their beauty and warped their spirit creating from his envy and mockery the race of Orcs. It came to pass that the Valar held council and decided to make war upon Melkor for fear to have the coming of the first children grow up in his darkness calling him lord rather then in light.

(Ered Mithrin) and the Iron Hills (Emyn Engrin) and the Scattered ranges in the Far North.

“Long and grievous was the siege of Utumno, and many battles were fought before its gates…in that time the shape of Middle-earth was changed…” - Similarion.

All was quite for the Iron Hills as men, elves and dwarves left the area alone and avoided the Iron Hills until later in the second age. But the Iron Hills were not uninhabited. Deep underneath the hills the under deep tunnels that intertwine and connected the citadels and fortresses still remained. Some of which crisscrossed under the eastern edge of the Iron Hills. Trolls and Orcs moved in to the many cracks and caves that are found through out the broken Hills in the East and north. In the west and south Giants moved in and made their homes. But deep below in the forgotten tunnels made by Melkor forgotten evil laid hidden. Here foul creatures lay waiting for a chance to once again walk on the surface of Middle Earth and bring destruction and chaos to thee free peoples.

The Iron Mountains were brought asunder during this battle against Melkor. The Valar laid waste to the area trying to destroy Utumno the citadel used by Melkor. Finally in a valiant show of courage Tulkas the champion of the Valar, wrestled with Melkor and through him down. Tulkas then bound Melkor with the chain Aule gave him called Angainor and led Melkor away from Arda. The Valar then laid waste to Utumno turning the under deeps out and destroying all they found but they could not find Melkors lieutenant Sauron. Thus ended Melkor’s rule on Middle Earth. For three ages he was bound to dwell in Mandos from where none could escape. Return of Melkor (Morgoth) Then came to pass the sentence of three ages had come and gone and Manwe pardoned his brother Melkor. But Manwe was not able to see all the evil in Melkors heart. It came to be that Melkor feigned love to the Noldor elves and found an instrument to corrupt to his evilness. Befriending the elves he taught them much in the ways of secret crafts, skills they should not have learned. From this knowledge did Feanor create the three Silmarils whose beauty and craftsmanship was unmatched before or since. The tale that follows about the Silmarils is too long and to tell here. In the end, Melkor stole the Silmarils and sped away to Angband. A final battle occurred called the War of Wrath that ended the First Age. Again Middle Earth underwent great upheaval devastating the land and sea. The result was that the Iron Mountains were split apart leaving in their desolation the Grey Mountains

The Second Age For the first three hundred years of the second age the Iron Hills lay barren. Slowly animals crept into the area to live. Deer, elk, and wolves to name a few made the Iron Hills their home. Then in SA 330 the 7th house of the Dwarven Lords the house of Barin stopped their journey eastward at the Iron Hills. Here they tried to settle and build their mansions but the evil essence of Melkor was still strong in the Iron Hills at this time. The settlement was plagued with misfortune and strife. Disease and disaster made it hard for the clan to stay in the Hills. After struggling for 3 seasons the house of Barin abandoned their settlement and continued their journey eastward. There they eventually made there way to the Land of Ruuriik and joined with the Dwarves of the 6 th house Druins folk. “…The Valar did not discover all the mighty vaults and caverns hidden with deceit far under the fortresses of Angband and Utumno. Many evil things still lingered there, and others were dispersed and fled into the dark and roamed in the waste places of the world, awaiting a more evil hour; and Sauron they did not find.” - Similarion

Fulla VII In the Second Age (SA) 2710 Fulla VII the heir to the throne of Druin heard of the great siege and battle that the Demon Muar lay upon the dwarves of Ruuriik. In SA 2711, Druin along with his companion Balli (later to be known as Balli Stone Hand) and an embassy of Dwarves and Men set out on a journey to Ruuriik to liberate the Dwarven city of Khazad-madur. This 30-year journey included a stop over in the Iron Hills in SA 2731. Here they fought many Orc hordes, partially cleansing the area of the foul race. Intrigued by the area Fulla VII and his group stayed in the area for just over 1 year. While in the Iron Hills they mapped out the natural caverns and caves that they found. They made detailed notes and maps of the various loads of minerals and crystals that they found or speculated would be there based on the geographic features they discovered. They concluded that though Gold and Silver were not to be found in huge quantities, rare crystals, iron, coal, limestone, nickel and graphite were plentiful. Aside from the Iron Hills area, Fulla

4

VII and Balli mapped and made notes on several hill and mountain ranges that they came across. They were developing a detailed encyclopaedia consisting of maps and notes on the hills and mountains that they came across on their journey east. Upon reaching Ruuriik a great battle ensued, and the Dwarven Animist Balli, slayed the Balrog Muar. In the battle however a mage from Muars army turned Balli’s hand to stone- hence he became known as Balli Stonehand. Fulla VII then claimed the crown and ruled Ruuriik in piece. Fulla II of the house of Balli In TA 825, Fulla II a direct descendent of Balli Stonehand left the Dwarven Mansion in Ruuriik, Khazad-madur with 100 Dwarves and headed out on a long journey armed with the maps and notes made by Balli and Fulla VII almost 1500 years earlier. Fulla II was a very Charismatic dwarf much like his ancestor Balli was. His charming personality and knowledge of mining was renowned in all of Ruuriik. Unlike most dwarves he did not enjoy the crafting weapons or armour but enjoyed geology and engineering. When he was a young dwarf he often would spend countless hours pondering over the maps and notes left by Balli wondering what it would be like to delve into new uncharted lodes rich in ore. When he was old enough and he felt the time was right, Fulla II approached the king and asked for leave to go out exploring. The king agreed to help to fund the expedition as long as his discoveries were made in the Kings name. So with the kings’ blessing and financial backing, Fulla II gathered his group and headed out. The journey itself was nothing short of an epic campaign that would take over 100 years and included many stops along the way. Each stop was for a varying length of time allowing them to explore, mine and examine what was charted before. They would make additional notes and maps and update the information they had. Often samples would be taken to see the type and quality of the minerals and ores present. When they could, the expedition would send messengers back to Ruuriik with what they found. This group of exploring dwarves soon became known as The Rolling Dwarves (K._______). As time went on the numbers of messengers sent dwindled as the interest of the King waned. Most of the Dwarves from Ruuriik soon forgot about both, their journey and their deeds. Stories of the band of “rolling dwarves” became not much more then legend. Aside from exploring and mining, there were many hardships and encounters with orcs, trolls and other fell beasts. These stories and adventures are too long and numerous to be told here. Coming near to the end of his travels, after exploring many locations along the eastern and northern mountain ranges, Fulla II knew his time was coming to an end. He saved the Iron Hills area for the last, as this was the one location that interested him the most. According to Balli’s notes this place held a lot of promise for a new Dwarven stronghold. In TA 925-926 Fulla II and his group wintered in the halls of the Dwarven settlement of Nurunkizdin in the Rhun Mountains enjoying king Thralin’s clan hospitality. In the Spring of TA 926, He and his group of now only about 60 Dwarves left the Dwarven settlement in the Rhun Mountains and headed northwest to the Iron Hills. With them came 20 female dwarves as brides to help build the Dwarven

population at the new settlement. In return for the brides Fulla II gave Thralin the king of the clan at Rhun Mountains detailed maps and information of some of their findings of the mountains to the south and east. They arrived and spent the next year exploring and mapping the hills. This included finding the abandoned settlement by Barins folk in the eastern part of the range. That was that same area where many orcs had made their strongholds, which Fulla VII decimated 1500 years earlier. Believing this area fouled by orcs and having some kind of unknown benevolence, Fulla II moved his band westward along the southern range of the Hills. In TA927, Fulla II found the ideal location in the southwestern range of the hills situated only about 1km from the headwaters of the Carnen River. Here an old dry creek bed entered the southern side of a hill. The creek bed wound its way for about 600m and entered a huge natural cavern. It was filled with marvellous crystal formations, a waterfall and a small river dividing the cavern in half. Amazed by the beauty Fulla II decided then and there that this was going to be the site of his clan’s mansion that would later be known as Azanulinbar-dum. The hill they named (K._______) which means “Fulla’s Peak ” and soon set about mining and making the area their new home. The hill itself was about 3000ft in elevation, and the valley around it was sheltered from the harsh northern winds. In this valley a mixed forest of pines, oak, ash, hemlock and yew gave the dwarves access to timber for building machines, furniture and wood for fire. As they delved deeper into their new home, the dwarves discovered that it was filled with small natural streams and found 2 other smaller natural caverns. The greatest find was a fissure in the hill that contained huge deposits of Iron, coal and other ores needed to make steel. These would later be found to be some of the purest lodes in all of Middle Earth. The fissure was created in the first age as a result of the War of Wrath and the cataclysmic changes the area underwent. Life in the Iron Hills The Dwarves of the Iron Hills prospered and their numbers grew. On occasion small bands of orcs would try and attack Azanulinbar-dum but it was too well defended and constructed for any of these to be affective. The Dwarves in turn would go out in war parties to try and route the orcs from the hills when they could find the holes from which the orcs came from. These sorties would keep the population of the orcs around Azanulinbar-dum to a manageable level, never really posing any threat until late in the Third age. Fulla II and the all of Balli’s ancestors lived long lives even for dwarves. Some say it is due to their pure heart and the lack of sway over them from the Dark Lord, as none possessed any of the 7 rings made for the Dwarven kings. Fulla II wed late and had 2 children, Builla and Fulla III. Even though Fulla II was up in years he still ruled the Iron Hills for over 375 years. When he died his throne went to his son Fulla III, who in turn ruled for 397 years. Fulla III became the 2 nd lord of Azanulinbar-dum in TA1303 when he was slain by an Orc arrow during one of the patrols to keep the local Orc population in control. The Clan of Fulla III had prospered and grown. The population was getting to the point that the great

