Dlsharrock
First Post
The Third Age of the Sun, and long have the sons of Numenore struggled against the tides of evil. The Witch King of Angmar, Lord of the Nazgul, holds dominion in the north and threatens the diminishing kingdom of Arnor. He seeks an end to the age of Men.
In the south, King Umbardicil of Gondor battles to maintain his country's borders against the barbarian hordes and especially the Wainriders of Rhun. The Dwarfs of Moria have vanished, and the Elves of Lorien, Rivendell and Belfallas are enshrined, unwilling or unable to help the ailing Dunedain.
Moreover, something evil stirs in the shadows of Mirkwood...
Welcome to The Citadel of the Iron Crown story hour (previously Eve of Mirkwood), Dlsharrock's 3.5ed D&D game set with reverent respect in J R R Tolkien's Middle-Earth. I will try to update this story hour as we close threads and as time allows. Enjoy.
~ The In Game Thread ~
http://www.enworld.org/showthread.php?t=224827&page=1
~ Cast of Characters (In Alphabetical Order) ~
Aerec, Son of Shild, Eotheod horse master, prized in the logging camp for his knowledge and expertise in all matters equine.
Aranel Amandil, Elven ranger/scount multiclass. Native of Mirkwood and watcher of Men's affairs (particularly their harvesting of the trees of Mirkwood).
Aurvandil, Son of Erentil, disenfranchised knight of Gondor and heir to a long line of unseated Gondor knights.
Baran the dwarf and his dog Belly, foreman of the logging camp, responsible for the day to day running of affairs.
Gellion a young orphan, unpopular with other loggers due to his strange ways and love of nature. He idolises Thalion.
Granthan in charge of administration, diplomacy and trade with Lake Town.
Thalion the Sindar Elven druid, of mysterious background and calling, he dwells in Mirkwood.
Ulfang the barbarian, troubled refugee from Rhovanion who has long sought solace in the bottom of a bottle, and whose newfound courage to face the world is thanks in part to his discovery of a new life in the logging camp.
~ Cast of players ~
Baran - Binder_Fred
Aranel - Shayuri
Aerec - Redclaw
Ulfang - renau1g
Thalion - Fenris
Gellion - Dlsharrock
[SBLOCK=DM's commentary about setting and accuracy (possible/soft spoilers)]
In some ways I'm guilty of Tolkien nazism because I've kept the setting as accurate as I possibly can, keeping in mind that very little available information is reliable, and that even official chronology and history tend to be second or third hand interpretations. Therefore, if my translation of Middle-Earth circa TA1874 (the era we've chosen to play) displays any anomolies, I reserve the right to ignore all and any comments pointing this out unless those comments come directly from John Ronald Reuel Tolkien himself
Game wise, I've done my best, as I have done in transcribing the game threads into a readable story hour. I have absolute 100% respect for the setting and am fully aware the risk I've taken playing a D&D game in Middle-Earth. Hopefully I won't screw it up too badly 
We're playing our game in the Third Age of the Sun, 1874, some six hundred years before the events of The Hobbit, though the location is much the same now as it was in that book with the exception of certain chronological events. Mirkwood has recently become a place of evil, thanks to the presence of 'The Necromancer' in Dol Guldur, a tower on the western fringe of the woods. The Lonely Mountain is yet to become the realm of Dwarfs and Dale is yet to suffer the arrival of Smaug. Indeed, Dale and Lake Town to the south in Esgaroth, are still thriving towns, both seats of power in their own right.
The region around Mirkwood is inhabited by Northmen known variously as Beornings, Eotheod horsemen (precursors to the Rohirrim nation), Lake Men of Lake Town in Esgaroth, Dale Men from the town of Dale in the shadow of the Lonely Mountain and Woodsmen from Mirkwood itself. Other Men who live hereabouts include Rhovanians from the great tracts of wilderness stretching east of Mirkwood. This region is currently oppressed by the barbarian Wain Riders, who control most of the major settlements and systematically pillage and bully the minor ones.
Elves also live in the area, most notably the Sindar Elves of King Thranduil who inhabit the north of the forest itself. Their kingdom used to extend all the way down to the Brown Lands, but since the forest became a place of evil they have been forced north to live a restricted existence beyond the Mirkwood Mountains.
Many great nations exist in Middle-Earth at this time. Gondor is diminished but still retains control of much of the southern civilised lands. Arnor still stands to the far West, though here the Men of Dunedain fight an ongoing struggle for survival and many of their major cities have been reduced to ruin. The cause of this is the Witch King who resides in Angmar, a mountain enveloped realm and home to most of the raw evil infesting Middle-Earth outside of Mirkwood. Moria is a major Dwarf domain and at this time houses most of the dwarfs of Middle-Earth. Its doors are closed to ousiders and the Dwarfs, who rarely venture outside, fear the world above ground may soon be conquered fully by an allegiance between the Necromancer and the Witch King, both seats of power encasing Moria as pincers of evil.
Lothlorien is the Noldor Elven enclave east of the Misty Mountains and there are other Elf lands such as Belfalas, the Gulf of Lune (home of the Falathrim and the famed Elven shipwright Cirdan) and Rivendell, home of Elrond, an Elf of old and keeper of The High Pass.
Mordor, once the realm of Lord Sauron, lies largely empty and abandoned by the orcs and goblins of that banished evil. Long has it been since Isildur, son of Elindil the High King of Gondor, cut the One Ring from Sauron's finger and smote his ruin upon the battlefield of Dagorlad. The One Ring is thought destroyed, or lost. Nevertheless, Isildur's heirs fear it not, for there are greater evils massing and greater threats.
Chief among these are the barbarian hordes of Rhovanion, Wainriders, charioteers and thugs who have raped, pillaged and burned their way across the settled lands of the east and enslaved all who fall under their rule. To the south also dwells the threat of barbarian Men, dark of skin and mind, Men who fear no force for good and would see the downfall of the last great nations in Middle-Earth.
[/SBLOCK]
In the south, King Umbardicil of Gondor battles to maintain his country's borders against the barbarian hordes and especially the Wainriders of Rhun. The Dwarfs of Moria have vanished, and the Elves of Lorien, Rivendell and Belfallas are enshrined, unwilling or unable to help the ailing Dunedain.
Moreover, something evil stirs in the shadows of Mirkwood...
Welcome to The Citadel of the Iron Crown story hour (previously Eve of Mirkwood), Dlsharrock's 3.5ed D&D game set with reverent respect in J R R Tolkien's Middle-Earth. I will try to update this story hour as we close threads and as time allows. Enjoy.
~ The In Game Thread ~
http://www.enworld.org/showthread.php?t=224827&page=1
~ Cast of Characters (In Alphabetical Order) ~
Aerec, Son of Shild, Eotheod horse master, prized in the logging camp for his knowledge and expertise in all matters equine.
Aranel Amandil, Elven ranger/scount multiclass. Native of Mirkwood and watcher of Men's affairs (particularly their harvesting of the trees of Mirkwood).
Aurvandil, Son of Erentil, disenfranchised knight of Gondor and heir to a long line of unseated Gondor knights.
Baran the dwarf and his dog Belly, foreman of the logging camp, responsible for the day to day running of affairs.
Gellion a young orphan, unpopular with other loggers due to his strange ways and love of nature. He idolises Thalion.
Granthan in charge of administration, diplomacy and trade with Lake Town.
Thalion the Sindar Elven druid, of mysterious background and calling, he dwells in Mirkwood.
Ulfang the barbarian, troubled refugee from Rhovanion who has long sought solace in the bottom of a bottle, and whose newfound courage to face the world is thanks in part to his discovery of a new life in the logging camp.
~ Cast of players ~
Baran - Binder_Fred
Aranel - Shayuri
Aerec - Redclaw
Ulfang - renau1g
Thalion - Fenris
Gellion - Dlsharrock
[SBLOCK=DM's commentary about setting and accuracy (possible/soft spoilers)]
In some ways I'm guilty of Tolkien nazism because I've kept the setting as accurate as I possibly can, keeping in mind that very little available information is reliable, and that even official chronology and history tend to be second or third hand interpretations. Therefore, if my translation of Middle-Earth circa TA1874 (the era we've chosen to play) displays any anomolies, I reserve the right to ignore all and any comments pointing this out unless those comments come directly from John Ronald Reuel Tolkien himself


We're playing our game in the Third Age of the Sun, 1874, some six hundred years before the events of The Hobbit, though the location is much the same now as it was in that book with the exception of certain chronological events. Mirkwood has recently become a place of evil, thanks to the presence of 'The Necromancer' in Dol Guldur, a tower on the western fringe of the woods. The Lonely Mountain is yet to become the realm of Dwarfs and Dale is yet to suffer the arrival of Smaug. Indeed, Dale and Lake Town to the south in Esgaroth, are still thriving towns, both seats of power in their own right.
The region around Mirkwood is inhabited by Northmen known variously as Beornings, Eotheod horsemen (precursors to the Rohirrim nation), Lake Men of Lake Town in Esgaroth, Dale Men from the town of Dale in the shadow of the Lonely Mountain and Woodsmen from Mirkwood itself. