Your Favorite Characters

There is also some info on the MERP wiki:

http://merp.wikia.com/wiki/MEPBM_Characters

Not quite as rich as yours though. :slight_smile:

Thanks for that link, I didn’t know that. Did somebody from this Forum write that wiki?

Unfortunately, it is not always listed from which sourcebook the characters were taken. Nevertheless, when I am finished with my modules, I will take a closer look at those characters still missing.

I am totally addicted
love x 3. Jz

Not sure - it’s a bit haphazard. If you dig through the character profiles you can find some higher resolution images of the later Liz Danforth portraits.

Thanks again for putting this all together. It’s awesome.

Adam

From the module Mount Gundabad:

Where the Misty Mountains meet the Grey Mountains, a mighty peak rises, topped by three spires. This is Mount Gundabad, a mighty Orcish fortress and city in the north, if not to say THE orcish city. Originally populated by surviving Orcs from the first Age, led by the mighty Uruk Skorg, lieutenant of Morgoth himself, it stayed under their control over the centuries.
In 1640, the population numbers 12600 Orcs, of which can be mustered 6000 armed warriors. The ruling elite consists of 600 Uruk-Hai. 20 Cave Trolls are employed as mercenaries and 500 wargs serve as mounts.
Since the Witch King set up his reign in Carn Dum in TA 1300, Gundabad is a vassal state of Angmar. The Orcish leaders are smart enough not to question the superiority of the Nazgul, the more as the support of the Witch King has helped to unite the usually quarrelsome Orcs of the mountains under Gundabad’s rule.
The most prominent Orc of Gundabad is of course the Ashdurbuk (One All-Ruler) (lvl 21 Uruk Fighter, co 60) ). In 1640, the position is held by a mighty Uruk named Zalg. He has now reigned on the Throne of the North for over one hundred and fifty years, having seized power after the failure of the Witchking’s last invasion of Arthedain. A powerful Uruk Warrior, Zalg is renowned as the most formidable Orcish fighter among all the mountain tribes. He has defeated even Trolls in single combat, and has thereby won the subservience of a number of these brutal monsters, who acknowledge no other Orcish authority. Zalg’s fighting skills, however, are not the sole foundation of his power. He is a crafty and subtle ruler, who has mastered the intricate combination of diplomacy, double-dealing, and threats needed to hold the throne in Mount Gundabad. Also, he is well versed in the politics of the tributary Orcish tribes and of the Witch-king’s capital, Cam DĂ»m. Zalg’s policy is calculated to preserve his autonomy while giving the Witch-king, whom he knows to be far stronger than himself, all that the letter of their relationship requires. At the same time, Zalg is greedy for both gold and power, and is constantly seeking to extend his control over the other Orc tribes of the mountains and to increase the flow of tribute. The Goblin-king has survived several assassination attempts and more than one rebellion. Zalg rules from his palace in the Great Spire of Mount Gundabad. Physically, he is a most imposing specimen of Orchood, 6’3" tall, extraordinarily well-muscled, with arms as thick as tree limbs and legs rather less bowed than the Orcish norm. Large, protruding red eyes and long yellowed fangs enhance Zalg’s terrifying countenance. The regalia of rulership in Mount Gundabad are in Zalg’s possession: the GhrazĂźm Banner, the Ice Helm, and the scimitar Thrakurghash. Zalg goes to battle clad in black full plate armor, wielding his enchanted scimitar and his mighty longbow (it is said no other Orc can string it). A skillful tactician, Zalg has rarely lost a battle; indeed, his very presence on the field is often enough to intimidate lesser opponents. As Goblin-king, Zalg also has an array of special powers conferred upon him by an evil artifact, the UlĂ»kai of Morgoth. The items will be detailed in the next posts.

Mount Gundabad, Part II

Rather more powerful than just enhancing command skill as in the PBM, the Ulukai grants a great deal of the powers of the Ashdurbuk.
At the end of the First Age, the Black Enemy faced the inexorable and inescapable vengeance of the Valar, and their judgment exiled him to the Void, barred from the Circles of the World until the end of time. Yet Morgoth had a presentiment of his doom —for was he not also in origin an exalted Vala, however fallen. Secretly, he hoped that one day he might return through the Door of Night for the final contest of the fate of Arda, if only a residue of evil survived in the world after his defeat. Thus, in the last prideful span of his reign in Angband, before the Valar struck, Morgoth crafted a truly heinous artifact, the UlĂ»kai. A huge gem, multicolored and ever shifting in hue, the UlĂ»kai seems to pulse with a horrid life of its own. It is the very essence of evil, embodying a portion of Morgoth’s own foul being, and it thereby partakes of a power beyond the comprehension of the Children of Iluvatar. So strong is the aura of Darkness it radiates that even without spellcraft its force can be vaguely perceived, while any user of power attempting to divine its true nature must save against a 10th level spell attack or be immediately drained of all power points. The function of the UlĂ»kai is simply to spread evil. From wherever it is concealed, darkness emanates like everwidening ripples in a pond, engulfing the surrounding lands. No one “controls” the UlĂ»kai; rather, it permits itself to be used by beings that it deems of sufficient power to serve its ends. If its possessor is not entirely evil to begin with, every month that he or she is in the vicinity of the artifact requires resisting a spell to avoid succumbing to Darkness. This spell begins at 10th level and steadily rises in increments of 2 to 50th level. It is not necessary that one actually bear the UlĂ»kai to make use of its powers and to be affected by its force. Once the artifact is claimed by laying hands upon it, thereafter it can only be renounced if its possessor is not yet entirely evil, and succeeds in resisting the 50th level curse that keeps the unfortunate individual in thrall, or finds a way to destroy the UlĂ»kai.
The powers that the Ulûkai confers on its possessor, which can be invoked as often as desired, are as follows:

