Tuesday, February 22, 2022

Girdley Island
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

Girdley Island is a long, narrow island in the Brandywine River, located approximately ten miles north of the Brandywine Bridge, where the river temporarily splits into two streams before rejoining. The island sits on the eastern border of the Shire's Eastfarthing, with the Brandy Hills of the Bree-land area on its eastern bank. The name "Girdley" likely derives from the Old English elements suggesting the island is "girdled" (encircled) by the river's two branches. In J.R.R. Tolkien's writings, the island is mentioned by name, but not in extensive detail, serving primarily as a geographical marker in maps and background lore.

While only a minor landmark in the book depicts Girdley Island with a richer, speculative history. It is described as a rugged, steep island used by the Brandybucks of the Shire as an excursion or fishing spot, and sometimes as a refuge for "Rivermen" who fled after committing crimes in the Eastfarthing. It was also rumored to have an ancient, mysterious history involving an old Elvish river crossing point where magical, self-propelled "moonboats" were hidden beneath the water, a tale that terrified the local Rivermen but was largely unknown or ignored by the Hobbits.

Monday, February 21, 2022

River Witchywindle
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 River Withywindle (Hobbitish for "willow-winding") was a minor tributary of the Brandywine River that flowed through the heart of the ancient Old Forest. It rose in the higher ground of the Barrow-downs and flowed southwest, cutting a deep valley or "Dingle" through the densest and most dangerous part of the forest before merging with the Brandywine at Haysend near the southern edge of Buckland. The river was narrow but strong-flowing, and its banks were densely lined with willows, particularly the ancient and malevolent Old Man Willow, from whom much of the forest's strange and hostile atmosphere was said to originate.

The valley of the Withywindle was renowned as the source of the "queerness" of the Old Forest. The trees here were infused with a malicious power, a deep-seated hatred for all creatures that roamed free, stemming from centuries of witnessed deforestation and encroachment. This malevolence was concentrated along the riverbanks, where the trees seemed almost "awake" and deliberately misled travelers toward the water. All paths in the Old Forest, despite a traveler's best intentions, seemed to bend and wander inevitably towards the Withywindle valley, leading unwary individuals into the domain of the Great Willow's influence.

The river's water itself appeared to carry an enchantment of drowsiness and forgetfulness, similar to the cursed streams in Mirkwood encountered by the Dwarves in The Hobbit. The very air in the valley was heavy and soothing in an unnatural way, lulling travelers into a deep, vulnerable sleep. This is precisely what happened to Frodo Baggins and his companions when they passed through the forest; they were overwhelmed by a desire to rest by the river, and Merry and Pippin were trapped in a crack in Old Man Willow's trunk while Frodo was pushed into the water by a root.

The hobbits were only saved by the timely, "chance" arrival of Tom Bombadil, who lived with his wife Goldberry in a house on the northern bank of the Withywindle, just above the valley. Goldberry is described as the "Daughter of the River", a river-spirit Tom had found in a pool in the Withywindle long ago. Bombadil demonstrated his mastery over the malevolent river and the ancient tree, commanding the willow to release the hobbits with a powerful song, highlighting that while the river valley was the heart of the forest's dangers, it was also under the enigmatic protection of the "Eldest".

In essence, the River Withywindle was not merely a geographical feature but a potent, almost sentient part of the ancient landscape, where the deep, untamed spirit of Middle-earth held sway. It was a place of enchantment and peril, a crucial segment of the hobbits' journey that marked their transition from the safety of the Shire to a world where ancient, unexplained powers were very real. The river and its surrounding valley remain one of the most mysterious and atmospheric locations in all of Tolkien's work, a testament to the wild, independent nature of the Old Forest.

