TEXT: Fantasy Roleplaying in the WoRld oF the hobbittM and the loRd oF the RingstM 
  based on the novels by J.R.R. tolkien
  TM
  TM
  Fantasy Roleplaying in the WoRld oF the hobbittM and the loRd oF the RingstM 
  based on the novels by J.R.R. tolkien
  
  Written by Gabriel Garcia, Andrew Kenrick, Mark A. Latham, T.S. Luikart, 
  Francesco Nepitello, James M. Spahn and Kenneth Spencer.
  The One Ring rules designed by Francesco Nepitello and Marco Maggi.
  Additional Rules Development by Amado Angulo
  Art Director: Jon Hodgson
  Cover Art by John Howe
  Art by Jon Hodgson, Sam Manley, and Jan Pospíšil.
  Editors: Andrew Kenrick and Francesco Nepitello
  Graphic Design and Layout: Paul Bourne
  Line Development Team: Jon Hodgson, Robert Hyde, Andrew Kenrick, 
  Dominic McDowall and Francesco Nepitello.
  Proofreaders: Ian Grainger-Allen, David Rea and Jacob Rodgers.
  Published by Sophisticated Games Ltd, 1 Andersen Court, Newnham Road, Cambridge CB3 9EZ, UK and 
  Cubicle 7 Entertainment Ltd,  Suite D3, Unit 4, Gemini House, Hargreaves Road, Groundwell Industrial Estate, 
  Swindon, SN25 5AZ, UK
   
   
  The One Ring, Middle-earth, The Hobbit, The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered 
  trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises and are used under license by Sophisticated Games Ltd and their 
  respective licensees.
   
  All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, 
  electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.
   
  - CREDITS -
  2
  
  - CONTENTS -
  intRoduction 
  4
  How to Use Erebor: The Lonely Mountain 
  4
  The Passing of Years 
  4
  the kingdoM undeR the Mountain 5
  The Founding of Erebor (1999-2210) 
  6
  The Desertion of Erebor (2210-2589) 
  6
  The Second Kingdom and the Founding of 
  Dale (2590-2770) 
  7
  The Reign of Smaug (2770-2941) 
  7
  The Bitter Years (2770-2941) 
  7
  The Quest for Erebor and the Battle of 
  Five Armies (2941) 
  8
  The Restoration of Erebor (2941 - present) 
  8
  Erebor 
  9
  The Last Home of the Dwarves 
  9
  The Upper Halls 
  11
  The Lower Halls 
  14
  The Deeps 
  16
  The Mountain’s Sides 
  17
  Notable Characters 
  18
  The Surviving Members of Thorin’s Company 
  20
  Things to do while in Erebor 
  25
  tReasuRe oF the dWaRves 
  28
  Dwarven Craftsmanship 
  28
  New Enchanted Qualities 
  29
  Famous Dwarven Weapons and Armour 
  30
  Dwarven-smithing 
  31
  dale 
  34
  A History of Dale 
  34
  The City of Dale 
  36
  The Gates of Dale 
  36
  The Merchants Way 
  39
  The Quays 
  39
  The Merchants Quarter 
  39
  Ravensgate District 
  43
  Royal Palace 
  44
  Royal Barracks 
  45
  Residential Quarter 
  46
  Old Quarter 
  47
  Notable Characters 
  48
  Things to do while in Dale 
  51
  the lands about the Mountain 
  53
  The Northern Dalelands 
  53
  The Waste 
  56
  The Grey Mountains 
  60
  The Upper Marches 
  64
  The Nether Marches 
  67
  conceRning dRagons 
  71
  The Great Worms 
  71
  Dragons in The One Ring 
  72
  Hatching a Dragon 
  73
  Encounters with a Dragon 
  78
  Dragon-hoards 
  79
  Treasures to Slay a Dragon 
  81
  Dragons of the Third Age 
  82
  the WaR oF the dWaRves and oRcs 88
  The Eve of War (2790) 
  88
  The Mustering of the Host (2790-2793) 
  89
  The War of Vengeance (2793-2799) 
  90
  The Battle of Azanulbizar (2799) 
  91
  Aftermath 
  93
  Treasures of the War of Vengeance 
  94
  Dwarven Grudges 
  95
  dWaRves oF the iRon hills 
  96
  Cultural Virtues – Dwarves of the Iron Hills 
  100
  Cultural Rewards – Dwarves of the Iron Hills 
  100
  dWaRves oF the gRey Mountains 101
  Cultural Virtues – Dwarves of the Grey Mountains 105
  Cultural Rewards – Dwarves of the Grey Mountains 105
  Dwarves of the Iron Hills Character Sheet 
  106
  Dwarves of the Grey Mountains Character Sheet 
  108
  index 
  110
  3
  
  4
  ErEbor
  - INTRODUCTION -
  For many centuries, the lands about the Lonely Mountain 
  were part of the Desolation of Smaug, abandoned by all 
  who feared the Dragon. But since Bard the Bowman slew 
  Smaug, the kingdoms of Erebor and Dale – their fates 
  entwined – are resurgent, their cities rebuilt, their fortunes 
  revived. In the North, there are no greater wonders than 
  Erebor and Dale.
  Erebor: The Lonely Mountain takes The One Ring 
  Roleplaying Game east of Mirkwood, to the Kingdom 
  under the Mountain and the Kingdom of Dale. As well 
  as describing both the cities of Erebor and Dale, it also 
  details one of the most terrible foes a hero might hope 
  never to face: Dragons.
  The first section, The Kingdom under the Mountain, 
  describes Erebor, its denizens and the wonders that might 
  be found there. The second section, Treasure of the 
  Dwarves, details the artifices of Durin’s folk, fabled items 
  crafted with skills now lost to the world.
  The third section describes the city of Dale, foremost 
  sanctuary of Men in Wilderland, followed by the regions 
  that surround the Mountain, from the Grey Mountains in 
  the north to the Nether Marches in the south-east. Each 
  region contains descriptions of major features and the 
  wildlife that will typically be seen in the area, along with 
  brief accounts of whatever inhabitants dwell there. 
  The next section, Concerning Dragons, describes the 
  Great Worms, kin to Smaug and forever a bane upon 
  Durin’s folk. As well as providing ample background and 
  rules for Dragons, it also describes what might be found 
  within a Dragon’s hoard, and presents two fully hatched 
  worms.
  The War of the Dwarves and Orcs presents a history 
  of the long war between Azog and King Thráin, as well as 
  outlining several ways that a Loremaster might bring its 
  dark legacy to the fore in their own game.
  Finally, two new Dwarven Heroic Cultures are presented 
  for play; the Dwarves of the Iron Hills and the Dwarves 
  of the Grey Mountains.
  hoW to use eReboR: the lonely Mountain
  This supplement is a guide to the places and peoples of 
  this part of Middle-earth, and is an invaluable source 
  of new gaming material that expands upon what has 
  been presented in The One Ring Roleplaying Game. It 
  is intended primarily for the Loremaster, who can use 
  this material to greatly enhance an ongoing campaign. 
  Players – especially those playing Dwarven or Barding 
  heroes – may be allowed to read some of this guide, but 
  others should generally refrain from doing so. 
  the passing oF yeaRs
  The material presented in Erebor: The Lonely Mountain 
  assumes the year is contemporary with the start of 
  The One Ring campaign, 2946 of the Third Age. Smaug has 
  been dead for five years and Dale and Erebor have been 
  rebuilt, but much work still continues. For Loremasters 
  who wish to set their games later, perhaps to use alongside 
  the material in The Darkening of Mirkwood campaign, 
  they can do so with little modification.
  
  5
  THE KINGDOM
  UNDER THE
  - MOUNTAIN -
  It seemed as if darkness flowed out like a vapour 
  from the hole in the mountain-side, and deep 
  darkness in which nothing could be seen lay 
  before their eyes, a yawning mouth leading in 
  and down.
  Erebor is the last great stronghold of the House of Durin. 
  Built deep within the Lonely Mountain, it is more than 
  just a city, or a mining complex, or a fortress: it is a 
  palace of gems and marble, a mansion of emerald and 
  iron, a redoubt of diamond and steel. Great streams of 
  gold run through the living rock of its foundations and 
  the columns of its halls are dense as the trees of a forest.
  The Lonely Mountain dominates the north-east of 
  Wilderland, standing guard over the Dalelands like a 
  great sentinel, a solitary peak rising between Mirkwood 
  and the Iron Hills. Shaped like a star, with six ridges 
  extending outwards from a central peak, this snow-
  capped mountain has been the site of bitter struggle, 
  bloodshed, and much toil for many centuries. Other 
  Dwarven holds have risen and fallen, Erebor alone has 
  been reclaimed and rebuilt anew; not once, but twice. 
  Its long history has become legend among the Dwarves, 
  much of its lore has been lost in Dragon-fire; many 
  secrets and dark mysteries may yet lie within the depths 
  of the Mountain, waiting to be rediscovered. 
  When Smaug finally fell from the skies above Esgaroth, 
  Erebor was once again free, but there weren’t many 
  among those who first entered its befouled halls who 
  dared dream of restoring them to their former glory. It 
  took all Dáin Ironfoot’s will and energy to transform the 
  blasted peak back into one of the wonders of the North. 
  The old trade routes leading to the Mountain are being 
  reopened; the Men of Dale and Lake-town prosper once 
  more; and peace reigns between Durin’s folk and the 
  Elves of Mirkwood. In just a handful of years, the Dwarves 
  have restored the upper levels of their stronghold, while 
  ThE Kingdom UndEr 
  ThE moUnTain
  The Dwarves keep themselves apart from the rest of the 
  Free Peoples and what few of their tales they share with 
  outsiders are strange and sometimes contradictory. 
  Even the Elves know little of them, saving only that 
  they believe the fire of Aulë the Smith burns within all 
  Dwarves, driving them to create cunning things with 
  their hands.
  It is held by the Dwarves that their race is divided 
  into seven folks, each one descending from a founding 
  father. Durin was the eldest among the Seven Fathers 
  and the first to awaken in Middle-earth. The kings 
  of his House, known in the Common Tongue as the 
  Longbeards, have always been regarded with a special 
  reverence by all Dwarves.
  Durin made his home under the Misty Mountains, 
  in the halls of Khazad-dûm, and the Longbeards 
  dwelt there, building and delving the great city of the 
  Dwarrowdelf. Durin lived an exceedingly long life, 
  even as the Dwarves measure age, so long that he was 
  called ‘the Deathless’. Yet he eventually passed away 
  and was buried with great honour in Khazad-dûm. 
  According to the lore of the Longbeards there seems 
  to be an additional meaning to Durin’s fame as the 
  Deathless. For they say that his family line survived the 
  passage of the centuries unbroken, and that five times 
  an heir has been born in the House of the Longbeards 
  who was so alike to his Forefather in appearance and 
  manner that he inherited the name of Durin. To this 
  day, many Dwarves hold that this was Durin reborn. 
  King Dáin of Erebor, the King under the Mountain, 
  is a direct descendant of Durin and the majority 
  of the Dwarves of Erebor are Longbeards, or have 
  permanently aligned themselves with that House, and 
  are collectively known as "Durin’s folk".
  The Folk of Durin 
  
  6
  ErEbor
  reopening many of the lower passages and tunnels that 
  were blocked by the Dragon. Yet in recent years it seems 
  that a shadow may again fall over the Lonely Mountain. 
  Even from within their fortified mountain-halls, the 
  Dwarves hear tell of a growing darkness. Doubt festers 
  among those who feast in the well-lit halls of Erebor, as 
  fell creatures gather in the wilds and, they say, smoke 
  rises from Mount Doom far to the south. 
  a histoRy oF eReboR
  It is recorded that Dwarves have inhabited the Lonely 
  Mountain since it was first colonised by Thráin the First 
  in the year 1999 of the Third Age. Though it appears 
  that the days of peace may have returned, the history of 
  Erebor is one fraught with conflict.
  the Founding oF eReboR (1999-2210)
  The Dwarves of Erebor were originally from Khazad-dûm, 
  the greatest Dwarf-hold of Middle-earth. However, in the 
  year 1980 of the Third Age, the Dwarves dug too deeply 
  for Mithril beneath their mountain home, and unearthed 
  a terror of the ancient world in the depths beneath the 
  city. King Durin, the sixth to bear that name, was slain. 
  The following year his son, Náin, was killed too and the 
  Dwarves abandoned Khazad-dûm soon after. Darkness 
  and terror filled the halls of Khazad-dûm and it soon bore 
  a new name: Moria, the Black Pit. The Dwarves scattered 
  across Wilderland, seeking new homes. Some followed 
  their new king, Thráin the First, beyond Mirkwood, until 
  at last they settled around the year 1999 in an old mining 
  colony under the Lonely Mountain.
  Beneath the Mountain Thráin and his followers delved, 
  finding great riches. The foundations of a new Dwarven 
  mansion were soon laid. King Thráin and his followers 
  laboured incessantly, for they sought to restore the 
  honour of their folk, building a city that was worthy of 
  any of the realms of the Dwarves of old. Their hopes and 
  resolve were rewarded when among the deepest roots of 
  the Lonely Mountain they discovered what would become 
  the greatest treasure of Durin’s folk: the Arkenstone, the 
  Heart of the Mountain. Blessing their good fortune, the 
  Dwarves set about their task with redoubled strength 
  and all was well, for a time. 
  Durin’s Bane
  The Dwarves do not know what befell Moria, 
  nor indeed, do any of the Wise. The inhabitants of 
  Khazad-dûm know only that an unseen terror struck 
  at them, something that came up out of the mines. 
  They refer to it as "Durin’s Bane" as, whatever it 
  was, it killed their King. 
  Today, many years after the fall, some Dwarves 
  of Erebor believe that the time has come at last to 
  reclaim the halls of Khazad-dûm. But King Dáin 
  once peered into the Black Pit and fears that it would 
  take more than the strength of the Dwarves to free 
  Moria from the evil that now dwells there. 
  the deseRtion oF eReboR (2210-2589)
  Ten years into the reign of Thorin the First, son of Thráin 
  the Old, the King resolved to remove the royal house of 
  Durin’s folk from Erebor to abide in the Grey Mountains. 
  At the time, those peaks were mostly unexplored and 
  their vast riches unexploited, and many Longbeards had 
  already begun gathering there. Collecting his treasures, 
  including the Arkenstone, Thorin and most of the denizens 
  of Erebor left their city and moved to a new mansion. At 
  the time, this decision was celebrated, for too long had the 
  Longbeards been divided, yet it was to prove an ill-fated 
  choice.
  The Dwarves prospered in the Grey Mountains for many 
  years, accumulating a great wealth, while Erebor lay 
  unfinished and almost deserted, inhabited only by a few 
  hardy miners. But late in the reign of Náin the Second, 
  a plague of Dragons began to afflict the Dwarves. Those 
  Great Worms dwelt and multiplied in the cold wastes 
  beyond the mountains to the north, and in the year 2570 
  they began attacking the Dwarves without warning and in 
  greater numbers as time went on. 
  In the following years, the Dwarves lost many mansions 
  to the greed of Dragons; King Dáin the First himself and 
  his second son Frór were slain before the gates of their 
  own hall by the great Cold-drake, Raenar. Soon after, the 
  Dwarves fled the Grey Mountains. The newly crowned 
  
  7
  King Thrór and his followers returned to Erebor, while his 
  younger brother, Grór and some of their folk, went with 
  the King’s blessing to the Iron Hills in the east.
  the second kingdoM and the 
  Founding oF dale (2590-2770)
  The Dwarves of Erebor thrived under Thrór’s rulership; 
  the Arkenstone returned to the Great Hall of Thráin in the 
  deep vaults and their treasure stores soon replenished. 
  Great works were begun beneath the Mountain, as the 
  Dwarves mined and tunnelled and made wider halls and 
  many workshops. The wealth and generosity of the King 
  under the Mountain gained him the friendship of the 
  Northmen living along the River Running; the Dwarves 
  traded them beautiful things, shining weapons and sturdy 
  mail, mainly in exchange for food-supplies. Soon, the town 
  of Dale arose at the foot of the Lonely Mountain, with both 
  peoples greatly profiting by their commerce (see page 34 
  for the history of Dale). Peace and prosperity reigned for 
  many years, until one fateful day a great shadow flew over 
  the mountain…
  the Reign oF sMaug (2770-2941)
  What possessed the great Dragon Smaug to leave the 
  Grey Mountains and fly south is not known. Perhaps 
  he bore the Dwarves some ill-will that had festered for 
  centuries since the war fought by his kin against the folk 
  of Durin; perhaps he had simply learned of the scale of 
  the Dwarves’ wealth beneath Erebor, and was driven by 
  gold-lust as many Dragons are. Whatever the reason, 
  Smaug the Golden, the greatest fire-breathing Dragon 
  of his age, swept down upon the Lonely Mountain like a 
  hurricane. He set the woods about the mountain ablaze, 
  then slaughtered the Dwarves as they came forth from 
  the Front Gate to meet their foe. His fiery breath turned 
  the River Running to steam and, striking from amidst the 
  clouds, he slew the warriors of Dale, including their lord, 
  Girion. Returning to the Mountain, Smaug crawled in 
  through the open gate and left no Dwarf he found alive.
  A few of of Durin’s folk managed to escape the Dragon’s 
  onslaught, including Thrór and his son Thráin, both of 
  whom managed to flee by means of a secret door. Smaug 
  set about sealing the passages of the Mountain, save for 
  the Front Gate, which alone was large enough to allow 
  him access. He gathered the treasures of Erebor into a 
  vast pile within the Great Hall of Thráin, which became 
  his bed. In the years that followed, Smaug drove forth the 
  people of Dale, and ravaged the countryside surrounding 
  the Lonely Mountain for many miles. The region soon 
  became known as the Desolation of Smaug and all who 
  valued their lives avoided it.
  the bitteR yeaRs (2770-2941)
  Thrór, along with many other Dwarves in exile, set up 
  home far to the south, in Dunland, where they scratched 
  out a meagre living. Bitter and despairing, Thrór passed 
  the last great treasure he possessed, one of the Seven 
  Rings of the Dwarves, to his son Thráin, and taking leave 
  of his kin, journeyed to the gates of Khazad-dûm; in that 
  darkened hall, he was slain by Orcs, and the name of 
  Moria’s new king was branded in Dwarven runes upon his 
  brow: Azog. Thráin and his sons, Thorin the Second and 
  Frerin, consumed by rage and grief, called all Dwarves to 
  a great war of vengeance against the Orcs and Goblins that 
  infested the Misty Mountains. The War of the Dwarves and 
  the Orcs is described elsewhere (see page 88), but suffice 
  it to say that more than half of the Dwarf-host perished in 
  the final battle in the valley of Azanulbizar; but vengeance 
  was theirs, for Azog was slain, and the Orcs and Goblins 
  were crushed for long years after.
  After the war, the Dwarves dared not enter Moria and 
  reclaim their lost realm. Instead, they chose exile again 
  and dispersed. Thráin and Thorin, now called the 
  Oakenshield, for defending himself with a stout branch 
  when his shield failed him at Azanulbizar, wandered west 
  with their people into Eriador, eventually repairing north 
  to a modest mansion along the eastern edge of the Blue 
  Mountains. Long years of hard labour followed, and the 
  folk in exile prospered in small measure, slowly increasing 
  their wealth and numbers.
  At last, in the year 2845, Thráin left the Blue Mountains 
  with a small party, including the brothers Balin and 
  Dwalin. Travelling east, a hard rain drove them to camp 
  under the eaves of Mirkwood and, in the morning, Thráin 
  was gone, never to be seen again by his kin. Unbeknownst 
  to the Dwarves, the King of Durin’s folk had been captured 
  by emissaries of the Dark Lord Sauron and dragged to the 
  fortress of Dol Guldur. There, the Dwarf-lord was tortured 
  and Sauron reclaimed the last of the seven Dwarf-rings, 
  before leaving Thráin in the dungeons to rot. Several years 
  later, while searching the abandoned fortress, Gandalf 
  ThE Kingdom UndEr 
  ThE moUnTain
  
  8
  ErEbor
  the Grey came upon a dying Thráin, who was so weak 
  and crazed that he could not even remember his own 
  name. Thráin gave Gandalf his last two possessions: the 
  key to Erebor and the map to the Lonely Mountain, and 
  died shortly thereafter. Gandalf left the Dwarf without 
  learning his identity, an ignominious end for a king.
  the Quest FoR eReboR and the 
  battle oF Five aRMies (2941)
  Many 
  years 
  later, 
  Gandalf 
  encountered 
  Thorin 
  Oakenshield in Bree, seemingly by chance. There, Gandalf 
  realized the Dwarf he had encountered in Dol Guldur 
  had to have been Thráin, and in Thorin, he saw a way to 
  remove the Dragon from the Lonely Mountain and restore 
  the Dwarves to Erebor. Together, the Grey Wizard and the 
  Dwarf-lord crafted a plan to retake the Lonely Mountain.
  Thorin and Company crossed Wilderland through many 
  dangers, but managed to reach the Back Door to Erebor 
  on Durin’s Day of the year 2941. The Hobbit Bilbo Baggins 
  stole into the Mountain, where he discovered that the 
  diamond waistcoat of Smaug the Golden was not without 
  flaw. As Smaug destroyed Lake-town, he was slain by Bard 
  the Bowman, descendant of Girion. The Lonely Mountain 
  was freed from the Dragon.
  After Smaug’s death, Thorin’s Company claimed the 
  treasure as theirs by birthright, and declared Thorin King 
  under the Mountain. However, Bard and Thranduil, the 
  Elvenking of Mirkwood, each demanded a portion of the 
  treasure as reimbursement for the damage that Smaug had 
  inflicted upon their ancestral homes and people; Thorin, 
  seized by Dragon-sickness, refused them. Thorin’s cousin, 
  Dáin Ironfoot, arrived at the Mountain from the Iron Hills 
  with his own forces, summoned by Roäc the Raven. Bolstered 
  by Dáin’s presence, Thorin declared it his intention to go to 
  war with the Elves of Mirkwood and the Men of Esgaroth, 
  who began to gather in great numbers outside the Lonely 
  Mountain, set on besieging the Dwarves. All might have 
  gone differently indeed, if not for a sudden attack by an 
  army of Orcs and other foul creatures led by Bolg, son of 
  Azog. Realising their common foe, the Free Peoples stood 
  together against them in the Battle of Five Armies. Though 
  the army of Elves, Men, Dwarves and, at the last, Eagles, 
  was victorious, Thorin received a mortal wound, and his 
  nephews Fili and Kili died defending him. With his dying 
  words, Thorin renounced his own selfishness and greed, 
  so parting from Bilbo Baggins in friendship. Thorin was 
  entombed beneath the Lonely Mountain, the Arkenstone 
  given into his keeping, and the ancient sword Orcrist placed 
  upon his breast.
  the RestoRation oF eReboR 
  (2941 - pResent)
  With the death of Thorin, it was left to his cousin 
  Dáin Ironfoot to take up the mantle of King under the 
  
  9
  Mountain. King Dáin became an ally and, soon, a friend of 
  Bard the Dragon-slayer, now acclaimed as the new lord of 
  Dale. Together, the two set about building their kingdoms. 
  Dáin sent word to all the scattered exiles of Durin’s folk 
  that Erebor was theirs once more and, slowly, they began 
  to return to the Lonely Mountain.
  As more and more Dwarves flocked to the Kingdom 
  under the Mountain, the great rebuilding began. To this 
  day countless new chambers have been excavated, old 
  tunnels reopened, treasure reclaimed, statues repaired 
  or carved anew, and the halls have slowly been restored 
  to their former glory. The work continues still, with new 
  halls being opened and new expansion projects planned 
  yearly.
  Though much has been renewed, King Dáin ordered the 
  Great Hall of Thráin cleared of all wealth, cleansed of the 
  Dragon’s reek, and then left empty, for Smaug slept there 
  far too long and whispers of his dark dreams yet remain. 
  Vacant, silent and still the Great Hall of Thráin lies now, a 
  reminder of all that was lost, even as Erebor rises strong 
  and secure once more.
  eReboR
  Between the two southerly spurs of the Lonely Mountain 
  lies a dark cavernous opening, from which the thundering 
  waters of the River Running surge. On either side of that 
  cleft, stand massive pillars of ornately engraved stone, 
  each one carved out of the living rock of the Mountain itself. 
  The mouth of the cavern is not just a hole in the cliff-wall, 
  but a mighty arch, formed from huge blocks of carefully 
  placed marble. Some of the stones here are pristine, others 
  have been scorched by fires so hot that they partially 
  melted. Beneath the arch is a set of massive wooden gates 
  braced with dark metal, opening to a wide passageway 
  paved with stones so well-laid, that a slip of parchment 
  cannot be placed into the seams between them. 
  Before the gates stand Dwarven warriors clad in shining 
  mail, firm and resolute, with hard eyes and searching 
  looks for all that wish to enter the realm of Dáin, King 
  under the Mountain, stronghold of Durin’s folk, the 
  Kingdom of Erebor. 
  the last hoMe oF the dWaRves 
  A visitor entering Erebor through the Front Gate for the 
  first time will be awe-struck by the sight within. What 
  lies beyond its monumental threshold is no cold, gloomy 
  mine, but a royal mansion, spread across many levels 
  and lit by huge lanterns, innumerable torches and 
  sunlight from reflecting mirrors. It is a vast kingdom filled 
  with halls and chambers, workshops and treasuries, 
  and crossed by underground streets, tunnels, alleys and 
  squares, stretching for many miles into the depths of the 
  Mountain. 
  It is hard to believe at first that Erebor is an underground 
  hold, although the lack of blue skies above and the scent 
  of earth on the air may at long last prove stifling to those 
  who favour the sight of distant mountains and open 
  meadows. For a Dwarf, however, even one who has never 
  before set foot inside Erebor, the subterranean city feels 
  like home. The tough bones of the Lonely Mountain under 
  their feet, the heat and smoke of the furnace, the smiting 
  of hammers on countless anvils, and the scrape of tools 
  against rock; everything conspires to make even the most 
  itinerant Dwarf want to set down roots.
  The most important city of the Dwarves of Durin’s folk 
  in the Third Age is divided into the Upper Halls, the 
  Lower Halls, the Deeps and the buildings rising on the 
  Mountain’s Sides.
  Long
       Lake
  E Esgaroth
  E Dale
  E
  Erebor
  E
  Elven King’s
  Halls
  The Waste
  c
  o
  Upper Marches
  n
  Northern
  Dalelands
  Long Marshes
  o
  Mountains
                  of  Mirkwood
  u
  eReboR
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  ErEbor
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  the uppeR halls
  The locales found in the upper levels of Erebor are for the 
  most part the largest and most impressive. They were built 
  to instil fear and reverence into the hearts of those who 
  crossed the threshold of the Kingdom under the Mountain. 
  But as with a floating mountain of ice, the Upper Halls are 
  just a small part of the great realm of the Dwarves.
  The Front Gate
  The Front Gate of Erebor stands as a great monument to 
  the power and skill of the Dwarves. It is a tall arch, wide 
  enough to allow the march of many Dwarves abreast, cut 
  from the formidable rock of the mountainside. A large, 
  high bridge leads to it, and from the roadway a traveller 
  can look out right across the River Running, down into the 
  valley where Dale rises, and beyond to the south. 
  The sheer scale of the Front Gate, while providing an 
  intimidating bulwark for many centuries, contributed to 
  the downfall of Erebor in 2770. As the only portal wide 
  enough to grant him ingress, Smaug the Golden assaulted 
  the Front Gate and used it to enter the Dwarf-citadel, 
  reducing the wondrous underground kingdom to ruin. 
  Smaug eventually sealed all other gates into Erebor that 
  he could find, the better to protect his ill-gotten hoard.
  Since the reclamation of Erebor, travel to the Lonely 
  Mountain is relatively safe. Dale thrives once more, 
  as does Lake-town, which was built wholly anew after 
  Smaug’s death. Entering the fortified mountain-city, 
  however, is not such an easy task. Dwarves are often 
  suspicious, and the dark days of Smaug have done 
  nothing to ameliorate their spirit. Erebor is guarded 
  ceaselessly, and ravens can be seen circling the skies 
  above the Mountain and the surrounding region at any 
  hour. The Front Gate is closed soon after nightfall, 
  and a strong garrison surveys all who pass through it 
  during the day. Those expecting a warm welcome from 
  the Dwarves of the Lonely Mountain are in for a bitter 
  surprise.
  •	
  Dwarves of any house not currently dwelling in 
  the Lonely Mountain are welcome to visit Erebor, 
  though if they wish to stay, or acquire a home or 
  workshop, they must show what skills they have to 
  offer their peers. A Craft skill rating of 3 or more, 
  or a Valour score of 4 or more, is sufficiently 
  impressive to grant them a place.
  •	
  Merchants and traders who show up at the Front 
  Gate are invariably turned away and instead 
  directed to the townships of Dale and Esgaroth, 
  as is anyone seeking an apprenticeship with a 
  Dwarf-smith. Only a handful of young Bardings 
  are granted the privilege of entering Erebor on a 
  regular basis, as they are pupils coming to visit 
  their masters thanks to special agreements, often 
  tied to promises and favours tracing back to the 
  days of the Battle of the Five Armies.
  •	
  Adventurers who wish to enter Erebor for the first 
  time must be accompanied by someone who has 
  already access to the Dwarven realm – either a 
  Dwarf of Erebor or a patron who is respected in 
  the Mountain (Gandalf or Beorn, for example). 
  Otherwise, they will be refused admittance.
  •	
  Everyone else wishing to enter the Kingdom under 
  the Mountain is stopped at the Gate and asked to 
  give a reason for their visit. Wanderers moved by 
  idle curiosity are not granted access, as is anyone 
  not travelling to Erebor on an official errand from 
  some friend of the Dwarves.
  •	
  Companions who have the King under the Mountain 
  as a patron may send word to him at the gate and 
  ask for permission to enter. 
  Normally, when someone is granted admittance they 
  are not allowed to go beyond the Upper Halls of Erebor. 
  Anyone caught trespassing will be imprisoned.
  Entering the Lonely Mountain
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  ErEbor
  Upon Dáin’s coronation, the King decreed that every 
  Dwarf leaving the Kingdom under the Mountain on 
  business should return one year hence, bringing marble 
  suitable for building, as tribute to the kingdom. As an 
  exemplary gesture, Dáin brought a huge block of red 
  porphyry from his own home in the Iron Hills and used 
  it as the Front Gate’s new lintel. Even though Dáin’s order 
  has since been lifted, entering the Front Gate bringing 
  a small piece of marble is considered a token of respect 
  and two large piles of these “marble offerings” now lie on 
  either side of the hall immediately past the gate. All who 
  pass through the Gate of Erebor do so under the watchful 
  eyes of the guards under the orders of Dwalin, one of the 
  renowned members of Thorin’s Company. A vast system of 
  pulleys and wheels allows the mighty doors to be opened 
  and closed with great speed. Beyond the gate, the Main 
  Road of Erebor plunges into the depths of the Mountain.
  The “Stone Guard”
  The warriors that keep guard over the Gate and streets 
  of Erebor are stout Dwarves, old veterans of many wars. 
  They all have seen some two hundred winters or more, 
  and are on indefinite leave from their King, free to mind 
  their families and personal businesses. It is entirely 
  of their own will that they have taken up the duty of 
  keeping a watch over their underground home, under 
  the nominal lead of Dwalin, their eldest. Equipped with 
  their most trusted gear, mended mail coats and notched 
  axes and shields, they are affectionately referred to as 
  the ‘Stone Guard’, as opposed to the famed Iron Guard 
  of the King under the Mountain.
  Attribute level:  
  6
  Specialities:   
  Erebor-lore
  Distinctive Features:  Robust, Stern
  Relevant skills:  
  Axe ♦♦♦, Awareness ♦♦♦,
   
   
   
  Search ♦♦
  Endurance:  
   
  18
  The River Running
  Alongside the passage that runs through the Front Gate 
  flows a rushing stream, the source of the River Running. 
  Its boiling waters are funnelled into a narrow channel that 
  splits into two arms at the Gate, letting the river descend 
  beneath the bridge outside in two falls before flowing in 
  a wide loop around Dale and back to the southern spur. 
  The river then flows towards the Long Lake, where the 
  Men of Lake-town ply their trade, starting the long course 
  that will bring its waters across Rhovanion and thence 
  east to the Sea of Rhûn, past the land of Dorwinion. Even 
  after the arrival of the Dragon at the Lonely Mountain 
  and the exile of the Dwarves, the River Running remained 
  an important trading route for the Elves of Mirkwood, 
  the old town of Esgaroth and many of the lands to the 
  south.
  
  13
  Now, the great bridge to the Front Gate is restored, and 
  the waterfalls that feed the River Running cascade from 
  the Mountain, forming a natural defence for the Dwarf-
  hold and a means of hauling heavy trade goods to the 
  docks of Dale. The river has once more become the 
  lifeblood of prosperity in the region.
  The Great Chamber of Thrór
  The Great Chamber of Thrór is the seat of the King under 
  the Mountain. Lying a short distance from the Main Road 
  leading to the Front Gate, the pulsating heart of Erebor 
  is a wide feast-hall, hewn from a large, natural cave, but 
  decorated with such skill that each corner of it is filled 
  with sculptures and graven runes providing the finest 
  examples of Dwarven stone-craft. 
  It is here that Dwarves and emissaries come to pledge 
  their allegiance to the King, while great gatherings are 
  held on feast days, to eat and drink, sing and cheer. At 
  other times, the King holds his council within the hall. 
  Then, both entrances to the Great Chamber are set under 
  heavy guard until the council’s business is complete.
  When the great restoration works began, the King made 
  it a point of honour not only to bring the hall back to its 
  former glory, but to surpass it. The chamber’s high roof 
  echoes once more to the sound of the King’s speeches, the 
  songs of his warriors and the cheers of the Dwarves. The 
  seat of the King under the Mountain dominates the hall, 
  set against the great Cup of Thrór, a huge golden chalice 
  that is one of the most valuable treasures in the hold.
  The hall is accessed by large, gold-chased doors of foot-
  thick oak at the front and rear. Those to the front lead 
  eventually to the Main Road that runs through the Front 
  Gate. Those behind the Cup of Thrór lead down to a long 
  series of stairs and passages, and thence to the Great Hall 
  of Thráin, which was where the Arkenstone was once kept. 
  Off to the side of the hall lie a series of functional rooms: 
  a council room for the most secret meetings or private 
  The King under the Mountain rules over a fractious 
  folk, a congregation of many different clans that 
  have not been subject to a crown for many centuries. 
  For every clan there are a dozen chieftains, and many 
  ill-tempered warriors, and even more smiths and 
  miners used to carrying out their duties following the 
  instructions of no one but themselves. But Durin’s folk 
  are once again united, and everyone must learn to work 
  together if the kingdom is to be preserved.
  With this goal in mind, the King regularly calls for a 
  council to deal with any problem or concern affecting 
  Erebor as a whole. While Dáin ultimately decides what 
  will be done, those summoned to attend are called to 
  offer the King useful advice on the matter at hand, 
  from the smelting of ore, to the troubles of the miners 
  and to the brewing of good beer. 
  The council’s greatest worth lies in helping to mediate 
  the disagreements between the various divisions of 
  Dwarves working under the Mountain. All the major 
  groups within Erebor are asked to send representatives: 
  the miners, the smiths and the merchants all send 
  several 
  members, 
  representing 
  different 
  factions 
  within those groups. Many important and influential 
  Dwarf advisors are also called to appear at the council, 
  including various members of Thorin’s Company.
  The full council meets rarely, as there are few issues 
  that require everyone to be present and even on such 
  occasions, many of its members prefer to be about 
  their work, and will often send apprentices to speak for 
  them. On the rare occasions that the King has desired 
  to see the full council, Dáin has had to send members 
  of the Iron Guard to roust some of them from their 
  workshops.
  Companions who bring grave or important news to the 
  attention of the Lonely Mountain may be summoned 
  before the council to discuss what they have learned. 
  Indeed, a Dwarf of high Standing and Wisdom may be 
  asked to sit upon the council.
  The King’s Council
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  14
  ErEbor
  audiences with the King; a vast kitchen and adjoining 
  pantry in which feasts are prepared; a guardroom and 
  armoury; and the King’s private library, from which few 
  but the King himself know that a secret passage leads out 
  to the eastern slopes of the Mountain.
  The Iron Guard
  The dwarves are exceedingly strong for their height, 
  but most of these were strong even for dwarves. In 
  battle they wielded heavy two-handed mattocks… 
  their beards were forked and plaited and thrust into 
  their belts… and their faces were grim.
  The King’s personal bodyguard is composed of tough 
  Dwarves of the Iron Hills, and new recruits continue to be 
  drawn from the finest warriors from Dáin’s former home. 
  Many among those of superior rank are close kin to the 
  King, cousins and nephews of different degrees of lineage. 
  Every visitor admitted to the Chamber of Thrór is subject 
  to their stern gaze, seen glowering from behind their grim 
  iron face-masks, wrought to be hideous to behold. The 
  bodyguards of the King are known as the ‘Iron Guard’, a 
  testament not only to their homeland, but also to their will 
  and courage, even if some would say that their monicker 
  betrays that their loyalty is not to the Kingdom under the 
  Mountain, but to its current king: Dáin, the Ironfoot.
  Attribute level:  
  6
  Specialities:  
   
  Erebor-lore, Orc-lore
  Distinctive Features:  Grim, Hardy, Honourable
  Relevant skills:  
  Mattock ♦♦♦
  Endurance:  
   
  26
  the loWeR halls
  It might be said that the true home of Durin’s folk lies 
  in the Lower Halls of Erebor. Here, the extension of the 
  excavations is astounding, and the number of rooms, 
  chambers and halls is beyond measure. The life of the 
  Dwarves of the Mountain thrives in the depths, away 
  from the light of the sun and the prying eyes of strangers.
  Stángard
  The main residential district of Erebor is called Stángard 
  in the tongue of the Northmen used by the Dwarves of the 
  Mountain (meaning “Stone enclosure”, or “Stone court”). 
  It can be compared to a wide township, consisting 
  of many homes, shops, drinking halls and counting-
  houses. Six wide, winding stairways stretch out from a 
  central square, one for each spur of the Mountain, each 
  one leading to a different part of Stángard. The stairways 
  are numbered, the First Stair being the one leading to 
  the part of the city lying below the Southern Spur of the 
  Lonely Mountain, the one pointing in the direction of lost 
  Khazad-dûm (despite its name, the ridge is oriented to 
  the south-west). 
  The great part of the Dwarves of Erebor live in Stángard, 
  and from here they descend daily into the chambers and 
  shafts known as “The Deeps” to mine for ore and gems; 
  others head into the many workshops and furnaces of 
  the Mountain to craft the wondrous jewellery, weapons 
  and armour for which Erebor is justly famed.
  When not going about their business, which can be 
  rare in Durin’s folk, for they have a tendency to bury 
  themselves in their crafts, many Dwarves spend their 
  time in the square that forms the centre of Stángard. Here 
  is where food-supplies are bought and drink can always 
  be found, for the Dwarves work the mines and foundries 
  of Erebor in great ongoing shifts throughout the day and 
  night, resulting in hungry and thirsty miners and smiths 
  coming off work at nearly every hour. Dwarven voices 
  raised in song continually ring out of lively drinking 
  halls here, to be stilled only rarely by a tale well told.
  
  15
  Except for fellow Dwarves, few visitors ever walk the 
  carven streets of Stángard, or see the rare Dwarf-children 
  run between the stalls and shops of the square, or hear 
  the tinkling of small tools as delicate jewellery is crafted 
  by the Folk of Durin as a pleasant way to pass the time.
  The Great Hall of Thráin
  This vast chamber was once Erebor’s main hall for 
  feasting and celebration, and also where the finest of the 
  Mountain’s treasures was kept safe: the Arkenstone. That 
  was before the coming of Smaug, who chose to make this 
  his lair, lying on his bed of gold and gems amongst the 
  bodies of the dead. The Great Hall is no longer filled with 
  the riches of Erebor; they have all been moved to smaller, 
  safer vaults and the hall cleansed as best the Dwarves 
  can. The Great Hall lies often empty now, a dark place 
  deemed unwholesome still by King Dáin, used mainly as 
  a passageway between other halls. 
  The Great Hall of Thráin can be accessed down many long 
  stairs and winding passages from the Great Chamber of 
  Thrór, and also from the secret Back Door in the side of the 
  Mountain. Other passages lead away from the Great Hall 
  to artisan workshops, vaults filled with treasure, and the 
  Chamber of Mazarbul under Erebor. The side-chambers 
  of the Great Hall have also been cleared, and it is here, in 
  silent repose, that Thorin Oakenshield’s tomb lies.
  The Forges
  The “Forges” are a general reference that Durin’s folk 
  make to the many smithies, workshops and furnaces 
  spread among the depths of the Lonely Mountain. There 
  are forges of various kinds on every level of the Lower 
  Halls. Those of the deeper levels tend to be furnaces 
  where precious metals, iron, and steel are smelted and 
  worked. The forges nearest to the residential district of 
  Stángard are often the workshops of jewellers, engravers 
  and stone-cutters. In the higher levels of the Lower Halls 
  reside the laboratories of toy-makers and those rare 
  Dwarves who pursue some of the more esoteric of their 
  crafts, such as the carving of certain special runes and 
  the writing of moon-letters.
  The Smiths of Erebor
  The countless workshops of the Lower Halls ring day and 
  night with the sound of smiths’ hammers and the tinkling of 
  small tools scraping over stone. Though the metalwork of 
  the smiths of Erebor is not as majestic as their forefathers’, 
  they still make armour and weapons that are the envy of 
  the best smiths of Men. In stonework though, their skills 
  may yet surpass those of their ancestors. While the Folk of 
  Durin are completely loyal to King Dáin, they still guard 
  the secrets of their respective crafts quite carefully. 
  Attribute level:  
  5
  Specialities:  
   
  Smith-craft or Stone-craft
  Distinctive Features:  Steadfast, Secretive
  Relevant skills:  
  Craft ♦♦♦♦
  The Back Door 
  In a hidden, steep-walled bay, nestled between the two 
  westernmost spurs of the Lonely Mountain, can be found 
  a disused path – an overgrown trail of rough-hewn steps 
  that winds its way up the mountainside, to a narrow, 
  grassy ledge. This ledge is known only to a few as “the 
  Doorstep”, for it marks the location of a secret door, once 
  known only to the line of Dwarf-kings of Erebor. 
  From the outside, the Back Door has been cunningly 
  concealed to blend into the natural rock face; all but 
  impossible to find, and even harder to open except with the 
  Key to Erebor. From the inside, however, it can be opened 
  more readily – if not easily. Despite the door’s weight, it 
  swings silently, and the passageway beyond is smooth-
  sided and smooth-floored, gently descending eventually to 
  the Great Hall of Thráin. It is likely, then, that the original 
  intent of the door was as a secret escape route for the King 
  under the Mountain in the event of a siege, whereupon he, 
  his family and his guards could leave Erebor undetected, 
  with the greatest of their treasures in tow.
  The Chamber of Mazarbul under Erebor
  Beyond the Great Hall of Thráin, protected by a sturdy 
  stone door, lies a wide rectangular hall. This chamber 
  holds the great library and records of the Dwarves of 
  Erebor. Ignored by Smaug (for he could smell no gold 
  here) the hall holds books, stone tablets, ledgers, scrolls, 
  and annals stretching back to well before the foundations 
  of the Lonely Mountain. The dry air of the chamber 
  serves as an excellent preservative for the paper here 
  and many of the centuries-old books appear as if they 
  were recently written. Dwarves are always on the lookout 
  for ancient manuscripts of their folk to bring to this hall, 
  and would pay handsomely any adventurer who would 
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  ErEbor
  return from the ruins of a fallen mansion of the Dwarves 
  with any sort of document. Little by little, Munin, the 
  Keeper of Records, is adding to the collection with great 
  care and reverence, hoping that the time will come when 
  the chamber will be the greatest repository of knowledge 
  in the North.
  The Tomb of Thorin Oakenshield
  Though Thorin succeeded in liberating Erebor from the 
  clutches of Smaug, he fell in the Battle of Five Armies. 
  The returning Dwarves constructed a great tomb for 
  their fallen hero, set in an ante-room accessed through 
  the Great Hall of Thráin. Here, Bard the Bowman and 
  Thranduil of the Elves visited the fallen Thorin to pay their 
  last respects. Bard placed the Arkenstone upon Thorin’s 
  breast, where it lies still. Thranduil placed Orcrist at 
  Thorin’s side, where it will emit a brilliant glow if Erebor 
  is ever again endangered by Orcs and their foul kin.
  Visiting Thorin’s Tomb
  They buried Thorin deep beneath the Mountain, and 
  Bard laid the Arkenstone upon his breast.
  Any hero visiting Erebor might wish to pay a 
  tribute to Thorin Oakenshield, the fallen hero of 
  the Battle of Five Armies. Many among those who 
  live in Wilderland today owe their freedom to him, 
  not only those belonging to the folk of Durin. But 
  his last actions tell of a tormented soul consumed by 
  the Dragon-sickness, who finally made peace with 
  himself and his friends looking for, and finding, a 
  heroic death.Visitors wishing to see the final resting 
  place of Thorin are led through the Great Hall of 
  Thráin, where Smaug once dwelt on his bed of gold, 
  and thence to the side-chamber that houses the Dwarf-
  lord’s magnificent tomb, adorned with the Arkenstone 
  itself and the Elven blade of his sword Orcrist. 
  •	
  When a hero visits the tomb of Thorin for the first 
  time, he receives 1 point of Hope if his Valour 
  score is higher than his Wisdom. Otherwise, he 
  receives 1 extra Experience point at the end of 
  the session. If the hero’s Wisdom and Valour are 
  matched, the player chooses his boon.
   
