06 · Politics and power

The Grey Mountains have never been the center of any large kingdom or empire ; the lands have not been forgiving enough for a culture of this sort to grow and flourish. As the region is still largely a wilderness, more priority is given simply to survival itself.
Those races that have been able to gain a foothold in the region are as tough as the terrain they live in ; the Dwarves, Beornings, Ice-orcs and Orcs are all hardy races who are not daunted by the elements alone.
Within these groups there is a degree of political maneuvering and posturing. Generally, this does not extend beyond their own people, being concerned only with tribal matters. Of these groups, it is the Dwarves who have been the most successful. Their resolute courage has seen them build a network of mining colonies and settlements in the south-eastern spur of the Ered Mithrin. They have achieved much in a short time.
The Ice-orcs, too, have been successful. From their mighty stronghold in the northern foothills their hegemony stretches out across the tundra and icy wastes. They menace the mannish tribes to the east and west.
The Orcish presence within the mountains is minimal ; three small tribes, ostensibly independent from Mount Gundabad, vie for control with each other, involving themselves in numerous small and petty inter-racial wars.
Situation in the North c. T.A. 1640
The Great Plague that devastated Rhovanion from 1635–1639 was felt little in the north. The isolated peoples from the region suffered remarkably few losses. Their particular lifestyles and their distance from the major population centers are the main reasons for their good fortune. It is thought that the plague did claim one significant casualty — the Dwarven colony of Silverplunge. This has never been confirmed, but there has been no contact with the Dwarves for several years.
The truth, of course, is far more insidious ; Scatha the Worm and his foul kin could prove worse than a plague, and things do not bode well for the peoples of the north.
The Beornings are a people under siege ; their numbers have dwindled, and they are beset by numerous foes. Wolves howl at their borders, Orcs raid their manors, and the incursions of the Angmarim are pushing the Northmen to the brink, forcing them into the more remote regions of the Narrows. But it is the Dragons who could well push them over the edge —many Beornings have already departed south to their kin in the Anduin vales.
The Ores have been brought effectively into line by Gundabad (with help from Angmar). To the north the Ice-ores are in turmoil. The Witch-king has absorbed them into his empire after millennia of independence. The Ice-orcs are not sure what to make of their new” master, and many resent an outside overlord.
6.1 Government
The various diverse people of the Grey Mountains are self-governing, although several answer to overlords of some description.
Beornings
The Beornings are a widely dispersed group. Though only small in number they are scattered throughout a large area. Governance is impractical, and in any case not a part of Beorning lifestyle. They do have a Chieftain Beornan in 1640, to whom they look for guidance in troubled times such as these, and for religious and spiritual matters. The Chieftain cannot make laws or rules without the general agreement of the populace. He may act as an intermediary between disputing parties, but rarely is this called for. His advice is valued most highly.
Orcs
The two tribes of the Grey Mountains, the Lor-uruk-shab and the Uruk-erag, are ancient tribes, both having been in the Grey Mountains since the early years of the Second Age. They are essentially autonomous from Gundabad, but in recent years Gundabad has been able to enforce its will more strongly upon them. Tribute and soldiers are dispatched regularly to the Orcish city to meet the growing demand. The respective Warlords of these tribes, Shagrath and Cro, resent this, but they can do nothing. They do, however, have total control over their own individual tribe members ; their word is law.
The third tribe, the Asharag, are relatively recent newcomers to the region. They hail from near Gundabad originally, and were dispatched to the south-eastern foothills (below the Withered Heath) in 1395 by the Ashdurbuk of Mount Gundabad at the behest of the Witch-king. The Asharag are entrusted with the vital task of protecting the Rhûnnish supply trains at night. Ukog, the ruler of this tribe, is an Orc from Mount Gundabad. He rules in the name of his Ashdurbuk, Zalg.
Ice-Orcs
The Ice-orcs live mostly within their fortress, Kala Dulakurth, but others are nomadic and roam the Forodwaith. All are the subjects of the King of the Ice-orcs. The only sphere outside his control is the Cult of Morgoth. Like all Orcish rulers, though, he rules only for as long as he is able. Dakalmog, the current King, is not entirely secure on his throne.