5

cavern found in Azanulinbar-dum, which was the main living quarters, was getting too cramped even for dwarves. Azaghal, Fulla III’s cousin the great grandson of Ballis brother Zigli, proposed to create an new delving another Dwarven stronghold that would complement Azanulinbar-dum and would be located under a hill nearby. Fulla III agreed to the division and Azaghal founded the Dwarven stronghold of Barak-Shathur under the hill (K._________) “the Forging Hill” in TA 1490. The two strongholds were connected together by a 6km long tunnel that followed an old fault line and even crossed under a small branch of the Celdiun’s headwaters. Never under the influence of the rings the settlement grew in moderation. They never delved too deep or wanted too much treasure. In fact it could be said that this Dwarven settlement grew more in tune with nature than most. As they delved and expanded the halls and mines natural features were not removed to pure linear design but improved upon and worked with. The result is a more natural flow of tunnels then in other Dwarven colonies. This was done for practical reasons as well as to preserve the natural beauty in the many existing caverns and dried aqueducts. The perfect example of this is the mammoth cavern that Fulla II first discovered. Here is where the Dwarves built their homes to live and instead of changing the entire cavern into a purely linear hall they worked within its boundaries and limited the effects on the crystalline formations found in the area. Azaghal and his influence While Fulla III concentrated on building the Dwarven realm with the Iron Hills, his cousin Azaghal was concerned about diplomacy and building trade and re-establishing contact with the other Dwarven clans to the west. Azaghal was always intrigued with the stories of the glorious halls of Khazad-dum Ever the diplomat; Azaghal led a pilgrimage to Khazad-dum in TA1590 to establish relations with the dwarves there. So successful was this yearlong envoy that upon his return an elated king Fulla III agreed to open up a trade route to Khazad-dum. This roadway was called Men-i-Naugrim (the Dwarven Road) and was construction was started the following spring. As part of the trade agreement the Dwarves from the Fulla clan had to construct a bridge that crossed the river Celduin. They decided to construct a stone bridge at the rivers low point, Lach Celduin. The Dwarves from Khazaddum in turn, built an identical stone bridge crossing the Anduin. Trade soon flowed between the two Dwarven clans, emissaries were sent and a bond was developed that would last for hundreds of years. These were the days of prosperity for Fulla’s clan. Iron Hills in Modern Times Soon trade was developed with the mannish clans of the north and east. With the northern clans steel and finished products were much sought after in exchange for foodstuffs and northern beer that the Dwarves in turn needed. In most of these trades the Dwarves were able to set the prices as their goods were of more value. In TA1635 the great plague severely hit the mannish populations throughout Rhovanion including the settlements the Dwarves trade with. In these times trade all but stopped. Men no longer needed Dwarven

steel, as basic survival not profit or war weighed heavy in the minds of man. By TA1640, after the Plague had passed and the mannish settlements slowly began to re-establish trade with the dwarves from the Iron Hills. The trade that flowed between the two Dwarven settlements Khazad-dum and Azanulinbar-dum also slowed to a stop at this time. Once demand began again after the plague, Dwarven goods were once again travelling along the Men-i-Naugrim. This time however the caravans fell prey more frequently to Bandits and Orc raiders. This was especially true for the section of the road that passed through Mirkwood. Here more frequent raids would occur. Only large well-armed caravans travel this road, and then only during the time from late spring to early fall, when the weather is not so harsh as to add to the danger of the road. Dwarven caravans themselves at this time are rare. For most of the Dwarven trade during this time flows either west across land to the town of Esgaroth (Lake town) where the merchant’s there acting as middlemen will parley the Dwarven goods to their final destinations or down the Carnen river to settlements in the south. Located where the Celduin and the Carnen meet the fortified settlement of Buhr Mahrling is found. Most of the inhabitants here are of Eothraim heritage. Further down river where the Donu River connects to the Celduin a smaller mannish settlement called Ilanin the Waintown is located. Most of its inhabitants are Easterlings but some Northmen make this their home as well. From either of these towns the Dwarven goods either were sent south onto Gondor or east to trade among the ports found along the shores of the Sea of Rhun. Often the Dwarves would head out in small well-armed caravans under the cover of darkness to either of the destinations to the west or south. Once they sold their finished steel goods that were mostly fine weapons and armour they would then purchase foodstuff that they could not or did not desire to grow themselves. Often this consisted of grains, flour, vegetables mostly of the gourd variety, some wooden craft products, cloth and other supplies. The one product they always made sure they purchased was lots of strong Northman Ale.

2.3 The Iron Hills after TA 1640 From TA1640 and on, trade between the Dwarves of the Iron Hills and the men of Rhovanion prospered. Trade relations were secure and Fullas’ clan did not have the same prejudice as the tribes to the west. The finished products of swords and armour made by the Dwarves were sought after far and wide. The master forgers of Azanulinbar-dum developed and perfected the rolling of steel in the making of swords. The quality of these superior swords is unmatched even in the halls of Khazad-dum. They are given a +5 minimum bonus to +15 even without the aid of magic spells cast upon them. The cost for such weapons increase in multiples equal to that of their bonuses above what a normal weapon would cost. Each of the ruling houses of Fulla lived an abnormally long time even for Dwarves. Not since the first fathers were the number of days seen by a Dwarf. For the house of Fulla was not affected by the twisting evil of the influences of the rings of power. Evil held little sway over them and they did

6

not grow too greedy to delve too deep. The clan grew in numbers and in wealth as trade with the dwarves from Khazad-dum and the men in the area continued. When the Balrog was freed in Khazad-dum in TA1980, some of Durin’s folk made their way into the Iron Hills and the safety of Azanulinbar-dum and Barak-Shathur. The population of the two strongholds grew to about almost one thousand strong. As time went on, rumour spread of the wealth that was held within the Dwarven halls. A great host over a thousand men were summoned by the warlord (_______) of the Easterling tribe (________) in TA 2360 and the gates of the Dwarven mansions were besieged. The fortresses of Azanulinbar-dum and Barak-Shathur were not designed by simple miners looking to delve deep and far, but by Fulla II a master Dwarven engineer like none other. His designed the fortresses so that they could be easily defended with only a handful of Dwarven warriors. Seeing no easy way into the Dwarven mansions, and under constant counter attack dwindling their numbers while inflicting very little to the Dwarves, the Easterlings gave up after a 6 month long siege. It is said that none can enter Azanulinbar-dum without the kings’ permission and Barak-Shathur could repel a force 5,000. The Dwarves pursued the retreating attackers back to their own stronghold of Asharag. There the dwarves utterly destroyed the Easterling outpost. Once the WarLord (_____) was slain by (______), the remaining force of men lost their will to fight and yielded to the mercy of the dwarves. Showing mercy, dwarves let the surrendering Easterlings go after they sworn an oath never to attack the dwarves in the Iron Hills again. In TA 2770 Smaug the dragon laid waste to Erebor. Hundreds of Dwarves fled both to the west and Ered Luin and to east the Iron Hills. Now over 1500 strong the population of the Iron Hills was at a peak. Some of Durins folk made the Iron Hills there home for over 70 years. Then in the year TA 2941, one of the great Ravens (______) which spoke Naugrim, arrived at the walls of Barak-Shathur with a message from King Thorin II that Smaug was dead and their mansion was under siege by men and elves. A good host of Dwarves were then dispatched to the mountain of Erebor and participated in the battle of 5 armies. The joined forces for the free people of Middle Earth with the help of the Eagles defeated the Orc army. Many from the Iron Hills moved back into Erebor soon after and the population of Fullas folk returned to less than a thousand. Trade between the two Dwarven kingdoms began anew and men rebuilt the town of Dale. In the days during the last part of the War of the ring Sauron sent a force from the east to join up with the Orcs in the Ered Mithrin to battle the Elves of Mirkwood. The Easterling settlement of Asharag, upon hearing of the coming of a great host, heeded their loyalty to the dwarves and sent runners to the Iron Hills to warn them. In turn, remembering the newly founded alliance with Thanduils folk the wood elves. The dwarves from Erebor and the Iron Hills joined forces to repel the attack. The Erebor dwarves attacked the army with a frontal assault at the base of the mountain Erebor while with the Dwarves from the Iron Hills coming up from the rear and south closed the Easterlings and Orc army in. The enemy force was destroyed though heavy were the casualties suffered to both Dwarven houses. The King (_______) was slain in the battle. In early of the

fourth age a large number of dwarves from Ruuriik in the east moved to the Iron Hills settlement replenishing the population there and re-establishing the ties with the eastern dwarves. The population of the Iron Hills was steady at around 1000- to 1200 as it became a gateway and freehold settlement for all the Naugrim.

2.4 A Timeline Date

Comments

1st Age

Melkor raises the Iron Mountains to be used as his first line of defence of his Citadel Utumno.

1st Age

The Iron Mountains go through a great upheaval as the Valar battle with Melkor for the first time and try to destroy his citadel of Utumno. Unknown to the Valar, Utumno’s deepest halls survive along with many of the under deep tunnels.

1 Age

In the Final Battle with Melkor the War of Wrath the Iron Mountains are torn asunder and divided, leaving some mountains in the Far North, the Grey Mountains and the Iron Hills

SA 20

Druin the Proud lays claim to Amon Lanc and founds the strong hold of Tumun-gabil in what is later known as Dol Guldor

SA 97

Druin leads part of his clan to the Chay lands; Borin his son stays behind to rule Turnun-gabil.

SA330

Barin’s Folk (King of the 7th house) leave the West and try to settle in the Iron Hills.

SA333

Barins Folk after three years filled with misfortune and strife, abandon their Iron Hills Settlement and move Eastward.

SA 700

The Dwarves from Druin’s folk founded the kingdom of Ruuriik.

SA707

The Aged Barin and his tribe arrive in Ruuriik Planning on settling in the North part of the walled valley Barin offers his daughters Bis hand to Druin. The 2 tribes are joined.

SA7071143

The 2 tribes prospered and coexisted for over 500 years. Later, Barin III establishes a temple at the mouth of Druin’s Cleft a rock formation in the Valley). Designed to resemble the Birth hall of the 7 Dwarven Fathers, Barin named it Kjalarazum. Centuries later the Keys to Ahule were stored within it when the banished fled westward when the Balrog Muar threatened the kingdom.

SA 1143

Muar the Balrog, and his army started war against the Dwarves of Ruuriik. Unable to force his way through the mountains into Ruuriik, the war became a siege. The dwarves took some comfort in their safe isolation from the army.

SA 1165

Some of Druin’s folk fled Ruuriik taking refuge in Turnungabil and then in the Ered Luin.

SA1200

Disguised as the “Lord of Gifts” the dark lord Sauron begins the seduction of the smiths of Eregion

SA15001580

Sauron’s teachings and suggestions take subtle hold in Eregion. With the Dark lords’ arcane knowledge and the lore learned from the Dwarves, the Elven-smiths reach the zenith of their skill. They begin making the Rings of Power. The nine rings of Men and the seven rings for the Dwarves are created.

St

7

SA 1590

SA 1600

Celebrimbor completes the three Elvin rings. The Elves Present Durin III King of Khazad-dum, with the first and greatest of the seven rings as a gift unknowing of their true nature. Sauron secretly forges the One ring at Mount Doom. In it he places a significant portion of his life force making it as evil as he. Celebrimbor Now realizing his folly and the peril he has placed his kind in, instruct the Elvin lords to remove their rings.

SA16931701

War between the Elves and Sauron

SA 1697

The Dark Lord and his army overrun the land of Eregion and Celebrimbor is slain. The 9 rings of men and the remaining 6 Dwarven rings are retaken by Sauron. Fearing the Dark lords armies onslaught, the Dwarves seal the West-gate into Khazaddum, shutting out both the dark lords forces and the elves. From this point on Khazad-dum is known to the elves as “Moria” the Black Chasm.

SA 1699

Sauron takes control of Eriador, but his westward thrust is stopped at the Blue Mountains by the Elves of Lindon. In the attempt to control the other free peoples, he distributes the captured rings of power. The nine are given to Men who quickly succumb to the Dark Lord’s power. The six Dwarven Rings are passed to Dwarven Lords, but they fail to affect the Khazad as planned. Sauron swears vengeance on all Dwarvenkind.

SA1701

The Men and the elves form an alliance and drive Sauron out of Eregion. The Dwarves keep the West Gate into Khazad-dum closed.

SA17002700

For the next thousand years the Dwarves in the west keep to themselves, mingling little with man or elf. The empathy that was between Dwarves and other two races slowly turns to distrust, fear and animosity. The Orc settlements in the Iron Hills grow in numbers.

SA 2711

SA 2739

Learning of the siege at Ruuriik, Fulla VII the heir of Druin’s line whose forefathers fled Ruuriik at the start of the siege about 1500 years earlier gathers a host of men and Dwarves to retake his land and free his people. Accompanied and Balli (later known as Balli Stone Hand) a charismatic Dwarf Animist, they set out from the Blue Mountains. On this 30-year journey they stop at the Iron Hills for some time but do not stay. Fulla VII and his host arrive at the Iron Hills. Here they spent a year cataloguing the hills and the ruins they found. They discovered the abandoned settlement of Barin and his folk as well as cleared out many a host of Orc that remained in the hills.

