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The Iron Hills

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Contents
1.0 Notes on the features and use
1.1 Definitions and terms
1.2 Special notes concerning maps and interpretation
1.2.1 Map
1.2.2 Map
1.2.3 Map
1.2.4 Map
1.2.5 Map

2.0 Introduction to The Iron Hills (T.A. 1640)


2.1 Overview
2.2 The History of the Iron Hills
2.3 The Iron Hills in the Later Times
2.4 A brief Timeline

3.0 The Land


3.1 The Hills
3.2 The Valleys
3.3 The Basin
3.4 The Rivers
3.5 Climate and Weather Patterns

4.0 Flora and Fauna


4.1 Flora
4.2 Fauna
4.3 Creatures

5.0 Peoples and Cultures


5.1 The Humans
5.1.1 Easterlings
5.1.2 Rhovanians
5.1.3 Dorwinions
5.2 The Dwarves

6.0 Politics and Power


6.1 Government
6.2 People of Note

7.0 Places of Note


7.1 Dwarven citadels
7.2 Dwarven fortress
7.3 Orc hold
7.4 Troll layer
7.5 Mannish outposts

8.0 Suggestions for Adventure

9.0 Tables
9.1 Master NPC Table
9.2 Master Military Table
9.3 Master Beast Table
9.4 Encounter Table
9.5
10.0 Selected Reading
1.0 Guidelines 1.11 Definitions
This adventure supplement has been designed to keep true
to the format of the Campaign supplements created by Iron Carnen (The Red River): A prominent river in the Iron Hills area that has its
Crown Enterprises (ICE) for their Role-playing system called origins in the western part of the range and flows south into the Celduin.
Dorwinion: The area East of the River Carnen the “Red River” including the
MERP, which is based on the works of J.R.R. Tolkien. While eastern half of the Iron Hills.
it is based on the works of Tolkien, it uses for the basis of the Goda Sarker (The ______): The eastern branch of the Carnen river. Both
information and details from the works of ICE’s Middle-Earth branches have high steep banks carved out of the soft sedimentary rock found
Role Playing materials now no longer published. Where south of the Iron Hills.
Great Plague: A terrible plague that struck Western Middle-Earth in 1635
discrepancies between the two works occur, this supplement and lasted for 4 years having a devastating effect on the population.
will defer to the material published by ICE as the preferred Northman: The name given to the people found in the region from south of
ruling source. While Tolkien purists will undoubtedly scoff at the Ered Mithrin to the southern extent of Mirkwood.
this, it is done to allow easier integration with the MERP Rhovanion: A vast region encompassing all the land south of the Grey
Mountains, North of Mordor. Rhovanion stretches East of the Misty
gaming system which this supplement was designed for. Mountains and west of the Red River (Carnen). The western part of the Iron
Created as a tool for GM’s who want to expand their Hills is located in this area.
playing knowledge in the Iron Hills and surrounding areas. As Rhun:
with all Fantasy Role Playing supplements, GM’s are
encouraged to modify and adapt any part of the material to
better suit their ongoing campaigns. Most of the material is
based on the campaign-taking place in the year 1640 of the
third age, except for sections relating to other times.

1.10 Definitions and Terms

Terms

Game System: MERP (Middle Earth Role Playing)

Character Stats:
Ag – Agility
Co – Constitution
St – Strength
Pr – Presence
It – Intuition
Ig – Intelligence

Game Terms:
AT – Armour Type Mod – Modifier or Modification
Bp – Bronze piece Mp – Mithril Piece
Cp – Copper piece NPC – Non player Character
Crit – Critical Strike OB – Offensive Bonus
D – Die or dice PC – Player Character
D100 – Percentile Dice result PP – Power Points
DB – Defensive Bonus R or Rad – Radius
GM – Game Master Rnd – Round
Gp – Gold piece RR – Resistance Roll
Lvl – Level Stat – Statistic or characteristic

Middle Earth Terms:


IA – First Age
FA – Fourth Age
Kh – Khuzdul (Dwarvish)
SA – Second Age
TA – Third Age