The King must also answer to the Witch-king, and is often over-ruled by the Emperor of Carn-dum. Naturally, he resents this, co-operating only when forced.
Dwarves
The Dwarves have a very efficient and effective government. The King, as an heir of Durin the Deathless, the Father of their folk, has the final authority on all matters. He is advised by a council of respected Dwarf-lords, who are distinguished by their abilities and leadership qualities. The King delegates authority to others in a chain-of-command fashion. In the case of outlying territories or colonies he appoints Warders who rule in his name.
Administration is carried out by capable Dwarves with a minimum of bureaucracy. This system is ancient, dating back to the original guidelines as set down by Dunn himself. It works quite well, but does have one drawback. A difficult or stubborn King who fails to heed his advisors or administrators strains the government of Durin’s folk to the limit. In some cases this can lead to disaster (e.g., Dain I, for under-estimating his advisors about the Balrog).
6.2 People of note
The Dwarves
The principle characters in the Dwarven colonies are detailed below. They hold, between them, the positions of power and responsibility for the wellbeing of the colonies of Durin’s folk.
Azakhad

A Dwarf of Durin’s line, though not of the royal house, Azakhad is the Warder of Silverpit. He is a proficient administrator and a capable warrior who does his best in the face of difficult times and the turbulent politics of Norr-dum.
Recently there has been trouble along the road from Silverpit to Norr-dum, many Dwarves having been lost to marauding Dragons. Azakhad feels that the worst is yet to come. He favors a retreat from the Grey Mountains and a return to Erebor. He is not a coward, but sees senseless death as a criminal waste. He supports “Throes and Borin’s attempts, within the council, to halt Dain’s rash plans. This act has made him unpopular with his King, and Azakhad realizes that his post as Warder is in jeopardy. The Dwarves of the colony of Silverpit agree with Azakhad in the main, but many believe their King will change things “magically” (being an heir of Durin) to enable them to live untroubled.
While Azakhad tries to placate all sides he is pleasing none ; Bonin has often asked for more tenuous support, and this is straining their age-old friendship. Azakhad has a wife and three young Dwarf-children. He fears for their safety and plans to send them to live in Erebor should the situation worsen further.
Azakhad
Level : 16
Race : Dwarf (of Durin’s folk).
Profession : Warrior/Fighter.
Home : Silverpit, in Goat Mountain.
RM Stats : SD82 ; Co95 ; Ag80 ; Me70 ; Re79 ; St96 ; Qu76 ; Pr65 ; In75 ; Em66.
MERP Stats : Co95 ; Ag80 ; Ig75 ; It75 ; St96 ; Pr65. Appearance : 81.
Azakhad’s Principle Items :
- Heavy Crossbow
- +15 to hit, this crossbow is also self-loading, it can be fired every round without penalty.
- Hood and Cloak
- This sky blue hood and cloak provides +10 to DB. The hood (when about the head) acts as a helm, and will negate head criticals 50% of the time.
Dain I
The over-confident son of Nain II, the slayer of Leucaruth, Dain is the proud and stubborn King of Durin’s folk. Since succeeding his father in T.A. 2585 he has pursued a policy of vigorous expansion, despite the ongoing problems with Dragons and the losses of the colonies of Thunder-cleft and Long Peak. Dain follows the philosophy of his father — he will not yield the holds of Norr-dum and Silverpit, not while there is a single Dwarf still standing to defend it. He is beginning to believe his own rhetoric and forgets the how real the danger is that confronts his people. He has been known to make pompous statements along the lines of : « We will not be driven from our halls the same way our forefathers were from Khazad-dum. »
However, within his own household the King has detractors. Thror, the King’s heir, and Bonin his younger brother believe he is courting disaster. Azakhad (see above) favors a return to Erebor, something that Dain finds ludicrous and refuses to countenance. Dain is displeased with his Warder at Silverpit, but even though he has absolute authority in all matters, he is reluctant to replace Azakhad, at this time, in the face of opposition from the council.
