Saturday, July 23, 2022

Chetwood
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

Chetwood was a substantial woodland area in the region of Bree-land, lying to the east and south of the town of Bree and west of the Midgewater Marshes. Its name is an interesting linguistic relic from the early Men of Bree, combining a Celtic element, chet, and an Old English word, wood, both meaning the same thing—a "wood" or "forest". This redundancy points to the deep age and layered history of the area, a common feature in Tolkien's world-building. Presumably once part of the vast, ancient forest that covered much of Eriador in previous Ages, by the Third Age, the Chetwood was one of the few remaining significant forests in the area, an "island" of trees in a largely empty landscape.

The forest's primary physical characteristic was its diverse and colorful broadleaf vegetation. It was particularly known for a large quantity of maple trees, which some sources note were used for syrup, as well as oaks, birches, aspens, chestnuts, and beeches. The abundance of rich flora and fauna made it a valuable resource for the surrounding villages, particularly Combe and Archet, whose economies relied heavily on woodcutting and hunting. The southern part of the Chetwood was relatively homely and safe, crossed by the Great East Road. In contrast, the northern reaches were wilder and more treacherous, sloping down towards the boggy, fly-infested Midgewater Marshes and the empty Weather Hills.

The Chetwood served as a vital buffer and a natural boundary for the civilization of Bree-land. While the southern parts were relatively safe, the northern and eastern edges were frontiers, bordering the desolate lands that once comprised the North Kingdom of Arnor. This proximity to the untamed wilderness meant the forest often harbored dangers. During the War of the Ring, the woods became a haunt for various unsavory characters, including the Blackwold brigand gang and spies linked to the rising Shadow. The Rangers of the North kept a watchful eye on the area, but the forest's density and wildness made full control impossible.

For the narrative of The Lord of the Rings, the Chetwood is an important geographical landmark that the Hobbit protagonists must traverse. After the hobbits leave the safety of Bree with Strider, they intentionally leave the main East Road and turn north into the Chetwood to evade the Black Riders who are watching the main thoroughfare. They spend three days within its confines before emerging on the brink of the desolate Midgewater Marshes. This journey through the wood represents the hobbits' first true foray into the wild, a place of dim light, close air, and a sense of unease that contrasts sharply with the comfortable, open landscapes of the Shire and Bree-town.

In the grand scheme of Middle-earth, the Chetwood was more than just a collection of trees; it was a small, enduring piece of the ancient world. It was a place where hobbits and men had long coexisted, where history was written in the layers of its soil and the age of its trees. It served as a reminder that even in an age of decline and shadow, pockets of natural beauty and simple life persisted. Its story is one of quiet resilience, a testament to the fact that even small woods on the edge of the Wild played a crucial part in the intricate tapestry of Middle-earth's landscape.

Notable Regions
Far Chetwood
Chetwood North
Chetwood South

Monday, July 4, 2022

Midgewater Marshes
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 Marshes were a vast expanse of bog and fen in central Eriador, positioned strategically between the Chetwood to the west and the desolate Weather Hills to the east, while the Great East Road curved along their southern edge. This low-lying basin, lacking proper river drainage, became a stagnant morass of shifting pools and quagmires, presenting a formidable obstacle to travel.

The terrain was unyielding and dangerous, a feature likely born from J.R.R. Tolkien's own experiences with the mud of the First World War battlefields, symbolizing the arduous journey into the wider, perilous world beyond the comfortable Shire and Bree. The most infamous characteristic of the Marshes was the sheer density of insect life, earning the region its descriptive name (from the Old English mygg, meaning "gnat"). The air was thick with tiny, biting flies, leading Peregrin Took to aptly complain, "Midgewater! There are more midges than water!".

The insect torment was constant, with large, ferocious biting flies, sometimes called "dumbledores" in the lore, adding to the misery. The damp, foggy air and the ceaseless buzzing created an atmosphere of profound discomfort and unease for any unprepared traveler.

At night, the marsh offered little respite. The darkness was filled with the loud, incessant, cricket-like chirping of creatures the hobbits dubbed "Neekerbreekers," whose relentless "neek-breek, breek-neek" chorus made sleep a near impossibility. The ecosystem, while hostile to human or hobbit settlement, was teeming with natural life, including deer, wild cattle, snakes, turtles, frogs, and various birds. Plant life consisted mainly of reeds, rushes, and tough, brownish grasses, with gallows-weed sometimes seen draping trees like aged moss, contributing to the eerie environment.