  The Arkenstone of Thráin
  "That stone of all the treasure I name unto myself, 
  and I will be avenged on anyone who finds it and 
  withholds it."
  Found in the deep mines of Erebor in the earliest 
  days of the Dwarf-hold’s founding, this pale jewel 
  – known as "the Heart of the Mountain" – is the 
  greatest treasure ever unearthed by the Dwarves. The 
  skill of the Dwarf-smiths transformed the already 
  beautiful stone into a fist-sized orb, with a thousand 
  flawless facets; it shines with an inner luminescence, 
  but when the merest sliver of outer light falls upon 
  it, it gleams like water in the sunlight, shot through 
  with the colours of the rainbow. 
  In the centuries after its discovery, the Arkenstone 
  became an heirloom of the Kings of Durin’s folk. 
  Thráin’s son, Thorin, carried it away into the Grey 
  Mountains where it remained until King Thrór 
  brought it back to the Great Hall of Thráin. When 
  the Dragon Smaug sacked Erebor, the Arkenstone 
  was thought lost, lying among Smaug’s treasure 
  trove in the bottommost cellar until Bilbo Baggins 
  discovered it and gave it to Bard. After the Battle of 
  Five Armies, enmity was set aside between the leaders 
  of the Dwarves, Elves and Men, and Bard of Dale 
  placed the Heart of the Mountain in Thorin’s tomb. 
  Nearly a thousand years after its discovery, the 
  Arkenstone is buried once more beneath the Lonely 
  Mountain.
  The Arkenstone is a Wondrous Artefact with a 
  Greater Blessing of Awe (See Rivendell, page 107).
  the deeps
  As they had with Khazad-dûm before it, when the 
  Dwarves first colonised Erebor they began delving deep 
  into the caverns under the Mountain. Beneath it, the 
  Dwarves found gold and precious stones in abundance, 
  and over the centuries the scale of the mines grew along 
  with their fame. Yet, the Dwarves that delved here did so 
  
  17
  with memories of Moria and have have exercised greater 
  caution in how deep they are willing to go.
  The mines are organised into many ‘deeps’, which range 
  from simple shafts where the Dwarves work for ore and 
  gemstones, to large vaults, storerooms, cellars and 
  workshops. In some deeps, great smelters work night 
  and day, producing ingots for the forge halls high above. 
  Other deeps produce coins of silver and gold. 
  The heart of the deeps is a huge central shaft, filled with 
  great spans of stone stretching between various dig 
  sites. Mines of every shape, size and type are bored out 
  from this shaft, though many are presently filled in or 
  collapsed. Since the restoration of the hold, only a fraction 
  of the old mines have resumed operation, but even so it is 
  an impressive venture. Some of the closed shafts are still 
  marked with ancient warning runes. They lead to far older 
  caverns that were blocked in the time of Thorin the First, 
  possibly to protect Durin’s folk from terrors burrowing 
  in the depths. None still live who can remember what, if 
  anything, lies down those dark tunnels, but some whisper 
  of unquiet spirits and scuttling monsters, and about 
  the earth itself opening up to gobble down trespassers. 
  Sentries patrol the bridges of the central shaft and the 
  disused tunnels regularly, lest something hideous stir 
  beneath the earth and catch Erebor unaware.
  the Mountain’s sides
  While the delver mines in the depths of Erebor, the 
  mason builds atop its summit. The Dwarves have started 
  a number of construction endeavours upon the sides 
  of the Lonely Mountain that will keep them busy for 
  decades to come and that will surely make the house of 
  the folk of Durin one of the wonders of the North.
  Thráin’s Towers
  The most ambitious of all of the projects of the Dwarves 
  of Erebor has been under way since the refounding of 
  the realm. The foundations of six identical watchtowers 
  have been laid in the living stone of the stony ridges 
  that make up the Lonely Mountain, and unprecedented 
  fundings are being set aside for their construction. 
  For their purpose will not simply be that of giving the 
  dwellers of the Lonely Mountain a warning should 
  enemies approach their fastness, but to give them a 
  weapon against their direst of enemies: the Dragons. 
  The objective of King Dáin is to create a chamber 
  inside each tower capable of capturing the winds, in 
  the manner of those built of old by the Dwarves of the 
  Grey Mountains. Under the right combination of air 
  currents, these “Chambers of Winds” were known to 
  resonate mightily, creating a thunderous dirge capable 
  of deafening and keeping away the Worms of the North. 
  But the secrets of their construction seem to escape the 
  grasp of the most cunning engineers of Durin’s folk; 
  complex calculations are being made in great secret 
  every day, and countless drafts for the structure of 
  Thráin’s Towers have been drawn and discarded. Maybe 
  some specification about the materials to be used has 
  been lost, or maybe magic was employed and no trace of 
  its use survived in the records? With each passing day, 
  King Dáin considers with more attention the counsel of 
  those who suggest that an expedition be organised to go 
  and find an intact “Chamber of the Winds”, to examine… 
  (Loremasters should see Tales from Wilderland, pg. 153.)
  The Ice Terrace
  High upon the southern slope of the Lonely Mountain, 
  a mere bowshot down from the heights where the snow 
  does not melt, the first of many planned terraces has 
  been carved out of the mountainside. The Ice Terrace 
  overlooks much of Wilderland. Looking down from its 
  lofty position, one can easily see Dale far below, Lake-
  town to the south, and the dark reaches of Mirkwood 
  stretching out to the south and west. Yet the terrace was 
  not built for peering down, but for gazing up. The Ice 
  Terrace is both Erebor’s observatory, used for charting 
  the course of stars and the moon, and its most unusual 
  workshop. A large portion of the terrace holds an 
  enclosed laboratory with a ceiling of clear crystal. Here, 
  moon-letters are engraved, and the lights of the night 
  sky are sometimes caught by master stonecutters in 
  cunningly wrought gems.
  Ravenhill
  An outlying height at the extremity of Erebor’s great 
  southern spur, Ravenhill is the site of a large guard-
  tower directly overlooking the River Running and the city 
  of Dale.
  The height takes its name from the long-lived ravens that 
  roost above the watchpost’s chambers. At the time of the 
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  18
  ErEbor
  destruction of Erebor, the chief of these magnificent birds 
  was Carc, known by the Dwarves to be exceptionally 
  wise and, like many of his kind, capable of speech. When 
  Thorin returned to the Lonely Mountain 171 years later, 
  Carc was dead, but the ravens remained, led by his son, 
  the ancient and balding Roäc (see page 19). 
  The ravens of the hill have always been loyal allies of 
  the Dwarves, relaying messages and secret tidings for 
  Durin’s folk in exchange for gold and trinkets to scatter 
  about their mountainside nests. Those Dwarf warriors 
  who man the guard-post today are chosen from amongst 
  the bird-friends of Erebor, so as to maintain good terms 
  with the ancient ravens who provide the Kingdom under 
  the Mountain with far-ranging spies. 
  Dwarf companions who have befriended a Raven of the 
  Mountain will always find a warm welcome here, and 
  can find out much that has been learnt by the winged 
  denizens of Ravenhill.
  notable chaRacteRs
  Since the refounding of the Kingdom under the Mountain, 
  Erebor has become home to a host of mighty and revered 
  lords of the Dwarves. To rub shoulders with such heroes 
  is a singular honour extended to few, and their very 
  presence in the Lonely Mountain brings renown to the 
  hold.
  Dáin Ironfoot, King under the Mountain
  There now Dáin son of Náin took up his abode, and he 
  became King under the Mountain, and in time many 
  other Dwarves gathered to his throne in the ancient 
  halls.
  Dáin Ironfoot, son of Náin and cousin to Thorin, is now 
  King under the Mountain. Once lord of the Iron Hills, 
  he has ruled over Erebor since the death of his cousin 
  Thorin Oakenshield following the Battle of Five Armies, 
  and has overseen an unprecedented period of peace and 
  prosperity for the Dwarves of the Lonely Mountain.
  King Dáin is stern and proud, known throughout the 
  land as a strong ruler. He has forged peace not only with 
  the Men of Lake-town but also the Elves of Mirkwood, 
  and he became famed for his generosity. By replenishing 
  the long-dwindled wealth of Durin’s folk and brokering 
  alliances with his neighbours, Dáin has assured Erebor’s 
  position as the mightiest stronghold in the North. He 
  does, however, remain suspicious of his new allies; he 
  has a deep mistrust of Elves, and while he trusts Bard, he 
  is wary of the weakness of Men as far as the temptations 
  of the Shadow are concerned.
  Dáin came to prominence as a mere stripling during the 
  War of the Dwarves and Orcs, and he joined the fray in 
  the battle at Azanulbizar. His father was killed by the great 
  Orc, Azog, at the east entrance of Moria, and the young 
  Dáin, filled with rage, raced up the steps of the gate and 
  slew Azog where he stood. Such a feat from one so young 
  was seen as near-impossible, and that single act of martial 
  prowess and courage turned the battle in the Dwarves’ 
  favour. However, when the Dwarves looked to their new 
  lord for their orders, Dáin showed the sage judgement that 
  he has carried into rulership ever since. He looked into 
  the darkness of Moria, and knew that, even with the Orcs 
  driven out, it was no longer a home for Dwarves. He led 
  his people away from Khazad-dûm, never to return.
  
  19
  Dáin Ironfoot maintains the proud traditions of a 
  warrior-king; he keeps his friends close and his enemies 
  closer, the crown placed upon his troubled brow, his war 
  gear always ready. 
  Encountering Dáin
  Dáin is almost two centuries old, but as any hale Dwarf-
  lord he is not so old that he can no longer swing an axe 
  or instil respect in those around him. He is stout, even 
  for a Dwarf, and it is clear to all who meet him that great 
  strength still flows through his limbs. His plaited red 
  hair and forked beard are streaked through with silver, 
  and his wrinkled skin is tough and leathery. He looks 
  every inch the warrior-born, and yet in conversation he 
  is measured, insightful and quietly spoken. Even though 
  he now has a Mithril crown upon his head, he still wears 
  the humble iron-shod shoes of a miner. Like all Dwarves 
  he is direct, yet he is not without either patience or 
  subtlety. Unlike some of his kind he is reluctant to cause 
  offence and slow to anger – though there is no doubt that 
  it would be unwise to raise his ire. 
  When not within his private quarters in the upper levels 
  of the mountain, Dáin is most often found in the Great 
  Chamber of Thrór, holding council or presiding over his 
  official duties. Sometimes he reads alone late at night in 
  the Chamber of Mazarbul, paces the bottommost cellar 
  or stands for many hours beside Thorin’s Tomb. 
  A hero may request an audience with the King under 
  the Mountain, but Dáin is a stickler for formality and 
  does not grant his time lightly. More likely, a hero will 
  be summoned to Dáin’s presence, coming to the King’s 
  attention due to some great deed, or given some task to 
  complete to prove his allegiance to the Lonely Mountain. 
  A public audience, to pay tribute or swear fealty, is 
  undertaken in the Great Chamber of Thrór, with the 
  Dwarf council and the Iron Guard in attendance. If the 
  Hero has earned a private audience, however, he will be 
  taken to the council-room or some other chamber while 
  business is discussed. 
  Dáin as a Patron
  It is not easy to win the confidence of a Dwarf, let alone 
  one who has seen as much battle and toil as Dáin 
  Ironfoot. It is harder still to mislead, flatter or trick him, 
  for his steely eyes seem to penetrate the very heart of all 
  who linger in his presence. For those he trusts, and those 
  who are honest, Dáin is a warm host and shrewd advisor, 
  but he has many demands on his time – a sure way to 
  fall out of his favour is to bother him repeatedly with 
  trivialities. Companies that have King Dáin as a Patron 
  may come and go from Erebor as they like, though they 
  are expected to act with proper decorum at all times.
  Attribute level:  
  8
  Specialities:  
   
  Erebor-lore, Orc-lore
  Distinctive Features:  Proud, Stern
  Relevant skills:  
  Axe ♦♦♦♦, Battle ♦♦♦♦, 
   
   
   
  Courtesy ♦♦♦, Insight ♦♦♦♦,
   
   
   
  Persuade ♦♦♦
  Endurance:  
   
  28
  Munin, Keeper of Records
  A venerable Dwarf of many winters, Munin is the head 
  archivist of the Chamber of Marzabul under Erebor. 
  Lore of the elder days that exists nowhere else in the 
  North, save perhaps the halls of Rivendell, lies within 
  his charge. Companions with the support of King Dáin, 
  or another noteworthy Dwarf, may be able to get his 
  assistance in researching old records, as his memory 
  remains quite sharp, though he is short with outsiders 
  and any he considers to be wasting his time. Munin 
  has a long white beard that just touches the floor. He 
  is thrilled beyond speech that Erebor was recovered 
  when he feared it lost forever. Unfortunately, despite 
  his amazing grasp of ancient lore, dealing with Munin 
  can be trying; at his advanced age (well over 200) his 
  hearing is failing, however, he refuses to accept this and 
  abhors shouting as he believes it implies disrespect. 
  Those talking with Munin have to raise their voices high 
  enough to be heard, but not so high as to make him 
  think he is being yelled at.
  Attribute level:  
  4
  Specialities:  
   
  Old lore
  Distinctive Features:  Gruff, Steadfast
  Relevant skills:  
  Lore ♦♦♦♦
  Roäc the Raven
  The chief of the great ravens of Ravenhill, Roäc is ancient 
  even for one of his kind. When Thorin and company 
  came to Erebor for vengeance upon Smaug, Roäc was 
  already more than 150 years old, and marked by age. 
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  It was Roäc who flew to Thorin’s Company with news 
  that Smaug had been slain by Bard the Bowman, and 
  who sent his ravens to Dáin of the Iron Hills with word 
  to bring reinforcements to protect the treasure of Erebor.
  The son of Carc, said by the Dwarves to be the greatest 
  lord of the ravens ever to have lived, Roäc has inherited 
  much of his noble father’s wisdom. He rightly warned 
  Thorin that the treasure which had brought him to Erebor 
  would be his death, and even now is a trusted ally and 
  counsellor to the Dwarves. Roäc is now so ancient that 
  he rarely leaves his mountainside nest, but his ravens 
  range far and see all – there is no movement within the 
  north of Wilderland that Roäc does not know of.
  the suRviving MeMbeRs oF 
  thoRin’s coMpany
  The Dwarves who joined the Quest for Erebor have all 
  become justifiably renowned among their folk. Indeed, 
  the Bardings of Dale and the folk of Lake-town sing the 
  names and deeds of the companions of the Oakenshield. 
  While they did not receive a fourteenth share of Smaug’s 
  treasure, they are all quite wealthy and many of them 
  serve the Kingdom under the Mountain in one way or 
  another. 
  Glóin the Emissary
  The skill of most Dwarves, it is said, lies in their hands, 
  whether they are wielding tools or weapons. While Glóin 
  is a veteran of a great many battles, and can swing an axe 
  with the best of them, his truest tool and weapon is his 
  tongue. Since the Battle of Five Armies, Glóin has swiftly 
  become one of the most favoured of Dáin’s envoys. He is 
  trusted to advance the interests of the Lonely Mountain 
  in such a way as to make Erebor’s position clear, while 
  not unduly upsetting allies. A trying position, but Glóin 
  does it with grace, even on the rare occasions when he 
  has to deal with Wood Elves, who he regards poorly.
  Glóin serves as the Kingdom under the Mountain’s main 
  ambassador to Esgaroth. He has a well-appointed mansion 
  in Lake-town where he spends several weeks a year, 
  working on a wide variety of trade issues with the Men of 
  the Lake. His valiant son Gimli regularly accompanies him 
  on his journeys on Erebor’s behalf. Glóin is exceedingly 
  well-spoken and generally kindly to all (save Wood Elves). 
  At all times, he considers himself a representative of King 
  Dáin and bears himself accordingly. Glóin favours white 
  garments, or brightly coloured ones trimmed with white, 
  matching the colour of his forked beard. 
  Attribute level:  
  6
  Specialities:  
   
  Trading
  Distinctive Features:  Fair-spoken, Vengeful
  Relevant skills:  
  Courtesy ♦♦♦, Insight ♦♦♦,
   
   
   
  Persuade ♦♦♦
  Óin the Healer
  Óin is the older brother of Glóin. The two have little in 
  common, save their knack for building fires and their 
  love for one another. Where Glóin is subtle, Óin is blunt. 
  Where Glóin can make even the most unpleasant news 
  easier to hear, Óin is brutally, painfully honest. Far 
  more belligerent than his younger brother, Óin remains 
  a fierce warrior but a skilled healer. His expertise with 
  herbs, potions and salves is profound, almost rivalling 
  that of the Elves of Rivendell.
  Like his brother, Óin too, has become an emissary for 
  Dain, but Óin is typically sent on longer journeys to folk 
  who prefer action to fair speech. Óin has a sharp sense of 
  humour, though he skewers himself as readily as others 
  he meets on the road. Óin keeps his beard short, a habit 
  he developed after a particularly unpleasant encounter 
  with spiders in Mirkwood. Óin favours brown garments, 
  the better to go unnoticed in the Wild. 
  
  21
  Attribute level:  
  6
  Specialities:  
   
  Fire-making, Herb-lore
  Distinctive Features:  Bold, Forthright
  Relevant skills:  
  Inspire ♦♦♦, Travel ♦♦♦, 
   
   
   
  Healing ♦♦♦
  Bifur the Trader
  Bifur is the son of a smith from the Iron Hills and a far-
  travelled Dwarf, who has seen much of the North and 
  the West. After the Battle of Five Armies, Bifur took on a 
  position as one of Dáin’s emissaries to Erebor’s trading 
  partners. He now spends much of his time travelling 
  between Ironthorpe, near the Iron Hills, and the Lonely 
  Mountain, ensuring that the regular shipments of ore that 
  move along the road between the two don’t go ‘astray’. 
  Bifur is a sturdy middle-aged Dwarf with silver streaking 
  his black beard. He carries an elaborately carved 
  walking cane bound with strands of Mithril, a family 
  heirloom, though his mattock is often near to hand as 
  well. Bifur occasionally needs the help of adventurous 
  sorts to guard especially valuable shipments or look into 
  unusual matters he has heard about on the road. Bifur 
  tends to speak in quick bursts of words, saying several 
  things at once in rapid succession, before falling silent 
  for an uncomfortably long amount of time afterwards.
  Attribute level:  
  5
  Specialities:  
   
  Smith-craft, Stone-craft
  Distinctive Features:  Energetic, Wary
  Relevant skills:  
  Awareness ♦♦♦, Mattock ♦♦♦,  
   
   
   
   
  Travel ♦♦♦
  Bofur the Miner
  Cousin of Bifur and brother of Bombur, Bofur was raised 
  in the hard environs of the Blue Mountains. A miner 
  and occasional explorer, Bofur developed a real thirst 
  for adventure during his travels with Thorin’s Company. 
  Favouring his mattock in battle, Bofur proved himself 
  a skilled warrior, time and again fighting fearlessly to 
  protect his king. 
  Nowadays, Bofur is most often to be found overseeing 
  the excavation of the old deeps, where he takes charge of 
  any expeditions into newly opened tunnels. There are few 
  Dwarves who know the tunnels and mines as well as Bofur, 
  and his prestige among Durin’s folk has only increased in 
  the dark tunnels beneath the Lonely Mountain. 
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  ErEbor
  Bofur is a hardy soul, as like as not to start a rousing song 
  when excavating and one of the first to throw himself 
  into danger if accidents occur or trouble arises. Bofur’s 
  son, Bofri, is an emissary to the Woodmen of Mirkwood, 
  where he endeavours to follow in his father’s footsteps 
  by leading an expedition to reopen the Old Forest Road 
  (see Heart of the Wild, page 84).
  Attribute level:  
  5
  Specialities:  
   
  Mountaineer, Smith-craft
  Distinctive Features:  Adventurous, Robust
  Relevant skills:  
  Explore ♦♦♦, Mattock ♦♦♦
  Bombur the Fat
  Brother to Bofur and cousin to Bifur, Bombur’s immense 
  size and voracious appetite caused frequent problems 
  on the Quest for Erebor, but his culinary skills and 
  uncanny ability to sniff out provisions in the unlikeliest 
  of environments along with his jolly nature made his 
  presence essential to the morale of the party. Bombur is 
  a well-known and beloved figure in both Dale and Erebor, 
  a frequent guest in the dining halls and kitchens of both 
  kingdoms. Since the Battle of Five Armies, he has dedicated 
  himself to ensuring that good food is readily available in 
  the North and has quietly backed several spice merchants 
  and taverns.
  Bombur’s garrulous nature and friendly demeanour aid 
  him in his true duty: spying. Bombur hears all the gossip 
  of both Dale and Erebor, along with a great many secrets. 
  He filters what he has heard for truth and regularly passes 
  what he suspects along to his fellows on the King’s Council. 
  Bombur is always looking for new and “interesting” folks 
  who can help him stay “in the know” on any important 
  matters in Wilderland. He prefers to swap one choice bit 
  of news for another, but he will readily pay real coin for 
  valuable information. 
  Bombur is a rotund Dwarf, with an explosive laugh as 
  big as his belly. Despite his love of eating, he keeps his 
  large yellow-hued beard fastidiously clean. He expects 
  most folks to underestimate him, assuming he is a foolish 
  glutton and little more – he greatly values those that can 
  see him clearly.
  Attribute level:  
  5
  Specialities:  
   
  Cooking, Herb-lore
  Distinctive Features:  Cunning, Hardy
  Relevant skills:  
  Courtesy ♦♦♦, Insight ♦♦♦♦, 
   
   
   
  Song ♦♦♦
  Balin the Statesman
  The elder son of Fundin, Balin was already a noted hero 
  among the Dwarves when he accompanied Thorin on 
  the Quest for Erebor. Balin is known for his deep wisdom, 
  and the hard experience gained in many battles against 
  the Orcs. He was Thorin’s closest advisor and, of all the 
  Dwarves on the Quest for Erebor, became the closest to 
  Bilbo Baggins, a friendship he still treasures. 
  
  23
  Balin presently sits on the King’s Council and his advice 
  is widely heeded. He often travels on the King’s business, 
  acting as an emissary for Dáin. In the course of his duties, 
  he regularly speaks with traders in Dale and frequently 
  talks with King Bard. 
  Balin is an ageing Dwarf with bright eyes, a long white 
  beard and a dark red cloak. He is always interested in 
  news from afar and regularly speaks with travellers on 
  his regular visits to Dale. Balin is somewhat disquieted 
  about the state of the North, though he is hard pressed 
  to put his finger on what troubles him. He buries his 
  concerns in regular travel, while occasionally studying 
  old records about Khazad-dûm and ruminating on the 
  past accomplishments of his folk.
  Attribute level:  
  7
  Specialities:  
   
  Mountain-lore, Orc-lore,  
   
   
   
   
  Rhymes of Lore
  Distinctive Features:  Adventurous, Fair-spoken
  Relevant skills:  
  Awareness ♦♦♦♦, Courtesy ♦♦♦♦,  
   
   
   
  Insight ♦♦♦♦, Lore ♦♦♦♦
  Dori the Merchant
  Noted as the strongest amongst Thorin’s Company, 
  Dori is a staunch warrior and accomplished musician. 
  Unlike his brother Nori, Dori’s pessimistic outlook and 
  grumbling disposition make him ill-suited to the life of 
  a toy-maker and he certainly doesn’t share his brother 
  Ori’s love of books. Dori instead decided to establish 
  himself as a merchant and, with his connections, he 
  swiftly became one of the wealthiest and most successful 
  traders of Erebor. 
  Due to his cautious propensity to always expect the 
  worst, and plan accordingly, Dori is the Dwarf to know 
  when it comes to matters of trade into or out of the 
  Lonely Mountain.
  A hale Dwarf of late-middle age with a carefully plaited 
  grey beard, Dori regularly travels between Erebor and 
  Dale, with sporadic trips to Lake-town throughout the 
  year. His dour expression seldom lightens, save when 
  he explores the possibility of a swifter death than 
  whatever doom he thinks is most likely eminent. Despite 
  his outward appearance, Dori is a good-hearted soul. 
  He occasionally quietly arranges for “likely fellows” 
  to help out folks in desperate need, paying them from 
  his own pocket, though he absolutely insists that such 
  arrangements be kept strictly confidential.
  Attribute level:  
  5
  Specialities:  
   
  Erebor-lore, Trading
  Distinctive Features:  Cautious, True-hearted
  Relevant skills:  
  Axe ♦♦♦, Persuade ♦♦♦, Song ♦♦♦
  Dwalin the Warrior
  Like his older brother Balin, Dwalin is renowned amongst 
  the Dwarves, though his reputation is far darker than his 
  brother’s, for he is not only skilful, but utterly ruthless 
  in battle. 
  Dwalin was perhaps Thorin Oakenshield’s staunchest 
  supporter in the Quest for Erebor, and even now he 
  mistrusts Elves and Men, remembering Thranduil’s 
  dungeons and their eagerness to make war on the rightful 
  King under the Mountain. He is outspoken and fearless, 
  even towards his king, and these qualities have earned 
  him Dáin’s respect and his adoption as the informal 
  head of the Stone Guard.
  Surprisingly tall for one of his race, Dwalin stands a head 
  above most Dwarves and is half again as wide as many 
  men. His beard is a dark blue in colour, and he thrusts 
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  24
  ErEbor
  the braided end through his belt, so as not to get in his way 
  in battle. Dwalin is quick to take offence and slow to trust, 
  but he never forgets his friends, along with his (many) foes.
  Attribute level:  
  6
  Specialities:  
   
  Erebor-lore, Orc-lore
  Distinctive Features:  Hardened, Suspicious
  Relevant skills:  
  Axe ♦♦♦♦, Awe ♦♦♦♦
  Endurance:  
   
  25
  Ori the Scribe
  Ori is a scribe and artisan, more commonly found with a 
  pen in hand than an axe or a stein of ale. Since the Battle 
  of Five Armies, Ori has devoted himself to the studies of 
  the lore of his people, collecting scrolls and tables from 
  across Middle-earth in the hopes of recovering more 
  of the lost treasures of the Dwarves. He frequents the 
  Chamber of Mazarbul under Erebor and has become a 
  valued confidant of the Keeper of Records, Munin.
  Ori is a slender Dwarf, with a modest brown beard and 
  ink-stained hands. He is fairly bookish and somewhat 
  reserved, though great passion arises within him when 
  discussing the lost glories of the past and those that may 
  yet be recovered. 
  Heroes who uncovered old artefacts of any sort, though 
  especially Dwarven ones, will find that Ori can identify 
  them and their potential properties as if he were a 
  Lore-master. Ori sometimes has uses for courageous 
  adventurers willing to explore old ruins. He already has 
  several expeditions into the Grey Mountains planned for 
  the right company. 
  Attribute level:  
  5
  Specialities:  
   
  Old Lore, Story-telling
  Distinctive Features:  Curious, Trusty
  Relevant skills:  
  Explore ♦♦♦, Lore ♦♦♦♦, 
   
   
   
  Search ♦♦♦
  Nori the Toy-maker
  Hailing from the Blue Mountains, Nori joined Thorin on 
  his quest to Erebor in part because he had fallen on the 
  wrong side of the law and decided it was no longer wise to 
  remain amongst his folk there. Nori joined his brothers 
  Dori and Ori on the quest without asking too many 
  questions, a decision that he sometimes came to regret. 
  A spirited Dwarf, with a love of fine food and pipeweed 
  that made him singularly appreciate the companionship 
  of a Hobbit on the quest, Nori proved his worth many 
  times over in the Wild. 
  Although he considered giving in to wanderlust after the 
  Battle of Five Armies and leaving the Lonely Mountain 
  with his share of the treasure, his brothers persuaded 
  Nori to stay and try to make something of himself. To 
  Nori’s great surprise, he found that he is a highly skilled 
  toy-maker, though he loves the delight on the faces of 
  children when they play with his creations far more than 
  the work that goes into making them.
  
  25
  Nori is a stout Dwarf who is far quicker on his feet 
  than most would believe from his girth. He favours 
  purple hoods and frequently smokes from a beautifully 
  engraved long-stemmed pipe, with which he gestures 
  when talking. Nori is a regular seller at the Toy-market of 
  Dale every month and many Barding children know him 
  on sight. Many of his toys are quite clever, with secret 
  compartments and hidden properties.
  Attribute level:  
  5
  Specialities:  
   
  Smith-craft, Smoking, 
   
   
   
  Wood-craft
  Distinctive Features:  Energetic, Nimble
  Relevant skills:  
  Craft ♦♦♦♦, Riddle ♦♦♦, Song ♦♦♦
   things to do While in eReboR
  Under the stewardship of King Dáin, Erebor has grown 
  into a bustling centre of trade in Wilderland, and a 
  haven for all Dwarves. Though it is a heavily fortified 
  stronghold and a busy mine, it is also a thriving city, and 
  there is much to see and do within, for those permitted 
  to enter.
  staying in eReboR
  Erebor is the greatest stronghold of Durin’s folk left in 
  the world, but it is not necessarily always a “safe place”. 
  There are treasures in Erebor that the Dragon caressed 
  for long years, cracks deep beneath the Lonely Mountain 
  that lead to uncertain ends and caverns where traces of 
  corruption still linger.
  Effects on Shadow
  Any companion with the Dragon-sickness Shadow 
  Weakness who spends a Fellowship phase in Erebor 
  must make a Corruption test. Failing the test with an 
  C result causes the hero to gain a Shadow point; they 
  lingered too long in the darkness or gazed longingly upon 
  a treasure they should not have. Dwarven companions 
  who choose the Heal Corruption undertaking while 
  staying in Erebor may make up to two rolls using Craft.
  neW FelloWship phase undeRtakings
  These undertakings can be chosen by companions 
  spending a Fellowship phase in Erebor.
  Pay Homage to the Ravens of Ravenhill 
  (Bardings and Dwarves Only)
  "I knew many among the ravens of the rocks when I 
  was a dwarf- lad."
  The ravens of the Lonely Mountain are a breed apart 
  from normal birds of Middle-earth. Of great intelligence 
  and longevity, the ravens have long held strong ties with 
  the Dwarves, serving as messengers, spies and scouts. 
  These great birds know much that happens throughout 
  the North, if their trust can be gained.
  Dwarven and Barding heroes spending a Fellowship 
  phase in Erebor or Dale may choose this undertaking and 
  spend some time with the birds of Ravenhill. By showing 
  due deference to the magnificent birds there, they may 
  gain the friendship of a raven, or, if they are Dwarves 
  already possessing the Ravens of the Mountains virtue, 
  they may reinforce their existing bond.
  Choosing this undertaking gains a hero the opportunity 
  to summon a raven as per the Ravens of the Mountain 
  virtue (see The One Ring Roleplaying Game, page 108) 
  during the following Adventuring phase, and profit from 
  one of the possible benefits offered by it.
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  26
  ErEbor
  Dwarves already possessing the Ravens of the Mountains 
  virtue may ask their raven friend to join the company 
  for the length of the following Adventuring phase. The 
  presence of the raven friend adds 1 to the Fellowship 
  rating of the company. Additionally, when the Dwarf 
  companion is fighting, the raven may be sent to harass 
  one foe, making it Weary for the length of the battle.
  Search the Deep Tunnels
  They climbed long stairs, and turned and went down 
  wide echoing ways, and turned again and climbed yet 
  more stairs...
  At night, when the hold grows quiet, the deepest tunnels 
  of the Lonely Mountain wake to the sound of scratching 
  and digging. Goblins – or other fell creatures – search 
  constantly for a way into the deeps. The guards of Erebor 
  are ever-vigilant for danger, but the King is always looking 
  for volunteers who will help him secure the foundations 
  of his realm against intruders. 
  Assisting the Dwarves of Erebor in searching the deep 
  tunnels is hard and perilous work, as the adventurers 
  must spend days and nights in total darkness, many miles 
  underground among the deep roots of the Mountain.
  To assist the guards of Dáin, companions spending the 
  Fellowship phase in Erebor must make a Search test and 
  consult the table below. A hero may gain a Success die if 
  he possesses an applicable trait (like Tunnelling or Quick 
  of Hearing, for example).
  	•
  Failure: Not a gleam of light. You spent many hours 
  crawling in the dark, trying to locate that elusive sound 
  of scratching that you have been hearing every time 
  you stopped to rest. Unfortunately, your searching 
  has availed to nothing, and you return to the surface 
  empty-handed and frustrated: gain 1 point of Shadow.
  	•
  Success: A Little Help. Your efforts have been of 
  help and the guards of Erebor are grateful. Gain 1 
  Advancement point in the Perception skill group. 
  	•
  Great Success: Down in the Deep Places. You 
  searched tirelessly for weeks and with your help the 
  guards of Erebor secured many of the lower passages. 
  Gain an Advancement point in the Perception skill 
  group and 1 Experience point. 
  	•
  Extraordinary Success: Echoes in the Dark. You 
  proved fundamental in locating the source of an 
  extensive delving by Goblins or other underground 
  creatures. The ruthless guards solve the problem 
  by provoking a cave-in and congratulate you for 
  a job well done. Gain 1 Advancement point in the 
  Perception skill group, 1 Experience point, and a gift 
  from the grateful chief of the guards. The gift is worth 
  Treasure points equal to the roll of one Success die. 
   •
  A and at least one ñ: Eradicate the Problem. Same 
  as a great success (gain 1 Advancement point in 
  the Perception skill group and 1 Experience point). 
  Additionally, you were able to gather information 
  about the origin of the threat. It is up to the Loremaster 
  to decide the details, but you may use the information 
  as you wish. You might keep it to yourself to investigate 
  the matter with your fellow companions, or propose 
  that King Dáin let you lead an expedition in the next 
  Adventuring phase.
   