Domination. By exerting a will to mastery, one can subjugate the minds of creatures of lower level whose levels are in total less than or equal to one’s own. Thus, a 20th Level Uruk Warrior could overpower 20 1st level beings or one creature of 19th level. Each of the creatures so dominated will do whatever is demanded, having lost independent will. Dominated beings may attempt to resist the spell, subtracting the level of the caster from the resistance roll, to break free. If resistance fails, domination continue for so long as the possessor of the UlĂ»kai continues to concentrate; if he is stunned or otherwise distracted, the spell is broken.
Shadow Perception. All things and beings within the realm of shadows, illusions, and the invisible are revealed in their true forms as though in brightest day. While this power is being exerted, however, sight in the normal manner is dimmed and rendered hazy.

Focused Will. Much as Morgoth and Sauron, although to a far lesser degree and varying with innate power, the possessor of the UlĂ»kai acquires the focused will necessary to rule over masses of evil beings and monsters, driving them to cooperate in ventures and to reproduce. This power makes it possible for an individual to rule effectively in a huge domain of Darkness such as Mount Gundabad. Using the power of focused will, one can effectively command as many evil beings as one has levels, multiplied by 1000. Where Sauron could control a force of 240,000 troops or the Witch-king 60,000, a 20th level Goblin-king can rule no more than 20,000 Orcs at one time. Focused will differs from domination in that the beings subject to the focused will retain the power of independent action and individually are capable of betraying their master; they are merely motivated in accord with the ruler’s general desires and will be thrown into confusion at his death.

Power Enhancement. Any user of spells possessing the Ulûkai enjoys a x8 power point multiplier and full knowledge of all evil spells as high as his current level. Non-spell users, such as the typical Goblin-king, cannot derive this benefit, but instead acquire Mastery of Arms, the ability to wield any melee weapon as effectively as though it were the primary weapon choice, and never to fumble a stroke.

Unlife Warding. All undead beings will recognize the possessor of the UlĂ»kai as their superior if of lower level, or their coequal ally if of the same or higher level. They will not attack the warded being, and if of lower level can be subjected to domination. The presence of this awesome artifact in Mount Gundabad is no accident, and indeed helps to account for the endurance of this evil realm. Skorg’s escape from Angband with the UlĂ»kai was one of the last schemes of Morgoth, who shrewdly guessed that an Orc might be ignored by the Valar and so win through where a more powerful bearer would surely be intercepted. As the first possessor of the UlĂ»kai, Skorg was able to found a lasting domain of Darkness, and each Goblin-king that meets the dreadful scrutiny of Skorg’s wraith also lays his hands on the gem and partakes of the powers of the UlĂ»kai during his reign. For thousands of years, unknown to all but the Goblin-kings of Mount Gundabad and their High Priest, the UlĂ»kai has lain here, while Morgoth languishes outside the Circles of the World. In a very real sense, Mount Gundabad, its Orcish denizens, and their lords exist to perpetuate the evil that the Black Enemy first spawned in Middle-earth.

Mount Gundabad, Part III

[b]Thrakurghash /b is a gigantic scimitar, nearly 5’ in length, forged of volcanic black laen. Its hilt is wrapped in red dragonskin, and the pommel is a mithril dragon’s claw tipped with a ruby. The scimitar was created by the most renowned weaponsmiths of Mount Gundabad for the Ashdurbuk during the Second Age and enchanted by mages dispatched from Mordor. Thrakurghash’s laen blade, which never requires sharpening, is +25 to hit. The wielder enjoys a continuous Protection III spell (-30 elemental attack rolls, +30 resistance rolls vs. spells). Upon command, Thrakurghash will generate an Aura of Flame which inflicts a “B” heat critical upon any individual struck by the blade; this Aura may be used as frequently as desired but must be summoned before a stroke is attempted; friendly troops struck by mistake will also suffer the consequences of the Aura. Finally, Thrakurghash confers upon the wielder the benefits of the Deflections (-100 to any missile attack) and Bladeturn (-100 to any melee attack) spells, each of which may be summoned up to four times per day. This weapon radiates a very powerful magical aura and harbors a strong will of its own, oriented toward Darkness; an Orc or other servant of Darkness can wield it without difficulty, but one of the Free Peoples would find it extremely difficult to bend Thrakurghash to good purposes, and might — if not possessing a powerful will himself --be dominated by the weapon. The scimitar always rests within reach of the Goblin-king.