2.0 Introduction
Created by malevolence, the purpose of the Iron
Mountains was meant to be for the proliferation of evil in
Middle Earth. And so it would seem their fate, created by became a safe haven for their kin, fleeing the Dragons attacks
Melkor early in the first age to guard as a gate to his ancient upon their Dwarven mansions in the Ered Mithrin and Erebor.
citadel Utumno. But all ends are not known even to the most
wise. After the war of wrath when the Iron Mountains were
torn apart creating the Iron Hills men and elves avoided the 2.1 Overview
area.
So it was for thousands of years before any of the free The Iron Hills are not an imposing land feature that
people made this area their home. It would be the dwarves, the dominates a region like the Misty Mountains or the Mirkwood
children of Aule that would see the beauty hidden within the forest. Far enough removed from the settled lands in the east
hills and tame the region to call it home. Yavanna and Aule and west the range has not played a role neither hindering nor
took pity on the corruptness that Melkor dealt to the Iron Hills helping in their development. Nor does it create a significant
feeling that no area should be created for such devises and barrier to travel going east to west as it is easily
blessed the land with beauty and riches few men and elves circumnavigated to the north or the south. It is no wonder men
have seen on this earth. And so true with all that is found and elves paid no heed to the area. Despite the original
within the Iron Hills; two sides one of dark and foreboding purpose of the Iron Hills as a work of evil, the land was also
and another of beauty and hope. blessed with beauty if one knows where to look. In the
Valleys and shelter from the winds that blow from the north a
Day 96 - “We have explored many of the natural caves and large variety of plants and animals can be found. In the open
cracks within these hills over the past few months to discover plain of the basin, springtime brings a kaleidoscope of colour
little but Orc and Troll holes. But there is something about like nowhere else on middle earth as dozens of species of
this area that draws me to continue looking. I can’t explain it wildflowers bloom all at once. The varying land features also
but it is akin to looking at a rough diamond and seeing the make an ideal home to numerous species of animals some
beauty that lies within it when left to the capable hands of a common and some very rare such as the large mountain cats
master jeweller. I feel as if the will of Aule himself pushing me found in the hills. Underneath the hills many ore deposits can
on to continue looking and delving in these hills. Its as if the be found as well as natural underground caverns filled with
area needs to play a critical role in the fate of Dwarves for crystal formations of unmatched beauty. Small underground
generations to come.” - From the Journal of Fulla VII SA aqueducts cut through the hills creating natural pathways that
2731 reveal the beauty of the rock and crystal formations as they cut
their swath through the rock.
East of Mirkwood and Lake Annen (Long Lake), just
south of the eastern edge of the Grey Mountains lays the Iron
Hills (Emyn Engrin). The Iron Hills were once part of a larger
2.2 The History of the Iron Hills
chain of mountains and were once actually connected to the Melkor and The Iron Mountains
Grey Mountains. During the War of Wrath, which occurred at The Iron Hills were once mountains instead of hills. They
the end of the First Age, the Mountain range was split apart as belonged to the range of mountains called Ered Engrin or the
the land underwent a great upheaval. What was left was a Iron Mountains, which existed during the first age. The Iron
separate range of low mountains now known as the Iron Hills. Mountains spanned across the north in a large curve going
The Iron Hills is a harsh area, which has escaped much from East to West. Melkor, the most powerful of the Valar,
notice by men and through the ages has had very little created the range itself whose song become corrupt with
settlement. The Northmen who settled west of the range along vanity and jealousy. Melkor wanted to possess and create life
the Celduin river stay far enough removed from Iron Hills, as like Eru and was envious at the creation of the new world,
the area is very much untamed. The Dorwinions, Rhovanions Arda and all that Eru had made upon it. As the parts of the
and men of Rhun have also left these inhospitable peaks to the other Valar songs were being sung, creating what was to be
wild beasts and creatures better suited to its rugged nature. known as Arda or Middle Earth, Melkor added his corrupt
Being left untamed and unsettled the Iron Hills have not tunes, warping and bending what beauty the other Valar were
played a significant role in the development of the civilization making. In this battle of songs not all was corrupt and many
in the western part of Middle-Earth. things of beauty came to pass. So is true for darkness, and
Through the second age the Iron Hills became home to Melkors song in these matters was the louder. So in his song
wild beasts Orcs, Trolls and Giants. In fact it was not until the was the Iron Mountains created.
middle of the third age when Dwarves took up residence in the
range did it develop any significance to the free peoples of Utumno
Middle Earth. Around that same time the Iron Hills became Within the Iron Mountains Melkor created a secret citadel
an important location for the Easterlings and their need to called Utumno and he placed it hidden underground away
establish a secure trade route to the west into Angmar. This from the eyes of the other Valar. There he dwelt and spied on
route was to become known as the Men-Rhunen. the world as it was created, plotting to have his will over all
Rich in minerals and ores that make superior steel, the Iron things. Time pasted and it came to be that the First born, elves
Hills developed into an important strong hold for Dwarves and began to walk on Middle Earth. Created by Eru, and things of
Orcs alike. Later in the third age these Dwarven strongholds beauty, Melkor was angry and wished to possess and create
his own living things that would worship him above all others. The Second Age
In Utumno, Melkor created demons and spirits whose essences For the first three hundred years of the second age the
were corrupt and vile like his. Made of fire and darkness they Iron Hills lay barren. Slowly animals crept into the area to
issued terror before them and in later days became known as live. Deer, elk, and wolves to name a few made the Iron Hills
Balrogs. Other vile creatures Melkor created and distorted to their home. Then in SA 330 the 7 th house of the Dwarven
his song, too foul and many to mention they dwelt deep within Lords the house of Barin stopped their journey eastward at the
the bowls of Arda. Melkor was the first Valar that became Iron Hills. Here they tried to settle and build their mansions
aware of the coming of Elves. He sent his vile creatures to spy but the evil essence of Melkor was still strong in the Iron Hills
on them. Tales were spread of a rider who stole elves and at this time. The settlement was plagued with misfortune and
took them far away to the west never to be seen again. These strife. Disease and disaster made it hard for the clan to stay in
were the lies spread to fill terror among elves about the the Hills. After struggling for 3 seasons the house of Barin
coming of the other Valar. Then came the day when Orome abandoned their settlement and continued their journey
rode to the east and laid eyes upon the first-born. Some of the eastward. There they eventually made there way to the Land
elves were afraid and terror filled their hearts. Others looking of Ruuriik and joined with the Dwarves of the 6th house Druins
upon Orome and were not afraid and heeded his call to follow folk.
him into the West. Of those that stayed behind not much is “…The Valar did not discover all the mighty vaults and
known of their fate for sure. Most were captured by Melkor caverns hidden with deceit far under the fortresses of
and brought to Utumno where he perverted their beauty and Angband and Utumno. Many evil things still lingered there,
warped their spirit creating from his envy and mockery the and others were dispersed and fled into the dark and roamed
race of Orcs. It came to pass that the Valar held council and in the waste places of the world, awaiting a more evil hour;
decided to make war upon Melkor for fear to have the coming and Sauron they did not find.” - Similarion
of the first children grow up in his darkness calling him lord
rather then in light. All was quite for the Iron Hills as men, elves and dwarves
left the area alone and avoided the Iron Hills until later in the
“Long and grievous was the siege of Utumno, and many second age. But the Iron Hills were not uninhabited. Deep
battles were fought before its gates…in that time the shape of underneath the hills the under deep tunnels that intertwine and
Middle-earth was changed…” - Similarion. connected the citadels and fortresses still remained. Some of
The Iron Mountains were brought asunder during this which crisscrossed under the eastern edge of the Iron Hills.
battle against Melkor. The Valar laid waste to the area trying Trolls and Orcs moved in to the many cracks and caves that
to destroy Utumno the citadel used by Melkor. are found through out the broken Hills in the East and north.
Finally in a valiant show of courage Tulkas the champion In the west and south Giants moved in and made their homes.
of the Valar, wrestled with Melkor and through him down. But deep below in the forgotten tunnels made by Melkor
Tulkas then bound Melkor with the chain Aule gave him forgotten evil laid hidden. Here foul creatures lay waiting for a
called Angainor and led Melkor away from Arda. The Valar chance to once again walk on the surface of Middle Earth and
then laid waste to Utumno turning the under deeps out and bring destruction and chaos to thee free peoples.
destroying all they found but they could not find Melkors
lieutenant Sauron. Thus ended Melkor’s rule on Middle Earth.
For three ages he was bound to dwell in Mandos from where Fulla VII
none could escape. In the Second Age (SA) 2710 Fulla VII the heir to the
throne of Druin heard of the great siege and battle that the
Return of Melkor (Morgoth) Demon Muar lay upon the dwarves of Ruuriik. In SA 2711,
Then came to pass the sentence of three ages had come Druin along with his companion Balli (later to be known as
and gone and Manwe pardoned his brother Melkor. But Balli Stone Hand) and an embassy of Dwarves and Men set
Manwe was not able to see all the evil in Melkors heart. It out on a journey to Ruuriik to liberate the Dwarven city of
came to be that Melkor feigned love to the Noldor elves and Khazad-madur. This 30-year journey included a stop over in
found an instrument to corrupt to his evilness. Befriending the the Iron Hills in SA 2731. Here they fought many Orc hordes,
elves he taught them much in the ways of secret crafts, skills partially cleansing the area of the foul race. Intrigued by the
they should not have learned. From this knowledge did Feanor area Fulla VII and his group stayed in the area for just over 1
create the three Silmarils whose beauty and craftsmanship was year. While in the Iron Hills they mapped out the natural
unmatched before or since. The tale that follows about the caverns and caves that they found. They made detailed notes
Silmarils is too long and to tell here. In the end, Melkor stole and maps of the various loads of minerals and crystals that
the Silmarils and sped away to Angband. A final battle they found or speculated would be there based on the
occurred called the War of Wrath that ended the First Age. geographic features they discovered. They concluded that
Again Middle Earth underwent great upheaval devastating the though Gold and Silver were not to be found in huge
land and sea. The result was that the Iron Mountains were quantities, rare crystals, iron, coal, limestone, nickel and
split apart leaving in their desolation the Grey Mountains graphite were plentiful. Aside from the Iron Hills area, Fulla
(Ered Mithrin) and the Iron Hills (Emyn Engrin) and the VII and Balli mapped and made notes on several hill and
Scattered ranges in the Far North. mountain ranges that they came across. They were developing
a detailed encyclopaedia consisting of maps and notes on the
hills and mountains that they came across on their journey detailed maps and information of some of their findings of the
east. Upon reaching Ruuriik a great battle ensued, and the mountains to the south and east.
Dwarven Animist Balli, slayed the Balrog Muar. In the battle They arrived and spent the next year exploring and
however a mage from Muars army turned Balli’s hand to mapping the hills. This included finding the abandoned
stone- hence he became known as Balli Stonehand. Fulla VII settlement by Barins folk in the eastern part of the range. That
then claimed the crown and ruled Ruuriik in piece. was that same area where many orcs had made their
strongholds, which Fulla VII decimated 1500 years earlier.
Fulla II of the house of Balli Believing this area fouled by orcs and having some kind of
In TA 825, Fulla II a direct descendent of Balli Stonehand unknown benevolence, Fulla II moved his band westward
left the Dwarven Mansion in Ruuriik, Khazad-madur with 100 along the southern range of the Hills. In TA927, Fulla II found
Dwarves and headed out on a long journey armed with the the ideal location in the southwestern range of the hills
maps and notes made by Balli and Fulla VII almost 1500 years situated only about 1km from the headwaters of the Carnen
earlier. Fulla II was a very Charismatic dwarf much like his River. Here an old dry creek bed entered the southern side of a
ancestor Balli was. His charming personality and knowledge hill. The creek bed wound its way for about 600m and entered
of mining was renowned in all of Ruuriik. Unlike most a huge natural cavern. It was filled with marvellous crystal
dwarves he did not enjoy the crafting weapons or armour but formations, a waterfall and a small river dividing the cavern in
enjoyed geology and engineering. When he was a young half. Amazed by the beauty Fulla II decided then and there
dwarf he often would spend countless hours pondering over that this was going to be the site of his clan’s mansion that
the maps and notes left by Balli wondering what it would be would later be known as Azanulinbar-dum. The hill they
like to delve into new uncharted lodes rich in ore. named (K._______) which means “Fulla’s Peak ” and soon
When he was old enough and he felt the time was right, set about mining and making the area their new home. The
Fulla II approached the king and asked for leave to go out hill itself was about 3000ft in elevation, and the valley around
exploring. The king agreed to help to fund the expedition as it was sheltered from the harsh northern winds. In this valley
long as his discoveries were made in the Kings name. So with a mixed forest of pines, oak, ash, hemlock and yew gave the
the kings’ blessing and financial backing, Fulla II gathered his dwarves access to timber for building machines, furniture and
group and headed out. The journey itself was nothing short of wood for fire.
an epic campaign that would take over 100 years and included As they delved deeper into their new home, the dwarves
many stops along the way. Each stop was for a varying length discovered that it was filled with small natural streams and
of time allowing them to explore, mine and examine what was found 2 other smaller natural caverns. The greatest find was a
charted before. They would make additional notes and maps fissure in the hill that contained huge deposits of Iron, coal
and update the information they had. Often samples would be and other ores needed to make steel. These would later be
taken to see the type and quality of the minerals and ores found to be some of the purest lodes in all of Middle Earth.
present. When they could, the expedition would send The fissure was created in the first age as a result of the War
messengers back to Ruuriik with what they found. This group of Wrath and the cataclysmic changes the area underwent.
of exploring dwarves soon became known as The Rolling
Dwarves (K._______). As time went on the numbers of Life in the Iron Hills
messengers sent dwindled as the interest of the King waned. The Dwarves of the Iron Hills prospered and their
Most of the Dwarves from Ruuriik soon forgot about both, numbers grew. On occasion small bands of orcs would try
their journey and their deeds. Stories of the band of “rolling and attack Azanulinbar-dum but it was too well defended and
dwarves” became not much more then legend. Aside from constructed for any of these to be affective. The Dwarves in
exploring and mining, there were many hardships and turn would go out in war parties to try and route the orcs from
encounters with orcs, trolls and other fell beasts. These stories the hills when they could find the holes from which the orcs
and adventures are too long and numerous to be told here. came from. These sorties would keep the population of the
Coming near to the end of his travels, after exploring orcs around Azanulinbar-dum to a manageable level, never
many locations along the eastern and northern mountain really posing any threat until late in the Third age.
ranges, Fulla II knew his time was coming to an end. He Fulla II and the all of Balli’s ancestors lived long lives
saved the Iron Hills area for the last, as this was the one even for dwarves. Some say it is due to their pure heart and
location that interested him the most. According to Balli’s the lack of sway over them from the Dark Lord, as none
notes this place held a lot of promise for a new Dwarven possessed any of the 7 rings made for the Dwarven kings.
stronghold. In TA 925-926 Fulla II and his group wintered in Fulla II wed late and had 2 children, Builla and Fulla III. Even
the halls of the Dwarven settlement of Nurunkizdin in the though Fulla II was up in years he still ruled the Iron Hills for
Rhun Mountains enjoying king Thralin’s clan hospitality. over 375 years. When he died his throne went to his son Fulla
In the Spring of TA 926, He and his group of now only about III, who in turn ruled for 397 years. Fulla III became the 2 nd
60 Dwarves left the Dwarven settlement in the Rhun lord of Azanulinbar-dum in TA1303 when he was slain by an
Mountains and headed northwest to the Iron Hills. With them Orc arrow during one of the patrols to keep the local Orc
came 20 female dwarves as brides to help build the Dwarven population in control. The Clan of Fulla III had prospered and
population at the new settlement. In return for the brides Fulla grown. The population was getting to the point that the great
II gave Thralin the king of the clan at Rhun Mountains cavern found in Azanulinbar-dum, which was the main living
quarters, was getting too cramped even for dwarves. Azaghal,
Fulla III’s cousin the great grandson of Ballis brother Zigli, the mannish settlements slowly began to re-establish trade
proposed to create an new delving another Dwarven with the dwarves from the Iron Hills. The trade that flowed
stronghold that would complement Azanulinbar-dum and between the two Dwarven settlements Khazad-dum and
would be located under a hill nearby. Fulla III agreed to the Azanulinbar-dum also slowed to a stop at this time. Once
division and Azaghal founded the Dwarven stronghold of demand began again after the plague, Dwarven goods were
Barak-Shathur under the hill (K._________) “the Forging once again travelling along the Men-i-Naugrim. This time
Hill” in TA 1490. The two strongholds were connected however the caravans fell prey more frequently to Bandits and
together by a 6km long tunnel that followed an old fault line Orc raiders. This was especially true for the section of the
and even crossed under a small branch of the Celdiun’s road that passed through Mirkwood. Here more frequent raids
headwaters. Never under the influence of the rings the would occur. Only large well-armed caravans travel this road,
settlement grew in moderation. They never delved too deep or and then only during the time from late spring to early fall,
wanted too much treasure. In fact it could be said that this when the weather is not so harsh as to add to the danger of the
Dwarven settlement grew more in tune with nature than most. road. Dwarven caravans themselves at this time are rare. For
As they delved and expanded the halls and mines natural most of the Dwarven trade during this time flows either west
features were not removed to pure linear design but improved across land to the town of Esgaroth (Lake town) where the
upon and worked with. The result is a more natural flow of merchant’s there acting as middlemen will parley the Dwarven
tunnels then in other Dwarven colonies. This was done for goods to their final destinations or down the Carnen river to
practical reasons as well as to preserve the natural beauty in settlements in the south. Located where the Celduin and the
the many existing caverns and dried aqueducts. The perfect Carnen meet the fortified settlement of Buhr Mahrling is
example of this is the mammoth cavern that Fulla II first found. Most of the inhabitants here are of Eothraim heritage.
discovered. Here is where the Dwarves built their homes to Further down river where the Donu River connects to the
live and instead of changing the entire cavern into a purely Celduin a smaller mannish settlement called Ilanin the Wain-
linear hall they worked within its boundaries and limited the town is located. Most of its inhabitants are Easterlings but
effects on the crystalline formations found in the area. some Northmen make this their home as well. From either of
these towns the Dwarven goods either were sent south onto
Azaghal and his influence Gondor or east to trade among the ports found along the
While Fulla III concentrated on building the Dwarven shores of the Sea of Rhun. Often the Dwarves would head
realm with the Iron Hills, his cousin Azaghal was concerned out in small well-armed caravans under the cover of darkness
about diplomacy and building trade and re-establishing contact to either of the destinations to the west or south. Once they
with the other Dwarven clans to the west. Azaghal was always sold their finished steel goods that were mostly fine weapons
intrigued with the stories of the glorious halls of Khazad-dum and armour they would then purchase foodstuff that they could
Ever the diplomat; Azaghal led a pilgrimage to Khazad-dum not or did not desire to grow themselves. Often this consisted
in TA1590 to establish relations with the dwarves there. So of grains, flour, vegetables mostly of the gourd variety, some
successful was this yearlong envoy that upon his return an wooden craft products, cloth and other supplies. The one
elated king Fulla III agreed to open up a trade route to product they always made sure they purchased was lots of
Khazad-dum. This roadway was called Men-i-Naugrim (the strong Northman Ale.
Dwarven Road) and was construction was started the
following spring. As part of the trade agreement the Dwarves
from the Fulla clan had to construct a bridge that crossed the 2.3 The Iron Hills after TA 1640
river Celduin. They decided to construct a stone bridge at the
rivers low point, Lach Celduin. The Dwarves from Khazad- From TA1640 and on, trade between the Dwarves of the
dum in turn, built an identical stone bridge crossing the Iron Hills and the men of Rhovanion prospered. Trade
Anduin. Trade soon flowed between the two Dwarven clans, relations were secure and Fullas’ clan did not have the same
emissaries were sent and a bond was developed that would last prejudice as the tribes to the west. The finished products of
for hundreds of years. These were the days of prosperity for swords and armour made by the Dwarves were sought after far
Fulla’s clan. and wide. The master forgers of Azanulinbar-dum developed
and perfected the rolling of steel in the making of swords. The
Iron Hills in Modern Times quality of these superior swords is unmatched even in the halls
Soon trade was developed with the mannish clans of the of Khazad-dum. They are given a +5 minimum bonus to +15
north and east. With the northern clans steel and finished even without the aid of magic spells cast upon them. The cost
products were much sought after in exchange for foodstuffs for such weapons increase in multiples equal to that of their
and northern beer that the Dwarves in turn needed. In most of bonuses above what a normal weapon would cost.
these trades the Dwarves were able to set the prices as their Each of the ruling houses of Fulla lived an abnormally
goods were of more value. In TA1635 the great plague long time even for Dwarves. Not since the first fathers were
severely hit the mannish populations throughout Rhovanion the number of days seen by a Dwarf. For the house of Fulla
including the settlements the Dwarves trade with. In these was not affected by the twisting evil of the influences of the
times trade all but stopped. Men no longer needed Dwarven rings of power. Evil held little sway over them and they did
steel, as basic survival not profit or war weighed heavy in the not grow too greedy to delve too deep. The clan grew in
minds of man. By TA1640, after the Plague had passed and
numbers and in wealth as trade with the dwarves from moved to the Iron Hills settlement replenishing the population
Khazad-dum and the men in the area continued. When the there and re-establishing the ties with the eastern dwarves. The
Balrog was freed in Khazad-dum in TA1980, some of Durin’s population of the Iron Hills was steady at around 1000- to
folk made their way into the Iron Hills and the safety of 1200 as it became a gateway and freehold settlement for all
Azanulinbar-dum and Barak-Shathur. The population of the the Naugrim.
two strongholds grew to about almost one thousand strong.
As time went on, rumour spread of the wealth that was held
within the Dwarven halls. A great host over a thousand men
were summoned by the warlord (_______) of the Easterling
tribe (________) in TA 2360 and the gates of the Dwarven 2.4 A Timeline
mansions were besieged. The fortresses of Azanulinbar-dum
and Barak-Shathur were not designed by simple miners Date Comments
looking to delve deep and far, but by Fulla II a master
Dwarven engineer like none other. His designed the fortresses
Melkor raises the Iron Mountains to be used as his first line of
so that they could be easily defended with only a handful of 1st Age
defence of his Citadel Utumno.
Dwarven warriors. Seeing no easy way into the Dwarven
mansions, and under constant counter attack dwindling their The Iron Mountains go through a great upheaval as the Valar
numbers while inflicting very little to the Dwarves, the st battle with Melkor for the first time and try to destroy his
1 Age
Easterlings gave up after a 6 month long siege. It is said that citadel of Utumno. Unknown to the Valar, Utumno’s deepest
halls survive along with many of the under deep tunnels.
none can enter Azanulinbar-dum without the kings’
permission and Barak-Shathur could repel a force 5,000. The In the Final Battle with Melkor the War of Wrath the Iron
Mountains are torn asunder and divided, leaving some
Dwarves pursued the retreating attackers back to their own St
1 Age
mountains in the Far North, the Grey Mountains and the Iron
stronghold of Asharag. There the dwarves utterly destroyed Hills
the Easterling outpost. Once the WarLord (_____) was slain Druin the Proud lays claim to Amon Lanc and founds the
by (______), the remaining force of men lost their will to fight SA 20 strong hold of Tumun-gabil in what is later known as Dol
and yielded to the mercy of the dwarves. Showing mercy, Guldor
dwarves let the surrendering Easterlings go after they sworn
Druin leads part of his clan to the Chay lands; Borin his son
an oath never to attack the dwarves in the Iron Hills again. SA 97
stays behind to rule Turnun-gabil.
In TA 2770 Smaug the dragon laid waste to Erebor.
Hundreds of Dwarves fled both to the west and Ered Luin and Barin’s Folk (King of the 7th house) leave the West and try to
SA330
settle in the Iron Hills.
to east the Iron Hills. Now over 1500 strong the population of
the Iron Hills was at a peak. Some of Durins folk made the Barins Folk after three years filled with misfortune and strife,
SA333
Iron Hills there home for over 70 years. Then in the year TA abandon their Iron Hills Settlement and move Eastward.
2941, one of the great Ravens (______) which spoke Naugrim,
The Dwarves from Druin’s folk founded the kingdom of
arrived at the walls of Barak-Shathur with a message from SA 700
Ruuriik.
King Thorin II that Smaug was dead and their mansion was
under siege by men and elves. A good host of Dwarves were The Aged Barin and his tribe arrive in Ruuriik Planning on
SA707 settling in the North part of the walled valley Barin offers his
then dispatched to the mountain of Erebor and participated in daughters Bis hand to Druin. The 2 tribes are joined.
the battle of 5 armies. The joined forces for the free people of
Middle Earth with the help of the Eagles defeated the Orc The 2 tribes prospered and coexisted for over 500 years. Later,
army. Many from the Iron Hills moved back into Erebor soon Barin III establishes a temple at the mouth of Druin’s Cleft a
rock formation in the Valley). Designed to resemble the Birth
after and the population of Fullas folk returned to less than a SA707-
hall of the 7 Dwarven Fathers, Barin named it Kjalarazum.
thousand. Trade between the two Dwarven kingdoms began 1143
Centuries later the Keys to Ahule were stored within it when
anew and men rebuilt the town of Dale. In the days during the the banished fled westward when the Balrog Muar threatened
the kingdom.
last part of the War of the ring Sauron sent a force from the
east to join up with the Orcs in the Ered Mithrin to battle the Muar the Balrog, and his army started war against the Dwarves
Elves of Mirkwood. The Easterling settlement of Asharag, SA 1143
of Ruuriik. Unable to force his way through the mountains into
upon hearing of the coming of a great host, heeded their Ruuriik, the war became a siege. The dwarves took some
comfort in their safe isolation from the army.
loyalty to the dwarves and sent runners to the Iron Hills to
warn them. In turn, remembering the newly founded alliance Some of Druin’s folk fled Ruuriik taking refuge in Turnun-
SA 1165
with Thanduils folk the wood elves. The dwarves from Erebor gabil and then in the Ered Luin.
and the Iron Hills joined forces to repel the attack. The Erebor Disguised as the “Lord of Gifts” the dark lord Sauron begins
dwarves attacked the army with a frontal assault at the base of SA1200
the seduction of the smiths of Eregion
the mountain Erebor while with the Dwarves from the Iron Sauron’s teachings and suggestions take subtle hold in Eregion.
Hills coming up from the rear and south closed the Easterlings With the Dark lords’ arcane knowledge and the lore learned
SA1500-
and Orc army in. The enemy force was destroyed though 1580
from the Dwarves, the Elven-smiths reach the zenith of their
heavy were the casualties suffered to both Dwarven houses. skill. They begin making the Rings of Power. The nine rings of
Men and the seven rings for the Dwarves are created.
The King (_______) was slain in the battle. In early of the SA 1590 Celebrimbor completes the three Elvin rings. The Elves Present
fourth age a large number of dwarves from Ruuriik in the east Durin III King of Khazad-dum, with the first and greatest of the
seven rings as a gift unknowing of their true nature.
Fulla II Finds the halls of records in the ruins of Kjalarazum
Sauron secretly forges the One ring at Mount Doom. In it he
and learns of the maps and records Fulla VII made on his
places a significant portion of his life force making it as evil as TA 823
SA 1600 journey to the east. He begins plans to lead an exploratory
he. Celebrimbor Now realizing his folly and the peril he has
expedition.
placed his kind in, instruct the Elvin lords to remove their rings.
SA1693- Fulla II sets out from Ruuriik heading west to find a place for
War between the Elves and Sauron TA 825
1701 him and his followers to set up their own Mansion.
The Dark Lord and his army overrun the land of Eregion and
Celebrimbor is slain. The 9 rings of men and the remaining 6 Fulla II and his group overwinter in Nurunkizdin and enjoy the
TA 926
Dwarven rings are retaken by Sauron. Fearing the Dark lords hospitality provided to them by King Thralin II
SA 1697 armies onslaught, the Dwarves seal the West-gate into Khazad-
dum, shutting out both the dark lords forces and the elves. From Fulla II settles in the Iron Hills and the Dwarven mansion
TA 927
this point on Khazad-dum is known to the elves as “Moria” the Azanulinbar-dum is established.
Black Chasm.
The Nazgul reappear in Middle-Earth. The Witch-King and
Sauron takes control of Eriador, but his westward thrust is Khamul travel to Amon Lanc to prepare the Caverns for
TA1050
stopped at the Blue Mountains by the Elves of Lindon. In the Sauron. The Dark lord takes up residence in Dol Guldor under
attempt to control the other free peoples, he distributes the the guise of the “Necromancer”
captured rings of power. The nine are given to Men who
SA 1699 The Wise (three of the Istari and the chief Eldar) discover that a
quickly succumb to the Dark Lord’s power. The six Dwarven
Rings are passed to Dwarven Lords, but they fail to affect the stronghold has been constructed at Dol Guldor. The Evil power
Khazad as planned. Sauron swears vengeance on all Dwarven- of the Naked hill is thought to be one of the Nazgul. Saurons
TA 1100
kind. servants begin limited evil activities in Mirkwood, making the
southern half of the great forest an increasingly dangerous
The Men and the elves form an alliance and drive Sauron out of place.
SA1701 Eregion. The Dwarves keep the West Gate into Khazad-dum
closed. The wizard (Istar) Gandalf visits Khazad-dum for the first time.
TA1103 He befriends Durin V. The Dwarves name the Grey Wanderer
For the next thousand years the Dwarves in the west keep to “Tharkun”.
themselves, mingling little with man or elf. The empathy that
SA1700- Trade is established with the Mannish settlements around the
was between Dwarves and other two races slowly turns to
2700 Iron Hills. To the south, Dwarven goods are sent to the
distrust, fear and animosity. The Orc settlements in the Iron TA 1225
Hills grow in numbers. settlements of Ilanin and Buhr Mahrling. To the East Trade
goes to Esgaroth.
Learning of the siege at Ruuriik, Fulla VII the heir of Druin’s
line whose forefathers fled Ruuriik at the start of the siege The realm of Angmar is established with the Witch King in
about 1500 years earlier gathers a host of men and Dwarves to TA 1300 Charge. Supply trains pass from the east into Angmar along the
retake his land and free his people. Accompanied and Balli Men-i-Rhunen just north of the Iron Hills.
SA 2711
(later known as Balli Stone Hand) a charismatic Dwarf
Animist, they set out from the Blue Mountains. On this 30-year The Grey Wizard Gandalf visits the halls of the Iron Hills. He
journey they stop at the Iron Hills for some time but do not befriends the new current king Fulla III. Warns Fulla of the
TA 1375
stay. Dangers of delving into the hills of the eastern range- his
warning is heeded.
Fulla VII and his host arrive at the Iron Hills. Here they spent a
year cataloguing the hills and the ruins they found. They Easterling outposts of Asharag appear along the Men-i-Rhunen
SA 2739 discovered the abandoned settlement of Barin and his folk as TA 1395 including north of the Iron Hills to protect the supply trains
well as cleared out many a host of Orc that remained in the heading to Angmar and the Witch King.
hills.
From Khazad-dum some of the Dwarves leave and establish an
Fulla VII and Balli Arrived at Ruuriik and inadvertently led TA 1440 settlement at Mount Gondmaeglom called Silverplunge in the
Muar and his army into the secure valley. A Great Battle was Grey Mountains.
SA 2741
fought with the Demon Lord Muar being slain by Balli
(StoneHand) and the horde routed. The Dwarven stronghold of Barak-Shathur is founded by
Azaghal, Great Grandson of Balli’s brother Zigli. This becomes
TA 1490
A final battle was waged foe the recapturing of Akhuzdah the main outlet for the Dwarven goods, keeping the entrance to
SA2742 (Ahule). Balli led this force; and finally the last of the Balrog Azanulinbar-dum secret and safe.
Muar hordes were either slain or driven out of Ruuriik.
Azaghal Red Hammer (Cousin of Fulla III) now the ruling lord
The Dark Lord Sauron and his forces are finally defeated in the of the stronghold Barak-Shathur, makes the pilgrimage to
TA 1580
SA 3430- last Alliance of Man and Elves. Isildur keeps the one ring for Khazad-dum. A strong bond is made and a trade link is
3441 himself instead of destroying it. Sauron is not seen again for a established.
thousand years and the Second Age comes to a close. The Bridges across the Anduin and Celduin are finished
TA 1592 opening up the Men-I-Naugrim between Khazad-dum and
Set out on a quest from his father King Galin, Naug recovers Azanulinbar-dum.
the North Hammer from the halls of Mirrors. The Hall is
SA 3441
situated in the Mountain of Umlaher Danali in the ruined TA 1600 The first of the dragons begin to stir in the North
Citadel of Utumno.
The great plague sweeps across the northwestern middle earth.
TA1635-
Naug becomes King of Ruuriik. The 180 years of his reign Rhovanion is devastated. The effects of the plague are not felt
1640
were some of the most prosperous the Dwarves in the East ever in the Iron Hills but trade between Dwarves and men halt.
TA 100- knew. Naug’s reign came to an end when he was slain in battle
280 by Amis Shug. According to the legend he dropped his famed
North hammer into a deep chasm the moment before he was
slain.
Dwarf Maiden Druis of the house of Barin returned the Mithril destroyed by the Dragon Khuzadrepa. The few Dwarves that
TA 1639 Mirror to the Dwarves of Ruuriik retrieving it from the Wind survived by fleeing made their way to Norr-dum.
Mountains and the Nazgul Hoarmuraths grasp
The dragon Angurth greedy for the wealth of Longpeak attacks
TA2578
Fulla III the current king (a renowned slayer of orcs) of the the Dwarven mine, few dwarves survive.
Iron Hills resides at Azanulinbar-dum. At this time population
between the 2 Iron Hills settlements is around 700. At this time The dragon Leucaruth attacks the Mine of Norr-dum. Leucaruth
TA 1640 TA 2580 is slain and Norr-dum withstands the attack though many good
the Watch on Mordor Ends, all the Nazgul except the Witch
king re-enter Mordor and begin the prepare Mordor for Dwarves perished.
Sauron’s return.
Drawn by the wealth within the halls of Norr-dum the cold
Drake, Ando-anca attacks the stronghold. He slays the dwarf
The North-Kingdom of Arnor ends, but the Witch king of king Dain I, and destroys Norr-dum. The remaining dwarves
TA 1975 TA2589
Angmar is defeated and flees back to Mordor. finally abandon the Grey Mountains. Most return to Erebor
with Thror the new king. Others go on to the Iron Hills with
Under Khazad-dum the dwarves dig too greedily for Mithril Gror.
TA 1980 and the Balrog is released. It slays current King Durin and
attacks the Dwarven city. Sauron learns of the return of Thror to Erebor. Sauron begins to
bend his will on the dragon Smaug. Poisoning his restful
TA2592
In a last vain attempt to save his city then new King Nain I dreams of lust of treasure to be found in the Dwarven
TA 1981 (Durin’s successor) is also slain. The remaining Dwarves leave Stronghold of Erebor.
Khazad-dum on an 18 year pilgrimage to find a save haven.
Under the suggestion of Sauron unbeknownst to Smaug, Smaug
Durin’s folk establish Thundercleft, a new silver mine in the attacks Erebor. He lays waste to the stronghold and to the
TA 1994 surrounding area. Destroying the town of Dale and forcing the
Ered Mithrin. Others of the clan move on to Erebor (below)
TA 2770 dwarves to flee. King Thror is left with no other choice but to
After years of wandering the remaining group of Durin’s folk lead the survivors in a search for a new home. Some of the
TA 1999 that did not stay at Thundercleft, enter Erebor (the Lonely Dwarves seek refuge in the halls of Azanulinbar-dum in the
Mountain) Iron Hills.
TA Sauron is aware of the success of Smaugs attack and is pleased.
Dwarves from Erebor begin mining and settling in the Grey
2000- Now with the Northern pass secure he increases the skirmishes
Mountains.
2200 into Mirkwood. Saurons control now stretches from the
The 2 sundered branches of Durin’s folk re-establish. ThrainI TA2772 southern passes of the Misty mountains, up past Moria, into
learns That Scatha the Worm, destroyed Silverplunge in 1635 southern Mirkwood and on into northern Mirkwood. His
TA 2003 and that Fram slayed Scatha and claimed the Dwarven treasure control over this part of Middle Earth is at its peak- he has
for his own. Trade between Erebor and the Iron Hills are effectively cut off the west.
established.
Arriving at Dunland, Thror with great sorrow gives to his son
Expanding their mining activity in the Grey Mountains three Thrain the ring of Durin, the only ring not recovered by Sauron.
TA
more mines Silverpit, Long Peak and Norr-dum are established. TA 2790 Thror then leads off with only his long companion Nar to
2050-
A Large exodus of dwarves leave Erebor all but abandoned as Khazad-dum. There he is slain and his body defiled by the Orc
2150
the more to the mines in the Ered Mithrin. lord Azog. Nar escapes to tell Thrain what has happened

