04 · Flora and fauna

The Grey Moun­tains and the sur­roun­ding locale are abun­dant with many varied forms of wild­life, which is sur­pri­sing consi­de­ring the harsh cli­mate. Many of these are unique to the region, such as the very rare and aloof Snow Lion, a long sought-after prize by fur­riers and trap­pers — who thus arose the wrath of the nature-loving Beor­nings. North of the moun­tains there are also large num­bers of ani­mals ; the herds of the Los­ran­dir (S. « Rein­deer ») and Caru (S. « Elk ») com­prise large num­bers of these. It is a lar­gely untou­ched wil­der­ness that thrives in its iso­la­tion.

4.1 Flora

The Flora is less varied than the fauna and is less plen­ti­ful. Grass spe­cies pre­do­mi­nate, both in the Nar­rows, giving way only trees (Willows) along the banks of the Taur­duin and its tri­bu­tary streams, and the tundra land in the North. In the moun­tains there are fewer spe­cies — which are mostly coni­fe­rous : spruces, furs and pines which thin out at the end of the tree line, at around four thou­sand feet. Down on the basin of the Withe­red Heath only one spe­cies seems to be able to grow in this deso­late place and it is ano­ther grass spe­cies, called Dragon grass. It thrives in cer­tain pockets where it is very thick. In the foo­thills north of the moun­tains one finds small stands of pines and furs. On the tundra plains there are seve­ral types of mosses and lichens, which cling to life on the rocks. Fur­ther­more there are seve­ral rare and potent types of herbal plants which are found throu­ghout the area.

Dragon Grass

Loke salqe (Q. « Dragon Grass ») is a dry reed-like grass which flou­rishes in the cen­tral parts of the Withe­red Heath — hence its name. The grass is long, dry and hollow, and on windy days its rust­ling and swaying makes such a noise that it is hard to hear any­thing else. The grass ger­mi­nates from seeds in the early spring. gro­wing rapidly until the stalks reach eight to ten feet in height. Around autumn the seeds are pro­du­ced and fall to the ground where they hiber­nate” during the winter months awai­ting the spring to begin the cycle again. During the winter the grass slowly dies off, yet they do not wilt imme­dia­tely, (much like bamboo) the dead stalks remain stan­ding. only disap­pea­ring as the next gene­ra­tion begins to grow.

Silver Firs

These tough, stead­fast trees grow in small scat­te­red stands throu­ghout the nor­thern foo­thills. Extre­mely tole­rant, they grow in some of the most barren soil ever to yield plant life. Gene­rally spea­king they reach no great size, unders­tan­dable under the condi­tions, but heights of thirty to forty feet arc ave­rage throu­ghout most of their range. They remain green all year round — silver green actually, for their needles are tinged with a silver color which gives them their name. In pale moon­light this is accen­tua­ted, and they take on an almost mys­ti­cal appea­rance.

North Pines

Ano­ther coni­fer spe­cies which makes its home in the Grey Moun­tains is the equally hardy North pine. Clo­sely rela­ted to the Common pine of the, Misty Moun­tains, it is somew­hat less tall ; more stocky and sturdy. It is also longer-lived ; more often than not the trees reach four hun­dred years of age. North pines are found mainly on the slopes of the sou­thern foo­thills, and in the high­land vales of the Ered Mithrin itself.

4.14 Notable herbs

Telek

A small, stun­ted bush well known to the Ice-orcs, Los­soth and other peoples of the nor­thern regions. It is common throu­ghout the rocky tundra. The fruit that is pro­du­ced during spring is edible but the plant is not estee­med only for this. Its chief value lies with the bene­fits of the ber­ries” juice has upon frost­bite. It acts fast, in ten rounds a person pre­viously crip­pled with frost­bite can be up and wal­king as if nothing had hap­pe­ned. It will also confer bet­ween 3–30 hits for cold rela­ted inju­ries if inges­ted, although it tends to make one thirsty.

Kalmog’s Spoor

Named after the first king of the Ice-orcs of the Dark-ice For­tress this is a potent poison. It is found on the nor­thern aspects of the Ered Mithrin where it is uncom­mon. The Ice-orcs pro­pa­gate it, and they coat it on their wea­pons. The plant is a small, deli­cate shrub whose leaves yield a highly toxic sub­stance when pulped to a paste. It reacts with blood giving a bur­ning sen­sa­tion on the skin. This causes 2–20 hits and can be more severe depen­ding where the paste touches the skin (i.e., more severe on the eyes and face). After a 24 hour incu­ba­tion period fes­te­ring sores appear where the poison tou­ched the skin. These sores hinder move­ment by –10 to –50 (again depen­ding on where the paste tou­ched the skin). The sores will remain until the anti­dote is applied to the afflic­ted places. The anti­dote is known only to the Ice-ores — it is made from the same plant. Kalmog’s spoor is also used by the Ice-orcs when they tor­ture their cap­tives. They also export it to Angmar.

