Category:Dragons

Dragons (Q. "Lóki"or"Angulóki"or"Valóki"; sing. "Lóke"or "Angulóke" or "Valóke"; S. "Engwai": sing. "Angwa"), or Drakes,are the most famous and feared monsters in Middle-earth. No race of creatures instills so much awe, or is cause for so much wonder and story-telling. They are Morgoth's supreme conception.

Dragons of Renown
Agburanar Ancalagon Ando-Anca Bairanax Culgor Daelomin Drogoth Dynca Glaurung Gostir Haurnfile Hyarleuca Iaurlóke Itangast Khuzadrepa Klyaxar Lastalaika Leucaruth Lamtanc Lomaw Merkampa Nimanaur Ruingurth Scatha Smaug Thorog Throkmaw Urgost Uruial Utumkodur

THE ORIGINS OF DRAGONS
Little is known of the beginnings of Dragons. While their origins are tied to the breeding pits of Utumno (Q. "Hellish Chasm- hold"; aka "the Underworld"), where Morgoth wrought the first Cold-drakes, the Dragon-race achieved its splendor later in the First Age.

Fire-drakes (Q. "Urulóki" or "Fealóki"; sing. "Urulóke" or "Fealóke") and the great Winged Drakes (Q. "Ramalóki"; sing. "Ramalóke") — the Dragons of lore — were born of fire and magic in the halls of Thangorodrim (S." Mountains of Tyranny") in Angband. Since that time, many lesser, more specialized species have appeared,although none in such numbers as to destroy the Balance of Things.

According to Sauronic scribes. Iaurlóke the Cold was the first true Drake. He was born in Angband (S. "Iron Prison") during the long struggle between Morgoth and the Eldar of Beleriand. He sired Glaurung, the Father of Dragons and the first of the Fire-drakes, but Glaurung consumed him in an ireful duel less than a century later. Soon afterwards. Glaurung burst forth out of Thangorodrim and wreaked havoc on the Elves of Dorthonion and Hithlum (in Beleriand). He burned the fields of Ard-galen in his youthful display of raw power. Because Glaurung was only half-grown, though, Fingon and his archers of Fingon drove the young Dragon back to Angband. Morgoth was incensed, for Glaurung's rash assault destroyed any hope of surprising the Free Peoples with the full might of a Fire-drake. So ended the world's first encounter with a true Dragon.

Two centuries passed before the Worm of Morgoth appeared again. Then, at the Battle of the Sudden Flame (S. "Dagor Bragollach"), Glaurung successfully led the forces of darkness in the struggle to break the siege of Angband. He slaughtered hundreds of Elves and razed large areas of eastern Beleriand before the campaign ended.Returning home triumphant,Glaurung began a long repose.

Glaurung endured the ensuing peace by breeding and producing a brood of lesser Dragons. When they came of age, he guided them into combat. This was the first time a group of Drakes ever appeared together. During the Fifth Battle of the First Age, the "Battle of Unnumbered Tears," they decimated a combined army of Elves and Men. Only the valor of the Dwarves of Belegost averted the complete defeat of the Free Peoples.

In subsequent years Glaurung and his offspring helped secure the lands conquered by the armies of the Black Enemy. They used their powerful incantations to bind the minds of their defeated foes and bring them under Morgoth's sway. Glaurung eventually assailed the Elf-city of Nargothrond, slaying all of its inhabitants save its Warlord, Túrin Turambar. Glaurung's power was such that he first bewitched Túrin and drove him off, leaving the city open to assault.

Túrin vowed revenge, but Glaurung's plottings bore another evil before the two came together again. The awful Worm placed a spell on Túrin's sister, Nienor, and stole her memory. This curse led to her unfortunate and ill-fated marriage to Túrin.Turin tracked Glaurung down at Cabed-en-Aras and drove the great sword Gurthang deep into the Dragon's underbelly. As the Fire-drake died, he lifted his spell... letting Nienor recover her memory. She committed suicide following the terrible revelation that she had married her brother and carried his child. Grief- stricken and burning from Glaurung's caustic black blood, Turin perished as well.

