Thursday, December 7, 2023

Sanctuaries
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

Sanctuaries in Middle-earth are very important places. Before you have some experience with the game, it can be hard to fully understand why – they sound good, certainly, but what are the mechanical underpinnings that make them significant?

What Sanctuaries Do
• They are one of two stated places (the other being ‘home’) that allow characters to recover all hit points.
• They are a place where persistent conditions can be removed.
• They are a location in which the company may remain together throughout the Fellowship phase.
• They allow Fellowship phase undertakings unique to that sanctuary.
• They allow the Open Virtue undertaking.
• At the beginning of every Adventuring phase, the company are either already at or gather at a Sanctuary.
• Sanctuaries provide a focus for a shared story.

Recovery
At the beginning of each Fellowship phase, all Player-heroes recover all of their hit points and Hit Dice, unless they are suffering some specific conditions. While this is an automatic occurrence, it makes sense within a campaign that a Sanctuary has a part to play in this, and this shouldn’t be underplayed. It offers a way to build the character and importance of Sanctuaries, which in turn builds the feeling of being part of Middle-earth. Sanctuaries are implicitly tied to the Fellowship phase and the healing that occurs.

The rules are not so rigid that this healing cannot occur elsewhere. But a Sanctuary is a convenient and logical place for this to happen, allowing the Fellowship phase to flow without spending too much time worrying about where the company are.

Removing Conditions
While again not strictly limited to Sanctuaries, it makes a lot of sense for the Recovery undertaking to be centred around a Sanctuary. Rivendell, Dale or Lake-town can offer superior levels of care to a hero who has been affected by a Wight, or struck down by particularly potent Spider venom. If you wish to slow down the progress of your Player-heroes, this is something to be considered. It’s also immensely thematic to Middle-earth to retire to a house of healing for a season or two.

Shared Location
During a Fellowship phase, members of the company have the choice whether to retire to a Sanctuary together, or disband to their own homes or other locations. Sharing a Sanctuary can provide a cohesive Fellowship phase narrative, with the company all remaining and growing together. Having the company go to a Sanctuary together allows them to share the story through the Fellowship phase, each partaking in the shared events. If a company disbands for the Fellowship phase, things can be a little more disparate. How much each of these options appeals will very much depend on the given player group.

Undertakings
By opening a new Sanctuary, the company gains access to new undertakings and thus new unique abilities. Future supplements will detail new Sanctuaryspecific undertakings. A Loremaster can also create their own undertakings as they see fit.

Beginning Point of an Adventuring Phase
This is probably the most easily overlooked, and yet important, role of a Sanctuary. An Adventuring phase usually begins as the company gather in a Sanctuary. The rules are not so rigid that this must always be the case, but it makes sense for most Adventuring phases to begin at or near a Sanctuary that the company has open to them. It’s a common point to meet up, and a place to begin a journey with ample supplies and accommodation.

At the beginning of the game, if using these default assumptions, the company has only Lake-town as a Sanctuary: Bard is recruiting adventurers, there is a lot to do in that area, and it’s not too difficult a journey to many interesting adventure locations. Before too long the company will want to travel further afield, and they won’t want to cross Mirkwood at the beginning of every Adventuring phase. It is a punishing journey that can leave them ill-prepared for the quest they’ve embarked on. Far better then to unlock a Sanctuary on the far side of Mirkwood and be able to make the assumed journey in the Fellowship phase, beginning at perhaps Beorn’s House or Woodmen Town.

Reducing the need for excessive journeying is easily missed, but absolutely key. Don’t be coy about letting your players know this. It is a vital part of understanding Sanctuaries. In character, it would be most unusual for a group of travellers to meet at a place they’d never gone before and where they had no certain access to the hospitality of the house.

Focus
Running through all of these points on Sanctuaries are ideas of in-world logic that save the Loremaster from having to do too much explaining. In this sense, Sanctuaries provide a shorthand: a clear place for characters to be, with some clear goals, rewards and in-world logic. While some groups may truly enjoy describing the minutiae of where they go in their Fellowship phase, others will reap the rewards of being able to say, “We all go to Rivendell together to rest and recuperate; let’s decide what happens there”.

As well as a focus for the Fellowship phase, opening Sanctuaries is a clear need for a party that wishes to travel far and wide. The search for Rivendell or winning Beorn’s favour can be the company’s aim within a campaign, whether it is the main thrust or a side quest.

What Does Opening a Sanctuary Mean?
Companies of Player-heroes have a clear drive to open Sanctuaries. Whether it’s to unlock undertakings, provide local bases of healing and rest, or find a Patron, it makes sense to open a Sanctuary.

Exactly what is happening when a company unlocks a Sanctuary? This varies from Sanctuary to Sanctuary, and indeed from game to game, but here are some ideas—Player-heroes are spending time getting to know the place and become familiar figures there. They might help the residents with their day to day problems, or assist in the expansion of a settlement. They may become familiar characters at Elrond’s evenings of tales and song, or worthy protectors of the animals of Beorn’s House. Your players may wish to describe exactly how they come to be welcomed without fail at a given Sanctuary. You may want to help them with some suggestions.

It is worth noting that the whole company must be present at the same place to open it as a Sanctuary.

Thursday, September 21, 2023

Patrons
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

Player-heroes can make an undertaking to gain a Patron. Patrons are important figures within Middle-earth who have the power and resources necessary to take on Player-heroes as their agents in the world. A Patron can be a source of resources and information but – more importantly for the Loremaster – plot!

A Patron offers a place in the world and a sense of being part of something bigger. They can be called on for help, and open doors to places that a company might not otherwise be able to go. In return, a debt of service can be owed; how often or strictly this is extracted depends on the Patron. Perhaps Saruman the White is a jealous master, who covets the service of others in pursuit of a cause he considers noble and just. Gandalf the Grey is a wanderer who can be a mostly absent and unreliable Patron. And who knows what Radagast wants from the world? Exploring the potential relationships with these characters is very much part of the game.

A company can enjoy serving more than one Patron – they aren’t limited in the number to whom they give their service, and that can generate plenty of plot in itself. The great and good of Middle-earth have many different aims and motivations: some would see the world changed and renewed. Others would have it preserved for all time, unchanging. This is a multifaceted theme of the books, and a worthy one to bring to your games.