   •
  Failure and C: Underground Accident! You and 
  some of the guards fell victim to a cave-in or similar 
  accident, and the Dwarves put the blame on you. It 
  could have been accidental, but it might have been 
  provoked by those foes you were supposed to find and 
  that might have found you first. You remained trapped 
  for days and had to be rescued: You gain a Success 
  die roll worth of Shadow points and may not choose 
  this same undertaking the next time you spend the 
  Fellowship phase in Erebor.
  Help Compile the Erebor Index 
  (Dwarves Only)
  …on all sides stretching away across the unseen 
  floors, lay countless piles of precious things, gold 
  wrought and unwrought, gems and jewels, and silver 
  red-stained in the ruddy light.
  The Chamber of Records of the Lonely Mountain used 
  to have an index of all the treasure guarded in its vaults 
  
  27
  and halls, but that record was lost when the old keeper 
  of the Chamber of Mazarbul was caught by Smaug while 
  he was trying to bring out a number of tomes from a 
  secret passage. King Dáin has ordered a new index to be 
  compiled, a task of monumental import. For this reason, 
  ancient Munin is welcoming scholars willing to aid him 
  in identifying all the treasure currently stored in Erebor. 
  Even with their help, it will take him years to complete 
  the assignment.
  A Dwarven companion with a Lore rating of at least 
  3 who is spending a Fellowship phase in Erebor may 
  choose this undertaking. Assisting Munin in his toilsome 
  task allows the companion to pore for hours on end over 
  dusty books and crumbling parchment, all concerning 
  lost precious items and fabled wondrous artefacts: For 
  the length of the following Adventuring phase, should 
  the hero find treasure, it would be considered as a hoard 
  with an additional * (see Rivendell, page 85).
  For example, a Dwarf companion spends the Fellowship 
  phase helping Munin to compile the Erebor Index. In 
  the following Adventuring phase, the Dwarf and his 
  company find a cave filled with old gold, a trove worth 
  Treasure 50. Due to his studies, the Dwarf considers the 
  cache of gold to be worth Treasure 50* instead (allowing 
  him a Magical Treasure roll).
  Study with a Master Craftsman
  "...in metal-work we cannot rival our fathers, many 
  of whose secrets are lost. […] Only in mining and 
  building have we surpassed the old days."
  The skill of the Dwarven smiths of Erebor may not match 
  that of those who worked the forges before the Dragon 
  came, but the quality of their metal-work is still without 
  rival in a world of twilight. Moreover, the finesse attained 
  by the masons of the Lonely Mountains has no peer. To 
  study under the tutelage of a master artisan of Erebor 
  is a privilege, and their experience is a wealth not to be 
  squandered.
  A companion who has spent a Fellowship phase studying 
  under a master craftsman of Erebor may gain his next 
  Craft level at half the cost in Advancement points.
  ThE Kingdom UndEr 
  ThE moUnTain
  
  28
  ErEbor
  TREASURE OF
  - THE DWARVES -
  On silver necklaces they strung
  The flowering stars, on crowns they hung
  The dragon-fire, in twisted wire
  They meshed the light of moon and sun.
  The Dwarves toil ceaslessly to bring forth wonders from 
  their halls of stone, yet with each passing age they and 
  their works have diminished. The Dwarves have always 
  believed that crafting knowledge should be held close, to 
  be revealed only when earned by a worthy apprentice. 
  Thus, with every master who dies without passing down 
  their secrets, another bit of lore is lost forever. 
  Over the ages the Dwarves have lost many master 
  craftsmen. The destruction that heralded the end of the 
  First Age drowned the great Dwarven cities of Belegost 
  and Nogrod, slaying many. What few survivors there 
  were fled to Khazad-dûm, but then they delved too deep 
  and that ancient home of the Dwarves was abandoned 
  too. 
  A few centuries later, the Dragons of the Withered Heath 
  descended upon the Dwarf-holds of the Grey Mountains 
  bringing ruin, but none so much as Smaug the Golden 
  when he burnt Erebor. Finally, apprentices and masters 
  beyond count died at the Battle of Azanulbizar, the 
  knowledge they held irreplaceable.
  But not all is lost. In the Twilight Years of the Third Age, the 
  Dwarves can still forge good armour and keen swords, 
  even though the ancient secrets of metalwork that they 
  once knew have been forgotten. And in dark places under 
  the earth much treasure waits to be discovered by those 
  who dare brave the darkness.
  dWaRven cRaFtsManship
  The Rivendell supplement contains rules for creating 
  magical treasure, and specifically Precious Objects, 
  Wondrous Artefacts and Famous Weapons and Armour. 
  Following those rules, when the Loremaster endeavours 
  to create an ancient sword or suit of armour of 
  extraordinary quality for the players to find, the origin 
  of its craftsmanship must first be determined (see page 
  96 of the Rivendell supplement).
  If the item is to be of Dwarven craftsmanship, then 
  the Loremaster may add an additional level of detail, 
  choosing exactly from which Dwarven mansion the 
  artefact came from, picking one among Nogrod, Belegost, 
  Khazad-dûm or Erebor.
  Nogrod and Belegost
  In the First Age, Nogrod and Belegost were magnificent 
  Dwarf-holds, dug under the peaks of Ered Luin. They 
  were destroyed when Beleriand was broken, and their 
  folk scattered in exile. But the work devised by the 
  Dwarves in their forges still lies in ancient hoards, or in 
  the hands of great heroes. 
  Legends hold that the making of mail of linked rings was 
  first devised by the smiths of Belegost, and that their 
  cunning handiwork produced hauberks that were both 
  beautiful and impervious to fire, and masked helms 
  wrought in hideous shapes to daunt their foes. But in 
  the forging of arms none among the craftsmen of Dwarf-
  kind surpassed those of Nogrod, and no one was more 
  renowned than Telchar, the maker of Narsil, the sword 
  of Elendil the Tall.
  •	
  In game terms, mail armour and headpieces from 
  Belegost should have a full complement of three 
  Qualities, all three of which can be Enchanted 
  Qualities, including the new Quality Fireproof. 
  Moreover, headpieces forged in Belegost can have the 
  Gleam of Terror Quality (normally attributed only to 
  close combat weapons, see page 99 of Rivendell). 
  •	
  Likewise, weapons forged in Nogrod should have 
  three Qualities, all three of which can be Enchanted 
  Qualities, including the new Quality Piercing.
  Khazad-dûm
  It was in Khazad-dûm that many skilled Dwarves found 
  refuge after the ruin of Beleriand. There the folk of Durin 
  discovered true-silver, the precious metal that the Elves 
  call Mithril. Stronger than tempered steel, but amazingly 
  
  29
  light and easy to work with, the bright silver metal 
  allowed the smiths of Khazad-dûm to create true works 
  of wonder. 
  •	
  Famous Weapons and Armour from Khazad-dûm 
  should have at least two Qualities, and can have a 
  third Quality, but only two of their Qualities can be 
  Enchanted Qualities.
  Khazad-dûm and Eregion
  During the Second Age, the Dwarves of Khazad-
  dûm became great friends with the Elves of Eregion. 
  Such a friendship between those two peoples had never 
  existed before and has not since. No small number of 
  Khazad-dûm’s great works incorporated the skills of 
  both the Dwarves and the Elves.
  An item crafted in Khazad-dûm may incorporate 
  the benefits coming from both Dwarven and Elven 
  craftsmanship. For example, a weapon could be a Bane 
  for Orcs with the Enchanted Quality Luminescence, 
  yet also burn with the Dwarven Flame of Hope. 
  Finally, a number of Famous Weapons and Armour 
  forged in Khazad-dûm may also have a Blessing, a 
  quality normally found only in Wondrous Artefacts. 
  In such a case, a single Blessing counts as an 
  Enchanted Quality. Such items generally have one of 
  the following Blessings: Athletics, Awareness, Awe, 
  Battle, Inspire or Stealth.
  Erebor
  Before the coming of the Dragon, the Dwarves of the 
  Lonely Mountain still excelled at making sharp blades 
  and sturdy mail, but their cunning was not comparable to 
  that possessed by their forefathers in the First or Second 
  Age. This notwithstanding, their wealth was known and 
  envied throughout Middle-earth… which may have been 
  what brought upon them the wrath of Smaug. 
  •	
  Famous Weapons and Armour from Erebor may have 
  up to three Qualities, but only one of their Qualities 
  can be an Enchanted Quality. 
  neW enchanted Qualities
  The following Enchanted Qualities may be attributed 
  to 
  Famous 
  Weapons 
  and 
  Armour 
  of 
  Dwarven 
  craftsmanship.
  Dwarf-wrought
  Craftsmanship: Dwarven
  Item: Any
  An object possessing this Quality is obviously the work 
  of an ancient master Dwarf-smith who wrought it in the 
  deeps of time. Maybe Telchar of Nogrod himself made 
  it, or even his old master. It is blessed by a surpassing 
  beauty, it never rusts and shines as if burnished anew 
  even when left unattended for centuries.
  Wearing or carrying such a rare and prized object 
  increases the Tolerance of an encounter by a value 
  chosen by the Loremaster and ranging between +1 to +3. 
  The value should be based on the appreciation for fine 
  craftsmanship of the character encountered. 
  Fireproof
  Craftsmanship: Dwarven (Belegost)
  Item: Armour, Headpiece
  The Dwarves of Belegost were said to be able to withstand 
  fire more hardily than any of their kind. This was partly 
  due to their ability in fashioning armour that was almost 
  impervious to heat and flame. 
  The wearer of an item blessed with this Quality does not 
  suffer harm from any source of flame, including Dragon-
  fire, for a number of rounds equal to the wearer’s Valour.
  Piercing
  Craftsmanship: Dwarven (Nogrod)
  Item: Close combat weapon
  The Dwarves of Nogrod could forge blades and spear-
  heads so sharp that they could penetrate the toughest of 
  armour, and were feared even by the mightiest servants 
  of the Enemy. 
  Foes struck by a blade possessing this Quality roll one less 
  Success die in their Protection roll (to a minimum of 1). 
  TrEasUrE of
  ThE dwarvEs
  
  30
  ErEbor
  Venomed
  Craftsmanship: Dwarven
  Item: Close combat weapon
  Old legends preserved in the chamber of records in Erebor 
  and whispered among the Northmen tell how Dwarves of 
  Eastern mansions came under the Shadow and turned to 
  evil. No one is alive today who could confirm such tales, 
  but in treasure-hoards it is still possible to find instruments 
  of war of Dwarven craftsmanship,  marked with baleful 
  runes that no smith of Durin’s folk would confess to know; 
  engravings capable to make a foe sick as if poisoned. When 
  you are using a weapon bestowed with this Quality and 
  you inflict a loss of Endurance on an adversary for the first 
  time, your foe is considered to be Weary for a number of 
  rounds equal to your Valour score or your Shadow rating, 
  whichever is higher. 
  FaMous dWaRven 
  Weapons and aRMouR
  The following section contains a number of famous 
  weapons and armour made by the Dwarves in ages 
  past. The Loremaster may wish to add these to his own 
  Magical Treasure Index (see Rivendell, page 90).
  Agarial
  Type: Short sword
  Craftsmanship: Dwarven (Nogrod)
  Qualities: 1. Dwarf-wrought 2. Piercing 3. Superior Fell
  Notes: A blade thought lost forever at the end of the First 
  Age and forged as part of a set of similar weapons by Telchar 
  himself, Agarial is akin to the blade used by Beren to steal 
  the Great Jewel from the Iron Crown of Morgoth. Though it 
  is an instrument of death, Agarial is a thing of surpassing 
  beauty, a work of skill without peer in the world today. 
  The Black Axe of Beleriand
  Type: Great Axe
  Craftsmanship: Dwarven (Nogrod)
  Qualities: 1. Grievous 2. Superior Keen 3. Venomed
  Notes: A dangerous blade whose tragic history is one 
  of great deeds and terrible sorrow, the Black Axe was 
  wielded by many chieftains of the Edain in the First Age.
  War-mask of Belegost
  Type: Helm
  Craftsmanship: Dwarven (Belegost)
  Qualities: 1. Ancient Close Fitting 2. Gleam of Terror 
  3. Fireproof
  Notes: A headpiece worn by a legendary Dwarf-lord, this 
  helm incorporates a full faceplate intricately engraved to 
  look hideous and grotesque, revealing only a glint of its 
  wearer’s eyes when worn. The helm has what appears to 
  be scorch marks covering it that neither craft nor magic 
  can remove, yet it is otherwise unmarred.
  The Shield of Anar (Rhingalad)
  Type: Shield
  Craftsmanship: Dwarven (Khazad-dûm)
  Qualities: 1. Cunning Make 2. Superior Reinforced 3. 
  Blessing: Inspire
  Notes: A sturdy shield forged from iron and embossed 
  with gleaming ithildin runes, the Shield of Anar burns 
  with a cold light which, in the hands of the right hero, 
  
  31
  hardens resolve and lifts the hearts of others, driving 
  them on to valiant deeds. Called Rhingalad by the Elves 
  and still sung of in song, it disappeared during the fall of 
  Eregion when its bearer, Anar the True, gave his life that 
  the last children of Hollin could flee safely with Elrond 
  of Rivendell.
  Angrenithil 
  Type: Long Sword
  Craftsmanship: Dwarven (Khazad-dûm)
  Banes: Orcs
  Qualities: 1. Grievous 2. Foe-slaying 3. Superior Fell
  Notes: Forged in the final century before the fall of 
  Eregion, Angrenithil is made of shining steel and Mithril, 
  though this is only evident by moon or starlight when 
  the blade’s runes glow in the dark. Forged in friendship 
  between a great Dwarven and Elven smith, bound with 
  their mutual hatred of their chief foes, the blade is truly 
  perilous to Orcs. 
  Though Angrenithil is long lost, the Goblins of the Misty 
  Mountains fear it still. In their rough tongue they name 
  it “moon shanker” and they curse it, along with anyone 
  who may bear it.
  Drake-bane
  Type: Spear
  Craftsmanship: Dwarven (Erebor)
  Banes: n/a
  Qualities: 1. Grievous 2. Superior Keen
  Notes: When Dwarves forge arms for their own use, 
  they generally prefer to craft weapons other than spears. 
  But during their struggle with the Dragons in the Grey 
  Mountains, they found it prudent to not always draw 
  close to their scaled foes. This is but one of a number of 
  spears that was forged with similarly optimistic names.
  dWaRven-sMithing 
  "They spoke most of gold and silver and jewels and 
  the making of things by smith-craft,"
  While the ancient secrets of metalwork are lost to the 
  Dwarves, even in the twilight years of the Third Age 
  a master smith can still manage to forge something 
  wondrous, though it will take years to find the right 
  materials and a lifetime’s worth of skill to succeed. 
  •	
  A determined smith can attempt to create a new 
  weapon or piece of defensive gear blessed with one 
  Enchanted Quality (see Rivendell, page 98). 
  To do so, the hero must choose the Dwarven-smithing 
  Fellowship phase undertaking described below over 
  the course of several years. During this time, the Dwarf 
  will work the forge or spend time searching for great 
  materials, metals and tools that may expedite the 
  accomplishment of the task. 
  •	
  A Dwarven smith can only enchant one item in his 
  lifetime – the work of long years and the draining 
  act of exerting all their prowess cannot be readily 
  repeated. 
  TrEasUrE of
  ThE dwarvEs
  
  32
  ErEbor
  New Fellowship UNdertakiNg: 
  dwarveN-smithiNg (Year’s eNd oNlY)
  A Dwarf hero possessing a Craft skill of 4 or more can 
  return home for a Year’s End Fellowship phase and 
  spend the cold season in his forge to attempt a great 
  work.  To succeed, the Dwarven-smith must accumulate 
  9 Craftsmanship points. 
  To gain Craftsmanship points during a Fellowship phase, 
  the smith may make a Craft roll, spend Experience points 
  or gain permanent Shadow points, or a combination of 
  the three.
  •	
  The base difficulty of a Craft test is TN 20, unless 
  the smith is using one or more great materials (see 
  below). Gain 1 Craftsmanship point on a successful 
  roll, 2 points on a great success, and 3 points on an 
  extraordinary result. 
  •	
  Spending Experience, the smith gains 1 Craftsmanship 
  point for each 3 Experience points he chooses to spend.
  •	
  Finally, the smith may acquire Craftsmanship points 
  by gaining permanent Shadow, at the cost of 1 point 
  of permanent Shadow for each Craftsmanship point 
  gained.
  At the end of each Fellowship phase, take note of how 
  many Craftsmanship points have been accumulated so 
  far, to resume the work in a later Fellowship phase (the 
  companion will have to choose the Dwarven-smithing 
  undertaking again). 
  Trying to infuse a piece of war gear with an Enchanted 
  Quality is not only a lengthy process, but also an 
  endeavour wrought with peril.
  •	
  The first time that the smith chooses to gain 
  permanent Shadow for Craftsmanship points, the 
  hero becomes driven, and will think of little else 
  but finishing the task. From that moment on, the 
  companion must always choose Dwarven-smithing 
  at Year’s End; should the Loremaster allow for 
  two undertakings that phase, one of them must 
  be Dwarven-smithing (see also The One Ring 
  Roleplaying, page 197). Finally, failing a smithing 
  Craft roll gains a driven hero another Shadow 
  point (not a permanent point though).
  But there are advantages in being driven: 
  •	
  A driven smith sees the difficulty of all smithing Craft 
  rolls reduced by a level (TN -2, to a minimum of TN 12). 
  The following list includes precious ores and tools that 
  may greatly help a master smith in accomplishing their 
  great work. Each item available lowers the difficulty 
  by 2 to a minimum of TN 14. 
  A hero choosing the Dwarven-smithing undertaking 
  may forfeit the opportunity to roll Craft or spend 
  Experience to accumulate Craftsmanship points to 
  gather one great material from the list below instead. 
  No roll is required, but each item may only be chosen 
  once, reducing the difficulty of Craft rolls to a minimum 
  of TN 14 – unless the smith is driven. 
  •	 Unwrought Moria-silver (Mithril).
  •	 A set of ancient smithing tools from Eregion.
  •	 Fireheart gems from the lost Fireheart Mine in the 
  Grey Mountains (see page 63).
  Alternatively, the Loremaster may allow the hero to 
  come by the required materials while adventuring.
  But my armour is made of Mithril!
  Loremasters may note that while a Dwarven-smith 
  can forge a suit of armour using Mithril as a great 
  material, they cannot give it the Mithril Armour 
  Quality as that Enchanted Quality has a prerequisite. 
  This is intentional. Mithril armour of old had near-
  impossibly fine chain links the likes of which cannot be 
  forged in the Third Age. Alas for the withering of the 
  world.
  Great Materials
  
  33
  •	
  Moreover, the first time a A is rolled during a 
  smithing Craft roll, the smith is no longer considered 
  driven, but may modify one of the item’s numerical 
  properties by 1. 
  For example, a sword might have its damage increased to 
  6 or its Edge lowered to 9. 
  When the Dwarven smith finally accumulates their ninth 
  Craftsmanship point, the masterwork is complete. The 
  smith chooses one of the following Enchanted Qualities 
  to add to the newly-forged artefact (and he won’t be able 
  to choose the Dwarven-smithing undertaking ever again):
  Ancient Close Fitting, Ancient Cunning Make, Piercing, 
  Cleaving, Crushing, Flame of Hope, Gleam of Terror, Rune-
  scored Armour, Runes of Victory, Superior Fell, Superior 
  Keen, Superior Reinforced.
  A hero may later augment a Dwarven masterwork by 
  adding Qualities when gaining new Valour levels, using 
  the normal rules (up to a maximum of 3 Qualities, 
  including the Enchanted Quality).
  extended exaMple oF dWaRven-sMithing
  Svior the Stout sets out to make a mighty axe that 
  honours his ancestors. Svior is a master craftsman, with 
  a Craft skill of 4 (favoured, as for all Dwarves), so he has 
  the expertise to succeed. 
  Svior found some unwrought mithril while adventuring 
  in Wilderland, but to be sure he spends the first smithing 
  Fellowship phase gathering a set of ancient tools from 
  Eregion. On the following Fellowship phase he chooses the 
  Dwarf-smithing undertaking again and enters the forge.
  The Target Number for the Craft test is 16 (base of TN 20, 
  -4 for two types of great materials).
  His Craft test yields a 10 on the Feat die and on the 
  Success dice: 6*, 5, 4, 2. A great success, resulting in 
  2 Craftsmanship points. Svior additionally spends 6 
  Experience points, and chooses to gain 1 permanent 
  Shadow point, so that his undertaking results in a total 
  of 5 Craftsmanship points – more than halfway through. 
  But now Svior is driven, and bent on finishing his great 
  work with all his strenght...
  The following Fellowship phase, Svior must choose the 
  Dwarven-smithing undertaking again. The difficulty for 
  his Craft roll is now TN 14 (-2 for being driven). The roll 
  produces a A on the Feat die, and on the Success dice: 
  4, 3, 3, 1, an ordinary success. However, the A allows 
  him to increase the axe’s Damage from 5 to 6 (but Svior 
  ceases to be driven). Unfortunately, Svior doesn’t have 
  any Experience points to spare at this point, and he 
  doesn’t wish to increase his Shadow, so he adds 1 from 
  his success for a total of 6 Craftsmanship points so far.
  Determined to finish his great work, Svior spends 15 
  Advancement points on his Favoured Crafting skill, 
  raising it to 5.
  On Svior’s fourth Dwarven-smithing undertaking, his 
  Craft roll produces a 7 on the Feat die and on the Success 
  dice: 6*, 5, 3, 2, 1. A great success! With 2 Craftsmanship 
  points to add to his total of 6, Svior is short of 1 point! 
  Will he spend Experience, or gain another point of 
  permanent Shadow to finish what he started? Or will he 
  wait another Fellowship phase?
  TrEasUrE of
  ThE dwarvEs
  
  34
  ErEbor
  - DALE -
  ”There lies all that is left of Dale,” said Balin. 
  “The mountain’s sides were green with woods 
  and all the sheltered valley rich and pleasant in 
  the days when the bells rang in that town.”
  Travellers heading north from the Long Lake along the 
  western bank of the River Running will find their feet 
  upon an old road called the Merchants Way. Before 
  them, grey and jagged, rises a single broad peak, 
  dominating the landscape: the Lonely Mountain. Soon, 
  the boggy ground of the Long Marshes gives way and 
  the road becomes surrounded by lush fields, tilled to the 
  horizon, overflowing with grains here, a small orchard 
  over there. To the west, they can see the dark edge of the 
  forest of Mirkwood, but it does not look so foreboding 
  here, for they look upon the easternmost edge of the 
  Elvenking’s Woodland Realm.
  After a day of the Lonely Mountain looming ever higher, 
  a southern spur of the mountain arises before them, 
  beckoning them forward. Beneath the great watchtower 
  set upon the height known as Ravenhill, the Running 
  River twists and turns away, to run in a wide loop about 
  a valley encircled by two vast arms of the Mountain. 
  The Merchants Way follows the river up into that valley, 
  where a great city rises: the heart of the swiftest-growing 
  nation in the North, the realm of the Dragon-slayer, a 
  kingdom of Men built before the gates of a kingdom of 
  Dwarves, forged from the broken ruins of the last realm 
  to bear its name…
  Dale.
  a histoRy oF dale
  the FiRst Founding (2590-2770)
  In the year 2590 of the Third Age, King Thrór relocated to 
  Erebor from the Grey Mountains, bearing the Arkenstone 
  back to the halls where it was first found. Thrór’s father, 
  Dáin I, had been slain before the doors of his own hall by 
  a Cold-drake the previous year, and Thrór sought a new 
  beginning for his people. He found it in the halls first 
  carved by his ancestor, Thráin I. The Dwarves greatly 
  extended the original mines beneath the mountain, 
  discovering gold and jewels in abundance. Ever larger 
  workshops and bigger halls were carved out of the rock, 
  and Durin’s folk prospered.
  The riches beneath Erebor were many, but a Dwarf cannot 
  eat stone, even if some legends may say otherwise. 
  Fortunately, they were greatly aided in their endeavours 
  
  35
  by the fair-haired Northmen who lived south of the 
  Lonely Mountain, along the Running River. The wealth 
  of the King under the Mountain brought these Northmen 
  into the valley before the gates of Erebor, where they 
  eventually founded the city of Dale, becoming the main 
  providers of food for the Dwarves in exchange for their 
  work as skilled smiths and masons. 
  Erebor and Dale flourished for nearly two centuries, the 
  wealth of both realms celebrated in song.
  Of Dwarves and Men
  The relationship between Dwarves and Men began 
  so far back in time that no one among either folk 
  remembers exactly how and when it all started. 
  The Dwarves have never kept precise records of 
  their dealings, and Men soon forget. There was a 
  time, though, when such relationships were common 
  throughout Wilderland and mutually profitable, 
  especially between the Northmen of Rhovanion and 
  the Longbeards. 
  For the folk of Durin once considered the lands 
  between the Misty Mountains and the Grey as their 
  own, and the Men inhabiting the Vales of the Anduin 
  and the eaves of Mirkwood were many. Wherever the 
  Longbeards had a mansion, Men worked for them as 
  shepherds, herdsmen and land-tillers, and the Dwarves 
  provided them with weapons and arms and other 
  useful tools that their own poor metalworking could 
  not produce without great cost and toil. Together, 
  Dwarves and Men prospered, defending themselves 
  from the ravages of Orcs and other enemies for many 
  centuries, supported by bonds of mutual trust and 
  friendship.
  When the great mansions of the Dwarves of old started 
  falling, one by one, in their decline they brought down 
  those colonies of Northmen that depended upon their 
  trade with them. Dwarves and Men were both much 
  diminished in Wilderland, with only Erebor and 
  Dale (or the Iron Hills and Ironthorpe, see pg. 66) 
  surviving to recall the power both folks enjoyed in 
  times long past.
  the coMing oF the dRagon (2770-2941)
  In the year 2770, Thrór, old even by the standards of his 
  long-lived folk, was still King under the Mountain. Many 
  rulers had arisen and passed among the Northmen since 
  the foundations of Dale, but in that fateful year, Girion 
  was lord. From the north, driving the wind before him, 
  came Smaug the Golden, greediest and most powerful 
  of the Dragons in his day. In flames, the Great Worm 
  laid waste to Dale. Girion fell defending his city, though 
  his wife and young son escaped south along the river to 
  Esgaroth. Smaug went into the halls of Erebor, slaying 
  all who dared stand before him as he took the Lonely 
  Mountain as his own.
  The Dwarves were utterly broken, scattering east and 
  west. The Northmen soon deserted their homes, for 
  Smaug had a wicked heart and a taste for maidens. 
  Taking what little they had left, the folk of Dale fled 
  their once great city to live diminished lives as poor 
  fishermen and simple traders along the western banks 
  of the Long Lake in Esgaroth, itself a mere shadow of its 
  former glory. The predations of the Dragon destroyed the 
  countryside for vast distances about the Mountain and 
  the Lake-men rebuilt Esgaroth onto the Long Lake itself, 
  reasoning the lake was the best defence they had against 
  the Dragon’s fire. Though Smaug slept for greater and 
  greater stretches of years at a time, the once-abundant 
  valley of Dale, then the lands beyond, were tainted by 
  his foul presence and fell into ruin.
  the death oF sMaug and 
  the Rise oF king baRd (2941-pResent)
  With the events surrounding the coming of Thorin’s 
  Company, Lake-town felt the Dragon’s wrath for the first 
  time in many long years, but in thinking Men weak and 
  himself invulnerable, Smaug was deceived. Bard the 
  Bowman, descendant of the line of Girion, ended the 
  Dragon in a single fateful shot, with a black arrow forged 
  in Erebor of old. 
  For his deed and his great courage, Bard was hailed as a 
  hero by his people and some voices declared that he should 
  be king. For his part, Bard did not claim dominion over 
  the folk of Lake-town, acknowledging himself as merely 
  a servant of Esgaroth’s Master. But in those dark days a 
  fire was surely awoken within the Bowman. It was Bard 
  who led the forces of Men at the Battle of Fire Armies. 
  dalE
  
  36
  ErEbor
  In the aftermath of the victory at that great battle, he 
  was granted a fourteenth share of all the Dragon had 
  stolen, in part due to his deed in slaying the Dragon, 
  but also in keeping with his return of the Arkenstone of 
  Thráin, and perhaps, the wisdom of the new King under 
  the Mountain, Dáin. Bard dealt his wealth well, assisting 
  the folk of Lake-town survive through a hard winter, 
  before seeking his own kingdom in Dale. In rebuilding 
  Dale, Bard had a great deal of help from his new allies, 
  for the Elvenking Thranduil joined King Dáin in offering 
  their assistance in restoring Dale.
  For many years Dwarves, Elves and Men laboured to 
  build Dale anew. Their task is not yet accomplished, 
  for the heart of the Bowman harbours great ambitions. 
  Nonetheless after long years of hard work, Bard assented 
  to be crowned King. 
  The Kingdom of Dale does not yet extend far beyond the 
  city, but Bard dreams of a wider realm of Men stretching 
  across the North. For now, Dale flourishes, with new farms 
  founded, new fields tilled, and new constructions begun on 
  a weekly basis. Lake-town remains a fiercely independent 
  city, but even so, many of the folk of Esgaroth look to King 
  Bard for guidance and leadership. Dale’s relationship with 
  Erebor remains its strongest one, for just as of old, Dale has 
  become the breadbasket of the Lonely Mountain and the 
  markets of Dale are filled with the work of Durin’s folk.
  the city oF dale
  Dale lies directly before the gates of Erebor and the 
  headwaters of the Running River, within a wide valley 
  encircled by the great southern and south-eastern spurs 
  of the Lonely Mountain. 
  The mountain sides, long barren due to the Dragon’s 
  influence, grow green again, though they lack the great 
  trees they once bore. Due to the mountain’s ridges, 
  Dale lies often in shadow. The sun rising over the 
  south-eastern spur doesn’t directly touch Dale till mid-
  morning, when the first rays reach the front gate of the 
  Royal Palace and shade is cast again once the sun has 
  passed into the west behind the southern spur.
  Dale is enclosed by a tall crenellated wall that encompasses 
  more space than the town presently occupies, for it was 
  built upon the foundations of the old fortification that 
  encircled the ancient city. Along the north, all of the east, 
  and part of the southern wall, the River Running flows, 
  before heading south down to the Long Lake and beyond. 
  Outside of the southern reaches of the wall stands a large 
  complex of landings and quays where a constant stream 
  of traffic comes and goes along the river.
  the gates oF dale
  The crenellated rampart surrounding Dale is an 
  imposing fortification, standing as high as five men and 
  thick enough that two horses could trot abreast along 
  its top. For such was the majesty of the curtain wall of 
  Dale of old, before Smaug burnt it and time ravaged 
  it, a grandeur that King Bard wanted to revive, should 
  another army of Orcs or worse dare to assail them again. 
  The city walls are regularly patrolled by the City Guard, 
  who at every round send signals and receive answers 
  from the Dwarf warriors stationed in the watchtower 
  atop Ravenhill; from their vantage point on the side 
  of the Mountain the Dwarves may see if enemies are 
  approaching Dale long before anyone nestled in the 
  city’s sheltered valley could (see page 17).
  Building the wall took several years and many hundreds 
  of craftsmen toiled under the watchful eyes of Dwarven 
  masons. It was completed in early 2945. The wall has 
  but two openings along its great length: the south-facing 
  Long
       Lake
  E Esgaroth
  E Dale
  E
  Erebor
  E
  Elven King’s
  Halls
  The Waste
  c
  o
  Upper Marches
  n
  Northern
  Dalelands
  Long Marshes
  o
  Mountains
                  of  Mirkwood
  u
  dale
  
  37
  dalE
  
  38
  ErEbor
  Describing Dale
  Thanks to the joint efforts of hard-working Men, Dwarven masons and Elvish woodwrights, Dale is a wondrous 
  city, a marvel of carved stone and flowing waters, where bustling activity never seems to cease. Older Dwarves 
  who walked the streets of the original city declare that Dale is even more beautiful than ever it was in the old days. 
  The Bardings are justifiably proud of what they have accomplished in building their fair city, but there is always 
  a sense here that there is more to be done, more to be achieved. This spirit drives them and, in turn, affects much 
  of the character of Dale.
  Here are some of the common elements of descriptions that the Loremaster may refer to when setting a game in 
  the city of Dale.
  Water & Stone
  Compared with Esgaroth, a wooden town built above a lake, Dale is a stone city traversed by water. It is filled 
  with magnificent sculptures, beautiful fountains, quiet pools and deep waterways ferrying passengers and goods. 
  The main roads of Dale are all paved with stones of various colours, from which the streets have taken their 
  names. The dozens of bridges that reach across the watercourses in single, double or even triple arches, vary from 
  narrow structures allowing people to cross in single file to wide passageways meant for the heavy traffic of carts 
  and horses. More towers rise every year, the newer ones taller than those built the year before, in a race sponsored 
  by the affluent noblemen of the city. Their bells can be heard ringing for miles around, calling the farmers to the 
  market or the many workers of the city to their toil or rest.
  Hustle & Bustle
  Dale is seemingly in a near-constant state of activity and growth. Though the city has more or less been ‘restored’ 
  and is certainly thriving, long-term endeavours, such as strengthening the fortifications and paving the roads, 
  are still ongoing, with new undertakings beginning every month. Everywhere architects, apprentices, stonemasons 
  and carpenters, along with all their varied tools and materials, can be seen at work. Additionally, Dale is home 
  to many other busy craftsmen, from skilled smiths to cunning firework manufacturers. The clanging of metal 
  and the report of small explosions resound along the cobblestones near the Ravensgate District. To this din are 
  added the many sounds of commerce: coins tinkling, merchants calling and folk haggling in various tongues. A 
  wide variety of markets are open throughout Dale during the day, with a few that are even open late at night, 
  though traders are expected to adjust their shouts accordingly. Many folk regard resettling in Dale as a chance to 
  begin their lives afresh, hopefully improving their lot, and offering their children a different life than one spent in 
  hard toil on the edges of the Wild. The many immigrants flowing into Dale thus add to the commotion, a state of 
  affairs that King Bard actively encourages in the earlier years of his reign. 
  Many Folk, Many Lives
  Dale is rapidly becoming the largest Northman settlement in the area and for all but the most far-travelled folk it 
  is the biggest town they will ever walk the streets of. It is certainly one of the most diverse cities in all of Middle-
  earth, perhaps exceeded in this only by its neighbour, Lake-town; however, while Esgaroth was rebuilt as a city 
  of Men, albeit an unusual one, Dale is as much a city of Dwarves as it is a city of Northmen. The Bardings have 
  been heavily influenced by the folk of Erebor and it shows in their architecture. Nor are the Wood-Elves strangers 
  to the streets of Dale.
  
  39
  Traders Gate and the north-west-facing Ravensgate. 
  The gates are towering wooden doors, flanked by stone 
  ramparts, and set with heavy iron hinges. Both gates 
  are designed to open and close smoothly, with only a 
  handful of guards needed to operate their mechanisms. 
  In normal times, the Traders Gate rarely closes, even at 
  night, but the Ravensgate is always barred not long after 
  twilight. 
  Anyone wishing to pass into or out of the city unnoticed 
  must, in general, go over the wall. It will normally take a 
  Stealth test to go over the wall unseen and an Athletics 
  test (TN 18) to scale the wall. A failure on the first test will 
  swiftly draw the attention of the City Guard, the second, 
  a twenty-five foot fall.
  the MeRchants Way
  The southbound road to Esgaroth was originally a 
  worn-over trail, long gone to green from disuse, and 
  all but disappeared into the encroaching boggy ground 
  of the northern Long Marshes. With the refounding of 
  Dale, both King Bard and the Master of Lake-town soon 
  recognised that traffic and commerce between the two 
  towns would be greatly aided by a better road. Luckily, 
  the road had tough bones, for it was laid by the Dwarves, 
  as were the majority of roads traversing Wilderland; the 
  way was easily refurbished and immediately filled with 
  traders and travellers both. 
  The Merchants Way falls under the authority of the crown 
  of Dale, and the King’s men ride and patrol along it. A 
  secondary road splits off from the Merchants Way as it 
  enters the valley of Dale, right before it passes under the 
  Traders Gate, to wind north-east to the Quays outside 
  the city wall, along the Running River.
  The Merchants Way counts as a good road (very easy) 
  for the purposes of travel between Dale and Lake-town, 
  though heavy rains or other inclement weather can 
  temporarily raise the terrain difficulty to easy or even 
  moderate.
  the Quays
  East of the Traders Gate lie the city’s landings, through 
  which flow the majority of the city’s imported and 
  exported goods regularly flow through (the rest enter the 
  city by land, from the Merchants Way). Wares from Lake-
  town, Mirkwood, and sometimes points on the map more 
  distant still pass through here to the markets of Dale. 
  In turn, numerous Dwarven products and the budding 
  craftsmanship of the Bardings flow out from here. 
  Trade being one of the cornerstones of Dale’s prosperity, 
  the various landings and moorings that make up the 
  quays are well kept and a specially appointed official 
  is charged with all business conducted upon them. This 
  Reeve of the Quays and his men patrol here regularly 
  during the day, as much to collect taxes as to settle any 
  quarrels between merchants. However, the Quays are so 
  very busy that wiser merchants look to the security of 
  their own wares themselves, especially at night.
  The South Quay
  Typically, goods shipped to Dale that are destined to be 
  sold in large quantities are brought in to the city. The 
  wares are then stored in one of the many trading houses 
  or warehouses of the Merchants Quarter. For a variety 
  of reasons, a few merchants prefer to leave their goods 
  upon their ships; some don’t have the funds required to 
  rent storage in a warehouse in Dale, others intend to 
  sell their entire cargo at once and do not wish to bother 
  transporting it several times. Regardless of their motives, 
  such merchants seek to berth their ships at the South 
  Quay, the oldest and cheapest of the wharves of Dale. 
  The South Quay still serves the same purpose now for 
  which it was first built near four hundred years ago. 
  Exactly who laid the stones of the landings have been lost 
  to time, though Dwarves confidently swear it was clearly 
  a master of their people, for while the South Quay still 
  bears the distinct scorch marks of Dragon-fire it remains 
  seamless and intact. Despite its storied history, its status 
  as the cheapest mooring area of the city attracts many 
  unsavoury fellows, who often skulk about the shadows, 
  waiting for an opportunity to offer their services.
  the MeRchants QuaRteR
  At one end of the Merchants Way, through the open 
  doors of the Traders Gate, lies the fastest growing 
  neighbourhood of the city, where deals are struck 
  and fortunes are made every moment of the day, and 
  sometimes even late into the night. The Merchants 
  Quarter is perpetually filled with all manner of folk: 
  farmers trading their goods, merchants from across 
  dalE
  
  40
  ErEbor
  Wilderland come to peddle their wares or acquire the 
  same to sell elsewhere, buyers of every stripe looking to 
  obtain the merchandise of the North’s busiest market or 
  Dwarven forge work direct from Erebor, and travellers 
  who have come to look upon the realm of the Dragon-
  slayer.
  The Merchants Quarter contains several large warehouses 
  for the many goods intended to be sold down the river in 
  Lake-town, as well as a few buildings used to store raw 
  materials coming into the city or ultimately intended for 
  Erebor. There are also a fair number of drinking halls and 
  taverns for the many passing travellers here, including 
  one of the first new inns built in Dale, the Drunkenstone 
  (see Tales from Wilderland, page 109). 
  Strangers to Dale wishing to find the marketplace 
  are directed to take the “River Road”, which is a street 
  leading in a gentle curve to the Market Square in the 
  northern portion of the quarter. The proper name of the 
  street is actually the Blue Way, but since it weaves over 
  and beside several waterways, along with the colour of 
  its stones, the local nickname has stuck.
  The south-eastern portion of the Merchants Quarter is 
  given over to the Farmers-market, a section of streets 
  filled with goods and livestock from the many farms to 
  the south and west of Dale. Within the Farmers-market 
  is the Hunter’s Row, a series of stalls where fowl and 
  game animals are to be had, along with butchers able to 
  prepare meats as requested, to satisfy both their Barding 
  and Dwarf customers. 
  Merchants of Dale
  The merchants of Dale generally fall into one of three 
  categories: independent entrepreneurs looking to ply 
  their wares and build their own personal fortunes; 
  members of the older, established Guild of Merchants 
  The Bell Towers of Dale
  Dale was famed for its merry bells, an old tradition that has been revived during the reconstruction of the city, 
  mainly thanks to a courtly rivalry that started right after the death of Smaug. A group of leading families 
  from Lake-town were among the first to pledge allegiance to King Bard, promising him that they would "raise 
  the stones of Dale to the sky" if they were allowed to become advisors to the crown. When they were granted the 
  privilege, they all started building towers, competing amongst themselves to see who could build the tallest one.
  Today, Dale counts over a hundred bell towers, of various shapes and sizes, from slender, leaning ones to lofty 
  constructions that stand higher than the Royal Palace. The bells within the towers bring the competition between 
  the noble families that paid for them to another level; for they are not all of the same size nor are they made of 
  the same materials, and each has its own peal. The silvery bells that mark dawn, noon and twilight sound very 
  different to the sonorous iron knells that ring out fire warnings. 
  But as far as bells are concerned, the most famed of all is the King’s Bell, given as a personal gift from King Dáin 
  to King Bard and used mainly to call the advisors to counsel the King. It is better known to the general populace 
  as "the Trotter", as when it sounds, all the noblemen of the city spur their horses to a brisk trot and hurry to the 
  palace. Made of solid gold, the King’s Bell is said to have been forged from a thousand coins taken from the hoard 
  of Smaug. 
  Bardings and others that have spent a lot of time in Dale soon learn to discern certain events occurring from 
  the ringing of the bells. A successful Awareness test can determine the the time, trouble, fires or upcoming 
  pronouncements from the King.
  
  41
  based out of Lake-town looking to expand their businesses; 
  or representatives for others, such as shop keeps who sell 
  goods for Dwarven smiths that prefer their work at the 
  forge to haggling on the street. Unlike the more reserved 
  merchants of Esgaroth, merchants in Dale tend to be more 
  outgoing to keep up with the pace of the city.
  Attribute Level:  
  4
  Specialities:  
   
  Trading
  Distinctive Features:  Energetic, Forthright
  Relevant Skills:  
  Insight ♦♦, Persuade ♦♦♦
  Market Square
  In many ways the heart of the city, the Market Square sits 
  on the northern edge of the Merchants Quarter, nearly 
  at the exact centre of Dale. When folks from afar speak 
  of the “great market of Dale”they are usually referring 
  to the Market Square. Paved with stones of every colour 
  from the other streets of Dale, set in patterns to identify 
  the rightful position of every seller in town, the Market 
  Square would be a vast open area, if not for the massive 
  profusion of stalls, pedlar’s carts, brightly coloured 
  tents and wagons that regularly cover it. With new 
  traders coming and going daily, the goods available at 
  the market change constantly. Merchants, travellers, 
  and locals come here in the hope of finding a fair trade, 
  gaining a few coins and, sometimes, to see something 
  they never imagined even existed in the world. 
  The goods on offer in the Market Square can seem near 
  endless. There are local goods from the nearby farms and 
  the Northern Dalelands, including seasonal fruit, fresh 
  fish, game meats, fowl and robust wooden furniture. 
  Traders from Esgaroth bring exotic woven cloths, 
  outlandish pieces of jewellery from distant lands to the 
  South, as well as stunningly crafted musical instruments 
  from the Woodland Realm and hunting bows or tooled 
  leathers and durable woodcraft from west of Mirkwood. 
  Here the fabled wines of Dorwinion can sometimes be 
  purchased, a drink so potent and sweet that it can render 
  even the hardiest of Dwarves into a stupor. 
  Occasionally, merchants arrive from even farther afield, 
  travellers from the East bringing strange tales, exotic 
  goods and wondrous spices, alongside road-weary 
  Dwarves dressed in fine wools from the West, bringing 
  pipe-weed and small kegs of fine beer from the Shire. 
  Some stalls offer other goods of far stranger providence: 
  talismans and charms, books of lore, potions and cure-
  alls, powders and scrolls. All are claimed to have great 
  virtues, though very few indeed are guaranteed to work 
  in every case.
  Many folks come merely to sample the unusual culinary 
  fare the market has to offer: candied apples and sugary 
  figs, meat spiked on sticks, ales, Dwarven spirits potent 
  enough to render an unwary man blind, mead from 
  Thranduil’s halls, spiced fish, cups of hardy stew, soft 
  bread and warm cider.
  Folks that come to the market seeking the work of the 
  Dwarves of Erebor are soon directed to the northern end 
  of Market Square, where a sturdy bridge passes over a 
  narrow watercourse to a row of small shops. The stores 
  here all have simple fronts, a few of the smallest have 
  only a simple sign bearing nothing more than a single 
  Craftsman’s Rune, the signature mark of the smith 
  whose work the shop conducts exclusively. A number of 
  warriors, both Dwarves and Bardings, patrol this strip 
  of shops, for this is where the majority of the handicraft 
  of Durin’s folk is sold in Dale. Here is where sparkling 
  jewels set upon slender chains, golden goblets inlaid 
  with emeralds and silver bracelets ornamented with 
  rubies can be found. 
  Beautiful treasures are not the only things offered for sale 
  here. Swords and axes, well-made shields bound with 
  thick iron and the finest mail that coin can secure; all 
  can be bought here for a fair, but firm, price. Particularly 
  well-off visitors can arrange here to commission specific 
  pieces of work from the Dwarves. Depending on what a 
  buyer is seeking, arrangements may be made to hire one 
  of the smiths of Anvil Way (see page 44) or they may even 
  be sent on to the Lonely Mountain itself if their order is 
  particularly large.
  The Market Square is generally open every day of the 
  week, from an hour past dawn till dusk. During the 
  longer days of spring and summer the Market Square 
  remains open until very late in the evening, to profit 
  from the longer hours of twilight in the North. In winter, 
  great lamps of brass and crystal are hung from poles 
  about the marketplace to throw back the night on feast 
  days, and a festival air reigns. 
  dalE
  
  42
  ErEbor
  There are many special events throughout the year, but 
  for two days of the first week of every month, the Market 
  Square is given over to a very special event indeed…
  The Toy-market of Dale
  On the first Monday and Thursday of each month the 
  Market Square is transformed, with many of the stalls 
  given over to a whole new selection of market goods: 
  the Toy-market. Once called the “Wonder of the North” 
  – a title the folk of Dale and Erebor both seem intent on 
  reclaiming, the Toy-market changes the Market Square 
  into a wondrous playground that attracts merchants 
  from across Wilderland and far beyond. Famed Dwarf 
  artisans, many of whom seldom visit the marketplace 
  in person, are on hand bearing their finest creations to 
  compete with their fellow craftsmen and see the joy their 
  work brings to children in person.
  The toys for sale at the market change regularly with new 
  creations appearing each month, while old favourites 
  come and go. What is constant is that they are all made of 
  intricately carved wood and metal, painstakingly crafted 
  over weeks, months and, in some cases, even years. The 
  greatest (and most expensive) are so cunningly wrought 
  as to give the semblance of being magical: toy soldiers 
  in the raiment of one of the Five Armies that will march 
  upon command, barking mechanical dogs, tiny brass 
  trumpets that emit strange calls when sounded and 
  metal birds that sing sweet melodies, are just samples of 
  the toys available. 
  All the children of Dale, even the poorest, own at least 
  one of the fabled toys that bear the mark of the city. 
  There is a toy here to capture the heart of any child and 
  a great many adults as well.
  During the Toy-market, on the eastern border of the 
  Market Square not coincidentally set against a canal, 
  can be found the stalls of the fire-workers; craftsmen 
  who specialise in the dangerous art of making fireworks, 
  a relatively recent profession encouraged by Gandalf the 
  Grey. The fireworks sold here range from small whizz-
  bangs to teeth-rattling thunder-claps with plenty of fire-
  flowers and burning fountains as well. Particularly large 
  The Lightly Fingered
  As always happens where coins flow in abundance, pickpockets and cutpurses ply the stalls and the less-guarded 
  shops of the Market Square on busy days. Skilled pilferers posing as beggars and paupers blend into the crowds as 
  they deftly cut purse strings and pluck easily accessible pockets. 
  If one or more companions spends an extended amount of time at the Market Square or any of Dale’s other 
  markets, whether just shopping, perhaps keeping a watch over someone they suspect, or acting as guards for a 
  merchant, the Loremaster should roll a Feat die. If an C is rolled, the companion has become the chosen target 
  of a thief. The targeted character must make an Awareness test (TN 16). 
  On an ordinary success, the character spots the would-be thief watching them, but the hero’s scrutiny causes the 
  pickpocket to disappear into the crowd. On either a great or extraordinary success the player-hero knows they are 
  being watched, but the thief remains unaware of their vigilance – allowing them to scare off the miscreant or 
  catch the thief in the act if they so choose. 
  If the Awareness test is failed the character has been robbed and loses something of value (not quantifiable in terms 
  of Treasure, unless the hero was carrying something of unusual worth). If the test is failed with an C than the 
  thief has stolen something far more valuable: something sentimental to the character, a family ring, a small 
  Precious Object, or similar. If the loss means something to the character, then they will have to set out to recover 
  it, most likely by first seeking amidst the shadows of the Old Quarter… (see page 47).
  
