Sunday, December 14, 2025

The Middle-Earth Campaign
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 year 3011 of the Third Age, Middle-earth stands upon a precipice, though few living beneath the shadow of the great mountains truly grasp the depth of the coming twilight. For generations, the lands have known a fragile, weary peace. The shadow that fell with the defeat of the Dark Lord Sauron long ago has been a mere memory, a whisper in old tales.

The world the Free Peoples have inherited is one of fading light and lengthening nights, a time imperiled by a rising darkness that few can yet name. The great powers are distracted: the Elves are dwindling, looking ever westward; the Dwarves are secure within their mountains but few in number; and the Men of the West are a diminished race whose kingdom of Gondor holds a long, lonely vigil.

The North remains a sparsely populated, wild expanse where ancient evils and forgotten ruins lie dormant. The Shire remains blissful in its isolation, and the quiet folk of Bree go about their business with little thought for the world beyond their borders. The Northmen, the Beornings, and the scattered Rangers are the thin line of defense that keeps the remnants of civilization safe. It is into this world that a new age of heroes must emerge, for the established orders are weary, and the old alliances are strained. The map of Middle-earth is vast, a patchwork of kingdoms and wildernesses where destiny awaits those brave enough to step away from the firelight of their homes. Far to the south and east, in the land of Mordor, the enemy is stirring again. The Dark Lord Sauron has been quietly gathering his strength, recovering lost power, and breeding armies in the shadows. He has rebuilt his tower, Barad-dûr, and the air around Mount Doom is thick with ash and evil purpose.

Though his influence is subtle at first, it bleeds outward, corrupting the minds of men in the South and East and gathering fell creatures to his banner. The Nazgûl, his most terrible servants, ride forth in secret, searching for a lost object of power that holds the key to his final victory. This resurgent threat is the true context of the age, the storm on the horizon that will soon break over all the lands.

The signs of the turning tide are everywhere, if one knows where to look. The roads are becoming unsafe, haunted by desperate men and darker things. Whispers of a "Shadow" in Mirkwood are growing louder, a malign influence deep within the forest that drives all light from the canopy.

These are not isolated incidents but symptoms of a singular, growing cancer upon the world. The time for peaceful ignorance is ending, and the time for action is fast approaching. The great War of the Ring, though yet unnamed, is an inevitability. It will be a series of conflicts across the entire continent, from Minas Tirith in the West to the distant realms of the North.

Your path, should you choose to walk it, will lead you out of the quiet security of the North Downs and across the vast, untamed expanses of Wilderland. Fate may push you through the shadowed paths of Mirkwood, over the Misty Mountains, and into the sun-drenched vales of the River Running. You will find yourselves drawn inexorably towards Dale and the Lonely Mountain, a beacon of Dwarf and Man resilience in the East.

This is a campaign about the twilight of an age, where hope is a small but persistent flame in the darkness. It's a story of ordinary people caught in extraordinary times, called to defend their homes and the memory of a free Middle-earth. The road is long, the dangers are great, but the need for heroes has never been more dire. Welcome to the Third Age, adventurers. May your swords stay sharp, and your hearts stay true.

Saturday, December 13, 2025

Giving the Middle Finger to WotC/Hasbro
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

Recently I watched this video from "Diversity & Dragons" and I never realized WotC was "this" bad. He might be a smaller content creator but he spits pure facts in this video.

He touched on things he pulled from Twitter and all of these people I am about to highlight are affiliated with Hasbro/WotC in one form or another . . . some are editors, writers, executives and content creators. They publically say stuff that is pure racist and WotC/Hasbro lets them get away with it, and as a matter of fact Hasbro/WotC does its best to go along with these people and what they say.

These are just a few of the tweets that were found on Twitter. Dominique Dickey posted a couple of tweets here and here. How much of a racist can someone be?

Then you have Sadie Lowrie who assisted as a writer for Call of the Netherdeep making tweets like this. I send her a tweet asking her about her tweet and this is the reply I got from her. Instead of explaining herself, she blocks me. Typical racist hiding from what she has done. The exact same thing happened with Sarah Madsen . . . when I sent her a tweet about these tweets that she made and I got another reply just like I got from Sadie Lowry.