Glaurung's death marked the end of the first and longest chapter in the story of the great Drakes of the North. While he was the Father of Dragons and exceptionally powerful, Glaurung was not the greatest Drake ever to enter Endor. That distinction goes to Ancalagon the Black— the mighty Winged Dragon known as "Rushing-jaws." Like Glaurung, Ancalagon was a Fire-drake: but unlike his predecessor, the Black Dragon was far larger and possessed the power of flight. He was the first and most awesome of his kind. His wings darkened the skies, while hurricane-winds swept the plains before he unleashed his unstoppable fire. Undoubtedly the greatest monster born in Middle-earth, Ancalagon was the culmination of Dragon-breeding.

Fortunately, Ancalagon proved relatively short-lived. He was slain soon after he first appeared, during the War of Wrath. There he dueled with the Great Eagles, who were led by their King, Thorondor. The skies turned black with smoke and thunder ripped through the clouds as the giant avians dueled. In the midst of this unparalled aerial fray, the warrior Eärendil — who came out of the West on the flying ship Vingilot— cut the Dragon down with a remarkable bowshot. Ancalagon fell, creating an upheaval that shattered the peaks below. His fellow Dragons fled amidst the turmoil.

Ancalagon died at the very end of the First Age, just as a cataclysm struck and sank Beleriand and began reshaping Endor. Many of the other Dragons escaped the destruction and, like their brethren in Utumno and the other Underdeeps, went elsewhere in Middle-earth. Some settled in the Grey Mountains, while others ventured further east and south. As the Second Age dawned, Morgoth's legacy spread. Dragons remained to someday haunt virtually every corner of the Endor.

THE NATURE OF DRAGONS
Physically, these so-called Giant Worms vary in size and appearance. Some slither or crawl; others run, jump, or fly. Most have vision that surpasses that of the most keen-sighted of birds, while others can perceive smells better than a North Bear. Allshare a common heritage, though, and have scaly hides, two to four horns, and long, serpentine bodies. Those with limbs have four appendages, although two may be modified to support wings. Razor-like talons crown their nimble digits.

GENERAL FEATURES OF DRAGONS
While each Drake is unique, of course, they all share certain common elements. They are all virtually immortal creatures with formidable individual strength. As shown in the stories surrounding Glaurung, Ancalagon, Scatha, and Smaug. they feared no single individual from the ranks of Middle-earth's Free Peoples. No other monsters, save the renegade Maia known as the Balrogs, rival them. Still, Dragons are vain, deceitful, ireful, and ruthless, making them predictable and incapable of adapting to certain critical challenges.

The general powers common to all Dragons follow: (1) Critical strikes— Unless otherwise noted, critical strikes against a Dragon are rolled on the Super Large Creature C ritic a l Strike Table. This applies to both physical attacks and spells. (Use MERP CT-10 and CT-11 or Arms Law10.15 and Spell Law  10.85.) (2) Armor —Dragonskinvariesin strength. The overlapping plates toughen with age. Unless otherwise stated, younger Drakes have scales equivalent to Rigid Leather (AT 12), while mature Worms have armor equal to the finest Plate (AT 20). This enchanted material resists (DB bonus of +2 x beast's lvl) all forms of directed spell attacks and shields the creature from the harshest ofelements. In order to make a suit of armor out of Dragonskin, an adventurer must first cut the scales and the underlying hide from the Drake's body,all the while contending with the beast's toxic blood. This is a considerable feat. Even then, however, sewing and moldingasuitofarmormadefrom suchanenchanted material will require the work of both an armorer and an alchemist. (3) Spells — Dragons are powerful spellcasters. Enchanted creatures, they possess the inherent ability to cast any spell from the Calm Spirits and Detection Masteryspell l i s t s (O p e n C h a n n e l i n g a t page 65i nME RP ; Closed and Open Channeling inRM). Most also know theL o r e and Item Lore lists (Open Channeling at page 65 inMERP ;Bard Base inRM) as well. Many Worms are powerful Mages, Sorcerers, Bards, etc. (4) Strength of form — Dragons come in many forms.