Patrons also change over time. Where once he was a benevolent seeker of knowledge to further the power of good in the world, Saruman gradually loses hope in the light’s ability to stave off darkness. His road to corruption was a long one, and he employed many helpers in his service. Playing on the conflict between what we know as readers and what we know as characters can bring huge rewards to a game. Beorn tends towards isolation and defensiveness of his own lands and peoples, yet was convinced to take up arms in the greater struggle before the gates of Erebor. That character arc can be reflected in your games, and your Player-heroes can play a key part in it. We know that there was a great battle at Dale in the War of the Ring, but that is all we know. Who were Bard’s lieutenants? Who helped his new kingdom reach the place where it could fight armies of Mordor?

Patrons in Adventures in Middle-earth are there to provide structure for adventures and hooks on which to hang the happenings you come up with. Making some decisions on the motivations of the great and the good, and allowing their plans to proceed across the years in the background, really makes the world come to life. Equally, giving the company a chance to influence those plans with their undertakings, as well as with what they do in Adventuring phases, adds hugely to the feeling of being part of a living, breathing world.

Note that a powerful NPC can send the company on adventures without being their Patron. Patrons can also come in less grand forms than Gandalf or Elrond. The elders of the Woodmen, or a merchant-noble of Lake-town could just as easily be a Patron to a company of adventurers.

Potential Sanctuaries and Patrons of Wilderland
• Rivendell: Elrond
• Beorn’s House: Beorn
• Lake-town: The Master of Esgaroth
• Dale: King Bard
• Erebor: King Dáin Ironfoot
• Rhosgobel: Radagast
• Isengard: Saruman the White
• Wilderland: Gandalf the Grey
• Mountain Hall: Hartfast
• Woodman-town: The elders of Woodman-town
• Woodland Hall: Ingomer Axebreaker

Sunday, August 20, 2023

The Shadow
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 Middle-earth TTRPG, "the Shadow" is the all-encompassing force of evil that emanates from Sauron and his minions, representing the growing despair, corruption, and weariness that threatens to overwhelm the Free Peoples of Middle-earth. It is not merely a metaphor but a tangible, pervasive influence that affects the mind and spirit of heroes, much like how the "One Ring" corrupted Boromir.

Mechanically, this psychic and spiritual burden is tracked through the accumulation of Shadow points, which players gain from experiencing dread in blighted places, desiring tainted treasure, performing misdeeds, or being subjected to enemy sorcery. These points serve to highlight the game's central theme: the constant struggle against a powerful, encroaching darkness that wears down even the greatest of heroes over time. As characters accumulate more Shadow, they risk becoming miserable, developing lasting psychological flaws or "Shadow Scars", and potentially falling entirely under the Enemy's sway, emphasizing that moral choices and exposure to evil have a profound and lasting cost in this setting.

Shadow points represent the psychological and spiritual toll of struggling against the growing darkness of the Enemy. Accumulating Shadow points reflects a character's growing weariness, sorrow, and potential corruption, mirroring themes from the works of J.R.R. Tolkien, such as the Ring's effect on Boromir.

If you roll less than or equal to (Shadow - Wisdom) on a d20 check, you suffer a Bout of Madness. After a Bout of Madness, your Shadow resets to 0, but you gain one permanent Shadow point and one Shadow Flaw.

The Overall Effects of Shadow Flaws
• First flaw has no mechanical penalty; in fact you gain Inspiration by roleplaying it, like background traits.
• Second flaw means you can no longer gain Advantage on any check that would be affected by your shadow weakness.
• Third flaw means you gain Disadvantage on all Charisma checks except when directly roleplaying your flaw (e.g., checks to lie if your flaw is Deceitful).
• Fourth flaw means you have Disadvantage on all Charisma checks and all Insight checks; and any time you face an opportunity to do an evil deed related to your flaw, you must pass a DC 15 Wisdom saving throw or succumb to the temptation.
• Fifth flaw means your character succumbs to the Shadow and becomes an NPC. They might depart Middle-earth (elves), go into exile, commit suicide, or permanently turn to evil.

Removing Temporary Shadow Points
During the Fellowship Phase, Player-heroes can undertake the Heal Corruption activity (or similar culture-specific endeavors) to remove Shadow points.
• The character must make a DC 13 Wisdom (Insight) ability check. The difficulty and nature of this check can be modified by the Loremaster (Game Master) to suit the character's personality or the circumstances. For example, a Dwarf might use a Strength check with blacksmithing tools, or a Hobbit might use a Charisma check related to music or gardening.
• If the check is successful, the character removes 2 Shadow points.
• If the result is 25 or higher, the character removes 4 Shadow points.
• Performing this activity in a Sanctuary grants advantage on the check.

The number of Shadow points removed depends on the character's success in finding peace and respite from the burden of their adventures. Removing Permanent Shadow Points (Shadow Scars) Permanent Shadow points, gained through specific traumatic events or character choices like suffering a bout of madness, are much harder to remove.

• They can only be removed during a special Yule Fellowship Phase by choosing the Heal Scars undertaking.
• Permanent Shadow points gained from a bout of madness can never be healed.

The accumulation and slow reduction of Shadow points is a core mechanic reflecting the constant struggle against the Enemy and the inevitable weariness and sorrow it brings, a key theme in Tolkien's world.

Thursday, August 17, 2023

Playable Classes
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

Beastmaster
Brewmaster
Fighter
Hearthsinger
Knight
Ranger
Reeve
Rogue
Rover
Scholar
Thief
Warden

Saturday, July 15, 2023

Playable Races
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

Beornings
Dúnedain
Dwarf
Elf
Half-Elf
Hobbit
Human
Woodmen

Friday, June 2, 2023

Races & Classes
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

Playable Races
Playable Classes

Wednesday, March 29, 2023

About Our Game 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

I wanted to write up a page describing the modified game rules we will be using. We are using Old-School Essentials as our core system rules. Basically we are using Old-School Essentials with "some" house rules" and some "slight" adjustments to the races and classes " a slight reskinning of them to bring them over to the Middle-earth setting" and also to bring them up to scale with 1st edition since most of the encounters and such will be mostly from 1st edition Advanced Dungeons & Dragons.

You can find all of the playable races & classes, that will be available to play. Most of these have either been reskinned, adjusted and some are completely homebrewed from scratch.

Basically all of our adventures/campaigns will come from various Middle-earth systems but will be retooled to Old-School Essentials. All playable classes will have level caps locked to level 14 which is basically where they are set at in the Adventures in Middle-earth TTRPG "it's kind of an unwritten rule for most". The reasoning behind me using this "slightly modified" version of Old-School Essentials & Old-School Essentials classes. Some races & classes have either been modified to fit Middle-earth or they were built from the group up.