Lets look at Makenzie De Armas with her tweet or how the one and only Christopher Perkins tweeted this and to think, it pretty much all started with this from Kyle Brinks. It seems whenever I get on Youtube, a video pops up on my home screen where Hasbro/WotC has done something stupid and made the news again?

With that being said, I want to make one thing perfectly clear, I'll never buy another product from Hasbro/WotC, I can't get behind racism & WOKE DEI Politics in any form. I simply cannot be a part of everything that is going on with the current state of Dungeons & Dragons right now.

Friday, December 12, 2025

Ready, Set, Go!
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 have some things that I would like to touch on with those of you that are first time readers of this blog. The first thing that I kind of want to get into is what many call the "Matt Mercer Effect". I think one thing we all can agree on is Matthew Mercer is ranked in the top level of Dungeon Masters.

The man knows his stuff, but it isn't just about Matthew, his players bring a huge part of what makes Critical Role special to the table. To quote an old saying ... "it takes two to tango", or in this case, it takes both a DM and players to make a game special.

One thing I very much want to emphasize on is "I am not Matthew Mercer" and if you expect me as a Dungeon Master to be like Matthew Mercer then I would say "go find you another campaign to follow" because I am not on his level, nor will I even try to be and to be perfectly honest I am not sure if the world has a Dungeon Master that even comes close to his level of story telling "well maybe but I have yet to see one". I try to run a good game where my players have a good time (plain and simple) and in the past my players have all had a great time so I guess I am doing something right.

Critical Role is a staged game, with some scripting involved - Matthew and his players are all voice actors. When you watch his campaigns, this is not what Dungeon & Dragon games are really like. His campaigns are strictly constructed to bring entertainment to his viewers.

What we try to do here is get together as friends (this is important) and enjoy our time playing TTRPG's like it was played 35-40 years ago. We don't bring anything from the real world to our table, we simply get together as friends and enjoy this beautiful setting of Middle-earth in all its glory.

Thursday, December 11, 2025

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

Wednesday, December 10, 2025

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

Tuesday, December 9, 2025

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

Monday, December 8, 2025

Barrow-Downs South
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 Southern Barrow-downs are a specific section of a larger, eerie, rolling hill country located in a fictional realm, characterized by open grass- and turf-covered landscapes devoid of trees. The defining features of the area are the numerous ancient burial mounds that cap the hills. This region was once home to an ancient kingdom whose people interred their leaders in elaborate tombs for centuries. Despite the potential for discovering ancient artifacts within these graves, the area is widely feared and avoided by local inhabitants due to its pervasive, foreboding atmosphere and reputation for being heavily haunted.

The foreboding nature of the Southern Barrow-downs stems from the malevolent, incorporeal entities that infest the ancient burial sites. Following a historical cataclysm that wiped out the region's original populace, powerful dark forces infused the deserted mounds with these evil spirits, ensuring the land could never be safely resettled. These spectral threats exhibit icy, chilling effects on the living, capable of ensnaring intruders with powerful enchantments and dragging them into the dark chambers of the tombs. A notable incident in the lore involves a group of travelers who were captured by one of these entities in the southern region before being miraculously rescued by a mysterious, nature-bound figure. The area in various adaptations is known for presenting significant challenges to adventurers.

Sunday, December 7, 2025

Chetwood South
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 southern portion of the Chetwood forest , located east and south of the town of Bree, served primarily as a historical refuge for the local inhabitants. In times when the surrounding lands were overrun by Orcs and other hostile forces, the people of the four Bree-land villages would flee into the southern reaches of the wood, where they had prepared hidden cabins and supply caches. While the Chetwood appeared wholesome and full of light near its edges, the deeper, older inner regions were seldom explored by the villagers, who generally only ventured in far enough to gather firewood and building materials.

In the Third Age, few bothered with the ancient hiding spots, though some older, more cautious residents still secreted away portions of their harvest, a practice reminiscent of squirrels. The southern edge of the wider Chetwood area was bordered by the East Road, just south of the village of Staddle and southwest of the extensive Midgewater Marshes. In some modern adaptations, the area is noted for being a haunt for bandits, such as the Blackwold gang, in the early War of the Ring.