His second son, Fror, is similar in spirit to his father, and if Dain could he would rather see the throne pass to him. He also has a younger son Gror, who cares little for politics. Even at his young age Gror shows great promise as a smith and he is absorbed in his craftwork, paying little heed to the squabbles of his family.
Dain’s brashness and false confidence stem from the deeds of his father, Nain 11. When Leucaruth challenged the gates of Norr-dum, Dain was the only Dwarf by Nain’s side as he slew the great Cold-drake. Dain, overawed by what he saw, took the victory as a sign that the Dwarves had ended the threat of the Long-worms. The reports of the more recent troubles he heeds little ; pride has distorted his view and he forgets the awful slaughter of Thundercleft, but remembers the valiant stand of the Dwarves of Long Peak.
Dain has allowed the vigilance of the Dwarves to slip. By pressing on with mining and exploration the guards at the main gates are barely half the number they once were.
Dain I
Level : 17
Race : Dwarf (of the House of Durin).
Profession : Warrior/Fighter.
Home : Norr-dum.
RM Stats : SD72 ; Co91 ; Ag78 ; Me74 ; Re77 ; St94 ; Qu81 I ; Pr76 ; In82 ; Em74.
MERP Stats : Co91 I ; Ag78 ; Ig76 ; It82 ; St94 ; Pr76. Appearance : 71.
Dain’s Principle Item
- Ring
- One of the Seven Dwarven Rings, this priceless heirloom has been handed down from father to son since the days of Durin III. Dain is extremely possessive and his son Thror is not yet aware of the ring’s existence. It mar be that the ring is partly to blame for Dain s behavior. Powers : As with any artifact, the full extent of the powers bestowed to Damn are a reflection of his stature. The powers it confers to Dain are listed below :
— x7 PP multiplier.
— Continuous RM/MERP Protection Prayer 70’R affecting all allies within the radius of the spell or within sight of the wearer.
— Continuous RM/MERP Mind Mastery Unpresence and Hiding Nondetect or MERP Nature’s Guises Blank Thoughts and Illusions unseen.
— Any lodes of precious metal ores and all volcanic pipes of minerals and gemstones within 7777 of wearer can be detected by him and analyzed at will.
— Wearer may use RM Detecting Ways and Delving Ways to 50th level or MERP Detection Mastery and Essense’s Ways to 10th level.
— Wearer may use at will RM/MERP Lore and Item Lore lists to 50th/10th level.
— Wearer may cast spells from all six RM Alchemical base lists to his own level using his own PPs.
— Wearer and all within seven miles of him are inspired with extreme loyalty to members of their own race ; A Dwarf will support another Dwarf ; even in an unjust cause, against any non-Dwarf.
— Wearer subject to increasing desire for more wealth for as long as he owns the ring. Each year he must make an RR vs. a Channeling spell that starts a 5th level and increases by 5 levels each year. If he fails the RR by 50 or more, he will ignore all other things, desiring only to find more veins of precious metals.
Fror
The middle son of the King, Fror, though still only a youngster (37) by Dwarven standards, has considerable power and authority. This is due to his father, who dotes upon him. Of like mind, both father and son have visions of wealth and prosperity for the Ered Mithrin colonies.
Fror has ambitions of succeeding Azakhad at post as the Warder of Silverpit. He believes that Azakhad has “had his day”, and is too concerned with his own inadequacies. Fror plans to petition the council to set Azakhad aside, claiming it would be in the best interests of the Dwarven people. Fror is impatient that his father has not already done so. His influence with Dain is nonetheless considerable. He persuades Dain to ignore the ramblings of the older members of Dain’s council. These Dwarves are survivors of Thundercleft or Long Peak. Fror considers them fools, and only half believes their tales about the Dragons. Despite being the youngest member of the council, he has mobilized support for the hopes of Dain.
He is aware of the worsening situation along the road between Norr-dum and Silverpit, but believes that Norr-dum is safe from any attack. He harbors a secret desire in his heart (a fact he shares with no one) to be King after his father. He has visions of leading the Dwarves into a golden age, driving the Dragons from the mountains.
He shares an uneasy relationship with his older brother, Thror. He is jealous not only of his birthright but of Thror’s greater skill with weaponry, and his abilities at the forges.
