The Grey Mountains (MERP ICE #3113) by Craig Paget, Karen McCullough, Joseph A. McCullough V

By Craig Paget, Karen McCullough, Joseph A. McCullough V

Forming the northern border of the Rhovanion and Mirkwood, the gray Mountains span 400 miles: from Angmar's Witch-realm to the Iron Hills. Shot via with Dwarven mines, Orc warrens and Dragon caves, the Ered Mithrin are a chilly and foreboding levels. They promise treasure and experience, yet extra usually convey an premature death to explorers. Take your Middle-earth crusade to the sting of the coolness Forodwaith and ship your avid gamers around the lethal Withered Heath; simply watch out for Dragons!

The gray Mountains includes:

- 17" x 22" Full-Color Map depicting the gray Mountains variety and northerly Rhovanion.
- nine hard Adventures, together with a 4-adventure mini-campaign. those travails take explorers from one finish of the gray Mountains to the other.
- particular Layouts of the Dwarven urban, Norr Dum, the Ice-orc citadel, Kala Dulakurth, and diverse different haunts scattered all through this implementing mountain range.
- In-depth info at the Dragons and Dwarves of the gray Mountains and the Withered Heath.
- Stats and heritage info on a number of personalities and beasts who wander the frigid north of Middle-earth.

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Extra resources for The Grey Mountains (MERP ICE #3113)

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An Invoker will also become aware if or when another being learns their True Name, though this is a simple awareness, almost like an alert. However, the Invoker will not know the identity of the one who learned the Name. This awareness will occur to the Invoker at the exact moment the True Name is learned, and is frequently a signal for the Invoker to begin preparing against any future magical assault using their True Name. Knowing one’s own True Name is incredibly useful: it can even be evoked defensively (see below), and used in sorcery spells to aid the Invoker.

The existence of these techniques make most Wardens and Masters paranoid about their travels, and many have developed routines of safety or detection to outfox any booby-traps or other unwelcome surprises. Shrouding Doors. A Door’s destination can be shrouded, to prevent any travelers from knowing what lies on the other side. This technique can confound the Wayfinding ability used by Wardens, making a mystery of where a Door leads. Few seasoned travelers on the Grand Stair will knowingly open a Door when they do not know where it goes, so this trick is usually only effective against amateurs or those without the time to be cautious.

These names are for the most part secret: few beings know their own True Names, yet any living being will recognize and respond to its own True Name if that Name is uttered. It is a mark of extreme trust to share one’s True Name with another, and an innate sense of self-preservation prevents most beings from sharing their True Names openly. If a being knows its own True Name, this knowledge is almost always a closely-guarded secret. No being with a Psyche ranked greater than Paragon can be forced to reveal its own True Name.

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