Saturday, December 6, 2025

Barrow-Downs 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

The Northern Barrow-downs is a prominent, ominous upland region located immediately east of the Chetwood and the village of Bree, separated from the latter by the ancient, overgrown North-South Road. This northern stretch of the Downs is a vast, undulating expanse defined by rolling hills, shallow valleys, and numerous large, grassy mounds that dot the landscape. These mounds are ancient burial sites, barrows left by the Men of the First Age and the Númenóreans of the North Kingdom of Arnor . The entire region is covered in a lush, green sward, giving it an outwardly peaceful, if solemn, appearance .

Despite its seemingly innocuous appearance, the North Barrow-downs is steeped in malice and peril. It is a place shunned by the locals of Bree and the Shire due to its notorious reputation. The barrows are haunted by malevolent spirits, known as Barrow-wights, ethereal servants of the Witch-king of Angmar that were sent to the area centuries ago to prevent the re-establishment of the Dúnedain kingdom . These wights guard vast amounts of ancient treasure but also cast a shadow of fear over the land, often trapping unsuspecting travelers in fog and leading them to their doom within the tombs, as nearly happened to Frodo Baggins and his companions .

Thursday, December 4, 2025

Archet Dale
Battle of Five Armies & The Third Age of Middle-Earth
The current year for our Middle-Earth campaign is set during the year of 2946 of the Third Age.
Inspired By J.R.R. Tolkien

Archet Dale is a secluded and rustic area in the greater region of Bree-land, nestled on the very fringes of the large, untamed Chetwood forest. The area is home to the small, primarily human village of Archet, a quiet farming community that maintains little use for the bustling life of larger settlements like nearby Bree-town. The name "Archet" itself, derived from an Old English term meaning "Forest's Edge," perfectly encapsulates its isolated, wooded location.

The geography of Archet Dale is characterized by gently rolling hills and fertile, cultivated fields that provide sustenance for the local populace. The landscape is a mix of open farmland and dense forest, giving the region a peaceful, pastoral feel that, combined with its remoteness, often attracts simple folk and a few resident Hobbits. A soft, canyon-style wash runs through the lower, southern part of the dale, where rainwater collects and moves through the terrain. The only official road connection to the rest of Bree-land is a narrow passage leading southwards toward the village of Combe.

Historically, Archet was founded after the fall of the ancient kingdom of Arnor, a frontier settlement chartered to clean out rogue goblins and secure the area after the Great Northern War. Its original settlement consisted of about thirty-five stone houses, built among the clearings and along the slopes of a small, local hill. The villagers were known for producing a unique, coveted cheese made from the milk of goats that fed on a specific wildflower, the Arinyalasse, which grew exclusively in the dale's immediate surroundings.

In contemporary times, the isolated nature of Archet Dale and its lack of strong authority have drawn the attention of less desirable elements. A formidable band of brigands known as the Blackwolds has established a camp in some old ruins on the eastern outskirts of the dale, plotting misdeeds beyond simple robbery. This has made the once-serene area a place of conflict, transforming it from a peaceful farming community into a dangerous frontier.

The village of Archet has suffered significantly from these incursions. During recent conflicts, the Blackwold brigands launched a devastating assault, resulting in the burning and sacking of many homes and the scattering of the townsfolk. The former bustling town is now in ruins, with many residents having lost their lives. Retired soldier Captain Brackenbrook initially tried to organize a defense, a command later passed to his son, Jon Brackenbrook, who now oversees the somber effort to rebuild and protect what remains of the settlement.

The wilderness surrounding the village also presents natural dangers. The fringes of the Chetwood are not entirely safe, as the area is infested with various creatures, including a monstrous brood of spiders that have overrun nearby locations like Sprigley's Farm and established a lair that stretches to a cave entrance near the Old East Path. This constant threat from both natural and criminal elements ensures that Archet Dale, despite its rustic charm, remains a perilous part of Bree-land's wilder edges.

Tuesday, December 2, 2025

Far 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

The Far Chetwood is a large, untamed expanse located in the remote northeastern corner of Bree-land, distinct from the more settled southern and northern Chetwood areas closer to the villages. It lies north of the ridges that define Archet Dale and south of the cold waters of the lake Nen Harn, bordering the wilder lands of the North Downs. This deep woodland is a place of serene, if somewhat monotonous, natural beauty, characterized by vast quantities of maple trees and a general lack of significant landmarks, offering little to the passing explorer beyond a humble pond and a sense of isolation. It is a large, wild space that feels genuinely remote and forgotten, a peaceful spot for fishing or quiet exploration, far from the main roads and populated centers of Bree-town and the Shire.