Gandalf the grey secretly enters Dol Guldor by passing its Enraged the Dwarves begin what was known as The Great War
defences. Sauron discovers this intrusion, and not wanting to be - between the Dwarves and the Orcs. United in a single cause-
TA
TA 2063 discovered abandons the Stronghold for the Chay lands. Here to destroy all Orcs the Dwarves decimate many of the Orc
2793-
he stays for the next 397 years. This period becomes known to fortresses in the Misty Mountains and finally slay the Orc Lord
2799
the free people of Middle Earth as the “Watchful Peace”. Azog. Unable to recapture Moria, Thrain II and Thorin II leave
for the Blue mountains.
The New King of Erebor Thorin I, leaves and goes north into
TA 2210
the Ered Mithrin Deciding to return to Erebor, Thrain II, King of Durin’s is
TA
attacked and pursued by Saurons forces into Mirkwood. There
2841-
After an attack on Azanulinbar-dum by Easterlings and Orcs, he is captured and brought to Dol Guldor where he is
2845
TA 2360 the Dwarves of the Iron Hills counter attack and destroy the imprisoned and tortured by Sauron.
northern outpost of the Easterling tribes known as Asharag.
Gandalf enters into Dol Guldor for the second, time. This time
Sauron returns to Dol Guldor from the east with his greatly the Dark lord is not aware of his presence. Here Gandalf finds
TA 2460 increased forces that he gathered while in the East. He Thrain II dying. Thrain II gives the key to Erebors’ secret
TA 2850
continues his disguise as the necromancer. entrance to Gandalf then dies. Gandalf discovers that the
necromancer is really Sauron in disguise and that he has taken
The White council is formed to combat the ever growing threat back the 7th ring of the dwarf lords.
of the necromancer. Deagol the (stoor) Hobbit discovers the
TA2463
One ring in Loeg Ningloren. Smeagol covets the ring and slays
Deago.