Keep in mind, we might be using adventures from The One Ring, Adventures in Middle-earth & Lord of the Rings 5e, Middle-earth Roleplaying "MERP" and any other system that covers/supports Middle-earth but no matter what we use, it will be converted to Old-School Essentials. The goal is to keep the core of our system Old-School Essentials but with a few 1st edition house rules and some slight adjustments to the class sheets. This is a brand new "modified" system that I came up with for Middle-earth that has never been tested.

I am sure we will encounter bugs that will need to be ironed out and fixed but overall I think I have it pretty well hammered out. I want to run my games as classic as possible but give my players a little more expansive style of play at the same time. The reason for me using the Old-School Essentials system is, the Adventures in Middle-earth TTRPG system uses 5th edition which is no where close to be classic so I am sure Old-School Essentials will work just fine.

Tuesday, March 28, 2023

Dol Guldor
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

Dol Guldur, also known as the Hill of Dark Sorcery, was Sauron's stronghold and base of operations while secretly regaining his power as "The Necromancer". It was located in the south of Mirkwood for over two thousand years in the Third Age.

Dol Guldur was established by Sauron after his return to Middle-earth sometime after TA 1000. Sauron became known as "The Necromancer", and his true identity was long kept secret. Dol Guldur was built on the hill known as Amon Lanc (meaning "bald hill"), and had been the capital of Oropher's Silvan realm.

The Silvan Elves had fled north to the Black Mountains (later the Mountains of Mirkwood) after Sauron's return from the Downfall of Númenor. Later, after Sauron captured Amon Lanc, Thranduil, son of Oropher, led his people over the Forest River, where they remained. Sauron later remained there for hundreds of years.

The White Council long feared the power in Dol Guldur might be Sauron, but Saruman opposed assaulting it. However, Gandalf later went to Dol Guldur himself and discovered that the Necromancer was indeed Sauron. He then informed the White Council, and Saruman was unable to protest. The White Council attacked Dol Guldur, and Sauron, not yet powerful enough to challenge them, fled to Mordor. Sauron continued to increase in power over the next 100 years in his search for the One Ring.

In TA 2845, Thráin II (holder of the last of the Seven Rings of the Dwarves) was imprisoned in Dol Guldur's dungeons. 5 years later in TA 2850, Gandalf once again returned to Dol Guldur and found Thráin, dying. Thráin had no recollection of his own name nor the name of his son (Thorin II Oakenshield). Moments later Thráin died of his wounds. Gandalf then confirmed that Sauron was indeed the master of Dol Guldur.

Gandalf returned to the White Council and urged an attack on Dol Guldur, but was overruled by Saruman. In TA 2941, nearly a century later, Saruman finally agreed to an attack, which occurred at the same time as The Quest of Erebor. This was carefully planned on Gandalf's part, so that Sauron and Smaug could not assist each other, as, otherwise, they surely would have done. The White Council attacked Dol Guldur and drove out Sauron. Sauron fled to Mordor, with his plans nearly ready. In TA 2951, Sauron declared himself openly and sent three Nazgûl led by Khamûl to reoccupy Dol Guldur.

During the War of the Ring, the forces of Dol Guldur (led by Khamûl, the Ringwraith second in command to the Witch-king of Angmar) led three assaults upon Lórien and Thranduil's realm in Mirkwood, causing grievous damage to the outlying woodlands. However, they were driven back each time by the power of Nenya, Galadriel's Ring of Power, which only Sauron himself could have overcome.

On March 28, TA 3019 the elves (led by Thranduil of Mirkwood and Galadriel of Lórien) led an assault on Dol Guldur and Galadriel herself threw down its walls and laid its pits bare. Absolutely nothing of the fortress that had stood for 2,019 years was left. Dol Guldur was then renamed Amon Lanc, as it was previously known. Amon Lanc later became the capital of Celeborn's realm of East Lórien in the Fourth Age, while he remained in Middle-earth.

Portrayal In Adaptations
The Hobbit Film Trilogy

Dol Guldur is briefly seen in Peter Jackson's The Hobbit: An Unexpected Journey, depicted as a huge, decaying castle set on top of a hill. In a scene unique to the film, Radagast the Brown enters the fortress to investigate the evil force within. He briefly battles the Witch-king of Angmar who is shown unclothed and in full spirit form, before glimpsing the Necromancer. He flees to tell Gandalf of what he saw.

In The Hobbit: The Desolation of Smaug, after leaving Bilbo and the party of Dwarves, Gandalf seeks the tombs of nine servants of Sauron (who were the bearers of the nine rings of power gifted to the race of men) located in the High Fells of Rhudaur. The tombs of the Nine Ringwraiths were open, showing that they had been summoned from the dead. After this discovery, Gandalf convenes with Radagast in the High Fells, learning that the Nine have departed to Dol Guldur, answering the call of the Necromancer. He and Radagast then travel to Dol Guldur to investigate further and confront the evil which dwelt there. Gandalf performs revealing spells that remove the illusion displaying the castle as abandoned and ruined.

In the extended edition, Gandalf finds Thrain there and helps him escape. Gandalf and Thrain are then attacked by Azog (and a few of his servants) who reveals his hordes of Orcs and Wargs inside the castle preparing for war. Gandalf then uses his magic to escape Azogs grasp, but the Necromancer manifests at Dol Guldur's exit. The Necromancer sucks Thrain in and kills him. The two then start a battle of light and shadow until The Necromancer defeats Gandalf, destroys his staff, and then reveals himself as the Dark Lord Sauron. Gandalf is later seen trapped in one of the cages of the castle watching the vast hordes of Sauron's armies leaving Dol Guldur.

In The Hobbit: The Battle of the Five Armies, Galadriel, Elrond, and Saruman are seen gathering at Dol Guldur to face Sauron and The Nine Ringwraith's.

Galadriel keeps her promise made to Gandalf in the first Hobbit film and comes to his aid in Dol Guldur. In the extended edition, a large orc is seen throwing Gandalf around. Gandalf then attempts to defend himself grasping a loose chain and striking the orc with it. The orc, unfazed once again grabs Gandalf. The Ring of Fire, Narya is then seen by the said orc. The orc without hesitation gets ready to cut off Gandalf's arm. Momentarily Galadriel reveals herself and states "I come for Mithrandir, and I will leave with him. If you try to stop me, I will destroy you". The orc in defiance shrieks at her. With the power of her Ring of Power, she with ease blasts him to pieces, causing light to "ride" the clouds for miles.