However, the Far Chetwood's isolation makes it a haven for various unsavory elements and natural threats that do not frequent the safer, more "tame" parts of the forest. While major strongholds are absent, the area has been known to host formidable bands of the Blackwold brigands, who use the seclusion to establish camps and plot raids on nearby settlements. Furthermore, the natural wildlife here is less docile; explorers may encounter a monstrous brood of spiders, hostile wargs, and even a remote wood troll lurking in the deeper woods, making travel through the Far Chetwood a dangerous endeavor. The wilderness here is truly untamed, a stark contrast to the managed farmlands just to the west.

Monday, November 24, 2025

Journey 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

This system encourages players to find and use Sanctuaries (towns, allied strongholds, special wilderness havens) for full recovery, making wilderness survival a core challenge.

1. Embarkation Phase (Planning the Journey)
Determine Destination and Distance: The Loremaster (LM) determines the distance and the general danger level (e.g., Safe, Perilous, Dangerous) of the terrain the party will traverse.
Assign Roles: The players assign the following roles among themselves. A character can hold only one role:

Guide: Responsible for the overall pathfinding and the final Arrival roll. This character should have high Wisdom or relevant skills (e.g., knowledge of wilderness).
Scout: Focuses on avoiding ambushes and obstacles. This character should have high Dexterity or relevant skills (e.g., tracking, stealth).
Hunter: Ensures the party has food and water. This character should have high Constitution or relevant skills (e.g., foraging, hunting).
Lookout: Keeps watch during travel and rest, reducing the chance of being surprised. This character should have high Wisdom or relevant skills.

2. Journeying Phase (On the Road)
The journey is broken down into segments (e.g., one segment per week of travel). For each segment, the party rolls for Journey Events.

Random Encounters: Instead of rolling for standard random encounters, the LM uses specific Journey Event Tables (which the LM must create or source from AiME material). Events can be beneficial (finding a safe glade, meeting friendly travelers) or harmful (weather, difficult terrain, a dangerous encounter).
Role Checks: The assigned player for a given role makes a check related to their task. Use a d20 roll against an appropriate Ability Score (e.g., Guide uses Wisdom, Scout uses Dexterity) to resolve the event or specific challenges encountered along the way.
Resting on the Road: Player-heroes may only take short rests (8 hour rests).

- Successes can provide bonuses to the final Arrival roll or mitigate negative effects.
- Failures can impose penalties, such as using up extra supplies, becoming lost, or acquiring Exhaustion.

3. Arrival Phase (Destination Reached)
When the party reaches its destination, the Guide makes a final Arrival Roll. This roll is modified by the outcomes of the Role Checks and events during the journey.

• Arrival Roll: The LM sets a difficulty (e.g., a d20 roll, or a 2-in-6 chance on a d6 check depending on OSE style of play). The result determines the party's condition:
- Success: The company arrives in good spirits, full of tales, and potentially with some minor benefits (e.g., a bonus to initial NPC reactions).
- Failure: The party arrives footsore, dispirited, hungry, and exhausted. Characters may gain Exhaustion levels, which impose penalties on future rolls or abilities until properly rested in a Sanctuary.

4. Key Old-School Essentials Adaptation: Resting and Exhaustion
The critical element to convert is the impact of travel on character endurance:
- No Full Recovery in the Wild: Characters cannot take a "long rest" (recovering all HP and spells) in the wilderness. Full recovery requires reaching a Sanctuary, a place offering safety, comfort, and tranquility (e.g., a friendly village, a well-fortified inn, or a special camp like Beorn's house).
- Exhaustion Mechanics: The LM should define simple OSE-compatible exhaustion rules. A system where each level of exhaustion imposes a cumulative penalty (e.g., -1 to all rolls, ability checks, and potentially movement speed) works well within OSE's minimalist framework. This penalty is only removed when the character rests at a Sanctuary.

