Friday, December 17, 2021

Lone-lands
Battle of Five Armies & The Third Age of Middle-Earth
The current year for our Middle-Earth campaign is set during the year of 2946 of the Third Age.
Inspired By J.R.R. Tolkien

The Lone-lands was the descriptive name used by the people of the Shire and Bree for the vast, desolate wilderness that stretched across central Eriador, east of the Bree-land and the Chetwood. This expansive region extended for many miles, bounded roughly by the River Hoarwell and the Trollshaws in the east. By the time of The Lord of the Rings, the Lone-lands were a largely empty and savage landscape, defined by dry, scrubby grasslands, heath, and occasional wooded hills. The name perfectly captured the feeling of isolation and emptiness that characterized this once-populous area, a stark contrast to the settled lands near the Shire.

Historically, the Lone-lands were anything but empty. They formed the central and eastern portions of the ancient North Kingdom of Arnor. The land was once farmed, settled, and defended, particularly as it contained significant fortresses and watchtowers along its internal borders and the Great East Road. After the division of Arnor into three smaller kingdoms and the subsequent long wars with the Witch-king of Angmar, the region was depopulated. The final blow came with the Great Plague, which left the area desolate. The Dúnedain who remained became the secretive Rangers of the North, while the land itself reverted to wilderness, dotted with silent ruins and crumbling roads.

The character of the Lone-lands was wild and unforgiving. While travelers could follow the remnants of the Great East Road, the journey was slow and perilous. The region was a haven for all manner of dangers: wolves prowled the hills, stray Orcs sometimes wandered in from the Misty Mountains or Angmar, and brigands used the ruins as hideouts. The emptiness was deceptive; one had to be constantly vigilant. The people of Bree were wary of anyone coming from the East Road, referring to the whole area simply as "the Wild," emphasizing the barrier it created between their small island of civilization and the wider, more dangerous world.

The primary landmark within the Lone-lands was the prominent Weathertop (Amon Sûl), an ancient watchtower situated on the southern end of the Weather Hills. This ruin, once the site of a great fortress that housed one of the palantíri (seeing-stones), provided a commanding view of the entire region and the East Road. It was a beacon in the desolation, drawing both the remaining forces of good (like Aragorn and the hobbits) and the agents of Sauron (the Black Riders), highlighting its enduring strategic importance even in its ruined state.

Ultimately, the Lone-lands served a key narrative and thematic purpose in Tolkien's work. They represented the vast scale of Middle-earth's decline, a land forgotten by Men and feared by Hobbits. Traveling through this region forced characters to rely on skill, endurance, and fellowship. The desolation of the Lone-lands made the eventual arrival in the sanctuary of Rivendell feel all the more significant, serving as a powerful geographical transition point between the familiar comfort of the West and the deep dangers of the East.

Friday, November 26, 2021

Our Middle-earth Campaign
Battle of Five Armies & The Third Age of Middle-Earth
The current year for our Middle-Earth campaign is set during the year of 2946 of the Third Age.
Inspired By J.R.R. Tolkien

I've ran Dungeons & Dragons campaigns for many years in many different settings as well as multiple game systems and while I have enjoyed the road of adventure I find myself searching for something different, something new and fresh. I have recently turned my attention to Middle-earth since I am a massive Middle-earth fan.

I'll admit, I've never read the novels (although I have recently started reading the Hobbit), I have watched the 6 movies "in extended format" so many times that I have lost count lol. I've looked at all the different systems for Middle-earth, Adventures in Middle-earth, The Lord of the Rings 5e, the One Ring, MERP and a couple other systems.

I could not get into the One Ring system and I refuse to use the 5e system in any form and Merp just did not feel like D&D "where the rules were concerned", so I made a decision. I decided to see if I could convert Old-School Essentials to fit the Middle-earth setting, I mean Adventures in Middle-earth did it with 5th edition so why not a classic rules system? So, here we are with my own "modified" version of Old School Essentials. You can find all the races and classes that we have available at this link, some are as they are in Old-School Essentials and some have been completely revamped.

My first campaign will take place during the year 3011 and will continue on into the War of the Ring. We will be starting out in and around the settlement of Bree in Bree-land and I think I have a pretty solid campaign story written up for my players to enjoy, at least I hope so.

No matter what adventure I run from whichever system I pull it from, it will be converted to Old-School Essentials. This will be my first time using the new system and I know it was not designed for Middle-earth but I honestly think it will work just fine. For the time being, all of our campaigns will be ran on Roll20 and we will be using Discord for audio and even video if/when we use webcams.

All of our sessions will be recorded locally and uploaded to our Youtube channel. We appreciate you taking the time to take a look around this small corner of Middle-earth. If you have any comments or would like to contact us, please feel free to post a comment down below this page or you can go to our comments page.

Thursday, November 25, 2021

Tolman and Lily Greenthumb
Battle of Five Armies & The Third Age of Middle-Earth
The current year for our Middle-Earth campaign is set during the year of 2946 of the Third Age.
Inspired By J.R.R. Tolkien

Tolman and Lily Greenthumb are a well-to-do halfling couple who have made their life near Bree, establishing the prosperous inn called The Hobbit's Hearth. Their life is a blend of the hard work required to run a successful business on the East Road and the comforts they enjoy from their success.

Tolman is a stout, jovial halfling with a rosy face and a pot belly earned from a lifetime of good cooking and good cheer. He is the heart and soul of The Hobbit's Hearth, a natural host who knows every patron's favorite ale and has an endless supply of local gossip and engaging stories. He handles the front-of-house operations with pride, managing accounts, serving drinks, and ensuring the common room is a place of warmth and welcome. Despite his business acumen, he remains a simple, good-hearted hobbit who values peace and quiet, and his distress in jail is genuine and profound.

