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.

4 comments:

  1. Welcome to Middle Earth! I think the biggest concepts to import into your 1e rules are the "Journey" rules and the "Shadow" rules. The "Fellowship" rules are also good. Another switch is that AiME is a low-magic setting, which can take some adjustment for players used to buying magic gear at the corner Ye Olde Magik Shoppe...

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    1. Hey Easy, thanks for stopping by. In my campaigns, I have NEVER had a magic shop in it. To be honest I prefer low magic settings. Actually Middle-Earth is not all that low of magic campaign, it has ancient magic in it from thousands of years ago. I love these magical items being more rare to find but when you do find them I love how they are more customized items.

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    2. Also now that the overall campaign blog is up, I plan to removed, adjust and add a lot of stuff. I go back and look at things I've done so far and am not liking them 100%. I agree with you, maybe I don't trying to bring in EVERYTHING from AiMe just enough to compliment what 1st edition has.

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  2. I am 100% LOVING what you have done here. I think you trying to keep your 1st edition intact and merging the AiMe system into 1st edition sounds really exciting. I agree with Easyfight. I think maybe do not try to merge ALL of AiMe's rules with your classic rules, just pick the primary ones that will give your campaign that "Middle-earth" feel a little bit more.

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