Fror
Level : 12
Race : Dwarf (of the House of Durin).
Profession : Warrior/Fighter (Rogue).
Home : Norr-dum.
RM Stats : SD65 ; Co83 ; Ag87 ; Me80 ; Re75 ; St84 ; Qu97 ; Pr79 ; In77 ; Em61.
MERP Stats : Co83 ; Ag87 ; Ig78 ; It77 ; St84 ; Pr79. Appearance : 73.
Fror’s Principle Items
- Battle-axe
- A large two-handed weapon, this was the axe of Nain II, Fror’s grandfather. It cannot be fumbled, confers a +30 bonus (+45 against Dragons) and yields x2 hits (x3 against Dragons).
- Boots
- Made from supple leather, they arc boots of Traceless passing and of Stonerunning.
Thror
As the crown prince of Durin’s folk, Thror feels uncomfortable in his role. Although it grieves him, he feels he must speak out against his father’s policies. He well knows, having spoken with survivors of Thundercleft, of the irresistible might of the Dragons.
Thror looks to Bonin, his uncle, for guidance rather than to his father — another reason for his father’s displeasure. Together with Azakhad they form an alliance of sorts, pressing for Dain to halt his expansions. They feel that the danger to the colonies warrants more attention. The general populace are divided on this issue (but always at the back of their minds is the specter of Durin). They might follow a strong leader if he chose to leave, but Thror will not rebel against his father.
Thror is dismayed by the change in Fror’s character, before Dain became King they were close companions. He points the blame squarely at Fror for his father’s ludicrous plans (he knows nothing of the ring). The two are barely on speaking terms, but it would take much more for them to come to blows. In any case Thror would not strike first.
Thror is a lonely Dwarf, estranged from his father and Fror, he is also ignored by his younger brother Gror, who prefers the solitude of the Forging Halls to the company of Thror. Nonetheless he is determined that ruin should not befall his kindred or his family.
Note that Thror will have a son, Thrain, who will in turn have a son, Thorin Oakenshield, friend of Gandalf the Wizard and hero at the Battle of Five Armies.
Thror
Level : 14
Race : Dwarf (of the House of Durin).
Profession : Warrior/Fighter.
Home : Norr-dum.
RM Stats : SD68 ; Co91 ; Ag96 ; Me90 ; Re80 ; St90 ; Qu90 ; Pr75 ; In82 ; Em80.
MERP Stars : Co91 ; Ag96 ; Ig85 ; It82 ; St90 ; Pr75. Appearance : 77
Thror’s Principle Items
- Necklace
- An ancient heirloom, given to each crown prince, it was made by Celebrimbor for the son of Durin III. Besides granting +20 to DB, the necklace will also reduce the severity of any of the criticals (by one) obtained against the wearer (i.e., “E” becomes “D”, etc.). Furthermore, 1x/day the wearer may Deflect True causing any attack (melee, missile or spell) within the wearer’s vision to automatically miss. Aside from its magical properties the necklace has intrinsic value because of its beauty. The fine chain links are of gold, and several magnificent emeralds and beryls hang from it.
Borin
A prince of the House of Durin, the younger son of Nain II, Bonin is the Warder of Norr-dum. However, this is an empty title, for his young nephew, Fror, has all but usurped his place in the administration of the capital of Durin’s folk.
Despite the many protests Bonin has made to his brother, Damn, Fror continues to do as he pleases. At times Fror’s over-ruling of Bonin has meant that sometimes only a handful of Dwarves have been guarding the gate. Bonin feels that this is an outrage in these troubled times.
The mentor of Thror, Bonin urges his charge to be more forceful, to assert himself as an heir of Durin should. He is assisted by Azakhad, although not as well as he would like. Azakhad is a good friend and a former comrade-in-arms, but of late their relationship has been strained. Bonin thinks that Azakhad should also assert himself more, and not be shouted down during council by Fror or Dain. Bonin grew up with the King and knows just how unlike Durin he is, but most of the populace doesn’t share his views.
Bonin is a powerful warrior, a match for any of the Khazad. His prowess with the warhammer is legendary.
Borin
Level : 18
Race : Dwarf (of the House of Durin).