She then carries the unconscious Gandalf to safety, but as she does such, Sauron summons the Nazgûl. Galadriel is horrified by the sight of them. Sauron proceeds to taunt her for being alone, Galadriel proceeds to state clearly that she indeed isn't alone. Elrond arrives on the scene, drawing his sword. Saruman, appearing shortly after Elrond, witnesses the Nazgûl with his own eyes, realizing he was wrong to doubt Gandalf's claims. Shortly thereafter Elrond strikes defeating a few of them, Saruman then entering the fray. While the two of them are locked in a fierce battle with the Nazgûl, Galadriel heals Gandalf with a kiss. Gandalf also insists Galadriel should come with them, but Galadriel suddenly enters a trance and forcefully commands Radagast to leave with Gandalf.

Radagast, terrified does as such. When he comes back from the dead, he and Galadriel acknowledge that Sauron has once again, returned. Radagast then arrives in Dol Guldur to take Gandalf to safety, but he is hesitant to leave Galadriel's side.

When Sauron manifests before them, Saruman cowers in fear as Galadriel takes on a terrifying and corrupted image, challenging Sauron, and banishing the Nine almost instantly. Sauron attempts to sway her to his side, but she denies him. Galadriel's power eventually overrules Sauron, and by her efforts, Sauron is banished from Dol Guldur, his spirit fleeing back to Mordor. Elrond escorts Galadriel to safety after her struggle with Sauron on orders from Saruman, while Saruman himself is tasked to deal with Sauron. This was later revealed as an excuse for him to search for the One.

Thursday, March 16, 2023

Chetwood North
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 North is a large, rugged expanse of the forest situated in the northeastern portion of Bree-land, serving as a boundary between the settled lands around Combe and the desolate, open wildness of the Weather Hills to the east. This section of the wood is notably wilder and more dangerous than its southern counterpart, characterized by dense trees and a terrain that slopes slowly downward toward the precarious bogs of the Midgewater Marshes. While the forest itself is scenic, with many maple trees, its primary nature is untamed wilderness, lacking major settlements or the "tame" feel of the central Bree-land areas.

The isolation and rough terrain of Chetwood North provide refuge for serious dangers, making it a perilous region that even the Rangers of the North sometimes avoid during certain seasons. A major camp of the Blackwold brigands, and even some ruins like Ost Baranor and the Crumbled Court, are hidden within its depths. Reports of unnaturally aggressive wildlife, including wolf dens and spider infestations, are common, and unsettling whispers mention the presence of dark Angmarim warriors using wicked powers deep in the woods. This environment ensures that Chetwood North remains a place of caution for any traveler or local woodcutter from the nearby Combe Lumber Camp.

Friday, January 27, 2023

Forest Gate
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 Forest Gate stands at the western edge of northern Mirkwood, marking the beginning of the ancient Elf-path that cuts through the heart of the forest toward the halls of the Elvenking. Reaching it from Beorn's house requires a journey of roughly four days on horseback, traveling north through the wild lands between the Anduin and the dark woods.

Situated northeast of the confluence of the Rhimdath and Anduin Rivers, the gate occupies a lonely and strategic position in Wilderland, lying nearly level with Thranduil's Caverns far to the east and roughly midway between the Grey Mountains in the north and the Carrock in the south. Beyond the gate, the path stretches almost directly toward the distant Lonely Mountain. The entrance itself is not a structure built by hands, but a natural arch formed by two immense trees that have grown together over countless centuries.

Their trunks lean inward, creating a shadowed gateway draped in ivy, heavy lichen, and twisted roots. Time has not been kind to these ancient sentinels; only a handful of blackened leaves cling to their branches, lending the place an air of decay and foreboding. Passing beneath the arch feels less like entering a forest and more like crossing a threshold into another realm entirely.

Beyond the gate, the Elf-path quickly disappears beneath the oppressive canopy of Mirkwood. The trees crowd together so tightly overhead that sunlight struggles to reach the forest floor, transforming the road into a dim and gloomy tunnel. Travelers who look back from within the woods see the Forest Gate reduced to a tiny circle of distant light, a reminder of the open world left behind. Even the air seems heavier beneath the dark branches, carrying an unsettling stillness that has unnerved countless wanderers over the ages. Hidden among the tangled growth near the entrance stands a weathered statue believed to depict the wife of King Thranduil, though centuries of vines, moss, and encroaching woodland have nearly claimed it.

Nearby can also be found an ominous symbol resembling the Eye of Sauron, a stark reminder that darker powers once cast their shadow over these lands. It was here, on the twenty-fifth day of July in the year 2941 of the Third Age, that Thorin Oakenshield and his companions camped before entering Mirkwood. After releasing Beorn's ponies and bidding farewell to Gandalf, the company stepped through the Forest Gate and began their perilous journey into the depths of Eryn Lasgalen, leaving the safety of the Beorning-lands behind.

Thursday, January 26, 2023

Advantage & Disadvantage
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

Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.

If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don't roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.

If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.

When you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you reroll the d20, you can reroll only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1.

You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage. The GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.

Wednesday, January 25, 2023

Bree Trading House
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 Bree Trading House serves as one of the most important businesses in Bree and is widely regarded as the commercial center of the town. Located near the bustling marketplace and within easy reach of the East Road, the large establishment provides residents and travelers with nearly every common necessity. Farmers from the surrounding countryside come to purchase seed grain, farming tools, animal feed, rope, wagon parts, and fencing materials, while merchants, adventurers, and wanderers passing through Bree often stop to acquire lamp oil, provisions, blankets, maps, and supplies for the long roads ahead.

The store's shelves are filled with an impressive assortment of goods gathered from across Eriador and beyond, making it uncommon for a customer to leave without finding what they seek. The business is owned and managed by Barliman Whitlock, a shrewd Bree-man whose reputation for honesty and reliability has spread throughout the surrounding lands. Practical and highly organized, Barliman possesses an exceptional knowledge of trade and inventory. Whether a farmer requires a replacement plowshare, a hunter seeks specialized traps, or a traveler needs equipment for a difficult journey, Barliman usually knows exactly where such goods may be found and how long it will take for them to arrive.