Friday, November 14, 2025

Resting 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

Short Rest (Resting in the Wild)
A short rest functions much like a standard 5E long rest in terms of game pacing. It typically represents a night's sleep while travelling or camping in the wilderness.

• Duration: At least 8 hours long (the normal duration for a D&D long rest).
• Conditions: Can be taken in the wilderness, during a journey, or in a dangerous location where the party must set a watch or where the risk of interruption is present.
• Benefits: Characters regain all timered abilities, skils and such once an 8 hour rest is completed.
• Detriments: They do not recover from most levels of Fatigue or Strife (the Exhaustion/Shadow points) beyond the first level.

Long Rest (Sanctuary Rest)
A long rest is a rare and significant event that generally occurs between adventures, during the dedicated Fellowship Phase. It requires a genuinely safe and comfortable location.

• Duration: Typically a period of a few days to a week of downtime, not just 8 hours.
• Conditions: Must be taken in a designated Sanctuary—a safe haven such as a well-fortified town, a friendly Elven outpost, or a secure Dwarven hall where the characters can truly "rest easy" without fear of attack.
• Benefits: This is the only way for characters to fully recover their resources. They regain all lost hit points and all class features/spell slots..

These rules emphasize the perilous nature of the wild and make safe havens vital parts of the campaign narrative, encouraging careful resource management during journeys and dungeon exploration.

Saturday, November 8, 2025

The 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 is an ancient, dense, and largely untouched woodland located immediately east of Buckland and the Shire's borders. It represents one of the last remnants of the primordial forests that covered much of the continent in ancient times. Geographically, it is a vast, self-contained wilderness bordered by the River Brandywine to the west and the dreaded Barrow-downs to the east. The forest is characterized by a high, irregular canopy that blocks out most sunlight, creating a perpetually gloomy and shadowed interior where travelers easily lose their sense of direction.

The physical appearance of the forest is both intimidating and unnatural. Many trees within are extraordinarily old, with gnarled, twisted trunks and branches that lean over the narrow paths as if examining passersby. The types of trees vary, but ancient oaks, ash, and particularly a species of large, malevolent willow trees along the riverbanks, known as the Withywindle valley, dominate the landscape. The ground is often covered in thick moss and tangled roots, and the atmosphere is heavy with the smell of damp earth and decay.

The forest's most menacing feature is its sentience and malevolence. The trees are not merely passive obstacles; they possess a collective, conscious dislike for the "walking things" that cross their land, particularly humanoids. This latent malice manifests in physical ways: trees subtly shift their positions to confuse paths, drop heavy branches unexpectedly, or lean over to crowd and trap weary travelers against their trunks, slowly crushing them. This makes navigating the forest an exercise in constant psychological and physical defense.

Travel within the Old Forest is further complicated by the River Withywindle, which flows through the heart of the woods. This river valley is the darkest and most dangerous part of the entire forest, a place where the evil will of the trees seems strongest. The willows near the river are particularly dangerous, capable of putting weary travelers into a deep, ensnaring sleep from which they rarely wake. The river itself serves as a conduit for this oppressive power, making the riparian areas death traps.

Due to these inherent dangers, the Old Forest is completely uninhabited by civilized people. The inhabitants of nearby Buckland built the massive High Hay hedge specifically to keep the forest and its pervasive darkness out of their lands. The only resident mentioned is an eccentric, powerful, and mysterious entity known as Tom Bombadil, who lives with his wife Goldberry in a house near the source of the River Withywindle, seemingly immune to and perhaps even the master of the forest's malevolent properties.

Historically, the forest is a place of deep, ancient mystery, a remnant of a world before the ascendancy of men and hobbits. It is a location where the natural world maintains a primal, dark power that refuses to submit to civilization's touch. Its very existence, pressing so close against the inhabited lands of the Shire and Bree-land, serves as a stark reminder of the untamed, dangerous wilderness that lies just beyond the doorstep of safety.

Friday, November 7, 2025

Bree-land
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 year 3011 of the Third Age, the land of Bree was a unique and largely self-contained "island of civilization" amidst the growing wilderness of Eriador, about forty miles east of the Shire. It was the only place in Middle-earth where Men and Hobbits lived side-by-side in peaceful coexistence, a tradition that had endured for centuries.