SA 3441

Set out on a quest from his father King Galin, Naug recovers the North Hammer from the halls of Mirrors. The Hall is situated in the Mountain of Umlaher Danali in the ruined Citadel of Utumno.

TA 100280

Naug becomes King of Ruuriik. The 180 years of his reign were some of the most prosperous the Dwarves in the East ever knew. Naug’s reign came to an end when he was slain in battle by Amis Shug. According to the legend he dropped his famed North hammer into a deep chasm the moment before he was slain.

TA 823

Fulla II Finds the halls of records in the ruins of Kjalarazum and learns of the maps and records Fulla VII made on his journey to the east. He begins plans to lead an exploratory expedition.

TA 825

Fulla II sets out from Ruuriik heading west to find a place for him and his followers to set up their own Mansion.

TA 926

Fulla II and his group overwinter in Nurunkizdin and enjoy the hospitality provided to them by King Thralin II

TA 927

Fulla II settles in the Iron Hills and the Dwarven mansion Azanulinbar-dum is established.

TA1050

The Nazgul reappear in Middle-Earth. The Witch-King and Khamul travel to Amon Lanc to prepare the Caverns for Sauron. The Dark lord takes up residence in Dol Guldor under the guise of the “Necromancer”

TA 1100

The Wise (three of the Istari and the chief Eldar) discover that a stronghold has been constructed at Dol Guldor. The Evil power of the Naked hill is thought to be one of the Nazgul. Saurons servants begin limited evil activities in Mirkwood, making the southern half of the great forest an increasingly dangerous place.

TA1103

The wizard (Istar) Gandalf visits Khazad-dum for the first time. He befriends Durin V. The Dwarves name the Grey Wanderer “Tharkun”.

TA 1225

Trade is established with the Mannish settlements around the Iron Hills. To the south, Dwarven goods are sent to the settlements of Ilanin and Buhr Mahrling. To the East Trade goes to Esgaroth.

TA 1300

The realm of Angmar is established with the Witch King in Charge. Supply trains pass from the east into Angmar along the Men-i-Rhunen just north of the Iron Hills.

SA 2741

Fulla VII and Balli Arrived at Ruuriik and inadvertently led Muar and his army into the secure valley. A Great Battle was fought with the Demon Lord Muar being slain by Balli (StoneHand) and the horde routed.

TA 1375

The Grey Wizard Gandalf visits the halls of the Iron Hills. He befriends the new current king Fulla III. Warns Fulla of the Dangers of delving into the hills of the eastern range- his warning is heeded.

SA2742

A final battle was waged foe the recapturing of Akhuzdah (Ahule). Balli led this force; and finally the last of the Balrog Muar hordes were either slain or driven out of Ruuriik.

TA 1395

Easterling outposts of Asharag appear along the Men-i-Rhunen including north of the Iron Hills to protect the supply trains heading to Angmar and the Witch King.

SA 34303441

The Dark Lord Sauron and his forces are finally defeated in the last Alliance of Man and Elves. Isildur keeps the one ring for himself instead of destroying it. Sauron is not seen again for a thousand years and the Second Age comes to a close.

TA 1440

From Khazad-dum some of the Dwarves leave and establish an settlement at Mount Gondmaeglom called Silverplunge in the Grey Mountains.

TA 1490

The Dwarven stronghold of Barak-Shathur is founded by Azaghal, Great Grandson of Balli’s brother Zigli. This becomes the main outlet for the Dwarven goods, keeping the entrance to Azanulinbar-dum secret and safe.

TA 1580

Azaghal Red Hammer (Cousin of Fulla III) now the ruling lord of the stronghold Barak-Shathur, makes the pilgrimage to Khazad-dum. A strong bond is made and a trade link is established.

8

TA 1592

The Bridges across the Anduin and Celduin are finished opening up the Men-I-Naugrim between Khazad-dum and Azanulinbar-dum.

TA 1600

The first of the dragons begin to stir in the North

TA2470

Smeagol (aka Gollum) feeling the corruption of the ring and wanting to keep his precious takes refuge deep under the Misty Mountains. Sauron begins to mobilize his forces by sending hordes of orcs into the Misty mountains. Here their population grows and they build secret fortresses to block all the passes through the mountains. Moria becomes the focal point of these forces.

TA16351640

The great plague sweeps across the northwestern middle earth. Rhovanion is devastated. The effects of the plague are not felt in the Iron Hills but trade between Dwarves and men halt.

TA 2480

TA 1639

Dwarf Maiden Druis of the house of Barin returned the Mithril Mirror to the Dwarves of Ruuriik retrieving it from the Wind Mountains and the Nazgul Hoarmuraths grasp

TA2550

The Dwarven mansion of Thundercleft is attacked and destroyed by the Dragon Khuzadrepa. The few Dwarves that survived by fleeing made their way to Norr-dum.

TA2578

The dragon Angurth greedy for the wealth of Longpeak attacks the Dwarven mine, few dwarves survive.

TA 1640

Fulla III the current king (a renowned slayer of orcs) of the Iron Hills resides at Azanulinbar-dum. At this time population between the 2 Iron Hills settlements is around 700. At this time the Watch on Mordor Ends, all the Nazgul except the Witch king re-enter Mordor and begin the prepare Mordor for Sauron’s return.

TA 2580

The dragon Leucaruth attacks the Mine of Norr-dum. Leucaruth is slain and Norr-dum withstands the attack though many good Dwarves perished.

TA2589

Drawn by the wealth within the halls of Norr-dum the cold Drake, Ando-anca attacks the stronghold. He slays the dwarf king Dain I, and destroys Norr-dum. The remaining dwarves finally abandon the Grey Mountains. Most return to Erebor with Thror the new king. Others go on to the Iron Hills with Gror.

TA2592

Sauron learns of the return of Thror to Erebor. Sauron begins to bend his will on the dragon Smaug. Poisoning his restful dreams of lust of treasure to be found in the Dwarven Stronghold of Erebor.

TA 2770

Under the suggestion of Sauron unbeknownst to Smaug, Smaug attacks Erebor. He lays waste to the stronghold and to the surrounding area. Destroying the town of Dale and forcing the dwarves to flee. King Thror is left with no other choice but to lead the survivors in a search for a new home. Some of the Dwarves seek refuge in the halls of Azanulinbar-dum in the Iron Hills.

TA2772

Sauron is aware of the success of Smaugs attack and is pleased. Now with the Northern pass secure he increases the skirmishes into Mirkwood. Saurons control now stretches from the southern passes of the Misty mountains, up past Moria, into southern Mirkwood and on into northern Mirkwood. His control over this part of Middle Earth is at its peak- he has effectively cut off the west.

TA 2790

Arriving at Dunland, Thror with great sorrow gives to his son Thrain the ring of Durin, the only ring not recovered by Sauron. Thror then leads off with only his long companion Nar to Khazad-dum. There he is slain and his body defiled by the Orc lord Azog. Nar escapes to tell Thrain what has happened

TA 27932799

Enraged the Dwarves begin what was known as The Great War - between the Dwarves and the Orcs. United in a single causeto destroy all Orcs the Dwarves decimate many of the Orc fortresses in the Misty Mountains and finally slay the Orc Lord Azog. Unable to recapture Moria, Thrain II and Thorin II leave for the Blue mountains.

TA 28412845

Deciding to return to Erebor, Thrain II, King of Durin’s is attacked and pursued by Saurons forces into Mirkwood. There he is captured and brought to Dol Guldor where he is imprisoned and tortured by Sauron.

TA 2850

Gandalf enters into Dol Guldor for the second, time. This time the Dark lord is not aware of his presence. Here Gandalf finds Thrain II dying. Thrain II gives the key to Erebors’ secret entrance to Gandalf then dies. Gandalf discovers that the necromancer is really Sauron in disguise and that he has taken back the 7th ring of the dwarf lords.

TA 1975

The North-Kingdom of Arnor ends, but the Witch king of Angmar is defeated and flees back to Mordor.

TA 1980

Under Khazad-dum the dwarves dig too greedily for Mithril and the Balrog is released. It slays current King Durin and attacks the Dwarven city.

TA 1981

In a last vain attempt to save his city then new King Nain I (Durin’s successor) is also slain. The remaining Dwarves leave Khazad-dum on an 18 year pilgrimage to find a save haven.

TA 1994

Durin’s folk establish Thundercleft, a new silver mine in the Ered Mithrin. Others of the clan move on to Erebor (below)

TA 1999

After years of wandering the remaining group of Durin’s folk that did not stay at Thundercleft, enter Erebor (the Lonely Mountain)

TA 20002200

Dwarves from Erebor begin mining and settling in the Grey Mountains.

TA 2003

The 2 sundered branches of Durin’s folk re-establish. ThrainI learns That Scatha the Worm, destroyed Silverplunge in 1635 and that Fram slayed Scatha and claimed the Dwarven treasure for his own. Trade between Erebor and the Iron Hills are established.

TA 20502150

Expanding their mining activity in the Grey Mountains three more mines Silverpit, Long Peak and Norr-dum are established. A Large exodus of dwarves leave Erebor all but abandoned as the more to the mines in the Ered Mithrin.

TA 2063

Gandalf the grey secretly enters Dol Guldor by passing its defences. Sauron discovers this intrusion, and not wanting to be discovered abandons the Stronghold for the Chay lands. Here he stays for the next 397 years. This period becomes known to the free people of Middle Earth as the “Watchful Peace”.

TA 2210

The New King of Erebor Thorin I, leaves and goes north into the Ered Mithrin

TA 2360

After an attack on Azanulinbar-dum by Easterlings and Orcs, the Dwarves of the Iron Hills counter attack and destroy the northern outpost of the Easterling tribes known as Asharag.

TA 2460

Sauron returns to Dol Guldor from the east with his greatly increased forces that he gathered while in the East. He continues his disguise as the necromancer.

TA2463

The White council is formed to combat the ever growing threat of the necromancer. Deagol the (stoor) Hobbit discovers the One ring in Loeg Ningloren. Smeagol covets the ring and slays Deago.

9

TA 2941

King Thorin II and his party of dwarves including Bilbo the Hobbit head out to Erebor to reclaim his throne and liberate Erebor from Smaug. This trek was known as the hobbit or “There and Back again”. Bilbo entered the mountain, Smaug awoke and upset at the stolen treasure taken by the hobbit, flew off to lay waste to all the surrounding land. When Smaug flew to Esgaroth to destroy Laketown, he was slain by Bard. Thorin II reclaimed Erebor and its treasure, however but the men from Erebor and the Elves wanted a share of the treasure for their part in liberating the Dwarven mansion and laid siege to Erebor. King Thorin II sent a raven to the Iron Hills and asked for help defending his stronghold. The Iron Hills sent an army to their aid in the battle. As was is about to break out between man allied with elves against the dwarves a new threat appearshordes Orcs join in the fray. The forces of good man, elf and dwarf align against the Orcs and along with the help from the great eagles they triumph. This was to be known as the war of 5 armies. Thorin II was mortally wounded and dies leaving DainII to become king of Erebor. The White council meets, now worried that Sauron will find the ring and Saruman agrees to attack Dol Guldor. Sauron becomes aware of the coming assault and abandons Dol Guldor for Mordor. Gathering most of his forces, they flee before the forces of good arrive.

TA2944

Under the leadership of Bard, the northmen rebuild the kingdom of Dale to precipitate the new trade with the dwarves.