  43
  or intricate fireworks may require a trip to Snapfire Alley 
  on Red Row (see page 48) though the fire-workers here 
  will be happy to point an interested party in the right 
  direction. 
  The Missing Scale
  On the southern side of the Market Square sits an 
  impressively large oak and stone inn. The shingle out 
  front features a golden-red pattern of Dragon-scales, 
  with one at the centre conspicuously black. The Scale is 
  one of the busiest inns in the city and while the handbills 
  proclaim it has “rooms fit for a King” it is the peerless 
  wine (and, perhaps, location) that gives the place its 
  success. The inn’s enormous common room can seat 
  almost fifty patrons at its plentiful tables or along the 
  polished bar that runs the length of the west wall, yet it is 
  the baleful image of a Dragon that dominates the space. 
  Crafted from wrought iron and lit from behind with 
  candles, the glowing image runs along the wall opposite 
  the bar. The Innkeeper Drucbord is especially proud of 
  its design, made by his brother in Lake-town. 
  The flickering light of the Missing Scale has lit many a 
  meeting, for it is frequented by all sorts of travellers to 
  Dale, and the latest news from afar is often heard here 
  even sooner than in the Royal Palace.
  Ravensgate distRict
  The Ravensgate District is where the majority of well-to-
  do and newly wealthy Bardings live in Dale. Many of the 
  largest houses here were granted as gifts to the followers 
  of the Dragon-slayer after the great victory at the Battle of 
  Five Armies. Others belong to those made rich by trade 
  or artistry. The district is constructed the closest to the 
  Lonely Mountain, deep within the encircling mountain 
  spurs, and it remains somewhat shadowed for a large 
  portion of the day. 
  Watchmen carrying Dwarven lamps of iron and crystal 
  beat the streets from early in the evening to late at night, 
  and are quick to ask any fellow caught wandering the 
  area after dark to move along.
  White Lane
  The longest street in the Ravensgate District starts near 
  the city gate and winds its way around the eastern edge 
  of the neighbourhood. Paved with white cobblestones 
  and lined with tall, narrow houses, White Lane is 
  where the craftsmen of Dale have their workshops 
  and residences. Smiths of all types, fletchers, jewellery 
  makers, glassblowers, leather workers, coopers and 
  even a confectioner ply their trades here. Most renowned 
  are the woodwrights, justly famed for their dependable 
  furniture and their intricately engraved great bows.
  Goods are seldom for sale on White Lane, as most of 
  the craftsmen either keep a stall at the Market Square 
  or arrange for others to sell their goods elsewhere. 
  A few of the artisans here are always interested in 
  unusual materials that may help them create something 
  sensational, in part because they wish to showcase their 
  work against the more famed creations of the Dwarves. 
  A company seeking employment may be hired by one 
  of the craftsmen here to escort them into the heart of 
  Mirkwood to bring back a specific type of wood or 
  for some other equally dangerous task in pursuit of 
  advancing the art of their chosen trade.
  dalE
  
  44
  ErEbor
  Anvil Way
  Starting along the southern border of the Ravensgate 
  District, north of the Royal Palace, and ending just east of 
  the northern edge of the Market Square, runs a street like 
  no other in Dale. Instead of paved with coloured stones, 
  as are all of Dale’s other streets, it is set with smooth 
  plates of granite, expertly laid to be almost seamless, 
  and named for the many smiths who live along it. 
  The ringing sound of hammer against anvil, the chipping 
  of stone, the smell of burning coal, all carry to nearby 
  shops at all hours of the day and occasionally late 
  into the night. For Anvil Way is the street where many 
  of the Dwarves who have chosen not to live in Erebor 
  make their homes and have their workshops. Clustered 
  together in squat stone houses, these stout craftsmen 
  forge iron and steel, shape stone, carve precious jewels 
  and make wondrous toys. 
  A great many of the smithies here have their forges set 
  in open areas, so that all who come down the lane can 
  see the Dwarves hard at work with hammer and tongs. 
  The hiss of freshly forged iron plunged into buckets of 
  water combines with the ringing of metal on metal and 
  the tinkling of small tools at work to create a music akin 
  to that which fills the halls of Erebor.
  While only a relative handful of Dwarves have chosen to 
  live and work under the sky, they are all highly valued 
  members of the community and treated as honoured 
  guests in Dale. Their wares sell at a high premium, 
  which the richest citizens of Dale and many a travelling 
  merchant gladly pay, for the craftsmen of Anvil Way are 
  as skilled as any artisan in the Lonely Mountain and, 
  by all accounts, more approachable too. Even so, it is 
  difficult to get an appointment with the smiths here. 
  The majority of their work is sold in small shops along 
  the northern edge of the Market Square. Arrangements 
  to consult with a smith generally need to be made in 
  advance, through one of their agents there, mainly to 
  stave off the otherwise continuous waves of Barding 
  nobles and merchants who wish to apprentice their 
  children with a Dwarven smith. 
  Anvil Way Smith
  The craftsmen of Anvil Way are widely reputed to be 
  quite sociable for Dwarves, a notion that few folk who 
  have met them entirely believe. In fact, they are far less 
  taciturn than many of their folk. Indeed, in Dwarven 
  circles, they are famed for their odd ways and strange 
  ideas. Some of the craftsmen along Anvil Way are said 
  to actually prefer to work under the open sky! The very 
  idea… Still, none doubt their skill or the quality of their 
  work. Their light-hearted nature is well reflected in the 
  many toy-makers who have built their workshops along 
  Anvil Way.
  Attribute Level:  
  5
  Specialities:  
   
  Smith-craft
  Distinctive Features:  Clever, Gruff
  Relevant Skills:  
  Craft ♦♦♦♦
  Royal palace
  Upon a low height near the centre of the city rises the 
  royal residence of King Bard. A magnificent stone palace, 
  the Royal Palace was built by Dwarven masons under the 
  direction of the King under the Mountain. The building 
  is a majestic, if somewhat daunting, sight, for it was 
  constructed of dark polished stone quarried from the 
  Lonely Mountain and it was built strong. The exterior is 
  lined with a series of marble pillars, holding up a mighty 
  vaulted roof. Before the massive, eastward facing front 
  gates lies a magnificent fountain, which throws great 
  arcs of water high into the air, where they crash above 
  a sculpture of the Dragon, clearly representing the Fall 
  of Smaug.
  Two great openings border the eastern front gate, carved 
  in such a way as to catch the first rays of the sun as they 
  cascade over the south-eastern spur of the Mountain. 
  The upper sides of the hall are lined with small windows 
  of frosted glass, set deep in to the stone, and fitted with 
  clever shutters that can easily be opened or closed at 
  the King’s whim. The palace’s interior resembles that 
  of a Dwarven underground hall, a massive open space 
  bordered with elegant stonework and high columns, lit 
  by great glass lamps that hang from the distant ceiling, 
  like so many small stars. Unlike in some of the more 
  enclosed spaces within Erebor, though, cool breezes pass 
  through the hall regularly.
  King Bard’s throne sits at the end of the open main 
  hall, upon a raised dais. The carven wood throne is 
  engraved with the full tale of the Black Arrow and was 
  
  45
  a gift from the Elvenking. The Dragon-slayer regularly 
  holds court here, receiving dignitaries or dispensing 
  justice as needed. Various Barding nobles and assorted 
  functionaries come and go with great regularity, making 
  the throne room a lively place. 
  On warm summer days, King Bard finds it agreeable to 
  hold court in the open air. Just to the south of the palace 
  lies a great courtyard, lined with seats of wood and stone, 
  surrounded by lush greenery. Minstrels, poets, jesters 
  and actors all perform here at times for the amusement 
  of the King and his court. 
  Barding Nobles
  Many of the young nobles of Dale are young men and 
  women who stood with Bard at the Battle of Five Armies 
  and followed him north when he announced that he 
  would reclaim Dale. They form the majority of the King’s 
  counsellors, assisting in the running of the court and 
  city, or representing Dale as the King’s envoys abroad. 
  While a few of them do come from the older noble lines 
  directly descended from the aristocracy of Dale of old, 
  few are used to the ‘politics’ that often play out in court 
  manoeuvrings. They are, in the main, warriors more 
  accustomed to action first and reasoned talk after.
  Attribute Level:  
  6
  Specialities:  
   
  Dale-lore
  Distinctive Features:  Bold, Proud
  Relevant Skills:  
  Inspire ♦♦♦, Persuade ♦, 
   
   
   
  Long Sword ♦♦♦
  Endurance:  
   
  20
  Barding Courtiers
  A few of the most powerful noble lords come from 
  families who were well-off merchants in Lake-town, 
  many of which descended from the old nobility of Dale. 
  Far more inclined to eloquence and reasoned debate 
  than their younger compatriots, they represent a power 
  bloc within Dale that the King cannot ignore, for they 
  have influence over trade and many merchants. Some 
  are extremely loyal to Bard, grateful for his courage and 
  the opportunities he has afforded them. Others, though, 
  regard the King as merely an upstart warrior who made 
  a “lucky shot” and look to undermine him when they 
  can. Determining which is which can be very difficult 
  indeed…
  Attribute Level: 4
  Specialities: Dale-lore
  Distinctive Features: Cunning, Lordly
  Relevant Skills: Courtesy ♦♦♦, Inspire ♦♦, Persuade ♦♦♦
  Royal baRRacks
  A solid gated keep just to the south of the Royal Palace, 
  the Royal Barracks is home to the black-liveried Royal 
  Archers, the elite bodyguards of the King, and a training 
  ground for all the forces of Dale. The greatest fighters 
  among King Bard’s followers regularly train the city’s 
  youth here, hoping to instil some of their skills into the 
  next generations. The commander of the Royal Barracks, 
  Elstan, the First Captain of Dale (see page 50), will 
  occasionally ask noteworthy adventurers to share some 
  of their hard-won knowledge here, as will the King. 
  Correspondingly, enough fighters of such great skill 
  have taught here that even accomplished warriors have 
  begun to occasionally visit in order to learn a few new 
  tricks.
  In addition to various training rooms, the barracks’ 
  walls encompass a long field where a handful of archers 
  can always be found practising their skills. Many of 
  the Royal Archers pride themselves on their crafting 
  skills with their weapons and the sight of one or more 
  black-liveried warriors fletching their own arrows is a 
  common one here.
  Royal Archers of Dale
  The Royal Company of Archers consists of fifty members, 
  hand-picked from among the greatest warriors and 
  hunters in the North, to serve as the personal bodyguard 
  of King Bard, as well as reinforcing the City Guard as 
  needed. No distinctions of rank or lineage are made in 
  their selection: skill alone counts for all. Every warrior 
  in the city dreams of joining the august ranks of the 
  “Black Company”, as they are often called, due to their 
  distinctive head-to-toe black livery. The Royal Archers 
  have a (mostly) friendly rivalry with the Bowman’s Guild 
  of Esgaroth and seek to best them at every opportunity.
  Attribute Level:  
  6
  Specialities:  
   
  Woodwright
  Distinctive Features:  Energetic, Keen-eyed
  Relevant Skills:  
  Awareness ♦♦♦, Great Bow ♦♦♦♦
  Endurance:  
   
  20
  dalE
  
  46
  ErEbor
  Residential QuaRteR
  Most of the common citizens of Dale live in the western 
  Residential Quarter. During the first five years since 
  the founding of the city, the neighbourhood saw simple 
  houses with tall and thick stone walls sprout rapidly like 
  mushrooms, one next to the other, leaving only narrow 
  lanes to separate them. As the city’s wall stretches out 
  to the west, there are still large portions of the quarter 
  without buildings, and masons and workers are a 
  common sight, as are the sounds of construction and the 
  chipping of stone.
  The Commons 
  King Bard actively encourages the Free Folk who come 
  to Dale seeking new lives to claim farms of their own by 
  offering them land in the Upper Marches. Some, though, 
  have no interest in farming and seek instead to become 
  occupants of the city. 
  Unwilling to turn anyone away, but acknowledging that 
  it can take time to find one’s place or be able to secure 
  accommodations, the King allows new citizens to pitch 
  their tents in the southerly portion of the Residential 
  Quarter, which has swiftly become known as “The 
  Commons”. Immigrants to Dale of less means are 
  thus given the time and opportunity to partake in the 
  prosperity of the city in order to gather enough funds to 
  eventually move into a house, take up the King’s offer of 
  land or to decide to move on.
  The Commons is an ever-shifting maze of tents and 
  temporary constructions, which the City Guard patrols 
  frequently. All sorts of folk come and go here regularly 
  and not all of them are necessarily friends to Dale…
  The Nest 
  In the south-east of the Residential Quarter, near the 
  Market Square, sits the heavily reinforced keep of the 
  City Guard of Dale. It is universally known as “the Nest” 
  due to the heraldry that all the City Guard bear: the Sign 
  of the Thrush. Here the City Guard regularly train, and 
  from here set out to patrol the city. While there are smaller 
  guard posts throughout Dale, none have anywhere near 
  the size, nor the activity levels, of the Nest.
  Dale’s City Guard
  Dale’s City Guard are actively trained to keep an eye 
  out for trouble and to try to diffuse situations with 
  words before resorting to violence. The few outsiders to 
  Dale who mistake this reticence to come to blows as a 
  weakness swiftly learn that many of the older guards 
  and most of their commanders are veterans of the Battle 
  of Five Armies. They typically patrol the city in squads 
  of two to four, depending on the time of year and the 
  size of the crowds. While they make their presence felt in 
  a few places, especially at the docks and the city gates, 
  they generally do their best to remain in the background 
  until needed elsewhere. They are, however, swift to step 
  in to break up violent arguments and stop any fights that 
  might threaten commerce in the city. If hard pressed, 
  they can easily call upon assistance from their fellows or 
  even nearby Royal Archers with silver whistles that they 
  wear about their necks. 
  City Guard
  Attribute Level:  
  4
  Specialities: -
  Distinctive Features:  Cautious, Wary
  Relevant Skills:  
  Awareness ♦♦, Search ♦♦, 
   
   
   
  Sword ♦♦
  Endurance:  
   
  17
  Guard Commander
  Attribute Level:  
  6
  Specialities: -
  Distinctive Features:  Hardened, Wary
  Relevant Skills:  
  Awareness ♦♦, Search ♦♦, 
   
   
   
  Sword ♦♦♦
  Endurance:  
   
  20
  the WateR house
  Consciously built in imitation of Esgaroth’s Hospital, 
  King Bard was readily convinced by the Master of Lake-
  town and King Dáin’s counsels that a city as big as Dale 
  would have need of a house of healing. The Water House 
  was built alongside a flowing canal, with several small 
  waterfalls, the gentle sounds of which are thought to aid 
  in the healing of fevered minds. The healers and midwives 
  of the Water House care for those who need it, tending 
  to the old and sick, as well as the poor. Patients of more 
  
  47
  means are asked to contribute to the house’s coffers. The 
  healers at the Water House have many herbalists in their 
  ranks.
  Water House Healers
  Attribute Level:  
  4
  Specialities:  
   
  Leechcraft or Herb-lore
  Distinctive Features:  Merciful, Patient
  Relevant Skills:  
  Healing ♦♦♦, Lore ♦♦
  old QuaRteR
  The eastern part of the city is referred to as the Old 
  Quarter for, long ago, it was the heart of Dale before the 
  coming of Smaug. The vast tracts of stone houses and 
  shops that once made up Dale were reduced to piles of 
  shattered masonry and melted rock by the Dragon. When 
  King Bard and his followers first journeyed to Dale, they 
  found carven stones of great beauty in the Old Quarter, 
  wondrous enough even after two centuries of neglect 
  that the stonemasons of Erebor were impressed, but all 
  were crumbling and overgrown with vines and lichen.
  The broken stones of the Old Quarter proved to be useful 
  in the re-building of Dale. Many old foundations were 
  soon put to new uses by the clever masons of the Lonely 
  Mountain. The once-famed fountains of old would never 
  run again, but new ones were built even grander than 
  before. The cunning aqueducts that fed the fountains 
  were repaired and vast improvements were made, to 
  route new channels throughout the city.
  The buildings of the Old Quarter are, in the main, a 
  mixture of old stonework beautifully blended with 
  new. The neighbourhood still has a somewhat dubious 
  reputation, but many folk live and work here untroubled 
  by the district’s past.
  Brokenstone
  While many folk discredit it, there are some that believe 
  parts of the Old Quarter are haunted by the restless 
  spirits of those slain by Smaug. When the howling winter 
  winds sweep through the city, they say an “unnatural 
  chill” lingers in the Old Quarter and fell cries can be 
  heard on the wind. Many others hold that if there is any 
  curse lingering in the Old Quarter, it was brought there 
  by some of its newer inhabitants.
  When King Bard first set about rebuilding Dale, a few 
  of the bullies and snivelling servants of the old Master 
  of Lake-town, hoping to find quick coin or easy prey 
  among the vulnerable, joined in the early efforts. When 
  their machinations fell flat, many faced exile or shame, 
  but few were willing to brave the dangers of Wilderland 
  and most knew they would receive no welcome back in 
  dalE
  
  48
  ErEbor
  Esgaroth. Helped by the surging new population, they 
  did their best to melt into the shadows, which was easiest 
  in the supposedly haunted remnants of the Old Quarter.
  Hard hearts and dark shadows can bear ill fruit. Even 
  as the markets of Dale have once again become famous 
  throughout Wilderland, so the black market of the Old 
  Quarter, known as the Brokenstone, has achieved a 
  dubious fame of its own. Strange and terrible things can 
  be bought or learned in the dusk of the Brokenstone, 
  which isn’t a specific place, so much as a series of older 
  cracked courtyards and darkened taverns of ill repute 
  clustered in the south of the Old Quarter. Many folk 
  believe that the denizens of the Brokenstone have one or 
  more tunnels for smuggling goods directly to and from 
  the river, under the wall, though the City Guard haven’t 
  been able to locate one.
  The folk of the Brokenstone are, in the main, either 
  paupers or criminals. On dark nights, some are said to 
  slip into the other neighbourhoods of the city to offer 
  their dubious wares, or to seek out easy prey. Those that 
  know of the Brokenstone suggest there may be some 
  truth to the rumour that it is haunted, or submit that the 
  area may indeed have been cursed by the Dragon; others 
  firmly declare that the denizens of the Brokenstone are 
  tormented far more by their own greed than any fictitious 
  spirits of the dead.
  Snapfire Alley
  One of the major thoroughfares of the Old Quarter is the 
  brick paved street called Red Row. It starts just north of 
  the Farmers-market at the edge of the Merchants Quarter 
  and runs in a grand curve along the western side of 
  the Old Quarter, passing by the Market Square before 
  meandering north-easterly. Many building materials 
  and workers regularly pass along the Red Row, but it is 
  an off-shoot of the Row that has really made it famous: 
  Snapfire Alley. In a large blind alley filled with brightly 
  painted workshops, the greater bulk of the famed 
  fireworks of Dale are tested and produced. The fire-
  workers of Dale engage in their delightful, if dangerous, 
  trade here, regularly experimenting with new powders 
  and mixtures in a specially built stone hall that lacks any 
  flammable materials. Bright flares of light and muffled 
  booms are regular occurrences around Snapfire Alley. 
  The alley is partially encircled by a large ornamental 
  pool as another layer of “defence” should any accidents 
  occur. The art of firework production is a relatively 
  new one and very much a mysterious practice; the fire-
  workers are very careful that only the “right sort” should 
  learn any of their secrets. Free Folk who only wish to 
  entertain and delight others are the types they look for 
  when taking on new apprentices.
  notable chaRacteRs
  Bard the Dragon-slayer, King of Dale
  "Bard is not lost!" he cried. He dived from Esgaroth, 
  when the enemy was slain. "I am Bard, of the line of 
  Girion; I am the slayer of the dragon!"
  Long before he wore a crown, Bard was known to his 
  people as a grim but worthy man; stern but forthright 
  in word and deed. Neither the crown nor long years on 
  
  49
  the throne will change those aspects of his character. He 
  is widely regarded as a good king, not easily swayed by 
  idle politics and ever mindful of the welfare of his people. 
  King Bard is ambitious and clear in his desire to expand 
  the Kingdom of Dale. Being a king does not come readily 
  to the Dragon-slayer, though. He is not particularly fond 
  of the trappings of nobility and accepts many of the 
  more tedious duties of being a monarch with the same 
  stoicism with which he would face an enemy in battle. 
  Improving the lot of his kingdom is often in the forefront 
  of his thoughts. He is smart enough to realise that he is 
  not among the very Wise, but shrewd enough to know a 
  forked tongue when he hears it.
  Attribute Level:  
  6
  Specialities:  
   
  Dale-lore, Woodwright
  Distinctive Features:  Keen-eyed, Grim
  Relevant Skills:  
  Insight ♦♦♦, Hunting ♦♦♦, 
   
   
   
  Great Bow ♦♦♦♦♦
  Endurance:  
   
  26
  Encountering Bard
  Hard-voiced and frequently of sombre mood, Bard is 
  a proud, practical man, shaped by his former life as a 
  captain. He is widely famed for being true to his word, 
  no matter the personal cost. The Bowman reads hearts 
  well, and is quick to see the worth of an individual. King 
  Bard can most frequently be found in the Royal Palace, 
  though he occasionally wanders the Market Square, 
  with bodyguard in tow. When the crown grows heavy, 
  he leaves the city to hunt on horseback in the lands to 
  the west. 
  Bard is a tall, imposing man, hale even as the years add 
  increasing amounts of silver to his once black hair, with 
  a sharp glance and a taciturn manner. Only his queen 
  has the knack of getting him to smile regularly.
  King Bard as a Patron
  The Bowman concerns himself far more with action than 
  words. Those who accept his patronage are not likely 
  to find themselves at court much. Many of the tasks 
  that Bard will ask of his followers involve furthering 
  his ambitions by advancing the interests of Dale or 
  occasionally by assisting his allies. This will likely see 
  a company sent into the wild to investigate monstrous 
  threats or lending their weapons to defend a far-flung 
  settlement from raiders.
  Bard can be made a patron of the company if they 
  have directly aided him during an Adventuring phase. 
  Characters who have Bard as their patron may choose 
  the Fellowship phase undertakings Offer Counsel at the 
  King’s Court or Join the King’s Hunt regardless of normal 
  requirements (see page 51).
  Queen Una the Fair
  Una the Fair, merchant princess of Dorwinion, captured 
  the heart of King Bard, the folk of Dale and even the 
  neighbouring kingdoms of Erebor and the Woodland 
  Realm in 2948. Una is a spirited woman, whose energy and 
  The Years’ Dark Passage
  If a Loremaster chooses to follow the Tale of Years threaded through The Darkening of Mirkwood campaign, 
  King Bard will meet Una of Dorwinion in 2948. They marry early the following year and, by winter, the Queen 
  gives birth to their first (and only) child, Prince Bain. 
  If the company doesn’t prevent it, Queen Una will die tragically in 2956. After the Queen’s death, the already 
  grim Bard will turn inward for many years and his rule will falter for a time. Scheming nobles and cunning 
  plots will put much that the Dragon-slayer has accomplished at risk. The courage of the player-heroes will be 
  instrumental in helping King Bard, Prince Bain and Dale through these troubled years.
  dalE
  
  50
  ErEbor
  enthusiasm makes for a stark contrast with her husband. 
  Her outgoing demeanour, gentle wisdom and sharp 
  business instincts complement her grim, socially reticent 
  king, earning her the nickname, “the Dorwinion Gift”. 
  Queen Una works ceaselessly to smooth diplomatic 
  relations at court and is far more eager to meet with trade 
  delegations, negotiate with envoys and sooth the ruffled 
  egos of nobles than King Bard ever will be. Characters who 
  have consistently shown themselves to act in the interest 
  of Dale will catch her eye, and her recommendations do 
  much to sway the King. 
  A trusted company that has Bard as a patron will 
  occasionally be called upon to help the Queen, “with some 
  trifling matter”; which is likely to be far more dangerous 
  and clandestine than anything the Bowman would ask 
  for. Una is one of the great beauties of the Age; dusky 
  skinned, dark eyed, swift to smile and quick to laugh. Her 
  easy going manner swiftly disarms others, but the Queen 
  is every inch a merchant’s daughter and her instincts are 
  very shrewd.
  Attribute Level:  
  5
  Specialities: 
   
  Minstrelsy, Storytelling
  Distinctive Features:  Clever, Fair
  Relevant Skills:  
  Awe ♦♦♦, Courtesy ♦♦♦♦, 
   
   
   
  Insight ♦♦♦♦
  Elstan, First Captain of Dale
  Among the first to swear loyalty to King Bard, Elstan is a 
  widely famed, and beloved, warrior. Ever at the forefront 
  of battles and swift to offer aid to beset farmers, Elstan 
  spends almost as much time in the Upper Marches as he 
  does in Dale. Elstan commands the Royal Barracks and 
  sets the example that many of the Royal Archers strive to 
  emulate. Ironically, he’s only a passing archer, but he is 
  a master swordsman.
  Elstan always keeps an eye out for those he deems to 
  be both “trouble” and “useful sorts”. He’ll wryly note 
  when asked that they are often one and the same. He 
  occasionally directs companies that he trusts towards, 
  “rumours and such that need looking into”. 
  The First Captain of Dale is a marked contrast to 
  the Dragon-slayer. Where Bard is taciturn, Elstan is 
  garrulous; where Bard is grim, Elstan is frequently 
  cheerful. Elstan is tall, grey eyed and gaunt, resembling 
  nothing so much as an old wolf. He is not a young man 
  any more, but age has not undone him as yet. He wears a 
  bright suit of Dwarven-mail and carries an ancient shield 
  engraved with potent runes called the Aegis of Dale.
  Attribute Level:  
  6
  Specialities:  
   
  Dale-lore, Storytelling
  Distinctive Features:  Merry, True-hearted
  Relevant Skills:  
  Awareness ♦♦♦, Battle ♦♦♦,
   
   
   
  Inspire ♦♦♦♦, Sword ♦♦♦♦
  Endurance:  
   
  20
  Brindal, Enterprising Thief
  Though the people of Dale are widely thought to be true 
  and noble, not all aspire to honourable lives. Brindal is 
  a young woman who lost much when Lake-town burned. 
  Barely fifteen when the fires claimed her family, she 
  followed many of her people to find a new home in Dale. 
  Bitterness crept into her heart as riches finally began to 
  flow into the city, but only a little silver found its way to 
  her.
  Now, Brindal seeks to fill the emptiness left by the 
  loss of her family and all she held dear with hoarded 
  gold. She leads a small band of thieves based out of 
  the Brokenstone who regularly ply the streets of Dale, 
  picking the pockets of idle shoppers and keeping an ear 
  out for useful secrets she can parley to interested parties. 
  She has begun to hold Bardings in contempt, and the 
  darkness of her spirit deepens with every season.
  Brindal is a sinewy young woman in her twenties, with 
  light brown hair, and a hard green gaze that resembles 
  nothing so much as a lizard’s. She speaks in short, terse 
  sentences, and always keeps an eye on the nearest exit.
  Attribute Level:  
  4
  Specialities:  
   
  Burglary, Trading
  Distinctive Features:  Nimble, Secretive
  Relevant Skills:  
  Awareness ♦♦♦, Athletics ♦♦♦,   
   
   
   
  Stealth ♦♦♦♦
  
  51
  things to do While in dale
  The city of Dale grows with each season as trade flourishes 
  and the Northmen who once lived in fear in the time of 
  Smaug flock to its gates. While traffic across Wilderland 
  slows down in the winter as the weather turns chill, the 
  Market Square remains busy all year round. There is 
  always a new treasure to be found amidst the tents and 
  stalls of the city, if one only looks hard enough.
  neW FelloWship phase undeRtakings
  Here follows several new undertakings that can be chosen 
  by companions spending a Fellowship phase in Dale.
  Commission a Smith of Anvil Way
  A hero with gold to spare can contract the services of a 
  master smith of Anvil Way, to customise a weapon or 
  suit of armour. At the cost of 10 Treasure, companions 
  choosing this undertaking and who just earned a Valour 
  level may choose the Quality described below as their 
  new Reward.
  The hero may try to lower the required fee by making a 
  Persuade roll (no special discounts for Dwarves). On a 
  success, the hero finds a smith who will do the work for 8 
  Treasure, a great success secures the work for 6 Treasure, 
  and on an extraordinary success, for a mere 4 Treasure. 
  On a failure, the hero spends the phase searching, but 
  there is no smith to be had at his price. 
  Throughout the Fellowship phase, the smith calls upon 
  the hero to come and test the grip on the sword, watches 
  while they hack a target to pieces or has the hero try on 
  their mail shirt, making adjustments and taking notes 
  as he has the hero leap about his workshop. At the start 
  of the following Adventuring phase, the smith presents 
  the hero with a gleaming piece of Dwarven forge-work 
  specifically modified to fit them.
  Made in Anvil Way (armour or weapon, unique)
  The improved balance, customised grip of a custom-
  forged weapon lets a hero roll again one Success die on 
  each attack.
  A Dwarven custom-forged suit of mail armour allows a 
  hero to roll again one Success die on each Protection test.
  This upgrade may be applied only once, to any one 
  weapon or armour type.
  Join the King’s Hunt
  Before he became known as the Dragon-slayer, King Bard 
  was known simply as the Bowman; from those days he 
  still has a deep love of the hunt. To relax from the stresses 
  of his kingly duties, he occasionally journeys with a 
  company of other skilled hunters into the Dalelands in 
  search of game. It is a high honour to be invited to join 
  the King on one of his excursions.
  A character spending the Fellowship phase in Dale may 
  choose this undertaking to join King Bard on his jaunts. 
  The hero gains a deeper understanding of the wilds 
  surrounding Dale and may roll an additional Feat die on 
  his Travel rolls, keeping the highest, whenever they take 
  the role of Huntsman during a journey that takes them 
  through the Northern Dalelands or the Upper Marches.
  Offer Counsel at the Royal Court
  King Bard is not a man who chooses to rule by his will 
  alone. He regularly seeks the wisdom of worldly folks from 
  both within his borders and beyond. Though this practice 
  is regarded with deep suspicion by some of the more 
  conservative among Dale’s old noble lines, Bard pays them 
  little mind, for he knows the strength of his realm is bound 
  with cooperation between the Free Folk of Wilderland.
  dalE
  
  52
  ErEbor
  A hero spending the Fellowship phase in Dale may choose 
  this undertaking to spend time at the Royal Palace and 
  share their insight with his court. This undertaking may 
  only be selected by Barding characters or heroes with 
  the title of Thegn with a Standing or Wisdom of 3, or any 
  character with a Wisdom of 4 or higher.
  By spending the Fellowship phase sitting in council with 
  the King and his advisors, the hero earns the admiration 
  of the people of Dale. Their Courtesy skill is considered 
  to be favoured for the next year and their Standing in 
  Dale counts as being 1 point higher. 
  Stay at the Missing Scale
  Mere steps away from the flow of the Market Square, 
  all manner of folk find their way to seats at the Missing 
  Scale. It is a tavern where local news from one street 
  over is exchanged for tales from distant lands; where 
  a soiled farmer from the north can rub elbows with a 
  Dwarven miner from the Iron Hills, a wealthy merchant 
  prince from Dorwinion or a Beorning trader from west 
  of Mirkwood. 
  A companion spending a Fellowship phase in Dale may 
  choose this undertaking to gain the benefits of the Folk-
  lore speciality during the next Adventuring phase. If a 
  character already has the Folk-lore speciality, then they 
  may gain two benefits out of a single trait invocation 
  (e.g. they could automatically succeed at a roll and gain 
  an Advancement point.)
  Take Apprenticeship with a Dwarven Smith
  "Fathers would beg us to take their sons as apprentices, 
  and pay us handsomely…"
  The Dwarven smiths of Anvil Way are not idle in the 
  winter months. They warm their hearts along with 
  their hands at the forge, dedicated to crafting new and 
  wondrous treasures. Many Bardings seek apprenticeship 
  with these master smiths, hoping to learn but a fragment 
  of their skill. Such an education does not come cheaply.
  A character with a Craft skill of at least 2 (for the 
  Dwarves will not suffer a completely inept student) who 
  spends the Fellowship phase in Dale or Erebor may seek 
  an apprenticeship with a Dwarven smith. The would-be 
  apprentice must then make a Courtesy test against TN 
  16 to convince a Dwarven smith to take them on. 
  On any level of success, the character must pay the 
  equivalent of 5 points of Treasure. On a failure, they have 
  to pay 10 points of Treasure. On an C they enrage the 
  smith, who swiftly spreads the word to his fellows of the 
  character’s flaws, and there is no apprenticeship to be 
  had for any price.
  In return for a small fortune and a Fellowship phase spent 
  working ceaselessly at a forge under a gruff taskmaster, 
  the character can apply the lessons they learn to excel 
  at the smith’s arts. From now on, Craft is considered 
  to be a favoured skill for the purposes of improving it 
  with Advancement points only. If Craft was already a 
  favoured skill, the character acquires either the Smith-
  craft or the Stone-craft speciality.
  
  53
  THE LANDS ABOUT
  - THE MOUNTAIN -
  the noRtheRn dalelands
  From the Withered Heath in the north to the southern 
  lands where the River Running meets the Redwater 
  there were once villages and towns loyal to the House 
  of Girion. No land grew more prosperous under his rule 
  than the Northern Dalelands, the fertile land north-west 
  of Dale. Long fields of rich soil gave plenty to those who 
  tended the land, and the only shadow upon the land was 
  that which came with the setting sun.
  When the Dragon made his lair in the Lonely Mountain, 
  however, the Dalelands became known as the Desolation 
  of Smaug. The land became bleak and barren, the soil 
  tainted; only a little grass endured and bush and tree 
  were reduced to broken and blackened stumps. All 
  around the Mountain was silence, as though the birds 
  and insects were afraid to wake the Dragon.
  With the death of Smaug, however, the land has begun to 
  heal. Bird-song fills the skies once more and the land has 
  burst into new life. Green grasses and fields of vibrant 
  flowers surround the Lonely Mountain anew. Songbirds 
  nest in the thickets and game has returned to the rolling 
  fields.
  Bardings, too, have returned to the Dalelands. Newly 
  built farms and villages are springing up everywhere, 
  and golden fields of corn have been sown. This is the 
  heart of the Kingdom of Dale, and it is these lands that 
  King Bard has gifted to his most loyal of retainers.
  WildliFe
  The Northern Dalelands are verdant once again, teeming 
  with life. Rolling hills covered in swaying grasses and 
  beds of heather and poppy are only broken by the 
  occasional copse of trees or cairn of rock. 
  Thrushes, chats and starlings nest throughout the 
  hills, their songs filling the air. Small falcons knife their 
  way through the sky; hobbies, merlins and peregrines. 
  Ravens from the Lonely Mountain occasionally flap 
  over the land, looking out for anything that might be of 
  interest to their Dwarf-friends.
  Game is easily found here and those who are keen with 
  a bow find meat to be a regular meal, whether hare, stag 
  or boar. It is only in the far north, where the land falls 
  under the shadow of the Grey Mountains, that wolves 
  are encountered, gaunt grey killers that come down 
  seeking to prey on lonely travellers or isolated farms.
  inhabitants
  During the reign of Smaug, only a handful of Men 
  dwelt in the Northern Dalelands. But in the past few 
  years, life has returned to the land – and with it the 
  Bardings themselves. Each year they return in ever-
  greater numbers, flourishing under King Bard. The hills 
  are dotted with great tracts of tilled earth and simple 
  farmsteads of fresh timber. Between these steadings 
  are trade posts, inns, watchtowers and the mansions of 
  nobles and courtiers out of Dale. 
  These nobles are descended from older lines, loyal 
  merchants from Esgaroth or newly raised warriors who 
  fought at Bard’s side during the Battle of Five Armies. As 
  a reward for their loyalty they were gifted with parcels 
  of land throughout the Dalelands, where they govern in 
  Bard’s name.
  Long
       
  Lake
  Forest River
  E Esgaroth
  E Dale
  E
  Erebor
  E
  Elven King’s
  Halls
  u
  Withered Heath
  The Waste
  c
  o
  Northern
  Dalelands
  Enchanted Stream
  Woodland Realm
  c
  Running 
  River
  noRtheRn dalelands
  ECastle 
  Orlmond
  EEdric’s Town
  E
  Galford
  E Strandburg
  ThE lands aboUT
  ThE moUnTain
  
  54
  ErEbor
  Whilst grass and crops grow now in the Dalelands, it 
  is too soon for newly planted trees to be harvested for 
  wood. Instead, those villages founded near to the borders 
  of Mirkwood look to the Woodland Realm for timber, 
  and their unwelcome felling is the source of increasing 
  tension between the Elves and Bardings.
  notable chaRacteRs
  Bryni, Lord of Strandburg
  Like many nobles who dwell in the Northern Dalelands, 
  Bryni came here when King Bard first encouraged his 
  people to restore the land. Bryni was young and eager 
  then, not yet twenty when he came to the ruined village 
  of Strandburg. He had little claim to rulership beyond 
  a distant ancestor who had owned a handful of farms 
  here, but Bryni held to the hope of brighter days to come 
  and in the first year of his rule he was a goodly lord who 
  stood shoulder to shoulder with those who had followed 
  him. 
  But when plenty became the law of his land, Bryni grew 
  idle. His village of Strandburg flourishes in the very heart 
  of the Northern Dalelands, far from dust of the Waste or 
  the eaves of Mirkwood. He instead concerns himself with 
  long winter feasts, the finest fashions for his wife, and 
  the latest trophies of the hunt. In short, Lord Bryni has 
  grown arrogant in his manor and deaf to the concerns 
  of his people. With each passing season the fortunes of 
  the people of Strandburg diminish ever so slightly and 
  the troubles of far off lands draw closer. Though Bryni 
  turns a blind eye to these shadows and waves away the 
  concerns of his people with a smile, there may come a 
  time when his mettle is finally tested.
  Even if he does not act like the hero he aspires to be, 
  Bryni certainly resembles one; long flowing dark hair, a 
  proud, lordly gaze and a habit for wearing shining mail 
  and red cloaks even when not dressing for battle.
  Attribute Level:  
  5
  Specialities:  
   
  Story-telling
  Distinctive Features:  Lordly, Reckless
  Relevant Skills:  
  Awe ♦♦♦, Hunting ♦♦♦
  Endurance:  
   
  19
  Garrick of the Black Arrow
  Not all who dwell in the Northern Dalelands wish to live 
  under the rule of King Bard. There is a small company 
  of men who have named themselves for the famed shaft 
  that slew Smaug and would see that no such shadow 
  ever returns to trouble their land: the Black Arrow. Led 
  by Garrick, a former guard of Dale, they regularly patrol 
  the borders of the land looking for signs of the shadow. 
  While their purpose is noble, they are regarded by many 
  to be troublemakers, ruffians and vigilantes. Men of the 
  
  55
  Black Arrow hold themselves to no law and kneel before 
  no lord. Garrick himself has said that no words shall 
  bind his company, save a direct decree by King Bard 
  himself.
  The Men of the Black Arrow stir up trouble throughout 
  the Dalelands. They bully farmers and villagers, harass 
  travellers and traders and demand recompense from 
  nobles for their ‘help’. While the Black Arrow has been 
  responsible for several victories against Goblins and 
  wolves out of the Grey Mountains, and lawless bands 
  of brigands, they are regarded by Bard as menaces and 
  lawbreakers. But they see themselves as heroes and 
  protectors of the common folk, who take action while the 
  nobles sit idly in their manors.
  Garrick himself is a short, furrow-browed man with little 
  time to bandy words with civilised folk. He is eager to 
  whet his weapons with the blood of those who threaten 
  the land. 
  Attribute Level:  
  5
  Specialities:  
   
  Dalelands-lore
  Distinctive Features:  Grim, Fierce
  Relevant Skills:  
  Bow ♦♦♦♦, Search ♦♦♦, Travel ♦♦♦
  Endurance:  
   
  19
  notable places
  Castle Orlmond
  Orlmond is a lord out of Dale, gifted with a parcel of 
  land north of the River Running, and the wealth to make 
  of it what he will. And what he has made is a mighty 
  castle, by the standards of the Men of North, with Dwarf-
  wrought gates and high towers. 
  Unlike the ruined watchtowers that dot the Grey 
  Mountain Narrows, Castle Orlmond is a new fortification, 
  built atop a steep-sided hill with views across the Dalelands 
  on one side, and to the nearby borders of Mirkwood on 
  the other. Some thirty warriors stand guard here, and an 
  increasing number of cottagers and foresters have settled 
  nearby, comforted by the security of the keep. 
  (More about Castle Orlmond – and the disposition of its 
  lord – can be found in The Darkening of Mirkwood, page 
  108.)
  Edric’s Town
  The northernmost village in the Northern Dalelands, 
  Edric’s Town is unusual in that it draws most of its 
  resources by mining along the edge of the Withered 
  Heath. Edric’s Town boasts two mines, apparently rich 
  in gold and gems, as well as a quarry. 
  The people of Edric’s Town, though, pay for their new 
  prosperity with toil and blood. Dwelling beneath the 
  shadow of the grim peaks of the Grey Mountains, far 
  too close to the Withered Heath, the villagers struggle 
  against long, cold winters and fearsome beasts which 
  often stalk down from the north in search of easy prey. 
  Unlike the majority of the other villages of the Northern 
  Dalelands, the houses of Edric’s Town are built from 
  stone. The town is surrounded by a large palisade of 
  high wooden stakes set between squat towers, and there 
  is talk that the Dwarves of Erebor may assist in building 
  a new wall.
  Lady Sara, widow of the late eccentric Lord Edric, rules 
  the village. Though strong and fierce in her own right, 
  she has seen the troubles of her people grow heavier with 
  every season. Thick snows bury the village each winter 
  and they are regularly beset by wolves and even worse 
  creatures. Her people dwindle in number each year, and 
  despite the promise of wealth, few seem willing to replace 
  them, for what use is money to the dead? Some say that a 
  sterner lord is needed in such a place and that the Lady 
  of Edric’s Town is not fit to rule. Travelling merchants 
  whisper that talk of rebellion is quietly spreading, adding 
  yet another sorrow amidst a sea of them.
  Galford
  With the return of prosperity to Dale and Erebor, traders 
  are once again taking to the old merchant roads that 
  cross Wilderland. While it is the most direct path, 
  Mirkwood also remains the most dangerous, causing 
  many merchants to look elsewhere. The old trading road 
  that runs the length of the Grey Mountain Narrows and 
  passes through the Northern Dalelands on its way to 
  the Lonely Mountain is seeing more traffic than it has 
  in generations.
  While many Northmen left their meagre farms and halls 
  behind to heed the Dragon-slayer’s offer of opportunities 
  elsewhere, a few saw the advantages in staying. Galford 
  ThE lands aboUT
  ThE moUnTain
  