Yep, it is just + 500 with no secondary powers in the PBM :smiley:

The other principal items of the Ashdurbuk - the Ghrazim Banner and the Ice Helm did not make it to the PBM.

Mount Gundabad, Part IV

Gundabad is teeming with powerful NPCs, of which curiously just one more beside Zalg has made it into the PBM.
This is Voisiol, (lvl. 8 Rhunnish mage, ma 30) who enlisted with the Long Rider in the PBM. Voisiol is a RhĂ»nnish Mage and the legate of Cam DĂ»m to Mount Gundabad, responsible for relaying the will of the Witchking to the AshdurbĂ»k and reporting back to his master on significant developments in the citadel. He has complete immunity to come and go as he chooses in Mount Gundabad. Although his power is limited — there are several mages of far greater skill in Cam DĂ»m, not counting the Witch-king — he balances this with his cunning and complete devotion to evil. Sending a more powerful mage would, in any event, be seen by the Orcs as a challenge to Mount Gundabad’s autonomy. Voisiol is an aristocrat and quite arrogant when dealing with Orcs below the rank of the highest Uruk lords, but this intimidating approach wins him respect, since Orcs expect to be abused by their superiors. The customary garb of the Mouth of the Witch-king is a black robe edged with White-wolf fur and a black skullcap similarly trimmed. Voisiol is short, but 5’6", with a lean, hawkish visage.

Other prominent denizens of Gundabad include:
Hurog (lvl. 18 Uruk Fighter), eldest son of Zalg, of course plotting his father’s demise and his own seizure of power

Bralg (lvl. 16 Uruk Fighter), second eldest son of Zalg, of course plotting his father’s demise and his own seizure of power

Karagat (lvl. 23 Uruk Animist/Cleric), High Priest of Gundabad and with a lifespan of more than thousand years by far the oldest Orc probably in whole Middle Earth. It is rumored that he extends his life by transforming into a giant bat and sucking blood

Akargun (lvl. 15 Half-Orc Mage), Warlock of Gundabad. Rumored to be a spawn of Zalg with an unfortunate Northman woman, he has developed a rare affinity for magic.
Thob (lvl. 19 Cave Troll Fighter), leader of the Trolls of Gundabad. He respects and takes orders from nobody but Zalg himself.

Mount Gundabad, Part V (and last)

In the case that the adventure scenario is set in TA 2940, there are also details about Bolg (lvl. 24 Uruk fighter, co 50).

Coming to the Throne of the North in T.A. 2799, after the death of his father Azog at the Battle of Azanulbizar, Bolg’s first task, plotted at his refuge in the Misty Mountain Deeps, was to hold his surviving subjects together and regain his capital. His fierce will and military genius enabled him to do both, and within a few years after the catastrophic defeat at the hands of the Dwarves, a Goblin-king again reigned from the Orcs’ traditional seat of power. Bolg then set himself the mission of renewing the fortunes of his realm and surpassing the height of power that Mount Gundabad had attained over a thousand years before, when the Witch-king still dwelt in the North. Amazingly, Bolg is but a hair’s breadth from achieving this fantastic project. He seeks a great treasure that will cement his triumph, and has already started to consider the mountain of Dwarven loot upon which Smaug sleeps in Erebor. Undoubtedly, Bolg is the most effective Goblin-king to have ruled in Mount Gundabad since the death of the great Skorg. A powerful Uruk Warrior, he stands an unprecedented 6’5" in height, a true giant among Orcs. His chest is as broad as an Orcish liquor keg, and the ferocity of his expression is such that even Elves have been known to quail before his gaze. Bolg is cunning, and at warcraft he has displayed a skill hardly seen in any other Orcish general; in the Battle of Five Armies he will achieve the unparalleled feat of taking Gandalf the Grey by surprise and will succeed in holding his army, collected from a dozen different goblin tribes, together in the face of terrible setbacks until the very moment of his own death at the hands of Beorn the Werebear. An inspired and aggressive leader, ever greedy for more power and wealth, Bolg is the ideal Orcish monarch. His like has rarely appeared before among the goblin folk, and will not appear again in the Third Age. Truly, he stands among the great Lords of Middle-earth, and his memory is not forgotten by the Orcs of Mount Gundabad even after his passing.

From the module „Rangers of the North – Kingdom of Arthedain“

Part I, Background

In TA 1640, Arthedain is what remains of the once proud Kingdom of Arnor. After Rhudaur fell under the sway of the Witch King and Cardolan was reduced to a few squabbling petty kindoms with the destruction of its line of Kings in 1409, it is here that the tradition of Numenor is still upheld and will be for a few hundred years of slow decline and constant skirmishes.

In the cataclysmic events of TA 1974, Arthedain is destroyed by a final assault of the Witch King, the capital in Fornost razed and the surviving people scattered. King Arvedui flees northward with the Palantiri, soon to perish in the ice of Forochel. His son Aranarth leads the remains of the Arthedain army, which unites with an expedition force from Gondor and the Elves from the Grey Havens. This alliance beats the armies of the Witch King. The Nazgul can escape, but his minions, so it is said, are slain to the last man, orc, or troll.