Chebkuile

This lite­rally means to keep life, for this is what this remar­kable herb does. It is extre­mely rare, being found only on the high peaks of the Ered Mithrin. Pro­ba­bly only the Mirk­wood Elves know of its exis­tence, because it is not men­tio­ned in the lore of other peoples. Cheb­kuile is a moss-like growth which clings to rocks in inac­ces­sible places. Little is known about its life cycle, what is known is that it changes color. When it is green it is safe to pick and use, but when it is blue-green it is dan­ge­rous. If eaten in the blue-green state it will kill any patient ins­tantly. There is an unplea­sant side effect to the herb when it is admi­nis­te­red to a patient in its green from. When the person who is given the moss revives there is an 75% chance they will have per­ma­nent amne­sia.

4.2 Fauna

Most of the ani­mals of the Ered Mithrin is car­ni­vo­rous, fee­ding on the large herds of Los­ran­dir and Caru or the nimble Moun­tain Goats. The bold or the des­pe­rate will ven­ture to the Beor­ning set­tle­ments in search or more appe­ti­zing prey.

4.21 Carnivorous animals

Wolves

The most pro­minent pre­da­tor here in the north is the wolf. A very suc­cess­ful animal there are seve­ral spe­cies that call the Grey Moun­tains home.

The Grey Wolf is the most plen­ti­ful, roa­ming throu­ghout the sou­thern foo­thills, the Nar­rows and the south-eas­tern Ered Mithrin in small packs of 12–20 mature adults. Youn­ger wolves some­times gather into form large packs of 50 or more indi­vi­duals but are more often soli­tary. They wait to gain a place in one of the esta­bli­shed adult packs. These large bands of youn­ger wolves rarely stay toge­ther — the local popu­la­tion of game cannot long sup­port such num­bers. This forces them to turn to Beor­ning set­tle­ments and they Beor­nings do not take kindly to this.

The White-wolf, or North-wolf, is less common and it is rarely seen south of the moun­tains. Their home is the nor­thern regions and their prin­ciple prey is the Los­ran­dir. They have been domes­ti­ca­ted” by the Ice-orcs who use them as mounts. Larger than their sou­therly kin, they are una­fraid of men, and in lean years will rea­dily attack the Los­soth.

The third spe­cies is not actually a wolf at all. Wargs arc unna­tu­ral crea­tures bred by Mor­goth from cursed wolves. They are a form of undead ; when killed, their bodies disap­pear after a short time. Abnor­mally large they some­times act as leader of wolf packs, domi­na­ting the lesser wolves who then become tools for Sauron’s malice.

Snow Lions

The Snow Lion is a hunter of the high­land vales. Few are now seen, lea­ding Beor­nings to believe that trap­pers have nearly brought the spe­cies to extinc­tion. They feed mainly on the agile Moun­tain goats, occa­sio­nally bring down Cam or deer — this is usually a sign that they have cubs. There have thick white coats which afford them excellent pro­tec­tion from the cold. These pelts are what attract the North­men fur­riers. Snow Lions reach an ave­rage of three foot in height at the shoul­der.

North Bears

These huge pale grey or white bears wander over most of the Nor­thern Waste, from the shores of the Encir­cling Sea to the tundra plains north of the Grey Moun­tains. As such they are only seen near the Ered Mithrin during the winter months when they retreat inland. Immen­sely power­ful they can break the back of a Los­ran­dir, their main prey, with one swipe of their large paws. In small groups of four to six, they follow the eas­tern Los­ran­dir herds in their sea­so­nal migra­tio­nal pat­terns. North bears are relent­less oppo­nents, once they have the scent, and will track the animal (or man) for days, stri­king only when they are assu­red of an easy kill.

4.22 Herbivorous animals

Losrandir

This nor­therly bovine is a gre­ga­rious animal that herds in large num­bers of 3,000–10,000 indi­vi­duals, these herds can swell to vast num­bers, under favo­rable condi­tions, to many tens of thou­sands. They migrate across the north in sea­so­nal pat­terns using the same routes each time. Not all Los­ran­dir migrate, there are smal­ler groups of 10–100 ani­mals that do not join with the large herds but remain in the same gra­zing areas for most of the their lives. They are gene­rally grey or silver in color and both the males and the females have ant­lers, although the males” are larger. The Los­ran­dir have many natu­ral pre­da­tors, but in addi­tion to these the Los­soth and Ice-orcs make use of this animal, uti­li­zing its meat, fur and bones.