Smeagol (aka Gollum) feeling the corruption of the ring and


TA2470 wanting to keep his precious takes refuge deep under the Misty
Mountains.

Sauron begins to mobilize his forces by sending hordes of orcs


into the Misty mountains. Here their population grows and they
TA 2480
build secret fortresses to block all the passes through the
mountains. Moria becomes the focal point of these forces.
TA2550 The Dwarven mansion of Thundercleft is attacked and
King Thorin II and his party of dwarves including Bilbo the
Hobbit head out to Erebor to reclaim his throne and liberate 3.0 The Land
Erebor from Smaug. This trek was known as the hobbit or
“There and Back again”. Bilbo entered the mountain, Smaug The Iron Hills cover an area of approximately 3100
awoke and upset at the stolen treasure taken by the hobbit, flew
off to lay waste to all the surrounding land. When Smaug flew
square miles in the north-eastern part of Rhovanion. It is not
to Esgaroth to destroy Laketown, he was slain by Bard. Thorin the most prominent land feature in the area, but it’s location
II reclaimed Erebor and its treasure, however but the men from and history does make it quite diverse. The area is made up of
Erebor and the Elves wanted a share of the treasure for their a range of small mountains that have a west to east orientation
part in liberating the Dwarven mansion and laid siege to
Erebor. King Thorin II sent a raven to the Iron Hills and asked
leaving their main slopes facing north or south. The range of
TA 2941 for help defending his stronghold. The Iron Hills sent an army hills almost completely encircles a large elevated basin with
to their aid in the battle. As was is about to break out between only a few secluded valleys lending access to the large plain
man allied with elves against the dwarves a new threat appears- basin. The basin itself takes up about 1/4 of the total area of
hordes Orcs join in the fray. The forces of good man, elf and
dwarf align against the Orcs and along with the help from the
the Iron Hills and has a mean elevation of about 300ft. The
great eagles they triumph. This was to be known as the war of 5 peaks in the range are not as tall as the peaks found in the
armies. Thorin II was mortally wounded and dies leaving nearby Grey Mountains.
DainII to become king of Erebor. The White council meets, The Iron Hills can be broken down into distinct land
now worried that Sauron will find the ring and Saruman agrees
to attack Dol Guldor. Sauron becomes aware of the coming
areas: the Hills, the valleys and the basin. A wide variety of
assault and abandons Dol Guldor for Mordor. Gathering most flora can be found throughout the hills, valleys and wide basin
of his forces, they flee before the forces of good arrive. making up the Iron Hills. Wild beasts of all kinds can be found
Under the leadership of Bard, the northmen rebuild the on the slopes and valleys as well as grazing in the basin. Other
TA2944 creatures such as Orcs, Trolls and Giants have made the hills
kingdom of Dale to precipitate the new trade with the dwarves.
their home for centuries. Rogues and other unsavoury
TA2950- Orc numbers are slow to increase after losses from the war of 5 characters can be found hiding in the many cracks and caves
3000 armies. In all of the Ered Mithrin there is only one tribe left
found throughout the north-western hills.
Sauron deciding that the time is right, openly declares himself
TA 2951 lord of Middle Earth. He summons most of his forces in
Mordor and begins the rebuilding Barad-dur. 3.1 The Hills
A force of Dwarves lead by Balin leaves the lonely mountain to The geological make up the hills is a composite of
TA 2989 retake the halls of Moria. Balin successfully retakes Moria and igneous and metamorphic rock that has undergone incredible
re-establishes the Dwarven mansion of Khazad-dum.
stresses as both Melkor and the Valar tried to shape and
Khazad-dum is besieged by Saurons orcs. Sauron sends the reshape the formation to their own ends. These forces
TA Watcher in the water a Kraken up the stream at the west gate to continued to influence the reshaping of the Iron Hills and with
2989- flood the entrance barring the dwarves escape to the west. The
2994 battle rages for five long years before Balins folk are driven
the final upheaval of the area after the War of Wrath the land
back to a last stand and slain. None survive. was left broken and battered. The range was levelled from
mountainous peaks to modest hills, creating many fissures and
War of the Ring The fellowship passes by the Watcher in the fractures throughout as the pressure applied during this
water and enters Moria from the West. They discover the fate
of Balin and his folk. Through the stupidity of a Took, the Orcs process had to have been unbelievable. The result is an area
TA
find out of their presence and attack the fellowship. They press filled with crystalline deposits of a variety minerals found
3018-
on to the bridge where they encounter the Balrog. Gandalf is little where else in Middle Earth. Much of the precipitation
3019
lost and the fellowship pushes on. Gandalf falls and battles the
that falls on the Iron Hills seeps through many of the fractures
Balrog. In the end he slays the Balrog and returns as the White
Wizard. and fissures and over the years have created many natural
caves, caverns and aqueducts.
The remaining Orc Tribes from the Ered Mithrin attack the The Hills that make up the north-western part in the
wood Elf realm of Thranduils folk. Few Orcs survive the battle.
Pressing east along the Men-i-Rhunen, Easterlings forces were circular range are the lowest in elevation, never exceeding
TA3020 heading to join in the battle of Mirkwood but were assailed by a 1000ft in height. These hills took the brunt of the cataclysmic
joint force of Dwarves from Erebor and Azanulinbar-dum blasts in the war of wrath and as a result their height has
which came in form the rear, cutting off any retreat. The changed the most.
Dwarves were victorious and the Easterlings obliterated.
As you move east along the top rim of the range, the
TA 3021 Third Age Ends height and thickness of the hills increase. The southwesterly
winds that blow down from the north have made their north
The Fulla folk wipe out the last of the Orc tribes held up in the
FA 201 Iron Hills. A new Settlement is established where the ruins of facing slopes steep and barren. This area is the headwaters for
Utumno once were. the Dyr River. The Dyr River winds its way north into the land
of Dyr and then on into the North Sea.
As one rounds the eastern edge of the range and moves
west you can find in this southeast corner the highest peaks of
the range. The hills in this area are from 2800 to 3200 ft in
Elevation. Like the peaks from their parent range to the North
(Ered Mithrin), the Iron Hills’ northern slopes are mostly
jagged and steep while the southern slope is typically more
gradual and smooth. The southern slopes have more diversity the entire basin with a mosaic of bright yellow, purple, reds
in flora and fauna as the wind has had less an impact on what and blue colours. Animals leave the shelter of the vales to
grows and grazes there. This area is where the hills are the come to graze and bask in the first of the new years warmth on
widest. The headwater of the Angren River is located here. the plains. Through out the spring and summer herds of deer
The Angren is the eastern branch of the Carnen River. The and elk can be found grazing in the basin. Small creeks
Highest peaks of the Iron Hills, are located in this area. crisscross the land feeding the basin soil with nutrients and
Coming to the southwestern edge of the range you find water. In winter the Basin becomes desolate wasteland as the
yourself at the headwaters of the Red River (Carnen). The vegetation dies off and the animals leave seek the shelter of
river gets its name as it cuts its way through the rock rich in the valleys in the hills. The cold winds from the north blow
iron, which in turn oxidizes giving the river its reddish into the vast basin making it a forbidding place for man and
appearance.. beast. Nothing lives in the basin for the 6 months of winter
This south east corner of the rim of the Iron Hills are a there.
little lower than in the east ranging in elevation from 2400 to Aside from the vegetation the basin is also littered with
3100 ft, but the range is wider. At the southern edge of the deposits of rocks and boulders very similar to glacial till.
range near the headwaters of the Carnen is the location of the These deposits are really rubble blasted from the Iron
Dwarven mansion (Azanulinbar-Dum) and the Dwarven Mountains during their destruction in the war of wrath. Worn
Stronghold (Barak-Shathur). The area here is the most and weathered most of the surfaces are now smooth. These
protected from the harsh north winds and cold winters. scattered deposits provides ideal cover from cool winds during
Though most of the range is home for only coniferous trees the night and for predators to ambush unwary prey.
and deciduous shrubs, this area is home of the only real stands
of hardwood trees made up of oaks and ash and birch as well
as pines. 3.4 The Rivers