Sunday, February 20, 2022

House Rules
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

Resting: Long rests may only be taken in an actual sanctuary (a sanctuary is more than just a place to sleep. It must be a location that offers safety and comfort, allowing characters to relax completely, giving safety, security, access to supplies & tranquility—towns, cities, or guarded settlements). Short rests during a journey is an extended 8-hour period that allows for "very" light activity, not the 1-hour short rest found in the standard D&D 5e rules, which applies when the party is not traveling.

Alignment: The three alignments in Old-School Essentials are Law, Neutrality, and Chaos. Lawful beings believe in order, truth, and justice, acting for the good of the group. Chaotic beings oppose law, believing life is random and often prioritize themselves or act on luck. Neutrality represents a balance between Law and Chaos, where beings are primarily concerned with personal survival, acting in their own best interest

Level One Hit Points: We give all level 1 characters max hitpoints. This is done "only" for level One. This gives the characters a fighting chance, especially the Wizard who could easily have 1-2 hit points. Yea I know, it is babying them at level 1. We try to make sure our players have a good time and not worry about tripping and taking lethal damage from a pebble. From level Two and higher, hit points are rolled normal.

Death & Unconsciousness: The official rule in AD&D 1st edition says—a character becomes unconscious at 0 hit points (HP) and begins to die, losing 1 HP per round if left unassisted. Death occurs when hit points drop to the negative of the character's level, or when a character's HP reach -10. If a character takes enough damage that takes him below -10 hit points, he/she is just dead. Our house rule we've added for recovery is, if a character is brought back to consciousness using non magical healing, that character requires one week of bedrest for recovery but if that character is brought back to consciousness using magical healing, that character needs to rest for eight uninterrupted hours before returning to full health.

Playable Races & Classes: You can find all the available races and classes on the following page.

Elves Resistances: In AD&D Elves have a 90% resistance to spells/abilities that charm or unnaturally cause sleep. It makes sense that elves would have this but in Old-School Essentials it is not a rule so I have chosen to make this a house rules of sorts. All Elves are particularly resistant to spells and spell-like abilities that charm or unnaturally cause sleep. When making saving throws against these types of spells, they receive a +10 bonus, Half-Elves get a +5 bonus.

Elves & Resting: Elves do not need to sleep in the traditional sense. Instead, they engage in a meditative state called a "trance" for four hours, which provides them with the same benefits as eight hours of sleep for other races. While they can technically sleep if they choose, they rarely do, and it wouldn't provide them with the same restorative effects as their trance. Half-Elves however do require sleep.

Detect Magic Skill: The "Scholar class" can detect magic on an item by concentrating for 1 full turn. This procedure is repeatable.

Identify Skill: The "Scholar class" can identify a magical object by studying it for 3 full hours. They then have a 3-in-6 chance of successfully determining its effects. This procedure is repeatable.

Fighter Class Combat: Gain one extra attack on a critical hit (nat20) & gain an additional +1 to hit & +1 to damage with weapon of choice with the extra attack.

Disadvantage/Advantage: We will be using the advantage/disadvantage rules. If you have Advantage on a D20 check (DC), roll two d20s, and use the higher roll. If you have Disadvantage on a D20 check (DC), roll two d20s, and use the lower roll.

Ranger Highlander Rule: In my games I follow a one Ranger per group house rule. This means only a single Ranger regardless of the Rangers race, can be in a group at a time.

Saturday, February 19, 2022

Great East Road
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 Great East Road near the Bree-land region was a pivotal junction in Middle-earth, as it intersected with the Greenway, or North-South Road. This crossroads was the precise location of the town of Bree, with the road running directly through it. The portion of the East Road passing Bree was an old, well-maintained Dwarven route, originally part of a much longer highway stretching from the Grey Havens in the west to Rivendell and beyond in the east. For the people of Bree, this section of the road was their lifeblood, bringing travelers, commerce, and news from the wider, increasingly dangerous world. The famous Prancing Pony Inn was strategically located right beside the road as it curved around the foot of Bree-hill.