After the destruction of both Arthedain and Angmar, the north is depopulated. What remains of former Arthedain is the shire, where the Hobbits dwell in relative peace until the events of the War of the Ring.
Aranarth, without a kingdom to rule and just a few hundred Dunedain to follow him, founds the Rangers of the North, where the legacy of Isildur is maintained until Aragorn II becomes King Elessar.

Part II, the characters

In TA 1640, King Argeleb II (lvl. 25 Dunedain warrior, co 50, em 20) rules Arthedain since 50 years, being respected as fair and wise ruler by most of the population, which since 1601 includes Hobbits, because Argeleb II granted the shire to them. However, there is growing unrest in the nobility because some want to take more offensive action against Angmar and think that the King has become too old and weak.

The noble houses of Tarma and Eketta are scheming to depose Argeleb and crown Marl Tarma (lvl. 18 Dunedain ranger, co 40, ma 10), captain of the royal rangers, as new King. To counter this plot is a task for adventurers playing this module.

Argeleb bears the heirlooms of Arnor, among those the [b]Silver Rod of Anduni/b (Andunie was a city in Numenor), AKA Sceptre of Annuminas (+ 25 command, unfortunaly the module doesn’t give any stats for that artefact), the Ring of Barahir (+ 25 command, rumored to have a bonus agains dragons, in the module it is a ring of dragon-warding, Dragons confronted with it must make a RR against lvl 70 or be forced to leave for their lair. Plus it is a x 6 PP multiplier), and the Shards of Narsil (+ 30 short sword, + 750 cb, featured in 2950 only, carried by Aragorn).

Another adventure in the module is to help captain Bondan (lvl. 9 Dunedain warrior, co 30, em 10) to protect the Arthedain borders near the Rammas Formen against a fallen Dunedain ranger named Dongorath.

From TA 1300 until his demise in 1974, the orcs and trolls of Angmar were led by the Olog-Hai Rogrog (lvl. 20 warrior, co 50). He slew the last Cardolani King Ostoher with his club Blood Spike (+ 20 mace, + 750 cb) He also carries the Fire Mace( + 20 mace, able to cast one firebolt per day, cb + 750).

For TA 2950, there is information about Aragorn II (lvl. 28 Dunedain ranger, co 50, ag 10, em 20, ma 20), but I will keep it short here because he is well enough known.

Furthermore, there is Bill Ferny (lvl. 4 Dunnish scout, co 10, ag 20), spy for Saruman at Bree.

There are also details about Murazor, Gandalf, Cirdan and Thorin, but they have been described already.

Thanks Bernd.

BTW Bernd, are there any descriptions of our favorite Dragons in the old MERP modules?

Yup, they are all detailed in the module “The Grey Mountains”. Unfortunately, I only have that module in low PDF Quality, so I can’t copy and paste the narrative parts, which are all worth reading. I don’t have much time ATM, so it might take a while until I get down to it. If somebody is willing to help. I could make the PDF available.

Following in the footsteps of Bernd and others
 From the module “The Grey Mountains” a bit about Dragons.

Part I Background

Although there were older Drakes before him, Glaurung is accounted the Father of Dragons. From him came many Drakes of lesser strength. These were the original land-bound Drakes of which there are now many varieties, including Cold-drakes and Fire-drakes.

The other major form of Dragon is the Winged subgroup; Ancalagon the Black, the first of this line, is accounted the most powerful Dragon that ever lived. Winged Drakes are either variations of Cold-drakes or Fire-drakes.

After the fall of Angband those Dragons which were not destroyed fled the ruin of Thangorodrim. Many hid themselves beneath the roots of the Grey Mountains, in deep caverns and in the Under-deeps. These Drakes were mostly younger ones who had not fought in the War of Wrath, but others were survivors of the Great Battle and bare the scars to prove it.

Deep underground, the Dragons slept for an Age. Many emerged from hibernation to wander the North. As time went by more Dragons awoke, but lacking a focused will they were content to live quietly. This was brought to an end around the middle of the Third Age when increased activity in the region by Dwarves and Orcs, and the growing power of Sauron aroused most of them from their intermittent slumber.

Characteristics

The land-bound Drakes are larger, heavier and have thicker tails than their winged kin. The long-worms are more agile, and have tougher scales. Their powerful limbs are tipped by steely claws. These Dragons are found mostly in the lowland areas of the Grey Mountains or in the Withered Heath itself.

Those Dragons who possess the power of flight are lighter and more slender than other Dragons. They have long, whip-like tails which they are able to use to deadly effect. Their large, leathery bat-like wings allow them to fly; the wingspans of some of the larger Drakes can be in excess of one hundred and fifty feet. These Drakes can also utilize their wings as a form of attack, stirring the air so as to bewilder a foe. The winged Drakes are found mainly in the higher altitudes of the Grey Mountains.