Lily is the culinary genius and organizational core of their life. She is a bustling, efficient halfling woman who oversees the kitchen and the home with quiet strength and determination. While Tolman socializes, Lily ensures every dish served is hearty and delicious, managing the younger staff and the inn's supplies. She is practical and resilient, as evidenced by her ability to run the inn single-handedly while her husband is incarcerated, all while holding onto hope and fighting for his exoneration. Her love for Tolman is evident in her distress over his arrest, driving her to seek out adventurers for help.

Their home life is centered around their successful inn located just east of the village of Bree, a major hub for travelers between the Shire and the rest of Middle-earth. The inn provides them with a comfortable living and connects them to the wider world. Their prosperity allows them a luxury many halflings do not have: a vacation home in the peaceful, picturesque Shire village of Bywater. This second home serves as their retreat from the hustle and bustle of the East Road. Here, they enjoy the quiet, idyllic life of the Shire, tending to a small garden and visiting with family and friends, a stark contrast to the slightly more rugged existence required of innkeepers near the edge of the wilderness, and a reminder of the simple, peaceful life they fight to protect from dangers like bandits and trolls.

Sunday, November 7, 2021

Misty Mountains
Battle of Five Armies & The Third Age of Middle-Earth
The current year for our Middle-Earth campaign is set during the year of 2946 of the Third Age.
Inspired By J.R.R. Tolkien

The Misty Mountains, that immense natural barrier running north to south across the face of Middle-earth, were a place of awe and terror in equal measure. To gaze upon their jagged peaks, forever shrouded in cold mists and eternal snows, was to look upon the backbone of the world itself. The Greybeards, the Caradhras range, were ancient even when the Elves first awoke, their stone faces carved by forgotten glaciers and the countless batterings of wind and storm. They were a domain of shadow and deep cold, a silent realm that commanded respect and instilled a sense of profound isolation in any who drew near. The land here felt raw and untamed, a hostile wilderness indifferent to the passage of Men, Elves, or Dwarves alike.

The valleys and lower slopes presented a deceiving, rugged beauty, lush with dark pines and roaring, ice-fed rivers. Here, one could find fleeting moments of peace. Yet, this beauty always gave way to the harsh reality of the upper reaches. As the elevation climbed, the trees thinned and eventually disappeared, replaced by sheer rock faces, treacherous scree slopes, and dizzying precipices. The air grew thin and sharp, biting at the lungs of travelers. Snowstorms could materialize without warning, burying paths and trapping the unwary in a white, frozen tomb. The constant mists swirling around the summits seemed to hide more than just stone; they masked movement and swallowed the sound of falling rock or the call of a lost companion, making the mountains a place of palpable dread.

It was not merely the climate that made these mountains perilous; it was what dwelled within their stony heart and shadowed passes. The Misty Mountains had long been infested with servants of evil, a legacy of ancient wars. Orcs burrowed deep in the stone, their foul tunnels and goblin-paths twisting through the roots of the peaks. Goblins of the high pass were a constant menace, and deeper still, darker things lingered. Balrogs, Stone Giants, and perhaps older, nameless creatures that gnawed at the world’s foundations called this place home. Crossing from the comfortable lands of the West to the wild East was a gamble few took willingly, a journey through a land teeming with foes who viewed any passerby as prey.

For the Dwarves, however, the mountains were a different story—a treasure chest and a tomb all at once. They delved deep into the rock, carving out vast, glittering cities like Khazad-dûm, which became Moria. They saw beauty in the veins of silver and gold, the shimmer of mithril deep within the earth. The mountains provided everything they needed: stone for building, ore for forging, and shelter from the evils of the surface world. Yet their greed often proved their undoing, their deep delving awakening horrors best left asleep. The mountains took back their gifts with a heavy price, turning the proud halls of the Dwarves into haunted ruins echoing with the sounds of battle and loss.

Thus, the Misty Mountains stood as a silent, imposing sentinel over Middle-earth. They were a borderland between hope and shadow, beauty and terror. They challenged the strong, broke the weak, and guarded secrets that would forever remain buried beneath miles of solid rock. Whether viewed from the safe distance of the Shire's rolling hills or felt under the worn boots of a weary traveler struggling through a blizzard in the High Pass, their presence was undeniable—a powerful, ancient force that shaped the fates of all who lived in their looming shadow.

Notable Locations
Baraz-dûm

Saturday, October 9, 2021

Mountains
Battle of Five Armies & The Third Age of Middle-Earth
The current year for our Middle-Earth campaign is set during the year of 2946 of the Third Age.
Inspired By J.R.R. Tolkien

Misty Mountains

Wednesday, September 22, 2021

Baraz-dûm
Battle of Five Armies & The Third Age of Middle-Earth
The current year for our Middle-Earth campaign is set during the year of 2946 of the Third Age.
Inspired By J.R.R. Tolkien

High in the great range of peaks that divides the lands, the stout folk known as the Stone-Delvers of the Silver Stream established a formidable, albeit small, stronghold they named Baraz-dûm (The Stone Watch). They hailed from the Grey Peaks region far to the north, a hardy clan known for their resilience and mining expertise. Their leader was the wise and determined lord Hargan, distant cousin of Thrain, who oversaw the meticulous carving of the fortress into the mountain's core. For decades, the builders mined veins of precious silver and glimmering treasure, their hammers echoing through the cold mountain air.

The stronghold was a testament to their resilience, a place where craftsmanship and defense were paramount. Its magnificent entrance was a massive, imposing stone gateway carved directly into the snowy mountain face, flanked by two colossal statues of seated ancient kings that have weathered countless storms. This grand archway, now half-buried in snowdrifts, promised prosperity and safety in the harsh wilderness.