Caru

The Caru, or Elk, is a large variety of deer found in smal­ler num­bers than the Los­ran­dir. Each Caru herd num­bers bet­ween 500‑5000 ani­mals. This par­ti­cu­lar nor­thern sub-spe­cies is migra­tory ; it win­ters in the Nar­rows and the lands to the east, tra­ve­ling to north through the Cirith Feadin to the tundra in the summer. The Caru is also a staple diet of many nor­thern pre­da­tors.

Mountain Goats

These are tough wiry little crea­tures are smal­ler than the normal wild goat spe­cies. They are agile clim­bers and are com­ple­tely at home in the upland areas of the Grey Moun­tains. They can be found in small groups of 10–15 which have a ter­ri­to­rial range of seve­ral square miles which the domi­nant males defend. The grea­test threat to their exis­tence is the Snow Lion who feeds on them almost exclu­si­vely.

4.3 Dark Creatures

The land is also a dwel­ling place for many evil crea­tures. Trolls are, unfor­tu­na­tely, rela­ti­vely common in the south and south-eas­tern parts of the moun­tains, and there are seve­ral modest-sized Orc tribes well-esta­bli­shed at stra­te­gic places in the moun­tain passes. There is also a small colony of Fell Beasts who live in the cen­tral upland val­leys. Undead can be found in some of the Dwar­vish ruins and in the old Adan burial grounds that were defi­led by Morgoth’s and Sauron’s evil ser­vants. These crea­tures pale into insi­gni­fi­cance, howe­ver, when com­pa­red to the might of the Dra­gons of the Withe­red Heath.

4.31 Trolls

Trolls have been fairly suc­cess­ful in the Ered Mithrin. Four types inha­bit the region : the common Stone trolls and Hill trolls, the loath­some Cave trolls, and the little-seen but much-feared Snow troll.

The Stone trolls are the most nume­rous of this hor­rible race. They have a violent sense of humor and enjoy playing with their vic­tims before cruelly killing them. They are usually encoun­te­red as lone indi­vi­duals, but some­times band toge­ther in small groups of two to five to plun­der man­nish vil­lages. Stone trolls hoard trea­sure, being attrac­ted to shiny metals — they know it is valuable, even though they have no use for such things. They are quar­rel­some crea­tures who do not enjoy each other’s com­pany, stea­ling and chea­ting at every oppor­tu­nity. Stone trolls will turn to stone when they are expo­sed to direct sun­light, retur­ning to the mate­rial from which they were made. They are the smal­lest of the trolls, rea­ching only eight to ten feet in height, and are found throu­ghout the Grey Moun­tains.

Hill trolls are the second most common type of troll. They are slightly larger than their stone cou­sins, gro­wing nine to twelve feet tall. They make use of clubs and spears and will attack any­thing that looks edible, inclu­ding other trolls. They are simi­lar in demea­nor to Stone trolls but tend to be even more brutal (if that is pos­sible). Hill trolls are found in the foo­thills south of the Ered Mithrin in family groups of six to ten, but soli­tary males roam the moun­tai­nous ter­rain. Hill trolls will also turn to stone if expo­sed to direct sun­light.

Cave trolls are the lar­gest, the most power­ful, and the most dis­gus­ting breed of troll ever to be spaw­ned. They are bet­ween ten and four­teen feet in height, with mas­sive limbs and large splayed feet. They also turn to stone if they are caught out under the sun. Thank­fully, they are scarce in number, living in iso­la­tion under the moun­tains. Although vir­tually blind, Cave trolls are still good hun­ters, having keen senses of smell and hea­ring. Cave trolls eat any­thing that moves.

Snow trolls are simi­lar in size to Hill trolls, ave­ra­ging ten to twelve feet in height. They are rare, even com­pa­red to Cave trolls, and prowl the nor­thern­most lands of Middle-earth. They can go long per­iods of time without food ; in summer they hiber­nate in under­ground caves. This is an adap­ta­tion to the cli­mate, for the summer months have almost conti­nuous day­light. In the sun­light Snow trolls will turn into large pillars of slag ice. This is a rever­sible pro­cess — at night time the ice melts and the trolls reform. Howe­ver, while in this form they are as vul­ne­rable as natu­ral ice to the ele­ments, heat, sharp blows, etc. If they are badly dama­ged while in this state they will not reform. The pillars look like natu­ral land­forms, and many a naive party of adven­tu­rers has sought shel­ter under them only to find, in the middle of the night, to their horror, an angry Snow troll in their midst.