Throughout the Iron Hills are numerous small creeks and


3.2 The Valleys streams that wind between the hills and valleys, draining into
one of three main rivers. The Carnen (Red River), Angren
The Valleys are as diverse as the hills around them. In River, and the Dyr River all have the Iron Hills as their
the West where the hills are low, little grows in the valleys and headwater source. The Dyr River flows northward from the
they are often barren but for shrubs and grasses as the hills hills and eventually drains into the northern sea. The Angren
provide little shelter from the harsh winds. When the height River is actually the eastern branch of the Carnen River
of the hills increase the effects of the wind lessens and the proper. It starts its journey from the many creeks and streams
valleys become sheltered and give shelter in turn to that what located in the southeastern corner of the range of the Hills. As
grows and grazes. The valleys of the hills are where most of it winds south to where it connects to the Carnen proper, it
the life gathers. Here protected from the elements plants and cuts a deep swath into the softer sedimentary rock located
animals can find all they need to thrive. The soil in the valleys south of the Iron Hills. This results in steep banks and sides of
where the hills are high and wide is a fertile loam soil that is the river often reaching heights of 30 feet. The Carnen River
well watered by many small streams exiting the many begins in the high rolling hills of the southwestern edge of the
aqueducts crisscrossing the hills. Here in the widest parts of range. The river, runs for approximately 190 miles where it
the hills, mixed stands of Oak, Ash, Birch, Pine, Hemlock and flows into the Celduin, which empties into the Sea of Rhun.
Yew grow. In these sheltered vales one can look upon the The Angren joins the Carnen 35 miles north of the Junction
slopes of the hills and see the stark differences on the slope with the Celduin. Just like its eastern branch the Angren, the
faces. On the south slope sheltered from the prominent wind Carnen has steep sloped banks of up to 30 feet in height as it
and basking in the sun, the canopy of vegetation grows high winds its way south of the Iron Hills.
upon the slope. While on the Northern slope, battered by wind
and cast in shadow for most of the day the vegetation grows a
little up its sides. Only hardy shade tolerant plants grow here.
Stunted are the trees on this side of the hills, hardy species like
birch, and cedar can take root here. 3.5 Climate and Weather Patterns

The Climate found in the Iron Hills varies from location


3.3 The Basin to location. The southern part of the range is a cool
continental with temperatures never really getting too hot in
The Basin is approximately 800 square miles in area, is the summer and the winter starting early but not getting too
made up of mostly grasses and shrubs. Isolated copses of cold. The Basin is often cooler as the arctic winds that blow
spruce cedar birch and alder are found in small low-lying down from the north blow right into the basin. In the basin
areas of the basin. A blessing from Yavanna herself to the land there is very little shelter from these winds and most of the
for the suffering it endured at the hands of Melkor and the animal life either hibernate underground or over winter in the
Valar the basin is a true wonder to behold in the spring. In southern hills. The hills to the north are hardest hit from the
spring the blooming of dozens of varieties of wild flowers fill
cold artic winds. Snow can be seen on the northern slopes of
these hills until mid Norui (June).
Precipitation that falls on the Iron Hills in a year is 4.1 Flora
consistent with a total accumulation around 80 cm. An
average month will have 6cm of precipitation with the The variety of the plants in the area depends on the
heaviest months being in the spring and winter. The Iron hills topographical features. The Flora in general can best be
enjoy on average about 95 days of good growing in the described as a northern type very similar to the Boreal Forests
northern hills, 120 in the basin and in the valleys of the found in North Central Canada. In the Basin Cedar, Spruce,
southern range of hills. Alder and Birch trees are prominent. Often they are found
The Main weather hazards to avoid in the Iron hills are mixed together in small outcroppings. These outcroppings
the snowstorms in the winter that are brought in by the heavy speckle the Basin and are not found in abundance. The stands
arctic winds that blow up to 100km/h which has frozen both rarely surpass a canopy height of 30 feet. Underneath the low
man and beast where they stood. This is even more hazardous bows of the cedar and spruce, small mammals can find food
in the basin where little shelter from the biting winds can be and shelter. The Basin is home to a large variety of wild
found. Sudden thaws in late spring can also be hazardous. As flowers that are very tolerant to the climate extremes and the
the snow clings late onto the precipitous northern slopes an short hot growing season found in the Basin. Asters, daisies,
abnormally warm spring day can cause these banks of snow to golden rods, lobelias are just some the flowers that can be
suddenly let go causing an avalanche. found blooming in the Basin. Herbs located in the Basin and
the other areas of the Iron Hills can be found in the Herb Table
Weather Chart (__) at the end of this supplement.
Month Basin Northern Hills Southern Hills In the Valleys along the southern and western range,
Narwain -25° -10° -30° -15° -20° -10° stands of hardwood species such as Oak Ash and larger
(January) 8cm Yellow Birch grow in the valleys shelter. As well Pine, Stout
Ninui -20° -10° -25° -10° -15° -10°
(February) 6cm 6cm 7cm
Hemlock and Smaller shrub sized Yew flourish in the valleys.
Gwaeron -10° 0° -15° -5° -10° +5° The Pine and Oak are the prominent trees. The Oaks often
(March) 7cm 7cm 6cm reach heights of over one hundred feet. Where an Oak tree
Gwirith 0° +10° -5° +5° 0° +10° has grown in an area with little canopy cover it will often turn
(April) 8cm 9cm 6cm into a wolf tree. Despite what this name implies all a wolf tree
Lothron +5° +10 ° 0° +10° +5° +15 °
(May) 11cm 10cm 12cm is, is a tree that spends it energy growing wide rather than tall.
Norui +10°+15° +5° +10° +10° +15° These can often reach diameters of 8 to 12 feet. The Pines are
(June) 6cm 5cm 7cm the tallest reaching trees in the Iron Hills. Their towering
Cerveth +15° +25° +10° +25° +20° +25° windswept crowns can often reach heights of 175’. The hard
(July) 5cm 4cm 4cm
Urui +25° +30° +15° +25° +20° +25°
Yew does not grow much taller than 30ft with most only
(August) 3cm 4cm 4cm reaching an average of 15ft high. The wood of the Yew is
Ivanneth +15° +20° +10° +15° +15° +20° highly sought after as its strength and sinewy nature makes it
(September) 5cm 6cm 5cm ideal for bows. In the hands of a master Fletcher bows made
Narbeleth +10°+15° 0° +10° +10° +15° from yew can get up to a non- magical bonus of +15 to its
(October) 4cm 5cm 4cm
Hithui 0° +10° -10° +5° +5° +10° Attack rolls. The value in the ash tree is really when it is a
(November) 8cm 7cm 7cm sapling. For ash trees grow straight and long and are perfect
Girithron -15° 0° -20° -5° -10° +5° for use as arrow shafts. The Stout Hemlock is species of
(December) 9cm 9cm 8cm hemlock only found in the Iron Hills. It is smaller than normal
hemlock and only reach heights of 40 to 60 ft. The Dwarves
in the Iron Hills call them (K. Tsuga Naugrim) “Dwarven
Hemlock”. Like their hardy namesake these trees are very
4.0 Flora and Fauna resistant. They are almost impervious to rot and disease and
as such sought for building material where wood is needed to
The varying topography of the Iron Hills, from the slopes be resistant to moisture and dampness. The Yellow Birch is
of the hills, to the valleys and in the elevated basin creates larger than the white birch that is found most everywhere in
numerous small micro-ecosystems. These ecosystems are for the Iron Hills. It grows tall 80’ to 100’ and is good for fire
the most part hardy systems that have established a strong and crafting tools and handles with.
foothold in each of the topographical locations of the Iron On the Northern slopes of the hills birch and alder with
Hills. The animals rely of the plants for food and shelter. And some ground pine are all that grow that reach any height at all.
in turn the plants rely on the animals to aid in their Shade tolerant and really weed species these hardy species are
propagation through spreading of their seeds and pollen. It is the only species able to grow on the northern slopes in small
a symbiotic relationship that has served both well over the patches. The southern slopes have more variety of trees. The
years and through the harsh climate found in the Iron Hills. warmer southern facing slope is home to oaks and ash as well
The Many springs and small freshets found throughout as spruce and pines and stout hemlock.
provide ample water for both plants and animals.
animals which may come out during the bright sunny days in
winter to bask.
The undisputed predator on top of the food chain in the
4.2 Fauna Iron Hills is the Puma. This large cat makes its home in the
hills and valleys of the Iron Hills. Using stealth and power it
4.21 Small Animals ambushes its prey and often has its prey’s neck in the grip of
Many small animals make the Iron Hills their home. its vicelike jaws before it knew what happened. A solitary
Rabbits, squirrels, chipmunks, skunks, field mice and prairie hunter its population is kept in check by a low birth rate and
dogs make this their home. In the Basin, mice, rabbits and a large territories for the adults. These cats can live for up to 40
form of prairie dogs (gopher like mammals that burrow years though this is rare. Adult Pumas have no natural
underground) indigenous to the Basin make this area their enemies except Orcs. Any stragglers in an Orc patrol soon
home. In the winter these small animals hibernate or in the often fall prey to these silent hunters and thus hunt them to
case of the rabbits move into the shelter of the low hills keep these occurrences to a minimal. An intelligent creature it
around the basin. Like the Varying Hare found in North is said that they are able to speak to some animists and Wood
America the fur coat of the rabbits found in the Iron Hills elves more with empathy then by full thoughts. They are not
change colour (moult) to suite the season. This adaptation is evil by nature but will attack men and dwarves if hungry or
key to their survival as this camouflage helps them to avoid cornered.
being seen by predators. In winter the coat turns a vivid
white and then gradually fades to light brown in the spring. The Iron Hills are home to a variety of birds as well.
The prairie dogs are known to the dwarves as (K. Mormoka) Starlings, Sparrows, Finches, Chick-a-Dee and about 20 other
or Woodchuck. Slow witted mammals (easy to sneak up on) species make this area their home. Most migrate south for
these creatures reproduce in large broods. If it not for the winter to areas of Gondor and points south. The Rock hawk
predators such as the fox and martin that keep the population and the Grey Owl make the Tops of the wooded areas their
in check, they would soon overflow the Basin and take over home. These 2 common winged predators mostly hunt the
middle earth! Their burrow entrances are hazardous to deer small mammals found in abundance in the basin and in the
that graze the plains. It is not uncommon for a deer to break a woods and valleys of the Iron Hills. The Grey owl is mostly
leg in one of these holes as it flees running from a pack of nocturnal making its nest usually in the tops of the stout
wolves. hemlocks. A mature Grey owl has a wind span of 6’ and can
In the woods found in the valleys and slopes of the hills, fly silent through the air and swoop down on its unsuspecting
squirrels make their homes in the canopies of the trees while prey. It mainly hunts in the wooded areas of the Iron Hills
in shallow burrows underneath chipmunks nests are found. using cover and it’s stealth to surprise its prey. The Rock
More common and suited to the cover of the trees the martin Hawk is a small hawk with only an wind span up to 4 ft. It
makes its home. A natural predator with a sleek long body it often is found along the edge of the basin in the hills along the
is as adept at ferreting out rabbits, chipmunks, woodchucks edge. It hunts mostly in the basin diving down at its
and mice in their burrows as it is hunting squirrels and birds in unsuspecting prey at blinding speeds from high above. The
the trees. The Population of the predator and prey in the Iron Rock Hawk does not play favourites and will even dive down
hills is cyclical. The population cycle is about 15 years in and take small foxes and martins for their prey.
length undulating as the population of the prey wanes a year or
two later so does that of the predators wane. Then once the 4.23 Fulla’s Bain
pressure is off the prey as the predator numbers have Not a troll, not a Balrog nor a Nazgul…. But a small flying
decreased their numbers once again rise and not far behind so insect a called (k._____) “fly that bites” almost prevented the
to does the population of the predators. Hunting is easy in the settling of the House of Fulla in the Iron Hills. These insipient
warm months as game is plentiful. pests breed in creeks and streams and when hatched swarm in
huge clusters of thousands. About 1mm in size these small
4.22 Large Animals black flies need fresh flesh to eat and have a nasty bite. Now a
bite from a bug so small in itself is nothing, but from a swarm
In the Basin small herds of deer come to graze on the of hundreds- it is insidious! These bugs hatch in springtime
new spring vegetation. Here they stay for most of the warm and flourish in the basin for about 2 months until summer
months and move into the shelter of the hills before the cold when it becomes too hot for them and the adults die off for
winter winds blow. In the Basin there is a couple of packs of another season having bred and laid their eggs in the small
wolves. The wolves mostly hunt the deer and the smaller running streams ready to hatch next year. To travel the Basin
mammals found in the basin during the summer and then in the late spring to early summer months of Lothron and
move into the valleys during winter once food becomes scarce Nurui is shear madness as Fulla VII found out the hard way.
in the basin. Foxes also hunt the small mammals in the basin. Unprotected skin gets bitten many times and even when you
These crafty hunters help keep the population in check of the are clothed the little devils work their way under loose
woodchucks in the basin. During the winter months these fox garments and get you then. Animals avoid the area and are
mostly stay in the basin and only move into the shelter of the used to the swarms, however they are not immune to the bites.
hills in the harshest of winters. Staying in the basin in the It is common place for deer and other animals to run around in
winter months the mostly scavenge and hunt the burrowed
a crazed like state trying to avoid these creatures when a
swarm falls upon them.