However, the mountain folk delved too deep and drew too much attention. Their mining operations and the growing wealth within the mountain became a beacon for malevolent forces. The peace was shattered not by fire, but by ice. A formidable Cold-drake, a great, wingless "long-worm" from the icy Northern Wastes, migrated south, drawn by the builders' activity. This creature launched a brutal siege. The drake's icy breath froze warriors solid on the ramparts and even around the great entrance statues, and its immense physical power crushed the great stone halls. Lord Hargan was among the first casualties, slain at the great door of the stronghold, leaving the defenders leaderless and in disarray. The invasion was relentless, and the stronghold soon became a frozen tomb.

The final days were a massacre. Unable to defeat the powerful drake and facing a slow death by cold or starvation as their supply lines were severed, the few surviving builders were forced into a desperate retreat. They fled south, abandoning their lord's fortune and their ancestral home to the ice and darkness. The once-proud stronghold, designed for enduring life, became a desolate ruin, a stark reminder that even the strongest stone can fall to the ancient evils of the world. The drake had claimed its prize, sleeping atop the treasure hoard it had conquered.

After nearly a century had passed since the clan was destroyed, the great Cold-drake eventually died within the hall, its life ended perhaps by old age or a lingering wound from the siege. The treasure remained, but the power vacuum left by its death didn't last long. The shadows of the great peaks are always long and quick to fill empty spaces with malice. It wasn't long before the mountain fell under the control of a new host of inhabitants, creatures that thrive in the dark and cold. The ruins are now a den of iniquity, far more dangerous in their chaotic occupation.

Heroes will find the ruins now swarming with the "foes who hate the sun". The primary occupants are mountain goblins and twisted humanoids, who use the stronghold as a base for raiding the nearby passes. They are organized under a new chieftain named Grondak the Frost-Hand. Legend says Grondak is a distant, dishonored descendant of a legitimate line of the ancient orc lords, a twisted and bitter soul who now leads the dark folk with a cunning born of spite. He wields a cold-iron axe taken from the fallen dwarves. The upper, more habitable levels are said to be filled with their patrols and crude camps. Deeper within, in the frozen mine shafts and the damp lower chambers, are said to lurk powerful great stone creatures, serving as brute-force muscle and guardians for the inner sanctum. These creatures are a constant, immediate threat any explorers of these ruins must navigate.

But the true danger doesn't end there. The dark halls also contain the subtle terrors of the wild. Giant Spiders, drawn from the edge of the great forest by the lingering dark, have spun webs in the forgotten upper towers and along the exterior walls, catching the unwary. In the deepest, coldest parts of the mine, where the drake's lingering magic has infused the very stone with death, animated frozen undead and spectral wights still wander, their cold touch a mirror of the original invasion that sealed the builders' fate. Entering into Baraz-dûm will not just be about wealth; it will be a test of courage against the multitude of evils that have claimed this once-proud hall.

Sunday, August 29, 2021

Polo Hammidge
Battle of Five Armies & The Third Age of Middle-Earth
The current year for our Middle-Earth campaign is set during the year of 2946 of the Third Age.
Inspired By J.R.R. Tolkien

The figure in the dusty cloak, eyes wide with anxiety beneath a tangle of dark curls, is Polo Hammidge, a simple farmer who had never ventured beyond the edges of the Chetwood. His calloused bare feet, used only to soft earth, now trod upon the unforgiving, shadowed ground of the forest depths, a place whispered to be the haunt of beasts and worse things. In his small hand, he gripped the hilt of a thin, elegant blade he had found half-buried near his stolen sheep pen—a weapon far older and more lethal than his rusty pruning shears. He was acutely aware of the weight of the makeshift weapon, a constant reminder that he was no hero, merely a fearful hobbit forced into the darkness to protect what was left of his quiet life.

He had followed the tracks himself when the lazy Shirriffs failed him, driven by a fear that had hardened into a desperate sort of courage. Every snapping twig made him jump, every distant howl sent a chill down his spine, but he pushed on, the glint of the elven-steel offering a small, cold comfort in the gloom. He was searching for proof of the monsters that took his flock, an ordinary man on an extraordinary journey, hoping only to survive long enough to bring the truth back to Bree and clear the name of his wrongly accused neighbor, Tomlan.

Saturday, August 28, 2021

Barliman Butterbur
Battle of Five Armies & The Third Age of Middle-Earth
The current year for our Middle-Earth campaign is set during the year of 2946 of the Third Age.
Inspired By J.R.R. Tolkien

Barliman Butterbur was the bustling, red-faced proprietor of the Prancing Pony, the only inn of any consequence in the idiosyncratic village of Bree. He was a man of business, known by all the Four Farthings for his honest dealings, his excellent beer, and his appalling memory. Barliman prided himself on knowing every traveler who passed through, greeting Dwarves, Men, and Hobbits alike with a genial, albeit often mistaken, familiarity. When four unfamiliar hobbits arrived one evening, he welcomed them warmly, doing his best to remember the name he was supposed to be looking out for—a name that regrettably slipped his mind amidst the hustle and bustle of his busy common room.

Despite his forgetfulness, Barliman possessed a kind heart and a deep respect for the mysterious Rangers who protected the area. His most significant act came from absentmindedness when he failed to deliver a crucial letter from Gandalf to Frodo Baggins for months. When he finally realized his error, consumed by guilt and fear for the hobbit's safety, he did his best to make amends by facilitating their meeting with Strider, who was in fact Aragorn, the heir to Gondor. This simple innkeeper, with all his faults, played a small but vital role in ensuring the Fellowship's journey began with the right alliances.