  56
  ErEbor
  is a growing village set on the trader’s path a day’s 
  journey south-east of the Narrows’ eastern gap, centred 
  on a new traveller’s inn called the Lantern. Named for 
  the wondrous Dwarven brass lamp that swings from 
  its front porch, the innkeeper Vali converted his former 
  farmstead into the Lantern to cater to the merchants and 
  other travellers that had begun to regularly ask if they 
  could stay in his barns.
  Vali’s decision has proved to be a fortuitous one, for in 
  the few years it has been open, the Lantern has already 
  become a great success. Unlike many other settlers in the 
  area, Vali wisely approached emissaries of the Elvenking 
  in Lake-town before improving the Lantern (or the village) 
  as Galford sits along the eastern eaves of Mirkwood. 
  While Thranduil’s folk made no promises of protection, 
  they’ve allowed Vali to use fallen wood from the forest in 
  his ongoing constructions, a rare privilege.
  the Waste
  Directly to the north and east of Erebor lies the trackless, 
  ash-choked desert known as the Waste. The Waste spans 
  over one hundred and fifty miles from the eastern edge 
  of the Northern Dalelands to the Iron Hills, bordered to 
  the north by the Lower Fork of the Grey Mountains, and 
  beyond the Withered Heath. 
  It is a broken, tumbled land of twisted stone, cracked 
  earth and strange piles of rock melted into unnatural 
  shapes, the Waste barely supports life, and even then 
  only of the most desperate and ruthless kind. Stony tors 
  made of sharp rocks can shred a climber’s hands to 
  ribbons, while even the most seasoned guide can find 
  themselves hopelessly lost in one of many blind canyons. 
  The rare potable water found in the Waste is either a 
  rancid-smelling brown or reeks of sulphur. Better by 
  far the water holes with a rotten stench, though, than 
  the waters that have no smell, for these are invariably 
  poisonous. The soil has become a mixture of ash, silt 
  and sand in which nothing wholesome grows. The only 
  plantlife found in the Waste are various types of thorny 
  bracken that are poisonous to animals and exude oils 
  that irritate the skin, along with strange weeds that cling 
  to the underside of misshapen boulders.
  The fierce winds that constantly blow from the north are 
  somewhat lessened by the Grey Mountains, which helps 
  to blunt their wrath, but terrible dust storms are still a 
  bane to those travelling on the Waste. 
  The western part of the Waste and the Northern 
  Dalelands beyond are shielded by two mountain spurs, 
  but the eastern part has little shelter from the biting cold. 
  Piercing winds tear at the skin and reduce visibility to a 
  feeble stone’s throw at best. Lucky travellers may find a 
  suitably deep box gully or a rocky overhang, but there 
  are no guarantees of shelter.
  While it could be argued that the Wastes belong to either 
  the Kingdom of Dale or Erebor, neither King Bard nor 
  King Dáin is interested in trying to reclaim them. The 
  Dragon’s corruption lingers too strongly here and there 
  are fertile lands to the south to be had with far less effort.
  WildliFe
  There is little life in the Waste, and what few creatures 
  live here hide beneath stony outcroppings during the 
  day. Large, droning beetles make their homes near 
  rancid pools of water. Small, poisonous snakes slither 
  between the rocks. Most commonly seen are clouds of 
  fat, buzzing blue-grey flies; travellers who attract these 
  flies inevitably find their stores infested soon after by 
  small, grey maggots unlike any found elsewhere. In all 
  ways is the Waste unwholesome and tainted. 
  Long
       Lake
  E Esgaroth
  E Dale
  E
  Erebor
  u
  Withered Heath
  The Waste
  c
  o
  Upper Marches
  n
  Northern
  Dalelands
  E A Chill and 
  Windsweft Grave
  E Cold-drake Burrows
  E
  Grimarr’s
  Hall
  the Waste
  
  57
  inhabitants
  The Waste has always been an empty land, and no one 
  makes their home here permanently. Those Men who do 
  live there now are bandits or exiles, one and all. Some 
  were banished from Dale. Others are opportunistic 
  thieves who have fled to the Waste, correctly reckoning 
  that none would wish to follow them. 
  The already perilous lives of these miscreants have 
  grown worse during the last few years, for particularly 
  wretched Orcs and Goblins fled north here after the 
  Battle of Five Armies. The desperate survivors of that 
  battle are particularly ruthless and cunning, even for 
  Orcs.  
  notable chaRacteRs
  Witherfinger
  The haggard old creature known as Witherfinger is 
  described in Tales from Wilderland, page 142.
  Rugash the Serpent, Orc-Chieftain
  Rugash is not at all a typical Orc leader, which is in large 
  part what has made his tribe so very successful on the 
  Waste. When Rugash travelled to the Battle of Five Armies, 
  he was neither the strongest nor the most skilled among 
  his folk. He was cunning and, rare for an Orc, subtle. 
  He knew what to say around which commander in order 
  to direct events as he wished. For many long years, he 
  was content to remain in the background, letting others 
  endure the constant challenges and backstabs that most 
  Orc leaders regularly face. It was not defeat at the Battle 
  of the Five Armies that changed Rugash’s lot though; it 
  was the aftermath.
  Rugash, having already seen which way the battle was 
  going, slipped north before the rout. He had already 
  planned his escape, finding a suitably well-hidden gully 
  to hide in. His foresight was rewarded when the Eagles 
  killed those of his fellows who were caught in the open 
  as they fled. As the surviving Orcs and Goblins gathered 
  into bands, Rugash fell in with a group led by a great lout 
  intent on taking immediate revenge against the Dwarves. 
  Rugash casually poisoned him and took charge. 
  Rugash’s approach has succeeded in the Waste, where 
  cunning generally counts more than strength. His tribe 
  is as elusive as creeping shadows, moving their camp 
  often, and oftimes striking during a dust storm. It was 
  his warriors who named him “the Serpent” a sobriquet 
  he bears with pride. After his long string of successes, 
  Rugash’s ambitions have grown. Even now his scouts 
  carefully explore choice targets along the eastern edge of 
  the Dalelands in preparation for raids to come.
  ThE lands aboUT
  ThE moUnTain
  
  58
  ErEbor
  Rugash the Serpent, Orc-Chieftain
  attRibute level
  5
  enduRance
  hate
  28
  7
  paRRy
  aRMouR
  5 +3 (Great Shield)
  3d 
  skills
  Personality, 4
  Survival, 3
  Movement, 3
  Custom, 1
  Perception, 2
  Vocation, 2
  Weapon skills
  Orc-axe
  2
  Spear
  4
  special abilities
  Hate Sunlight
  Snake-like Speed
  Commanding Voice
  -
  Weapons:
  Weapon 
  type
  daMage
  edge
  inJuRy
  called 
  shot
  Orc-axe
  5
  C
  16
  Break 
  Shield
  Broad-headed 
  Spear*
  7
  10
  12
  Poison
  *The Serpent’s Fang – Broad-headed Spear with a split 
  head. 
  Hakon, Barding Noble
  While change may be the course of the world, it is 
  difficult for some folk to bear, especially those who 
  were content with how things were. Such is the way with 
  Hakon, once a powerful merchant of Esgaroth, now a 
  courtier of Dale. Hakon’s family directly descends from 
  the noble bloodlines of Dale. In Lake-town of old, Hakon 
  wielded an enormous amount of influence due to both 
  his family line and his wealth. Hakon frequently used 
  his power to further his own interests at the expense of 
  others and was seldom secretive about it. When Smaug 
  crashed down onto Esgaroth, most of Hakon’s treasury 
  sunk to the bottom of the Long Lake. With his wealth 
  gone, Hakon decided that his best chance for repairing 
  his fortunes was to support King Bard. Though his words 
  of gratitude were ashes in his mouth, he pledged all that 
  he had to help Bard’s cause. Unfortunately for Hakon, 
  several of Bard’s loyal followers have long memories. 
  While Bard gratefully accepted Hakon’s backing, he has 
  been careful to keep him at arm’s length. 
  Hakon is now a bitter man whose authority is but a 
  shadow of what it once was. While he has slowly rebuilt 
  his wealth, it is meagre compared to that which he once 
  possessed; Hakon has decided to take matters into his 
  own hands. While he has many schemes afoot, he is 
  currently recruiting exiles – and worse – from the Waste 
  who won’t shirk at “unpleasant” orders. Those who can 
  go unrecognised by the townsfolk, he employs in Dale, 
  the rest he has set to work at his holdings in the Upper 
  Marches. In his late forties with long, grey hair, Hakon 
  dresses in what finery he can still afford and plays the 
  part of the loyal courtier; but while he smiles freely, his 
  eyes betray nothing but contempt.
  Attribute Level:  
  4
  Specialties:  
   
  Dale-lore, Trading
  Distinctive Features:  Cunning, Wary
  Relevant Skills:  
  Insight ♦♦, Persuade ♦♦♦♦,  
   
   
   
   
  Stealth ♦♦♦
  Endurance:  
   
  26
  Erna
  Smaug reduced Erna’s old life in Lake-town to ashes: 
  home, husband, and children, all gone in an instant. In 
  the dark days that followed the destruction of Esgaroth, 
  Erna was numb, doing what little was asked of her by her 
  fellow survivors, but little else. When she finally woke 
  from her grief, long months later, the numbness has 
  passed; in its place, rage. 
  Beyond all things, Erna desires revenge, but she knows 
  that her vengeance can never be anything but bittersweet 
  and hollow, for her true target is dead. Still, there are 
  other worms in the world, other drakes to slay. Erna soon 
  found hunters to teach her their craft and they found her 
  an ardent pupil. Erna now stalks the Waste, her blonde 
  hair and fair face at odds with its stern expression. There 
  she seeks out traces of any worm’s lair she can find. Folk 
  that knew the quiet apothecary’s wife of old would not 
  recognise her in the driven hunter she has become. She 
  
  59
  is not much for speech any more, but will help Free Folk 
  in need, directing them to drinkable water and warning 
  them away from some of the more dangerous areas of 
  the Waste. 
  Attribute Level:  
  5
  Specialties:  
   
  Enemy-lore (Dragons), Herb-lore
  Distinctive Features:  Stern, Vengeful
  Relevant Skills:  
  Hunting ♦♦♦, Lore ♦♦♦, 
   
   
   
  Great Bow ♦♦♦♦
  Endurance:  
   
  32
  notable places
  A Chill and Windswept Grave
  Some fifty miles to the north of Erebor is a desolate 
  collection of rocks that surround one of the few pools 
  of drinkable water in the area. At times, the wind blows 
  especially hard through the upturned stones, causing a 
  low moaning sound to resonate from them which carries 
  for many miles over the Waste. This is the final resting 
  place of the old Master of Esgaroth’s bones. King Bard 
  gave him a great deal of gold to help rebuild Lake-town 
  anew, but he fell prey to the corruption of the hoard, to the 
  Dragon-sickness, and fled into the Waste with a handful 
  of accomplices. They betrayed him, or he them, and in the 
  end, he died alone of starvation for one cannot eat gold or 
  precious stones. This is a tale well known in Dale.
  Some folk have claimed to have met the spirit of the 
  Master wandering the Waste; a middle-aged Northman, 
  dressed in tattered robes that blow in a wind no one else 
  can feel. Chained by his greed or his guilt, he lingers still. It 
  may be possible to seek the Master’s counsel, for he knew 
  much that is now lost with Lake-town. His price would 
  doubtless be something that would help him find rest: 
  perhaps digging up the last of his treasure and returning it 
  to the folk of Lake-town?
  While much of the Master’s wealth was lost or stolen, he 
  managed to keep some of his ill-gotten gold till his end. 
  A company that finds his grave, seeks diligently among 
  the rocks, and succeeds in a Search test (TN 20) will find 
  the last of the Master’s fortune. It is worth Treasure 40*, 
  but taking any of it automatically causes a hero to gain 1 
  Shadow point; 2 Shadow points if they do not intend to 
  give it away.
  Cold-drake Burrows
  Along the northern edges of the Waste there is a series 
  of particularly large tors topping the foothills that lead 
  upwards towards the Grey Mountains. Some of these 
  stony crags have curious holes beneath them, usually 
  carved from out the lower portions of the hill. Few that 
  wander the Waste could be called “wise”, but only the 
  greatest fools venture here, for some of these openings 
  lead to the burrows of young Cold-drakes.
  Competition for food among the few remaining Dragons 
  is fierce on the Withered Heath, for there is little left to eat 
  for a young drake save their peers. Even in older times, the 
  youngest drakes would sometimes flee the Withered Heath 
  to find a safer place to sleep. With the Grey Mountains too 
  close to the Heath for comfort, they would wander down 
  onto the plains beyond and there make or steal a new lair.
  In their snug burrows the young Cold-drakes dream the 
  strange dreams of their kind. There are few left now and 
  most of them cannot be readily roused, though the scent 
  of a favoured food – Dwarf for instance – may draw the 
  interest of one or more of them. Though young by the 
  standards of Dragons, they are only a little less perilous 
  for that. 
  Grimarr’s Hall
  Near the eastern borders of the Waste lies a grand hall, 
  corroded by time and scorched by Dragon-fire, but still 
  standing. This is the Hall of Grimarr, the last Border-
  warden of Dale. When Smaug descended from the north, 
  the Kingdom of Dale did not fall all at once. Grimarr 
  learned of Erebor’s doom from Dwarves fleeing to the Iron 
  Hills, and he sent his men to help bring as many Dwarves 
  east as he could, while making preparations for the 
  coming of the Dragon. Smaug took many years despoiling 
  the lands around his lair; it was not until three years after 
  the sacking of Erebor that he first noticed the fortified hall 
  on what he deemed the edge of his domain, sniffing out 
  gold kept within its vaults. 
  Grimarr had long since sent many of his men west and 
  south, keeping only his eldest warriors who were prepared 
  to give their lives to stop the Dragon. They failed, not one 
  living to tell the tale – but it was a long count of years 
  after his attack on the Hall of Grimarr before Smaug was 
  seen again.
  ThE lands aboUT
  ThE moUnTain
  
  60
  ErEbor
  While it is broken and scorched in part, Grimarr’s Hall 
  remains a rare beauty in all the Waste. Small wildflowers 
  grow around the edges of sparse grass clumps and ravens 
  from the Iron Hills sometimes rest within the rafters 
  before setting out on overland journeys to Erebor. Those 
  in Dale these days that remember the legendary courage 
  of the Last Border-warden believe some valuable relics of 
  Dale’s history might still remain hidden within his Hall.
  Companies that stay within Grimarr’s Hall need not 
  make Corruption tests against the taint caused by the 
  Waste and can rest as if they were in a sanctuary.
  the gRey Mountains 
  Looking north from the slopes of Erebor, beyond the 
  Waste, one can easily discern the jagged line of the 
  easternmost branch of the Ered Mithrin – the Grey 
  Mountains – stretching along the horizon. These 
  imposing peaks have long held the imagination of the 
  Dwarves and once drove them to near ruin, for although 
  they are rich in ore, deep within the Grey Mountains 
  lies the desolate plateau known as the Withered Heath, 
  birthplace of Dragons, the bane of many a Dwarf-hold. 
  It was from the Withered Heath that Smaug the Golden 
  came, and there are many that yet believe Durin’s folk 
  have not seen the last of his scaly kind.
  The Grey Mountains form a near-impassable border 
  beginning at Mount Gundabad in the west and stretching 
  well over a hundred leagues to the east. The peaks rise 
  gradually but surely from the western end of the range, 
  with the tallest mountains found in the Western Heights 
  and the Southern Spur, which stabs southwards towards 
  Mirkwood. From the Western Heights the mountains 
  close ranks, paths and passes giving way to sheer 
  rockfaces; this is the Wall, and not even the cold winds 
  from the north can penetrate it. East of the Wall the Grey 
  Mountains subside somewhat, the peaks lessening in 
  height and canyons and other passes winding beneath 
  them. Here the range splits in two – the Upper and Lower 
  Forks of the Grey Mountains – and it is in the plateau 
  between the Forks that the Withered Heath nestles. The 
  Forks gradually peter out at their eastern ends, giving 
  way to the foothills of the Waste. 
  Along much of its length, the southern foothills separate 
  the Grey Mountains from Mirkwood, making a long 
  ribbon of land called the Grey Mountain Narrows. In 
  places the Narrows are as much as twenty or thirty miles 
  wide, but at either end mountain and forest nearly meet at 
  the East and West Gaps. (More about the Grey Mountain 
  Narrows can be found in The Heart of the Wild, page 19.) 
  The dreary heights of the Grey Mountains give birth to 
  many powerful rivers; the source of both the Greylin and 
  the Langwell (which thirty miles south of the mountains 
  meet to form the Anduin), and the Forest River that flows 
  through Mirkwood, are to be found here.
  The Ered Mithrin is mainly formed of hard, unyielding 
  rock, a great deal of granite traced through with 
  limestone, along with iron in abundance and a fair 
  variety of gemstones. As a result the Dwarves built many 
  holds here and delved many mines; all lie abandoned 
  now, the Grey Dwarves themselves driven out by Orcs, 
  Goblins and Dragons centuries ago.
  u
  Withered Heath
  c
  Grey Mountain Narrows
  n
  Woodland Realm
  c
  Northern
  Dalelands
  the gRey Mountains
  Grey Mountains
  The Waste
  o
  E
  The Hoary Mountain
  E
  Beinharn
  E
  The Fireheart Mine
  E
  Zirakinbar
  
  61
  WildliFe
  The Grey Mountains have never been a hospitable range 
  and few but the hardiest creatures make their home in 
  the heights. A breed of sturdy mountain goats introduced 
  by the Dwarves still thrive amidst the peaks where they 
  scamper on rock ledges near indiscernible to any save the 
  keenest-eyed Elves. Hawks, whose thick feathers provide 
  a measure of warmth against the cold, soar on the harsh 
  winds that forever blow over the mountaintops from the 
  north, occasionally swooping down into the Narrows for 
  an easier meal than the spare heights tend to provide.
  Most other creatures in the Grey Mountains can be 
  found near the various rivers and springs that litter the 
  range. Small prey animals and many types of bird dwell 
  in the valleys cut by the cold waters, especially ravens 
  and crows. Other than the howl of the wind, the rush of 
  water and the occasional cracking of stone, the silence of 
  the mountains remains unbroken.
  inhabitants
  The Dwarves of the Grey Mountains thrived here for 
  centuries, but have long abandoned their works to dust 
  and ruin. It is now a land of lost realms remembered in 
  sad songs, sung within the halls of Erebor and the mines 
  of the Iron Hills. No Free Folk dwell here now; even those 
  Dwarves who wish to return to this place now make their 
  homes among the foothills of the Narrows, not in the 
  mountains themselves. 
  Those Dwarf-holds that were deserted either fell 
  into disrepair or were taken by Orcs and Goblins. A 
  few Mountain-trolls made their way from the Misty 
  Mountains into the Grey Mountains, seizing whatever 
  blackened hole took their fancy. After the Battle of Five 
  Armies, many of them have been abandoned once more, 
  the Orcs and Goblins having met their ends on the slopes 
  of the Lonely Mountain. Even the few Dragons that made 
  their lairs there have long since removed themselves to 
  the Withered Heath. 
  In the mountains of the Lower Forks and the East Gap, 
  ruins of another kind dot the mountain sides here and 
  there, for the old kingdoms of the north once deemed this 
  land to be their border and built watchtowers to protect 
  it. These too lie abandoned or crumbled. While the Grey 
  Mountains are mostly silent and still now, in the deep 
  places beneath the mountains, Hobgoblins, Snow-trolls 
  and darker things still dwell, awaiting the call to rouse 
  themselves once more.
  notable chaRacteRs
  Ellaras the Searcher
  Long ago, as Men reckon time, Ellaras was part of a 
  company of Elves that set forth from the Woodland 
  Realm on a quest of great secrecy into the Emyn Duir, the 
  Mountains of Mirkwood. What they sought varies by the 
  teller of the tale. Some claim that they were to recover 
  one of King Oropher’s lost treasures; others believe 
  they were chosen to end one of the Great Spiders, direct 
  descendants of Ungoliant herself, who spin their webs 
  within the very heart of Mirkwood. Regardless of what 
  their mission was, all agree on two points: the mission 
  failed utterly and Ellaras was the sole survivor of the 
  doomed quest.
  Ellaras was found, months later, poisoned and raving, 
  his hair white and his eyes wild, near the borders of the 
  Woodland Realm. He spoke to none save his king of what 
  had befallen him. When he had sufficiently recovered, 
  Ellaras quit the halls of the Wood-elves to head north 
  into the Grey Mountains.
  Now Ellaras searches for something amidst the 
  abandoned Dwarf-holds of the Grey Mountains. Likely 
  save Thranduil himself, none know exactly what the 
  hunter searches for and he will not speak of it. While 
  Ellaras has become rather taciturn, he can still be a 
  useful, if unexpected, ally for travellers braving the 
  heights, for he knows a great deal about the lost holds of 
  the Ered Mithrin; far more, in fact, than many Dwarves 
  do. Ellaras’ quest has brought him into conflict with 
  another searcher in these peaks – Frár the Beardless (see 
  The Heart of the Wild, page 22) – and the two are rivals 
  of sorts, crossing blades as well as words on more than 
  one occasion. 
  Attribute Level:  
  6
  Specialities:  
   
  Grey Mountains-lore,   
   
   
   
   
  Mountaineer
  Distinctive Features:  Determined, Hardened
  Relevant Skills:  
  Lore ♦♦♦♦, Search ♦♦♦, Bow ♦♦♦♦
  Endurance: 28
  ThE lands aboUT
  ThE moUnTain
  
  62
  ErEbor
  notable places
  The Hoary Mountain
  The tallest peak of the Grey Mountains is the Gamolberg, 
  the Hoary Mountain, a mighty height towering above 
  the surrounding peaks. It takes its name from its snow-
  capped summit, which often appears streaked with grey, 
  as the limestone surface is revealed by strong winds or 
  by the warmer seasons’ thawing. Centuries ago, Men 
  living in the north used to test their courage by climbing 
  the mountain’s sheer southern face, and stories tell of a 
  throne sitting atop a high terrace, carved in the grey rock 
  by the North wind itself.
  Beinharn
  Amidst the Lower Fork of the Grey Mountains, there 
  stands a Dwarf-hold much-celebrated in song: Beinharn, 
  in the Sindarin tongue, the Halls of Beautiful Stone. 
  While the reclusive Wood-elves generally have little to 
  say on the accomplishments of Dwarves, in the days 
  of Beinharn’s glory, more than a few ventured into the 
  mountains to view its fabled halls with open admiration.
  Shaped directly from the living rock of the mountains, 
  Beinharn was a wonder, a Dwarf-hold not particularly 
  rich in ores, but blessed in sculptors and masons. The 
  cliff face of Beinharn was lavishly ornamented, no 
  surface went untouched by skilled hands, resulting in 
  a continuous, wondrous relief that wrapped about the 
  paths which lead to the hold’s entrance. The inner halls 
  were similarly adorned, even the simplest corridors 
  carried one beautiful ornamentation or another.
  When the Dragons attacked the halls of the Grey 
  Mountains, the Dwarves of Beinharn sealed away some 
  of their greatest works behind cunningly wrought doors 
  before fleeing. Beinharn’s lack of gold, long lamented 
  by its inhabitants, proved its salvation: with nothing for 
  the Dragons to scent out, the Hall of Beautiful Stone was 
  mostly left in peace. Beinharn now stands empty, but 
  generally intact, though time has taken its toll. There are 
  none to view its fabled stonework now but the hawks 
  that roost atop its towers.  
   
  New Fellowship Phase Undertaking: 
  Study the Stonework of Beinharn
  Companions who spend a Fellowship phase in Erebor or 
  Dale can set out to examine the marvellous stonework 
  of Beinharn. This might otherwise be a cold, cheerless 
  endeavour were it not for the beauty of the carvings. 
  For the length of the next the Adventuring phase, 
  describing the beauty of Beinharn gains a hero 
  two bonus Success dice during any encounter with 
  Dwarves.
  
  63
  The Fireheart Mine
  Above all things, Dwarves delight in the wonders of the 
  earth; the lustre of gold, the strength of iron, the hard 
  beauty of true-silver and the splendour of gemstones, all 
  cut their way deep into the hearts of Durin’s folk. Beneath 
  the Wall of the Grey Mountains, in the deepest, most 
  impenetrable part of the range, the Dwarves discovered 
  a vein of precious stone that they had never encountered 
  before. Once cut into many faces, the stones showed 
  bright green by day, but flickered and changed to a soft 
  red in the light of torches or under starlight. 
  The Dwarves held in great esteem this wondrous new 
  gemstone, both for its beauty and its hardness, and many 
  jewels and weapons were adorned with it. Whatever they 
  named it in their own speech, the Dwarves do not tell, 
  but in the Common Tongue, they called it the “fireheart”. 
  The folk of Durin have long since given the source of 
  fireheart gems up for lost, and see their glittering light 
  no more save on cherished older works…
  Yet the Fireheart Mine still exists. While the paths that 
  once led to it are lost, the mine was neither destroyed, 
  nor occupied. Deep in the Chamber of Mazarbul, a 
  diligent scholar might find a map that leads to a secret 
  path through the mountains to the mine; and perhaps if 
  they moved quickly and quietly they might yet be able 
  to win a few choice stones from the old mine. (Fireheart 
  gems can greatly assist in forging new treasures – see 
  page 32 for more details.)
  Zirakinbar
  In the Lower Fork stands a lone watchtower, carved 
  by the Dwarves out of the living rock, atop the peak of 
  Zirakinbar. A narrow mountain road leads up to the 
  main gate of the tower and as a company approaches, 
  they will see the many empty windows of the tower. 
  Sometimes smoke issues forth from its upper levels, 
  sometimes strange lights can be seen glittering inside; 
  for the watchtower of Zirakinbar is often occupied, but 
  by creatures fouler than Dwarves. Some whisper it is 
  haunted by a ghostly servant of Sauron, others that a 
  Cold-drake slumbers here now… 
  (See Tales from Wilderland, pages 146 and 151, for more 
  about what lies in Zirakinbar.)
  The Withered Heath
  Infamous throughout Middle-earth as the breeding 
  ground of Dragons, the Withered Heath has the darkest 
  of reputations – and with good reason. At the eastern 
  end of the Grey Mountains, where the mountains split 
  into the Upper and Lower Forks, lies the Withered 
  Heath. Travellers journeying through the Grey Mountain 
  Forks will sometimes catch sight of the Withered Heath 
  through a gap in the mountains; scorched black and rent 
  by the claws of ancient creatures, covered in a constant 
  pall of smoke and, when the cold wind blows through, 
  it carries with it the stench of ash. This is no place for 
  mortal creatures.
  Here the great serpents of the world bred for many 
  generations. Wingless Cold-drakes, limbless Long-
  worms and the Great Worms, who possess both limbs 
  and wings, all mated here before turning back to 
  devouring one another in a near endless contest of wits 
  and raw strength. 
  Despite the remoteness of the Withered Heath, its 
  inhabitants always seemed at least partially aware of 
  the world beyond their valley, dreaming of far-away 
  treasures in their Dragon-sleep. The war against the 
  Dwarves took its toll on the Great Worms, for very few 
  remain now. Smaug the Golden, greatest of his kind in 
  the Third Age of the world, slew or devoured as many 
  of his fellows as he could catch in order to marshal his 
  strength before sacking Erebor. 
  Whether by the talons of Smaug or some other cause 
  unknown to Free Folk, very few of the Great Drakes 
  endure, but they have not all left the world as yet…
  The 
  Withered 
  Heath 
  remains 
  a 
  poison-blasted 
  wasteland. A waterless Dark Land where none but the 
  insane or desperate venture. Yet Smaug the Golden was 
  not the only Dragon to sport wealth upon his vast hide, 
  and many generations of Great Worms have died upon 
  the Withered Heath, leaving countless troves in their 
  wake. So, at least, goes the reasoning of the desperate 
  fools who seek for treasure here. Most turn back long 
  before they arrive those brave enough to push on peer 
  over the rim of the plateau before turning back. Only the 
  foolhardy continue onto the Withered Heath itself, and 
  none ever return.
  ThE lands aboUT
  ThE moUnTain
  
  64
  ErEbor
  the uppeR MaRches
  The open countryside that extends from the eastern 
  banks of the River Running to the foothills of the Iron 
  Hills is called the Upper Marches. These plains extend 
  south for nearly a hundred miles, bordered by the Long 
  Marshes in the west, before eventually opening out into 
  the wide steppes of the Nether Marches. 
  Too far east to benefit from the protection afforded to the 
  Northern Dalelands by the Grey Mountains, here winds 
  howl out of the North in the winter. Sometimes these 
  winds carry an unnatural chill upon them, or else foul 
  air and ash blown off from the Waste.
  Northmen have dwelt here since long before the birth 
  of Dale and few abandoned their homes when Smaug’s 
  reign began. With the Kingdom of Dale newly resurgent, 
  Bard increasingly looks to the Upper Marches to expand 
  his realm, and many Bardings have settled here in the 
  past five years, hopeful for a new life. 
  Far beyond the plains of the Upper Marches lies the 
  twin kingdom to Erebor: the Iron Hills. Much like Erebor 
  was founded at the headwaters of the River Running, so 
  too were the Iron Hills carved at the headwaters of the 
  Redwater. 
  WildliFe
  The Northmen who live in the Upper Marches tend large 
  flocks of sheep and small herds of cattle, following them 
  where they wander. As a traveller draws east into the long 
  plains of this realm they find a land filled with hares, 
  rabbits and all manner of birds. Great flocks of ravens 
  wheel high overhead, feeding on carrion abandoned by 
  the large predators found in the eastern wilds. Amongst 
  these are bears and wandering wolves, which come from 
  the southern woodlands in search of prey.
   
  inhabitants
  The Northmen of Rhovanion – ancestors to the Bardings 
  – have lived between the rivers east of Mirkwood for 
  many thousands of years, perhaps more. They once paid 
  fealty to a king of Wilderland, who attempted to weld the 
  tribes and clans into a single realm. Although many fled 
  west to the Anduin Vales when his kingdom fell, some 
  remained, living along the Running River. 
  In time, some followed the trade between the Iron Hills 
  and the Lonely Mountain, eventually founding Dale, but 
  most lived as they always had done, a pastoral existence 
  amidst the herds, or in small villages along the river. 
  Into this bucolic landscape newcomers have recently 
  come. Many Men have been drawn to the Kingdom of 
  Dale, hearing tell of the exploits of the Dragon-slayer. 
  Bard encourages many of them to settle the Upper 
  Marches, where he has been handing out parcels of land 
  to any who would take them. All across the plains, new 
  villages and farmsteads have sprung up; the Kingdom of 
  Dale resurgent.
  The Dwarves of the Iron Hills dwell in their halls to the 
  east here, occasionally mining gold and jewels, along 
  with vast quantities of their namesake. Notably grim, 
  even for Dwarves, the folk of the Iron Hills are famously 
  laconic, favouring deeds over words. While there are 
  certainly skilled craftsmen amidst the folk of the Iron 
  Hills, many of them are content to be hard-working 
  Running River
  Long
       
  Lake
  E
  Iron Hills
  E Esgaroth
  E Dale
  E
  Erebor
  The Waste
  o
  Upper Marches
  n
  Long Marshes
  o
  Nether Marches
  n
  the uppeR MaRches
  E
  The Great 
  Stone Cairn
  E
  Ironthorpe
  E The Old 
  Dwarf Road
  
  65
  miners and chose to stay when their lord removed 
  himself to Erebor. Besides, the forges of the Lonely 
  Mountain still need their iron and it isn’t going to walk 
  there of its own accord. With the resurgence of Erebor, 
  there is much traffic between the two kingdoms and talk 
  of building the old Dwarf Roads anew. 
  notable chaRacteRs
  Thorin Stonehelm
  When his father took the throne of Erebor, he left his son 
  Thorin to rule the Iron Hills as his steward. Nicknamed 
  ‘the Stonehelm’, for he is so stubborn it is said his head 
  must be made of stone, Thorin is anxious to prove his 
  worth as both the son of Dáin Ironfoot and the namesake 
  of Thorin Oakenshield. 
  Much to his chagrin, he is required to spend most of his 
  days tending to courtly affairs and trade matters with 
  both the Bardings and his kin in the west. When the host 
  of the Iron Hills set forth to the Battle of Five Armies, he 
  was forced to remain behind to guard the hold, a bitter 
  regret that troubles him still. Thorin knows every song 
  about the folk of Durin ever written and holds those that 
  speak of courage close in his heart. Though the Prince 
  in him seeks peace for his people, the warrior secretly 
  hopes that the Shadow will return, for he knows that he 
  is ready to forge his own legend worthy of his fallen kin.
  Much like his father, Thorin dresses more like a miner 
  than the son of a king, his red forked beard tucked out of 
  the way of his tools.
  Attribute Level:  
  6
  Specialities:  
   
  Determined, Steadfast, Wary
  Distinctive Features:  Iron Hills-lore, Smith-craft
  Relevant Skills:  
  Awe ♦♦♦, Craft ♦♦♦, Mattock ♦♦♦♦
  Endurance:  
   
  24
  Sark the Bear-skinned
  Brigands and robbers are a common threat in the Upper 
  Marches, even more so with the increase in trade along 
  the River Running and the settlers pouring into the plains 
  from Dale. Of these bandits, none are so feared as Sark 
  the Bear-skinned, a Half-orc from the East who prowls the 
  wilds of the Upper Marches wearing the mantle of a great 
  black bear that he is said to have slain with his own hands. 
  With his notched axe and a band of murderous brigands 
  at his call, Sark once preyed upon lone travellers, 
  wandering shepherds and isolated farms; but as his 
  band grows larger and the pickings richer, he finds 
  himself increasingly drawn to the new villages of the 
  Upper Marches.
  Sark is a Half-orc, as described on page 121 of Horse-
  lords of Rohan.
  ThE lands aboUT
  ThE moUnTain
  
  66
  ErEbor
  notable places
  The Old Dwarf Road
  The Dwarves once traded extensively between the Iron 
  Hills and the Blue Mountains, travelling upon a broad, 
  proud road of finely quarried stone that ran right 
  through the middle of Mirkwood and beyond. Just as the 
  Old Forest Road has been swallowed up by the forest, so 
  too has the portion of the road that once extended from 
  the forest to the Iron Hills vanished beneath the grass of 
  the Upper Marches. 
  Here and there a traveller might stumble upon a 
  flagstone, or the ruins of a waystation overgrown and 
  forgotten, but for the most part nature has reclaimed 
  the road. But with heightened trade, Steward Thorin 
  Stonehelm wonders if the road might be reopened once 
  more, perhaps in partnership with King Bard.
  The Great Stone Cairn
  In the heart of the rolling plains of the Upper Marches 
  is a mound of stones that has stood since before the 
  coming of Smaug. It can be seen from miles around and 
  the lingering ruins of a long abandoned stone tower 
  still stand atop it. This was once a wayfort upon the 
  Old Dwarf Road, a keep that stood guard over travellers 
  and provided them with somewhere to stay the night. 
  When the road fell into disuse, so too did the wayfort, 
  reclaimed by nature. 
  Now it serves as the hold for folk of a different kind, for 
  it is home to a colony of ravens brought here by Korun, 
  son of Roäc, during the reign of Smaug. Those that come 
  seeking unusual counsel and whose need is great, may 
  find it here. The ravens are wise birds who know many 
  secrets and have countless eyes throughout the Marches. 
  If the ravens find a requester’s cause just, they may give 
  them some of the answers they seek, for a price; a trinket 
  or a quest perhaps.
  Sadly, Korun himself was recently slain by a Goblin 
  arrow (see Tales from Wilderland, page 132), and his 
  ravens are besides themselves with grief. Now they cry 
  out for revenge, but what is a bird such as they to do 
  against a Goblin? If only they could find a company 
  willing to take up their cause… 
  The Iron Hills
  The easternmost settlement of Dwarves is to be found at 
  the farthest edge of Wilderland, where the map ends in 
  a spine of stone peaks. The hills rise tall and fair, cold 
  and unforgiving, stretching from west to east. These are 
  the Iron Hills, aptly named for the bountiful iron mined 
  from its deeps.
  While most Dwarves crave gold, jewels or Mithril, the 
  Dwarves of the Iron Hills know that these riches are but 
  rewards earned with the stroke of a mattock – mattocks 
  that are born in their forges. The people of the Iron 
  Hills harbour a fierce, martial pride; however, they see 
  themselves as wardens, not warmongers. 
  In the past, these lands were attacked by Men and Orcs 
  from the East, and the Dwarves of the Iron Hills remain 
  vigilant against such threats. As a result, the hold of the 
  Iron Hills is neither as fair as Erebor, nor as grand as 
  Khazad-dûm, for its denizens are rather more practical 
  and stoic. The gate of the hold is much smaller than that 
  of Erebor, barred by a huge iron portcullis that takes ten 
  Dwarves to raise. Long passages within are set with great 
  traps, ready to be collapsed on those who would invade 
  the halls of the Iron Hills. It has few great chambers 
  within; instead, most rooms are small so that enemies 
  can enter no more than a dozen at a time, wherein they 
  will find themselves unable to avoid the sharp axes and 
  heavy mattocks of Thorin Stonehelm’s guards.
  Only the great forge in the lowest levels of the Iron Hills 
  is as grand in scale as any hall found in Erebor. Here 
  furnaces large enough to swallow a man burn red day 
  and night and anvils ring in ceaseless chorus. Beside the 
  many workshops are storage rooms made not for gold, 
  but to house the broad shields, sharp axes, hauberks of 
  steel, and hose of fine mesh for which the Iron Hills are 
  rightly renowned.
  Ironthorpe
  The Old Forest Road that ran through Mirkwood long 
  ago originally had two branches east of the forest. One 
  headed directly north to the Lonely Mountain, the other 
  ran 150 miles north-east across the Upper Marches to 
  eventually end just south of the Iron Hills, along the 
  banks of the Redwater, in a town called Ironthorpe. 
  
  67
  Before 
  the 
  coming 
  of 
  Smaug, 
  Ironthorpe had been a small, but 
  thriving, settlement of Northmen that 
  acted for the Iron Hills much as Dale 
  acted for Erebor: as a trading place for 
  their goods and a means of acquiring 
  food-supplies. With the coming of 
  the Dragon, though, all changed. As 
  the Great Worm’s corruption spread, 
  eventually creating the blasted land 
  known as the Desolation of Smaug, ash 
  continually blew east into the fields 
  about Ironthorpe, slowly poisoning the 
  ground and turning their crops sickly. 
  With Erebor gone and Ironthorpe’s 
  bounty reduced to subsistence, Grór’s 
  people had to find new sources of food 
  and new customers for their goods. It 
  soon became obvious that they would 
  have to travel far on their own to do so.
  Ironthorpe became a shell of its former self. A squalid 
  town filled with desperate folk, where the Dwarves would 
  occasionally load goods onto the Redwater bound south 
  for Dorwinion, but avoided otherwise. Erebor has been 
  restored and regular trade with the Iron Hills renewed, 
  but Ironthorpe has been slow to change. It remains a 
  wretched place filled with outcasts and scofflaws. There 
  are plans in the works to rebuild the old roads and 
  perhaps make something worthwhile of the town, but 
  Dáin is wary of where the allegiances of those who live 
  in Ironthorpe now reside, a sentiment his son shares.
   
  the netheR MaRches
  The rolling hills of the Upper Marches eventually give 
  way to the low, long plains of the Nether Marches as one 
  passes south, a great broad valley bounded by the River 
  Running to the south and the Redwater to the east. This 
  is a land still almost untouched by the Bardings, for this 
  is the true frontier of the Kingdom of Dale. The summers 
  here are hot and often dry, but the winters are cold. At 
  all times of the year violent storms can rise swiftly out of 
  the East, and on the wide open plains there is nowhere 
  to seek shelter. 
  Centuries ago great armies from the East and Northmen 
  belonging to kingdoms long past clashed on the plains 
  of the Nether Marches. The songs of such battles are 
  still sung in the halls of the North, and occasionally a 
  traveller may stumble upon a rusty blade or broken bone 
  amidst the grass.
  WildliFe
  The Nether Marches is a broad grassland, in truth the 
  start of the wide steppes that run far into the East. The 
  land is covered with seemingly endless fields of high 
  green grasses, broken only by tussocks of coarse brown 
  grass and shrub. What trees there are grow only in the 
  Netherwood,  which sits in a broad bend of the Redwater.
  Large herds of wild horses roam the grasslands here. They 
  were once tamed by the forerunners of the Éothéod, but 
  they have long-since been left to run free. Other grazing 
  animals wander the grassland; wild, long-horned cattle, 
  sheep once-tame but long since escaped domestication, 
  and great colonies of rabbits, whose burrows extend far 
  underground.
  There is little place to hide in the Nether Marches, which 
  favours the swift or the stealthy predator. Long-eared 
  foxes and dusky-coloured lynxes prowl silently through 
  Running River
  Redwater
  Upper Marches
  n
  Nether Marches
  n
  E
  Riverstead
  E
  The Crossings of 
  Celduin
  E
  The Netherwood
  ThE lands aboUT
  ThE moUnTain
  
  68
  ErEbor
  the grass, while in the vast open skies falcons and 
  sparrow hawks wheel high on wide gyres.
  inhabitants
  The Nether Marches have ever been a frontier for more 
  civilised lands; just as they now mark the south-eastern 
  limits of Bard’s kingdom, over a thousand years ago they 
  formed the northern borders of the King of Wilderland’s 
  domain. While his kingdom was all but destroyed in the 
  Great Plague of 1635 and, later, finished by armies from 
  the East, some of his folk yet remain. They follow their 
  herds of cattle across the plains or make their homes in 
  small fishing villages along the Running River, but they 
  owe fealty to no king.
  Trade is increasingly bountiful in these lands, as word 
  spreads of the rebirth of Dale and Erebor. More often 
  than not traders come up the Running River from 
  Dorwinion, travelling to Esgaroth by boat. 
  Once or twice a season large, gaudily coloured caravans 
  pulled by oxen cross the steppes, laden with exotic 
  cloths, spices and other goods. They stop at the largest 
  settlement in the Nether Marches, the town of Riverstead, 
  where they trade with intrepid merchants from Lake-
  town and Dale before returning East with iron and gold, 
  stone and timber.
  On rare occasions, perhaps once in a generation, an 
  entourage from the Woodland Realm will cross the 
  Nether Marches on their way to Dorwinion. In such 
  times the steppes come alive in the still summer nights to 
  the sound of singing and merriment amongst the grass, 
  and folk gather to listen and marvel at Elf-lights off in the 
  distance. Such nights are remembered for decades after.
  Dorwinion
  Dorwinion lies hundreds of miles downriver from 
  Esgaroth, 
  surrounded 
  by 
  the 
  River 
  Running 
  bordering the inland Sea of Rhûn. It is a land of 
  merchant princes and princesses, who trade far and 
  wide; with the Elves in the West, Esgaroth in the 
  North and even as far as Gondor in the South. 
  Dorwinion is particularly known for its vineyards, 
  from which the finest of wines are made, much 
  sought after in the courts of Men – and Elves. To 
  the Northmen, the folk of Dorwinion seem exotic, 
  with dusky complexions, deep, dark eyes, and clothes 
  of brightly patterned cloth; ’tis no wonder that King 
  Bard was so enchanted by his queen, Una.
  
