Sunday, June 21, 2026

The Middle-Earth Campaign
Battle of Five Armies & The Third Age of Middle-Earth
All of our adventures & campaigns will take place during the Third Age of Middle-earth.
Inspired By J.R.R. Tolkien & Peter Jackson

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, June 20, 2026

Giving the Middle Finger to WotC/Hasbro
Battle of Five Armies & The Third Age of Middle-Earth
All of our adventures & campaigns will take place during the Third Age of Middle-earth.
Inspired By J.R.R. Tolkien & Peter Jackson

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, June 19, 2026

Ready, Set, Go!
Battle of Five Armies & The Third Age of Middle-Earth
All of our adventures & campaigns will take place during the Third Age of Middle-earth.
Inspired By J.R.R. Tolkien & Peter Jackson

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.

Tuesday, June 16, 2026

Ready For Content
Battle of Five Armies & The Third Age of Middle-Earth
All of our adventures & campaigns will take place during the Third Age of Middle-earth.
Inspired By J.R.R. Tolkien & Peter Jackson

Tuesday, June 9, 2026

The Shire
Battle of Five Armies & The Third Age of Middle-Earth
All of our adventures & campaigns will take place during the Third Age of Middle-earth.
Inspired By J.R.R. Tolkien & Peter Jackson

The Shire is a land of gentle hills, fertile fields, and quiet rivers nestled in the northwest of Middle-earth. To travelers from distant kingdoms, it seems almost insignificant—a patchwork of farmland and woodland tucked away from the concerns of the wider world. Yet to its inhabitants, the Hobbits, the Shire is the very heart of civilization.

Life moves at a leisurely pace here, marked not by wars or politics but by harvest festivals, family gatherings, and the simple pleasures of good food and good company. Few places in Middle-earth can rival its sense of peace and contentment. The landscape itself is remarkably beautiful. Rolling green hills stretch for miles beneath broad skies, dotted with ancient trees, small streams, and carefully tended farms.

Narrow lanes wind through the countryside, connecting villages and hamlets hidden among hedgerows and orchards. The earth is rich and productive, allowing the Hobbits to enjoy abundant harvests throughout the year. Every season brings its own charm, from spring blossoms and summer gardens to autumn harvests and the occasional dusting of winter snow upon the hills. Most Hobbits live in smials, cozy homes dug into the sides of hills. These dwellings are famous for their round doors and windows, warm hearths, and comfortable interiors. Wealthier families often inhabit sprawling smials with many rooms and generations of relatives under one roof. Others live in quaint cottages built above ground, though even these structures are designed with comfort rather than grandeur in mind. The Hobbits care little for impressive fortresses or towering castles, preferring homes that blend naturally with the landscape.

The largest and most well-known settlement in the Shire is Hobbiton, a charming village surrounded by green hills and gardens. Nearby lies Bywater, known for its lake and busy inns, while Michel Delving serves as the administrative center of the land. Throughout the Shire, villages remain small and welcoming, where nearly everyone knows their neighbors and family names carry generations of history.

Markets, inns, and local gatherings provide the social heart of these communities, fostering a strong sense of belonging. Despite its peaceful reputation, the Shire is not entirely without organization. Local affairs are handled through traditions that have existed for centuries.

The Hobbits have little interest in kings, armies, or grand governments, preferring practical arrangements that interfere as little as possible with daily life. Bounders patrol the borders to keep an eye on unusual happenings, while messengers and local officials oversee matters of record and communication. Most Hobbits would rather discuss the quality of this year's ale than concerns of statecraft. One of the defining characteristics of the Shire is its isolation from the troubles of the wider world.

While great kingdoms rise and fall beyond its borders, many Hobbits remain blissfully unaware of distant conflicts. Travelers and wandering folk occasionally bring news from faraway lands, but such tales often seem more like stories than reality. This separation has helped preserve the Shire's unique culture, allowing traditions, customs, and family histories to flourish largely untouched by outside influence.