The area was roughly twenty-five miles in diameter, centered around the prominent, bare-topped Bree-hill, which gave the region its name (from the Celtic word for "hill"). The land was a mix of undulating lowlands, fields, and the small Chetwood forest to the north. The climate was temperate, with enough rainfall to support the famous pipe-weed crops grown on the hill's southern slopes.

Four main villages comprised Bree-land, each with its own character. The chief village, Bree itself, was located on the western slopes of the hill where the Great East Road and the Greenway (North Road) intersected. It was a bustling hub and home to both Men and Hobbits, its strategic location making it the most well-known settlement.

Staddle was situated on the south-eastern slopes, primarily inhabited by Hobbits who lived in hobbit-holes and focused on agriculture and gardening. Combe was nestled on the borders of the Chetwood, mainly a settlement of Men living in simple houses. Archet, the northernmost and most secluded village, was deep within the Chetwood and largely populated by Men who valued privacy and quiet living. The people of Bree were generally a cheerful, brown-haired, broad, and somewhat short folk, known for their independence. They were more worldly than the Shire-folk, though their knowledge of external lore and history was limited, and they used unique family names often derived from plants (like "Goatleaf" or "Butterbur").

Their specific dialect of Westron and local proverbs were distinguishing features of their culture. Life revolved around farming, local trade, and the traffic passing through the crossroads, which made Bree surprisingly cosmopolitan. The center of this activity was the famous inn, The Prancing Pony, in the village of Bree. It was a major gathering spot for locals and a variety of travelers, including Dwarves, wandering Men (Rangers), and the occasional Elf or Wizard, serving as the main source of news from the outside world.

The origins of the Bree-men are ancient, tracing back to some of the first Men who wandered west into Eriador during the Elder Days and chose to remain in the region. They were distant relations of the Dunlendings and managed to survive the tumultuous history of the region for millennia, establishing a durable presence around the hill.

In the Second Age, the Númenóreans found them already established around the hill. Later, Bree-land became a prosperous part of the North Kingdom of Arnor, benefiting from its strategic position at the intersection of two major roads connecting distant parts of Middle-earth, linking the north and south, east and west.

Around T.A. 1300, Hobbits, fleeing the gathering darkness in the east, migrated to the area and settled alongside the Men, particularly in Staddle and Bree. The two "Big Folk" and "Little Folk" coexisted harmoniously for centuries, forming a unique mixed society unmatched elsewhere in Middle-earth.

After the fall of the North Kingdom of Arnor, while the rest of Eriador became a desolate wilderness, Bree-land survived as an isolated, self-governing community. Its continued existence was largely due to the unacknowledged protection of the Rangers of the North, the descendants of the Dúnedain kings, who guarded the borders from the shadows, keeping the roads safe for travelers in secret.

Notable Settlements
Bree
Staddle
Combe
Archet

Geographical Locations
Chetwood
Midgewater Marshes
Midgewater Pass
South Downs
Weather Hills
Buckland
River Brandywine
Brandywine Bridge
Nen Harn
The Outlands
Greenway
Andrath
Great East Road
The Old Forest
Old Forest
Barrow Downs
River Witchywindle
Northern Bree-Fields
Southern Bree-Fields
Eastern Bree-Fields
Lone-lands
Girdley Island
Brandy Hills

Monday, September 8, 2025

Bree
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 air in Bree is different from the sweet, quiet breezes of the Shire. It carries the scent of pipe-weed smoke, coal fires, and the hustle of folk going about their business. As you approach the village, the land rolls into the sizable, rounded Bree Hill, at the western foot of which the village is nestled. The land around it is open and well-tended, but the wild is never far off. The village itself is surrounded by a deep ditch and a thick, thorny hedge known as the Bree-hedge, with gates that are closed and guarded at nightfall.

Bree is perhaps most renowned for the curious mix of inhabitants who call it home. Here, you find Hobbits—known locally as 'Breelanders', distinct from their rustic cousins in the Shire—living alongside 'Big Folk,' or Men. This mingling of races is a rare sight in Middle-earth, and it gives the place a vibrant, if sometimes wary, atmosphere.