  69
  notable chaRacteRs
  Alduna 
  Alduna’s tongue is as fast as the river waters on which 
  she regularly travels, peddling her wares along the 
  Running River all the way from Dorwinion to the village, 
  Celduin. She is the master of a small trading vessel, the 
  Foam Dancer, and her choice in what wines to carry is 
  second to none, so much so that some of Thranduil’s 
  emissaries regularly seek her out personally. Alduna 
  occasionally takes passengers, if they make a good offer, 
  or she finds them “interesting”.
  Alduna is a heavy-set Dorwinion woman, with dusky 
  skin and dark eyes. On first impression somewhat plain, 
  her resonate laugh and her frequent smiles that light up 
  her face ensure that she does not lack for suitors. She 
  favours garments of bright blue and yellow chased with 
  silver accents.
  Attribute Level:  
  3
  Specialities:  
   
  Boating, Trading
  Distinctive Features:  Bold, Merry
  Relevant Skills:  
  Courtesy ♦♦♦♦, Persuade ♦♦♦
  Endurance:  
   
  17
  Kajus the Easterling
  A merchant from the distant East, Kajus frequently 
  makes his camp in a massive tent, filled with sumptuous 
  cushions and magnificent carpets, on the edge of 
  Riverstead. Kajus deals in spices and information, 
  though the second trade has begun to bother him of late. 
  He has been well paid over the years to pass sealed letters 
  and occasionally news or other observations about his 
  fellow merchants to couriers who bear a specific icon. Of 
  late, the questions have grown disconcerting, and he has 
  begun selectively holding back what he tells to those who 
  quietly show him the mark of the White Hand.
  Kajus is an excellent source of information for many of the 
  comings and goings of Riverstead. He either personally 
  knows, or knows about, everyone that has ever docked 
  at the town. Kajus has dark mahogany coloured skin, 
  with kindly brown eyes. He frequently drinks a bitter tea, 
  for which many of his regular guests have acquired quite 
  a taste.
  Attribute Level:  
  4
  Specialities:  
   
  The East-lore, Trading
  Distinctive Features:  Quick of Hearing, Secretive
  Relevant Skills:  
  Courtesy ♦♦♦♦, Insight ♦♦♦♦,  
   
   
   
   
  Travel ♦♦♦
  Endurance:  
   
  13
  The Tracker Loore 
  A hunter of the Nether Marches, Loore regularly wanders 
  over the wide grasslands, going wherever the wind or his 
  mood takes him. A tracker without peer, there is nowhere 
  on the steppes to flee where Loore cannot eventually 
  follow. Loore keeps several birds of prey near him at 
  all times, most often a beautiful grey hawk and a small 
  prairie falcon. He also keeps a great secret, for Loore is 
  a direct descendant of the ancient kings of old and he 
  speaks the languages of all birds. 
  Most seasons, Loore trades fine rabbit pelts for what little 
  sundries he requires, but he will occasionally take on 
  commissions to lead others across the Nether Marches. 
  Loore is a wiry man of indeterminate middle-age, with 
  dark hair, shot through with strands of silver. His yellow-
  green eyes are as sharp as those of his “bird-friends” for 
  there is little that escapes Loore’s notice for long. To look 
  at him, you would not suspect that he knows tidings 
  of almost everything of any importance that happens 
  between the rivers. 
  Attribute Level:  
  5
  Specialities:  
   
  Marches-lore, Old Lore
  Distinctive Features:  Keen-eyed, Robust
  Relevant Skills:  
  Hunting ♦♦♦♦, Bow ♦♦♦, 
   
   
   
  Travel ♦♦♦♦
  Endurance:  
   
  19
  notable places
  The Running River
  Pouring from out of the Front Gate of Erebor before 
  tumbling around Dale, the River Running flows south 
  through the Long Lake and past the eastern borders of 
  Mirkwood, before turning south-east across the wide 
  open plains of the Nether Marches where it is joined by 
  the Redwater. From there it continues hundreds of miles 
  until it reaches the inland Sea of Rhûn, beyond the edge 
  of Rhovanion. 
  ThE lands aboUT
  ThE moUnTain
  
  70
  ErEbor
  Called the Celduin by the Elves, the river has long been 
  a vital trade route with the east, in particular between 
  Esgaroth and Dorwinion. It is wide and fast flowing for 
  most of its length, with few places to easily cross it; many 
  who have sought to swim across have found themselves 
  swiftly swept away by the cold waters.
  The Redwater
  Named for the deep red of its waters that speak of iron-
  rich soil washed out of the Iron Hills, the Redwater 
  flows south strong and swift until it joins with the River 
  Running, before flowing on to the Sea of Rhûn. It offers 
  a swift route to southern lands, where both Dwarves of 
  the Iron Hills and the Men of Dale trade with merchants 
  from Dorwinion and farther East. 
  Riverstead
  At the confluence of the Running and the Redwater lies a 
  small town consisting of many docks, a tavern, and little 
  else. A seemingly temporary settlement of far-travelled 
  traders, the majority of Riverstead’s ‘buildings’ are large 
  tents that come and go with the seasons. In Riverstead, 
  East and West meet, for here bold merchants from Lake-
  town and Dale trade to get the freshest or rarest wares 
  from the East: the famed wines of Dorwinion, beautiful 
  brightly coloured cloths, rare fruits and savoury spices.
  Riverstead’s sole formal tavern (for a great deal of 
  drinking goes on in various tents) is called the Clever 
  Fish. Its proprietor, Ai, is a Dwarf, supposedly from the 
  Iron Hills, but he neither answers, nor asks, questions 
  of his customers. Here, far out on the edge of the Wild, 
  deals are made regularly over the very best of libations. 
  While many are simple contracts for goods, the Clever 
  Fish has hosted many a spy or agent passing information 
  onto others who will carry it far from here. 
  The Crossings of Celduin
  There has been a settlement by the River Running for as 
  long as men have travelled this land, sited on one side 
  of a narrow, arching stone bridge built by the Men of the 
  South long ago. This bridge is the only place to easily 
  cross the river; a fact the folk of Celduin know all too well 
  – all who cross it are tolled heavily. The town takes its 
  name from the Elven name for the river, and even today 
  it is sometimes visited by the fair folk as they travel to 
  Dorwinion, far downriver. Other river traders, less exotic 
  than the Elves but no less vital, ply the River Running 
  between Esgaroth and Dorwinion far more regularly 
  than they once did. While the Master of Celduin cannot 
  toll them for using the bridge, he does still charge them 
  to tie up at the quays. For all its trade, the Crossings of 
  Celduin remains in a precarious position; it is far from 
  civilisation, and should servants of the Enemy seek to 
  force a crossing here there is little the townsfolk could 
  do to stop them. While Erik, the Master of Celduin, does 
  his best to resist the influence of Dale, he is not averse 
  to enticing willing companies of adventurers to operate 
  out of his town, in the hope of gaining something of their 
  protection.
  The Crossings of Celduin is described in more detail on 
  page 125 of Tales from Wilderland.
  The Netherwood 
  On the western borders of the Nether Marches is a 
  stretch of woodland where the trees seem unmoved by 
  the breeze. Many birds roost under its eaves, but no 
  beast on four (or two!) legs is ever seen coming out of it, 
  nor prowling its edges. Travellers following the river to 
  the Iron Hills prefer not to find refuge under the boughs 
  of the forest, as stories tell of cold eyes staring out of 
  the darkness of the wood. Those few who entered the 
  Netherwood have spoken of a lingering sense of unease, 
  as if the woodland itself was sitting in quiet madness, 
  and of a broken ring of stones placed there not by the 
  hands of Men. In these darkening days, stories tell of 
  those who fled to the farthest reaches of their land from 
  Smaug the Golden, only to perish alone and mad within 
  the wood.
  
  71
  CONCERNING
  - DRAGONS -
  “My armour is like tenfold shields, my teeth are 
  swords, my claws spears, the shock of my tail 
  a thunderbolt, my wings a hurricane, and my 
  breath death!”
  There is no one among the Free Folk who has not heard 
  tales of the Great Worms. Even the sheltered Hobbits of the 
  Shire know a thing or two about Dragons: vast serpents 
  with terrible sharp claws and iron scales, who breathe 
  fire and hoard gold. Be careful if you should ever speak 
  to one, the stories go, for they are wicked and cunning. 
  While most of that is true, it does not even begin to scratch 
  the surface of what Dragons are…
  The Great Enemy, Morgoth, bred the first Great Dragons 
  in the pits of his northern fortress, Thangorodrim, during 
  the First Age. They were meant to be unleashed as a 
  bane upon the Elves, Dwarves and Men, in Morgoth’s 
  endless war for domination over all others. Whence they 
  first came, none can say. Perhaps Morgoth brought their 
  ancestors up from deep beneath the earth or from out of 
  the trenches of the sea. 
  Wherever they began originally, the Great Dragons 
  became far more than mere monsters; the most learned 
  among the Wise believe that Morgoth summoned terrible 
  spirits of fire from the timeless Void and bound them 
  into the Dragons’ flesh. Others hold that he imbued the 
  gigantic creatures with some portion of his own fiery will, 
  making them living vessels of his malice.
  Whatever the truth, it became clear from the onset that 
  Morgoth had, perhaps, wrought them too well or far 
  too like himself, for the malevolence of the firstborn, the 
  Father of Dragons, was so great that he was beyond the 
  Enemy’s control and he did not always heed what his 
  creator demanded of him.
  the gReat WoRMs
  In the beginning, the Father of Dragons and others of his 
  brood resembled gigantic serpents, with clawed limbs. It 
  was only later, during the final battle of the First Age, that 
  Morgoth perfected his beasts, and sent forth Dragons with 
  wings. When the Dark Lord was defeated and the world 
  was broken, many of the Great Worms were slain. But 
  enough of them survived to carry on, sleeping long ages 
  beneath the mountains, emerging to slay one another and 
  breed in the Northern Wastes. 
  Eventually, some Great Worms slipped south, to the 
  region now known as the Withered Heath. There, the 
  Great Dragons have endured the long millennia since 
  their creation, even though the long sleep has diminished 
  many of them and no few have fallen to famous heroes.
  Most Dragons have at least four limbs, though there have 
  always been rumours of some with more, and a few with 
  none, these being, perhaps, the origins of sea serpents, 
  but otherwise their features vary, depending on their 
  breed. The Dragons of the line of Ancalagon the Black, 
  for example, of whom Smaug the Golden was a distant 
  descendant, have massive wings and the ability to breathe 
  fire; those of the line of Scatha have long, serpentine 
  bodies, while those that plagued the Dwarf-holds of the 
  Grey Mountains in great numbers are usually wingless 
  and can spit jets of bitterly cold poisonous fumes. Based on 
  these differing characteristics, scholars and lore-masters 
  distinguish between at least three separate breeds: Cold-
  drakes, Fire-drakes, and Long-worms.
  Despite their diversified exterior appearance though, all 
  Great Dragons share many common features, and above 
  all is the fact that while the might of their bodies may seem 
  great and terrible, their true power resides rather in the 
  evil spirit or essence that dwells within them. It is thanks to 
  this inner strength that their baleful gaze, or their Dragon-
  fire or poisonous breath can harm even incorporeal 
  beings like wraiths or ghosts, or destroy materials thought 
  imperishable, such as magically wrought artefacts. (Of 
  the seven Dwarven Rings of Power, it is said several were 
  consumed by Dragon-fire.)
  All Dragons can sleep for long centuries. In fact, they enter 
  a state of lethargy when prey sufficient for their great 
  hunger is scarce. If they slumber for too long, their power 
  can diminish, leading to a decrease in size and power, but 
  no Dragon has ever died of old age. In their sleep, Great 
  Worms are still somewhat aware of the world about them, 
  ConCErning dragons
  
  72
  ErEbor
  dreaming strange Dragon-dreams that give them glimpses 
  of the lands beyond their lairs and events of import in the 
  wide world. They can even sleep with one eye half open, if 
  they have a need. When they awaken, either because they 
  have been disturbed by intruders entering their lair, or by 
  some ill-boding Dragon-dream, the Great Worms tend to 
  gorge themselves to restore their lost strength as soon as 
  possible, eating whole flocks of livestock or a village worth 
  of people, if they can. 
  Not even the wisest Lore-master can say why Dragons 
  hoard gold and other precious things; they seem to have 
  no practical use for them, nor do they generally care for 
  skilled craft over gaudy works (although they always 
  seem to know what even the least item in their hoard is 
  worth). 
  It is true that the gems of Smaug’s trove eventually gave 
  him a wondrous diamond waistcoat after long years 
  spent sleeping on them, but few Great Worms ever had 
  a hoard like Smaug’s, and yet none of them can resist the 
  lure of plunder or the scent of gold. Perhaps they enjoy the 
  thought that they cause pain and envy in others with their 
  treasures; mayhap their greed is but an echo of Morgoth’s 
  lust for the Silmarils.
  Dragons have always lived in the North; none have been 
  seen in the south, even when they were far less rare than 
  they are at the end of the Third Age. Many sages have offered 
  up reasons why, but one thought is considered likely to be 
  closest to the mark: Dragons do not suffer bondage gladly. 
  To pass south is to risk drawing the attention of Mordor; 
  having suffered the chains of Morgoth, they will not risk 
  the chains of Sauron.
  dRagons in the one Ring
  In The One Ring Roleplaying Game, Great Worms should 
  be unique monsters, confronting one the climax of an 
  entire campaign. A company of heroes might spend 
  many long years studying a Dragon, staking out its lair, 
  attempting to glean some sign of weakness that they 
  might exploit or searching for a weapon that might give 
  them some small advantage. A Dragon is not idly slain 
  and its hoard easily looted; facing one will likely be the 
  highlight of a hero’s entire adventuring career – or the 
  end of it.
  The following section contains rules and guidelines so that 
  a Loremaster may create their own Dragon. This level of 
  customisation is well suited to the fact that a Great Worm 
  should be a major adversary in a campaign. 
  When deciding to include a Dragon in his campaign, the 
  Loremaster might also like to turn their attention to their 
  
  73
  Magical Treasure Index (see Rivendell, page 87, as well as 
  page 79 onwards of this chapter), perhaps including within 
  it some weapon or armour for the companions to employ 
  in the final, climactic fight. After these rules, two ready-
  made Dragons are also included, to offer inspiration and 
  ideas when creating your own Great Worm. 
  hatching a dRagon
  To create a Great Worm, the Loremaster should follow this 
  6-step process, making a number of choices based on the 
  concept for the creature, and the role the monster is going 
  to play in his campaign.
  1. Choose Breed.
  2. Choose Age.
  3. Define Personality.
  4. Choose Special Abilities.
  5. Choose Weapon Skills and Weapon Characteristics
  6. Choose a Name and Create a Backstory.
  1. Choose Breed
  The first choice defines the bloodline of the creature you 
  are creating. Is your Great Worm a Fire-drake descended 
  from Ancalagon the Black, like Smaug the Terrible? Or is 
  it of the line of Scatha, a great Long-worm? Or is it a Cold-
  drake, like Raenar, the slayer of Dáin the First? 
  This choice is going to affect the general appearance of the 
  creature, its capability for flight, modify its basic attributes 
  and the range of special abilities it can choose from (see 
  Steps 2 and 4).
  Cold-drakes
  These Great Worms are as cold as common snakes and 
  serpents, and as quick to move and attack. Morgoth 
  created them both winged and wingless, and gave them 
  powerful limbs and long tails. Most of them can spit 
  poison at their foes, or crush them with their fangs and 
  claws. Raenar, the Scourge of the North is a great Cold-
  drake (see Tales from Wilderland, page 147).
  Fire-drakes
  Held by many to be the mightiest of the Great Dragons, 
  Fire-drakes are probably the most ancient breed, their 
  line going back to the Great Worm of Angband. Rarely 
  winged, when they fly they truly are a bane upon their 
  enemies, as Smaug the Terrible demonstrated when he 
  descended from the North. Somewhat slower-going and 
  ponderous than the other breeds, fire burns beneath their 
  scales and they can belch forth jets of burning death.
  Long-worms
  Akin to Cold-drakes, Long-worms are huge, serpentine 
  creatures, with short limbs and long necks and tails. No 
  record exists of a winged Long-worm, and most seem 
  to be furtive creatures, slithering stealthily out of their 
  subterranean lairs to hunt for their prey. 
  If provoked or cornered, a Long-worm may quickly 
  abandon its caution, and unleash its fury to destroy 
  everything in sight with its lashing tail and powerful jaws. 
  Scatha, the Great Dragon of Ered Mithrin and Bane of the 
  Northmen, was a Long-worm, as is the Forest Dragon of 
  Mirkwood (see The Darkening of Mirkwood, page 99).
  Breeds Modifiers Table:
  bReed
  end.
  hate
  paRRy
  aRMouR
  Cold-drake
  +5
  -
  +2
  favoured
  Fire-drake
  +10
  +3
  -
  +1d, 
  favoured
  Long-worm
  -
  +2
  +1
  -
  2. Choose Age
  The life of Dragons is long and slow, and they get more 
  powerful as they get older. When they are still dragonets 
  new from the shell they are tender and vulnerable, and 
  they seldom leave their place of birth before their hide 
  hardens. It takes decades for them to reach adulthood, 
  if not centuries, and many centuries for them to be 
  considered old, at the peak of their strength and power.
  The choice of age determines the Attribute level of the 
  creature, as well as its Endurance rating, Hate, Parry 
  and Armour scores. The following scores are modified 
  using the Breeds Modifiers Table above.
  ConCErning dragons
  
  74
  ErEbor
  Age Table:
  age
  att.
  level
  end.
  hate paRRy aRMouR
  Dragonet
  2-3
  20-30
  4
  2
  3d
  Young
  7-8
  60-80
  6
  4
  4d
  Adult
  9-10
  80-100
  10
  6
  5d
  Old*
  11-12
  100-
  120+
  12+
  10+
  6d
  *The characteristics given above for an old Great 
  Worm consider a specimen that has awoken only 
  recently, after a long period of slumber, and are 
  considered minimums. The level of power of a 
  fully-awakened old Great Dragon that had enough 
  time and a sufficient store of victims to feed to full 
  growth are left to the Loremaster, but should be 
  appropriately monstrous.
  3. Define Personality
  Dragons display deep and complex personalities, 
  especially older ones. They appear invariably wicked and 
  greedy, but all develop their own peculiar feeding habits 
  and idiosyncrasies, dislikes and preferences. In many 
  ways they might be compared to very old men or women 
  who have lived very isolated lives; cantankerous and set 
  in their ways. Lust, greed and cunning evil is the greatest 
  in Fire-drakes, while Long-worms are usually cautious 
  and wily.
  By taking the time to define the personality and character 
  of your Dragon – just as you would for any other 
  Loremaster character or chief villain in your campaign – 
  you can create that much more of a memorable encounter 
  when the company finally meets it. 
  Indeed, even before they ever encounter it face to face, 
  something of a Dragon’s character might already be 
  known, for its personality is likely to affect the manner in 
  which it hunts and the place in which it has taken its lair.
  To define the personality of your Great Worm, you should 
  also select appropriate traits and abilities for it, following 
  the guidelines for named Loremaster characters found 
  on page 217-218 of The One Ring Roleplaying Game. The 
  following traits are particularly suitable for a Dragon to 
  possess: 
  Bold, Cautious, Clever, Cunning, Curious, Determined, 
  Eager, Elusive, Energetic, Fierce, Patient, Proud, Reckless, 
  Secretive, Suspicious, Vengeful, Wary, Wrathful.
  While some traits naturally lend themselves to the 
  personality of a Dragon more than others, give some 
  consideration to less obvious traits. What might a 
  Generous or Merciful Dragon be like, for example? Rare, 
  one could certainly say, but certainly memorable.
  4.  Choose Special Abilities
  At this step, choose the abilities that best represent your 
  Dragon’s innate powers, picking them from those listed 
  below. Select up to 3 abilities for a dragonet, 5 for a young 
  Dragon, up to 7 for an adult, and 9 or more for an old 
  Great Worm. 
  
  75
  •	
  Weak Spot (see page 76) must be one of the special 
  abilities chosen for all Dragons. 
  •	
  If a Dragon has the Craven ability, you may pick an 
  additional ability. 
  •	
  You may also empower your creation further by picking 
  one or more special abilities from those described in 
  the Powerful Adversaries chapter found in Rivendell 
  (page 67). 
  Here follows a list of the abilities that are more appropriate 
  to the various breeds of Great Worms, along with a short 
  commentary and rules summary or page reference for 
  each.
  Bewilder (Fire-drakes only)
  Most Fire-drakes, especially when old, are sly and cunning 
  with words, or penetrating in gaze. See The One Ring 
  Roleplaying Game page 232.
  Commanding Voice
  Some Great Worms have set themselves up as Dragon-
  kings, ruling over tribes of Goblins and Orcs. Such a 
  Dragon typically sends its minions abroad while it remains 
  safely in its lair, ordering them to bring it food or treasure. 
  See Kibiluzn on page 83 for an example of such a Dragon.
  Reduce the Dragon’s Hate point score by 1 to restore 1 
  Hate point to all its servants involved in the confrontation 
  (not to others of its kind).
  Craven
  Some Dragons, especially older Worms who have seen 
  many of their kin fall under the blade of a hero, grow very 
  attached to their scaly hides.
  If at the beginning of a round the Dragon is found without 
  Hate points, it tries to flee the battlefield, returning to its 
  lair (or finding a new lair if it’s already in its lair).
  When creating a Dragon with the Craven ability, the 
  Loremaster may pick one additional ability for the Worm 
  to possess.
  Dreadful Spells
  The eyes of all Worms are capable of putting those who 
  are transfixed by their gaze under the dreaded Dragon-
  spell… 
  Reduce the Dragon’s Hate point score by 1 to force one 
  companion to make a Corruption test. If he fails it, he 
  gains a Shadow point and suffers the effects of the Dragon-
  spell (see below). 
  Dragon-spells
  There are perhaps as many different Dragon-spells 
  as there are Dragons, and the Loremaster might 
  like to create their own to match their Great Worm’s 
  personality, for example by adapting the Dreadful 
  Spell of other monsters. The following special ability, 
  Baleful Gaze, is the default option for any Dragon, 
  with Mesmerise offered as an alternative.
  Baleful Gaze
  The companion cannot attack the Dragon for a number 
  of rounds equal to 10 minus his Wisdom rating. The 
  Dragon can spend several Hate points to affect an 
  equal number of companions at the same time. If 
  used during an encounter, companions put under the 
  Dragon-spell feel compelled to answer truthfully to 
  questions for the duration of the encounter.
  Mesmerise
  Those who get an extraordinary success shake off the 
  spell and may act normally. A great success means the 
  character is frozen and unable to act for one round. 
  Those who merely succeed are frozen for another three 
  rounds. Those who fail are frozen indefinitely, locked 
  into their stiffened flesh like living statues until they 
  die of thirst.
  Fell Speed (Winged Worms only)
  Winged Dragons can always choose to use their capability 
  for flight to their advantage. Winged Worms can choose 
  which heroes to engage at the beginning of every turn (even 
  when outnumbered), can attack heroes in any stance, and 
  can choose to abandon combat at the beginning of any 
  round, so long as there is room for them to take flight.
  Fire Breath (Fire-drakes only)
  The fabled breath of a Fire-drake is a terrifying weapon, 
  capable of turning to ashes the most impervious of 
  materials, or opponents.
  ConCErning dragons
  
  76
  ErEbor
  By spending a point of Hate, the Dragon sends fire leaping 
  from its jaws to engulf its enemies. Anyone attacking the 
  Dragon in close combat is caught in the blast and loses a 
  number of Endurance points equal to 10 plus the monster’s 
  Attribute level. Additionally, they must immediately make 
  a Protection test against TN 20 or be Wounded (armour 
  applies its benefits).
   
  Foul Reek (Fire-drakes and Cold-drakes only)
  The worm-stench of legend is a weapon in itself. The 
  lair of such a creature smells almost as bad, and brave 
  adventurers entering the miasma will need a strong 
  stomach to endure it. See The One Ring Roleplaying Game 
  page 233.
  Great Leap (Long-worms only)
  The elongated necks of Long-worms allow them to attack 
  anywhere. See The One Ring Roleplaying Game page 233.
  Great Size
  All adult Dragons should have this special ability, to reflect 
  their massive proportions, but dragonets might not. See 
  The One Ring Roleplaying Game page 233.
  Hatred
  Dragons who suffered a slight or insult won’t forget who 
  inflicted it, no matter how long ago it happened.
  There is no shortage of creatures that a Dragon might hate, 
  but both Dwarves and Elves are particularly loathed. See 
  The One Ring Roleplaying Game page 233.
  Horrible Strength 
  (Cold-drakes and Long-worms only)
  Long-worms and Cold-drakes rely on the strength of their 
  jaws, claws and spines more than Fire-drakes, who trust 
  the destructive power of their breath. See The One Ring 
  Roleplaying Game page 233.
  Poison Blast (Cold-drakes only)
  A truly horrible weapon, its fumes consume flesh and 
  steel alike.
  By spending a point of Hate, the Dragon spits forth a 
  jet of poisonous fumes. Anyone attacking the Dragon in 
  close combat is caught in the blast and must immediately 
  make a Protection test against TN 16. Those who fail are 
  consumed and destroyed; a simple success means the 
  character suffers 2 Success dice of Endurance damage, 
  while a great success means the character only suffers 
  1 Success die of Endurance damage. An Extraordinary 
  success means the character comes through the fumes 
  without harm.
  Region-dweller (Long-worms only)
  Long-worms adapt to the area where they choose to make 
  their lair more than other creatures of Dragon-kind. They 
  spend long years in exploring every nook and cranny, 
  ready to use them to their advantage.
  While the creature fights inside its favoured region, its 
  Parry score is doubled.
  Savage Assault
  With teeth as long as swords, claws as sharp as spears 
  and a tail capable of smashing an Orc to a pulp, a Dragon 
  is the equal of an army of Men.
  Dragons may use Savage Assault to attack with their 
  secondary or tertiary weapon (usually their tail). See The 
  One Ring Roleplaying Game page 234.
  Thick Hide
  Dragon-scales that have thickened and aged for centuries 
  are almost impenetrable. Luckily, they don’t always offer 
  a perfect protection…
  See The One Ring Roleplaying Game page 234.
  Thing of Terror
  No adversary can avoid being shaken by the terrifying 
  appearance of a Great Worm…
  A hero facing such a terrifying creature must make a 
  Fear test at the beginning of every round of combat, until 
  he fails or he succeeds with a great or extraordinary 
  success (the test is typically made against TN 14, unless 
  a different difficulty is included in brackets in the ability 
  description – for example, an older creature might justify 
  a higher TN).
  Weak Spot (All Dragons)
  “Every worm has his weak spot,” Bilbo’s father used to 
  say…
  
  77
  It is said that it is the doom of all Dragonkind that 
  regardless of how hard is their armoured skin to pierce, 
  below they have the soft belly of a snake.
  Whenever the Dragon attempts a called shot or spends a 
  point of Hate to use a special ability, it exposes its weak 
  spot for enough time for companions to target it with their 
  next attack: when hit with a Piercing blow on its weak spot, 
  the creature rolls a reduced number of dice (indicated 
  on the monster’s description as a value marked with an 
  asterisk).
  Note that all Dragons possess the Weak Spot ability.
  5. Compile Weapon Characteristics 
  and Choose Weapon Skills
  A Dragon’s arsenal of weapons is extensive, its lethality 
  directly connected to its stature and lineage. Therefore, 
  most characteristics are based on the creature’s Attribute 
  level, and modified by the breed of the monster.
  Base Damage: Equal to the Dragon’s Attribute level.
  Base Injury: Equal to the Dragon’s Attribute level 
  multiplied by 2.
  Choose Weapon Skills
  As shown on the Dragon Weapons table above, most 
  Dragons possess two Weapon skills, in the form of a 
  primary and a secondary attack, and they may all employ 
  their long tails to make a lashing or crushing attack. As 
  with other characteristics, a Dragon’s skill improves with 
  age, but may decrease if the creature spends a long time 
  slumbering. As a consequence, you should choose your 
  Dragon’s Weapon skills with those concerns in mind, 
  never forgetting that these are the features that most affect 
  its capability in a fight.
  •	
  Primary Weapon Skill: from 3 to 5
  •	
  Secondary Weapon Skill: from 1 to 3
  •	
  Tail-lash: 1 or 2
  •	
  Crush: from 1 to 3
  Dragon Weapons Table:
  bReed
  Weapon 
  type
  daMage
  edge
  inJuRy 
  called 
  shot
  notes
  Cold-drake
  Bite
  -
  8
  -2
  -
  The mouth of a Cold-drake is a serrated 
  beak, capable of crushing rocks.
  Cold-drake
  Rend
  -3
  9
  -
  Piercing
  The limbs of a Cold-drake are short but 
  powerful, its claws sharp as razors.
  Fire-drake
  Bite
  -2
  8
  -
  -
  A Fire-drake’s mouth is less powerful than 
  that of other breeds, but its teeth are like 
  swords.
  Fire-drake
  Rend
  -
  9
  -
  Piercing
  The claws of a Fire-drake pierce like spears
  Long-worm
  Bite
  +1
  8
  +4
  -
  Long-worms do not use their claws to attack, 
  preferring to kill their enemies using their 
  formidable fangs, capable of crunching 
  through steel or marble.
  All breeds
  Tail-lash
  Att. Level x2
  C
  -2
  Knockdown
  A Dragon can collapse a building with a 
  shock of its tail, but it is an imprecise weapon 
  against attackers the size of a Man or smaller. 
  All breeds
  Crush
  Att. Level x2
  C
  -
  -
  Dragons can whip their tails around their 
  enemies and crush them by tightening its coils.
  Modifiers indicated as - mean that the statistic is equal to the Base Level as described above. All Modifiers cannot 
  cause a statistic to be reduced to less than 1..
  ConCErning dragons
  
  78
  ErEbor
  6. Choose a Name and Backstory
  Last but not least, choose a name and a backstory 
  appropriate to the characteristics you chose for your 
  Great Worm.  Names in the tongues of mortal Men are 
  appropriate for monsters encountered in recent centuries, 
  while Elvish names are fit for creatures that first plagued 
  Middle-earth thousands of years ago. Consider that often 
  a Dragon name is but an epithet, a title: Scatha means 
  “enemy” or “robber”, while Raenar means “plunderer”. 
  Smaug has its root in the verb “smugan”, meaning 
  to squeeze through a hole. Ancalagon is Sindarin for 
  “Rushing Jaws” or “Biting-storm”.
  encounteRs With a dRagon
  It is dangerous to converse openly with Dragons, for their 
  very words are deadly, sapping one’s will, eating away at 
  resolve, faith and trust. This effect is often referred to as the 
  “Dragon-spell” and much of its danger lies in its subtlety, 
  for one can fall under the sway of a Long-worm without 
  even realising it. The best course, if one must speak with 
  a Dragon, is to engage in frequent compliments, fawning 
  declarations and obscure, riddling talk. Dragons cannot 
  resist engaging in a game of wits, if only to show their 
  innate superiority, and a good riddler can escape much of 
  their influence by giving the Great Worm something else 
  to concentrate on.
  Set Tolerance
  Dragons value little apart from murder, gold and 
  precious stones, but if such a creature deigns to engage 
  in conversation it is likely it is after something else: 
  knowledge of the wider world, perhaps, or something else 
  it suspects the companions possess. The Tolerance rating 
  for an encounter with a Dragon is set to the lowest Valour 
  or Wisdom rating in the company. 
  The prejudices of a Dragon are determined by its 
  personality, but it is fair to assume most dislike Dwarves 
  and Elves as a matter of course; if the Tolerance is exceeded 
  in an encounter with a race against which it is prejudiced, 
  it will attack right away.
  Conversely, Dragons are curious creatures by their nature. 
  If one of the companions is from a culture or race the 
  Dragon has never heard or seen (or tasted…) before, the 
  Tolerance is increased by 1. Smaug had never heard of a 
  Hobbit, for example.
  Introduction
  Dragons are vulnerable to flattery, and a smart hero can 
  take advantage of this. However, Dragons are clever and 
  cunning creatures, and often delight in engaging in a duel 
  of wits with their prospective dinner. 
  Companions can introduce themselves using Courtesy or 
  Riddle. If a hero who the Dragon is prejudiced against 
  is chosen as the company’s spokesman, a failed roll at 
  this stage will see them gobbled down; afterwards the 
  conversation is resumed as though nothing were amiss.
  Remember that when a Dragon introduces itself, it will 
  typically use all the pomp and ceremony he can muster, 
  complete with an extensive list of titles and epithets. The 
  companions would do well to look suitably awe-struck.
  Interaction
  Assuming they have survived introductions, the company 
  now faces the difficult prospect of convincing a Dragon 
  not to kill them. Here are some of the skills that might 
  prove useful in that regard:
  •	
  An Insight test might give a companion an idea as 
  to what the Dragon wants, and why it has not killed 
  them yet.
  •	
  A Courtesy roll might allow a companion to flatter a 
  Dragon, naming it with a new epithet perhaps.
  •	
  Dragons love a good battle of wits; a Riddle test might 
  allow a companion to outwit the Dragon.
  •	
  It is a bold move, but an Awe test might remind the 
  Dragon of the tale of Bard the Dragon-slayer and the 
  demise of Smaug… 
  Evaluate the Outcome of the Encounter
  The Loremaster should keep track of the successes and 
  failures rolled in the introduction and interaction stage 
  of the encounter as normal. A company who exceeds the 
  Tolerance is likely to be attacked, unless the Dragon has 
  some palpable reason not to do so. A company who does 
  not exceed the Tolerance is likely to have struck a bargain 
  of sorts with the Dragon. What happens next is left to the 
  Loremaster to decide… 
  
  79
  dRagon-hoaRds
  Bilbo had heard tell and sing of dragon-hoards 
  before, but the splendour, the lust, the glory of such 
  treasure had never yet come home to him.
  Every Dragon, no matter the age or breed, has within it a 
  great, greedy lust for gold. They seek to gather these riches 
  to them and fill their lair with treasure. While some heroes 
  come to fight a Dragon for nobler aims, all but the most 
  valiant come looking in some part for the fabled Dragon-
  hoard.
  The Treasure of a Dragon is invariably considered to be 
  both a Hoard (see Rivendell, page 85), but also Tainted 
  (see The One Ring Roleplaying Game, page 224). 
  The size of a Dragon’s hoard depends on the age of the 
  Dragon as shown opposite.
  Breeds Modifiers Table:
  dRagon age
  suggested hoaRd 
  Rating
  Dragonet
  10
  Young
  50*
  Adult
  100**
  Old
  1000*** or more
  The Loremaster might like to give some special consideration 
  to what the conquering heroes (or thieving burglars) might 
  find in such a prize, beyond a simple tally of Treasure 
  points. Other Items (see below) lists all manner of goods 
  and treasures that might be found there, and the Loremaster 
  should remember too the rules for Precious Objects and 
  Wondrous Artefacts found in Rivendell (page 90 onwards).
  As each Dragon is unique, its hoard should be as well. 
  For the Loremaster to hand out an amount of treasure 
  without any other detail is a waste of the awesome 
  potential of the hoard. 
  However, counting up the value of every item in the 
  hoard and describing them is a bit too intensive. Instead, 
  use the following list of things that might be found in a 
  Dragon’s treasure hoard. Choose items from the list or 
  use these suggestions to craft your own. 
  •	
  A set of drinking cups, well carved with images of 
  hunting and the wilderness, and accented in gold 
  bands along the rims. These cups are made from 
  ivory, possibly Oliphaunt tusk, and nest one within 
  the other. Nearby is an ornately carved and gilded 
  oak box with a cleverly wrought clasp that neatly 
  holds the stacked cups.
  •	
  A long skewer meant for the feast of a king. While 
  the shaft is made from stout iron and shows the 
  stains of having roasted dozens of stags or other 
  beasts, the ends are capped in gold and silver leaf 
  over fine ceramic knobs. Somewhere around here is 
  the frame that it rests in, and together they make 
  a fine centrepiece for any hall. 
  •	
  Eight stone bowls of polished marble lay scattered 
  about, their shapes worked to show off the red veins 
  in the pale white stone. Each bowl is encircled in 
  alternating bands of turquoise and gold.
  •	
  A large and ornately decorated lintel for a doorway 
  or gate. This massive piece of gold leaf laid over 
  granite features a dozen small sunken squares, each 
  with a carved scene. A Lore test reveals that the 
  scenes are from the history of an important Dwarf 
  family, showing the first five generations and the 
  accomplishments of the family’s greatest members. 
  •	
  A huge two-handled cup of Númenórean make. It 
  is easily too large for one man to lift, and can hold 
  at least three gallons of drink. The cup is made 
  of silver, artfully cast in one piece with intricate 
  designs showing great ships crossing the ocean. 
  Inside a massive kraken is carved on the bottom, 
  with its tentacles flowing up the inside of the cup to 
  pour out and form the handles.
  Other Items
  ConCErning dragons
  
  80
  ErEbor
  •	
  A Mithril shield boss carved into the shape of a 
  snarling beast, the eyes bright rubies. While no 
  shield is attached, the rim of the boss is sound and 
  can be used to form the centre of a new shield. 
  •	
  A skull that once belonged to some great beast, 
  perhaps a lesser Dragon or other foul creature. 
  The bone has been highly polished and the teeth 
  and horns accented in gold and silver. A clever set 
  of hinges and a lever allow the mouth to be opened, 
  and inside the back of the head sits a horn made of 
  silvered steel. If the mouth is opened and the horn 
  sounded, a terrifying roar is produced.  
  •	
  A ewer of beaten gold over wood, chased in silver 
  and of a size that boggles the mind: a grown man 
  could crawl inside and have room to turn around. 
  The craftsmanship is crude, but effective in a 
  primitive way.  
  •	
  A plain ebony box made of tight-fitting panels 
  conceals a finely wrought lantern of stone with thin 
  panes of rosy quartz. The lantern does not have a 
  gate or door, nor is there an opening in the bottom 
  to place a wick or oil. Through either ingenious 
  manufacture or some small enchantment, the 
  lantern enhances the light of whatever environment 
  it is in, reflecting starlight at night and sunlight 
  during the day. 
  •	
  A string of amber beads on gold thread that most 
  likely came from a craftsman’s workshop or a 
  merchant’s supply. They are unworked but finely 
  polished, and are ready to be placed on jewellery or 
  used to decorate clothing. The beads range in size 
  from a fingernail to a fist, and are sorted on the 
  string.
  •	
  A puzzle box made from dozens of strips of wood, 
  each chosen for their complementary colours and 
  laid in such a manner that a successful Riddle 
  test is needed to open it. Inside is a sheaf of paper, 
  a dozen golden quill nibs and a small glass jar 
  embossed with images of fish and waterfowl chased 
  in silver. The ink in the jar has long since dried to a 
  fine dust, but the paper appears sound. 
  •	
  A bust of a long-dead king. While the material 
  of the work is fine marble, the small statue is 
  undecorated. Its wealth lies in its craftsmanship; 
  for the carving is so fine one can see every whorl of 
  hair, every wrinkle of the brow. 
  •	
  Yards of chain, each link longer than a man’s arm 
  and nearly as thick. The links are made of precious 
  metals, gold, silver, platinum and even Mithril, 
  with electrum and other alloys in between. At each 
  end of the great chain is a massive hook made of 
  polished steel etched with scenes of Dwarfs at the 
  forge. 
  •	
  An egg, just a small, delicate, blue-white egg with 
  a slight dappling of grey across the ends. The egg is 
  enclosed in a cage of thin gold wire with sapphires 
  and diamonds at every joint and join. 
  