Thursday, August 5, 2021

Sherrif Bunce
Battle of Five Armies & The Third Age of Middle-Earth
The current year for our Middle-Earth campaign is set during the year of 2946 of the Third Age.
Inspired By J.R.R. Tolkien

Shirrif Bunce is the diligent, if slightly harried, chief law enforcement officer of Bree-land. A man of respectable age with the solid build, Bunce is the quintessential authority figure in this quiet corner of Middle-earth. He views his duty to keep the peace between the Big Folk in Bree, the inhabitants of Archet, Combe, and the curious hobbit-folk as a solemn responsibility. While generally preferring a quiet life where disagreements are solved with stern words rather than steel, the increasing brazenness of the bandits operating on the East Road has tested his patience and stretched his limited resources thin. He represents the local government's reach and serves as the primary quest-giver for the player characters, appealing to their newfound reputation after they deal with the immediate threat of the local trolls.

Bunce is a pragmatic leader who understands the limits of his small, locally-trained watch. He is not a warrior or a great tactician, but he possesses sound judgment and a strong sense of civic duty. He is willing to deputize capable outsiders when local problems exceed the watch's ability to respond effectively. His decision to hire the player characters is based on practical necessity rather than blind trust, offering them the necessary local information, supplies, and official backing needed to infiltrate and dismantle the bandit ring led by the self-proclaimed Bandit-king, Inledair. Bunce acts as the PCs' link to civilization and authority, offering rewards and resources necessary for their dangerous trek into the downs southeast of Bree.

Sunday, May 16, 2021

Fangorn Forest
Battle of Five Armies & The Third Age of Middle-Earth
The current year for our Middle-Earth campaign is set during the year of 2946 of the Third Age.
Inspired By J.R.R. Tolkien

The edge of the forest is an immense wall of shadow where the daylight seems to die. A heavy, profound silence hangs in the air, broken only by the occasional, unsettling groan of aged timber. The trees within are unlike anything known in the civilized world; their massive, gnarled trunks twist towards the sky, draped in thick, grey moss that sways like ancient shrouds. A perpetual twilight reigns beneath the canopy, a place where shapes shift in peripheral vision and the sense of isolation gives way to the certainty that the place is keenly aware of any presence.

The interior path quickly narrows into a barely discernible trail, entirely swallowed by the sheer density of the vegetation. The air inside is damp and heavy, thick with the smell of decay, damp earth, and some strange, potent sap. It is a sensory oppression that makes breathing feel laborious. Every rustle in the undergrowth seems deliberate, every creak of bark a signal. The forest feels less like a mere collection of plants and more like a single, brooding entity with a deep-seated antagonism towards intruders.

Navigation within is a disorienting task. The density of the woods obscures the sun entirely, erasing all sense of direction. The trees seem to close ranks behind any who enter, making retreat feel as hazardous as forward movement. There is a conscious malice to the environment; branches reach down like grasping claws, roots twist across the ground like snares, and the very architecture of the grove subtly shifts. This is not a natural wilderness, but a calculated labyrinth designed to consume the lost.

Sounds within the forest are muffled and peculiar. Wind barely penetrates the high canopy, yet low moans and creaking echo intermittently, sounds that seem to emanate from the wood itself rather than from any external force. It is impossible to pinpoint the source of these noises, which adds to the psychological strain. The quiet watchfulness is almost worse than outright hostility; the forest waits, observes, and slowly tightens its grip on those who dare to trespass within its deep, shadowed realm.

This ancient wood feels like one of the last remaining places of true, untamed power in the world, a domain ruled by something profound and patient. Its dark, oppressive atmosphere is a formidable barrier designed to warn away those without purpose. The deeper one ventures, the more they feel they are walking into a landscape of memory and deep magic, a place where the trees themselves are the guardians, and their welcome is non-existent.

Tuesday, March 23, 2021

Rivendell
Battle of Five Armies & The Third Age of Middle-Earth
The current year for our Middle-Earth campaign is set during the year of 2946 of the Third Age.
Inspired By J.R.R. Tolkien

Rivendell, known in the Sindarin language as Imladris, stands as one of the most iconic and significant locations within the detailed history of Middle-earth. It is famously described as "The Last Homely House East of the Sea," functioning as a crucial sanctuary, a place of peace, and a repository of ancient wisdom for the Elves and for all weary travelers seeking refuge. Tucked away in a deep, secreted valley at the border of the Misty Mountains and the Trollshaws, its natural seclusion provides powerful defenses, making it a challenging location for large armies to find or besiege. This unique combination of breathtaking natural beauty and protective enchantments establishes it as a vital refuge where heroes can find rest and counsel amidst the gathering shadows.

The settlement was founded by the venerable Elrond Half-elven during the Second Age, following the devastating destruction of the Elven realm in Eregion by dark forces. Elrond, a key figure whose lineage bridges ancient Elven and Human heritage, established Rivendell as a stronghold for the survivors. During the early years, the valley was besieged by forces of evil until the arrival of powerful allies from across the sea forced a retreat. This history of resilience against darkness continued through the ages, including successfully resisting attacks during the great wars of the North, cementing its reputation as a safe haven protected by powerful, inherent magic.

Physically, the sanctuary is depicted as a realm of unparalleled beauty, where the natural environment and elegant architecture are perfectly intertwined. It is a place of graceful buildings featuring open verandas and balconies, framed by spectacular waterfalls, rushing rivers, and lush, vibrant forests that together inspire a profound sense of wonder and calm.

The atmosphere within its borders is seemingly timeless, granting visitors the feeling that they could linger indefinitely, engaging in feasting, storytelling, singing, or quiet contemplation. This sense of a peaceful, almost magical existence offers a stark and necessary contrast to the dangerous, untamed wilderness that lies just beyond its hidden borders.

As the Third Age progressed, Rivendell evolved into the primary dwelling place of the High Elves remaining in the western lands, a gathering spot where many wise and powerful individuals, spanning various peoples, would converge. While it was a known destination for occasional travelers, including Dwarves and Men, it was not a public city with open access. Visitors were often expected or guided to the location, as its deeply hidden nature meant that an unsuspecting person could easily pass by its very entrance without ever realizing it was there. This controlled accessibility added to its mystique and ensured the sanctuary remained a private, secure environment for those requiring its unique protection and wisdom.