4.30 Creatures
4.32 Trolls
There are many places for evil creatures to make their
dwellings in the Iron Hills. The hills themselves are by their Next to Orcs, trolls are the second numerous of foul creatures
design littered with caves and caverns made during the war of making the Iron Hills their home. In the Iron Hills there are
the wrath ideal for the likes of Orcs, Trolls and even a two types of wild trolls that can be found. Forest Trolls are a
variation of the Giant spiders make the Iron Hills their home. nomadic group that wander through the hills hunting animals
and mannish races (including dwarves and orcs alike). In
small bands from 2 to 8, these trolls can be found everywhere
4.31 Orcs in the hills except the Basin. Prone to turn to stone in direct
Orcs are by far the most common of the foul creatures found sunlight, they will often hold over in any convenient cave or
in the Iron Hills. The breed of orcs found here are of the crevous during daytime. Currently there is about 30 such
smaller goblin stock. These lesser orcs came from the orcs of bands roaming throughout the hills hunting and foraging for
Morgoths army that survived the destruction of the Iron food. Forest Trolls are smarter then other wild trolls and have
Mountains during the war of the wrath by cowering in the little use for treasure they may acquire from a slaughter of orcs
deep pits and halls, which crisscrossed deep below the or dwarves simply leaving all the gear there only taking the
mountains. Laying hid for many years the small pockets of bodies to eat. The other type of Troll found in the Iron Hills is
Orcs slowly and cautiously made their way back to the the Cave Troll. These solitary trolls are not as smart as the
surface. Over time these small pockets of orcs grew in Forest trolls and often squirmishes between the two will occur
numbers and began to rebuild many of the destroyed halls and when a band of forest trolls stumbles across the territory of a
tunnels, and for many years they were the undisputed rulers of Cave Troll. Cave Trolls are stronger and larger then Forest
the Iron Hills until the coming of the Dwarves in the third age. Trolls and often drive away the intruders, but not until a
When Fulla and his clan decided to make the southwestern successful raid of its burrow of its food stock by one of the
part of the Iron Hills there home they routed out many of the Forest Trolls. When times have been particularly hard for the
orcs from that part of the Iron Hills. The only remaining Orc Forest Trolls they will often enter the territory of a Cave Troll
strongholds are now in the east and north ranges of the hills. to lure him away from his den so a member can raid it for any
The orcs too have found deposits of the riches of iron provisions it may have. A few dozen Cave trolls make the
available in the Iron Hills and have become superb craftsman Iron Hills their home. Their territory is scattered throughout
of crudely designed but quite effective weapons and armour. the entire range of the Iron Hills often consisting of an area of
From some of these mines shipments are sent to the armies of up to 100 square miles. Confrontations between Cave Trolls
the Witch King of Angmar to the East. Often bands of orcs are rare as they seldom leave their territories.
will leave the iron hills to join the armies of the Witch King in
the east for promises of riches and spoils of war and to feast 4.33 Spiders
on man flesh from their kills. The Social structure of the
remaining orcs is broken into 5 surviving clans which all hold A variation of the Giant Spiders common to Mirkwood can be
loose allegiance to the Witch King. All five houses send him found in the valleys and slopes of the Iron Hills. This
finished weapons and armour for his army in Angmar in return subspecies are called Stone Spiders and are smaller cousins to
for continued independence from his rule. Each clan is ruled the spiders found in Mirkwood, with an adult female growing
by an Orc chief who’s only right to the position is that he is up to 3’ in diameter. The spider’s appearance is similar to the
the smartest, strongest and cruellest Orc in that clan. His common wolf spider found in North America. Stone spiders
position was probably won by defeating in battle the previous have lost their ability to climb and to spin webs. In turn they
chief though undoubtedly treacherous and foul means. The have developed the ability to jump great spans and to run over
chief of each clan does not trust anyone including the other ground at very fast speeds. Also adept at burrowing in the
chiefs for fear of attack from another clan. Clashes between many cracks and loose rocks in the hill slopes these spiders
Orc clans though not frequent are not uncommon either. Most have become masters of the ambush. Laying in wait until their
of the tunnels used by the Orcs are interconnected, as they are prey comes within striking range these spiders leap out of
the surviving passages created long ago in the first age by hiding and pounce on their unsuspecting prey. A stone spider
Morgoth for his many strongholds built under the Iron is able to spring up to 8’ high and 20’ long to land on its prey.
Mountains. At these junctions guarded checkpoints are set up Biting their prey several times it injects poison that paralyses
and manned by all concerned clans to prevent unwanted entry it victim so it can drag it off to its nearby burrow. The Stone
from other clans. Each clan has spies in place in every other Spider does not kill its victim right away but later injects an
clan watching for any sign of trouble or weakness for a acid that slowly turns the victim into a jelly which the spider
surprise attack. then ingests this jellylike substance at a later time. Stone
spiders are loners who only can be found in small groups
during breeding season, which is late spring. The females are
up to 5 times larger then the males and usually will eat the men Northman mostly have made small settlements just south
male after mating. Once mated the female will then create a of the Iron Hills along the banks of the Carnen or Angren
burrow and lay its eggs attached to a captured prey so the rivers. These settlements would only enter into the Iron Hills
young will have food upon hatching in 4 to 6 weeks. Stone with large hunting parties only when food was scarce or the
spiders would probably be a dominant species in the Iron Hills build up their food stock prior to winter. Later in the third age
were it not for the fact that Martins and fox love the taste of outposts of Easterlings such as the Sagath made settlements
the spider eggs. Stone spiders will attack any small animals along the northern range of the Iron Hills, as outposts and
that happen by its ambush. Though they have been known to stations for the wagon trains heading to the west for the army
take on up to man sized creatures when food has been of the Witch King. Also in the Northern part of the range the
particularly scarce. secretive evil cult called Cult of the Long Night have made
their home among some mannish ruins of a long forgotten
time. The only true culture to become indigenous to the Iron
4.34 Giants Hills is that of the Naugrim, but the tertiary influences of the
Along the northern range of the Iron Hills, a small group of mannish races are mentioned here briefly.
Giants make their home. Their territory runs the entire
northern range and into the basin. Little is known about this 5.1 The Humans
band of giants except they are very reclusive and they avoid
contact with all mannish races. Occasionally however a 5.11 Easterlings
wandering Orc band will stumble into their territory- a mistake
they soon do not forget and quickly retreat from where they The Sagath in the early 1400’s set up the outpost of Lar-huz to
came from or face obliteration from the giants. The group is act as a citadel to guard and protect the wagon trains heading
made suspected to be made up of 5 to 8 large males or rogues to the land of Angmar the realm of the Witch King. This is a
that wander the northern range. It is believed they are small outpost of about 40 to 60 Easterlings currently led by a
originally from the Grey Mountains to the north. Their 12th level fighter Huz of Amov. They patrol the northern
demeanour is not of evil but they do not take kindly to range of the hills and along the Men-i-Rhunen keeping
strangers in their area. They will not confront the strangers, if unwanted travellers and eyes from learning too much of the
they discover a group of trespassers in their territory but will dark lords designs and interests in the area. Replacements and
watch and see what they are doing. If they perceive the new troops come from the land to the east along the eastern
visitors as a threat, they will use all their cunning to formulate shores of the Sea of Rhun.
an ambush and attack. Their natural enemies are the wild Small bands of Easterlings will raid the remote villages and
trolls also found in the Hills. On occasion these 2 titans will farms that can be found scattered throughout the plains
clash and battle for territory. Often the Trolls will retreat between the Iron Hills and the western settlements of Dale and
conceding to the giants the territory. These battles are of Lake Town. They will then hold up in the numerous caves
almost mythical proportions and the cries and battle noises can found in the foothills of the Iron Hills to avoid any military
be heard ringing through the valleys for miles. patrols that may be pursuing them.

5.12 Northman
4.35 Mearas
The only mannish settlement found in the Iron Hills proper
The pseudo-mythical breed of super-horse most treasured other than the outpost of Laz-huz is found in a secluded valley
above all by the Rohirrim and almost worshipped by them as in the northern foothills about 15miles south of the Easterling
demigods, the mearas can on rare occasions be found racing outpost called Nan Morsereg. Here the Cult of the Long Night
through the basin of the Iron Hills. For the past several has established their school and their stronghold. Worshipers
centuries, the mearas conjugate in the basin of the Iron Hills of Sauron the Dark Lord, this secretive group of Northman
once every 25 years or so on the eve of the new moon. It is at devise evil plots and schemes to disrupt and increase their
this time the mearas stallions compete in races and tests of influence over the unsuspecting mannish settlements to the
endurance and strength vying for the right to mate with the west such as Dale and Lake town.
mares. Only lasting for 3 days this is a site to be seen. It is at As the eastern border for the Northman settlements of Dale
these gatherings that the intelligent race of horses elects a king and Lake Town patrols will often reach to the outskirts of the
to rule them. This secret ritual of the mearas is known to Iron Hills in pursuit of bandits and to keep the amount of
Radagast alone and is something he will not share with Easterling invasions on the farms and small settlements in the
anyone. plains between the Iron Hills and the Settlements to the West.
They also loosely patrol the rough roads that lead to the iron
hills to make sure that the trade routes to the Dwarves
5.0 Peoples and Cultures settlements are kept open. This includes patrolling as far
south as to the Men-i-Naugrim keeping the amount of raids on
Not until the third age have any of the free people of middle the Dwarven caravans down to a minimum.
earth made the Iron Hills their home. Even then it was the
hardy dwarves that settled first in the region. Small groups of
5.13 Eothraim own, led a small group of 15 men and women on a journey
south from the Ered Mithrin after a particularly harsh winter.
Later these Norse-like people would develop into the Rohirrim After travelling for 2 seasons and having over wintered in the
the mighty horse riders of the plains of Rhovanian. Though northern range of the Iron Hills, they made their way south
not overly common in large settlements, the Iron Hills mark along the eastern edge of the hills and came to “the valley of
the northeast extent of their range. Patrols comprised of a the deer” (______) where they set up camp at the edge of the
company of riders are not uncommon up to and including into forest (_______) located at the juncture of the Carnen and
the Iron Hills especially when tracking raiding bands of orcs, Angren. Their numbers have grown over the past 190 years to
rogues and Easterlings who seek to use the hills as a refuge. become a strong tribe of about 180. Though nomadic they
These patrols often are made up of dozens (12 to 40 are have set up a permanent settlement where they ride out the
common) of riders, as they are aware of the dangers in the Iron winter located at the eaves of the (_____) forest at the rivers
Hills. junction. During the better months they travel along the rivers
Loose trade has also been established with the dwarves with and plains hunting and herding the plentiful deer herds found
the Eothraim people. This trade mainly takes place at the in the lush valley. This lush secluded valley is filled with
settlement of Buhr Mahring located where the Carnen and the ample tall grasses and small intermittent stands of trees
Celduin join together. Twice a year the Dwarves will travel in creating an ideal habitat for deer to procreate in large numbers.
small well guarded caravans down the banks of the Carnen The Tribe is now led by (_______) . In the warmer months
once in the spring and then later again in mid-fall to do trade they patrol the entire valley in small groups gathering only in
with the riders of the plains in Buhr Mahring. Stocking up the winter at the settlement called (_____). The Lossoth hunt
mainly in food provisions cloth and other materials, the the predators such as the wolves that prey upon their
dwarves trade in return weapons armour and raw iron. In times livelihood the deer. This keeps the number of wolves low
of trouble, leaders from the settlement of Buhr Mahring will allowing the deer to flourish. This unnatural increase of deer
travel to do trade directly with the Dwarves at their stronghold population is then maintained by the tribe though careful
doors for additional supplies of weapons and metal. These hunting of the deer, making sure to keep the population in a
emergency trade negotiations only take place at the healthy balance. The level of husbandry over the herd has
Stronghold (Barak-Shathur) as no non-dwarves are allowed to become quite good and the overall health of the herd is
enter the mansion of Azanulinbar-dum. excellent. This small tribe of Lossoth, though not really living
in the Iron Hills do trade with the Dwarves on occasion, for
5.14 Dorwinions metals in return for furs and meats. They avoid the Iron Hills
as they are aware of the orcs and trolls that live there. Only
The Dorwinions, masters of commerce and trade are also twice has this small band of Lossoth been attacked by orcs
found in the area. Concentrated in the Town of Ilanin located both times they were victorious fending off the orcs and
at the conflux of the Celduin and Donu rivers. Though they retreating away from the incursion into the wide plains where
are further down stream then the settlement of Buhr Mahring the orcs did not follow to avoid the bright daylight of the
the Dwarves make the extra journey to the settlement. Here pursuit. The Easterlings have not noticed this group, for they
they can procure the superior Dorwinion wines and find a have not travelled into this isolated valley, as it has no
market for the other raw materials that hold no value to the perceived strategic value or riches to plunder. The dwarves do
simpler needs of the Eothraim. The Dorwinion are happy for not speak of the settlement to the other mannish races,
this trade as the superior Dwarven finished materials fetch a empathetically understanding the Lossoth’s desire to be left
high price in the far off markets of Gondor and Rhun. When alone from outside influences. Dwarves better than most can
the Dwarven caravans leave Ilanin, Eothraim riders escort appreciate the value of wanting ones privacy. What the
them. These bands of horse back guards consisting usually of dwarves do not know however is that the Lossoth learned of
20 to 40 well equipped riders, will accompany the Dwarves the location of the mansion of Azanulinbar-dum. They in turn
back to the Iron Hills providing extra protection against reciprocate the unspoken vow of privacy and do not venture
bandits and Easterling raiding parties. This extra protection is there nor do they speak of its location but keep it secret. This
provided to the dwarves free of charge, as it would not do well is the band of Lossath that the ranger Chosum Drear belonged
to loose the trade with the dwarves because of marauding (as mentioned in the ICE MERP product #8114 River
bandit raids on their caravans. Running.)