East of Bree, the character of the East Road changed dramatically. It left the relative civilization of Bree-land and plunged into the empty, desolate Lone-lands, which were once part of the kingdom of Arnor but had long since fallen into ruin. Here, the road became a much more perilous path, flanked by the Midgewater Marshes to the north and passing by the desolate Weather Hills, where the ruins of the ancient fortress of Amon Sûl stood guard. Despite being an ancient and once-grand thoroughfare, by the late Third Age, this section was far less traveled and often more dangerous, making it a place where brigands, wild creatures, and the agents of the rising Shadow, such as the Black Riders, could lurk in wait.

Friday, February 18, 2022

Greenway
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 Greenway was the name given by the Bree-folk to the overgrown and disused northern section of the ancient North-South Road, which once linked the kingdoms of Arnor and Gondor. By the late Third Age, this major Dúnedain highway had fallen into ruin and was covered in grass from lack of traffic, symbolizing the decline of civilization in Eriador. It intersected the Great East Road at Bree, running south through desolate country past the Barrow-downs, serving primarily as a lonely route for rangers like Aragorn, occasional brave travelers, and brigands who sought anonymity in the Wild.

Wednesday, February 16, 2022

The South Downs
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 South Downs comprised a range of rolling, low-lying hills in the greater Eriador region, situated strategically just south and slightly east of the Bree-land area. This area formed a geographical boundary, separating the safer, settled lands from the more desolate wilderness to the south. Geographically, they were distinct from the more ominous Barrow-downs to the west, separated by a narrow passage known as the Andrath. The landscape was typically open and windswept, characterized by scarce but tough grass cover, which historically made it a reasonable area for grazing sheep, a detail noted in some of Tolkien’s supplementary notes.

Historically, the South Downs hold significance as an early staging ground for the Hobbits during their great migration westward across Middle-earth. The Harfoot branch of the Hobbits, the most numerous and traditional of the three kinds, settled in this area for a significant period. They lived in scattered villages within the Downs for generations before moving further northwest, eventually crossing the River Hoarwell and the Misty Mountains to reach the lands around Bree and finally the Shire. This period of settlement ingrained the area in the deep, albeit often forgotten, history of the Hobbit race.

Following the departure of the Hobbits, the South Downs became part of the ancient Dúnedain kingdom of Cardolan. This era saw the construction of various earthworks, dikes, and perhaps smaller watchtowers, as the region was a frontier against the forces of Angmar and potentially the other rival successor states of Arnor. Like much of the North Kingdom, these defenses fell into ruin after the Great Plague and the wars with the Witch-king. By the Third Age's end, the South Downs were a desolate expanse, empty of permanent human or hobbit settlement, a quiet testament to the forgotten history of the North.

The region's proximity to the highly active and dangerous Barrow-downs presented a contrast. While the Barrow-downs became infamous for being haunted by malevolent Barrow-wights, the South Downs, despite their ancient ruins and burial mounds, did not carry the same pervasive sense of supernatural evil. They were dangerous due to the general emptiness of the Wild—home to common predators, brigands, and occasional wandering Orcs—rather than specific, concentrated magical threats, making them a slightly less perilous passage than the lands to the west.

In the narrative context of The Lord of the Rings, the South Downs are mainly referenced as a geographical marker defining the extent of the immediate Bree area. They were part of the vast, empty expanse that the Rangers of the North silently patrolled. For travelers using the Greenway, the passage through the Andrath between the South Downs and the Barrow-downs was one of the key navigational points, a lonely stretch of road where one truly felt exposed to the wilderness and the vestiges of a world long past its prime.

Tuesday, February 15, 2022

Old 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 Old Forest was an ancient and formidable woodland that lay on the immediate border between the Shire and the Bree-land region. For both Men and Hobbits, it was a place of fear and mystery, a survivor of the primordial forests that once covered much of Eriador. Geographically, it bordered the eastern edge of the Shire's Buckland area, which built the massive defensive hedge known as the High Hay to keep the forest at bay. To the east, the Old Forest was bounded by the ominous Barrow-downs, and to the north by the Southern Bree-fields, technically placing it within the broader geographical scope of the Bree-land area in some contexts.

