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.