Rivendell plays a central, pivotal role in the major historical narratives of the world, featuring prominently in the accounts of both the journey to the Lonely Mountain and the War of the Ring. In the earlier tale, the hobbit Bilbo Baggins and his Dwarf companions pause there on their quest, receiving essential aid, healing, and information from Lord Elrond. In the later, more extensive history, its significance is magnified when the hobbit Frodo Baggins is healed from a grievous wound, and the crucial Council of Elrond is convened, an event that directly leads to the formation of the Fellowship of the Ring and the quest to destroy the singular source of darkness.

Ultimately, the strength of Rivendell resides not only in its physical defenses but in the profound wisdom and spirit of its people, most notably its leader, Lord Elrond. It functions as a place where ancient knowledge is preserved and where the forces of good regroup to plan their resistance against the encroaching shadow. As the era of the Elves in Middle-earth began to wane, the importance of these hidden sanctuaries grew, providing a final, beautiful refuge before the remaining Elves eventually departed across the Sea to the Undying Lands. Rivendell remains an enduring symbol of hope, historical knowledge, and lasting beauty in a world often consumed by impending darkness.

Monday, March 22, 2021

Erabor
Battle of Five Armies & The Third Age of Middle-Earth
The current year for our Middle-Earth campaign is set during the year of 2946 of the Third Age.
Inspired By J.R.R. Tolkien

Erebor, widely known as the Lonely Mountain, is one of the most significant Dwarf realms in the history of Middle-earth. It stands in stark geographical isolation in the northeastern region of the map, a massive, snow-capped peak that dominates the surrounding landscape. Its importance stems from both its strategic location near the Grey Mountains and the great East-West trade route, and the immense natural wealth hidden within its stone heart.

For the Dwarves of the royal line of Durin, it was not merely a mountain but their ancestral home, a center of their civilization, and a powerful symbol of their ingenuity and resilience. The kingdom within the mountain was founded by Thráin I, who left the ancient Dwarf city of Khazad-dûm (Moria) after discovering a magnificent gem called the Arkenstone. Under the subsequent rule of his son, Thorin I, much of the Dwarf population shifted further north to the Grey Mountains.

It wasn't until the reign of Thrór that the main seat of the Longbeard Dwarves was firmly re-established at Erebor, where it quickly became a prosperous and renowned center of commerce and craftsmanship. The kingdom flourished for centuries, fostering strong trade relationships with nearby Men of Dale and the Elves of Mirkwood. The prosperity of the mountain kingdom became legendary. The Dwarves of Erebor were master miners and craftsmen, famous throughout the lands for their exceptional skill in working with stone, silver, and gold.

They forged mighty weapons, crafted intricate jewelry, and developed innovative methods of construction that utilized the natural structure of the mountain itself. The wealth they accumulated was vast, filling the great halls of their underground city with immense treasures. This era marked a high point for Dwarf civilization in the North, with Erebor serving as a beacon of their cultural achievement.

This immense wealth, however, ultimately led to the kingdom's downfall. A powerful and greedy fire-drake from the North, known as Smaug, heard tales of the immense hoard of gold and decided to claim it for himself. Smaug descended upon the mountain, destroyed the neighboring town of Dale, and drove the Dwarves out of their home with fire and ruin.

The dragon took up residence within the deepest halls, sleeping upon the accumulated treasure and effectively ending the First Kingdom Under the Mountain. The surviving Dwarves were scattered into exile, carrying with them only the memory of their lost glory.

For many decades, Erebor remained silent and feared, a lair of a powerful beast. The dragon Smaug became a constant threat to the nearby region, deterring all attempts at resettlement or trade. The once-thriving trade routes stagnated, and the lands around the Lonely Mountain became desolate. The former King Under the Mountain, Thrór, was later killed in a distant land, and his son Thráin II was captured and lost, leaving a deep sense of despair among the displaced Dwarves and kindling a deep desire for vengeance and reclamation.

The turning point came with the resolve of Thorin Oakenshield, the heir to the throne. Driven by his grandfather's death and a determination to restore his people's honor and home, Thorin assembled a company of twelve other Dwarves. Aided by an unexpected alliance with Gandalf the Grey and the inclusion of a hobbit named Bilbo Baggins, the company embarked on a perilous quest to reclaim their stolen heritage. Their journey became one of the most famous tales of the age, symbolizing the enduring hope of the Dwarf people.

The Quest for Erebor eventually succeeded through clever planning and sheer luck, leading to the death of the dragon Smaug. However, the victory immediately led to new conflicts. The vast treasure hoard attracted the attention of multiple parties—the remaining Men of Dale, the Elves of Mirkwood, and the Dwarves themselves. A potentially devastating war over the gold was narrowly averted when a massive army of Orcs and Wargs attacked the mountain, forcing the disparate groups to unite in the legendary Battle of the Five Armies.

In the aftermath of the battle, Thorin Oakenshield perished, but his cousin Dáin Ironfoot took the throne as King Under the Mountain. The Second Kingdom Under the Mountain was successfully established. The wealth was distributed fairly, the town of Dale was rebuilt, and peace and prosperity returned to the region. Erebor once again became a powerful commercial hub and a formidable stronghold of free peoples in the North, demonstrating the extraordinary resilience of Dwarf civilization to reclaim their home against impossible odds.