Of all Morgoth’s creatures, Dragons are the closest in mind to their master. Thoroughly evil, they are crafty and cunning beyond compare. Dragons have the power to dominate the minds of lesser beings; few of those who have looked into the baleful blood-red eyes of a Dragon have escaped unharmed.

Dragons consider their aims to be two-fold; the achievement of power and glory through their physical strength and cunning, and the gain of booty that testifies their triumphs.

From the module “The Grey Mountains”

Part II The Greater Drakes

This select group of individuals contains the most prominent Drakes of the Withered Heath. They are generally stronger, older and of greater lineage than their lesser kin, and many are skilful spellcasters. These Dragons are extremely destructive, power hungry, and very intelligent.

SCATHA
Level: 52, Hits: 555
Race: Cold-drake (of the first brood of Glaurung)
Home: The ruins of Silverplunge in Mount Gondmaeglom

An aggressive and greedy Drake who suffers no rivals, he lusted for treasure. In T.A. 1635 he came to Mount Gondmaeglom and the Dwarven hold of Silverplunge. He passed through the doors and routed the Dwarves; not a single Dwarf escaped. Not content with his newfound wealth, he actively seeks more. He roams the S. Eastern Way hunting for caravans to raid and strongholds to sack.

Scatha will eat virtually anything, but his main preferences are: Losrandir, Goats, Orcs, and especially Giants.

No other Dragon of the Heath has dared to face Scatha in combat, such is his power. Scatha is content that this should be so, and has little to do with his lesser brethren save his son, Hyarleuca, who accompanies him on raids into the Beorning lands.

The eldest surviving son of Glaurung, Scatha is the dominant Cold-drake of the region. He is large, even for an old Drake, being nearly ninety feet long. Despite his bulk, Scatha is exceedingly agile, his stout red frame capable of considerable speed. Scatha the Worm was the first Dragon to become active again in recent times.

ANDO-ANCA
Level: 49, Hits: 540
Race: Cold-drake (of the brood of Glaurung)
Home: The caves beneath Mount Udun-anca; later Norr-dum

One of the most powerful Cold-drakes to survive the First Age, Ando-anca is a son of Glaurung. For a Cold-drake of his age, his size is relatively small - he is only forty five feet long. He lives in a series of caves beneath Mount Udun-anca, north of the Withered Heath.

Following Scatha’s death at the hands of Fram of the Eotheod, Ando-anca became, by default, the most powerful drake of the region. His principal rival is Itangast, a Fire-drake. They have skirmished several times over the years, but as both are so evenly matched neither has been able to gain the upper hand. Andoanca forever plots the defeat of his most hated foe.

Occasionally he will venture forth to test the Dwarves, attacking the small bands that travel to and from their mines. His cautious attitude has led him not to under-estimate the Dwarves - he well remembers his father’s defeat in the First Age at the Dagor Aglareb (S. Glorious Battle).

From the module “The Grey Mountains”

Part II The Greater Drakes continued


ANGURTH
Level: 36, Hits: 47I
Race: Fire-drake, winged.
Home: The Ered Mithrin; later the Dwarven ruins of Long Peak.

Angurth is a large and particularly vicious winged Fire-drake who delights in physical contests and challenges, and the display of his own power. Apart from Smaug, Angurth has the hottest breath of his ilk. His visage is marred by the loss of one of his horns, the result of a mating duel with Throkmaw, and he has vowed revenge for this disfigurement. He waits for the time when he can repay Throkmaw in kind.

Known for his extremely strong jaws and his brutal combat methods, Angurth is not one to toy with foes. Instead he prefers to demolish his opponents, ruthlessly destroying any resistance.

In T.A. 2578 he stormed the gates of Long Peak and took the Dwarven hold, but the Dwarves proved stouter foes than he had anticipated. One group stubbornly resisted his might long enough for most of the colony to escape; Angurth was wounded, but prevailed in the end. Furious, he seeks to do further injury to the Dwarves, and thereby increase his treasure.

BAIRANAX
Level: 34, Hits: 447
Race: Cold-drake, winged.
Home: Ovir Hollow in the south-western Ered Mithrin.

Bairanax lives in a group of caves surrounding Ovir Hollow, in the south-west of the Ered Mithrin. From here he ranges over the highland vales in search of his favorite prey: bear. He will seldom eat animals of any other kind. Bairanax’s peculiar fixation with bears stems from the hatred he has for the species. Fleeing Angband, the young Cold-drake was nearly killed by a North bear. His hatred of bears has drawn him to the attention of the Beornings. As a result of his efforts to exterminate every living bear, the Beornings consider him to be a very personal enemy of religious significance. Many Beornings have been killed in their attempts to slay him. Bairanax delights in this activity and does all he can to cultivate their hatred. He is a cunning adversary who will use every conceivable advantage in combat.