The Midgewater Marshes served as a significant defensive barrier for the Bree-land region to the east. Due to the absence of permanent, safe paths and the presence of hidden quagmires that could trap the unwary, the marshes were naturally avoided by outsiders, effectively creating a wilderness buffer zone. The native "marshmen" of Bree-land were said to have developed immunities to the various illnesses carried by the insects, further highlighting the region's unwelcoming nature for those not adapted to it.

In The Lord of the Rings, the marshes are a key stage in the hobbits' flight from the Black Riders. After leaving Bree, Aragorn led Frodo and his companions away from the main road and through the edge of the Chetwood, emerging into the marshlands to cover their trail. They endured two miserable days struggling through the mud and insect swarms, a journey that tested the hobbits' resolve and marked a stark contrast to the comfortable life they had known. The difficult crossing underscored the growing dangers of the Wild and the necessity of Aragorn's guidance.

While the hobbits encountered no explicit supernatural evil within the Midgewater Marshes, whispers of more sinister elements existed in local lore, such as bloodthirsty phantoms called Mewlips or savage flying insects known as Hummerhorns capable of reducing a man to a corpse. The apparent emptiness of the region to outsiders was therefore deceptive, as it was a place where ordinary natural discomforts and potential hidden perils combined to ensure its continued desolation and isolation from the civilized lands of the West.

The Midgewater Marshes were ultimately an excellent example of how Tolkien used geography to establish mood and narrative progression. They were not an inherently "evil" place in the same way as the corrupted Dead Marshes, with their spectral lights and submerged corpses, but rather a naturally difficult and formidable environment. The journey through its muddy pools and insect clouds served its purpose by keeping the characters hidden from immediate pursuit while effectively conveying the sheer scale and hardship of the adventure they had undertaken.

Sunday, July 3, 2022

The Outlands
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 context of the Bree-land, "The Outlands" is not a formally named region in J.R.R. Tolkien's canon, but a descriptive term used by the locals to refer to the vast, empty wilderness that completely surrounded their small, isolated "island of civilization". The Bree-land was the extreme western outpost of Men in Middle-earth during the Third Age, and everything beyond its modest borders was considered "the Wild" or the Outlands. This empty space was largely trackless and dangerous, a stark contrast to the managed fields and friendly hearths of the four villages: Bree, Staddle, Combe, and Archet.

To the west, the Outlands began immediately past the Brandywine River and Buckland's High Hay, where the sinister Old Forest presented the first natural barrier. To the south lay the ominous Barrow-downs, a place of ancient tombs haunted by Barrow-wights, which were actively shunned by both Men and Hobbits of the region. To the north and east, the empty grasslands gave way to the Midgewater Marshes and the sparsely populated Lone-lands, which stretched all the way to Weathertop and beyond. These surrounding areas were once part of the grand North Kingdom of Arnor, but by the time of The Lord of the Rings, they were a desolate expanse of ruins and overgrown roads, a constant reminder of a fallen civilization.

Life in the Bree-land Outlands was therefore fraught with peril. While the villagers lived in relative peace behind their hedges and gates, the surrounding wilderness was home to brigand gangs (like the Blackwolds), marauding Orcs, wolves, and other creatures that preferred the dark woods and ruins. The Men of Bree, along with the elusive Rangers of the North, acted as silent guardians, constantly monitoring the roads and woods to protect the settled folks. This constant need for vigilance defined the Bree-landers' worldview: a cautious pragmatism that valued self-reliance and suspicion of strangers coming in from the Wild.

The phrase "Strange as News from Bree" was a saying in the Shire, but to the people of Bree, news from the Outlands was truly strange and often frightening. It was in these desolate borderlands that the wider, more dangerous events of Middle-earth unfolded. The characters in The Lord of the Rings had to leave the safety of the village and venture into the Outlands to continue their journey east toward Rivendell, highlighting the region's role as the threshold between the cozy, familiar world of the West and the harsh, untamed wilderness of Eriador.

The Outlands surrounding Bree were not just empty spaces on a map; they were a significant feature of the setting, emphasizing the isolation of the Bree-land as a small, flickering beacon of settlement in a vast, dark world. This isolation fostered a unique, resilient culture where two races, Men and Hobbits, coexisted in a small bubble of normalcy, relying on their own strength and the natural barriers around them to survive the long, troubled centuries following the collapse of the northern kingdoms.