Comments: This adventure module doesnt have a specific time reference but most of the adventures contained therin are set somewhare after the Great Plauge T. It centers on the lost Arnorian kingdom of Rhudaur and in particular the Trollshaws. As usual the module begins with abbreviations, definitions, map keys and conversion rules, before it presents an overview description of the region, its history, lands the Highlands, Trollshaws, Lowlands and rivers, and Cameth Brin and its environments , climate, ecology, fauna and flora, as well as the peoples the Hillmen, Dnedain, Northmen, Dunlendings, and Petty-Dwarves. Then follows a brief chapter on the politics and power, followed by a chapter on the various places of interest, such as Rivendell. The module contains an entire chapter covering most aspects of Cameth Brin, the old Dnedain fortress and its different levels, including its hot spring Ureithel, etc.
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Hillmen Of The Trollshaws
Grenadier Models released a box set of metal miniatures for use with this supplement Hillmen of the Trollshaws. Material from this product was included in Arnor, The Realm. Adventure in the rocky highlands near Cameth Brin, where Trolls and the ghosts of Petty-Dwarves haunt ancient caverns. The ominous shadow of Cameth Brin, the "Twisted Hill," looms above the oaks and elms of the Trollshaws in central Rhudaur. Until the Third Age, few men dared to come near this dreadful place; many would-be explorers feared the presence of evil spirits, while others were scared off by the unnatural appearance of the hill itself.
MERP - Hillmen of the Trollshaws
For whatever reason, ICE decided to cover Rhudaur in an adventure module instead of a full-blown campaign — probably because it never asserted itself with any glimmer of promise. The beauty to Trollshaws is its flexibility. Rhudaur changed a great deal throughout these periods, and the module is designed to show its growth and decline, particularly at the capital of Cameth Brin. The primitive culture of the Hillmen contrasts sharply with their Dunedain overlords, notable for its inflexible rejection of both the Valar and Black Religion of Sauron in favor of ancestor worship, with a particular reverence for ghosts. Of which there are plenty to be found; the Ta-Fa-Lisch dwarven ghosts haunt Cameth Brin in the early days before the Dunedain take control. The inside of it lives up to its appearance, with halls of enchanted darkness, surprising traps, and a generally schizophrenic feel that betrays haunted roots underneath an advanced Dunedain architecture, which in turn becomes usurped by Hillmen much later after the Great Plague. The barracks settlement of Tanoth Brin below the hill is also detailed, as well as the nearby town of Talugdaeri.
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