Recently Bairanax slew a group of rash youn Beornings, and then subsequently many of their elders. One Beijabar, the Chieftain, managed to escape the slaughter. Bairanax, in pursuing him, passed through Lomaw’s territory, which led to a savage fight between the two Drakes. Bairanax, wounded, was forced to retreat. The Bear-hunter, incensed at the turn of events is determined to exact a terrible toll upon the remaining Beornings of the Narrows. He hates Lomaw bitterly, but is smart enough to realize that he can not beat him in a straight fight.

DAELOMIN
Level: 33, Hits: 428
Race: Cold Drake, winged.
Home: The Dancing Spire in the northern Ered Mithrin.

Known in the First Age as the Ghost-wing of the Ered Engrin, Daelomin is a winged Cold-drake possessing a beautiful coat of glistening black scales. Her beauty has attracted considerable attention from aggressive males, and there have been several ferocious duels fought over her. But any would-be suitor then has to prove himself worthy against Daelomin herself, and many have been found wanting.

Daelomin is a highly mystical and enchanted Drake. A noted spell caster, she prefers subtle tactics to displays of outright force, but if pressed she will react violently. Her mental powers are extraordinary, and she enjoys reducing pugnacious foes to helpless victims. Her favorite tactic is to cause her foes to turn on each other, something she is usually successful at.

The male Drakes of the Ered Mithrin are hesitant about approaching her, knowing of her reputation. It is lucky for them that they do not approach, for Daelomin despises weakness. She lives at the summit of a peak called the Dancing Spire. This oddly shaped mountain is located halfway between Anvillmount and Mount Gondmaeglom in the northern Grey Mountains.

From the module “The Grey Mountains”

Part II The Greater Drakes continued


ITANGAST
ITANGAST Level: 55, Hits: 590
Race: Fire-drake.
Home: Gold Hill in the Withered Heath.

One of the deadliest Drakes of the Withered Heath, Itangast is one of the few strong enough to hold his own territory in the Heath itself. His lair is situated in the center of Gold Hill, in the middle of a dry lake in the south-eastern part of the Heath.

Itangast has a fierce beauty about him, his delicate blue-tipped black scales and his long silvery horns give him a disarmingly haunting guise. Nearly one hundred feet long, Itangast is a commanding presence. He is a daunting opponent, and many of the Dragons fear to take the battle to him. Others, like Ando-anca and Throkmaw, are bitter rivals,
His name aptly describes him, for in the tongues of the Northmen of Rhovanion Itangast means “Guesteater.”

KHUZADREPA
Level: 37, Hits: 460
Race: Cold-drake, winged.
Home: The Withered Heath, later Thundercleft.

This sable beast is a ruthless monster, and a powerful sorcerer. Khuzadrepa (Kh. “Dwarf-slayer”) is the most formidable spell caster of the Withered Heath, although he lacks little in physical strength. Like many other Dragons he delights in displays of his own prowess, ruthlessly slaying the strong and the weak alike. He guards his territory jealously, sallying forth to defend it against the incursions of any other Drakes. Agburanar had the misfortune to cross his path, and has the scars to prove it.

The Dwarven mining activity alerted Khuzadrepato their presence. Sensing a chance for more wealth he left his modest lair in the Withered Heath and flew to Thundercleft in T.A.2563 to investigate. The Dwarves were taken by surprise, as Khuzadrepa unleashed his vile spells against them with terrible effect. Few survived his furious assault, which was swift and deadly. The sack of the city complete, he looted the ruins and piled the wealth of the Dwarves into a mound in the hall of Durin.
Not content with Thundercleft’s treasure, Khuzadrepa seeks more, roaming his territory in the south-east of the Ered Mithrin chain.

LEUCARUTH
Level: 34, Hits: 435
Race: Fire-drake.
Home: Ire-rock, above Wolf Flat, northern Ered Mithrin.

Leucaruth is known for her unwavering hatred towards Dwarves. Her anger is legendary. Leucaruth’s lair is a huge multi-storied cavern complex called, appropriately, Ire-rock. Ire-rock is located ten miles north of the Withered Heath, near the high plateau called Wolf Flat.

Leucaruth, however, is rarely at her lair, for she lives for the hunt, the chase and the kill. She is a rash fighter, one whose hatred and anger often blinds her judgement. Still, many a daring move on her part has turned defeat into victory.

A stormy union with Throkmaw in the early years of the Third Age produced only one stunted Worm, later known as Turukulon. Leucaruth nearly killed the young Drake, who later fled the Ered Mithrin.

From the module “The Grey Mountains”

Part II The Greater Drakes continued


LOMAW
Level: 35, Hits: 467
Race: Ice-drake
Home: An ice cave, south of the Dying Glacier, west of the Withered Heath

Unlike many Ice-drakes, Lomaw does not have the typical white scales. Instead they are tinted a smokey grey color. It is perhaps for this reason that he is so far south from his kin, most of whom reside near the icy shores to the north. With his grey-white scales Lomaw blends in well among the snowfields of the Grey Mountains.

An agile Drake, he can move with astounding speed over the glaciers and ice flows that surround his lair, often surprising foes with his dexterity. Like Nimanaur he also has a 'false breath weapon"; by ingesting ice or snow and spewing it forth he is capable of freezing foes within six hundred feet.