Profession : Warrior/Fighter.
Home : Norr-dum.
RM Stats : SD87 ; Co96 ; Ag99 ; Me78 ; Re61 ; St100 ; Qu98 ; Pr70 ; In75, Em70.
MERP Stats : Co96 ; Ag99 ; Ig70 ; lt75 ; St100 ; Pr70. Appearance : 68
Borin’s Principle Items
- Warhammer
- « The wrath of. Mahal » is a large, deadly warhammer. A +25 weapon it is a hammer of returning, with a range of 140”. The warhammer also delivers x2 hits. Bonin is also able to wield it in both hands, when he does so it delivers x3 hits.
- Shield
- A +10 Shield of Guarding. Should Bonin choose to do so he can set this shield in the air and it will protect him (as per normal). The shield can function like this but I x/day and the “guarding” lasts for 7–14 rounds.
The Ice-Orcs
The characters detailed below are the main personalities of the Dark-ice fortress. They hold between them all the power in the castle.
Dakalmog

Dakalmog is the current Ice-orc king, the latest in a long line of despots. He ascended the throne in T.A. 1625 when he murdered his brother in a well-planned and executed coup. Prior to this he was the Warlord of the castle, a position he has entrusted to his most loyal subject, Nadash.
At present, Dakalmog believes he has a firm grip on the throne, and outwardly it appears this way. He fears no rivals and his only worry is that the Cult of Morgoth (see Urdrak below) may intervene to re-assert themselves. Dakalmog’s predecessor was advised closely by Urdrak, something that Dakalmog is trying to avoid.
He must also be careful not to displease the Witch-king, who has “annexed” the Ice-orcs into his ever-growing Empire. By ensuring that patrols are kept up and Losrandir quotas are met (see section 8.0), Carn-dum is satisfied and Dakalmog keeps his independence.
Dakalmog harbors ambitions himself. He would like to extend his influence eastwards towards the Bad Synac. With this aim in mind he has increased raids on the Lotan peoples.
A cunning ruler, seeking ever more power and treasure, he is attempting to subvert the priesthood by favoring the younger acolytes. So far he has had some success, but if Urdrak knew of this he would have the offending priests bent over backwards as the next victims to be sacrificed.
Dakalmog stands 6′1″ high, above average height for an Ice-orc. His hairy hide is his most unusual feature — it is white almost to the point of albinism. Despite his gaunt frame, Dakalmog is very strong and agile. In combat he is a fearsome warrior. He resides in the Palace Caves on the second level of the keep.
Dakalmog
Level : 17
Race : Akul-uruk.
Profession : Warrior/Fighter.
Home : The Palace Caves in Dark-ice castle.
RM Stats : SD56 ; Co99 ; Ag100 ; Me69 ; Re49 ; St 101 ; Qu95 ; Pr86 ; In70 ; Em60.
MERP Stats : Co99 ; Ag100 ; Ig59 ; It70 ; St101 ; Pr86. Appearance : 44.
Dakalmog’s Principle Items
- Scimitar
- A large scimitar of black laen called Dagalushar (aOr. Demonblade), this is a truly terrifying weapon. Besides conferring a +30 bonus the scimitar has the power to (when a critical is achieved) deliver the effect of an Absolution spell (30th level attack).
- Armour
- Well crafted Chain Hauberk, adds +25 to DB.
- Scepter of Ice
- Symbol of Dakalmog’s authority, he carries it with him whenever he leaves the Palace Caves. The scepter gives him the ability cast (at will, 1 spell/round) any spell from the Ice Law list (to 25th level).
Urdrak
A thoroughly evil creature, Urdrak is a fanatic, devoted to returning Morgoth to the world. After countless attempts at making contact with the Black Enemy, he has succeeded at last — or so he thinks. In reality, Sauron, aware that dark powers were being used in the north, was the being that Urdrak communed with. Sauron is content to fool Urdrak, allowing him his delusions. He has instructed the Witch-king to make use of the Ice-orcs as he sees fit. Thus, the Ice-orcs are now a part of the Kingdom of Angmar.