4.32 Other evil creatures

Orcs

Found in every corner of Middle-earth, this foul race is par­ti­cu­larly common in the north. Where the Grey and Misty Moun­tains meet stands their capi­tal, Mount Gun­da­bad — a city of many thou­sands. In the Ered Mithrin there are (at T.A. 1640) three tri­bu­tary tribes under the control of the Ash­dur­buk (B.S. « One All-ruler ») of Gun­da­bad. These tribes send their requi­red levies and tri­butes but are for the most part auto­no­mous and more inde­pendent than other vassal tribes. The Grey Moun­tain Ores are no dif­ferent from any other. brutal, greedy, trea­che­rous, having res­pect only for power. The three tribes, the Uruk-erag, the Lok-uruk-shab and the Asha­rag have their stron­gholds at Udra­bax, Tuwur­drog and Cirith Auris res­pec­ti­vely.

Fell Beasts

In the years prior to the Great Plague a colony of Fell Beasts set­tled in the cen­tral vales of the Ered Mithrin. From here they hunt in pairs for Moun­tain goats, Cam, Los­ran­dir and any­thing else they can find. Occa­sio­nally they will raid the live­stock of the Beor­nings. With their bat-like wing­spans of up to 40 feet, for­mi­dable nine-inch claws. awe­some jaws (with six-inch teeth) and long whip-like tails, these pri­mor­dial ter­rors only add to the woes of the Nor­thern Wil­der­land. There are per­haps twenty of these crea­tures in the moun­tains, living in the caves that line the cen­tral val­leys.

Undead

The unquiet spi­rits of the long dead haunt many parts of these moun­tains. In wes­tern Ered Mithrin there are a number of ancient Adan holy sites and burial grounds that date back some 5000 years. In the times since then they have been plun­de­red by Trolls, Ores and Dra­gons. Evil things have crept into these places, and they have become the haunts of Barrow-Wights, Were­wolves and Ghosts. In the ruins of the Dwar­vish out­posts also lurk undead ; away from the Dragon lairs in aban­do­ned mine shafts and pas­sa­ge­ways dwell Wights, Ghosts and Ske­le­tons. This is espe­cially the case in Celeb-ost.

4.33 Dragons

Dra­gons are the most feared mons­ters of Middle-Earth, with many pos­ses­sing the strength to rival a Balrog. They could be decla­red Morgoth’s finest crea­tion — the ulti­mate figh­ting crea­ture — or his most hideous per­ver­sion. Nothing else can com­pare with their sheer brute force.

Origins of the Withered Heath Drakes

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 : True Cold-drakes, Ice-drakes, Cave-drakes, Fire-drakes, Marsh-drakes and Rain-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 True Cold-drakes or Fire-drakes.

The Dra­gons of the Withe­red Heath are mostly either Cold-drakes or Fire-drakes (winged or other­wise). While they are not as power­ful as the Dra­gons of the First Age, they still pos­sess great strength. Their lesser power is a reflec­tion of their link to Mor­goth, their master and crea­tor, who is bani­shed from Arda. Lacking the focus of his evil will, they have not deve­lo­ped to their full poten­tial.

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 bear the scars to prove it.

Deep under­ground, far from the eyes of the Valar and their ser­vants, 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 (Dwarves, Orcs, Ice-orcs) and the gro­wing power of Sauron arou­sed most of them from their inter­mit­tent slum­ber.

Physical characteristics

All Dra­gons are immen­sely strong, although their appea­rance may vary. Most pos­sess a super­ior intel­lect and all have some spell abi­lity, either inhe­rently or through enchan­ting power. Magic flows through their veins and their caus­tic blood. Truly it can be said they are awe­some beings.

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.

Dragon nature

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. They are vain, jea­lous crea­tures who are sus­cep­tible both to flat­tery and word-games or riddles. Stron­gly ter­ri­to­rial, the Dra­gons of the Withe­red Heath exist in a state of mutual dis­trust. Per­iods of peace are broken sud­denly by vicious bat­tles over tres­passes real or ima­gi­ned. There are subtle shifts in the power, balance and hie­rar­chy of the Dra­gons as each attempts to domi­nate their bre­thren. Being such vain and trea­che­rous crea­tures, alliances are out of the ques­tion and the state of order is uns­table. Most bat­tles prove to be incon­clu­sive, as many Dra­gons are fairly evenly mat­ched. The more power­ful Dra­gons such as Scatha and Smaug consi­der such petty squabbles beneath them, hol­ding them­selves to be omni­po­tent.

Dra­gons live in under­ground lairs or caverns, often occu­pying ruined stron­gholds which they them­selves have sacked. They seek wealth in every shape or form, desi­ring to hoard it, piling their trea­sure into vast mounds upon which they rest.

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.