Lomaw is something of a recluse and rarely ventures far from his territory. His lair is situated just south of Gondmaeglom. He dislikes the environment of the Withered Heath and is reluctant to venture forth onto it. Few Dragons will cross him, for in his element he is a deadly adversary.

SMAUG
Level: 60; 66 after T.A.2770
Race: Fire-drake, winged (of the line of Ancalagon)
Home: The Barl Synac; later Anvillmount; later Erebor
Hits: 600

The most powerful Dragon to survive the First Age, the mightiest son of Ancalagon has, surprisingly, had little impact upon the Dragons of the Withered Heath. Smaug is a relative newcomer to the region, coming from the Barl Synac c. T.A.2570. He settled in Anvillmount, in the northern Ered Mithrin. Anvillmount was once an Adan holy site in the First Age, but Smaug defiled the tombs and took the wealth for himself.

Smaug is a huge winged Fire-drake, ninety feet long with a wingspan of one hundred and fifty feet. Drakes of his size have not been seen since the War of Great Wrath. His glittering red scales have a golden undertone which reflect light, giving him the appearance of a Golden Dragon.

Although he could easily dominate the other Dragons, he sees no point. He despises the self-importance of each of the Drakes, and cares little for their petty squabbles. He waits, biding his time for the day when he can gain large wealth. The Dwarven colonies of the Ered Mithrin do not interest him overly, as it is gold he lusts for.

Smaug ventures from his lair occasionally to feed, his diet for the most part being Losrandir and Caru. Despite the fact that he steers clear of the Heath, the other Dragons realize that this is not a weakness, and none will cross him - save Throkmaw, who does not fear him. Smaug tolerates him out of a sense of detached amusement. Smaug’s general apathy can be traced to the fact that he is not fully “awake”, but news of gold and wealth will soon arouse him.

THROKMAW
Level: 46, Hits: 523
Race: Fire-drake, winged (of the brood of Ancalagon)
Home: Shab Arch in the northern Ered Mithrin

Throkmaw the Black, like Smaug, is a descendant of Ancalagon. Because of this, perhaps, he does not fear his elder brother. He is aware of Smaug’s greater strength, but feels that his guile will see him through to victory in any future confrontation. Throkmaw is a vain Drake, full of pride. His status among the other Dragons is as important to him as his treasure hoard.

It is natural then that he has several bitter foes - Angurth and Itangast in particular, for it is they who he defeated during brutal mating duels to claim Leucaruth, Itangast has since avenged himself and Throkmaw is currently licking his wounds, plotting Itangast’s downfall. Throkmaw has gained some respect from the other Dragons for daring the wrath of Smaug, though if Smaug knew of this he would probably laugh. Throkmaw, always a rare visitor to the Withered Heath, (even less so since his defeat by Itangast) prefers the northern mountains and the waste beyond.

His lair is located beneath a huge rock formation called the Shab Arch, in the northern foothills of the range.

Throkmaw’s favorite prey are the Snow Trolls of the north, and he will scour the Northern Wastes in search of them. If they prove too hard to find he will settle for Lossoth, Losrandir or Caru. On no circumstance will he eat Dwarves, having nearly choked on one once. This, of course, explains why he is indifferent to the Dwarven settlements and the wealth therein.

URUIAL
Level; 40, Hits: 475
Race: Fire-drake (undead)
Home: Steel Fall in the Western-central Ered Mithrin

Uruial was a red Fire-drake, wounded during the great battle that ended the First Age. Struck by a Noldor archer, Uruial took a shaft midrift. While the wound did not prove immediately fatal, it was nonetheless mortal.

Fleeing the battle, Uruial was the last Drake to seek the Safety of the Grey Mountains. He did not "hibernate as did the other Dragons; his wound troubled him and would not heal. He wandered the icy wastes of the north, seeking an end to his pain. During this time, in the early years of the Second Age, while the other Dragons slept, he gathered the treasures of his valuable hoard. He looted the ruined Dragon-lairs of the Blue Mountains, and even dared the depths of Angband itself.

These priceless treasures he took back to his lair, Steel Fall. Still, he could not rid himself of the pain in his side. Throughout the Second Age he sporadically wandered the mountains, only occasionally leaving his lair.

With the onset of the Third Age, Uruial’s wound began to trouble him still further, and it became such that he could no longer leave his lair. Eventually he died (c.T.A.400). But such was the fierceness of his spirit to protect his hoard that his spirit did not depart from the chamber of his lair, Uruial remains there still, guarding his treasure; he is now tied to the chamber, unable to leave it.

From the module “The Grey Mountains”

Part III The Lesser, and other Drakes

These Dragons are the lesser inhabitants of the Withered Heath. Generally they have less strength and intelligence, but each Dragon is still far more powerful than the lesser breeds (such as the Cave-drakes). For one reason or another they lack the character, the desire or the ability to dominate the Heath as their brethren do.