For all its simplicity, the Shire represents something precious within Middle-earth: a vision of home worth protecting. It is a place where ordinary people can live ordinary lives in safety and comfort, free from the ambitions of kings and the horrors of war. Its green hills, warm hearths, and welcoming communities embody the very things that heroes fight to preserve. Though small on the map, the Shire stands as one of the most beloved and enduring lands in all of Middle-earth, a symbol of peace amid a world often overshadowed by darkness.

Settlements
Hobbiton
• Needlehole
• Stock
• Whitwell
• Longbottom
• Hardbottle
• Scary
• Bucklebury
• Crickhollow
• Michel Delving
• Bywater

Geographical Locations
Brandywine Bridge
River Brandywine
• Westfarthing
• The Westmarch
• Northfarthing
White Downs
• Northfarthing
Buckland
• Eastfarthing
• Tuckborough
• Tookland

Saturday, May 16, 2026

Hobbiton
Battle of Five Armies & The Third Age of Middle-Earth
All of our adventures & campaigns will take place during the Third Age of Middle-earth.
Inspired By J.R.R. Tolkien & Peter Jackson

Nestled among the rolling green hills of the Eastfarthing, Hobbiton is one of the most picturesque and beloved villages in the Shire. Winding dirt lanes meander between grassy hillsides dotted with Hobbit-holes, their round doors painted in cheerful colors and surrounded by carefully tended flower gardens. Smoke curls lazily from chimneys, and the scent of fresh bread, pipe-weed, and blooming flowers often drifts through the air.

To outsiders, Hobbiton may seem simple and rustic, but to its residents it is a place of comfort, familiarity, and quiet happiness. Life in Hobbiton revolves around family, farming, and community. The surrounding fields produce abundant crops of barley, vegetables, and fruit, while nearby pastures support flocks of sheep and grazing livestock.

Hobbits are hardworking when necessary, but they are equally devoted to enjoying life's pleasures. Birthdays, harvest celebrations, weddings, and shared meals are common occasions for gathering. News travels quickly through the village, often carried from garden gate to garden gate faster than any official messenger could manage.

One of Hobbiton's most recognizable landmarks is Bag End, the grand smial built into the slopes of The Hill overlooking the village below. From its elevated position, one can gaze across a patchwork of green fields, winding lanes, and scattered Hobbit-holes stretching into the countryside. Beneath The Hill lies a network of homes connected by footpaths and gardens, creating a village that seems almost to grow naturally from the landscape itself. Nearby stands the Party Field, a wide grassy space used for fairs, festivals, and the many celebrations that Hobbits so dearly love.

Though Hobbiton lacks the bustling markets and imposing structures found in the great cities of Men, Dwarves, or Elves, it possesses a charm that few places in Middle-earth can rival. The village embodies the peaceful spirit of the Shire: a place where neighbors know one another by name, where doors are rarely locked, and where the greatest concern of most residents is whether there will be enough food for second supper. In a world often troubled by war and ambition, Hobbiton remains a sanctuary of simple joys and enduring contentment.

Wednesday, March 18, 2026

Ready For Content
Battle of Five Armies & The Third Age of Middle-Earth
All of our adventures & campaigns will take place during the Third Age of Middle-earth.
Inspired By J.R.R. Tolkien & Peter Jackson

Saturday, February 14, 2026

Ready For Content
Battle of Five Armies & The Third Age of Middle-Earth
All of our adventures & campaigns will take place during the Third Age of Middle-earth.
Inspired By J.R.R. Tolkien & Peter Jackson

Wednesday, February 4, 2026

Oakroot Woodworks
Battle of Five Armies & The Third Age of Middle-Earth
All of our adventures & campaigns will take place during the Third Age of Middle-earth.
Inspired By J.R.R. Tolkien & Peter Jackson

Nestled near the Market Green and not far from the river docks stands Oakroot Woodworks, the finest woodworking shop in Woodmen-town. The sturdy timber building is easily recognized by the carved wooden signs, stacks of seasoned logs, and the constant sound of mallets and chisels drifting from within. The yard surrounding the workshop is filled with drying lumber gathered from the edges of Mirkwood, carefully selected for its strength and beauty.