His experience and dependability have earned him the trust of local residents, Dwarven merchants traveling along the East Road, and even the occasional Ranger of the North. Over many years, Barliman has cultivated relationships with craftsmen, traders, wagon masters, and merchants throughout Eriador. Through these connections, he maintains supply lines that stretch from the Shire in the west to the Dwarven settlements of the Blue Mountains and the trading caravans that occasionally journey from Dale and Erebor in the east. As a result, the Bree Trading House often stocks goods rarely found outside larger settlements. Barliman's understanding of road conditions, trade activity, and merchant traffic rivals that of many caravan leaders. He often hears news of distant events, dangerous roads, and changing markets long before such information reaches the common folk of Bree. In recent months, however, the growing dangers throughout the North have begun to disrupt even Barliman's carefully maintained network. Reports of Orc bands wandering farther south than usual, increasing sightings of wolves along the Greenway, and rumors of dark things stirring within the wild lands have made travel more dangerous.

Several merchant wagons have arrived late, while others have failed to appear altogether. Certain goods have become increasingly scarce and expensive as a result. Barliman has responded by hiring additional guards for valuable shipments and carefully questioning every traveler who passes through Bree. Though he maintains a calm and reassuring demeanor in public, he privately worries that if conditions continue to deteriorate, the trade that sustains Bree may suffer greatly. For now, however, the Bree Trading House remains well supplied, and Barliman is determined to keep its shelves stocked regardless of what troubles may be gathering in the North.

FARM & FIELD SUPPLIES
Seed Grain (1 Sack): 8sp
Vegetable Seeds (Packet): 2cp
Fruit Tree Sapling: 1gp
Wooden Shovel: 5sp
Iron Spade: 8sp
Pitchfork: 6sp
Hand Sickle: 4sp
Rope (50 ft.): 1gp
Feed Grain (1 Sack): 5sp
Fence Posts (Bundle of 10): 3sp

TRAVELER'S SUPPLIES
Backpack: 2gp
Bedroll: 1gp
Blanket: 5sp
Waterskin: 2sp
Lantern: 7sp
Lantern Oil (Flask): 1sp
Tinderbox: 5sp
Torch: 1cp
Trail Rations (1 Week): 5sp
Map of the Region: 1gp

HUNTING & OUTDOOR GEAR Hunting Trap: 5gp
Fishing Rod: 8sp
Fishing Tackle Kit: 4sp
Skinning Knife: 3sp
Game Snares (Set of 5): 2sp
Quiver: 1gp
Arrow Bundle (20): 1gp
Camping Cook Pot: 5sp
Winter Cloak: 2gp
Waterproof Canvas Tarp: 1gp

HOUSEHOLD GOODS
Cooking Pot: 4sp
Wooden Bucket: 3sp
Broom: 2sp
Iron Kettle: 8sp
Candles (Bundle of 6): 1sp
Soap: 2cp
Needle & Thread Kit: 1sp
Clay Dish Set: 5sp
Wool Blanket: 5sp
Storage Chest: 2gp

TOOLS & WORK GEAR
Miner's Pick: 2gp
Hand Axe: 8sp
Hammer: 5sp
Nails (100): 1sp
Wood Saw: 7sp
Crowbar: 2gp
Lock: 1gp
Tool Belt: 5sp
Whetstone: 2cp
Repair Kit: 1gp

SPECIAL ORDERS
If Barliman does not have an item in stock, he can usually acquire it through her extensive trade network. Most special orders arrive within 1d4 weeks depending upon availability, road conditions, and whether the roads are currently safe for merchants to travel.

BUYING GOODS
Barliman regularly purchases furs, monster parts, rare herbs, gemstones, maps, antiques, and trade goods. He pays fair market value and is known throughout Bree for conducting honest business.

Tuesday, January 24, 2023

Moneychanger's Shop
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

A sign depicting a gem-encrusted ring hangs above the entrance to this modest but exceptionally sturdy establishment. Though small in size, the building appears more secure than many larger structures in Bree. Thick wooden shutters reinforced with iron bands protect the windows, while heavy oak doors safeguard the valuables kept within. During business hours the doors and windows are typically open, giving the shop an inviting appearance despite its fortress-like construction. As evening approaches, however, everything is carefully secured and barred for the night.

The business is owned and operated by Haskali Ull, a very elderly jeweler and moneychanger who has served Bree and the surrounding region for decades. Though age has slowed his movements, his sharp eyes and keen mind remain as reliable as ever. Haskali specializes in working precious stones and soft metals, producing quality jewelry repairs, custom pieces, and fine decorative work for those willing to pay his reasonable fees.

His wife manages much of the household and business affairs with a firm hand, while two professional guards are always present during operating hours to ensure the security of both customers and valuables.

The establishment serves as the towns closest equivalent to a bank. Travelers, merchants, and traders regularly make use of its currency exchange services, particularly those journeying between the neighboring realms and trade routes. Haskali exchanges coinage from various lands for a standard five percent fee and maintains a reputation for honest dealings. His records are meticulous, and customers trust him to conduct business discreetly and professionally. Although trade has declined noticeably over the past year, his reputation remains strong among those who continue to pass through the village.

In addition to currency exchange, Haskali offers secure storage for coin, gems, jewelry, documents, and other valuables. Deposits are handled with strict confidentiality, and the identities of clients and the contents of their holdings are never discussed outside the business. Coin storage incurs a three percent handling fee, while non-coin valuables are subject to a four percent fee, with rates adjusted for long-term storage. Unlike many larger banking houses, Haskali does not offer loans or lines of credit. His business is devoted entirely to safeguarding wealth, exchanging currency, and providing trustworthy service—an increasingly valuable commodity in these uncertain times.

Monday, January 23, 2023

Underhill Bakery
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 Underhill Bakery sits along a quiet lane in Bree, its round green door set into a grassy hillside like a traditional hobbit smial. Time and weather have caused the structure to settle slightly into the earth, giving it a half-sunken appearance that only adds to its charm. Flower boxes overflow with herbs and wildflowers, while a small stone path leads visitors to the warmly lit entrance.

The bakery is owned and operated by Bungo Underhill, a cheerful and round-faced hobbit whose family has baked in Bree for generations. From dawn until well after sunset, Bungo keeps his ovens warm and his shelves stocked, offering a comforting reminder of the simple pleasures that hobbits hold dear. Long before one reaches the door, the aroma of fresh baking drifts through the air.

The rich scent of blackberry tarts mingles with sweet honey cakes cooling upon wooden racks, creating an irresistible invitation to passersby. Travelers often claim they can find the bakery simply by following their noses, especially on cool mornings when the smell hangs thick over the surrounding streets. Bungo takes great pride in these recipes, many of which have been passed down through the Underhill family for as long as anyone can remember.