TA29503000

Orc numbers are slow to increase after losses from the war of 5 armies. In all of the Ered Mithrin there is only one tribe left

TA 2951

Sauron deciding that the time is right, openly declares himself lord of Middle Earth. He summons most of his forces in Mordor and begins the rebuilding Barad-dur.

TA 2989

A force of Dwarves lead by Balin leaves the lonely mountain to retake the halls of Moria. Balin successfully retakes Moria and re-establishes the Dwarven mansion of Khazad-dum.

TA 29892994

Khazad-dum is besieged by Saurons orcs. Sauron sends the Watcher in the water a Kraken up the stream at the west gate to flood the entrance barring the dwarves escape to the west. The battle rages for five long years before Balins folk are driven back to a last stand and slain. None survive.

TA 30183019

War of the Ring The fellowship passes by the Watcher in the water and enters Moria from the West. They discover the fate of Balin and his folk. Through the stupidity of a Took, the Orcs find out of their presence and attack the fellowship. They press on to the bridge where they encounter the Balrog. Gandalf is lost and the fellowship pushes on. Gandalf falls and battles the Balrog. In the end he slays the Balrog and returns as the White Wizard.

TA3020

The remaining Orc Tribes from the Ered Mithrin attack the wood Elf realm of Thranduils folk. Few Orcs survive the battle. Pressing east along the Men-i-Rhunen, Easterlings forces were heading to join in the battle of Mirkwood but were assailed by a joint force of Dwarves from Erebor and Azanulinbar-dum which came in form the rear, cutting off any retreat. The Dwarves were victorious and the Easterlings obliterated.

TA 3021

Third Age Ends

FA 201

The Fulla folk wipe out the last of the Orc tribes held up in the Iron Hills. A new Settlement is established where the ruins of Utumno once were.

3.0 The Land The Iron Hills cover an area of approximately 3100 square miles in the north-eastern part of Rhovanion. It is not the most prominent land feature in the area, but it’s location and history does make it quite diverse. The area is made up of a range of small mountains that have a west to east orientation leaving their main slopes facing north or south. The range of hills almost completely encircles a large elevated basin with only a few secluded valleys lending access to the large plain basin. The basin itself takes up about 1/4 of the total area of the Iron Hills and has a mean elevation of about 300ft. The peaks in the range are not as tall as the peaks found in the nearby Grey Mountains. The Iron Hills can be broken down into distinct land areas: the Hills, the valleys and the basin. A wide variety of flora can be found throughout the hills, valleys and wide basin making up the Iron Hills. Wild beasts of all kinds can be found on the slopes and valleys as well as grazing in the basin. Other creatures such as Orcs, Trolls and Giants have made the hills their home for centuries. Rogues and other unsavoury characters can be found hiding in the many cracks and caves found throughout the north-western hills.

3.1 The Hills The geological make up the hills is a composite of igneous and metamorphic rock that has undergone incredible stresses as both Melkor and the Valar tried to shape and reshape the formation to their own ends. These forces continued to influence the reshaping of the Iron Hills and with the final upheaval of the area after the War of Wrath the land was left broken and battered. The range was levelled from mountainous peaks to modest hills, creating many fissures and fractures throughout as the pressure applied during this process had to have been unbelievable. The result is an area filled with crystalline deposits of a variety minerals found little where else in Middle Earth. Much of the precipitation that falls on the Iron Hills seeps through many of the fractures and fissures and over the years have created many natural caves, caverns and aqueducts. The Hills that make up the north-western part in the circular range are the lowest in elevation, never exceeding 1000ft in height. These hills took the brunt of the cataclysmic blasts in the war of wrath and as a result their height has changed the most. As you move east along the top rim of the range, the height and thickness of the hills increase. The southwesterly winds that blow down from the north have made their north facing slopes steep and barren. This area is the headwaters for the Dyr River. The Dyr River winds its way north into the land of Dyr and then on into the North Sea. As one rounds the eastern edge of the range and moves west you can find in this southeast corner the highest peaks of the range. The hills in this area are from 2800 to 3200 ft in Elevation. Like the peaks from their parent range to the North (Ered Mithrin), the Iron Hills’ northern slopes are mostly jagged and steep while the southern slope is typically more

10

gradual and smooth. The southern slopes have more diversity in flora and fauna as the wind has had less an impact on what grows and grazes there. This area is where the hills are the widest. The headwater of the Angren River is located here. The Angren is the eastern branch of the Carnen River. The Highest peaks of the Iron Hills, are located in this area. Coming to the southwestern edge of the range you find yourself at the headwaters of the Red River (Carnen). The river gets its name as it cuts its way through the rock rich in iron, which in turn oxidizes giving the river its reddish appearance.. This south east corner of the rim of the Iron Hills are a little lower than in the east ranging in elevation from 2400 to 3100 ft, but the range is wider. At the southern edge of the range near the headwaters of the Carnen is the location of the Dwarven mansion (Azanulinbar-Dum) and the Dwarven Stronghold (Barak-Shathur). The area here is the most protected from the harsh north winds and cold winters. Though most of the range is home for only coniferous trees and deciduous shrubs, this area is home of the only real stands of hardwood trees made up of oaks and ash and birch as well as pines.

3.2 The Valleys The Valleys are as diverse as the hills around them. In the West where the hills are low, little grows in the valleys and they are often barren but for shrubs and grasses as the hills provide little shelter from the harsh winds. When the height of the hills increase the effects of the wind lessens and the valleys become sheltered and give shelter in turn to that what grows and grazes. The valleys of the hills are where most of the life gathers. Here protected from the elements plants and animals can find all they need to thrive. The soil in the valleys where the hills are high and wide is a fertile loam soil that is well watered by many small streams exiting the many aqueducts crisscrossing the hills. Here in the widest parts of the hills, mixed stands of Oak, Ash, Birch, Pine, Hemlock and Yew grow. In these sheltered vales one can look upon the slopes of the hills and see the stark differences on the slope faces. On the south slope sheltered from the prominent wind and basking in the sun, the canopy of vegetation grows high upon the slope. While on the Northern slope, battered by wind and cast in shadow for most of the day the vegetation grows a little up its sides. Only hardy shade tolerant plants grow here. Stunted are the trees on this side of the hills, hardy species like birch, and cedar can take root here.

3.3 The Basin The Basin is approximately 800 square miles in area, is made up of mostly grasses and shrubs. Isolated copses of spruce cedar birch and alder are found in small low-lying areas of the basin. A blessing from Yavanna herself to the land for the suffering it endured at the hands of Melkor and the Valar the basin is a true wonder to behold in the spring. In spring the blooming of dozens of varieties of wild flowers fill

the entire basin with a mosaic of bright yellow, purple, reds and blue colours. Animals leave the shelter of the vales to come to graze and bask in the first of the new years warmth on the plains. Through out the spring and summer herds of deer and elk can be found grazing in the basin. Small creeks crisscross the land feeding the basin soil with nutrients and water. In winter the Basin becomes desolate wasteland as the vegetation dies off and the animals leave seek the shelter of the valleys in the hills. The cold winds from the north blow into the vast basin making it a forbidding place for man and beast. Nothing lives in the basin for the 6 months of winter there. Aside from the vegetation the basin is also littered with deposits of rocks and boulders very similar to glacial till. These deposits are really rubble blasted from the Iron Mountains during their destruction in the war of wrath. Worn and weathered most of the surfaces are now smooth. These scattered deposits provides ideal cover from cool winds during the night and for predators to ambush unwary prey.

3.4 The Rivers Throughout the Iron Hills are numerous small creeks and streams that wind between the hills and valleys, draining into one of three main rivers. The Carnen (Red River), Angren River, and the Dyr River all have the Iron Hills as their headwater source. The Dyr River flows northward from the hills and eventually drains into the northern sea. The Angren River is actually the eastern branch of the Carnen River proper. It starts its journey from the many creeks and streams located in the southeastern corner of the range of the Hills. As it winds south to where it connects to the Carnen proper, it cuts a deep swath into the softer sedimentary rock located south of the Iron Hills. This results in steep banks and sides of the river often reaching heights of 30 feet. The Carnen River begins in the high rolling hills of the southwestern edge of the range. The river, runs for approximately 190 miles where it flows into the Celduin, which empties into the Sea of Rhun. The Angren joins the Carnen 35 miles north of the Junction with the Celduin. Just like its eastern branch the Angren, the Carnen has steep sloped banks of up to 30 feet in height as it winds its way south of the Iron Hills.

3.5 Climate and Weather Patterns The Climate found in the Iron Hills varies from location to location. The southern part of the range is a cool continental with temperatures never really getting too hot in the summer and the winter starting early but not getting too cold. The Basin is often cooler as the arctic winds that blow down from the north blow right into the basin. In the basin there is very little shelter from these winds and most of the animal life either hibernate underground or over winter in the southern hills. The hills to the north are hardest hit from the cold artic winds. Snow can be seen on the northern slopes of these hills until mid Norui (June).

11

Precipitation that falls on the Iron Hills in a year is consistent with a total accumulation around 80 cm. An average month will have 6cm of precipitation with the heaviest months being in the spring and winter. The Iron hills enjoy on average about 95 days of good growing in the northern hills, 120 in the basin and in the valleys of the southern range of hills. The Main weather hazards to avoid in the Iron hills are the snowstorms in the winter that are brought in by the heavy arctic winds that blow up to 100km/h which has frozen both man and beast where they stood. This is even more hazardous in the basin where little shelter from the biting winds can be found. Sudden thaws in late spring can also be hazardous. As the snow clings late onto the precipitous northern slopes an abnormally warm spring day can cause these banks of snow to suddenly let go causing an avalanche.

Weather Chart Month Narwain (January) Ninui (February) Gwaeron (March) Gwirith (April) Lothron (May) Norui (June) Cerveth (July) Urui (August) Ivanneth (September) Narbeleth (October) Hithui (November) Girithron (December)

Basin -25° -10° -20° -10° 6cm -10° 0° 7cm 0° +10° 8cm +5° +10 ° 11cm +10°+15° 6cm +15° +25° 5cm +25° +30° 3cm +15° +20° 5cm +10°+15° 4cm 0° +10° 8cm -15° 0° 9cm

Northern Hills -30° -15° 8cm -25° -10° 6cm -15° -5° 7cm -5° +5° 9cm 0° +10° 10cm +5° +10° 5cm +10° +25° 4cm +15° +25° 4cm +10° +15° 6cm 0° +10° 5cm -10° +5° 7cm -20° -5° 9cm

Southern Hills -20° -10° -15° -10° 7cm -10° +5° 6cm 0° +10° 6cm +5° +15 ° 12cm +10° +15° 7cm +20° +25° 4cm +20° +25° 4cm +15° +20° 5cm +10° +15° 4cm +5° +10° 7cm -10° +5° 8cm

4.0 Flora and Fauna The varying topography of the Iron Hills, from the slopes of the hills, to the valleys and in the elevated basin creates numerous small micro-ecosystems. These ecosystems are for the most part hardy systems that have established a strong foothold in each of the topographical locations of the Iron Hills. The animals rely of the plants for food and shelter. And in turn the plants rely on the animals to aid in their propagation through spreading of their seeds and pollen. It is a symbiotic relationship that has served both well over the years and through the harsh climate found in the Iron Hills. The Many springs and small freshets found throughout provide ample water for both plants and animals.