General features of Dragons

While each Dragon is unique, they all share cer­tain common ele­ments. They are all vir­tually immor­tal crea­tures with for­mi­dable strength. The gene­ral powers common to all Dra­gons follow :

1) Cri­ti­cal Strikes
Unless other­wise noted, cri­ti­cal strikes against a Dragon are rolled on the Super Large Crea­ture Cri­ti­cal Strike Table. This applies to both phy­si­cal attacks and spells. (Use MERP CT-10 and CT-11 or Anus Law 10.15 and Spell Law 10.85).
2) Armor
Dra­gons­kin varies in strength. The over­lap­ping plates tou­ghen with age. Unless other­wise stated, youn­ger Drakes have scales equi­va­lent to Rigid Lea­ther (AT 12), while mature Worms have armor equal to the finest Plate (AT 20). This enchan­ted mate­rial resists (DB bonus of +2 x beast’s Ivl) all forms of direc­ted spell attacks and shields the crea­ture from the har­shest of ele­ments. In order to make a suit of armor out of Dra­gons­kin, an adven­tu­rer must first cut the scale and the under­lying hide from a Drake’s body, all the while conten­ding with the beast’s toxic blood. This is a consi­de­rable feat. Even then, howe­ver, sewing and mol­ding a suit of armor made from such enchan­ted mate­rial will require the work of both an armo­rer and an alche­mist.
3) Spells
Dra­gons are power­ful spell cas­ters. Enchan­ted crea­tures, they pos­sess the inherent abi­lity to cast any spell from the Calm Spi­rits and Detec­tion Mas­tery spell lists (Open Chan­ne­ling, page 65 in MERP ; Closed and Open Chan­ne­ling in RM). Most also know the Lore and Item Lore lists (Open Chan­ne­ling, page 65 in MERP Bard Base in RM) as well. The level to which each Dragon knows these lists varies, but regard­less of the level to which they are known these spells require no power points. Many Dra­gons are power­ful Mages, Sor­ce­rors, Bards, etc.
4) Strength of form
Dra­gons come in many forms. Winged Dra­gons and Cave Drakes tend to be more slen­der than normal, while Cold Drakes are stou­ter. Winged Dra­gons can stir the air within a range of 1000’, crea­ting the equi­va­lent of a local hur­ri­cane (treat as a +20 Air­bolt attack). Drakes rarely suffer from penal­ties asso­cia­ted with age. nor do they weary easily. They require no rest during a given day. When they do sleep, howe­ver, they rest for 1–100 days on end and they are hard (-10) to stir from their slum­ber. Dor­mant, or hiber­na­ting”, Dra­gons sleep for 10–1000 years
5) Enhan­ced senses
The Dra­gons can see per­fectly well in utterly dark places, and they can sense the shapes of crea­tures from the Shadow-world (e.g., Nazgûl). They also have excellent (+30 to Per­cep­tion Rolls) vision, smell, hea­ring, and taste.
6) Pre­sence
Anyone coming within sight of a Dragon makes an RR versus a 5th level Fear spell. With an RR fai­lure of 0–50, the victim flees in terror for 1–5 minutes. lithe RR fai­lure is 51–100, the victim flees in fear for 1–100 minutes. If the victim fails by 101+, he falls under the control of the Worm for 1–100 rounds. In addi­tion, a Dragon can use his fiery red eyes to cap­ti­vate an indi­vi­dual, his concen­tra­ted gaze being the equi­va­lent of a spell of his choice from the Spirit Mas­tery list (an inherent power as in 3 above).
7) Foul breath
If the Worm pos­sesses a breath-weapon, they can use it once every 1–3 minutes (6–18 rounds, depen­ding upon the age pf the beast). It can attack up to 2x its level in a given day. They can concen­trate their breath into a bolt (e.g., Fire­bolt) with a range of 300”, or they can use a dis­per­sed cone (base 100”) with a range of 100” that is the equi­va­lent of a ball attack (e.g., Fire­ball). The attack bonus varies with the crea­ture. (When uns­pe­ci­fied, use a bonus equal to 1.5x the creature’s level.)

4.4 Dragons of note

This sec­tion details many of the more pro­minent drakes of the Grey Moun­tains.

4.41 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 skill­ful spell cas­ters. These Dra­gons are extre­mely des­truc­tive, power hungry, and very intel­li­gent. They are less content to feed on docile herd ani­mals alone. Their hoards are also larger and more valuable — the truest indi­ca­tion of their grea­ter abi­li­ties.

Ando-Anca

One of the most power­ful Cold-drakes to sur­vive the First Age, Ando-anca, like Scatha, 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. His normal diet is based essen­tially on the Los­ran­dir, but Trolls are a par­ti­cu­lar favo­rite — he loves a good fight.

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 prin­ciple 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. Ando-anca fore­ver plots the defeat of his most hated foe.

The Dwar­ven acti­vity in the moun­tains south of the Withe­red Heath also inter­ests Ando-anca. He patiently waits for the right oppor­tu­nity to strike, rea­li­zing that the longer he waits the more wealth the Dwarves will unco­ver. 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 »).