Ultimately, Erebor endured as a fortress of strength and hope. It played a vital role in the later War of the Ring, enduring a siege by the dark forces in the East while the main conflict raged far to the west. The Dwarves, allied with the Men of Dale, held their ground, and after the final defeat of Sauron, the kingdom thrived well into the Fourth Age. The story of the Lonely Mountain is a testament to the perseverance, craftsmanship, and unyielding spirit of the Dwarves, who carved a lasting legacy of glory from the very stone of the earth.

Sunday, March 21, 2021

Elvenking's Halls
Battle of Five Armies & The Third Age of Middle-Earth
The current year for our Middle-Earth campaign is set during the year of 2946 of the Third Age.
Inspired By J.R.R. Tolkien

The Elvenking's Halls , also known by the Sindarin name Felegoth, served as the royal residence, treasury, and primary fortress for Thranduil, the King of the Woodland Realm. Carved into a hill in the northeastern region of Mirkwood, the halls were a massive subterranean complex of twisting passages and chambers designed as a secure refuge against the growing darkness in the forest during the Third Age.

Though underground, the halls were described as being less deep and more "wholesome" than the gloomy tunnels of the goblin-cities, lit by the warm glow of red torchlight and filled with cleaner air.

The main entrance to the fortress faced southward onto a large stone bridge that spanned the swift-flowing Forest River. This strategic crossing was protected by huge, magical stone doors that could be sealed instantly with a clang, providing a formidable barrier to any intruders. These gates represented the primary, official point of entry and exit, reinforcing the Elves' isolationist and guarded nature.

Inside the complex, visitors would find a maze of echoing passageways that led to various parts of the domain. The heart of the halls was the great throne room, where King Thranduil sat upon a chair of carven wood. This hall featured pillars hewn from the living rock, designed to imitate the towering trees of the forest above, bringing an element of the natural world into the underground dwelling. The halls also contained gardens, kitchens, dining areas, and other domestic spaces, some even featuring lakes and waterfalls, suggesting a beautiful, carefully crafted environment.

The lowest levels of the Halls contained the king's dungeons, a less hospitable area where prisoners were kept. It was in these cells that Thranduil imprisoned Thorin and Company during the Quest of Erebor. Bilbo Baggins, using the power of the One Ring to become invisible, roamed these lower levels and discovered the secret to their escape.

This escape route was the ingenious water-gate located in the lowest cellars. An underground stream flowed directly beneath the halls and out into the Forest River. Elven workers regularly dropped empty barrels through a trapdoor into this stream, which then floated downstream to Lake-town for trade. Bilbo hid the Dwarves in these barrels, and they made their famous escape through a barred portcullis into the river below.

Thranduil's Halls were notably inspired by the ancient, magnificent city of Menegroth (the Thousand Caves) in Doriath from the First Age, where Thranduil had once lived. While the Mirkwood halls were less grand and expansive than their ancient counterpart, they were the preeminent Elven fortress of their time in the north. Thranduil even enlisted the aid of Dwarves in the initial delving of the caverns, much like Thingol had done in ages past.

Ultimately, the Halls served as a vital stronghold during the dark times of the Third Age and the War of the Ring, successfully defending the northern borders of Thranduil's realm. They were not home to all of Thranduil's people, as most preferred to live in houses among the trees in the open woodlands, but they were the fortified heart of the kingdom and the seat of its power until peace was restored to the forest in the Fourth Age.

Saturday, March 20, 2021

Esgaroth
Battle of Five Armies & The Third Age of Middle-Earth
The current year for our Middle-Earth campaign is set during the year of 2946 of the Third Age.
Inspired By J.R.R. Tolkien

Far to the North, where the Grey Mountains loom over a wide and desolate land, lies the great expanse of the Long Lake. It is upon this broad sheet of water, near the point where the Forest River flows in from the west, that one might find the curious settlement known to its people simply as Lake-town, but called by the older, Elvish name of Esgaroth upon the Long Lake. It was a community born of necessity and resilience, built entirely of wood, its houses and halls raised on tall pillars driven deep into the lakebed, as though the land itself were too perilous to trust. Only a long wooden bridge connected it to the shore, a deliberate isolation that once offered protection from land-based threats, though it proved tragically insufficient against a foe from the sky.

The history of Esgaroth stretched back further than the present town, for ancient, half-rotten piles were visible when the waters were low, hinting at an even older city that had long since sunk into the mire. The modern town was a lively, if somewhat damp, hub of commerce, its people the hardy Men of the North who navigated the waters with expertise. Their wealth was derived largely from trade, acting as middlemen between the Elvenking's realm in Mirkwood, the Dwarf-kingdom of Erebor, and distant lands like Dorwinion via the River Running. While the town was free, its government was overseen by an elected official known simply as the Master, a man often more interested in the accumulation of gold and the politics of trade than the ancient legends of dragons or lost kings.

The peace of this trading realm was shattered by the unexpected arrival of Thorin Oakenshield and his company of Dwarves, smuggled in barrels down the Forest River and into the Long Lake. The people of the town, remembering the prosperity of a past age when the King under the Mountain still held sway, welcomed the travellers with boisterous cheer and open hospitality. They believed the old prophecies that the return of the Dwarves would herald a new golden age. Yet, the Master remained cautious, perhaps sensing the danger that such a quest might draw to their vulnerable, wooden city, built as it was so near the lair of the beast.

The Master's fears were well-founded, for the Dwarves' intrusion awakened the dragon Smaug, who had slept for ages upon the vast hoard in the Lonely Mountain. In his rage, the great fire-drake flew south, his eyes fixed on the lights of Lake-town, the only sizeable settlement for miles around. The town's aquatic defenses were useless against a flying fire-breather. Smaug descended upon Esgaroth with a terrible fury, setting the wooden structures ablaze and casting the town into chaos and ruin.