4.1 Flora The variety of the plants in the area depends on the topographical features. The Flora in general can best be described as a northern type very similar to the Boreal Forests found in North Central Canada. In the Basin Cedar, Spruce, Alder and Birch trees are prominent. Often they are found mixed together in small outcroppings. These outcroppings speckle the Basin and are not found in abundance. The stands rarely surpass a canopy height of 30 feet. Underneath the low bows of the cedar and spruce, small mammals can find food and shelter. The Basin is home to a large variety of wild flowers that are very tolerant to the climate extremes and the short hot growing season found in the Basin. Asters, daisies, golden rods, lobelias are just some the flowers that can be found blooming in the Basin. Herbs located in the Basin and the other areas of the Iron Hills can be found in the Herb Table (__) at the end of this supplement. In the Valleys along the southern and western range, stands of hardwood species such as Oak Ash and larger Yellow Birch grow in the valleys shelter. As well Pine, Stout Hemlock and Smaller shrub sized Yew flourish in the valleys. The Pine and Oak are the prominent trees. The Oaks often reach heights of over one hundred feet. Where an Oak tree has grown in an area with little canopy cover it will often turn into a wolf tree. Despite what this name implies all a wolf tree is, is a tree that spends it energy growing wide rather than tall. These can often reach diameters of 8 to 12 feet. The Pines are the tallest reaching trees in the Iron Hills. Their towering windswept crowns can often reach heights of 175’. The hard Yew does not grow much taller than 30ft with most only reaching an average of 15ft high. The wood of the Yew is highly sought after as its strength and sinewy nature makes it ideal for bows. In the hands of a master Fletcher bows made from yew can get up to a non- magical bonus of +15 to its Attack rolls. The value in the ash tree is really when it is a sapling. For ash trees grow straight and long and are perfect for use as arrow shafts. The Stout Hemlock is species of hemlock only found in the Iron Hills. It is smaller than normal hemlock and only reach heights of 40 to 60 ft. The Dwarves in the Iron Hills call them (K. Tsuga Naugrim) “Dwarven Hemlock”. Like their hardy namesake these trees are very resistant. They are almost impervious to rot and disease and as such sought for building material where wood is needed to be resistant to moisture and dampness. The Yellow Birch is larger than the white birch that is found most everywhere in the Iron Hills. It grows tall 80’ to 100’ and is good for fire and crafting tools and handles with. On the Northern slopes of the hills birch and alder with some ground pine are all that grow that reach any height at all. Shade tolerant and really weed species these hardy species are the only species able to grow on the northern slopes in small patches. The southern slopes have more variety of trees. The warmer southern facing slope is home to oaks and ash as well as spruce and pines and stout hemlock.

12

4.2 Fauna 4.21 Small Animals Many small animals make the Iron Hills their home. Rabbits, squirrels, chipmunks, skunks, field mice and prairie dogs make this their home. In the Basin, mice, rabbits and a form of prairie dogs (gopher like mammals that burrow underground) indigenous to the Basin make this area their home. In the winter these small animals hibernate or in the case of the rabbits move into the shelter of the low hills around the basin. Like the Varying Hare found in North America the fur coat of the rabbits found in the Iron Hills change colour (moult) to suite the season. This adaptation is key to their survival as this camouflage helps them to avoid being seen by predators. In winter the coat turns a vivid white and then gradually fades to light brown in the spring. The prairie dogs are known to the dwarves as (K. Mormoka) or Woodchuck. Slow witted mammals (easy to sneak up on) these creatures reproduce in large broods. If it not for the predators such as the fox and martin that keep the population in check, they would soon overflow the Basin and take over middle earth! Their burrow entrances are hazardous to deer that graze the plains. It is not uncommon for a deer to break a leg in one of these holes as it flees running from a pack of wolves. In the woods found in the valleys and slopes of the hills, squirrels make their homes in the canopies of the trees while in shallow burrows underneath chipmunks nests are found. More common and suited to the cover of the trees the martin makes its home. A natural predator with a sleek long body it is as adept at ferreting out rabbits, chipmunks, woodchucks and mice in their burrows as it is hunting squirrels and birds in the trees. The Population of the predator and prey in the Iron hills is cyclical. The population cycle is about 15 years in length undulating as the population of the prey wanes a year or two later so does that of the predators wane. Then once the pressure is off the prey as the predator numbers have decreased their numbers once again rise and not far behind so to does the population of the predators. Hunting is easy in the warm months as game is plentiful.

4.22 Large Animals In the Basin small herds of deer come to graze on the new spring vegetation. Here they stay for most of the warm months and move into the shelter of the hills before the cold winter winds blow. In the Basin there is a couple of packs of wolves. The wolves mostly hunt the deer and the smaller mammals found in the basin during the summer and then move into the valleys during winter once food becomes scarce in the basin. Foxes also hunt the small mammals in the basin. These crafty hunters help keep the population in check of the woodchucks in the basin. During the winter months these fox mostly stay in the basin and only move into the shelter of the hills in the harshest of winters. Staying in the basin in the winter months the mostly scavenge and hunt the burrowed animals which may come out during the bright sunny days in winter to bask.

The undisputed predator on top of the food chain in the Iron Hills is the Puma. This large cat makes its home in the hills and valleys of the Iron Hills. Using stealth and power it ambushes its prey and often has its prey’s neck in the grip of its vicelike jaws before it knew what happened. A solitary hunter its population is kept in check by a low birth rate and large territories for the adults. These cats can live for up to 40 years though this is rare. Adult Pumas have no natural enemies except Orcs. Any stragglers in an Orc patrol soon often fall prey to these silent hunters and thus hunt them to keep these occurrences to a minimal. An intelligent creature it is said that they are able to speak to some animists and Wood elves more with empathy then by full thoughts. They are not evil by nature but will attack men and dwarves if hungry or cornered. The Iron Hills are home to a variety of birds as well. Starlings, Sparrows, Finches, Chick-a-Dee and about 20 other species make this area their home. Most migrate south for winter to areas of Gondor and points south. The Rock hawk and the Grey Owl make the Tops of the wooded areas their home. These 2 common winged predators mostly hunt the small mammals found in abundance in the basin and in the woods and valleys of the Iron Hills. The Grey owl is mostly nocturnal making its nest usually in the tops of the stout hemlocks. A mature Grey owl has a wind span of 6’ and can fly silent through the air and swoop down on its unsuspecting prey. It mainly hunts in the wooded areas of the Iron Hills using cover and it’s stealth to surprise its prey. The Rock Hawk is a small hawk with only an wind span up to 4 ft. It often is found along the edge of the basin in the hills along the edge. It hunts mostly in the basin diving down at its unsuspecting prey at blinding speeds from high above. The Rock Hawk does not play favourites and will even dive down and take small foxes and martins for their prey.

4.23 Fulla’s Bain Not a troll, not a Balrog nor a Nazgul…. But a small flying insect a called (k._____) “fly that bites” almost prevented the settling of the House of Fulla in the Iron Hills. These insipient pests breed in creeks and streams and when hatched swarm in huge clusters of thousands. About 1mm in size these small black flies need fresh flesh to eat and have a nasty bite. Now a bite from a bug so small in itself is nothing, but from a swarm of hundreds- it is insidious! These bugs hatch in springtime and flourish in the basin for about 2 months until summer when it becomes too hot for them and the adults die off for another season having bred and laid their eggs in the small running streams ready to hatch next year. To travel the Basin in the late spring to early summer months of Lothron and Nurui is shear madness as Fulla VII found out the hard way. Unprotected skin gets bitten many times and even when you are clothed the little devils work their way under loose garments and get you then. Animals avoid the area and are used to the swarms, however they are not immune to the bites. It is common place for deer and other animals to run around in a crazed like state trying to avoid these creatures when a swarm falls upon them.

13

4.30 Creatures

4.32 Trolls

There are many places for evil creatures to make their dwellings in the Iron Hills. The hills themselves are by their design littered with caves and caverns made during the war of the wrath ideal for the likes of Orcs, Trolls and even a variation of the Giant spiders make the Iron Hills their home.

Next to Orcs, trolls are the second numerous of foul creatures making the Iron Hills their home. In the Iron Hills there are two types of wild trolls that can be found. Forest Trolls are a nomadic group that wander through the hills hunting animals and mannish races (including dwarves and orcs alike). In small bands from 2 to 8, these trolls can be found everywhere in the hills except the Basin. Prone to turn to stone in direct sunlight, they will often hold over in any convenient cave or crevous during daytime. Currently there is about 30 such bands roaming throughout the hills hunting and foraging for food. Forest Trolls are smarter then other wild trolls and have little use for treasure they may acquire from a slaughter of orcs or dwarves simply leaving all the gear there only taking the bodies to eat. The other type of Troll found in the Iron Hills is the Cave Troll. These solitary trolls are not as smart as the Forest trolls and often squirmishes between the two will occur when a band of forest trolls stumbles across the territory of a Cave Troll. Cave Trolls are stronger and larger then Forest Trolls and often drive away the intruders, but not until a successful raid of its burrow of its food stock by one of the Forest Trolls. When times have been particularly hard for the Forest Trolls they will often enter the territory of a Cave Troll to lure him away from his den so a member can raid it for any provisions it may have. A few dozen Cave trolls make the Iron Hills their home. Their territory is scattered throughout the entire range of the Iron Hills often consisting of an area of up to 100 square miles. Confrontations between Cave Trolls are rare as they seldom leave their territories.

4.31 Orcs Orcs are by far the most common of the foul creatures found in the Iron Hills. The breed of orcs found here are of the smaller goblin stock. These lesser orcs came from the orcs of Morgoths army that survived the destruction of the Iron Mountains during the war of the wrath by cowering in the deep pits and halls, which crisscrossed deep below the mountains. Laying hid for many years the small pockets of Orcs slowly and cautiously made their way back to the surface. Over time these small pockets of orcs grew in numbers and began to rebuild many of the destroyed halls and tunnels, and for many years they were the undisputed rulers of the Iron Hills until the coming of the Dwarves in the third age. When Fulla and his clan decided to make the southwestern part of the Iron Hills there home they routed out many of the orcs from that part of the Iron Hills. The only remaining Orc strongholds are now in the east and north ranges of the hills. The orcs too have found deposits of the riches of iron available in the Iron Hills and have become superb craftsman of crudely designed but quite effective weapons and armour. From some of these mines shipments are sent to the armies of the Witch King of Angmar to the East. Often bands of orcs will leave the iron hills to join the armies of the Witch King in the east for promises of riches and spoils of war and to feast on man flesh from their kills. The Social structure of the remaining orcs is broken into 5 surviving clans which all hold loose allegiance to the Witch King. All five houses send him finished weapons and armour for his army in Angmar in return for continued independence from his rule. Each clan is ruled by an Orc chief who’s only right to the position is that he is the smartest, strongest and cruellest Orc in that clan. His position was probably won by defeating in battle the previous chief though undoubtedly treacherous and foul means. The chief of each clan does not trust anyone including the other chiefs for fear of attack from another clan. Clashes between Orc clans though not frequent are not uncommon either. Most of the tunnels used by the Orcs are interconnected, as they are the surviving passages created long ago in the first age by Morgoth for his many strongholds built under the Iron Mountains. At these junctions guarded checkpoints are set up and manned by all concerned clans to prevent unwanted entry from other clans. Each clan has spies in place in every other clan watching for any sign of trouble or weakness for a surprise attack.