  81
  tReasuRes to slay a dRagon
  While it is unlikely that the following items would appear 
  in the hoard of a Dragon (unless they intend to guard the 
  means of their own downfall closely), they are suitable 
  for inclusion in the Magical Treasure Index of a campaign 
  that features a Dragon as a prominent foe.
  Dragon-bane
  In a past age, the Elves and the Dwarves found 
  themselves with a common enemy and bent their 
  prodigious skills to creating weapons that might slay 
  a Great Worm. In the Third Age, such weapons are 
  all-but lost, in no small part due to the efforts of the 
  Dragons themselves.
  •	
  A Famous Weapon of both Elven and Dwarven 
  Craftsmanship may have Dragons selected as 
  its Bane creature, as described on page 96 of 
  Rivendell.
  Dragon-scale Brooch
  A small brooch fashioned from part of a Dragon’s scale, 
  supposedly from Scatha himself. Contains a Greater 
  Blessing of Riddle.
  The Black Arrow of Bard
  Type: Arrow
  Craftsmanship: Dwarven (Erebor)
  Banes: Dragons
  Qualities: 1. Sure Shot 2. Keen 3. Fell
  Notes: Said to have been forged in the Lonely Mountain, 
  the Black Arrow was passed down the line of Girion until 
  Bard the Bowman slew Smaug with it, the last arrow in 
  his quiver. Whether this is that same arrow is unknown, 
  although many a Barding would claim it so.
  Scatha’s Tooth
  Type: Axe
  Craftsmanship: Dwarven (Erebor)
  Banes: n/a
  Qualities: 1. Gleam of Terror 2. Fell 3. Curse of Weakness 
  (Dragon-sickness)
  •	
  A long wooden pipe carved with whorls and made 
  from a single piece of wood. The mouthpiece is 
  forged from silver-coated wood. The bowl is chased 
  in gold, and tiny diamonds can be seen glinting in 
  the eyes of the luxuriantly carved whorls. The pipe 
  is long enough for the smoker, when seated, to rest 
  the bowl upon the ground. 
  •	
  A bird made from platinum and gold, in the shape 
  of a finch, with sparkling agate eyes and a beak 
  made of silver. If tossed into the air, the bird flies 
  in a great wide circle while singing its song, and 
  then comes to rest in the hand of whoever released 
  it.
  •	
  A stone doorpost of smooth granite and covered 
  with scores of small horizontal lines filled with 
  gold. Each line has a name and year carved next to 
  it in the secret Dwarvish script. The names repeat, 
  but at increasingly higher lines. Some of the names 
  are hard to read for the post is heavily scarred by 
  Dragon-fire. 
  •	
  A set of keys forged of a variety of precious metals. 
  The keys range in size from those used to open a 
  locket to a massive key that must have opened an 
  equally massive lock and door. The larger keys 
  are decorated with geometric designs of inlaid 
  gemstone dust, precious metals and rare minerals.  
  •	
  A cloak pin wrought from a single knapped piece 
  of quartz and reinforced with bands of gold. The 
  point of the pin is tipped in steel. Upon the face of 
  the pin is a carving of a heron taking flight, its 
  wings forming the body of the pin. The spring is 
  cleverly constructed to lie inside the quartz and yet 
  not be visible through it. 
  ConCErning dragons
  
  82
  ErEbor
  Note: When Fram slew the Dragon Scatha, he took his 
  hoard as his own, much to the dismay of the Dwarves 
  of the Grey Mountains. As recompense he sent them a 
  handful of the Dragon’s teeth, one of which is embedded 
  in the haft of this axe. Although the blade strikes true, 
  something of the Dragon’s greed remains about it.
  Biting-storm
  Type: Great Spear
  Craftsmanship: Dwarven and Elven (Khazad-dûm and 
  Eregion)
  Banes: Dragon
  Qualities:1. Superior Grievous 2. Piercing (see page 29)
  Notes: Forged in Khazad-dûm and wound with the spells 
  of the Elves of Eregion, Biting-storm was fashioned with 
  one purpose in mind: to pierce the heart of a terrible 
  Dragon, whose name has long been lost to legend.
  dRagons oF the thiRd age
  lytegan
  Like so many tales of Dragons in the Third Age, Lytegan’s 
  begins on the Withered Heath. She descends from a line 
  similar to that of Smaug the Golden, but she was born far 
  smaller than most of her brethren. 
  Though she does have wings and foreclaws, her rear 
  limbs were partially stunted even as she was hatched. 
  Lytegan swiftly realised that her days were numbered if 
  she remained on the Withered Heath and while many of 
  her siblings were fighting with one another for supremacy, 
  she slithered her way south into the Grey Mountains. 
  At the time, the Dwarves still firmly held the Grey 
  Mountains, and Lytegan was cautious at avoiding their 
  attention. She grew adept at slipping into and out of 
  Dwarf-holds unnoticed, careful to leave no trace of her 
  presence. Eventually, for all her restraint, her thefts grew 
  too bold and the number of missing guards too many. 
  When the Dwarves began to hunt after her, she flew west 
  on a moonless night, with such wealth as she couldn’t 
  bear to part with.
  In 2472 of the Third Age she entered the northern Misty 
  Mountains and slowly began working her way south 
  along the range. Though Lytegan could not have known 
  it, her timing was excellent, as the mountains were not yet 
  teeming with the Orcs and Goblins that would populate 
  them less than a decade later at the Dark Lord’s behest. 
  She slept in mostly abandoned caverns, only occasionally 
  leaving the deep tunnels to hunt in the rich vales east of 
  the mountains when the taste of fish and Goblin grew 
  stale.
  Lytegan’s southward trail eventually led to the gates of 
  Moria. She plundered what she could from the Black 
  Pit, making certain to stay mostly in the upper halls so 
  as not to draw attention to herself. Soon, the numbers of 
  Orcs grew too great for stealth and she withdrew from the 
  mines, though she did not go far. Lytegan chose to make 
  her lair in the heights of Cloudyhead, one of the three 
  great mountains over Moria. 
  Called Fanuidhol the Grey by the Elves and Bundushathûr 
  by the Dwarves, Cloudyhead suited Lytegan because of 
  the clouds that perpetually concealed its peak. Now she 
  sleeps high in the mountain, directly northwards of the 
  Dimrill Dale, far above Moria, occasionally waking to 
  pick off likely travellers on the Redhorn Pass or bands of 
  Orcs carrying worthwhile trinkets.
  Lytegan is as large as three large draft horses, standing 
  end to end. Her scales are a fine silvery-grey, shot through 
  with traces of gold along the edges. Her snout is triangular, 
  filled with several rows of serrated teeth. 
  She moves with an almost-feline grace, frequently folding 
  her arms and wings against her body to slither like a snake 
  if she is underground. She possesses the old-fire and her 
  breath still promises a fiery death, but she is wary of using 
  it if it will draw attention to her. 
  During her wakeful periods, she likes to fly high within 
  the clouds of Fanuidhol keeping her presence concealed, 
  while still allowing her to inspect the lands about her lair 
  with keen eyes.
  
  83
  Lytegan is not interested in fair fights. Cunning as all her 
  kind, she has, on occasion, simply caused an avalanche to 
  bury particularly dangerous heroes, then melted the snow 
  off with her breath to acquire whatever takes her fancy from 
  the corpses of her targets. Unlike most Dragons, she has 
  few compulsions about withdrawing to fight another day.
  Lytegan’s hoard is worth Treasure 200**. In addition to 
  gold, jewels and many finely-wrought Dwarven items, she 
  has several large chunks of shimmering Mithril ore that 
  she took from Moria.
  Lytegan, Great Fire Drake:
  attRibute level
  11
  enduRance
  hate
  110
  15
  paRRy
  aRMouR
  10
  7d/1d* 
  skills
  Personality, 3
  Survival, 4
  Movement, 3
  Custom, 2
  Perception, 4
  Vocation, 3
  Weapon skills
  Bite
  5
  Rend
  2
  Tail-lash
  2
  Crush
  3
  tRaits
  Cautious
  Cunning
  Nimble
  -
  special abilities
  Bewilder
  Mountain-dweller
  Craven
  Savage Assault
  Dreadful Spells
  Thick Hide
  Fell Speed
  Thing of Terror
  Fire Breath
  Weak Spot
  Great Size
  -
  Weapons:
  Weapon type
  daMage
  edge
  inJuRy called 
  shot
  Bite
  9
  8
  22
  -
  Rend
  11
  9
  22
  Piercing
  Tail-lash
  22
  C
  20
  Knock-
  down
  Crush
  22
  C
  22
  -
  kibiluzn, the silveR shadoW
  When the Dragons descended upon the Dwarf kingdom 
  in the Grey Mountains, many fell to Dwarven axes and 
  cunning. Of those that died, one, nameless Long-worm 
  left something behind, hidden in the deep beneath a fallen 
  Dwarf-hold: a single egg. None can say why this Worm 
  would choose to leave behind its progeny, only that it lay 
  forgotten for centuries.
  Centuries passed in silence and neither the Goblins of 
  Mount Gundabad nor the Dwarves of the Grey Mountains 
  knew what lay slumbering beneath their halls. It was on 
  the same night that Esgaroth burned that this forgotten evil 
  entered the world. Slithering from his broken shell, a silver-
  scaled Dragon was born into darkness. 
  In the depths of the world he not only survived, but 
  flourished. He was a keen hunter, silent and deadly. He 
  stalked the wretched creatures that lived in these abandoned 
  depths, but as he grew in size, so too did his hunger grow. 
  He slithered south and into the Grey Mountain Narrows, 
  where he began to stalk the scattered camps of Dwarf 
  refugees who lived about the foothills there. The Dragon 
  saw that his prey carried fine weapons and well-crafted 
  armour, but they also carried something far more precious: 
  jewels and gemstones.
  Greed and malice consumed his heart. Taking these riches 
  back into his hold, he became driven by lust, hunting 
  for more Dwarves, more miners, more treasure seekers. 
  Legends and whispers grew amongst the Dwarves of the 
  Grey Mountains. “Kibiluzn,” they called him: the Silver 
  Shadow. 
  ConCErning dragons
  
  84
  ErEbor
  Kibiluzn searched out fresh prey in newly dug passages. 
  He journeyed west beneath the stone peaks until he 
  discovered the Goblin tribes that cowered near to Mount 
  Gundabad. They were diminished and broken, still 
  recovering from wounds suffered during the Battle of Five 
  Armies. They had no gold, no jewels, no treasure.
  As Kibiluzn lay in shadow, watching the Goblins, there 
  came to his mind, as if by a whisper, a new idea. Kibiluzn 
  descended upon the Goblins, but rather than consume 
  them he instead compelled them. The Goblins screamed 
  and cowered, grovelling before the awful worm.
  It would do well for a Dragon to have servants to command, 
  so Kibiluzn bid the Goblins serve him. Promising them 
  riches beyond imagination and Dwarven blood upon 
  their blades, Kibiluzn has drawn scores of Goblins to his 
  service. 
  Still they come, countless Goblins and other wretched 
  creatures, to the service of Kibiluzn. All live in the depths 
  of the earth beside the Dragon, basking in the glory of his 
  wealth, slaves to his terrible beauty.
  Soon, the Dragon will have an army. Then the Dwarves 
  of the Grey Mountains will know terror and horror anew. 
  Kibiluzn is young, yes; but ambitious. A longing for gold 
  and carnage grows with each passing season in his heart, 
  yet a deeper desire grows in its breast. There is a calling 
  in its heart from the East. As the Silver Shadow grows in 
  strength, so too does a longer darkness reach out to claim 
  all of Wilderland.
  Kibiluzn, Long-worm:
  attRibute level
  7
  enduRance
  hate
  70
  8
  paRRy
  aRMouR
  5
  4d/1d*
  skills
  Personality, 4
  Survival, 4
  Movement, 3
  Custom, 2
  Perception, 3
  Vocation, 2
  Weapon skills
  Bite
  4
  Tail-lash
  2
  Crush
  3
  tRaits
  Clever
  Lordly
  Secretive
  -
  special abilities
  Commanding Voice
  Hatred (Dwarves)
  Great Leap
  Weak Spot*
  Great Size
  -
  Weapons:
  Weapon type
  daMage
  edge
  inJuRy called 
  shot
  Bite
  8
  8
  18
  -
  Tail-lash
  14
  C
  12
  Knock-
  down
  Crush
  14
  C
  14
  -
  
  85
  Rumours of Worms
  Dragons are creatures of dread and terror, but also creatures of wonder, living curiosities that some might dismiss 
  as tales of yore or wild stories told by fools. Still, there might be truth in the rumours and legends surrounding 
  Dragons, their lairs and their hoards. 
  These are things a company might hear about Dragons should they seek out wisdom and lore concerning them. Not 
  all of them are true, but some might well be.
  •	 "There are many kinds of Dragons, and you may know them by their limbs. There are Dragons with no legs 
  that slither like serpents, those with two legs that walk not like a man but like a great scaly bear, some with 
  four or more legs, and those with wings. The last may have any number of limbs, though six is the normal 
  amount."
  •	 "They say that a foul serpent of the line of Scatha crept silently into the forests of Mirkwood in the days when 
  that dark wood was known as the Greenwood. Do not be deceived by those who say that a Necromancer lairs 
  in Dol Guldur, it is a Dragon, of that I am certain."
  •	 "Dragons are creatures of fire and stone, that is why they lair under mountains. If you plan to slay such a beast, 
  do as good King Bard has done; take them on the wing and plunge them into water. Now, flushing the beast 
  from its roost, that is the trick."
  •	 "Whosoever might taste the heart of a Dragon would know all the tongues of Men and Elves, of birds and 
  beasts."
  •	 "None can taste the blood of a Dragon and live, for it is as a poison of fires that slays all save the mightiest 
  of strength."
  •	 "A Dragon must wake from its slumber from time to time to feast, and by watching for that moment, a brave 
  warrior can sneak in and lay a trap."
  •	 "It is well known by learned people that the Grey Mountains are rife with slumbering Dragons, but what is not 
  known is why so many sleep now? Will they stir in time, perhaps at the call of some changing of the stars or 
  the rise of some great master?"
  •	 "In my grandfather’s youth his uncle told him that a Dragon swooped down and snatched up an entire caravan 
  of merchants travelling from the East to Dale. Now, this was in the days before Smaug came to the Lonely 
  Mountain. This caravan was loaded with wealth, for it was the desire of some Eastern king to purchase many 
  finely wrought suits of armour from the Dwarves. What might have come of this treasure… or this Dragon?"
  ConCErning dragons
  
  86
  ErEbor
  •	 "The only tale I have heard of Dragons is that of Hón daughter of Hanar and distant cousin to Grór brother of 
  Thrór. Many long years ago, longer than even the coming of Smaug to Erebor, Hón journeyed into the Grey 
  Mountains to seek revenge on the Dragon that had slain her father and kin. Now, she went alone, and was 
  never heard from again, and let that be a lesson to you to never face a Dragon without stout companions. The 
  thing to remember, though, is that she took with her the only item saved from her ancestral home from when 
  the Dragon came, and that was an axe forged in the first days of Durin’s folk, an axe said to be so sharp it 
  could cleave a column of smoke in twain."
  •	 "There is a Dragon named Sticlas that lairs not far from here, or so the tales go. While it is true that there is 
  no wasteland about its peak, smoke rises there from time to time and shepherds report a strange and terrible 
  beast that comes down from the sky and gobbles up entire flocks, and shepherds too!"
  •	 "The tales of worms are many, and they are creatures of great diversity. There are three types they say: those 
  that spit poison, those that breathe fire, and then there are the ‘Cold-drakes’ that do neither."
  •	 "The worm Eletredde was the first of a brood of three and fought her siblings to the death. Although in the end 
  victorious, the broad curve of her horned head was damaged, so you will know her by her many broken horns. 
  Between those stumps of horn is the place to lay your blow, for the armour of her hide and strength of her bone 
  is weakest there."
  •	 "Dragons are creatures of greed, and as such can always be tricked by that same greed into rash actions and 
  cunning traps."
  •	 "The sight, hearing and other senses of a Dragon are especially acute, but one must keep in mind that their 
  memories are even sharper than their fangs. A Dragon knows by sight every item in its hoard no matter how 
  small or how fleeting the first viewing was. Just so, they know this by its smell, its touch and its taste. Keep 
  this in mind, for they will not forget any theft nor wrong nor slight, and will seek vengeance."
  •	 "Should you seek the worm Brégnes, look not in the caves of the mountains nor in the depths of the forests. 
  for she is a great thing of long body and no limbs save the two forepaws she drags herself along with, is a 
  burrowing creature, a worm that lives beneath the earth. She sleeps in old barrows, loots from those same 
  tombs and lairs in a muddy pit filled with the grave goods of ancient heroes, but also the mouldering remains 
  of those same warriors of old."
  •	 "The mind of the Dragon is the true danger, for their thoughts are wicked and evil, so wicked and evil that they 
  leak out and pollute the hearts of others. This wickedness does not end with their deaths; it lingers like a foul 
  odour and taints all they touched."
  •	 "It is rare that a Dragon should make slaves of lesser creatures, but some do. Mostly it is the lowest form 
  of Goblin, but the corruption of Dragons might make even the wild animals that frequent the land about a 
  worm’s lair into its unwitting sentries."
  
  87
  •	 "Of the land the Dragon resides in, it is always tainted and thus you may tell where they lair. Beware, though, 
  for the taint of worms takes many forms and depends on the nature of the beast in question. Some cause such 
  widespread destruction that the land is torn, burned, and ruined. Others send out their terrible thoughts and 
  thus pollute the trees, animals, and even the rocks and streams."
  •	 "People speak of the greed of Dragons, but that is but a manifestation of the true nature of their taint, namely 
  selfishness. To a worm, there is no more important creature than itself, and all that is in the world is measured 
  based on that. When looking for the Dragon-sickness in others, do not just look for covetousness, but for 
  overweening pride, prickly dignity and furious self-righteousness."
  •	 "Cûtœl, a Fire-drake of the line of Ádfyr, attacked a fortress of the Men of the West in ages past. He did not 
  find a wealth of gold, though there was some, but this fortress was an armoury of a king. Thus the worm took 
  to his treasure hoard finely wrought weapons of powerful might, and he lay down upon them to sleep."
   
  •	 "Of the Dragons that spit poison much has been said, but it is not just they that are poisonous. The very body 
  and blood, every bit of a Dragon, is a danger to mortals. Touch not a worm with your bare hand, but only 
  with a mailed fist, or better yet, a stout pole tipped with a bright head."
  •	 "Few know this, but I have heard tales of it. Dragons fight with other Dragons and even with other servants of 
  the Enemy. Indeed, they are not so much slaves of the Shadow, but creations thereof. With this knowledge, 
  one can turn beast upon beast and foe upon foe, but who is cunning enough to trick the mind of a Dragon? Who 
  is foolish enough to try?"
  ConCErning dragons
  
  88
  ErEbor
  THE WAR OF
  - THE DWARVES -
  AND ORCS
  Then Nár turned the head and saw branded on 
  the brow in Dwarf-runes so that he could read 
  it the name AZOG. That name was branded in 
  his heart and in the hearts of all the Dwarves 
  afterwards. 
  The woes of Durin’s folk in the Third Age are many, 
  but perhaps none more tragic than the death of their 
  king, Thrór, and the War of the Dwarves and Orcs that 
  followed. Never in the Third Age has so mighty a Dwarf-
  host gathered, and never have so many fallen in battle as 
  in that war of vengeance. 
  the eve oF WaR (2790)
  Throughout the Third Age, the Dwarves of the line of Durin 
  fell upon hard times. After fleeing the Grey Mountains 
  following the wars with the Cold-drakes, they returned to 
  the Lonely Mountain, to rule over Erebor for a time. When 
  the Dragon Smaug fell upon them they were forced from 
  their domains once more, suffering exile anew.
  In the year 2790 of the Third Age, Thrór, their elder King, 
  made a fateful journey to the eastern doorstep of Khazad-
  dûm, his kin’s ancient stronghold in the Misty Mountains. 
  There he found the gates of the vast hold open; gazing 
  upon the true birthright of his people the King decided to 
  venture within its halls alone. His only companion, Nár, 
  waited for him in the valley outside. 
  Thrór delved within Moria for some time, exploring the 
  deep halls and dusty storerooms of his ancestral home, 
  until he was set upon by the Orcs who dwelt there now, led 
  by the cruellest of their kind: Azog. He suffered dire torture 
  and unremitting interrogation, yet Thrór frustrated his 
  captors, refusing to answer their queries or succumb to 
  their devices. 
  On the third day Nár heard a horn blared from inside the 
  gate, and crept nearer to investigate. The body of Thrór 
  was flung through the gate onto the steps. To his horror, 
  his lord was dead and on his brow was a freshly carved 
  word written in the runes of the Dwarves: “AZOG”, it read. 
  Then Azog came forth from the gate and, pointing to the 
  body with clawed finger, he announced that such was 
  the fate of any Dwarf who dared to come to Moria. Azog 
  declared himself King of Moria. He demanded that Nár 
  
  89
  carry the brazen threat and the ill tidings back to his 
  scattered folk. Before he left, the dismayed Dwarf was 
  struck with a small pouch of cheap coins: rude weregild 
  for Thrór’s body. 
  Nár fled, weeping at the loss of his King. After a long, 
  wretched journey, he came to Dunland, the land of their 
  exile, and related the tale of Thrór’s fate and Azog’s 
  threat. As the story came to its terrible end, the fury of 
  the assembled Dwarves boiled over into a seething anger. 
  For seven nights, Thráin son of Thrór sat alone in his 
  chambers. At last he emerged, vengeance burning within 
  his breast. 
  the MusteRing oF the host 
  (2790-2793) 
  What Thráin planned was no simple murder. It was 
  no mere bounty to be hunted down. This would be 
  the marshalling of all the might the Dwarves could 
  muster. This required careful planning, a meticulous 
  consideration of strength and a methodical gathering of 
  warriors and weapons. 
  He gathered his own folk in Dunland and informed them 
  of his intent. In time, news spread to Dwarves that resided 
  nearby, until all of Durin’s folk heeded the call to arms. 
  Such was the size of their assembled numbers that it was 
  likened unto the days of old. And yet, more were needed. 
  Thráin next sent messengers to those Dwarves living in 
  the Blue Mountains, and also to the hold in the Iron Hills 
  where their cousins resided still. His messengers even 
  took Thráin’s news into the farthest reaches of the East. 
  The message was the same for all who received it: Thrór 
  was dead at the hands of Azog, who now claimed Moria 
  as his own. 
  Three years passed before Thráin stood at the head of his 
  host. Durin’s folk gathered all their strength in Dunland, 
  but they did not gather alone. The fathers of all the 
  Houses of the Dwarves dispatched great forces of their 
  own to answer Thráin’s call. The Dwarves had assembled 
  and were ready to set upon their hated foe to enact their 
  revenge. 
  Planning and Scheming 
  In Dunland, Thráin gathered the fathers of the Dwarf 
  Houses to plan the war of vengeance. Maps were unrolled, 
  mountain peaks and vales were indicated where pertinent 
  tactical suggestions were considered. It was clear the 
  vastness of the Misty Mountains would impede the 
  mission. Some suggested attacking Moria alone, but 
  Thráin bristled at the idea. It was not enough to kill Azog: 
  all the Orcs must be slain. 
  After much deliberation, a plan was formulated that 
  detailed an onslaught upon all of the Orc holdings in 
  Dwarf Player-heroes and the War
  Older Dwarf-heroes – 150 years of age or older – will undoubtedly have fought in the War of the Dwarves 
  and Orcs. Some might carry the burdens of the Battle of Azanulbizar still; a kinsman who fell beside them, 
  perhaps, or an injury they themselves sustained. Perhaps their arms and armour are from that dark day. 
  Undoubtedly a hatred of Orcs continues to burn in their breasts. 
  Younger Dwarves who did not fight in the war will still have been touched by it. Perhaps their father or older 
  brother did not return from the Battle of Azanulbizar, or maybe they now bear an heirloom made significant 
  by its use in the war.
  As a player of a Dwarf, you might like to carefully read this chapter and consider what role it plays in your 
  hero’s background. 
  ThE war of ThE 
  dwarvEs and orCs
  
  90
  ErEbor
  the Misty Mountains. Initial attacks were organised 
  targeting the largest of Orc lairs; it was to be a mailed fist 
  closing around Moria itself. The strategy was relayed to 
  all the Dwarf-thanes and, in due course, the host made 
  preparations to depart. On that day, Thráin led his own 
  household at the vanguard of tens of thousands of Dwarves. 
  Iron-shod boots pounded the dusty plains as they departed 
  north. Carts and wagons laden with supplies, weapons, 
  tools, gear and all manner of equipment were pulled by 
  oxen and pony behind. Siege engines, built to attack the 
  Orc lairs, were dragged along behind. This was a host of 
  Dwarves the likes of which not seen in the Third Age.
  the WaR oF vengeance (2793-2799)
  The Fall of Mount Gundabad
  The Dwarves marched northwards, towards the Orc-
  nest in Gundabad. It took many months to traverse the 
  lands north ofDunland and west of the Misty Mountains. 
  Crossing the Glanduin, they came upon Eregion and 
  stayed for a time near the Hollin Ridge, where they sent 
  scouts to spy on the Orcs of Moria. In time, they crossed 
  the great East Road and entered the Ettenmoors. Here the 
  land rose up to meet the Mountains of Angmar. It was 
  a land of haunted spirits and foul reputation, but the 
  Dwarves were troubled little. After months of trekking the 
  wilderness of Eriador, they neared Mount Gundabad. 
  Stealthy scouts selected the shortest possible route to the 
  east; speed was critical to this plan. Over half of the Dwarf 
  army awaited the summer solstice to begin their journey. 
  With Thráin in command, they marched through the 
  narrow pass. With the long summer sun as their shield, 
  they were unimpeded in their march to the eastern slopes. 
  The Dwarves emerged from the valley just as the sun set. 
  They encamped in a fortified, shielded enclosure beyond 
  the eastern gate of Mount Gundabad. 
  The next day, horns declared their presence as the Dwarves 
  arrayed themselves before the gates of the stronghold. 
  Orc defenders mustered on the high walls of the fortress, 
  growling their threats and howling their challenges. At 
  Thráin’s command, the Dwarf warriors surged forward, 
  bringing forth their siege equipment. Ladders rose to 
  meet the walls, catapults swung into action and battering 
  rams were muscled towards the gates. Ominously, clouds 
  covered the bright sun that morning, causing a ripple of 
  unease amongst the Dwarves. They looked on as the great 
  gate swung open. Suddenly, the Orcs poured out, eager 
  for melee.  
  Throughout the morning, the battle lines swung back 
  and forth across the vales beneath Mount Gundabad. By 
  midday, however, there was a commotion among the Orcs 
  who had remained within. Something had distracted them 
  from inside their own lair. A quarter of the Dwarven forces 
  had been left on the western slopes of the mountains, and 
  had ventured within Mount Gundabad through smaller 
  entrances left unguarded in the face of the frontal assault. 
  Led by Thráin’s chief scout, Huthrar, hundreds of Dwarven 
  warriors surprised the Orcs, forcing them back towards 
  the eastern gate. The Orc chieftains were hard pressed 
  to hold back the invaders. Fleeing their own halls, Orcs 
  spilled out into the vales, where they were met by Thráin’s 
  eager warriors, themselves augmented by the remainder 
  of the host entering the fray from the mountain pass. 
  Thousands of Orcs fell, the Dwarves slaughtering them in 
  every cave and tunnel they could find. 
  It took more than a month to rid the lair of all its vile 
  creatures, but in the end, Mount Gundabad was cleansed 
  of Orcs. Thráin’s vengeance was only just beginning. 
  Catastrophe amidst the Middle Years 
  In the months that followed, the Dwarven host rooted out 
  many of the Orc lairs south of Mount Gundabad. Ancient 
  records brought from Erebor proved invaluable in their 
  efforts. Thráin spent many long nights surveying the 
  ancient lore of the mountainous region by lantern light. 
  Time-worn maps revealed old entrances into the holds and 
  helped the Dwarves outmanoeuvre and outflank the Orc 
  defenders within the mountains. The superior arms and 
  armour of the Dwarves, and Thráin’s cunning, won many 
  a battle. Bastion after bastion, the Orcs were defeated. But 
  in the tunnels beneath the High Pass, the Dwarves grew 
  overconfident. 
  Soon after the fall of Mount Gundabad, Orcs throughout 
  the Misty Mountains came to realise the full extent of the 
  Dwarven aggression. What they had mistaken for the 
  
  91
  wanderings of an exiled enemy, was in fact war come 
  to the mountains. It was fortunate the foul creatures of 
  the entire range were never united under a single black 
  banner, for had Azog possessed the might of all the Orcs 
  he might have ended Thráin’s war before it truly had a 
  chance to begin. 
  In time, however, the foul denizens of the mountains came 
  to arms and each lair was more prepared for invasion 
  than the last.
  Resistance became stronger, the Orcs more devious. The 
  advantage of surprise abated, and Dwarven casualties 
  mounted. Yet, it was only in the caves beneath the High 
  Pass that the Orcs sprung their deadliest scheme…
  A contingent of Dwarves, led by Thráin, had traversed 
  many of the underground chambers and tunnels beneath 
  the mountains when they emerged in a cavernous 
  opening that appeared to have been the Orcs’ pit. It was 
  deserted, which was nothing unusual, as the Orcs were 
  always a cowardly lot. Glad of the reprieve, a temporary 
  encampment was established. And then, an explosive 
  din heralded the fall of the ceiling: in a brief, horrible 
  moment, the host of Thráin was buried beneath falling 
  masonry. Countless died, crushed or suffocated under the 
  weight of the stone. 
  Once the dust had settled, the cavern was filled with the 
  groans of the injured and the laments of the dying. For 
  long days, the survivors lay trapped, awaiting death. Soon 
  their water was gone, and efforts to find an exit from the 
  chamber were abandoned. Hope was lost. 
  Fortunately for the survivors, scouts were sent out to 
  search for them as soon as the King went missing. Thanks 
  to the extensive records in their possession, the scouts 
  were able to locate the area where the King would most 
  likely be trapped. When they reached the blocked tunnels, 
  the Dwarves made contact with their brethren by tapping 
  carefully on the stone. They set to delving through the 
  rocks, mattocks tirelessly chipping away. Progress was 
  slow, and made slower still by prowling Orcs. Many died 
  protecting the tunnelling Dwarves, as four waves of Orcs 
  attempted to stop them. Eventually the attacks ceased and 
  the Dwarves broke through. Many grieved the loss of life 
  that day. The devious and underhanded guile of the Orcs 
  would never again be misjudged. Indeed, the Dwarves 
  would turn those same tactics against the Orcs as the war 
  continued southwards.
  The Blockades of the Late War
  During the months that followed, Thráin assessed the 
  losses and weighed them against his triumphs. The 
  balance was favourable, though barely so. He gathered 
  often with his thanes and such able and wise counsel as 
  was available. Together, they formed a cunning plan to 
  block major paths leading to Moria as they continued to 
  clear the smaller Orc holdings along the way. If successful, 
  Azog would be unable to amass a large enough counter-
  attack to hold the Dwarves back. 
  Though he would have preferred to relentlessly advance, 
  Thráin heeded his advisors and sent miners to collapse 
  the main tunnels leading to the northern reaches of 
  Moria, while he himself attacked more remote Orc-lairs 
  to detract attention from their main objective. The plan 
  took time to develop, and the fighting in the tunnels north 
  of Moria was as bloody as any in the war. In time, three 
  entrances to Khazad- dûm were brought down, but at the 
  cost of many Dwarven scouts. Huthrar himself perished 
  before the last tunnel collapsed. 
  With the blockade in place, Azog could not summon 
  reinforcements, and Thráin’s armies quickly swept 
  through the Orc-nests north of Moria. By year’s end, the 
  conquest was complete. 
  But many smaller, unmapped tunnels remained intact, 
  and it was through these that hundreds of Orcs fled back 
  to the Black Pit, arriving in Moria with tales of vengeful 
  Dwarves. Azog gathered these survivors, adding them to 
  his own host. The Orc-chief believed the incursion could 
  be stopped when it arrived at his doorstep, and so Azog 
  prepared.
  the battle oF azanulbizaR (2799)
  After six years of war, in 2799, Thráin was ready at last to 
  come to Khazad-dûm. From the very start of the campaign, 
  Dwarf scouts had watched the Orcs and studied the lay of 
  ThE war of ThE 
  dwarvEs and orCs
  
  92
  ErEbor
  Blighted Dreams
  "The men of Carn Dûm came on us at night, and we were worsted. Ah! the spear in my heart!’ He clutched at 
  his breast. ‘No! No!’ he said, opening his eyes. ‘What am I saying? I have been dreaming."
  There are places in Middle-earth where deeds so dark and sorrowful were committed that a darkness has 
  descended upon them. While the passing of years normally washes away all grief, here that shadow has never 
  been lifted. It blights the land and the air, hanging like a dark cloud capable of confusing the minds of any 
  who dare wander there. 
  These are the sites that saw the bloodiest battles, or the blackest treacheries. Blighted places like the valley of 
  Azanulbizar, the Dead Marshes, the darkest recesses of Moria or the Barrow-downs.
  Haunted Places
  "There are dead things, dead faces in the water," he said with horror. "Dead faces!"
  Following the rules introduced on page 223 of The One Ring Roleplaying Game, all heroes entering, 
  traversing or tarrying in an area that is considered blighted are required to make a Corruption test, lest they 
  gain a Shadow point. But there might be something more in store for those who wander in such accursed lands… 
  When an area has been corrupted beyond healing, its sorrowful past may return to haunt those who traverse it. 
  To reflect this, the Loremaster may apply the following additional effects should a player roll an C on the 
  Corruption test. 
  When this happens, the hero is directly affected by the tragic history of the place, slipping into a dream-like 
  state while awake, or having lucid dreams about the past when asleep. The following entries are based on the 
  outcome of the Corruption test.
  •	
  Failure: Haunted! The hero gains 1 point of Shadow as normal and for the following day and night suffers 
  a number of additional nightmarish apparitions, equal to 6 minus his current Wisdom score (to a minimum 
  of 1). The Loremaster describes the visions, taking into consideration that they are direct manifestations 
  of the blight plaguing the area. Each additional vision causes the haunted hero to automatically gain 
  another point of Shadow.
  For example, a heroine fails her Corruption test while in a dark corner of the Old Forest, additionally 
  rolling an C. She is now haunted, and in the following 24 hours she will see things nobody else will 
  see, like rotting trees attempting to strangle her, or stumble upon open graves containing the corpses of 
  travellers who lost their path in the forest.
  •	
  Success: Insight. The hero does not gain Shadow, and experiences visions granting a minor insight into 
  the source of corruption of the area, generally going back to the time when the place endured its most 
  
  93
  tragic occurrences. Visions and dreams are experienced in first person, and the player-hero is unable to do 
  anything but witness the outcome of events inevitably leading to a tragic ending (but always providing 
  some useful information). 
  A hero experiences a minor insight while in the Barrow-downs. He appears lost in thought and mumbles to 
  himself in an arcane language while marching along. When the hero eventually snaps out of his reverie, he 
  tells of how he was looking out of the window of his home a moment before, looking out over his family’s 
  lands while the host of Angmar was drawing close, burning and pillaging… the ruins of a burned farmstead 
  is buried somewhere in the vicinity. 
  •	
  Great or Extraordinary Success: Insight. The hero does not gain Shadow, and experiences visions granting 
  a major insight. When this happens, the hero sees things that took place in the area at any time in its 
  past (Loremaster’s choice). Visions and dreams are again experienced in first person, but in this case the 
  player-hero may alter the vision, taking action while in his dream-self. In game terms, the player can 
  frame his actions so that they pose a question that the Loremaster must attempt to answer at the best of 
  his abilities. The question must naturally concern the Blighted place or the surrounding area. Regardless 
  of the events occurring in the vision, the player may never avoid the inevitable dramatic outcome of the 
  experience. 
  The same hero experiencing a major insight would get to narrate how he reacted upon seeing the advancing 
  army; maybe he ran downstairs, looking for his family sword. If the Loremaster accepts the suggestion, it 
  might reveal some treasure hidden nearby.
  the land surrounding the East gate. In the winter weeks 
  leading up to the final battle, Thráin conferred with the 
  fathers of the Dwarf Houses. They all agreed that battle 
  would be joined in the Dimrill Dale, next to the sacred 
  waters of the Mirrormere: Azanulbizar.
  Yet, Azog had not sat idle. His host was still vast and, as 
  the Dwarves arrived at Azanulbizar, his horde met them 
  there, arrayed for the last great battle of the war. 
  The Orcs stood ready on the higher ground afforded 
  by the slopes of the surrounding mountain peaks, 
  Redhorn, Silvertine and Cloudyhead. The creatures were 
  emboldened during that cold and dark winter day for 
  they were many and the sun was hidden. Below them, 
  the Dwarves stood outnumbered atop a hill to the east of 
  the Dimrill Stairs. With a great shout, Thráin sounded the 
  charge, and the battle commenced.
  The Battle of Azanulbizar has been described in great 
  detail in many songs and tales. Suffice it to say here that 
  the Dwarves conquered their foe, but at great cost. Azog 
  was slain by the red axe of Dáin, but so too was fully half 
  the Dwarven host lost that day.
  aFteRMath
  In the aftermath of the battle, Azog’s head was mounted 
  upon a great spike, his host destroyed or fled, but there 
  was to be no feast nor song, only silent grief. It was not 
  possible to bury so many fallen Dwarves, so the bodies 
  were stripped of arms and armour so they could not be 
  looted, and then the fallen warriors were laid on a massive 
  pyre. The surrounding forest was hewn to provide fuel for 
  the fire, the pall of smoke rising from the flames so great 
  the reek could be smelled in Lothlórien. Though Thráin 
  sought to reclaim Moria, Dáin persuaded him of his folly. 
  Durin’s Bane remained within the Black Pit; this was no 
  ThE war of ThE 
  dwarvEs and orCs
  
  94
  ErEbor
  home for the Dwarves. Instead, the Dwarves dispersed 
  once again to their distant homes and exiled havens. For 
  many, it was enough that the Orcs had been defeated, 
  leaving the Misty Mountains free of their taint for over a 
  century. 
  The cost, though, had been terribly high, and it is a rare 
  veteran who speaks of the horrors of the long, cruel war. 
  But they remember… 
  tReasuRes oF the WaR oF vengeance
  "I have heard that there are still forgotten treasures 
  of old to be found in the deserted caverns of the mines 
  of Moria, since the dwarf and goblin wars."
  The Dwarf-host that marched to war was equipped with 
  arms and armour of exquisite craftsmanship, and who 
  knows what other treasures. Although the survivors of the 
  Battle of Azanulbizar stripped the dead of their weapons 
  and armour, who knows what was lost that day? 
  A Loremaster seeking to use the history of the War of the 
  Dwarves and Orcs in his campaign might add some of the 
  following treasures to his Magical Treasure Index.
  Wondrous Artefacts
  Durin’s Ring
  The first of the Seven Rings of Power given to the Dwarf-
  lords, Durin’s Ring was said to have been given to Durin 
  III not by Sauron but by the Elves themselves. The ring 
  was said to breed gold from gold, but it also inflamed 
  the bearer’s heart to greed. Durin’s Ring was lost to the 
  Necromancer, but what then became of it?
  (Greater Blessing of Search, Curse of Weakness)
  Famous Weapons and Armour
  The Armour of Náin
  Type: Coat of Mail
  Craftsmanship: Dwarven
  Banes: n/a
  Qualities: 1. Cunning Make 2. Rune-scored Armour
  Notes: The force of the blow that Azog struck Náin was 
  strong enough to break his neck, but it could not pierce 
  his armour. Small comfort to the Dwarf, no doubt, but 
  testimony to the craftsmanship of the smiths of the Iron 
  Hills who made it.
  The Red Axe of Dáin
  Type: Great Axe
  Craftsmanship: Dwarven
  Banes: n/a
  Qualities: 1. Keen 2. Cleaving 3. Gleam of Terror
  Notes: Dáin slew Azog with a blow from his red axe, 
  cutting his head off. But surely Dáin kept his axe when he 
  returned to the Iron Hills; so why does this weapon bear 
  his name, and a blade stained crimson with the blood of 
  Orcs?
  
  95
  dWaRven gRudges
  …in [their] hearts still burns the ancient fire of Aulë 
  the Smith, and the embers smoulder of their long 
  grudge against the Elves…
  Dwarves are a staunch folk, intended by their Maker to 
  oppose firmly any domination. It is said that even the 
  seven Rings of Power could not enslave the will of their 
  bearers. But Dwarves are not free from the threat of the 
  Shadow; in many ways they are affected by its corruption 
  more subtly and more profoundly. 
  During a Fellowship phase, a Dwarven hero may opt to 
  develop a grudge, representing the stirring of a personal 
  animosity, emanating from ancient grievances and slights 
  suffered by the Dwarf-folk in their long history. To do so, 
  the player cannot choose any undertaking during the 
  phase, and annotates the new sentiment on his character 
  sheet, by writing Grudge, followed by the name of the 
  folk the feeling is directed to in parentheses. For example: 
  Grudge (Bardings). 
  The chosen folk must belong to the Free Peoples, and 
  possibly be one that the character (or the Dwarven folk at 
  large) has had contact with previously (mainly Bardings, 
  Beornings, Wood-Elves and Woodmen, but possibly the 
  Riders of Rohan or Bree-folk). Then, the player cancels all 
  Shadow points accumulated so far, gaining 1 permanent 
  Shadow point. (Any previously accumulated permanent 
  Shadow points are retained too.) A Dwarf hero may only 
  develop a single grudge.
  The positive aspect of nurturing resentment is that the 
  Dwarf now may focus his frustrations and sense of 
  discomfort, easily finding relief.
  •	
  From this moment on, whenever the Dwarven 
  hero chooses the Heal Corruption undertaking, he 
  foregoes entirely to make a roll, and instead reduces 
  his Shadow rating by 6 points, as if he had rolled an 
  extraordinary result.
  But of course there is a negative aspect in being bitter, as 
  it worsens the attitude of the Dwarf hero when he deals 
  with members of the folk he begrudges (members of the 
  company excluded).
  •	
  When the Dwarven hero takes part in an encounter 
  comprising individuals who are the object of the 
  grudge, he must pass a Corruption test or suffer a 
  deep sense of discomfort and irritation, gaining the 
  character a Shadow point. The difficulty of the test 
  is equal to TN 10 plus the Dwarf’s current Shadow 
  score.
  Frár ends the current Adventuring phase with 9 Shadow 
  points. Deeming the amount to be dangerous (his Hope 
  score is 10), he decides to reduce his Shadow score by 
  cultivating a grudge. Frár’s company has had a rough 
  time recently due to the deeds of a band of mercenaries 
  from the Dalelands; during the following Fellowship 
  phase, the Dwarf’s player determines that Frár gives 
  in to his folk’s old dislike for Northmen and annotates 
  that now his character has a grudge towards Bardings. 
  Frár’s Shadow score of 9 is replaced by a single permanent 
  Shadow point. From now on, Frár will easily vent off 
  steam by blaming those Northmen for his misfortune and 
  that of his folk, but will find it hard to hide his vexation in 
  their presence.
  ThE war of ThE 
  dwarvEs and orCs
  
  96
  ErEbor
  - DWARVES OF THE IRON HILLS -
  With cries of “Moria!” and “Dáin, Dáin!” the Dwarves of the Iron Hills plunged in… Panic came 
  upon the Goblins.
  Beyond the Waste, where the river Redwater 
  runs swiftly south, rise the Iron Hills, the old 
  kingdom of Dáin Ironfoot. Named thusly because 
  their roots were rich in the metals of martial 
  craftsmanship, they are the home of a hardy 
  breed of Dwarves, survivors who left the Grey 
  Mountains almost five hundred years ago under the 
  leadership of Grór. For centuries the Dwarves of the Iron 
  Hills have toiled in deep places under the earth, in dark 
  mines and brightly lit smithies, and the sound of their 
  hammers striking anvils has never ceased to ring in 
  the surrounding dales and valleys.
  Today, the Iron Hills have a new ruler. Dáin 
  Ironfoot is now King under the Mountain, and 
  the best part of his folk followed him to Erebor 
  when he took the throne. His young son, Thorin 
  Stonehelm, remained behind to act as a steward to 
  the King. He currently rules over Dáin’s old abode, 
  in the company of his most trusted warriors 
  and retainers, and of those who chose not 
  to leave their ancient homes to go west 
  and rebuild the kingdom under the Lonely 
  Mountain.
  The remaining Dwarves of the Iron Hills are for the 
  most part very much like their young ruler, a proud 
  and stern folk, and among them are warriors who 
  have seen many wars. Though they are not as rich in 
  treasure as are their kin in Erebor, they take great pride in their 
  smith-craft, especially in the making of weapons and armour. 
  