Urdrak is unaware that he is being manipulated and is using his new-found power for political purposes. He knows, though Dakalmog is ignorant of this fact, that Nadash is plotting to gain the throne. In earlier times he would have informed the King or taken steps himself, but now that Urdrak is playing the political game he has decided to wait for an opportune moment. In the light of his contact with the “Spirit of Morgoth” he has decided that he would make a better alternative than either.
Urdrak, in any case, would like a firmer grip on the ambitious King. The previous monarch proved very malleable for Urdrak, and he would like things to return to how they once were. He feels secure in the knowledge that the Cult of Morgoth is completely under his control, and that their power would be enough to carry him to the throne. No priest has ever tried to rule the Ice-orcs and this is the one stumbling block that is holding Urdrak back. He does not, of course, know of Dakalmog’s attempts at subverting his acolytes.
Urdrak resides in the Tower of Darkness above the main gate of the castle. His rooms are the highest of the keep. He is rarely absent from his chambers, except on days when he is required at Dakalmog’s court or presiding over religious ceremonies.
Urdrak
Level : 15
Race : Akul-uruk.
Profession : Animist/Evil Cleric.
Home : The Tower of Darkness in Dark-Ice castle.
RM Stats : SD90 ; Co76 ; Ag87 ; Me91 ; Re85 ; St73 ; Qu90 ; Pr91 ; In101 ; Em80.
MERP Stats : Co76 ; Ag87 ; Ig88 ; It101 ; St73 ; Pr91. Appearance : 31.
Urdrak’s Principle Items
- Staff
- A x4 PP multiplier (for evil spell casters) this staff is attuned to evil. It augments evil spells, doubling their effectiveness (where applicable). Anyone of good intentions who touches the staff must make an RR (vs. Channeling) or suffer the effects of one of the spells of Black Channels II. Urdrak will also use the staff as a weapon as a last resort, it is + I 0 to hit.
- Robes
- Full length black and red robes they give Urdak +10 to his DB. Although they protect him only as normal robes (AT02) they offer him a considerable defense, as all attacks must be resolved on the Large Creature Critical Table.
Power Points: (3x4x I 5)= 170PP
Spells: Urdrak knows all Base Evil Cleric lists to 10th level, as well as five Closed Channeling lists to 10th level, and six Open Channeling Lists to 10th level. He also know two Base Cleric lists to 10th level.
Nadash
The Warlord of Dulakurth is a brutish warrior. At 6′3″ he towers over most of his brethren. He is more powerful and bulkier than most Ice-orcs, suggesting that there is some Uruk blood in his veins. He does not use the traditional Orcish scimitar, preferring to use a large mace — something more suited to his brawn.
Ostensibly Dakalmog’s staunchest ally, Nadash is planning to usurp his King. Shortly after Dakalmog gained the throne and Nadash gained his promotion as the Warlord, he began to have thoughts about his blind loyalty. When Dakalmog, in a drunken victory ceremony, let it be known that Nadash was his “pet, Nadash became determined that he would one day rule. Even now he plots to take his place. Nadash is not overly bright, but has a sort of animal cunning and knows what motivates his brethren. To this end Nadash has bought off most of the royal guards, offering them promises of more wealth and power. Everything seemed to be proceeding according to his simple plan until Urdrak discovered his ambitions. Nadash now lives in fear of being exposed by Urdrak, as his plans have not yet fully ripened. He is beginning to wonder why Urdrak has not already done so. Nadash hates and fears the Witch-king greatly and wishes that the Ice-orcs could return to the old ways, but he is smart enough to know that disobedience would be useless and probably life-threatening. If he knew that Urdrak was responsible for the Witch-king’s presence he might be provoked into attacking the priest.
Nadash
Level : 14
Race : Akul-uruk/Uruk.
Profession : Warrior/Fighter.
Home : Warlord’s Tower in the Dark-ice castle.
RM Stats : SD70 ; Co100 ; Ag71 ; Me62 ; Re70 ; St 100 ; Qu80 ; Pr73 ; In68 ; Em54.
MERP Stats : Co100 ; Ag71 I ; Ig66 ; It68 ; St 10 ; Pr73. Appearance : 49.