4.33 Spiders A variation of the Giant Spiders common to Mirkwood can be found in the valleys and slopes of the Iron Hills. This subspecies are called Stone Spiders and are smaller cousins to the spiders found in Mirkwood, with an adult female growing up to 3’ in diameter. The spider’s appearance is similar to the common wolf spider found in North America. Stone spiders have lost their ability to climb and to spin webs. In turn they have developed the ability to jump great spans and to run over ground at very fast speeds. Also adept at burrowing in the many cracks and loose rocks in the hill slopes these spiders have become masters of the ambush. Laying in wait until their prey comes within striking range these spiders leap out of hiding and pounce on their unsuspecting prey. A stone spider is able to spring up to 8’ high and 20’ long to land on its prey. Biting their prey several times it injects poison that paralyses it victim so it can drag it off to its nearby burrow. The Stone Spider does not kill its victim right away but later injects an acid that slowly turns the victim into a jelly which the spider then ingests this jellylike substance at a later time. Stone spiders are loners who only can be found in small groups during breeding season, which is late spring. The females are up to 5 times larger then the males and usually will eat the male after mating. Once mated the female will then create a burrow and lay its eggs attached to a captured prey so the young will have food upon hatching in 4 to 6 weeks. Stone spiders would probably be a dominant species in the Iron Hills

14

were it not for the fact that Martins and fox love the taste of the spider eggs. Stone spiders will attack any small animals that happen by its ambush. Though they have been known to take on up to man sized creatures when food has been particularly scarce.

4.34 Giants Along the northern range of the Iron Hills, a small group of Giants make their home. Their territory runs the entire northern range and into the basin. Little is known about this band of giants except they are very reclusive and they avoid contact with all mannish races. Occasionally however a wandering Orc band will stumble into their territory- a mistake they soon do not forget and quickly retreat from where they came from or face obliteration from the giants. The group is made suspected to be made up of 5 to 8 large males or rogues that wander the northern range. It is believed they are originally from the Grey Mountains to the north. Their demeanour is not of evil but they do not take kindly to strangers in their area. They will not confront the strangers, if they discover a group of trespassers in their territory but will watch and see what they are doing. If they perceive the visitors as a threat, they will use all their cunning to formulate an ambush and attack. Their natural enemies are the wild trolls also found in the Hills. On occasion these 2 titans will clash and battle for territory. Often the Trolls will retreat conceding to the giants the territory. These battles are of almost mythical proportions and the cries and battle noises can be heard ringing through the valleys for miles.

4.35 Mearas The pseudo-mythical breed of super-horse most treasured above all by the Rohirrim and almost worshipped by them as demigods, the mearas can on rare occasions be found racing through the basin of the Iron Hills. For the past several centuries, the mearas conjugate in the basin of the Iron Hills once every 25 years or so on the eve of the new moon. It is at this time the mearas stallions compete in races and tests of endurance and strength vying for the right to mate with the mares. Only lasting for 3 days this is a site to be seen. It is at these gatherings that the intelligent race of horses elects a king to rule them. This secret ritual of the mearas is known to Radagast alone and is something he will not share with anyone.

5.0 Peoples and Cultures Not until the third age have any of the free people of middle earth made the Iron Hills their home. Even then it was the hardy dwarves that settled first in the region. Small groups of men Northman mostly have made small settlements just south of the Iron Hills along the banks of the Carnen or Angren rivers. These settlements would only enter into the Iron Hills with large hunting parties only when food was scarce or the build up their food stock prior to winter. Later in the third age

outposts of Easterlings such as the Sagath made settlements along the northern range of the Iron Hills, as outposts and stations for the wagon trains heading to the west for the army of the Witch King. Also in the Northern part of the range the secretive evil cult called Cult of the Long Night have made their home among some mannish ruins of a long forgotten time. The only true culture to become indigenous to the Iron Hills is that of the Naugrim, but the tertiary influences of the mannish races are mentioned here briefly.

5.1 The Humans 5.11 Easterlings The Sagath in the early 1400’s set up the outpost of Lar-huz to act as a citadel to guard and protect the wagon trains heading to the land of Angmar the realm of the Witch King. This is a small outpost of about 40 to 60 Easterlings currently led by a 12th level fighter Huz of Amov. They patrol the northern range of the hills and along the Men-i-Rhunen keeping unwanted travellers and eyes from learning too much of the dark lords designs and interests in the area. Replacements and new troops come from the land to the east along the eastern shores of the Sea of Rhun. Small bands of Easterlings will raid the remote villages and farms that can be found scattered throughout the plains between the Iron Hills and the western settlements of Dale and Lake Town. They will then hold up in the numerous caves found in the foothills of the Iron Hills to avoid any military patrols that may be pursuing them.

5.12 Northman The only mannish settlement found in the Iron Hills proper other than the outpost of Laz-huz is found in a secluded valley in the northern foothills about 15miles south of the Easterling outpost called Nan Morsereg. Here the Cult of the Long Night has established their school and their stronghold. Worshipers of Sauron the Dark Lord, this secretive group of Northman devise evil plots and schemes to disrupt and increase their influence over the unsuspecting mannish settlements to the west such as Dale and Lake town. As the eastern border for the Northman settlements of Dale and Lake Town patrols will often reach to the outskirts of the Iron Hills in pursuit of bandits and to keep the amount of Easterling invasions on the farms and small settlements in the plains between the Iron Hills and the Settlements to the West. They also loosely patrol the rough roads that lead to the iron hills to make sure that the trade routes to the Dwarves settlements are kept open. This includes patrolling as far south as to the Men-i-Naugrim keeping the amount of raids on the Dwarven caravans down to a minimum.

5.13 Eothraim Later these Norse-like people would develop into the Rohirrim the mighty horse riders of the plains of Rhovanian. Though not overly common in large settlements, the Iron Hills mark

15

the northeast extent of their range. Patrols comprised of a company of riders are not uncommon up to and including into the Iron Hills especially when tracking raiding bands of orcs, rogues and Easterlings who seek to use the hills as a refuge. These patrols often are made up of dozens (12 to 40 are common) of riders, as they are aware of the dangers in the Iron Hills. Loose trade has also been established with the dwarves with the Eothraim people. This trade mainly takes place at the settlement of Buhr Mahring located where the Carnen and the Celduin join together. Twice a year the Dwarves will travel in small well guarded caravans down the banks of the Carnen once in the spring and then later again in mid-fall to do trade with the riders of the plains in Buhr Mahring. Stocking up mainly in food provisions cloth and other materials, the dwarves trade in return weapons armour and raw iron. In times of trouble, leaders from the settlement of Buhr Mahring will travel to do trade directly with the Dwarves at their stronghold doors for additional supplies of weapons and metal. These emergency trade negotiations only take place at the Stronghold (Barak-Shathur) as no non-dwarves are allowed to enter the mansion of Azanulinbar-dum.

5.14 Dorwinions The Dorwinions, masters of commerce and trade are also found in the area. Concentrated in the Town of Ilanin located at the conflux of the Celduin and Donu rivers. Though they are further down stream then the settlement of Buhr Mahring the Dwarves make the extra journey to the settlement. Here they can procure the superior Dorwinion wines and find a market for the other raw materials that hold no value to the simpler needs of the Eothraim. The Dorwinion are happy for this trade as the superior Dwarven finished materials fetch a high price in the far off markets of Gondor and Rhun. When the Dwarven caravans leave Ilanin, Eothraim riders escort them. These bands of horse back guards consisting usually of 20 to 40 well equipped riders, will accompany the Dwarves back to the Iron Hills providing extra protection against bandits and Easterling raiding parties. This extra protection is provided to the dwarves free of charge, as it would not do well to loose the trade with the dwarves because of marauding bandit raids on their caravans.

forest (_______) located at the juncture of the Carnen and Angren. Their numbers have grown over the past 190 years to become a strong tribe of about 180. Though nomadic they have set up a permanent settlement where they ride out the winter located at the eaves of the (_____) forest at the rivers junction. During the better months they travel along the rivers and plains hunting and herding the plentiful deer herds found in the lush valley. This lush secluded valley is filled with ample tall grasses and small intermittent stands of trees creating an ideal habitat for deer to procreate in large numbers. The Tribe is now led by (_______) . In the warmer months they patrol the entire valley in small groups gathering only in the winter at the settlement called (_____). The Lossoth hunt the predators such as the wolves that prey upon their livelihood the deer. This keeps the number of wolves low allowing the deer to flourish. This unnatural increase of deer population is then maintained by the tribe though careful hunting of the deer, making sure to keep the population in a healthy balance. The level of husbandry over the herd has become quite good and the overall health of the herd is excellent. This small tribe of Lossoth, though not really living in the Iron Hills do trade with the Dwarves on occasion, for metals in return for furs and meats. They avoid the Iron Hills as they are aware of the orcs and trolls that live there. Only twice has this small band of Lossoth been attacked by orcs both times they were victorious fending off the orcs and retreating away from the incursion into the wide plains where the orcs did not follow to avoid the bright daylight of the pursuit. The Easterlings have not noticed this group, for they have not travelled into this isolated valley, as it has no perceived strategic value or riches to plunder. The dwarves do not speak of the settlement to the other mannish races, empathetically understanding the Lossoth’s desire to be left alone from outside influences. Dwarves better than most can appreciate the value of wanting ones privacy. What the dwarves do not know however is that the Lossoth learned of the location of the mansion of Azanulinbar-dum. They in turn reciprocate the unspoken vow of privacy and do not venture there nor do they speak of its location but keep it secret. This is the band of Lossath that the ranger Chosum Drear belonged (as mentioned in the ICE MERP product #8114 River Running.)

5.2 Dwarves 5.15 Lossoth Between the rivers of the Carnen and the Angren is a settlement of Lossoth. This small settlement of nomadic folk makes their home in this secluded valley. Protected from the north by the Iron Hills and to the east and west from the rivers, this small settlement of Lossoth has prospered. The group of Lossoth first came to the valley around TA 1450. Led by (____) a brother of the tribe chief who wanted to go out on his own, led a small group of 15 men and women on a journey south from the Ered Mithrin after a particularly harsh winter. After travelling for 2 seasons and having over wintered in the northern range of the Iron Hills, they made their way south along the eastern edge of the hills and came to “the valley of the deer” (______) where they set up camp at the edge of the

The only free people to truly settle in the Iron Hills and call it home is the rugged mannish race of Dwarves. For over 700 years the dwarves have lived at the settlement of Azanulinbardum and later in the sister stronghold of Barak-Shathur. Here the settlements have grown and prospered and their numbers have swelled from just over 60 to now around 700. Led by the self proclaimed king Fulla III, the band of Dwarves has prospered. Not under the duress of any of the rings of power and the rings evil warping of the dwarf’s sense of greed, this small group of dwarves ends up playing a pivotal role in the survival of their race. From being a safe haven for many refugee dwarves either fleeing dragons, orcs or balrogs, all can find a welcoming place to call home in the halls under the Iron Mountains. It has been the group’s inconspicuous unglamorous status as a mundane location that has served it

16

well in its anonymity for the perils that has plagued their brethren in the other mansions throughout Middle Earth. The mansion of Azanulinbar-Dum was designed and built under the direction of Fulla VII a Dwarven explorer and engineer of unequal merit. Its superior defensive design allows the mansion to be held with only a handful of guards as well as another fortress with scores of Dwarven fighters. When Azaghal built the new fortress of Barak-Shathur it was created with a lot of the same defensive principles applied by Fulla VII and his construction of Azanulinbar-Dum. The main difference is that Barak-Shathur has a large section of its construction outside rather built into the Hill. Though neither of these Dwarven strongholds are as large or wondrous as Khazad-Dum, they are well designed and have a beauty unique unto themselves. Trade established with the dwarves of Khazad-dum and with the mannish settlements to the west and south have in recent years increased the prosperity of the settlement. Despite the slow down in trade due to the plague in recent years the dwarfish settlements in the Iron Hills are prospering.