  97
  descRiption
  The Dwarves of the Iron Hills live the simple but harsh 
  life of miners and smiths. They are often gruff and terse 
  when dealing with outsiders, as choosing to remain on the 
  far eastern edge of the Wild has made them short-spoken, 
  short-tempered and often quick to seek out a physical 
  solution when a threat arises.
  More pragmatic than their cousins in Erebor, when they 
  are on the move they wear simple and functional clothes, 
  never carrying anything more than what necessity 
  requires. But when they march to war, the gear they carry 
  betrays their long tradition of a battle-hardened warrior 
  race. The Dwarves of the Iron Hills often sport long, forked 
  beards, plaited and thrusted into their belts when they 
  travel, fight or work the forge.
  standaRd oF living
  What lies under the roots of the Iron Hills cannot compare 
  to the wealth in precious stones and gold that rests below 
  Erebor. The death of the Dragon has improved the trade 
  between the Iron Hills and the lands to the west, but the 
  eastern Dwarves remain much poorer than their western 
  cousins. Because of this, their culture ranks as Martial.
  dWaRven adventuReRs
  The majority of denizens of the Iron Hills are too focused 
  on their smithcraft to ever contemplate leaving their 
  workshops and taking up a life of adventure; their latest 
  undertakings seem always unfinished to them, or there is 
  always a new forging technique to experiment with. But 
  the great achievements of their neighbours in Erebor are 
  prompting more and more young Dwarves to take to the 
  road and go to see with their own eyes what the King under 
  the Mountain has accomplished in a handful of years. 
  Finally, the truly noble among them, and the most 
  superstitious, believe that the death of Smaug could mean 
  that greater, darker threats may soon come and they 
  would cut the head from such sleeping darkness before it 
  awakens.
  Suggested Callings: Slayer, Warden. The Dwarves of the 
  Iron Hills count on great strength of arms and toughness 
  of fibre in most endeavours. They rarely forget a slight or 
  insult, and many of them seek to follow in the armour-
  clad steps of their warlike ancestors.
  Unusual Calling: Wanderer. So martially minded are 
  they that the Dwarves of the Iron Hills have neither the 
  time nor the dedication to roam the land and find what 
  beauty remains in Middle-earth in this age of twilight.
  What thoRin stonehelM says… 
  •	
  Bardings: “The heirs of Girion have lived under the 
  shadow of a Dragon, and that makes them close to us, 
  as our folk long suffered what they suffered. But Men 
  oft forget the lessons of old, and while they are stout 
  of heart, I fear their blades will dull and their armour 
  rust as the glory of Dale is restored.”
  •	
  Beornings: “Their chieftain, Beorn, saved my 
  namesake, Thorin Oakenshield, from the butchery 
  our enemies would have inflicted upon him when he 
  fell at the Battle of Five Armies. I hope one day the folk 
  of Durin will be able to repay him. Until that day, we 
  will honour Beorn and those who follow him with our 
  trust and respect.”
  •	
  Dwarves of the Iron Hills: “Though we choose not to 
  dwell in Erebor, still we are loyal to the King under the 
  Mountain. Should darkness rise again, our mattocks 
  are ready and our shields are broad. The Enemy has 
  only to look to the east and tremble!”
  •	
  Dwarves of the Lonely Mountain: “Our cousins. 
  Our kin. Our king.”
  •	
  Elves of Mirkwood: “When he took the throne of 
  Erebor, my father Dáin restored the emeralds of 
  Girion to the Elvenking. Will he ever repay such 
  gesture in kind? I doubt this, for the immortal Elves 
  seem quick to forget when it is not in their best interest 
  to remember...”
  •	
  Woodmen of Wilderland: “I can say little of them, 
  save only that they survive in the darkness of that foul 
  forest and that speaks to their merit.”
  cultuRal blessing
  Dwarves of the Iron Hills share the Redoubtable Cultural 
  Blessing with their cousins from Erebor (as described on 
  page 48 of The One Ring Roleplaying Game).
  dwarvEs of
  ThE iron hills
  
  98
  ErEbor
  staRting skill scoRes
  Common Skills
  Copy the following skill ranks onto the character sheet 
  and underline the favoured skill:
  Awe
  1
  Inspire
  1
  Persuade
  0
  Athletics
  0
  Travel
  2
  Stealth
  3
  Awareness
  0
  Insight
  1
  Search
  3
  Explore
  0
  Healing
  0
  Hunting
  0
  Song
  0
  Courtesy
  0
  Riddle
  1
  Craft
  3
  Battle
  2
  Lore
  1
  Weapon skills
  Choose one of the following two Weapon skill sets, and 
  record it on the character sheet:
   
  1) (Axes) 2, Spear 1, Dagger 1
   
  2) Mattock 2, Short Sword 1, Dagger 1
  specialities
  Choose two Traits from:
   
  Fire-making, Smith-craft, Smoking, Stone-craft,   
   
  Trading, Tunnelling
  backgRounds
  1 – Teller of Tales
  Always one to relate tales of the mighty at the hearth, or to 
  raise spirits at the coalface, you prosper by the quickness 
  of your wits and the keenness of your tongue. You know 
  that a well-turned phrase can be as sharp as a mattock’s 
  edge or as useful as a cunningly wrought keystone. More 
  taciturn than the tellers of ribald stories known to other 
  folk beyond the Dwarf-halls, you can be wry and witty 
  nonetheless.
   
  Basic Attributes: Body 6, Heart 2, Wits 6
   
  Favoured Skill: Riddle
   
  Distinctive Features:
   
  (choose two Traits from those listed)
   
  Bold, Cunning, Energetic, Lordly, Proud, 
   
  Vengeful, Wilful, Wrathful
  2– Master Craftsman
  The arms and armour of your people are legendary and 
  you have long toiled at your forge. Whenever you could, 
  however, you took to the road to see that your forge-craft 
  is tested in battle and to teach younger Dwarves the great 
  art of your people. You know that one day you will rest in 
  the halls of your ancestors, but your craft and the craft of 
  your kinsmen will live on forever.
  
  99
   
  Basic Attributes: Body 7, Heart 2, Wits 5
   
  Favoured Skill: Travel
   
  Distinctive Features:
   
  (choose two Traits from those listed)
   
  Cautious, Hardy, Honourable, Robust, Secretive,   
   
  Steadfast, Wary, Wilful
  3 – Veteran of the Battle of Five Armies
  You recall when the raven arrived and summoned you 
  on the long march to Erebor. You fought bravely beside 
  your kin and after the battle was over, glory and honour 
  were heaped upon the Dwarves of the Iron Hills. But you 
  remain a soldier and now that the Lonely Mountain has 
  been restored, you know your place is in the Wild, keeping 
  the shadow at bay.
   
  Basic Attributes: Body 7, Heart 3, Wits 4
   
  Favoured Skill: Inspire
   
  Distinctive Features:
   
  (choose two Traits from those listed)
   
  Determined, Eager, Energetic, Fierce, Gruff, 
   
  Hardened, Wilful, Wrathful
  4 – Emissary of King Dáin
  Now that there is once more a King under the Mountain, 
  there are many who wish to hear his voice and know 
  his will. Since the death of Thorin, you have acted as a 
  messenger for King Dáin, travelling across Wilderland to 
  assure that the will of your lord and the safety of Erebor 
  are maintained. Many who have met you are surprised to 
  find you eloquent, for a Dwarf. Yet you know there comes 
  a time when axes must do where words have failed.
   
  Basic Attributes: Body 5, Heart 4, Wits 5
   
  Favoured Skill: Persuade
   
  Distinctive Features:
   
  (choose two Traits from those listed)
   
  Cautious, Cunning, Honourable, Proud, 
   
  Secretive, Steadfast, Stern, Wilful
  5 – Veteran Miner
  You spent the earlier part of your life deep underground, 
  in the seemingly endless mine tunnels that lie beneath 
  the Iron Hills. Hard work and harder conditions have 
  made you strong of arm and relentless of purpose, and 
  no amount of toil can dint your spirits. During what now 
  seems a whole lifetime, you have witnessed both the 
  triumph of skill and determination, as well as the folly of 
  delving too deep, too fast.
   
  Basic Attributes: Body 6, Heart 3, Wits 5
   
  Favoured Skill: Athletics
   
  Distinctive Features:
   
  (choose two Traits from those listed)
   
  Determined, Fierce, Gruff, Hardy, Lordly,  
   
   
  Suspicious, Wary, Wilful.
  6 – Merchant Adventurer
  In your wandering far from home you have brought what 
  your folk have to offer to where it can be traded for the 
  goods your people need. Wise in the ways of the world 
  beyond the mine and the forge, you have come to favour a 
  life beneath the sky and the open road. Wilderland is full 
  of opportunities for those willing to strike a bargain, sign 
  a contract and embark on a task others may regard as too 
  perilous.
   
  Basic Attributes: Body 6, Heart 4, Wits 4
   
  Favoured Skill: Courtesy
   
  Distinctive Features:
   
  (choose two Traits from those listed)
   
  Bold, Eager, Hardened, Robust, Stern, 
   
  Suspicious, Vengeful, Wilful
  naMes, adventuRing age, 
  enduRance and hope
  Close kin of the Dwarves of the Lonely Mountain, 
  the Dwarves of the Iron Hills also share their names, 
  adventuring expectations and starting capabilities.
  See The One Ring Roleplaying Game, page 51 for more 
  on Dwarf naming conventions and Adventuring age, and 
  page 76 to calculate their starting resources.
  dwarvEs of
  ThE iron hills
  
  100
  ErEbor
  cultuRal viRtues – dWaRves oF 
  the iRon hills
  Dwarves of the Iron Hills may pick the new Virtue 
  described below, as well as the following ones listed 
  on pages 107-108 of The One Ring Roleplaying Game: 
  Broken Spells, Durin’s Way, Old Hatred, The Stiff Neck 
  of Dwarves. (The Sworn Allegiance Virtue replaces the 
  Ravens of the Mountain Virtue.)
  sWoRn allegiance
  "We are hastening to our kinsmen in the Mountain, 
  since we learn that the kingdom of old is renewed."
  Your do not give your trust to others easily, but when it 
  happens, the bond that is formed is so strong that you 
  treat your friends as kinsmen. If your Fellowship focus 
  didn’t become Wounded, Poisoned or Miserable, or wasn’t 
  otherwise seriously harmed, at the end of a session you 
  recover 2 points of Hope instead of 1 (see page 132 to 134 
  of The One Ring Roleplaying Game). Additionally, if your 
  Fellowship focus is a fellow Dwarf, raise the company’s 
  Fellowship rating by 1 point.
  cultuRal ReWaRds – dWaRves oF 
  the iRon hills
  Dwarves of the Iron Hills may pick the new Cultural 
  Reward described below, as well as the  following ones 
  listed on pages 117 of The One Ring Roleplaying Game: 
  Axe of Azanulbizar, Helm of Awe. (The Ironfoot Hauberk 
  Reward replaces the Dwarf-wrought Hauberk Cultural 
  Reward.)
  iRonFoot haubeRk (Mail aRMouR)
  The ancient weaponsmiths of your folk possessed the 
  secret of forging a hauberk of steel mail, made of a fine 
  and flexible mesh that is especially comfortable and 
  lightweight (for a suit of metal armour). 
  When you are on a journey wearing an Ironfoot Hauberk, 
  you roll one additional Success die (to a maximum of 
  six Success dice) whenever you are required to make a 
  Travel test. Additionally, you may spend a point of Hope 
  to change an C result you get on a Travel roll into a A 
  instead.
  
  101
  - DWARVES OF THE GREY MOUNTAINS -
  But there were dragons in the wastes beyond; and after many years they became strong again and 
  multiplied, and they made war on the Dwarves, and plundered their works.
  Long ago, when Durin’s folk fled from Moria, many went north into 
  the Grey Mountains. There they found great riches and new wealth, 
  and for a time the Dwarves prospered in their mountain holds. 
  But soon Dragons came from the Withered Heath and, with the 
  death of King Dáin I, the Dwarves were forced to abandon their 
  domains.
  Today there is no Dwarven kingdom remaining in 
  the Grey Mountains, only cold caverns and ruined 
  halls. Those descendants of Dáin I who didn’t go 
  east to the Iron Hills or back to Erebor scratch 
  out a living as wandering craftsmen and traders 
  in Wilderland. With no forge of their own, they 
  take work where they can find it, but always look 
  north to the lost realm of their ancestors. There 
  lie the graves of their forefathers and every Dwarf 
  who takes to the road longs for the day when they 
  can return home and restore glory to the halls of 
  their fathers. 
  Now that Smaug is dead, the Dwarves of the Grey 
  Mountains look to their kinsmen under the Mountain 
  and the Iron Hills with renewed hope. For they 
  recognise that before them lies a land where the veil of 
  shadow has started to lift, and many believe this to be 
  the turning of the tide. They are no longer satisfied to cower in 
  the cracks of the earth. Now they take to the road with a 
  purpose: they seek to restore their place in the world and 
  glory to their lost kingdom.
  dwarvEs of
  ThE grEy moUnTains
  
  102
  ErEbor
  descRiption
  The lean and travel-worn Dwarves of the Grey Mountains 
  have a dour look about them and suspicion ever in their 
  eyes, but when approached prove to be the most gracious 
  of all those belonging to Durin’s Folk, a politeness that 
  is probably due to their knowledge of the ways of many 
  lands. Often bent over with toil, they sometimes seem 
  slightly shorter than their kin – though when they stand 
  tall their Longbeard ancestry reveals itself, especially in 
  their proud noses and piercing eyes.
  Typically, the Dwarves of the Grey Mountains carry the 
  tools of their craft with them at almost all times, ever ready 
  for the next opportunity to ply their trade. When they do 
  go to war, they seem to favour the same instruments they 
  use when working, as they wield mattocks and stout axes 
  of blackened iron. 
  standaRd oF living
  Living a life of constant travel and trade has not allowed 
  for the Dwarves of the Grey Mountains to accumulate 
  great hoards of wealth. As such they are considered to 
  have a Frugal standard of living.
  dWaRven adventuReRs
  With a great number of Goblins and Orcs slain in the Battle 
  of Five Armies, many Dwarves of the Grey Mountains 
  now take to the road with more in mind than simply 
  earning their living working as wandering blacksmiths or 
  miners. Indeed, they see themselves as the first in a line of 
  adventurers who will dare to reclaim their ancestral holds 
  in the north.
  Suggested Callings: Slayer, Wanderer. The Dwarves of 
  the Grey Mountains have lost much, and haven’t found 
  a new home to replace the one they lost. So, they look 
  forward to the day they will be able to bring their curses 
  back to those who chased them out of their kingdom. In 
  the meantime, many go up and down the lands, seeing 
  what other folks have accomplished, but never forgetting 
  their stolen heritage.
  Unusual Calling: Warden. Being a hardy and solitary 
  folk, the Dwarves of the Grey Mountains seldom rise to 
  become great leaders or charismatic rulers. Indeed, there 
  has been no lord among them since Dáin I fell in battle 
  almost four hundred years ago. 
  What balin son oF Fundin says...
  •	
  Bardings: “The Men of Dale are Dwarf-friends, hearty 
  and true to their word. Their line endured under the 
  shadow of the Dragon for many lives of Men, and we 
  profited much from their friendship.”
  •	
  Dwarves of the Grey Mountains: “I am a Dwarf of 
  the Grey Mountains by lineage myself and I tell you 
  that you are not exiles, as your birthright is your blood. 
  And your blood will never forget that you once claimed 
  the Grey Mountains as your domain, as we once ruled 
  the Misty Mountains from the Dwarrowdelf, the great 
  city that is now called the Black Pit.”
  •	
  Dwarves of the Iron Hills: “All Dwarves owe an 
  inextinguishable debt to the Dwarves of the Iron Hills. 
  For they toiled under the earth as we all wandered the 
  land, wronged by our friends and dispossessed by our 
  enemies. They put the iron in our steel, making sure 
  that the Axes of the Dwarves do not lose their edge.”
  •	
  Dwarves of the Lonely Mountain: “In Erebor we 
  achieved what was considered impossible. Today, we 
  reap the bountiful fruits of a new Golden Age. But the 
  shadows cast by the brightest light are deepest, and 
  we must beware.”
  •	
  Elves of Mirkwood: “I cannot forget the small stone 
  room where I was imprisoned under the Halls of the 
  Elvenking, a most uncomfortable lodging. Yet, the 
  Elves of Mirkwood have done much to improve my 
  opinion of them, and I am inclined to think that they 
  might prove useful should you endeavour to reclaim 
  your lost mansions.”
  •	
  Beornings and Woodmen of Wilderland: “As is 
  the case with all their kindred, among the Men of 
  the vales of Anduin are individuals of noble spirit, 
  mingled with thieves and liars. For all Men desire 
  gold, and the power that treasure brings.”
  cultuRal blessing
  Dwarves of the Grey Mountains share the Redoubtable 
  Cultural Blessing with their cousins from Erebor (see 
  The One Ring Roleplaying Game, page 48).
  
  103
  staRting skill scoRes
  Common Skills
  Copy the following skill ranks onto the character sheet 
  and underline the favoured skill:
  Awe
  0
  Inspire
  1
  Persuade
  2
  Athletics
  0
  Travel
  3
  Stealth
  1
  Awareness
  0
  Insight
  0
  Search
  1
  Explore
  2
  Healing
  1
  Hunting
  1
  Song
  1
  Courtesy
  2
  Riddle
  1
  Craft
  3
  Battle
  0
  Lore
  1
  Weapon skills
  Choose one of the following two Weapon skill sets, and 
  record it on the character sheet:
   
  1) (Axes) 2, Short Sword 1, Dagger 1
   
  2) Mattock 2, Short Sword 1, Dagger 1
  specialities
  Choose two Traits from:
   
  Fire-making, Mountaineer, Smith-craft, 
   
  Stone-craft, Trading, Tunnelling
  backgRounds
  1 – Survivor of the Darkness
  You spent many long years hiding in the caves of the Grey 
  Mountains, skulking and sneaking. The Goblin armies 
  and Orc hordes were too numerous for even your brave 
  kin to challenge in open battle. Instead, you dwelt secretly 
  beside them in darkness. In the aftermath of the Battle of 
  Five Armies, you have stepped out of the shadows and 
  returned to the world.
   
  Basic Attributes: Body 6, Heart 2, Wits 6
   
  Favoured Skill: Stealth
   
  Distinctive Features:
   
  (choose two Traits from those listed)
   
  Cautious, Cunning, Hardy, Secretive, Stern,
   
  Vengeful, Wary, Wilful
  2 – Kin-less
  They came in the night, an ambush. The barbed arrows 
  of the Goblins bit deep, and you still bear those scars to 
  this day. You fled, to your continued shame, and hid in 
  the secret caves of your folk. You waited for days until you 
  were well enough to begin a search. You did not have to 
  look long, at the foot of the Grey Mountains, you found the 
  corpses of your kin on gruesome display. But one Dwarf 
  yet still draws breath, and they will be avenged.
  dwarvEs of
  ThE grEy moUnTains
  
  104
  ErEbor
   
  Basic Attributes: Body 7, Heart 2, Wits 5
   
  Favoured Skill: Awe
   
  Distinctive Features:
   
  (choose two Traits from those listed)
   
  Cautious, Energetic, Fierce, Hardened,
   
  Honourable, Proud, Steadfast, Wilful
  3 – Grizzled Soldier
  Many times you have heard tell the tales of how your 
  ancestors lost their mansions in their wars against the 
  Worms of the North and how their struggle was hopeless. 
  You do not doubt that the might of a Cold Drake is beyond 
  your strength, but you know that the challenge is certainly 
  something you would not shy away from. Your words 
  bolster the spirit of the youngest among your folk, and 
  prepare them for the tests the darkening of the Age is 
  bringing upon you.
   
  Basic Attributes: Body 7, Heart 3, Wits 4
   
  Favoured Skill: Inspire
   
  Distinctive Features:
   
  (choose two Traits from those listed)
   
  Bold, Determined, Eager, Gruff, Lordly, Robust, 
   
  Wilful, Wrathful
  4 – Wandering Merchant
  Long have the crafts of your kin remained hidden and 
  unknown to the Free People of Wilderland. Now the roads 
  are beginning to reopen and songs are being sung again of 
  the great market of Dale. You followed in the footsteps of 
  your forefathers, hoping to see your creations sold in the 
  markets across Wilderland.
   
  Basic Attributes: Body 5, Heart 4, Wits 5
   
  Favoured Skill: Persuade
   
  Distinctive Features:
   
  (choose two Traits from those listed)
   
  Determined, Eager, Energetic, Honourable, Proud, 
   
  Steadfast, Wary, Wilful
  5 – Lessons from the Past
  It is not out of simple respect that the Dwarves honour 
  their ancestors. The devotion your people pay to those 
  who came before you recognises that every Dwarf is but a 
  cog in a complex machine that has allowed you to prosper 
  through countless centuries. Knowledge of that is vital 
  for the prosperity of your folk, something the Dwarves of 
  the Grey Mountains possibly forgot at the height of their 
  power. Ignorance of the lore of the Dwarves is a sin you 
  won’t commit.
   
  Basic Attributes: Body 6, Heart 3, Wits 5
   
  Favoured Skill: Lore
   
  Distinctive Features:
   
  (choose two Traits from those listed)
   
  Cunning, Gruff, Hardy, Robust, Secretive, Stern, 
   
  Suspicious, Wilful
  6 – Sleeping with one Eye Open
  Wilderland is dangerous, and filled with enemies. Smaug 
  may be dead, but other greedy monsters lurk in the 
  shadow of Mirkwood and beyond the mountain ranges 
  of the North. The Dwarves have already suffered the 
  consequences of ignoring that the Folk of Durin have few 
  friends, if any at all. When the time comes and you take 
  the road, you will choose a path leading you headfirst 
  into danger. For it is good to know precisely where your 
  foes lie.
   
  Basic Attributes: Body 6, Heart 4, Wits 4
   
  Favoured Skill: Awareness
   
  Distinctive Features:
   
  (choose two Traits from those listed)
   
  Bold, Fierce, Hardened, Lordly, Suspicious,
   
  Vengeful, Wilful, Wrathful
  naMes, adventuRing age, 
  enduRance and hope
  Close kin of the Dwarves of the Lonely Mountain, the 
  Dwarves of the Grey Mountains also share their names, 
  adventuring expectations and starting capabilities.
  See The One Ring Roleplaying Game, page 51 for more 
  on Dwarf naming conventions and Adventuring age, and 
  page 76 to calculate their starting resources.
  
  105
  cultuRal viRtues – dWaRves oF 
  the gRey Mountains
  Dwarves of the Grey Mountains may pick the new Virtue 
  described below, as well as the following ones listed 
  on pages 107-108 of The One Ring Roleplaying Game: 
  Broken Spells, Durin’s Way, Old Hatred, The Stiff Neck 
  of Dwarves. (The Dark for Dark Business Virtue replaces 
  the Ravens of the Mountain Virtue.)
  daRk FoR daRk business
  ‘We like the dark,’ said the dwarves. ‘Dark for dark 
  business! There are many hours before dawn.’
  You often have been forced to find sanctuary in cold and 
  lightless caves, to hide from your enemies. In time, your 
  senses have become keen and you are comfortable in even 
  the deepest darkness.
  If you are making a roll using Awareness while in the 
  dark (at night, underground, or in deep forest), you roll 
  the Feat die twice and keep the best result.
  cultuRal ReWaRds – dWaRves oF 
  the gRey Mountains
  Dwarves of the Grey Mountains may pick the new Cultural 
  Reward described below, as well as the following ones 
  listed on pages 117 of The One Ring Roleplaying Game: 
  Dwarf-wrought Hauberk, Helm of Awe. (The Worm Axe 
  Reward replaces the Axe of Azanulbizar Cultural Reward.)
  WoRM axe (gReat axe)
  A Worm Axe is a double-headed weapon used by the 
  Dwarves in their wars against the Dragons. Its hooked end 
  is held capable of biting into the armoured skin of a Great 
  Worm.
  When you are attacking a foe with a scaled skin (a Dragon, 
  or a Troll, for example) using a Worm Axe, the roll of a A 
  loosens a scale exposing a weak spot: during the following 
  round, should you or your companions hit your foe with a 
  Piercing Blow, the creature would roll a maximum of one 
  Success die for Protection.
  dwarvEs of
  ThE grEy moUnTains
  
  - DWARF OF THE IRON HILLS -
  MÓna, daughteR oF ginaR
  Your father fought before the Gates 
  of Moria at Azanulbizar, but he 
  never spoke of what happened that day 
  – and this intrigued you all the more. You grew 
  up to be a stout warrior, a guard of Dáin’s 
  halls, but still you yearned to set your axe 
  against the Orcs in battle. Five years ago 
  a raven arrived at the Iron Hills and 
  granted you your wish. You fought 
  at the Battle of Five Armies in the 
  host of Dáin Ironfoot and slew many 
  Goblins that day, and saw many of 
  your friends die to their curved swords. 
  Finally, you realised why your father 
  never spoke of his past battles. You now 
  know that war is not something 
  to glory in, but a grim necessity. 
  You have taken on that burden 
  so that others might be spared the 
  horrors of war.
  
  Name: Móna, daughter of Ginar
  Culture: Dwarf of the Iron Hills 
   
   
  Standard of Living: Martial
  Cultural Blessing: Redoubtable (subtract Favoured Heart from starting Fatigue)
  Calling: Warden 
   
   
   
   
  Shadow weakness Lure of Power
  - TRAITS -
  Specialities: Shadow-lore, Smith-craft, Tunnelling
  Distinctive Features: Bold, Hardened 
  - ATTRIBUTES -
  - COMMON SKILLS -
  Awe 
   
  Inspire 
   
    Persuade    
  Athletics    
  Travel 
   
    Stealth 
     
  Awareness  
  Insight 
   
    Search 
     
  Explore 
   
  Healing 
    
    Hunting    
  Song 
   
  Courtesy 
    
    Riddle 
    
  Craft 
   
  Battle 
   
    Lore 
    
  - WEAPON SKILLS -
    (Axes)             Spear               Dagger     
    _________        ________     ________
  Body  
   
         Heart 
   
   
        Wits
  Endurance 
   
  Hope
  Fatigue 
           
            Shadow
  Weary
  Miserable
  Wounded
  Armour
  Parry
  Damage
  Experience
  Valour
  Wisdom
  - SKILL GROUPS -
    personality   
    movement     
    perception     
    survival         
    custom          
    vocation         
  favoured  
   
              favoured 
   
   
         favoured
  TM
  2
  1
  7
  9
  3
  6
  4
  5
  7
  4
  5d
  31
  9
  Rating 
  Rating 
  Total
  armour: 
   
   
   
  enc
  headgear:  
   
   
  enc
  shield: 
   
   
   
  enc
  _______________________________
  ________________________________
  ________________________________
  ________________________________
  ________________________________
  - VIRTUES -
  ________________________________
   ________________________________
  ________________________________
  ________________________________
  ________________________________
  - GEAR -
  26
  Head
  gear
  Shield
  Ranged
  - REWARDS -
  ________________________________
   ________________________________
  ________________________________
  ________________________________
  ________________________________
  +4
  Mail Hauberk 
  20
  Helm 
   
  6
   
   
  horse: 
   
   
   
  Ironfoot Hauberk 
  (On a journey, roll one additional Success die 
  for Travel tests; may also spend point of Hope to 
  turn C into  A)
    _________________ damage  9 
   
  edge    A 
  injury  20 
   
  enc  4  
    _________________ damage  5                   
  edge     9  
  injury  14                        
  enc   2
    _________________ damage  3                    
  edge     A      injury  12                                   enc   0
   Great axe (2h)
   Spear
  weapon
  weapon
  weapon
   Dagger
  
  - DWARF OF THE GREY MOUNTAINS -
  baRin gReycloak
  You grew up wandering the Grey Mountain Narrows, 
  ever in the shadow of your ancestral home. 
  Occasionally you mustered up the courage 
  to venture into the mountains themselves, 
  delving in empty caves and holes, trading 
  what you brought down from the 
  mountains with the Men of Lake-town. 
  Now, with Erebor rebuilt, you wonder 
  if somewhere, deep in the mountains, 
  the mansion of your kin might also be 
  regained, and you seek out a company 
  of heroes to aid you in your search.
  
  Name: Barin Greycloak
  Culture: Dwarf of the Grey Mountains  
   
  Standard of Living: Frugal
  Cultural Blessing: Redoubtable (subtract Favoured Heart from starting Fatigue)
  Calling: Wanderer 
   
   
   
   
  Shadow weakness Wandering-madness
  - TRAITS -
  Specialities: Folk-lore, Mountaineer, Trading
  Distinctive Features: Determined, Wary
  - ATTRIBUTES -
  - COMMON SKILLS -
  Awe 
   
  Inspire 
   
    Persuade    
  Athletics    
  Travel 
   
    Stealth 
     
  Awareness  
  Insight 
    
    Search 
     
  Explore 
   
  Healing 
    
    Hunting    
  Song 
   
  Courtesy 
    
    Riddle 
    
  Craft 
   
  Battle 
    
    Lore 
    
  - WEAPON SKILLS -
    (Axes)             Short Sword         Dagger     
    _________  ___________     ________
  Body  
   
         Heart 
   
   
        Wits
  Endurance 
   
  Hope
  Fatigue 
           
            Shadow
  Weary
  Miserable
  Wounded
  Armour
  Parry
  Damage
  Experience
  Valour
  Wisdom
  - SKILL GROUPS -
    personality   
    movement     
    perception     
    survival         
    custom          
    vocation         
  favoured  
   
              favoured 
   
   
         favoured
  TM
  1
  2
  5
  7
  4
  5
  5
  8
  5
  5
  3d
  32
  10
  Rating 
  Rating 
  Total
  armour: 
   
   
   
  enc
  headgear:  
   
   
  enc
  shield: 
   
   
   
  enc
  _______________________________
  ________________________________
  ________________________________
  ________________________________
  ________________________________
  - VIRTUES -
  ________________________________
   ________________________________
  ________________________________
  ________________________________
  ________________________________
  - GEAR -
  10
  Head
  gear
  Shield
  Ranged
  - REWARDS -
  ________________________________
   ________________________________
  ________________________________
  ________________________________
  ________________________________
  Mail Shirt  
  12
   
   
   
   
  horse: 
   
   
   
  The Stiff Neck of Dwarves 
  (Add your current Shadow score to all Common 
  skill rolls, except Custom skills)
    _________________ damage  5 
   
  edge     A 
  injury  18 
   
  enc   2  
    _________________ damage  5                  
  edge  10  injury  14                        
  enc   1
    _________________ damage  3                   
  edge     A  
  injury  12                        
  enc   0
   Axe
   Short Sword
  weapon
  weapon
  weapon
   Dagger
  
  110
  ErEbor
  - INDEX -
  A
  Aftermath 
  93
  Agarial 
  30
  Alduna  
  69
  Angrenithil 
  31
  Anvil Way 
  44
  Anvil Way Smith 
  44
  (The) Arkenstone of Thráin 
  16
  (The) Armour of Náin 
  94
  B
  (The) Back Door 
  15
  Balin the Statesman 
  22
  (Encountering) Bard 
  49
  (King) Bard as a Patron 
  49
  Bard the Dragon-slayer, King of Dale 
  48
  Barding Courtiers 
  45
  Barding Nobles 
  45
  Barin Greycloak 
  108
  (The) Battle of Azanulbizar 
  91
  Beinharn 
  62
  (The) Bell Towers of Dale 
  40
  Bewilder 
  75
  Bifur the Trader 
  21
  Biting-storm 
  82
  (The) Bitter Years 
  7
  (The) Black Arrow of Bard 
  81
  (The) Black Axe of Beleriand 
  30
  Blighted Dreams 
  92
  (The) Blockades of the Late War 
  91
  Bofur the Miner 
  21
  Bombur the Fat 
  22
  Breeds Modifiers Table 
  79
  Brindal, Enterprising Thief 
  50
  Brokenstone 
  47
  Bryni, Lord of Strandburg 
  54
  C
  Castle Orlmond 
  55
  Catastrophe amidst the Middle Years 
  90
  (The) Chamber of Mazarbul under Erebor 15
  (A) Chill and Windswept Grave 
  59
  Cold-drake Burrows 
  59
  Cold-drakes 
  73
  (The) Coming of the Dragon 
  35
  Commanding Voice 
  75
  (The) Commons 
  46
  Concerning Dragons 
  71
  Craven  
  75
  (The) Crossings of Celduin 
  70
  Cultural Rewards – Dwarves of the 
  Grey Mountains 
  105
  Cultural Rewards – Dwarves of the 
  Iron Hills 
  100
  Cultural Virtues – Dwarves of the 
  Grey Mountains 
  105
  Cultural Virtues – Dwarves of the 
  Iron Hills 
  100
  D
  (Encountering) Dáin 
  19
  Dáin as a Patron 
  19
  Dáin Ironfoot, King under the Mountain 18
  Dale  
   
  34
  (A History of) Dale 
  34
  (Describing) Dale 
  38
  (The City of) Dale 
  36
   
  Notable Characters 
  48
  (The Gates of) Dale 
  36
  Dale Map 
  37
  Dale’s City Guard 
  46
  Dark for Dark Business 
  105
  (The) Death of Smaug and
  the Rise of King Bard 
  35
  (The) Deeps 
  16
  Dori the Merchant 
  23
  Dorwinion 
  68
  (Encounters with a) Dragon 
  78
   
  Evaluate the Outcome of the 
   
  Encounter 
  78
   
  Introduction 
  78
   
  Set Tolerance 
  78
  Dragon Weapons Table 
  77
  Dragon-bane 
  81
  Dragon-hoards 
  79
  Dragon-scale Brooch 
  81
  Dragon-spells 
  75
  Dragons in The One Ring 
  72
  Dragons of the Third Age 
  82
  Drake-bane 
  31
  Dreadful Spells 
  75
  Durin’s Bane 
  6
  Durin’s Ring 
  94
  Dwalin the Warrior 
  23
  Dwarf Player-heroes and the War 
  89
  Dwarven Craftsmanship 
  28
  Dwarven Grudges 
  95
  Dwarven-smithing 
  31
  (Extended Example of) Dwarven-smithing 33
  (Famous) Dwarven Weapons and Armour 30
  Dwarves of the Grey Mountains 
  101
   
  Backgrounds 
  103
   
  Cultural Blessing 
  102
   
  Description 
  102
   
  Dwarven Adventurers 
  102
   
  Names, Adventuring Age, Endurance   
   
  and Hope 
  104
   
  Specialities 
  103
   
  Standard of Living 
  102
   
  Starting Skill Scores 
  103
   
  Weapon Skills 
  103
   
  What Balin Son of Fundin Says... 
  102
  Dwarves of the Iron Hills 
  96
   
  Backgrounds 
  98
   
  Cultural Blessing 
  97
   
  Description 
  97
   
  Dwarven Adventurers 
  97
   
  Names, Adventuring Age, Endurance   
   
  and Hope 
  99
   
  Specialities 
  98
   
  Standard of Living 
  97
   
  Starting Skill Scores 
  98
   
  Weapon Skills 
  98
   
  What Thorin Stonehelm Says… 
  97
  E
  Edric’s Town 
  55
  Ellaras the Searcher 
  61
  Elstan, First Captain of Dale 
  50
  Emissary of King Dáin 
  99
  (New) Enchanted Qualities 
  29
   
  Dwarf-wrought 
  29
   
  Fireproof 
  29
   
  Piercing 
  29
   
  Venomed 
  30
  Erebor  
  9
   
  Notable Characters 
  18
  (A History of) Erebor 
  6
  (Staying in) Erebor 
  25
  (The Desertion of) Erebor  
  6
  
  111
  indEx
  (The Founding of) Erebor  
  6
  (The Restoration of) Erebor 
  8
  Erebor Map 
  10
  Erna 
   
  58
  (The) Eve of War 
  88
  F
  (The) Fall of Mount Gundabad 
  90
  Fell Speed 
  75
  (New) Fellowship Phase Undertakings:
   
  Commission a Smith of Anvil Way 
  51
   
  Dwarven-smithing 
  32
   
  Help Compile the Erebor Index 
  26
   
  Join the King’s Hunt 
  51
   
  Offer Counsel at the Royal Court 
  51
   
  Pay Homage to the Ravens of 
   
  Ravenhill 
  25
   
  Search the Deep Tunnels 
  26
   
  Stay at the Missing Scale 
  52
   
  Study the Stonework of Beinharn 
  62
   
  Study with a Master Craftsman 
  27
   
  Take Apprenticeship with a 
   
  Dwarven Smith 
  52
  Fire Breath 
  75
  Fire-drakes 
  73
  (The) Fireheart Mine 
  63
  (The) First Founding 
  34
  (The) Folk of Durin 
  5
  (The) Forges 
  15
  Foul Reek 
  76
  (The) Front Gate 
  11
  G
  Galford 
  55
  Garrick of the Black Arrow 
  54
  Glóin the Emissary 
  20
  (The) Great Chamber of Thrór 
  13
  (The) Great Hall of Thráin 
  15
  Great Leap 
  76
  Great Materials 
  32
  Great Size 
  76
  (The) Great Stone Cairn 
  66
  (The) Great Worms 
  71
  (The) Grey Mountains 
  60
   
  Inhabitants 
  61
   
  Notable Characters 
  61
   
  Notable Places 
  62
   
  Wildlife 
  61
  Grimarr’s Hall 
  59
  Grizzled Soldier 
  104
  H
  Hakon, Barding Noble 
  58
  Hatching a Dragon 
  73
   
  1. Choose Breed 
  73
   
  2. Choose Age 
  73
   
  3. Define Personality 
  74
   
  4. Choose Special Abilities 
  74
   
  5. Compile Weapon Characteristics
   
  and Choose Weapon Skills 
  77
   
  6. Choose a Name and Backstory 
  78
  Hatred  
  76
  (The) Hoary Mountain 
  62
  Horrible Strength 
  76
  How to use Erebor: The Lonely Mountain 4
  I
  (The) Ice Terrace 
  17
  Introduction 
  4
  (The) Iron Guard 
  14
  (The) Iron Hills 
  66
  Ironfoot Hauberk 
  100
  Ironthorpe 
  66
  K
  Kajus the Easterling 
  69
  Khazad-dûm 
  28
  Khazad-dûm and Eregion 
  29
  Kibiluzn, The Silver Shadow 
  83
  Kin-less 
  103
  (The) Kingdom Under the Mountain 
  5
  (The) King’s Council 
  13
  L
  (The) Lands about the Mountain 
  53
  (The) Last Home of the Dwarves 
  9
  Lessons from the Past 
  104
  (The) Lightly Fingered 
  42
  (Entering the) Lonely Mountain 
  11
  Long-worms 
  73
  (The) Lower Halls 
  14
  Lytegan 
  82
  M
  Market Square 
  41
  Master Craftsman 
  98
  Merchant Adventurer 
  99
  Merchants of Dale 
  40
  (The) Merchants Quarter 
  39
  (The) Merchants Way 
  39
  (The) Missing Scale 
  43
  Móna, daughter of Ginar 
  106
  (The) Mountain’s Sides 
  17
  Munin, Keeper of Records 
  19
  (The) Mustering of the Host 
  89
  N
  (The) Nest 
  46
  (The) Nether Marches 
  67
   
  Inhabitants 
  68
   
  Notable Characters 
  69
   
  Notable Places 
  69
   
  Wildlife 
  67
  (The) Netherwood 
  70
  Nogrod and Belegost 
  28
  Nori the Toy-maker 
  24
  (The) Northern Dalelands 
  53
   
  Inhabitants 
  53
   
  Notable Characters 
  54
   
  Notable Places 
  55
   
  Wildlife 
  53
  O
  Of Dwarves and Men 
  35
  Óin the Healer 
  20
  (The) Old Dwarf Road 
  66
  Old Quarter 
  47
  Ori the Scribe 
  24
  Other Items 
  79
  P
  (The) Passing of Years 
  4
  Planning and Scheming 
  89
  Poison Blast 
  76
  Q
  (The) Quays 
  39
  (The) Quest for Erebor and the
  Battle of Five Armies 
  8
  R
  Ravenhill 
  17
  Ravensgate District 
  43
  (The) Red Axe of Dáin 
  94
  
  112
  ErEbor
  (The) Redwater 
  70
  Region-dweller 
  76
  (The) Reign of Smaug 
  7
  Residential Quarter 
  46
  (The) River Running 
  12, 69
  Riverstead 
  70
  Roäc the Raven 
  19
  Royal Archers of Dale 
  45
  Royal Barracks 
  45
  Royal Palace 
  44
  Rugash the Serpent, Orc-Chieftain 
  57
  Rumours of Worms 
  85
  S
  Sark the Bear-skinned 
  65
  Savage Assault 
  76
  Scatha’s Tooth 
  81
  (The) Second Kingdom and the
  Founding of Dale 
  7
  (The) Shield of Anar (Rhingalad) 
  30
  Sleeping with one Eye Open 
  104
  (The) Smiths of Erebor 
  15
  Snapfire Alley 
  48
  (The) South Quay 
  39
  Stángard 
  14
  (The) “Stone Guard” 
  12
  (The) Surviving Members of
  Thorin’s Company 
  20
  Survivor of the Darkness 
  103
  Sworn Allegiance 
  100
  T
  Teller of Tales 
  98
  Thick Hide 
  76
  Thing of Terror 
  76
  Things to do while in Dale 
  51
  Things to do while in Erebor 
  25
  Thorin Stonehelm 
  65
  Thráin’s Towers 
  17
  (Visiting) Thorin’s Tomb 
  16
  (The) Tomb of Thorin Oakenshield 
  16
  (The) Toy-market of Dale 
  42
  (The) Tracker Loore 
  69
  Treasure of the Dwarves 
  28
  Treasures to Slay a Dragon 
  81
  Treasures of the War of Vengeance 
  94
  U
  (The) Upper Halls 
  11
  (The) Upper Marches 
  64
   
  Inhabitants 
  64
   
  Notable Characters 
  65
   
  Notable Places 
  66
   
  Wildlife 
  64
  V
  Veteran of the Battle of Five Armies 
  99
  Veteran Miner 
  99
  W
  Wandering Merchant 
  104
  (The) War of the Dwarves and Orcs 
  88
  (The) War of Vengeance 
  90
  War-mask of Belegost 
  30
  (The) Waste 
  56
   
  Inhabitants 
  57
   
  Notable Characters 
  57
   
  Notable Places 
  59
   
  Wildlife 
  56
  (The) Water House 
  46
  Water House Healers 
  47
  Weak Spot 
  76
  White Lane 
  43
  (The) Withered Heath  
  63
  Witherfinger 
  57
  Wondrous Artefacts 
  94
  Worm Axe 
  105
  Y
  (The) Years’ Dark Passage 
  49
  Z
  Zirakinbar 
  63
  
SOURCE: textdata/thevault/Middle-Earth™ (MERP) [multi]/The One Ring/Erebor - The Lonely Mountain.pdf