Nadash’s Principle Items
- Mace
- A +30 Eog Mace, x2 hits, it delivers a Unbalancing critical of one severity less when a normal critical is achieved.
- Shield
- +10 Crushing Shield. Nadash can use this shield to make a +50 Large Crush attack while engaged in combat.
Durba
An experienced tracker and Ranger, Durba is responsible for the patrols and raids carried out in the north. Well versed in the terrain of the Forodwaith he ensures that the Witch-king’s northern flank is effectively guarded. Frequently away on missions of reconnaissance. Durba has ranged from the Bay of Forochel in the west to the Barl Synac in the east. He ensures that discipline is kept up by the outlying troops and the nomadic Ice-orcs that wander the Arctic.
Durba is a leader by example, admired by his troops. Surprisingly he has no ambitions to rule — he believes that the risks outweigh the gains. As such he remains aloof from the political machinations that infest the castle, siding with no faction. He is able to remain independent because Dakalmog realizes his value.
When he is at the castle he resides in the Warlord’s tower. 5′10″, his lithe form blends in well with the lands of the north. Skilled with weaponry, he prefers to use subtle tactics, out-thinking a foe rather than defeating by physical force alone.
Durba
Level : 13
Race : Akul-uruk.
Profession : Ranger.
Home : Warlord’s tower in Dark-Ice fortress.
RM Stats : SD80 ; Co95 ; Ag99 ; Me70 ; Re80 ; St88 ; Qu99 ; Pr61 ; In98 ; Em71.
MERP Stats : Co95 ; Ag99 ; Ig7S ; It98 ; St88 ; Pr61. Appearance : 50.
Durba’s Principal Items
- Bracelets
- x3 PP multiplier, +10 to DB, these plain golden bands allow the use of the Nature’s Way spell list to 25th level (PP cost incurred each time). Both bracelets must be worn for any of the powers to work.
- Cloak
- Of concealment, it adds +30 to Hiding attempts, but it is suitable only in the Arctic terrain (-50 otherwise).
- Boots
- Of Ice-running, as per stone running except that the wearer can run on ice, glaciers, or snow.
Durba’s Special Powers
Power Points: 78 PP.
Spells: Durba knows all Ranger Base lists to 10th lvl, he also knows I Closed Channeling list and 3 Open Channeling to 10th Ivl.
Beornan

The Lord of the Northern Beijabar, Beornan leads his diminishing people through troubled times. Forced into the more remote regions of the Narrows (Q. Arka) by the encroachments of the Orcs and the Angmarim, Beornan is faced with the difficulty of maintaining old ways and traditions in a time where survival itself is difficult.
His home is a comfortable Manor, in the typical Beorning style, overlooking the Forest river, in the foothills below the Ered Mithrin. He lives here with his wife and their young daughter. They are grief-stricken by the loss of their son (and brother) who was killed, along with several other youths in a rash attempt on Bairanax the Bear-hunter. For this Beornan seeks revenge.
Like all Beornings he is physically imposing, standing 6′4″, and has about him an air of calm authority. A deadly warrior, he wields his battle-axe with skill, but will generally fight in Bear-form when the occasion arises.
Beornan’s Special Powers
- Shape-Change
- Beornan has the ability to take on Bear-form. He does this during religious ceremonies or during battle, if he so chooses. Beornan has control over this ability.
- Dwarf-friend
- Beornan is also a Dwarf-friend, a strange friendship in view of their radically different lifestyles. He admires their stubborn character and brilliance as craftsmen. In turn the Dwarves view him as a valuable friend in an isolated region. He has had no contact with Silverplunge for nearly five years, and although contact was often sporadic, Beornan fears the worst. In addition to his other problems he now worries about his Dwarven friends as well.
Beornan
Level : 18
Race : Beijabar (Northman).
Profession : Warrior/Fighter.
Home : Waetan Lodge in the Nan Taurduin.
RM Stats : SD79 ; Co98 ; Ag90 ; Me78 ; Re63 ; St99 ; Qu89 ; Pr90 ; In99 ; Em94.
MERP Stats : Co98, Ag90, Ig71 , It99, St99, Pr90. Appearance : 76.