Winged Dragons and Cave Drakestendto be slenderer than normal, while Cold-drakes are stouter. Winged Dragons can stir the air within a range of 1000', creating the equivalent of a local hurricane (treat as +20A i r b o l t attack). Drakes rarely sufferfrom penalties associated with age, nor do they weary easily. They require no rest during a given day. When they sleep, however, they rest for 1 -100 days on end and they are hard (-10) to stir from their slumber. Dormant, or "hibernating," Dragons sleep for 10- 1000 years. (5) Enhanced Senses — The Dragons can see perfectly well

in utterly dark places, and they can sense the shapes ofcreatures from the Shadow-world (e.g., Nazgûl). They also have excellent (+30 to Perception Rolls) vision, hearing, smell, and taste. (6) Presence — Anyone coming within sight of a Dragons makes a RR versus a 5th level Fear spell. With a RR failure of 01 -50, the victim flees in terror for 1 -5 minutes. If the RR failure is 51-100, the victim flees in fear for 1-100 minutes. If the victim fails by 101+, he falls under the control of the Worm for 1-100 rnds. In addition, a Dragon use his fiery red eyes to captivate an individual,hisconcentratedgazebeingtheequivalento f a S p ir it  Mastery spell (permits use of any one spell on Calm Spirits list  inME RP or Spirit Mastery list inRM). (7) Foul B reath — If he possesses a breath-weapon, a Worm

can use it once every 1 -3 minutes (6-18 rounds depending on the age of the beast). It can attack up to 2x its lvl in a given day. They can concentrate their breath into a bolt (e.g.,F i r e b a l l ) with a range of 300', or they can use a dispersed cone (base 100') with a range of 100' that is the equivalent of a ball attack (e.g., Fireball).Their attack bonus varies with the creature. (When unspecified use a bonus equal to 1.5x the creature's level.) Dragons are enchanted beasts. Magic flows through their caustic blood, and many Drakes are powerful spell-casters. Some

utilize their skills to crush their foes, while others wield enchant- ments in more subtle ways. All Dragons bask in power and enjoy dominating other creatures, and many know an array of potent mind-manipulation spells. Coupled with their sharp intellect, these incantations can drive a stalwart Man or Elf to lay down his arms or even wage war upon his brethren.

The Dragons' fondness for word-games, riddles, and other contests of the mind is legendary. All Drakes enjoy using their intellectual prowess. Puzzles and riddles fascinate them. They are skilled in myriad tongues and capable of conversing and word- dueling in many languages. Their wicked eyes, audacious pres- ence, incredible vocal-strength, and perceptive ways make them formidable (if not overwhelming) foes in a debate. Schooled in the arts of verbal illusion and capable of sensing the slightest changes in sound pitch and emotion, they see deep into the words of those who are unfortunate enough to meet them. Few can conceal their true feelings in the face of such utter power.

Dragons, however, have certain weaknesses when it comes to battles of logic or wit. Vain, wrathful, deceitful, self-centered, and astoundingly boastful. Drakes have a very delicate temper. Filled with hubris and easily flattered, they bask in others' adoration and enjoy complements even when they know the speaker is simply hoping to delay his own doom. A Dragon will toy with a foe whose soothing words are effectively delivered far longer than he will tolerate a pugnacious adversary. To a Drake, a false flatterer is wise and an armed challenger is simply foolhardy fodder. Dragons despise disrespect.

Regardless of their species, Dragons live and hunt alone. They jealously guard their territories, and will confront or kill other Drakes that infringe on their ever-expanding domains. Their realms, of course, reflect their origins, for wherever a Dragon goes, he lays waste to the land. They do not concern themselves with subjects or the works of lesser creatures; they seek only power and the booty that testifies to their triumphs.