Inside, polished wooden shelves are lined with an ever-changing assortment of pastries, pies, and loaves. The bakery's most famous offering is its dense travel bread, a recipe said to have been perfected over generations. Though plain in appearance, the bread remains fresh and nourishing for weeks, making it a favorite among merchants, adventurers, and Rangers preparing for long journeys through the wild lands beyond Bree. Bungo personally oversees every batch, insisting that proper travel bread requires patience, care, and ingredients of the finest quality.

The Underhill Bakery is more than a place to buy food; it is a gathering spot where locals exchange news and travelers rest their weary feet. A kettle is always simmering near the hearth, and friendly conversation flows as freely as the tea. Bungo can often be found behind the counter with flour on his waistcoat and a smile beneath his bushy brown beard, eager to share a story or hear one from the road. In a world filled with uncertainty beyond the town's borders, the bakery offers a small haven of warmth, good company, and the reassuring smell of something delicious fresh from the oven.

BREADS
• Cheese Loaves: 7sp
• Wholemeal Loaves: 4sp
• Kibble Loaves: 6sp

SMALL CAKES
• Fruit Slices, with Apple, Cherry, or Apricot: 2sp
• Cup Cakes: 1sp
• Cream Puffs: 3sp
• Dwarven Rock Cakes: 8cp
• Cream Cheese Rolls: 1sp
• Elven Mini Sponge Cake: 2sp

LARGE CAKES
• Banana Cake: (When in Season): 2sp
• Chocolate Layer Cake (Wild Cherry Filling): 1stl
• Vanilla Layer Cake (Buttermilk Icing): 1stl
• Orange Cake: 1sp
• Walnut Crunch Cake: 5sp
• Five-Layer Black Forest Cake (with Rum Soaked Cherries): 1stl
• Lemon Chiffon Cake (Lemon-Strawberry Glaze): 1stl

PIES
• Apple Pie: 5sp
• Cherry-Walnut Pie: 6sp

COOKIES
• Sugar Cookie: 2cp
• Frosted Sugar Cookie: 5cp
• Spice Cookie: 2cp
• Orange Almond Cookie 2cp

DONUTS
• Cherry Donut: 1cp
• Blueberry Donut: 1cp
• Apple-Spice Donut: 2cp
• Powder-Sugared Donut: 1cp
• Cinnamon Donuts: 1sp

Sunday, January 22, 2023

News Section
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

Date Posted News Title
9/10/2025
Rest in Peace Charilie Kirk
8/28/2025
The One Ring or Adventures in Middle-earth
11/2/2024
Let's Talk About It

Saturday, January 21, 2023

Our Gaming Schedule
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

Episode 1 - TBA
Suspicious Beginnings

Friday, January 20, 2023

Ready For Content
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

Thursday, January 19, 2023

Tyrant's Hill
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

This location has a fortress that stands upon a wooded rise on the edge of Mirkwood, some 50 miles north of Dol Guldur. The Elves named this rise Amon Bauglir, the Tyrant’s Hill, many years ago, for this was the keep from which many raiding parties issued forth. The tower was built by Orcs, who hacked the stone out of the hillside and wood from the forest to make it. By night, the howling of Wargs could be heard for miles around.

The keep was seized shortly after the Battle of Five Armies by Mogdred and his followers, who slew the existing garrison and claimed it for their own. The Tyrant’s Hill is but a fraction of the size of Dol Guldur, but it is a greater fortification than any the Woodmen command. From here, Mogdred could cause terrible injury to the Woodmen. He has contented himself to now with demanding tribute from the communities of the Nether Vales, putting him in conflict with Vidugalum of The Toft, but it is said his cold heart turns ever north toward Rhosgobel.

Notable Locations
Fenbridge Castle

Wednesday, January 18, 2023

The One Ring or Adventures in Middle-earth
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 am such a huge fan of J.R.R. Tolkien and his work with Middle-earth, I am currently reading the novels and have watched the extended versions of all six films more times that I can count. It's such a wonderful world, the people, the ambience, the lore, the history—all of which had me hooked from day one.

What really brought me in all the way was watching the films. I understand the films don't do the novels justice, I get that but the films are such works of art, especially the Lord of the Rings trilogy. The Hobbit trilogy was also great but I'll admit, Peter Jackson went overboard on the amount of CGI that he used. So, I decided to sit down and start trying to read the TTRPG books from The One Ring and Adventures in Middle-earth "this is well before the new additions of each system were released by Free League".

As hard as I tried, I never could get a grasp of the One Ring Rules, maybe this is because all of my life (40+ years of playing classic Dungeons & Dragons) and maybe my brained is just hard wired for traditional D&D rule systems. So, I gave up on trying to learn the One Ring system, but I did get all the books for it simply because they are still really good "reads" and I have such a hatred for WotC and 5th edition that the thrill simply wasn't with me reading the AiMe books.

After taking an extended break from TTRPG's "real life stuff and medical stuff", I returned to the TTRPG world in early 2024, I've jumped back into looking at the Middle-earth systems again, finding that The One Ring system is still above my paygrade haha, and I still hate 5th edition so I decided to look at Old-School Essentials to see if I could reskin the system to fit Middle-earth, 5th edition did so I don't see a reason why I can't do the same with Old-School Essentials. Mind you, I've done a major overhaul with making Old-School Essentials fit with Middle-earth, "reskinning races and classes and some mechanics from Adventures in Middle-earth that need to remain intact" so I have started work on reskinning Old-School Essentials and also merging in specific mechanic that need to remain to keep the Middle-earth feel with my modified Old-School Essentials system.

I want to transform my own Old-School Essentials system into something that will not feel like a standard Dungeons & Dragons for my players. Like I said, I refuse to touch anything from Wizards of the WOKE, but Cubicle 7 & Freeleague seem to have made the system their own so it gives me hope that I can mold my system to suit my own needs. It's worth giving a try because Middle-earth has a special place in my heart and I really want to tell some epic stories from this setting.

Tuesday, January 17, 2023

Chissa Underhill
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

Chissa Underhill is a hobbit with a twinkle in her blue eyes and a dusting of flour on her cheeks, a quiet rebel whose adventurous spirit is a tightly held secret. Her family in the Shire, the respectable Underhills, are known for dwelling in homes built beneath a hill, their lives as orderly and predictable as the turning of the seasons. They are distant cousins to the famous Baggins family, a connection that Chissa found both a blessing and a burden. While she appreciated the quiet life the Shire offered, a part of her yearned for something more, a feeling she inherited from a long-lost great-aunt who once spoke of the wider world.