The destruction of Esgaroth was nearly complete. But from the chaos, a hero emerged: Bard the Bowman. He was a grim-faced man of the town and a true descendant of Girion, the last lord of the nearby ruined city of Dale. With the help of a brave thrush, Bard found Smaug's only weak spot. He shot the dragon down with a single black arrow. The dragon's body fell into the Long Lake. The remaining structures were drowned in scalding water, but the terror ended.

After the attack, Lake-town was rebuilt. It was more magnificent than before, with help from the Wood-elves and treasure from the Mountain. The Master fled with some gold. Bard was crowned King of the restored Dale. Esgaroth became a vital part of the new Kingdom of Dale under Bard's lineage. The spirit of the Men of the Lake lived on in the newly peaceful North.

Friday, March 19, 2021

Dale
Battle of Five Armies & The Third Age of Middle-Earth
The current year for our Middle-Earth campaign is set during the year of 2946 of the Third Age.
Inspired By J.R.R. Tolkien

In the northeastern reaches of Wilderland, nestled in a sheltered valley between two great arms of the Lonely Mountain, lay the city of Dale. The River Running, which sprang from beneath the Dwarf-kingdom of Erebor, flowed through this valley, creating a lush and pleasant land in a region that was otherwise wild and untamed. The city itself was renowned for its prosperity and beauty, a "merry town" of Men who had settled there in the Third Age, drawn by the wealth of their Dwarf neighbors.

The foundation of Dale was inextricably linked to the Dwarves of the Lonely Mountain. When King Thrór re-established the Kingdom under the Mountain around T.A. 2590, the Men living to the south gradually moved north and built Dale in the shadow of Erebor. A symbiotic relationship flourished: the people of Dale, known as the Bardings in later times, traded food and supplies for the exceptional crafts of the Dwarves.

This commerce made the city famous throughout the North, especially for its wonderful and "magical" toys and its sweet-sounding golden bells, which were a wonder of the North. The Dwarf-kings treated the Lord of Dale with great reverence, and the two peoples prospered together.

This golden age came to a fiery end in T.A. 2770 when the dragon Smaug the Golden descended upon the North. Drawn by tales of the immense wealth within Erebor, the dragon attacked the mountain and the city of Dale without warning. Girion, the Lord of Dale, valiantly led his warriors in defense, firing black arrows at the monster, but their efforts were futile against the great fire-drake. Dale was utterly destroyed, its people killed or scattered, and the survivors fled south down the River Running to the relative safety of Lake-town. For nearly two centuries, the city lay in ruins, a grey, silent testament to the dragon's wrath, and the surrounding land became the "Desolation of the Dragon". The city's revival began with Thorin Oakenshield's quest and the death of Smaug at the hands of Bard the Bowman in T.A. 2941. Bard was a direct descendant of Girion. After the Battle of Five Armies, the remaining Men of Lake-town used their share of the recovered Dwarven treasure to rebuild both their town and Dale.

Bard became the first King of the restored Dale in T.A. 2944. Under his rule, the city regained its glory. People came from the South and West, and the alliance with the Dwarves of Erebor was re-established. The valley once again became prosperous. The alliance between the Barding Kingdom of Dale and the Dwarves of the Mountain was a key factor for peace in the North. Trade flourished, and Dale's realm expanded under the reigns of Bard's son Bain and grandson Brand. The Bardings were known to be friendly to the Dwarves and were involved in extensive commerce. Bilbo Baggins later ordered special gifts from Dale's craftsmen for his farewell party.

The city faced a final challenge during the War of the Ring. In T.A. 3019, the Easterlings invaded the North. King Brand of Dale and King Dáin II Ironfoot of the Dwarves fought together but were killed at the city gates. The Men and Dwarves were driven into the Lonely Mountain, where they were besieged until news of Sauron's defeat arrived. Emerging victorious under the leadership of Bard II and Thorin III Stonehelm, they drove the enemy away. After this battle, Dale was rebuilt and remained a free people and a strong ally of the newly re-established United Kingdom of Gondor and Arnor into the Fourth Age.

Thursday, March 18, 2021

Midgewater Pass
Battle of Five Armies & The Third Age of Middle-Earth
The current year for our Middle-Earth campaign is set during the year of 2946 of the Third Age.
Inspired By J.R.R. Tolkien

The Midgewater Pass is a narrow, natural passage that runs through a wide expanse of low-lying wetlands. This unique geographical feature acts as one of the only viable crossing points for travelers moving east or west across the formidable swampy barrier. The surrounding terrain consists primarily of treacherous bogland, shallow stagnant pools, and dense thickets of tall reeds and rushes, making the general area impassable for all but the most experienced guides.

The landscape itself is flat and desolate, offering little in the way of natural shelter or landmarks besides the occasional ruin of ancient stone structures. The ground is consistently damp, requiring careful navigation to avoid sinking into the soft muck. Due to the lack of clear, established paths, the region remains a largely untamed wilderness area that few people choose to traverse. The desolation is often described as eerie, particularly when fog rolls in from the surrounding marsh.

The environment is notorious for being physically uncomfortable and unwelcoming due to its unique ecosystem. The primary nuisance is the persistent presence of extensive clouds of tiny, biting insects, commonly referred to as midges, which swarm relentlessly. Travelers often complain that the air seems to be almost entirely composed of these pests, causing perpetual irritation during the crossing.

In addition to the daytime insects, the nighttime hours in the pass are dominated by a different type of pervasive wildlife. The air is filled with the continuous, loud, and monotonous chirping of large, cricket-like creatures. This cacophony makes resting or sleeping extremely difficult, contributing significantly to the arduous nature of any journey through the pass.

Despite these immediate discomforts, the area does support a variety of hardy life forms. Small birds sometimes nest among the reeds, and the pools house various amphibians and aquatic insects. On a more dangerous note, the remote nature of the pass means it is a haven for less desirable forms of life, including predatory animals like wolves, as well as transient bands of hostile humanoids who use the seclusion to ambush unwary travelers.