5.15 Lossoth 5.2 Dwarves


The only free people to truly settle in the Iron Hills and call it
Between the rivers of the Carnen and the Angren is a home is the rugged mannish race of Dwarves. For over 700
settlement of Lossoth. This small settlement of nomadic folk years the dwarves have lived at the settlement of Azanulinbar-
makes their home in this secluded valley. Protected from the dum and later in the sister stronghold of Barak-Shathur. Here
north by the Iron Hills and to the east and west from the rivers, the settlements have grown and prospered and their numbers
this small settlement of Lossoth has prospered. The group of have swelled from just over 60 to now around 700. Led by the
Lossoth first came to the valley around TA 1450. Led by self proclaimed king Fulla III, the band of Dwarves has
(____) a brother of the tribe chief who wanted to go out on his prospered. Not under the duress of any of the rings of power
and the rings evil warping of the dwarf’s sense of greed, this Fulla VII. The current king is Fulla III who rules all the
small group of dwarves ends up playing a pivotal role in the dwarves and the throne room and living quarters are situated
survival of their race. From being a safe haven for many in the halls of Azanulinbar-dum. Azaghal the cousin of the
refugee dwarves either fleeing dragons, orcs or balrogs, all can current king presides over the halls of the stronghold of Barak-
find a welcoming place to call home in the halls under the Iron Shathur. The dwarves of the Iron Hills do not actively patrol
Mountains. It has been the group’s inconspicuous the area surrounding the strongholds. However if orcs or men
unglamorous status as a mundane location that has served it come within site of the doors of Azanulinbar-dum or Barak-
well in its anonymity for the perils that has plagued their Shathur they will pursue and slay the Orc party and capture
brethren in the other mansions throughout Middle Earth. The the mannish parties. If the mannish group is found to be non-
mansion of Azanulinbar-Dum was designed and built under hostile after days of interrogation, they will be drugged with a
the direction of Fulla VII a Dwarven explorer and engineer of poison that causes permanent short-term memory loss and set
unequal merit. Its superior defensive design allows the free some miles away from the doors of the strongholds.
mansion to be held with only a handful of guards as well as The Lossoth rule the lower valley between the Carnen and
another fortress with scores of Dwarven fighters. When Angren rivers, which form a triangle shape valley with the
Azaghal built the new fortress of Barak-Shathur it was created Iron Hills to the north. They elect a tribal leader who rules
with a lot of the same defensive principles applied by Fulla until death at which time they then appoint another.
VII and his construction of Azanulinbar-Dum. The main Traditionally for the Lossoth people this position went to the
difference is that Barak-Shathur has a large section of its strongest warrior of the tribe, but here in the peaceful valley it
construction outside rather built into the Hill. Though neither usually goes to an elder who is most wise in understanding
of these Dwarven strongholds are as large or wondrous as nature and animal husbandry. In the winter months the tribe
Khazad-Dum, they are well designed and have a beauty comes together to over winter at a seasonal settlement where
unique unto themselves. the Carnen and Angren meet at the edge of the (_____) forest.
Trade established with the dwarves of Khazad-dum and with This large tribe is broken down during the warm months into
the mannish settlements to the west and south have in recent smaller bands that roam throughout the valley and rivers
years increased the prosperity of the settlement. Despite the edges. Each small band has a leader who usually is the
slow down in trade due to the plague in recent years the strongest member of the group. If one of these groups are in
dwarfish settlements in the Iron Hills are prospering. need of help they will signal the others by use of a
(_________). A (______) consists of a hollowed out rib from
a deer with a piece of twine tied to one end and the other end
6.0 Politics and Power of the bone hollowed out in such a fashion so as to produce a
unique high pitched wale when spun around by holding the
The Iron Hills as a region remains untamed with no ruling twine. This signal devise can convey many messages simply
government that oversees the land or its people. Left alone by by adjusting the speed of the spin, which affects the pitch
all the major governing forms around it, Rhovanion and the produced. Using such a signal other bands can rally to support
Eothraim and Northman to the west, Dorwinion to the south in defence of other bands under attack or who have an injured
and the Easterling tribes to the East all use it as a border to member who needs attention that the group can’t provide.
their lands such that that no one claims the region as their
own. In the third age, the Cult of the long night use the 6.10 Government
isolation of the Iron Hills to develop and grow their group in
seclusion away from the eyes of the west. The Sagoth have 6.11 Cult of the Long Night
made the hills on the outskirts of the main range of hills an This group located in the north eastern steps of the Iron Hills
extension of their power to protect the wains traveling to the is a threat to the current northern settlements to the west. The
west and the land of the witch king in Angmar. There cult of the Long night is a secretive group of animists that are
influence does not extend to the Hills themselves but more servants of Sauron. They preside over the teaching of the dark
along the road Men-i-Rhunen, finding the hills themselves religion in the northern Rhovanion. The group is made up of
inhospitable and offering little in form riches and rewards. The 10 aminists that act as the governing body and founders of the
settlements with any formal hierarchy are in the settlements of religion who hold power in the cult. Their followers trek to
the Orcs, dwarves and the small group of the nomadic race of Nan Morsereg (Vale of the Black Blood) on the evenings of
Lossoth. Their political influence is limited to their own the new moon to perform unholy rituals to the dark lord. The
settlements and do not extend any further then the limits of 10 ruling animists call themselves the Maeghirrim (piercing
their territories. These territories are broken down as follows. lords). In the cliffs above the Nan-Morsereg, are 12 domes 2
The Orcs patrol and watch over the eastern and northern which are large and act as the library meeting halls and store
section of the Iron Hills. Here their influence is strongest. rooms with the other 10 being the living quarters for the
They pay partial homage to the Witch King with shipments of animists. Here the followers of the cult plot to place
armour and weapons added to the wain trains heading east to themselves in positions of power to subtlety influence the
the land of Angmar. lands and free peoples to the west. Their members can be
The Dwarves rule the southern and western range of the Iron found infecting the settlements of Dale, Lake Town and other
Hills. The Dwarves have a self appointed king of their settlements further south even into the land of Gondor.
settlement from the lineage of the founder of the settlement
are under attack to they need a shaman to aid in a birth can be
6.12 Orcs sent this way. The noise itself created by the ( ) can be
The orcs in the northeastern range of the Iron Hills are divided heard for many miles over the open plains. Often at night the
up into 5 clans: Bloodclaw, WhiteSkulls, BlackBlades, wailing sounds of the Lossoths ( ) can be heard by those
CrimsonEye and the FellBeasts. Each of these clans has a traveling the plain between the rivers of the Carnen and the
chief which rules over the clan. Every clan has a shaman Angren. Chances are they have spotted you and are reporting
which is often the second in command of the tribe as the orcs to the other bands your whereabouts and if you present a threat
of the Iron Hills are very superstitious lot and worship to them or their herd.
Morgoth as their maker. They now pay homage in the form of 6.14 Dwarves
weapons and armour to the Witch King thinking him a The Dwarves have been ruled by the descendants of Fulla II
lieutenant to their God. This amuses the Witch King as it since the days of him founding the halls of Azanulinbar-dum.
helps draw a good amount of zealots to his army to do battle in His title at the beginning was simply just the lord of the manor
the service of the dark one. They believe to die in such but as time went on and their ties with Ruurrik lessened the
service guaranties them a place at his side and untold rewards lord of Azanulinbar-dum proclaimed the settlement an
upon death. Most of the chieftains don’t like this draw of their independent entity and as such elevated his title to King. This
warriors and in secret have a dislike for the shamans and their occurred around TA 1375 after Gandolf the grey came and
preaching of the service of the dark lord. This draw affects visited Fulla III and in his announcement to Fulla III said
their ability to protect themselves from the other tribes and “Greetings to you good King Fulla, lord of the Iron Hills, I
weakens their force for raids between the rivalling tribes. The bring tidings from your kin from the Misty mountains and
five clans war upon themselves almost continuously, which is beyond….”. From that point on the Title of King has stuck
a good thing. It is not until late in the third age (TA 2360) with the reigning ruler of the Dwarven Mansions in the Iron
before Sauron’s Lieutenants finally sway the orcs enough for Hills. Shortly thereafter as the settlement grew, they divided
them to become a cohesive unit and attack the dwarves in the into 2 settlements Azanulinbar-dum and the sister stronghold
Iron Hills with a large unified force. of Barak-Shathur. The second fortress much more like a
human stronghold, Barak-Shathur is under the direct
6.13 Lossoth command of Azaghal, Red Hammer the cousin of the current
king. The Complex has 7 main residential areas, one for each
The Lossoth’s government and power is as nomadic as the of the original Dwarven clans. The heads of each house is
people themselves. In the summer months when the tribe responsible for providing 1/7th of the militia. Fulla’s clan has
breaks up into small bands that spread out over the entire a separate head of the clan (this currently is Azaghal , Red
plains, the bands are ruled by the strongest of the warriors who Hammer) so as to leave the King to focus on the entire
are entrusted to protect and guild the band during the warm settlement not just the concerns of one clan. Typically these
months, with successful hunting expeditions and protection of leaders are Master forgers whose craftsmanship is unequalled
the herd. When the first cold wind from the north signals in the mines of the Iron Hills. This makes them highly
winter is on its way the small bands all make their way to the respected in their groups and with the others of the settlement.
winter settlement of ( ) nestled in the forest of ( ). Here With skills matched only in a few places in middle earth it is
the Tribe is ruled by the eldest of the Lossoth who is guided this elite groups talents that create the masterful works of
by a council made up of the leaders of the bands. The number metal that fetch such high prices in Middle Earth. Though
of bands has varied over the years with the current number they do not interfere with the daily running of the settlement
being six. This disbursement of the tribe into smaller bands they do make sure their voices are heard when the decisions
made up of men and women and children allow for greater on where to expand and to delve are being discussed. Often it
coverage of the deer herds and also helps ensure that if a band is their opinion that is taken as rule in these matters. This is
is attacked the entire tribe is not wiped out. On occasion one more practical than at first noticed as these are the dwarves
or more bands will come upon each other during the roaming who know the mines and grounds best and their opinion is
season. When this happens it is time for celebration and tales greatly heeded by the king. There are 7 militias, made up
to be told over a large bonfire food and drink. At these from each of the Dwarven clans. Each clan is responsible for a
gatherings there is not bickering over who is the ruler, each watch chamber strategically located in the mansion. Each is
leader is still in charge of their band as they camp. In times of manned by a single guard on a 7 hour shift rotation. An
trouble the bands signal each other in a unique method. A thin Alarm can be sounded to the rest of the mansion and other
carved femur bone with notches made out along its length is watch chambers by using a series of speaking tubes that run
tethered to a string made from deer gut. This ( ) as the through the complex. The stairs to each watch chamber is
Lossoth call it is a signal devise. The band elder will hold the trapped, allowing the stairs to be collapsed, closing off entry
string and swing the ( ) in a circle changing the speed to into the mansion. There are 2 switches to set off this trap, one
change the pitch of the whistle sound that is produced. Each in the chamber as well as one just past the stairs on the landing
band’s ( ) is unique and makes a distinctive sound that can only feet away from the trap itself on the inside of the
me identified as its own. Through changing the speed and mansion. Though not much happens to in the Dwarven
thus changing the pitch, simple messages can be sent out for settlements other then the odd brawl at a tavern over which
the other bands to hear. Anything from signalling that they mining shift has brought up the better load of ore for the week,
it is a responsibly met by all clan leaders with diligence and These chambers hold most of the stores for the complex,
pride, taking their post most seriously. and are stacked with casks of water and wine, sacks of
grain, and barrels of dried meats and vegetables.

10. Loading Area


Four carts can unload here.

11. Mines
7.0 Places of Note 12. Forge
There are many places worth noting in the Iron Hills, This
area will cover most of them that are not covered in other
supporting materials previously published by Iron Crown 13. Workshop
Enterprises. It will however go over (with some changes) the
layout of Azanulinbar-Dum as this is a main focal point of the
area and needs more detail. 14. Crafthall

7.1 Azanulinbar-Dum
15. Armour Stores
1. Main Entrance This large, circular chamber (130’ diameter) holds the
majority of the weapons and armour of the Dwarves an
2. Cart Road Azan, carefully stored in shelves, racks and chests.