All Dragons live in lairs of some form, returning in a way to the womb-like earth from which they came. They spend an inordinate amount of time in these underground (or underwater) abodes, reclining on beds of treasure. Even when active, they rest or sleep for ten to a hundred hours on end. During hibernation, a Dragon might sleep for a thousand years. Many a Drake has slept so long that chunks of his treasure become imbedded in his armored scales.

Dragons can mate but, like other monsters, they have no incli- nation to form unions or reproduce. Only an outside will can compel them to produce offspring. In a sense, then, Drakes must be bred.

When Dragons do mate, they follow elaborate courtship rituals. Males make the invariably long journey to their mate's home, where he combats any rivals or pretenders. He subsequently engages in dance, a stormy but acrobatic display of frightening frenzy. Mating follows and may last as long as ten days. The male then departs for 10-100 years. Six months or so later the female lays 1-10 eggs in a hatchery pit deep w ithin the earth. Afteranother six months pass, the newly-developed young use their sharp horns to break out of their tough, leathery shells and begin their lives in Arda. Those that are perceived to be weak, however, are eaten by their mothers.

Drakes subsist on virtually any kind of food. They can consume anything from meat to mithril, swallowing as much as a thousand pounds in a single gulp. When they feed, it is often in the form of an unbroken orgy of consumption lasting two to forty days. During this time, they slaughter and eat herds of cattle or wild Lassanakûni. Their unusual metabolism enables them to store most of this food and allows them to hibernate with impunity.

Virtually immortal. Dragons have never been known to die of old age or disease. They grow and age though, getting larger and in many cases slower with the passing years. Their enchanted blood gets increasingly caustic and corrosive, w hile their armor gets thicker and tougher and their horns get longer and more heavily ribbed. In time, a Drake's overlapping scales become almost impenetrable, and even their relatively soft underside becomes capable of deflecting all the best of weapons.

However, Drakes have a flaw in their defenses. Known as a "birth spot," it is an imperfection of unknown origin or purpose which some chroniclers attribute to the wrath of Eru. Here, scales fail to develop. With the exception of the Dragon's eyes, it is the only vulnerable point on the creature's body. It found by a lucky opponent (e.g. Bard the Bowman), this flaw can spell the Drake's doom.

Of course, just getting close to a Dragon is a considerable feat. Dragons have gigantic, multi-rowed teeth and claws as hard and sharp as a lance-head. Some have whip-like tails that can bash or slash an opponent to death in a single, precise sweep. Others have huge bat-like wings that can stir the air into a spout or drive it into a galing wind. Those that possess breath weapons, like the fearsome Fire-drakes, can use this wind to enhance the strength and speed of their flames — flames that can scour a whole valley in minutes. The Dragon's horns are special tools used for boring and dueling. Their size and rib pattern symbolizes a Drake's power and denotes his stature in the hierachy of the species. These horns are essentially unbreakable. Prized for their value a musical instru- ments and bow-making material, they can be ground to produce a host of enchanted potions. In a strange way, they embody the strength and magic of these exceptionally special creatures.

A Genealogy of the Dragon Kind

 * Dragon-Kind
 * Great Dragons
 * Cold Drakes
 * Anguloki (Wingless Cold-Drakes)
 * Ash Drakes
 * Kalalóki (Light-Drakes)
 * Kemenlóki (Land-Drakes)
 * Lossalóki (Ice-Drakes)
 * Frost-dragonet
 * Prelaz Bic
 * Rondolók (Cave-Drakes]]
 * Winged Cold-drakes
 * Sand Drakes (Zimaj)
 * Cave-Worms
 * Fire-Drakes (Urulóki)
 * Hiswalóki (Marsh-Drakes)
 * Ramaloki (Winged Fire-Dragons)
 * Worms
 * avancs
 * Cold-worms
 * Deep-salamanders
 * Fire-worms
 * Flame-worms
 * Frost-worms or Winter-worms
 * Rock-worm
 * Others
 * Fealoki (Spark-Dragons)
 * gwibers
 * Lingwiloki (Sea-Serpents)
 * Aelinilóke (Rain-Drakes)
 * Mountain-drakes
 * Shadow-drakes
 * Were-Worms