The Shire, with all its comfort, eventually began to feel too small for Chissa's burgeoning dreams. The endless chatter of genealogies and the quiet disapproval of anything "unexpected" wore on her. It wasn't the peace she minded, but the lack of pepper, both in conversation and in cuisine. She packed a small bag, leaving behind the rolling green hills and the disapproving clucks of her older relatives, and set off on the East Road towards the promise of new faces and new flavors. Her destination was the ancient settlement of Bree, a place known for its crossroads and a mix of Men, Dwarves, and even a few other Hobbits who didn't mind a little adventure.

Bree was a revelation, its bustling streets and varied folk a stark contrast to the insular Shire life. It was here, on the outskirts of the main village, that Chissa found her calling and a small, charming location for her new venture. She named it "Chissa's Patisserie Shoppe," a name that hinted at the delicate, sweet creations she crafted with expert care. Unlike the hearty, plain fare of the local inns, her shop offered something different, something that quickly became the talk of the town among the residents and travelers alike.

Her shoppe quickly became a popular spot, a warm and inviting haven from the road. She served delicate blackberry tarts, sweet honey nut cakes, and light, flaky pastries that melted in the mouth, all accompanied by fragrant, warm tea or a splash of mulled cider. The locals, accustomed to hearty fare like mutton and barley soup, were at first bewildered, but soon became loyal customers, drawn in by the delicious scents and Chissa's welcoming smile. Even Barliman Butterbur, the busy innkeeper of The Prancing Pony, would send his servants Nob and Bob to procure some of her treats for his more discerning guests. Chissa herself is a striking figure among the stout, curly-haired hobbits of the area. With her silver hair usually tied up in a practical knot, and her sharp, knowing eyes, some of the more superstitious folk of Bree would whisper that she had Elven blood, though she would just laugh and credit it to a "Tookish" relative from generations past. Her worn leather vest and sturdy gloves, visible in the warmth of her shop, hinted at a practical nature, perhaps from her life in the Shire, but her genuine hospitality and the bright lanterns of her shop kept the wilder rumors at bay.

She never lost her connection to her family in the Shire, though her correspondence is a bit one-sided, mostly consisting of letters from a distant cousin, Dora Baggins, filled with advice and news of the latest social happenings. Chissa, for her part, occasionally sent back a small parcel of her exotic pipe-weed or a new type of muffin, much to the delight of the recipient and the envy of the neighbors. She found her peace in Bree, surrounded by the hustle and bustle of the world, a place where a hobbit could be both respectable and a little bit adventurous, all at once.

Chissa's Patisserie Shoppe stands as a testament to her journey, a beacon of sweet smells and warm light on the edge of the wild. It is a place where different peoples could meet, share a bite of something delicate and delicious, and for a moment, forget the troubles of Middle-earth. And though the Great East Road might have been less traveled in those days, every now and then a weary traveler, be they man or dwarf, would stop at her door, and leave with a smile and a belly full of joy, a silent nod to the adventurous hobbit who found her home away from home.

Monday, January 16, 2023

Fenbridge Castle
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

Fenbridge is the long, winding causeway that spans the fetid marshes surrounding Dol Guldur, serving as the most reliable route through the treacherous wetlands. At its western end stands Fenbridge Castle, a grim fortress that guards the only practical entrance onto the bridge and, by extension, the road to Dol Guldur itself. Once abandoned after the downfall of the Necromancer, the stronghold has since fallen back into dark hands. Rumors persist that servants of shadow have reclaimed its crumbling walls, restoring it as a bastion of evil in the heart of Southern Mirkwood.

The marshes that encircle Dol Guldur on three sides are a miserable expanse of stagnant water, tangled reeds, and hidden sinkholes. Travelers who attempt to cross them without guidance often vanish without a trace. The Fenbridge provides the safest passage, though even this route is far from secure. Constructed by Orcs generations ago, the bridge snakes from one muddy hillock to another, weaving across the swamp like a dark scar.

Access to the crossing is tightly controlled through Fenbridge Castle, whose defenders can easily halt or monitor anyone seeking passage. Fenbridge Castle itself is an imposing and chaotic structure. Unlike the orderly keeps of Gondor or Rohan, it grew gradually over centuries as successive occupants added towers, battlements, and defensive works wherever space allowed.

What began as a simple gatehouse has become a sprawling labyrinth of stone walls, crooked towers, and fortified courtyards. In ages past, the fortress supplied both provisions and warriors to Dol Guldur, supporting the Necromancer's dominion over the surrounding lands. Even now, signs of recent activity suggest that the castle may once again be serving that purpose. Stories from nearby settlements speak of Orcs dwelling within the fortress, though few have returned from the region to confirm such tales. Radagast the Brown has kept a vigilant watch over Fenbridge Castle, Dol Guldur, and the other dark fortresses scattered throughout Southern Mirkwood, fearing the return of ancient evils.

To the south, another threat looms in the form of Mogdred, the self-styled Lord of Tyrant's Hill. A mysterious warlord of unknown origin, Mogdred commands a force of disciplined and well-equipped warriors and claims much of Southern Mirkwood and the Narrows as his domain. Several isolated settlements pay him tribute, and whispers suggest that his followers occupy a tower once held by Orcs and Men who bore the dreaded sigil of the Necromancer. Whether Mogdred serves the same darkness or merely seeks to inherit its legacy remains a question few dare investigate.

Sunday, January 15, 2023

Mirkwood
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

Mirkwood, once known as Greenwood the Great, is the vast and ancient forest that dominates much of eastern Rhovanion. Stretching nearly six hundred miles from north to south and roughly two hundred and fifty miles across at its widest point, it remained one of the largest forests in Middle-earth for countless ages. The woodland was bordered by the Grey Mountains to the north and contained numerous natural landmarks, including the Mountains of Mirkwood, the Forest River, and the infamous Enchanted River.

This latter stream was tainted by dark influences and possessed the strange power to induce deep slumber and forgetfulness in those who touched its waters. Though its climate was generally mild, the dense canopy and tangled undergrowth made travel difficult, with only a handful of established routes such as the Old Forest Road and the Forest Path crossing its shadowed depths. The history of Mirkwood reaches back to the earliest days of Middle-earth. During the Great Journey of the Elves from Cuiviénen, many of the Eldar passed through the forest and lingered there before continuing westward. In later ages, the woodland became home to the Wood-elves, descendants of the Nandor who had long ago separated from the Great Journey. During the Second Age, the Sindarin prince Oropher established the Woodland Realm, creating a kingdom that would endure for thousands of years.