The defining characteristic of the Old Forest was its sentient and malevolent nature. The trees were believed to be fully aware and actively hostile towards creatures that "go free upon the earth," an attitude born from centuries of watching their surrounding forests felled and burned. The trees were said to whisper at night, sway when there was no wind, and deliberately mislead travelers deeper into the woods with confusing paths. This "queerness" of the forest centered around the valley of the River Withywindle and the ancient, wicked entity known as Old Man Willow, whose spirit spread through much of the forest, lulling victims into a sleep before trapping them.

The relationship between the Old Forest and the settled folk was one of mutual animosity. The people of Buckland and Bree largely shunned the forest, relying on the High Hay as a physical and psychological barrier. An historical event known as the "Bonfire Glade" incident, where the Brandybucks cleared and burned a large swath of trees after the forest attacked the High Hay, further cemented this tense relationship. The locals had their own tales and lore about the dangers within, warning against entering the woods.

For the hobbits in The Lord of the Rings, the Old Forest presented a dangerous alternative route to the main East Road, which they took to evade the Black Riders. Their journey through the forest highlighted its treacherous nature: they became lost in the Shifting Wood, were enchanted by the River Withywindle, and nearly fell victim to Old Man Willow before being rescued by the enigmatic Tom Bombadil. Bombadil's presence demonstrated that even this malevolent place had a master and guardian, one who existed outside the normal power dynamics of Middle-earth.

Ultimately, the Old Forest was more than just a patch of trees; it was a potent, ancient force of nature resisting the encroachment of civilization. It served as a vital part of the physical and narrative landscape of the Bree-land area, a dark, untamed corner of the world that provided a sharp, immediate contrast to the safe, familiar fields and villages, forcing characters and readers alike to confront a deep, primal form of magic and danger.

Monday, February 14, 2022

Barrow Downs
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 Barrow-downs, or Tyrn Gorthad in Sindarin, were a region of rolling, treeless hills located to the east of the Old Forest and southwest of the village of Bree. The landscape was characterized by a green, springy turf, and the dominant features were the numerous ancient burial mounds, or barrows, that crowned many of the hilltops.

Some of these mounds were marked with ominous standing stones or rings of white stone, giving the silent area a foreboding appearance even in daylight. The region was notoriously prone to sudden, cold fogs that could disorient travelers, adding to its already sinister reputation among the locals of the Bree-land and the Shire.

The barrows were first built in the First Age by the ancestors of the Edain as burial sites for their chieftains. Later, when the Dúnedain established the kingdom of Arnor in Eriador, they continued to bury their lords and kings in these elaborate tombs, making the Barrow-downs a significant necropolis. These tombs contained valuable artifacts, including weapons and jewelry, which remained undisturbed for centuries.

During the Third Age, after the Great Plague weakened the kingdom of Cardolan, which included the Downs, the Witch-king of Angmar sent evil spirits known as Barrow-wights to inhabit the deserted mounds. These wights animated the dead and made the region a realm of terror, casting spells to trap the living within the tombs.

The Barrow-downs were widely feared by the people of Bree-land and the Shire. The Witch-king returned to the Downs during the War of the Ring, anticipating the Ring-bearer's passage. Frodo Baggins and his companions were captured by a wight after getting lost in a fog, and were nearly killed before being rescued by Tom Bombadil, who expelled the spirit.

This encounter in the Barrow-downs was a significant event for the hobbits, marking their departure from the Shire and providing them with ancient Dúnedain blades that would be important in future battles. The region remained a dangerous and haunted place throughout the Third Age, symbolizing the fall of the North Kingdom and the lingering evil of Sauron.

Notable Regions
Barrow-Downs North
Barrow-Downs South