Angmar: Land of the Witch King (MERP ICE #2300) by Heike Kubasch

By Heike Kubasch

Angmar contains:

- four significant ground plans
- eight B&W maps
- Cultures, herblore & directions for working your personal adventures
- A 16" x 20" full-color double-sided removable mapsheet, facet no 1 of which info the NORTHERN MISTY MOUNTAINS, aspect #2, maps out town of CARN DÛM

Trolls, Giants, Dragons, Bears, Wargs, Orcs and naturally THE WITCH KING OF ANGMAR


"It is ever so with the issues that males start: there's a frost in Spring or a blight in summer time, they usually fail in their promise" (LotR III, p.182).

Elendil and his heirs prepared kingdoms once they got here to Middle-earth from Numenor; Gondor within the South, and Arnor within the North. either have been reasonable and wealthy kingdoms firstly of the 3rd Age. at the present the heritage of the 2 kingdoms parted; the big name of Gondor rose, yet that of Arnor fell into darkness. forces introduced the destruction of the North country. the 1st used to be the waning of the Dunedain who dwelt in Arnor. the second one, and much larger used to be the shadow that got here from the land of Angmar. the lads of Arnor withstood the evil energy of the Witch King for 6 lengthy centuries, a tribute to the power and tool of the Dunedain of the North.

Arnor had suffered relatively little within the warfare opposed to Sauron on the end of the second one Age, and the dominion must have prospered. even though the numbers of the Dunedain were lowered, they have been nonetheless nice. The weather of Arnor used to be gentle and the land was once fertile and freed from enemies. For a number of hundred years issues went good, however the air of Eriador appeared unwholesome for the descendants of Numenor. Arnor fell into decline lengthy sooner than the land held any whisper of the shadow of Angmar. For purposes unknown the Dunedain deserted their capital of Annuminas upon the seashores of Lake Nennuial, and withdrew to the lesser fort urban of Fornost.

The country of Arnor used to be doomed to "a frost in Spring, and a blight in Summer." The heirs of the dominion might not agree at the succession to the throne of Arnor within the 9th century of the 3rd Age. In T.A. 861 the power of the northern realm was once divided into 3 kingdoms: Cardolan, Rhudaur, and Arthedain. The quarreling endured; Rhudaur and Cardolan contested the ownership of the tower of Amon Sul and its Palantir. The watch on evil slept within the north; males grew to become inwards and anxious themselves with their very own affairs. The rumours of evil multiplying within the mountains didn't curiosity them; for Arthedain and Cardolan a minimum of, the mountains have been a ways off. None gave their cognizance to the unpromising valley in a northern fork of the Misty Mountains.

The Witch King arose in Angmar through the realm of Malvegil of Arthedain, it slow among T.A. 1272-1349. males grew to become conscious of the starting to be evil within the mountains, yet Angmar was once nonetheless getting ready its energy. No attacks at the Dunedain got here until eventually Argeleb, the son of Malvegil, assumed the throne.

The subsequent sixty years have been darkish ones for the Dunedain of the North. The Dunedain of Rhudaur have been pushed out via evil hillmen in league with Angmar and Argeleb was once slain in conflict. jointly Arthedain and Cardolan held the elements Hills opposed to Angmar. In 1409 T.A. the Witch King of Angmar published his deadliest attack. Amon Sul used to be raised and burned and the Dunedain have been pressured to escape westward. Cardolan used to be laid to waste. aid got here to the Dunedain from the Elves of the gray Havens, Rivendell, and Lorien. The armies of Angmar have been repelled from Fornost and the North Downs, and compelled to withdraw to Angmar. The shadow of the North was once contained for a time.


The land of Angmar is likely one of the grimmest areas in all of Middle-earth. it's not black and twisted like Mordor, yet heartbreakingly chilly and barren. It lies in a northern fork within the Western Misty Mountains, and within the japanese Misty Mountains. Little job is founded upon the barren undeniable among the fork within the mountains; the border protect of fellows is determined within the rolling hills upon the sting of the low plateau. those males watch the lengthy border street that runs from Carn Dûm to the southern tip of Angmar. The orcs desire the security of the tunnels within the mountains. within the East the Witch King has no border protect; the mountains bar access into Angmar from that course, other than to people who recognize the orcish tunnels.

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Additional info for Angmar: Land of the Witch King (MERP ICE #2300)

Sample text

6. Charm Song — As Calm Song, except target believes caster is a good friend. 7. Fear’s Song — As Calm Song, except target fears caster and tries to flee from him. Fleeing usually equates to moving at maximum pace away from the caster. 8. Calm Song True — As Calm Song, except after the caster stops concentrating the effect will continue for as many rounds as the caster has already concentrated. For example, if the caster sings to a target for 3 rounds, the target will be calmed for those 3 rounds plus the following 3 rounds.

Rapid Muscle Transp. Rapid Muscle Regen. Rapid Tendon Regen. , ❑ 25) Muscle Regen. True 1 target ❑ 50) Soft Structure Rep. Tr. 1 target P P P 14. Muscle Regeneration — Allows caster to regenerate 1 muscle. Regrowth takes 1-10 days, depending on extent of loss. 15. Tendon Regeneration — Allows caster to regenerate 1 tendon. Regrowth takes 1-10 days, depending on extent of loss. 17. Rapid Muscle Transplant — As Muscle Transplant, except recovery time is 1-10 hours. 18. Rapid Muscle Regeneration — As Muscle Regeneration, except recovery time is 1-10 hours.

13. Song of Mastery — As Calm Song, except target must obey the caster. ). 15. Sleep Song True — As Calm Song True, except target falls asleep (as in Sleep Song). 17. Panic’s Song True — As Calm Song True, except target panics and flees (as in Panic’s Song). 19. Song of Seeking — Target must perform a task specified by the caster. Failure to complete the task results in a penalty determined by the GM (ignoring the task suffers the same effects as failure). Completing the task must be within the target’s capabilities.

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