Culgor

The younger brother of Haurnfile, Culgor is dominated by his sister. Her enmity stems from an incident in the First Age when Culgor stole her hoard, before fleeing the Blue Mountains. Although she later regained her wealth, Haurnfile has never let Culgor forget his cowardly act. His scales are a beautiful pattern of red/gold, a fact which further makes Haurnfile jealous. Culgor lives in a small series of caves at the summit of Bat Dome. An inquisitive creature, he is also the fastest Dragon, on land, of the Withered Heath.

Klyaxar

A relatively young Drake (700 years old c.1640), Klyaxar is the son of Ando-anca. He is something of a nomad, a rarity among Dragons. During the summer months he roams the Northern Wastes, tormenting the Lossoth peoples. He has little or no contact with the other Drakes, and is content to feed on Losrandir or Caru. His lair is in the northern foothills and is well hidden at the back of a narrow defile.

Nimanaur

Nimanaur is one of two Ice-drakes living in the Grey Mountains. His scales are pure-white, making him almost invisible on the snowfields, glaciers and ice flows. He lives in an ice-cave on the north-western edge of the Withered Heath. He feeds exclusively on Losrandir, and has a 'false breath weapon" of sorts. By ingesting water, snow or ice, he can spew it forth as a controlled water or ice bolt.

Ruingurth

The eldest living son of Ancalagon, this reddish brown Fire-drake also fought in the War of the Wrath. Extremely old, Ruingurth is a slow, sleepy creature virtually in perpetual hibernation. He is fatalistic and will not stir unless struck. During one of his more active periods he occupied the deserted Goat Mountain, and the deserted Dwarven colony of Silverpit. Despite his seemingly uncaring attitude to the things happening around him, when aroused and angry Ruingurth will use his Fire-breath with devastating results.

From the module “Creatures of Middle Earth”

Gostir

The ancient “Dread-glance,” was a powerful enchanter who resided in the mountains of Barl Syrnac north of RhĂ»n. He was a pure white Cold-drake renowned for his burning red eyes and terrifying countenance. Gostir could frighten a foe to submission or even death with his gaze. Fortunately for the local Lossoth, Umli, and Lotani peoples, however, he feds mostly on herd animals and large water mammals.

Lamthanc

His name meant “Forked-tongue,” which was an apt title for this huge grey-white Cold-drake. Not only was his prehensile, nine foot tongue forked, but he was a deceptive schemer. Lamthanc disdained truths, preferring to employ complex lies to confuse and trap his foes. He was, in every sense, a playful killer. A resident of the Iron Mountains, he lived near the icy waters of the Sea of Illuin, by the Bay of UtĂ»m in north-central Endor. His only rival for power in the region had been HoarmĂ»rath of DĂ­r, the King of Urd and Ringwraith.

From the module “Angmar - Land of the Witch King”

Corlagon

Corlagon is a lesser drake who resides in the mountains of southern Angmar. He is not as powerful as Scorba, although he also shares the power of speech. He is not a true cold-drake, but is winged and capable of flight. Corlagon rarely ventures into Angmar, but prefers to hunt goats high in the mountains near his lair. Corlagon is far less fearson than Scorba; he is but half the size of that great drake, being only 50’ long. He is also unable to breathe fire. (Level 30, Hits 300).

Scorba

Scorba is a great, red-golden drake of 100’ in length, who grew bored with living in the Grey Mountains. His new comodious residence of Zarak Dum, complete with treasure, suits him perfectly. Like most dragons, Scorba is of sedentary habits; he spends most of his time sleeping upon an almost inconceivably large pile of treasure in the great hall of the city. Scorba is intelligent, greedy, devious and selfish. He works for nobody but himself. (Level 60, Hits 600)

From the module “Phantom of the Northern Marches”

Aivnec

Was a fairly young and inexperienced Dragon. Yet, he was no less a formidable foe. He had bright red scales, a golden-orange underneath and scarlet on his crest. From the tip of his snout to the end of his tail is 90 feet, and he stood 18’ at the shoulder. His legs were more powerful than those of many Dragons since he had no wings and therefore moved everywhere on his feet. Aivnec could speak but knew no magic. He had fiery breath capable of being used in two ways, as a ball or bolt, and could breathe once a minute, a maximum of 5 times in any one hour and 12 times in a day.

From the module “Dunland and the Southern Misty Mountains”

Turukulon

From the mating of Leucaruth and Throkmaw came a special Dragon; one of the very few born after Morgoth’s defeat. Turukulon was his name and he was stunted, being only half the size he should have been upon hatching and never growing to a respectable size. Dragons were never known for their charity and new Dragons always have to fight for a place among the others on the Heath. Of course Turukulon realized after a couple of defeats at the hands (and breath) of other Dragons that his place was not in the Ered Mithrin. So he decided to head south through the Misty Mountains. He walked because his wings never completely developed and were not capable of supporting him in flight for more than a mile. Finally, he found a home in a set of caves near the southern end of the mountain chain, just above the treeline on the southern side of a craggy mountain. Here he had no competition and did quite well for many years, living off Horn-sheep and the long-haired cattle that inhabited the area. He found that being a smaller Dragon had its advantages, for he did not exhaust the food supply of the area.