Men also settled in and around the forest during this period, likely the ancestors of the Northmen who would later inhabit the region. Following Oropher's death in the War of the Last Alliance, the crown passed to his son Thranduil, who would rule the Woodland Realm throughout the Third Age. For many centuries the forest was known as Greenwood the Great, a name that reflected its beauty and vitality. Around the year 1050 of the Third Age, however, a dark shadow began to spread through the southern reaches of the woodland. Sauron, hidden beneath the guise of the Necromancer, established himself in the fortress of Dol Guldur upon Amon Lanc. As his influence grew, corruption spread throughout the forest, twisting both plants and creatures alike.

The once-bright woodland became a place of fear, earning the name Mirkwood, or "the Dark Wood." Giant spiders descended from the monstrous Ungoliant infested its depths, while other fell creatures prowled beneath the trees. Thranduil and his people were gradually driven northward, retreating deeper into their realm as the darkness consumed much of the south. Despite its dangers, Mirkwood remained central to many of the great events of the late Third Age. Bilbo Baggins and Thorin Oakenshield's company crossed the forest during their quest to reclaim Erebor, enduring the horrors of the Enchanted River, giant spiders, and eventual capture by Thranduil's elves.

Around the same time, the White Council launched its assault upon Dol Guldur, forcing Sauron to abandon the fortress and return openly to Mordor. Years later, Gollum was held prisoner in Thranduil's halls before escaping during an Orc attack. Following the War of the Ring and the final defeat of Sauron, the shadow that had plagued the forest for centuries was finally lifted. Thranduil renamed the woodland Eryn Lasgalen, the Wood of Greenleaves, restoring a measure of its ancient glory and symbolizing the return of hope to one of Middle-earth's oldest forests.

Notes
- Despite being called Mirkwood ever since Third Age 1050, Mirkwood is referred to by Radagast and Gandalf in The Hobbit: An Unexpected Journey as the Greenwood, with Gandalf mentioning to the White Council that the woodsmen there only recently started calling it Mirkwood because of the sickness that had fallen over it.

- Mirkwood also appears in The Fall of Arthur, as well as in one of Eriol's poems as Myrcwudu (Old English: 'Mirkwood'), which was an ancient Germanic legendary name for a great dark boundary-forest found in various different applications. Elfwine's reference was to near the Eastern Alps, while the reference in the Fall of Arthur was somewhere east of the Rhine.

- In Middle-earth, Mirkwood refers to two forests, one which was later renamed Taur-nu-Fuin of Beleriand, and the other west of the Lonely Mountain in Rhovanion.

Notable Locations
Forest Gate
Woodmen-town
Tyrant's Hill
Fenbridge Castle
Dol Guldor
Elvenking's Halls

Saturday, January 14, 2023

Forests & Woodlands
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

Fangorn Forest
Mirkwood

Friday, January 13, 2023

Ready For Content
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

Thursday, January 12, 2023

Rest in Peace Charilie Kirk
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

Charlie Kirk's life was marked by a passion for ideas, a commitment to civic engagement, and a determination to encourage young people to participate in the public square. Through his work, he inspired countless individuals to take an active interest in their communities, their country, and the principles they believed in. Whether one agreed with him or not, few could deny the energy, conviction, and dedication he brought to his mission.

As the founder of Turning Point USA, Charlie helped build a movement that reached millions of students and young adults across the nation. He believed deeply in the importance of free expression, open debate, and the exchange of ideas. Throughout his career, he traveled extensively, speaking directly with audiences and encouraging thoughtful discussion on issues that mattered to him. His willingness to engage in difficult conversations became one of his defining characteristics.

Beyond his public achievements, Charlie was remembered by friends, family, and colleagues as a devoted husband, father, and friend. Those who knew him personally often spoke of his generosity, his loyalty, and his genuine interest in the lives of others. While the public saw a confident speaker and activist, those closest to him saw a man dedicated to his family and committed to living according to his values.

The loss of Charlie Kirk was felt deeply by many people across the country. Supporters, colleagues, and admirers gathered to honor his memory and reflect on the influence he had on their lives. His passing prompted an outpouring of tributes from individuals who credited him with inspiring them to become more engaged citizens and more confident in expressing their beliefs.

A lasting legacy is not measured solely by organizations built or speeches delivered, but by the people whose lives are changed along the way. Charlie's work encouraged a generation of young Americans to think critically, participate actively, and believe that their voices could make a difference. For many, his message was one of courage, conviction, and perseverance in the face of challenges.

Today, we remember Charlie Kirk not only for what he accomplished, but for the passion with which he pursued his purpose. His voice may be gone, but the conversations he started, the lives he touched, and the principles he championed continue to resonate. May his memory be a source of inspiration to all who seek to make a positive impact on the world around them.

Wednesday, January 11, 2023

Odo
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

Odo is a weathered shepherd who makes his living selling dried mutton and fresh cuts of meat to travelers and locals alike. Rarely seen without a frown, he is quick to complain that the recent happenings across Wilderland have brought nothing but trouble. By “business up north,” he means both the strange events spreading through the region and the changes that followed the death of Smaug years ago. Where others see opportunity in the renewed trade and growing friendships between Dwarves, Elves, Men, and other Free Folk, Odo sees only danger. He distrusts outsiders, insisting that strange folk bring strange problems and that they do not understand the old ways of the woods. Though many dismiss his warnings as the grumblings of an old shepherd, Odo remains convinced that dark times are gathering in the north and that before long everyone will see the trouble he believes is coming.

Tuesday, January 10, 2023

Amalina
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

Amalina, a cheerful merchant from Mountain Hall, known for selling sturdy axe heads and iron pegs, is quick to laugh at Odo’s constant grumbling. Where the shepherd sees danger and uncertainty, she sees prosperity and order. She speaks highly of the Beornings, who now guard the Old Ford across the Great River, ensuring that merchants, travelers, and pilgrims can journey safely through the region. In her eyes, the renewed trade and growing ties between the Free Folk are signs of a healthier Wilderland, not a troubled one. Whenever Odo predicts doom on the horizon, she simply shakes her head and insists that everything is proceeding exactly as it should be.