3. Portcullis 16. Residential Complex


The Typical Dwarven lodging consists of a 10’ x 10’
4. Pit Trap living area with a smaller adjoining storage room.
This trap covers the entire 70’ diameter of the circular
chamber. When the trap is “set” (unlocked), anyone or 17. Hall of Columns
anything weighing over 84lbs. will cause the This room contains a large cistern holding an emergency
counterweighted floor block to rotate down into a wall water supply.
space. Anyone in the circular chamber will fall 40’ onto
a floor covered with three-foot iron spikes; the pit is 18. Recreation
tapered to a forty-foot diameter at the bottom. This trap,
controlled by a lever concealed in the wall to the south,
is Very Hard to detect; Hard to disarm; and Hard to 19. Small Chapel Of Aule
avoid. This sacred chamber is vaulted in glittering obsidian,
and illuminated by torches on the wall below.
5. Ceiling Trap
When Sprung (either by 84lbs. Of weight on the floor or 20. Main Chapel of Aule
manually from a concealed lever in the wall, Very Hard Even more beautiful and sacred then the adjoining
to perceive or disarm), this trap causes a block of stone smaller chapel, this chamber’s vaulted roof is laced with
30’ long and the width of the corridor 16’ to drop from gold filigree, and supported by rows of white marble
the ceiling, mashing to a ribbon-like pulp anyone or columns. Hundreds of bright torches flood the huge
anything below it (2-12 Fall crush +60 attacks; room with glowing light.
extremely Hard to avoid) and effectively blocking the
corridor. 21. Hall of writing
Walls are inscribed with the history of the Tribe of Balli
6. Guard Room Stonehand.
Four guards are on duty here at all times in rotating 4
hour shifts. 22. Chamber of Records
7. Murder Holes Legal documents and record of business transactions are
These are accessible from the guard room (#6) by an kept here.
iron ladder set into the wall, which leads up to a small
chamber atop the main passageway. 23. Library
This vast chamber contains fourteen alcoves; seven are
8. Crossbow and Ballista Slits devoted to Dwarven craft, and seven to Dwarven
history.

9. Storeroom 24. Scriptorium


25. Assembly Hall 41. Clan Tomb
Here the dwarves gather to trade or discuss issues. Similar to the Royal Tomb (#39), this adjacent room
houses the burial cairns of the King’s clan
26. Hall of Balli
(Council Chamber) 42. Secret Exit
This narrow corridor leads half a mile to a 2’x3’ hidden
door in the east-facing slope (Very Hard to detect from
the outside)
27. Durin’s Chamber
The deeds of Durin the Deathless are inscribed upon the
wall here.

28. Great Armour stores


This room contains a large assortment of extraordinary 7.2 Barak-Shathur
magical arms and armour.

29. Watch Chamber Established in TA 1580 by Azaghal, Barak-Shathur has


In each of these rooms, three Dwarves keep watch for become a dwarven stronghold in its own right. Located at the
trouble in the main entry corridor; more may be bottom of a hill with a high cliff wall surrounding the
summoned when necessary. stronghold it looks more like a human fortress with walls gates
and towers. This is the outer section of the keep. For most
30. Guest Quarters outsiders, this is the area that they are allowed to see and visit.
These rooms are large and comfortably furnished. Each Barak-shathur in truth consists of two parts, the first is the
has a large hearth set into one wall. surface area made of walls towers and buildings and the part
which is the underground section.
31. Hall of feasting
7.21 The Outer Area
32. Kitchens
The outer area is designed as the main trading location for
33. Reception room most of the dwarven goods. Its purpose is two fold: to provide
Here visitors await the audience of the King. humans with familiar surroundings in which to do business
and to keep the dwarven home beneath, private.
34. Throne Room A narrow path winds between two small hills, crosses a small
The grandiose ceremonial chambers of the King, where stream with a stout stone bridge. Here people are greeted with
official business is conducted. a sheer cliff face approximately 300ft high and running in
length for over 1400ft.. Located roughly in the center is a
35. Treasury stone wall 30 ft high with 2 towers and a stout gate.
This room is lined with huge stone chests carved from The outside bailey is home for 2 squads of armed guards. One
the same rock as the walls and therefore absolutely squad makes their home in each the 2 towers. Each squad is
immovable. These chests hold the bulk of Azan’s most made up of 12 guards and is on duty for 2 weeks then off for 2
precious wealth, a vast store of precious metals, gems weeks. When the squad is off duty they return to the families
and finely-worked objects. and halls under Barak-Shathur. Also living in the fortress here
is a small group of men. A patrol of 12 men sent from the
36. Royal Apartments lords of Eothraim are posted here. The men are posted here
The King’s sumptuously furnished bedroom, lounge and for a duration of 3 months and are rotated out 4 at a time each
library. month. This keeps the full contingent fresh but yet retains
experienced warriors. It is this group’s job to represent and
37. Dungeon foster good relationships with the dwarves by protecting and
This room holds 20 small (6’ square) cells. escorting the caravans to and from Barak-Shathur. This group
is housed in the inn. Also in the compound is a human
38. Antechamber horseman who lives and works at the stables. He lives here
full time all year round. Another group of 6 rangers have also
39. Royal Tomb set up camp here. They have been living here for 9 months
This low, unlit chamber holds the stone sarcophagi of now and are welcomed by the dwarves as added aid against
past Kings. Orc patrols and the wandering Trolls. The rangers have horses
and are independent from the troop sent from Eothraim. The
40. Side Chamber Rangers have been sent from Dale and their orders are to help
Reserved for relatives of the royal family. ensure the trade route stays open and is hassle free. This
group patrols the west and north sections of the Iron Hills and floor has 8 semi-private rooms, 2 private rooms and 1
are often gone for 2 to 3 weeks at a time. common room. The Eothraim take up 6 of the semi private
rooms, while the Rangers use one of the private rooms and the
1. Curtain wall common room when they are not on patrol. The food and
This 30’ high stone wall runs about 500’ in a semi circle drink here is fair and good respectively. The food is local fair
providing a solid defence against attacking Orcs. The wall made from what is grown in the area while the Ale is imported
itself is made from cut stone amply provided from the from the Laketown. Dorwinian wines are available as well but
excavation in Barak-Shathur. The walls are 10’ thick and only “Fancy Elves and Little Lasses” drink that!
made by master Dwarven masons. Where the walls tie into the
side of the cliff they are actually built into the cliff using live 7. Well
rock from the cliff face to anchor the stones blocks in a tongue This well goes down 150’ to the underground stream that
and grove fashion. There are 2 towers both 50ft high and equal meanders it’s way through Barak-Shathur and is the power
intervals from the gate that can be found along the wall. source for the spiral lift in the inner bailey. The water is fresh
and cool. The well is 5’ in diameter and is walled with stone
and is sturdy. One could climb down to gain access into the
2. West Tower inner bailey but would have to battle the current and chill of a
The tower is made up of 3 levels and the crenulated roof. A fast running stream. The stream is approximately 15’ deep
cellar area for storage and holding prisoners, the main floor here
which houses the guards’ sleeping quarters and eating area and
the weapons room above with arrow slits for crossbows. The 8. Storage
roof top is crenulated and armed with small ballista and hot oil This is where goods are temporally stored prior to shipping
tubs. Access to the tower are by a 2ft wide external stone them out in caravans. A final inventory is done and extra items
staircase that runs parallel with the wall to a small 4 ft long are often added to help sweeten the pot during negotiations.
landing. It accesses the Weapons room/ second level. From In the smaller storage areas, extra food stuff is stored which
the Weapons room, there is a small tunnel that connects to the would not keep well in the damper parts of the mines.
Main gate and its two levels. The tunnel is roughly 2 ½ ft wide
and only 5 ft tall. 7.22 Inner Bailey
3. East Tower Protruding 40’ out of the cliff face is a half octagonal stone
Same as the West Tower building which accesses the main part of Barak-Shathur. The
Large stone double doors swing outward magically when the
4. The Main Gate password is spoken or someone inserts the dwarven pass key
The only accesses to the main gate’s 2 levels are via the East into the hidden keyhole (-50 check). There are only 2 such
or West towers. Level 1 is mostly storage and access to the keys, one held by each tower sergeant on duty. The keys are
arrow slits for firing crossbows. The second of the gates have made of limestone and easily broken if feared they will fall
access to the dead man holes for pouring hot oil and or poking into enemy hands. The Bailey is a large hall with a 20’ high
long spears into the double gated area. Also located on this ceiling with a width of 60ft and a length of 120’. Fifty feet
level are the mechanics for raising the gates. beyond the double doors is an unique site, a large 40ft hole in
the floor with a large 3ft diameter axle protruding up into the
5. Stables/Blacksmith ceiling. Here is where the spiral lift which brings goods up
This area is where the horses for the Eothraim and the rangers from Barak-Shathur is located. (See details). The hole goes
are housed. There are 24 stalls in all as well as a small down 130’ to the entry hall below. Steel tracks run the entire
blacksmith shop attached to the stables. Here an old spiral, from the floor of the entry hall up along the carved out
blacksmith Eorthal has made his home for 20 years. Is course ramp to the inner bailey. As the low moving shaft has steel flat
dwarf-like demeanour and prowess with an anvil and hammer sides like a paddle turns trolleys with bumpers engage the
makes him well liked by the dwarves who think of him as one edge of the paddle and are pulled p the spiral track to the top.
of their own rather than of the Eothraim. The rail and trolleys are on the outer edge of the ramp leaving
a 4’ wide path against the wall for dwarves to walk up if they
6. Inn/ Bunkhouse wish. The back of the inner Bailey is set up as a junction
The Bearded lady is a good sized tavern with living quarters station to hold and store the trolleys once they reach the top.
on the second floor. The tavern is mostly designed to provide The direction of the spiral lift can be changed, allowing the
the rangers and Eothraim with a familiar location for passing trolleys to go back down at a controlled speed.
the evening with food and drink as well as to provide them
with lodging. It was become a common place for off duty
Dwarves who do guard duty, to stop by ever now then and
7.23 The Halls of Barak-Shathur
enjoy a sip of good ale. Though there are Dwarf drinking
houses in Barak-Shathur proper, these guards have developed 1. Entry Hall
an affinity with the surface dwellers and enjoy their company As you descend the spiral lift, about 100’ down the ceiling
as well as the good humoured ribbing and jokes. The second open up and the ramp that once was carved out of stone is now
a stone block ramp which continues down another 30’ to the together to create columns 10 to 20 ft in diameter. The ceiling
floor. The entry hall here is 30’ high and about 200’ long by height varies throughout from 40ft to over 100 ft. Many of the
100’ wide. Stone pillars carved with dwarven warriors areas have been carved out and worked upon by the Orcs for
likenesses are located throughout at equal intervals to support hundreds of years, removing the natural features to leave
the arched roof. Here to the one side is a stock yard of trolleys worked faces and passage ways.
for the spiral lift. Denizens: The Blood Claw clan make this lone mountain cave
complex their home. As location goes it is the most exposed of
2. the Orcs holds.
Resources:
Unique Features:

2. White Skull Cavern

3. Black Blades
7.3 Orc holds in Eastern Range
Five Orc clans have inhabited the eastern rim of the iron hills 4. Crimson Eye
for thousands of years. Ever since the fall of Melkor at the
end of the first age Orcs have called these caves and caverns
home. Relatively left alone with no outer influence to sway 5. Fell beasts
them, 5 distinct Orc clans have developed and thrived. Except
for when Balli Stonehand and his band of dwarven murderous
mercenaries arrived and inflicted serious casualties to the
clans. Since then the Orcs have regained in numbers since 7.31
then. There are frequent battles between the five Orc tribes for 7.32
territory and power. It is these inter-clan skirmishes that have 7.33cxay.er
kept the Orc population in check.
The population is also depleted by the Witchking, who from 7.5 Mannish outposts
time to time conscripts some warriors into his army to help .
guard the men-__________ road.
The caverns the five Orc clans inhabit are actually a small
portion of a much larger and older complex of caves. To best 8.0 Suggestions for Adventure
depict the vastness of these caves, caverns, tunnels, lakes and
underground waterways, three maps drawn in perspective
point of view showing main tunnels caves caverns and points 9.0 Tables
of interest have been created. This area of the Ironhills is vast
and links to long lost dark areas of Middle Earth called
DeepEarth where evil has been left alone to grow and thrive.
Many of Melkor’s vile creations still dwell in the lowest of
these dark chasms.

7.31 MAP 1 of the Deep Earth

This map depicts areas and levels closest to the surface. Here
are where the Orc tribes and their territories are located.
There are three distinct layers making up this map giving the
caves and caverns a three dimensional aspect for adventuring.
The upper most layer is the level is contained within the
elevation of the Iron Hills themselves. The second layer is
hundreds of feet lower then the level of the surface and the
third level is several hundred feet below that. Some area will
have a detailed description to help the GM with developing
story lines while others will be left so they can add their own
touch to the cavern.

1. Blood Claw Cavern


Geography: This is a large cavern with a stalactites and
stalagmites formed throughout. Some of them actually joining

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