The scent of freshly cut oak, pine, and cedar hangs heavily in the air, mingling with wood shavings that seem to cover every surface. The shop is owned by Haldor Oakroot, a broad-shouldered Woodman in his late fifties whose family has worked wood for generations. His thick brown-and-gray beard and powerful hands reveal a lifetime spent shaping timber.

Though quiet and reserved around strangers, Haldor is highly respected throughout the settlement for both his craftsmanship and wisdom. He knows the properties of nearly every tree found in the western reaches of Mirkwood and can often identify where a piece of timber originated simply by examining its grain. Many younger craftsmen seek his advice, and he is known to take on promising apprentices when he finds them worthy.

Inside the workshop, rows of workbenches are crowded with carving tools, hand saws, planes, and unfinished projects. Haldor and his assistants produce a wide variety of goods, including furniture, doors, chests, barrels, hunting bows, shields, tool handles, and household items. His most prized creations are beautifully carved pieces adorned with traditional Woodmen knotwork, animal motifs, and scenes inspired by the forest. Travelers occasionally purchase these works as valuable souvenirs, while local families often commission special pieces to mark weddings, births, and other important occasions.

In recent years, business has remained strong as the dangers of Mirkwood continue to grow. Hunters require replacement bowstaves, farmers need stronger carts and tools, and many households have begun reinforcing doors and shutters against the threats lurking beyond the palisade. Haldor rarely speaks openly of such concerns, but he has quietly begun crafting heavier furniture that can double as barricades and stronger shield frames for the village warriors. Like many in Woodmen-town, he hopes for peace, yet his work increasingly reflects a people preparing themselves for whatever darkness may emerge from the depths of the forest.

Tuesday, February 3, 2026

Tenements
Battle of Five Armies & The Third Age of Middle-Earth
All of our adventures & campaigns will take place during the Third Age of Middle-earth.
Inspired By J.R.R. Tolkien & Peter Jackson

Scattered throughout the quieter lanes of Bree are several modest rental cottages collectively known as Butterbur's Row. Unlike the cramped lodging houses found in larger towns to the south, these cottages are small but respectable homes intended for laborers, traders, craftsmen, visiting hobbits, and families seeking a place to settle within the protection of Bree's walls. Rent for a cottage per months is 4 silver pennies.

Constructed from sturdy timber, fieldstone, and thatched roofing, each cottage contains a simple common room, a warm hearth, one or two sleeping chambers, and a small vegetable garden. Though humble in appearance, the cottages are well cared for and reflect the practical nature and neighborly spirit for which Bree is known. The cottages are owned by Wilcombe Butterbur, a distant cousin of the well-known innkeeping family of The Prancing Pony. Having inherited several aging properties over the years, Wilcombe invested much of his savings restoring them into affordable homes for locals and newcomers alike. Unlike many landlords in larger settlements, he views the cottages as a service to the community rather than merely a source of income.

His reputation as a fair and honest man has earned him the respect of both the Big Folk and the Little Folk who call Bree home. Rent remains reasonable, and tenants experiencing hardship are often granted extra time to pay. This generosity has earned Wilcombe considerable goodwill throughout the town, though some merchants quietly remark that he could earn far more silver were he less charitable. The cottages house a constantly changing mixture of residents. Farm laborers hired during planting and harvest seasons, merchants seeking opportunities along the Greenway, craftsmen establishing workshops, and travelers staying for extended periods can often be found living there.

Several families who settled in Bree in recent years first rented one of these cottages before purchasing homes of their own. As a result, Butterbur's Row has played a quiet but important role in the town's continued prosperity. Recently, however, vacancies have become increasingly scarce. Reports of growing dangers beyond the settled lands have driven many folk toward the relative safety of Bree.