6.0 Politics and Power The Iron Hills as a region remains untamed with no ruling government that oversees the land or its people. Left alone by all the major governing forms around it, Rhovanion and the Eothraim and Northman to the west, Dorwinion to the south and the Easterling tribes to the East all use it as a border to their lands such that that no one claims the region as their own. In the third age, the Cult of the long night use the isolation of the Iron Hills to develop and grow their group in seclusion away from the eyes of the west. The Sagoth have made the hills on the outskirts of the main range of hills an extension of their power to protect the wains traveling to the west and the land of the witch king in Angmar. There influence does not extend to the Hills themselves but more along the road Men-i-Rhunen, finding the hills themselves inhospitable and offering little in form riches and rewards. The settlements with any formal hierarchy are in the settlements of the Orcs, dwarves and the small group of the nomadic race of Lossoth. Their political influence is limited to their own settlements and do not extend any further then the limits of their territories. These territories are broken down as follows. The Orcs patrol and watch over the eastern and northern section of the Iron Hills. Here their influence is strongest. They pay partial homage to the Witch King with shipments of armour and weapons added to the wain trains heading east to the land of Angmar. The Dwarves rule the southern and western range of the Iron Hills. The Dwarves have a self appointed king of their settlement from the lineage of the founder of the settlement Fulla VII. The current king is Fulla III who rules all the dwarves and the throne room and living quarters are situated in the halls of Azanulinbar-dum. Azaghal the cousin of the current king presides over the halls of the stronghold of BarakShathur. The dwarves of the Iron Hills do not actively patrol the area surrounding the strongholds. However if orcs or men come within site of the doors of Azanulinbar-dum or Barak-

Shathur they will pursue and slay the Orc party and capture the mannish parties. If the mannish group is found to be nonhostile after days of interrogation, they will be drugged with a poison that causes permanent short-term memory loss and set free some miles away from the doors of the strongholds. The Lossoth rule the lower valley between the Carnen and Angren rivers, which form a triangle shape valley with the Iron Hills to the north. They elect a tribal leader who rules until death at which time they then appoint another. Traditionally for the Lossoth people this position went to the strongest warrior of the tribe, but here in the peaceful valley it usually goes to an elder who is most wise in understanding nature and animal husbandry. In the winter months the tribe comes together to over winter at a seasonal settlement where the Carnen and Angren meet at the edge of the (_____) forest. This large tribe is broken down during the warm months into smaller bands that roam throughout the valley and rivers edges. Each small band has a leader who usually is the strongest member of the group. If one of these groups are in need of help they will signal the others by use of a (_________). A (______) consists of a hollowed out rib from a deer with a piece of twine tied to one end and the other end of the bone hollowed out in such a fashion so as to produce a unique high pitched wale when spun around by holding the twine. This signal devise can convey many messages simply by adjusting the speed of the spin, which affects the pitch produced. Using such a signal other bands can rally to support in defence of other bands under attack or who have an injured member who needs attention that the group can’t provide.

6.10 Government 6.11 Cult of the Long Night This group located in the north eastern steps of the Iron Hills is a threat to the current northern settlements to the west. The cult of the Long night is a secretive group of animists that are servants of Sauron. They preside over the teaching of the dark religion in the northern Rhovanion. The group is made up of 10 aminists that act as the governing body and founders of the religion who hold power in the cult. Their followers trek to Nan Morsereg (Vale of the Black Blood) on the evenings of the new moon to perform unholy rituals to the dark lord. The 10 ruling animists call themselves the Maeghirrim (piercing lords). In the cliffs above the Nan-Morsereg, are 12 domes 2 which are large and act as the library meeting halls and store rooms with the other 10 being the living quarters for the animists. Here the followers of the cult plot to place themselves in positions of power to subtlety influence the lands and free peoples to the west. Their members can be found infecting the settlements of Dale, Lake Town and other settlements further south even into the land of Gondor.

6.12 Orcs The orcs in the northeastern range of the Iron Hills are divided up into 5 clans: Bloodclaw, WhiteSkulls, BlackBlades, CrimsonEye and the FellBeasts. Each of these clans has a chief which rules over the clan. Every clan has a shaman which is often the second in command of the tribe as the orcs

17

of the Iron Hills are very superstitious lot and worship Morgoth as their maker. They now pay homage in the form of weapons and armour to the Witch King thinking him a lieutenant to their God. This amuses the Witch King as it helps draw a good amount of zealots to his army to do battle in the service of the dark one. They believe to die in such service guaranties them a place at his side and untold rewards upon death. Most of the chieftains don’t like this draw of their warriors and in secret have a dislike for the shamans and their preaching of the service of the dark lord. This draw affects their ability to protect themselves from the other tribes and weakens their force for raids between the rivalling tribes. The five clans war upon themselves almost continuously, which is a good thing. It is not until late in the third age (TA 2360) before Sauron’s Lieutenants finally sway the orcs enough for them to become a cohesive unit and attack the dwarves in the Iron Hills with a large unified force.

6.13 Lossoth The Lossoth’s government and power is as nomadic as the people themselves. In the summer months when the tribe breaks up into small bands that spread out over the entire plains, the bands are ruled by the strongest of the warriors who are entrusted to protect and guild the band during the warm months, with successful hunting expeditions and protection of the herd. When the first cold wind from the north signals winter is on its way the small bands all make their way to the winter settlement of ( ) nestled in the forest of ( ). Here the Tribe is ruled by the eldest of the Lossoth who is guided by a council made up of the leaders of the bands. The number of bands has varied over the years with the current number being six. This disbursement of the tribe into smaller bands made up of men and women and children allow for greater coverage of the deer herds and also helps ensure that if a band is attacked the entire tribe is not wiped out. On occasion one or more bands will come upon each other during the roaming season. When this happens it is time for celebration and tales to be told over a large bonfire food and drink. At these gatherings there is not bickering over who is the ruler, each leader is still in charge of their band as they camp. In times of trouble the bands signal each other in a unique method. A thin carved femur bone with notches made out along its length is tethered to a string made from deer gut. This ( ) as the Lossoth call it is a signal devise. The band elder will hold the string and swing the ( ) in a circle changing the speed to change the pitch of the whistle sound that is produced. Each band’s ( ) is unique and makes a distinctive sound that can me identified as its own. Through changing the speed and thus changing the pitch, simple messages can be sent out for the other bands to hear. Anything from signalling that they are under attack to they need a shaman to aid in a birth can be sent this way. The noise itself created by the ( ) can be heard for many miles over the open plains. Often at night the wailing sounds of the Lossoths ( ) can be heard by those traveling the plain between the rivers of the Carnen and the Angren. Chances are they have spotted you and are reporting to the other bands your whereabouts and if you present a threat to them or their herd.

6.14 Dwarves The Dwarves have been ruled by the descendants of Fulla II since the days of him founding the halls of Azanulinbar-dum. His title at the beginning was simply just the lord of the manor but as time went on and their ties with Ruurrik lessened the lord of Azanulinbar-dum proclaimed the settlement an independent entity and as such elevated his title to King. This occurred around TA 1375 after Gandolf the grey came and visited Fulla III and in his announcement to Fulla III said “Greetings to you good King Fulla, lord of the Iron Hills, I bring tidings from your kin from the Misty mountains and beyond….”. From that point on the Title of King has stuck with the reigning ruler of the Dwarven Mansions in the Iron Hills. Shortly thereafter as the settlement grew, they divided into 2 settlements Azanulinbar-dum and the sister stronghold of Barak-Shathur. The second fortress much more like a human stronghold, Barak-Shathur is under the direct command of Azaghal, Red Hammer the cousin of the current king. The Complex has 7 main residential areas, one for each of the original Dwarven clans. The heads of each house is responsible for providing 1/7th of the militia. Fulla’s clan has a separate head of the clan (this currently is Azaghal , Red Hammer) so as to leave the King to focus on the entire settlement not just the concerns of one clan. Typically these leaders are Master forgers whose craftsmanship is unequalled in the mines of the Iron Hills. This makes them highly respected in their groups and with the others of the settlement. With skills matched only in a few places in middle earth it is this elite groups talents that create the masterful works of metal that fetch such high prices in Middle Earth. Though they do not interfere with the daily running of the settlement they do make sure their voices are heard when the decisions on where to expand and to delve are being discussed. Often it is their opinion that is taken as rule in these matters. This is more practical than at first noticed as these are the dwarves who know the mines and grounds best and their opinion is greatly heeded by the king. There are 7 militias, made up from each of the Dwarven clans. Each clan is responsible for a watch chamber strategically located in the mansion. Each is manned by a single guard on a 7 hour shift rotation. An Alarm can be sounded to the rest of the mansion and other watch chambers by using a series of speaking tubes that run through the complex. The stairs to each watch chamber is trapped, allowing the stairs to be collapsed, closing off entry into the mansion. There are 2 switches to set off this trap, one in the chamber as well as one just past the stairs on the landing only feet away from the trap itself on the inside of the mansion. Though not much happens to in the Dwarven settlements other then the odd brawl at a tavern over which mining shift has brought up the better load of ore for the week, it is a responsibly met by all clan leaders with diligence and pride, taking their post most seriously.

7.0 Places of Note 18

There are many places worth noting in the Iron Hills, This area will cover most of them that are not covered in other supporting materials previously published by Iron Crown Enterprises. It will however go over (with some changes) the layout of Azanulinbar-Dum as this is a main focal point of the area and needs more detail.

7.1 Azanulinbar-Dum 1.

Main Entrance

2.

Cart Road

3.

Portcullis

4.

Pit Trap This trap covers the entire 70’ diameter of the circular chamber. When the trap is “set” (unlocked), anyone or anything weighing over 84lbs. will cause the counterweighted floor block to rotate down into a wall space. Anyone in the circular chamber will fall 40’ onto a floor covered with three-foot iron spikes; the pit is tapered to a forty-foot diameter at the bottom. This trap, controlled by a lever concealed in the wall to the south, is Very Hard to detect; Hard to disarm; and Hard to avoid.

5.

6.

7.

8.

9.

Ceiling Trap When Sprung (either by 84lbs. Of weight on the floor or manually from a concealed lever in the wall, Very Hard to perceive or disarm), this trap causes a block of stone 30’ long and the width of the corridor 16’ to drop from the ceiling, mashing to a ribbon-like pulp anyone or anything below it (2-12 Fall crush +60 attacks; extremely Hard to avoid) and effectively blocking the corridor. Guard Room Four guards are on duty here at all times in rotating 4 hour shifts. Murder Holes These are accessible from the guard room (#6) by an iron ladder set into the wall, which leads up to a small chamber atop the main passageway.

13.

Workshop

14.

Crafthall

15.

Armour Stores This large, circular chamber (130’ diameter) holds the majority of the weapons and armour of the Dwarves an Azan, carefully stored in shelves, racks and chests.

16.

Residential Complex The Typical Dwarven lodging consists of a 10’ x 10’ living area with a smaller adjoining storage room.

17.

Hall of Columns This room contains a large cistern holding an emergency water supply.

18.

Recreation

19.

Small Chapel Of Aule This sacred chamber is vaulted in glittering obsidian, and illuminated by torches on the wall below.

20.

Main Chapel of Aule Even more beautiful and sacred then the adjoining smaller chapel, this chamber’s vaulted roof is laced with gold filigree, and supported by rows of white marble columns. Hundreds of bright torches flood the huge room with glowing light.

21.

Hall of writing Walls are inscribed with the history of the Tribe of Balli Stonehand.

22.

Chamber of Records Legal documents and record of business transactions are kept here.

23.

Library This vast chamber contains fourteen alcoves; seven are devoted to Dwarven craft, and seven to Dwarven history.

24.

Scriptorium

25.

Assembly Hall Here the dwarves gather to trade or discuss issues.

26.

Hall of Balli (Council Chamber)

27.

Durin’s Chamber

Crossbow and Ballista Slits

Storeroom These chambers hold most of the stores for the complex, and are stacked with casks of water and wine, sacks of grain, and barrels of dried meats and vegetables.

10.

Loading Area Four carts can unload here.

11. 12.

Mines Forge

19

The deeds of Durin the Deathless are inscribed upon the wall here. 28.

Great Armour stores This room contains a large assortment of extraordinary magical arms and armour.

29.

Watch Chamber In each of these rooms, three Dwarves keep watch for trouble in the main entry corridor; more may be summoned when necessary.

30.

Guest Quarters These rooms are large and comfortably furnished. Each has a large hearth set into one wall.

31.

Hall of feasting

32.

Kitchens

33.

Reception room Here visitors await the audience of the King.

34.

Throne Room The grandiose ceremonial chambers of the King, where official business is conducted.

35.

Treasury This room is lined with huge stone chests carved from the same rock as the walls and therefore absolutely immovable. These chests hold the bulk of Azan’s most precious wealth, a vast store of precious metals, gems and finely-worked objects.

36.

Royal Apartments The King’s sumptuously furnished bedroom, lounge and library.

37.

Dungeon This room holds 20 small (6’ square) cells.

38.

Antechamber

39.

Royal Tomb This low, unlit chamber holds the stone sarcophagi of past Kings.

40.

Side Chamber Reserved for relatives of the royal family.

41.

Clan Tomb Similar to the Royal Tomb (#39), this adjacent room houses the burial cairns of the King’s clan

42.

Secret Exit This narrow corridor leads half a mile to a 2’x3’ hidden door in the east-facing slope (Very Hard to detect from the outside)

7.2 Barak-Shathur Established in TA 1580 by Azaghal, Barak-Shathur has become a dwarven stronghold in its own right. Located at the bottom of a hill with a high cliff wall surrounding the stronghold it looks more like a human fortress with walls gates and towers. This is the outer section of the keep. For most outsiders, this is the area that they are allowed to see and visit. Barak-shathur in truth consists of two parts, the first is the surface area made of walls towers and buildings and the part which is the underground section.

7.21 The Outer Area The outer area is designed as the main trading location for most of the dwarven goods. Its purpose is two fold: to provide humans with familiar surroundings in which to do business and to keep the dwarven home beneath, private. A narrow path winds between two small hills, crosses a small stream with a stout stone bridge. Here people are greeted with a sheer cliff face approximately 300ft high and running in length for over 1400ft.. Located roughly in the center is a stone wall 30 ft high with 2 towers and a stout gate. The outside bailey is home for 2 squads of armed guards. One squad makes their home in each the 2 towers. Each squad is made up of 12 guards and is on duty for 2 weeks then off for 2 weeks. When the squad is off duty they return to the families and halls under Barak-Shathur. Also living in the fortress here is a small group of men. A patrol of 12 men sent from the lords of Eothraim are posted here. The men are posted here for a duration of 3 months and are rotated out 4 at a time each month. This keeps the full contingent fresh but yet retains experienced warriors. It is this group’s job to represent and foster good relationships with the dwarves by protecting and escorting the caravans to and from Barak-Shathur. This group is housed in the inn. Also in the compound is a human horseman who lives and works at the stables. He lives here full time all year round. Another group of 6 rangers have also set up camp here. They have been living here for 9 months now and are welcomed by the dwarves as added aid against Orc patrols and the wandering Trolls. The rangers have horses and are independent from the troop sent from Eothraim. The Rangers have been sent from Dale and their orders are to help ensure the trade route stays open and is hassle free. This group patrols the west and north sections of the Iron Hills and are often gone for 2 to 3 weeks at a time. 1. Curtain wall This 30’ high stone wall runs about 500’ in a semi circle providing a solid defence against attacking Orcs. The wall itself is made from cut stone amply provided from the excavation in Barak-Shathur. The walls are 10’ thick and made by master Dwarven masons. Where the walls tie into the side of the cliff they are actually built into the cliff using live

20

rock from the cliff face to anchor the stones blocks in a tongue and grove fashion. There are 2 towers both 50ft high and equal intervals from the gate that can be found along the wall.

2. West Tower The tower is made up of 3 levels and the crenulated roof. A cellar area for storage and holding prisoners, the main floor which houses the guards’ sleeping quarters and eating area and the weapons room above with arrow slits for crossbows. The roof top is crenulated and armed with small ballista and hot oil tubs. Access to the tower are by a 2ft wide external stone staircase that runs parallel with the wall to a small 4 ft long landing. It accesses the Weapons room/ second level. From the Weapons room, there is a small tunnel that connects to the Main gate and its two levels. The tunnel is roughly 2 ½ ft wide and only 5 ft tall. 3. East Tower Same as the West Tower 4. The Main Gate The only accesses to the main gate’s 2 levels are via the East or West towers. Level 1 is mostly storage and access to the arrow slits for firing crossbows. The second of the gates have access to the dead man holes for pouring hot oil and or poking long spears into the double gated area. Also located on this level are the mechanics for raising the gates. 5. Stables/Blacksmith This area is where the horses for the Eothraim and the rangers are housed. There are 24 stalls in all as well as a small blacksmith shop attached to the stables. Here an old blacksmith Eorthal has made his home for 20 years. Is course dwarf-like demeanour and prowess with an anvil and hammer makes him well liked by the dwarves who think of him as one of their own rather than of the Eothraim. 6. Inn/ Bunkhouse The Bearded lady is a good sized tavern with living quarters on the second floor. The tavern is mostly designed to provide the rangers and Eothraim with a familiar location for passing the evening with food and drink as well as to provide them with lodging. It was become a common place for off duty Dwarves who do guard duty, to stop by ever now then and enjoy a sip of good ale. Though there are Dwarf drinking houses in Barak-Shathur proper, these guards have developed an affinity with the surface dwellers and enjoy their company as well as the good humoured ribbing and jokes. The second floor has 8 semi-private rooms, 2 private rooms and 1 common room. The Eothraim take up 6 of the semi private rooms, while the Rangers use one of the private rooms and the common room when they are not on patrol. The food and drink here is fair and good respectively. The food is local fair made from what is grown in the area while the Ale is imported from the Laketown. Dorwinian wines are available as well but only “Fancy Elves and Little Lasses” drink that! 7.

This well goes down 150’ to the underground stream that meanders it’s way through Barak-Shathur and is the power source for the spiral lift in the inner bailey. The water is fresh and cool. The well is 5’ in diameter and is walled with stone and is sturdy. One could climb down to gain access into the inner bailey but would have to battle the current and chill of a fast running stream. The stream is approximately 15’ deep here 8. Storage This is where goods are temporally stored prior to shipping them out in caravans. A final inventory is done and extra items are often added to help sweeten the pot during negotiations. In the smaller storage areas, extra food stuff is stored which would not keep well in the damper parts of the mines.

7.22 Inner Bailey Protruding 40’ out of the cliff face is a half octagonal stone building which accesses the main part of Barak-Shathur. The Large stone double doors swing outward magically when the password is spoken or someone inserts the dwarven pass key into the hidden keyhole (-50 check). There are only 2 such keys, one held by each tower sergeant on duty. The keys are made of limestone and easily broken if feared they will fall into enemy hands. The Bailey is a large hall with a 20’ high ceiling with a width of 60ft and a length of 120’. Fifty feet beyond the double doors is an unique site, a large 40ft hole in the floor with a large 3ft diameter axle protruding up into the ceiling. Here is where the spiral lift which brings goods up from Barak-Shathur is located. (See details). The hole goes down 130’ to the entry hall below. Steel tracks run the entire spiral, from the floor of the entry hall up along the carved out ramp to the inner bailey. As the low moving shaft has steel flat sides like a paddle turns trolleys with bumpers engage the edge of the paddle and are pulled p the spiral track to the top. The rail and trolleys are on the outer edge of the ramp leaving a 4’ wide path against the wall for dwarves to walk up if they wish. The back of the inner Bailey is set up as a junction station to hold and store the trolleys once they reach the top. The direction of the spiral lift can be changed, allowing the trolleys to go back down at a controlled speed.

7.23 The Halls of Barak-Shathur 1. Entry Hall As you descend the spiral lift, about 100’ down the ceiling open up and the ramp that once was carved out of stone is now a stone block ramp which continues down another 30’ to the floor. The entry hall here is 30’ high and about 200’ long by 100’ wide. Stone pillars carved with dwarven warriors likenesses are located throughout at equal intervals to support the arched roof. Here to the one side is a stock yard of trolleys for the spiral lift. 2.

Well

21

2. White Skull Cavern

7.3 Orc holds in Eastern Range

3. Black Blades

Five Orc clans have inhabited the eastern rim of the iron hills for thousands of years. Ever since the fall of Melkor at the end of the first age Orcs have called these caves and caverns home. Relatively left alone with no outer influence to sway them, 5 distinct Orc clans have developed and thrived. Except for when Balli Stonehand and his band of dwarven murderous mercenaries arrived and inflicted serious casualties to the clans. Since then the Orcs have regained in numbers since then. There are frequent battles between the five Orc tribes for territory and power. It is these inter-clan skirmishes that have kept the Orc population in check. The population is also depleted by the Witchking, who from time to time conscripts some warriors into his army to help guard the men-__________ road. The caverns the five Orc clans inhabit are actually a small portion of a much larger and older complex of caves. To best depict the vastness of these caves, caverns, tunnels, lakes and underground waterways, three maps drawn in perspective point of view showing main tunnels caves caverns and points of interest have been created. This area of the Ironhills is vast and links to long lost dark areas of Middle Earth called DeepEarth where evil has been left alone to grow and thrive. Many of Melkor’s vile creations still dwell in the lowest of these dark chasms.

4. Crimson Eye

5. Fell beasts

7.31 7.32 7.33cxay.er 7.5 Mannish outposts .

8.0 Suggestions for Adventure 9.0 Tables

7.31 MAP 1 of the Deep Earth This map depicts areas and levels closest to the surface. Here are where the Orc tribes and their territories are located. There are three distinct layers making up this map giving the caves and caverns a three dimensional aspect for adventuring. The upper most layer is the level is contained within the elevation of the Iron Hills themselves. The second layer is hundreds of feet lower then the level of the surface and the third level is several hundred feet below that. Some area will have a detailed description to help the GM with developing story lines while others will be left so they can add their own touch to the cavern. 1. Blood Claw Cavern Geography: This is a large cavern with a stalactites and stalagmites formed throughout. Some of them actually joining together to create columns 10 to 20 ft in diameter. The ceiling height varies throughout from 40ft to over 100 ft. Many of the areas have been carved out and worked upon by the Orcs for hundreds of years, removing the natural features to leave worked faces and passage ways. Denizens: The Blood Claw clan make this lone mountain cave complex their home. As location goes it is the most exposed of the Orcs holds. Resources: Unique Features:

22

View more...

Comments

Copyright � 2017 NANOPDF Inc.
SUPPORT NANOPDF