Historically, this passage has served as a minor but vital strategic shortcut, often used by scouts and specialized couriers to avoid heavily traveled, more exposed main roads. The ruins scattered throughout the general marsh area hint at ancient conflicts and past inhabitants who once tried to settle or fortify this difficult frontier. Today, specialized rangers still utilize the pass for covert operations and reconnaissance in the region's wilderness areas.

Wednesday, March 17, 2021

Organizations
Battle of Five Armies & The Third Age of Middle-Earth
The current year for our Middle-Earth campaign is set during the year of 2946 of the Third Age.
Inspired By J.R.R. Tolkien

Tuesday, March 16, 2021

Buckland
Battle of Five Armies & The Third Age of Middle-Earth
The current year for our Middle-Earth campaign is set during the year of 2946 of the Third Age.
Inspired By J.R.R. Tolkien

Buckland presents a uniquely tidy and ordered appearance, contrasting sharply with the wilder lands surrounding it. It is a narrow, populated strip nestled tightly against the eastern bank of the Brandywine River. The landscape is primarily pastoral, characterized by well-kept fields, orchards, and gardens that stretch from the riverbank to the imposing barrier on its eastern edge. The visual aesthetic is one of diligent cultivation and careful management, where every plot of land seems purposeful and maintained by its industrious residents.

The most dominant man-made feature defining Buckland’s appearance is the High Hay, a massive, living hedge that runs the entire length of the eastern border. This impressive barrier is meticulously maintained, growing tall and thick enough to be an effective physical and psychological wall against the dark Old Forest.

Visually, the Hay acts as a stark green boundary line, creating a clear division between the peaceful, open cultivated land of Buckland and the looming, shadowed, and often unsettling treeline of the ancient woods just beyond it.

Settlements within Buckland are dense by regional standards. Unlike the scattered hill-homes typical of other Shire areas, houses here are often built close together, sometimes forming actual villages like Bucklebury and Newbury. The architecture favors wooden structures built on the ground rather than traditional Hobbit-holes dug into hillsides. These homes often feature multiple stories and are clustered together, giving the area a more community-oriented, almost frontier-town feel compared to the rural tranquility of the Westfarthing.

The focal point of the region is Brandy Hall, the ancestral home of the Brandybuck family and the most prominent dwelling in the area. It is an enormous, sprawling Hobbit-hole built into the side of the hill known as Buck Hill. This massive structure features numerous front doors and windows facing the river, housing a large extended family. Its sheer size and position overlooking the river are significant visual elements, symbolizing the industriousness and slight eccentricity of the inhabitants of Buckland.

The western view of Buckland is defined by the broad Brandywine River. The river is a vital part of the landscape, not just a boundary. The shorelines feature small docks and boathouses, as the people here are unique in their use of watercraft. This interaction with the river provides a softer, more fluid border than the harsh line of the High Hay on the east, and visually incorporates water transport into the daily life of the region.

Overall, the appearance of Buckland is one of a cozy, self-contained, and carefully defended enclave. It is a harmonious blend of nature and habitation, a bright green belt of safety tightly tucked between the flowing blue of the river and the dark, formidable green of the Old Forest. The visual impression is one of industrious security and community cohesion, a safe haven that nonetheless hints at the greater, wilder world just outside its well-tended borders.

Monday, March 15, 2021

Northern Bree-fields
Battle of Five Armies & The Third Age of Middle-Earth
The current year for our Middle-Earth campaign is set during the year of 2946 of the Third Age.
Inspired By J.R.R. Tolkien

The Northern Bree-fields are a sprawling expanse of land situated north of the well-traveled East-West Road, connecting the relative civilization around the town of Bree with the desolate North Downs. The terrain itself is varied, characterized by gently rolling hills that are more rugged than the neat fields near the Ponnath or Archet areas. Patches of dense woodland are interspersed with open grasslands, making the area feel like a buffer zone between tamed agricultural land and untamed wilderness. This mix of terrain provides cover for travelers and dangers alike.

A single major north-south artery, often called the Greenway, dominates the region’s layout. This road, though once a major highway of an ancient kingdom, is now poorly maintained and largely desolate. It serves as the primary thoroughfare for anyone wishing to travel from Bree toward the northern reaches of the continent. The road itself is frequently a dangerous path, providing little comfort to those who use it, as its isolation makes it an ideal spot for ambushes.

Unlike the highly populated, structured landscapes of Buckland or the heart of the Shire, the Northern Bree-fields are sparsely inhabited. The area lacks major towns or villages. Instead, one might find only a handful of isolated homesteads or small, functional work sites, such as Thornley's Work Site, which offers a brief respite and basic services. These sparse settlements highlight the frontier nature of the region, where civilization holds a fragile grip on the land.

The environment serves as a volatile borderland where the dangers of the wider world press close against the inhabited lands. The ecosystem is wilder here; the woods and fields are home to numerous natural predators such as bears and formidable wolves. The proximity to the wilder north means these animals often pose a significant threat to isolated travelers and the few farmers who make their homes here.

Beyond natural predators, the region is a hotbed of organized hostility. Brigands often set up camps in the remote hillsides, preying on those who use the Greenway. More alarming are the incursions of darker forces; orc warbands and other hostile humanoids frequently move south from the North Downs, establishing fortified encampments and engaging in skirmishes with local defenders, turning the peaceful-looking fields into a minor war zone.

Due to these persistent threats, the Northern Bree-fields are an active operational area for the nomadic Rangers of the North. These secretive guardians use the area's wilderness and ancient ruins to their advantage, working clandestinely to monitor and manage the encroaching evil and protect the innocent folk to the south. The entire area exudes an air of quiet tension, a place where peace is constantly under threat and vigilance is the price of survival.