Families displaced from isolated farms near the Chetwood, wandering traders who no longer feel safe camping along the East Road, and laborers seeking steady work have all found temporary refuge within the cottages. Wilcombe has quietly allowed several struggling families to remain despite their inability to pay full rent, believing that preserving Bree's sense of community is more important than turning a profit. Consequently, Butterbur's Row has become more than a collection of rental homes; it has become a symbol of the resilience, hospitality, and fellowship that have long allowed Bree to endure amid the uncertainties of Eriador.

Monday, February 2, 2026

North Moors
Battle of Five Armies & The Third Age of Middle-Earth
All of our adventures & campaigns will take place during the Third Age of Middle-earth.
Inspired By J.R.R. Tolkien & Peter Jackson

The North Moors lie beyond the settled farms and hedgerows of Bree-land, stretching across a broad expanse of windswept grassland, marshy hollows, and rolling heath. Though not truly a swamp, the land is often damp beneathfoot, fed by countless springs and hidden streams that wander through the moor before joining larger waterways.

Thick mists frequently gather during the early morning and evening hours, obscuring distant landmarks and giving the region an air of mystery. To the people of Bree, the moors represent the edge of civilization, a lonely and untamed place where few have reason to travel. Despite their bleak reputation, the North Moors possess a rugged beauty appreciated by shepherds, hunters, and Rangers alike.

In summer, purple heather and wildflowers blanket portions of the landscape, while hardy grasses sway beneath the endless sky. Numerous birds nest among the reeds and rocky outcroppings, and small game can often be found in abundance. The solitude of the moors appeals to those who prefer the company of nature over crowded inns and busy marketplaces, though few choose to remain there after nightfall.

The people of Bree tell many stories about the North Moors. Some speak of ancient ruins hidden beneath the heather, remnants of forgotten kingdoms that once stood in Eriador before the coming of the Hobbits and the Men of Bree. Others whisper of strange lights drifting through the fog on moonless nights, leading unwary travelers astray. While most such tales are little more than fireside legends, enough folk have vanished or become lost among the mists to ensure that the stories endure from one generation to the next.

In truth, the greatest danger of the North Moors is not monsters or ghosts, but isolation. Sudden storms can roll across the landscape with little warning, and thick fog can reduce visibility to only a few yards. Travelers who stray from familiar paths may wander for hours before finding their bearings again. For this reason, the Rangers of the North occasionally patrol the region, keeping watch for threats and guiding lost wanderers back toward Bree. Their quiet vigilance helps ensure that the North Moors remain what they have always been: a wild and lonely frontier standing just beyond the safety of Bree-land.

Sunday, February 1, 2026

North Downs
Battle of Five Armies & The Third Age of Middle-Earth
All of our adventures & campaigns will take place during the Third Age of Middle-earth.
Inspired By J.R.R. Tolkien & Peter Jackson

The North Downs rise north of Bree-land as a series of long, rolling hills that stretch across the wilds of Eriador. Covered in windswept grass, patches of hardy brush, and scattered stands of ancient trees, the Downs appear peaceful from a distance. Their broad ridges offer commanding views of the surrounding countryside, and on clear days one can see far across the lands between Bree and the Weather Hills.

Yet despite their natural beauty, few Bree-folk venture far into the North Downs, for the hills possess an air of age and solitude that many find unsettling. Long before Bree was founded, the North Downs formed part of the ancient Kingdom of Arnor. Though centuries have passed since those days, reminders of that lost realm can still be found among the hills. Crumbling watchtowers stand atop lonely ridges, while weathered foundations and overgrown roads lie hidden beneath grass and moss.

Rangers occasionally uncover fragments of old carvings, broken weapons, or forgotten tombs dating back to the Dúnedain who once ruled these lands. To scholars and adventurers, the Downs are a treasure trove of history; to most sensible folk, they are simply another reminder that greater kingdoms once stood where only ruins remain today.

The North Downs are not entirely deserted. Shepherds sometimes graze their flocks along the lower slopes, and hunters occasionally venture into the region seeking deer, hare, and wild fowl. Rangers of the North patrol the hills more frequently than any other folk, keeping watch over ancient ruins and ensuring that threats from the wilderness do not creep too close to Bree-land. Travelers who encounter these silent guardians rarely receive more than a nod before the Rangers vanish once more into the vastness of the hills.