Beornan’s Principal Items
- Battle-axe
- A large two-handed weapon, it is of Slaying Trolls, and gives the wielder a +20 bonus.
- Armor
- A finely tooled reinforced leather breastplate, given to Beornan as gift from the Dwarves of Silverplunge. It wears as No/I , but protects as R1/9 and confers a bonus of +15 to the wearers DB.
Narvi V
Narvi V was once the Dwarf-lord of the settlement of Celeb-ost. Now fallen, the descendant of Narvi I has passed into the realm of the Undead and become a Greater Ghost.
Physically he appears much as he did during his life, standing 4′2″ and possessing the typical Dwarvish characteristics, although now his eyes are red, and their intensity reflect his mood. He is, of course, insubstantial and can walk through walls. He is also able to wield weapons.
Narvi was a powerful Alchemist, and he retains much of the spell-casting power he had during his life, but the spells he now wields are more terrifying.
He is haunted by the atrocities committed under his rule, and tortured by visions of mithril. He believes that all the silver of Celeb-ost is actually mithril (totally false), and he spends many hours gazing at it in his secret treasury (see section 7.3).
Narvi feels a constant need for life-energy, something he has little control over ; he will sometimes wander the Halls of Celeb-ost searching for victims to satisfy his wants. He will seek to trap potential victims within the intricacies of Celeb-ost, using the many secret doors and passageways to his advantage. He is cunning and will wait for the right moment to spring ; after other encounters have worn the victims down.
Should Narvi encounter any Dwarves he will seek to isolate them. If possible he will trap them in a pit (or something similar). His mood towards a Dwarf or Dwarves will be friendly enough at first, but as time goes on he will become suspicious, accusing them of being henchmen of Thrain or Thorin. He will not try to kill them until others of their party are all dead.
Narvi also exhibits some of the characteristics of a Barrow-Wight. If his ghostly form is destroyed he will re-form, unless his treasure is dispersed — so strongly is he tied to it. For this reformation to happen, 60% of the treasure needs to be in one place, with in a 700” radius. This means that a party carrying away his treasure might be in for quite a surprise !
Narvi V
Level : 21.
Race : Dwarf (of Durin’s Folk).
Profession : Warrior/Fighter.
Home : Celeb-ost in the North-eastern Ered Mithrin.
RM Stats : SD(40); Co81 ; Ag70 ; Me88 ; Re81 ; St93 ; Qu80 ; Pr98 ; In90 ; Em101.
MERP Stats : Co81 ; Ag70 ; It90 ; St93 ; Pr98. Appearance : 20.
Narvi’s Principal Items
- Warhammer
- Forged by Narvi himself, this +30 warhammer is able to be thrown once per round (it will return at the end of the round). The wielder of the warhammer also has the ability to cast 7x/day the Bladeturn II spell (from Closed Essence-Shield Mastery).
- Alchemical Tome
- An heirloom of his house, this book was reputedly written by Celebrimbor. It contains pages of spell runes, as well as some commentary in Quenya on various magical forging processes. Undoubtedly of Elvish origin, it has been extensively used by Narvi V and his ancestors in their forging and smithing projects. The Alchemical rune-lists (from level 1–50) have been mostly used (90%).
Narvi’s Special Powers
Undead Powers: Drains 7 pts Co/round (10’ R) at will. Touch delivers an “A” (-25) Cold Critical. If Narvi is destroyed he will reform in 12–36 hrs unless he treasure is dispersed, this applies only during the hours of darkness. Narvi can only be struck by magic weapons.
Power Points: 189 PP ; (x3 PP multiplier, necklace).
Spells: During his life Narvi could cast spells from all Base Alchemical lists (to 20th level). He could also cast three Closed Channeling (20), five Open Channeling (20) and two Base Mage (10). Following his transition to dead, Narvi lost these abilities. However, the spells he can now cast reflect his fallen stature : Mind Domination (20), Mind Death (20), Necromancy (20) and Spirit Mastery (20).
Fichiers
Pour les fichiers .markdown, préférer un clic droit et sélectionner
« Enregistrer le lien sous... »