The Men of Bree are a sturdy, rustic people, with a long history of living in these parts, proud of their ancient ways and their small, stable community amidst a darkening world. The layout of the village is practical and compact. Sturdy stone and timber houses cluster along winding, often muddy, lanes. You can find essential services here: a smithy where the ring of the hammer is a constant sound, a general store stocking everything from rope to dried salted fish, and a pony stable, crucial for anyone looking to travel the roads.

The architecture speaks of resilience—built for comfort and defence alike. The heart of the village is the common ground where the main roads meet. The true pulse of Bree, however, beats loudest at The Prancing Pony Inn. It is a large, rambling, and famous establishment, well-known to all travelers on the East-West road and the Greenway. The inn is a haven for wanderers, offering warm firesides, good beer, and sturdy fare. Its landlord, a stout and reliable fellow named Barliman Butterbur, runs a tight ship, though he is often flustered and prone to forgetting things.

The common room is where news and rumors from all corners of Middle-earth are traded freely amongst Dwarves, Men, and the occasional wandering Elf. Life here is steeped in tradition and routine, a small beacon of civilization that has persisted for centuries while greater kingdoms have fallen to ruin. The Breelanders take pride in their self-sufficiency.

They farm the fields of the Bree-land, raise a sturdy breed of pony famed throughout the region, and trade with travelers. Their culture is a unique blend of Hobbit practicality and Manish hardiness, resulting in a people who are cautious of outsiders but hospitable to those who mean them no harm.

Yet, despite its outward cheer and domesticity, Bree exists as a small island in an increasingly dangerous world. The roads leading in and out are often shadowed by uncertainty. Rangers of the North pass through occasionally, offering quiet protection from the darker things that now roam the lands beyond the hedgerows, a service the folk of Bree half-appreciate, half-ignore. The presence of these watchful, weather-beaten men is a silent reminder that safety is not guaranteed here, merely purchased through constant vigilance and the sturdy gates of the village.

For your company of adventurers, Bree represents a crucial crossroads—a place to resupply, gather information, and rest their weary bones before continuing their journey into the unknown. It offers the last true taste of warm civilization before the wilder, darker realms of the East or the desolate, forgotten paths of the South.

As evening falls and the gates close with a heavy thud and scrape of bolts, the true nature of Bree settles in: a tiny bastion of light and community, huddled against the encroaching night of Middle-earth, where the fires of the Prancing Pony burn bright with stories of lands both near and far.

Notable Locations
Hobbit's Hearth
Prancing Pony
The Bree Library
Mayor's Residence
Smithy
Market Square
Lockhouse
Woodworker Shop
Chissa's Patisserie Shoppe
Moneychanger's Shop
General Store

Notable People
Chissa Underhill
Tolman & Lily Greenthumb
Polo Hammidge
Barliman Butterbur
Sherrif Bunce

Monday, August 25, 2025

Current Campaigns
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

Our Middle-earth Campaign Listings
Campaign One Dawn Comes Early

Thursday, February 6, 2025

Exhaustion
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

Exhaustion plays a big part in Middle-earth—more so than in the core rules. It is something to be carefully monitored by the players, but also by the Loremaster. Don’t forget it is possible to kill a character with exhaustion. Such a fate should be an ever-present threat, but one that rarely comes to pass. Characters should certainly seek to avoid higher levels of exhaustion and be wary of it, but actual death by exhaustion can be a deeply unsatisfying end for a hero. In an ideal world, it is a constant, fearful threat that is never realised.

That said, a foolhardy company who rush out into the wild in the wrong roles, without help, and who are terribly unlucky may find some of their number suffer a terrible end to their adventuring careers. It is important as the Loremaster to call attention when quieter members of the company are reaching the higher levels of exhaustion—it is possible they could die, and the company should consider breaking a journey or finding a place to properly rest during an Adventuring phase.

Exhaustion is measured in six levels.
Level 1: Disadvantage on ability checks
Level 2: Speed halved
Level 3: Disadvantage on attack rolls and saving throws
Level 4: Hit point maximum halved
Level 5: Speed reduced to 0
Level 6: Death

A level of exhaustion can be removed with a long rest, various Player-hero or NPC abilities, and some forms of wondrous healing. The reward of the removal of a level of exhaustion by thematic means is a valuable tool in the Loremaster’s armoury.