As darkness falls, however, the character of the North Downs seems to change. Strange sounds carried by the wind have given rise to countless tales among the people of Bree. Some speak of spirits lingering among forgotten tombs, while others whisper of trolls, wandering orcs, or darker things moving through the abandoned ruins. Most of these stories are likely exaggerated, but enough disappearances and unsettling encounters have occurred over the years to keep the superstitions alive. Whether haunted by ghosts or merely by the memories of a fallen kingdom, the North Downs remain one of the most mysterious and storied regions in all of Bree-land.

Tuesday, January 27, 2026

White Downs
Battle of Five Armies & The Third Age of Middle-Earth
All of our adventures & campaigns will take place during the Third Age of Middle-earth.
Inspired By J.R.R. Tolkien & Peter Jackson

The White Downs lie to the west of Bree, a region of broad chalky hills and pale ridges that stand out against the darker greens of the surrounding countryside. Their name comes from the white stone that often breaks through the thin soil, creating bright streaks across the landscape that can be seen from miles away on clear days. The Downs are gentler than the rugged North Downs, with rolling slopes covered in grass, wildflowers, and scattered groves of ash and hawthorn.

Many Bree-folk consider the White Downs among the most beautiful parts of Bree-land, especially during spring when the hills are alive with color and birdsong. Several well-traveled paths cross the White Downs, connecting Bree to isolated farms, shepherding camps, and seasonal grazing lands. Shepherds have long favored the region for its abundant grasses, and flocks of sheep are a common sight upon the hillsides.

The wool produced here is highly valued throughout Bree-land, and many local weavers rely upon it for their trade. Small stone walls, weathered by generations of wind and rain, crisscross portions of the landscape, marking old property boundaries that have existed for centuries. The White Downs also possess a rich history that predates the founding of Bree itself.

Ancient burial mounds and weather-worn standing stones dot the hills, their origins forgotten by all but the most learned scholars and Rangers. Local legends claim that some of these monuments date back to the days of the Kingdom of Arnor, while others are said to be even older. Though most Bree-folk pay little attention to such relics, children often grow up hearing tales of hidden treasures, sleeping kings, and wandering spirits said to linger among the ancient stones when the fog rolls in from the west. Despite these stories, the White Downs are generally regarded as one of the safest regions in Bree-land.

Farmers, shepherds, and travelers move freely across the hills throughout much of the year, and many families make excursions there during festivals and holidays. Rangers occasionally pass through the area, keeping a watchful eye on the old ruins and lonely trails, but serious danger is uncommon. The White Downs serve as a reminder that not all of Eriador's ancient places are grim and foreboding; some remain peaceful landscapes where the beauty of the land and the echoes of history exist side by side beneath the endless sky.

Monday, January 26, 2026

Ready For Content
Battle of Five Armies & The Third Age of Middle-Earth
All of our adventures & campaigns will take place during the Third Age of Middle-earth.
Inspired By J.R.R. Tolkien & Peter Jackson

Monday, January 19, 2026

Ready For Content
Battle of Five Armies & The Third Age of Middle-Earth
All of our adventures & campaigns will take place during the Third Age of Middle-earth.
Inspired By J.R.R. Tolkien & Peter Jackson

Saturday, January 10, 2026

Ready For Content
Battle of Five Armies & The Third Age of Middle-Earth
All of our adventures & campaigns will take place during the Third Age of Middle-earth.
Inspired By J.R.R. Tolkien & Peter Jackson

Friday, January 9, 2026

Ready For Content
Battle of Five Armies & The Third Age of Middle-Earth
All of our adventures & campaigns will take place during the Third Age of Middle-earth.
Inspired By J.R.R. Tolkien & Peter Jackson

Wednesday, January 7, 2026

Ready For Content
Battle of Five Armies & The Third Age of Middle-Earth
All of our adventures & campaigns will take place during the Third Age of Middle-earth.
Inspired By J.R.R. Tolkien & Peter Jackson