Ando-anca is a prime example of the Dragon’s unu­sual meta­bo­lism ; for days on end he may gorge him­self on a hun­ting and fee­ding orgy, then return to his lair to hiber­nate for short per­iods of time (bet­ween two weeks to two months).

Ando-Anca

Level : 49 ; 53 after T.A. 2589.

Race : Cold-drake (of the brood of Glau­rung)

Home : The caves beneath Mount Udun-Anca, later Norr-dum.

Hits : 540 ; 570

AT(DB): Pl/20(40); Pl/20(50)

HBi : 150 ; 170

HCl : 120 ; 130

HBa : 115 ; 120

HHo : 90 ; I00

MM : 20

Power Points : (4x49)=196 ; (4x53)=212

Spell Lists (pre 2589)

Spirit Mas­tery (30), Calm Spi­rits (30), Detec­tion Mas­tery (30), Lore (25), Lore (Chan. RM) (20), Item Lore (25), Matter Dis­rup­tion (20), Tele­ki­ne­sis (20), Sym­bo­lic Ways (20), Liquid Manip (20).

Spell Lists (post 2589)

Spirit Mas­tery (50), Calm Spi­rits (50), Detec­tion Mas­tery (50), Lore (30), Item Lore (30), Lore (Chan, RM) (30), Matter Dis­rup­tion (25), Tele­ki­ne­sis (25), Sym­bo­lic Ways (20), Liquid Manip (20).

Angurth

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.

Angurth

Level : 36 ; 40 after T.A. 2578.

Race : Fire-drake, winged

Home : The Ered Mithrin ; later the Dwar­ven ruins of Long Peak

Hits : 471 ; 500

AT(DB): Ch/16(60); Pl/20(60)

HBi : I 10 ; 150

HCl : 125 ; 130

HBa : 115 ; 115

HHo : 45 ; 45

MM : 20

Breath Weapon : +60 Fire­bolt, +100 Fire­ball.

Power Points : (4x36)=144 ; (4x40)=160

Spell Lists (All known to twen­tieth level) 

Calm Spi­rits, Detec­tion Mas­tery, Item Lore, Lore.

Bairanax

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 young 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 cannot beat him in a straight fight.

Bai­ra­nax

Level : 34

Race : Cold-drake, winged

Home : Ovir Hollow in the south-wes­tern Ered Mithrin

Hits : 447

AT(DB): Ch/16(50)

HBi : 140

HCl : 120

HIV : I00

HHo : 70

MM : 20

Power Points : (4x34)= 136

Spell Lists (All known to twenty-fifth level) 

Calm Spi­rits, Detec­tion Mas­tery, Item Lore, Lore, Spirit Mas­tery.

Daelomin

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 Anvil­mount and Mount Gond­mae­glom in the nor­thern Grey Moun­tains.

Dae­lo­min

Level : 33

Race : Cold Drake, winged

Home : The Dan­cing Spire in the nor­thern Ered Mithrin.

Hits : 428

AT(DB): Ch/16(45)

HBi : 100

HCl : 120

HBa : 110

HHo : 70

MM : 20

Power Points : (6x33)= 198

Spell Lists

Calm Spi­rits (30), Detec­tion Mas­tery (30), Item Lore (25), Lore (25), Mind Ero­sion (30), Mind Sub­ver­sion (30), Mind Death (30), Mind Domi­na­tion (30), Mind Disease (30), Confu­sing Ways (30), Illu­sions (30), Solid Alte­ra­tion (30), Tele­ki­ne­sis (30), Liquid Alte­ra­tion (20).

Hyarleuca

The son of Scatha, Hyar­leuca is a young Drake only three hun­dred years old (c. T.A. 2000). As subtle as a sled­ge­ham­mer, he is repu­tedly as stupid — some­thing he rakes umbrage to. Violent and moody, he will often go into a killing frenzy, the slaugh­ter las­ting many days. Astoun­din­gly lazy, he will often leave his kills half-eaten, taking only the swee­test meat. He is known for des­troying vil­lages on a whim, without even pau­sing to loot them.

Often he will join his father on raids, and toge­ther they evoke des­truc­tion and terror on a wide scale. They are par­ti­cu­larly fond of atta­cking the Wains of Rhûn bound for Angmar. Rou­ting the Orcs and killing the guards, they sack the trains of all value much to the cha­grin of the Ang­ma­rin.

Hyar­leuca lives ten miles north of the Men Rhûnen, not far from Gond­mae­glom. He spends much of his time roa­ming the Nar­rows and the empty lands to the east bet­ween the Grey Moun­tains and the Iron Hills.

Hyar­leuca

Level : 28

Race : Cold-drake (of the line of Glau­rung)

Home : Hill-cave in the sou­thern Grey Moun­tains

Hits : 329

AT(DB): RL/12(60)

HBi : 90

HCl : 100

HBa : 85

HHo : 75

MM : 30

Spell Lists (All known to tenth level) 

Calm Spi­rits, Detec­tion Mas­tery, Item Lore, Lore

Itangast

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 « Guest-eater. »

Itan­gast

Level : 55

Race : Fire-drake

Home : Gold Hill in the Withe­red Heath

Hits : 590

AT(DB): Pl/20(60)

HBi : 160

HCl : 110

HBa : 135

HHo : 80

MM : 20

Breath Weapon : +50 Fire­ball, +90 Fire­bolt

Power Points : (5x55)=275

Spell Lists

Calm Spi­rits (50), Detec­tion Mas­tery (50), Item Lore (50), Lore (50), Spirit Mas­tery (50), Fire Law (50), Light Law (30), Lore (Chan­ne­ling) (30), Earth Law (30), Dis­pel­ling Ways (30).

Khuzadrepa

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 Khu­za­drepa to 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.

Khu­za­drepa

Level : 37 ; 42 after T.A. 2563.

Race : Cold-drake, winged

Home : The Withe­red Heath, later Thun­der­cleft

Hits : 460 ; 490

HBi : 130 ; 140

HCl : 100 ; 110

HBa : 160

HHo : 65 ; 75

MM : 10

Power Points : (7x37)=259 ; (7x42)=294

Spell Lists (pre 2563)

Soul Des­truc­tion (30), Gas Des­truc­tion (30), Solid Des­truc­tion (30), Fluid Des­truc­tion (30), Mind Des­truc­tion (30), Flesh Des­truc­tion (30), Calm Spi­rits (30), Detec­tion Mas­tery (30), Item Lore (30), Lore (30), Spirit Mas­tery (30), Matter Dis­rup­tion (25), Light Law (25), Dark­ness (20), Ice Law (20), Essence Hand (20), Curses (20), Dis­pel­ling Ways (20), Lesser Illu­sions (20), Dark Chan­nels (20), Living Change (20).

Spell Lists (post 2563)

Soul Des­truc­tion (30), Gas Des­truc­tion (30), Solid Des­truc­tion (30), Fluid Des­truc­tion (30), Mind Des­truc­tion (30), Flesh Des­truc­tion (30), Calm Spi­rits (30), Detec­tion Mas­tery (30), Item Lore (30), Lore (30), Spirit Mas­tery (30), Matter Dis­rup­tion (25), Light Law (25), Dark­ness (25), Ice Law (25), Essence Hand (25), Curses (25), Dis­pel­ling Ways (20), Lesser Illu­sions (20), Dark Chan­nels (20), Living Change (20).

Leucaruth

A bad-tem­pe­red, per­pe­tually angry Fire-drake, 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 is constantly hun­ting. Nothing delights her more than 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 (see below) in the early years of the Third Age pro­du­ced only one stun­ted Worm, later known as Turu­ku­lon (see ICE’s Dun­land and the sou­thern Misty Moun­tains). Leu­ca­ruth nearly killed the young Drake, who later fled the Ered Mithrin.

She often attacks large bands of Dwarves or Orcs. and of late has been pon­de­ring the idea of an attempt upon one of the Dwar­ven stron­gholds.

Leu­ca­ruth

Level : 34

Race : Fire-drake

Home : Ire-rock, above Wolf Flat, nor­thern Ered Mithrin

Hits : 435

AT(DB): Ch/16(50)

HBi : 125

HC1 135

HBa : 100

HHo : 70

MM : 20

Breath Weapon : +50 Fire­ball, +90 Fire­bolt

Power Points : (2x34)=68

Spell Lists (All known to twen­tieth level) 

Calm Spi­rits, Detec­tion Mas­tery, Item Lore, Lore, Spirit Mas­tery, Dis­pel­ling Ways, Fire Law.

Lomaw

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 the Dying Gla­cier, which ema­nates from a cleft near 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.

Lomaw

Level : 35

Race : Ice-drake

Home : An ice cave, south of the Dying Gla­cier, west of the Withe­red Heath

Hits : 467

AT(DB): Pl/20(50)

HBi : 120

HCl : 125

HBa : 90

HHo : 60

MM : 30

Breath Weapon : +40 Ice­ball, +100 Ice­bolt

Power Points : (4x35)=140

Spell Lists (All known to twen­tieth level) 

Calm Spi­rits, Detec­tion Mas­tery, Item Lore, Spirit Mas­tery.

Scatha

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 (c-1620).

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 new-found wealth, he acti­vely seeks more- He roams the Men Rhûnen (S. « Eas­tern Way ») hun­ting for cara­vans to raid and stron­gholds to sack. Scatha will eat vir­tually any­thing, but his main pre­fe­rences arc : 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.

Scatha

Level : 52

Race : Cold-drake (of the first brood of Glau­rung)

Home : The ruins of Sil­ver­plunge in Mount Gond­mae­glom

Hits : 555

AT(DB): Pl/20(65)

HBi : 150

HCl : 140

HBa : 120

HHo : 110

MM : 30

Power Points : (5x52)=260

Spell Lists (All known to fif­tieth level) 

Calm Spi­rits, Detec­tion Mas­tery, Item Lore, Lore, Spirit Mas­tery, Curses, Black Chan­nels, Dis­pel­ling Ways, Earth Law.

Smaug

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 Anvil­mount, in the nor­thern Ered Mithrin. Anvil­mount was once a 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.

Smaug

Level : 60 ; 66 after T.A. 2770.

Race : Fire-drake, winged (of the line of Anca­la­gon)

Home : The Bart Synac ; later Anvil­mount ; late Erebor

Hits : 600 ; 636

AT(DB): Pl/20(70); Pl/20(75)

HBi : 110 ; 125

HC1 120 ; 130

HBa : 140 ; 150

HHO : 95 ; 95

MM : 30

Breath Weapon : +60 Fire­ball, +120 Fire­bolt

Power Points : (6x60)=360 ; (6x66)=396

Spell Lists

Calm Spi­rits (50), Light Law (50), Detec­tion Mas­tery (50), Essence Hand (30), Fire Law (50), Matter Dis­rup­tion (30), Item Lore (50), Dark­ness (30), Lore (Chan­ne­ling) (50), Anticipations(30), Lore (50), Control­ling Songs (20), Wind Law (50), Mind Sub­ver­sion (20), Spirit Mas­tery (50).

Throkmaw

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.

1t 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. It is quite close to the Dark-ice castle, and occa­sio­nally some Ice-orcs fail to make it home. Throk­maw has made no move against them in the form of an all-out assault because he feels that they may be useful one day. In addi­tion to this, of course, is the daun­ting strength of the Ice-orc’s keep.

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 Cam. 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.

Throk­maw

Level : 46

Race : Fire-drake, winged (of the brood of Anca­la­gon)

Home : Shab Arch in the nor­thern Ered Mithrin

Hits : 523

AT(DB): Ch/16(60)

HBi : 110

HC1 120

HBa : 125

HHo : 90

MM : 20

Breath Weapon : +50 Fire­ball, +100 Fire Bolt

Power Points : (4x46)=184

Spell Lists

Calm Spi­rits (30), Light Law (20), Detec­tion Mas­tery (30), Mind Attack (20),
Item Lore (30), Matter Dis­rup­tion (20), Lore (30), Control­ling Songs (20), Spirit Mas­tery (30), Dark Chan­nels (20).

Uruial

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 (see sec­tion 7.4).

Uruial

Level : 40

Race : Fire-drake (undead)

Home : Steel Fall in the Wes­tern-cen­tral Ered Mithrin

Hits : 475

AT(DB): Ch/16(60)

HBi : 120

HCI : 120

HBa : 100

MM : 0

Breath Weapon : +50 Fire Ball ; +90 Fire Bolt.

Uruial’s Spe­cial Powers

4.42 The Lesser 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.

Agburanar

Agbu­ra­nar resides in a large cavern com­plex known as the Caves of Ulund- These caves are found high up in a spur of the nor­thern fork of the Fred Mithrin- He is a reclu­sive beast who pre­fers Goat, Bear or Los­ran­dir meat to more chal­len­ging prey. Although he slew the Dwarf-lord Fain (a rene­gade of Barin’s folk) and later a band of Ice-orcs who chal­len­ged him for Fain’s wealth, Agbu­ra­nar is rarely active.

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.

Dynca

A much scar­red and bat­te­red Drake, Dynca is a sur­vi­vor of the Great Battle. His visage is marred by the scars of Eagle’s talons — he is mis­sing one eye and both of his horns- His lair is loca­ted at Sor­row­drop, and from there he hunts in the Nor­thern Wastes. Dynca is a com­pas­sio­nate, rela­ti­vely pas­sive and for­gi­ving Cold-drake, but this is a loose term when applied to a Dragon — as any intru­der to his lair will soon rea­lize.

Haurnfile

A short-tem­pe­red Cold-drake with red-grey scales, Haurn­file holds an unwa­ve­ring hatred against her bro­ther Culgor. She has resol­ved to make his life a misery, because he stole her hoard (see above). She resides in the Under-deeps below Bat Dome, south-west of the Withe­red Heath. Her diet consists lar­gely of Goats and Sheep, but she is not adverse to sup­ple­men­ting it with the odd Dwarf or hapless adven­tu­rer.

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 Cam. 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 arc 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.


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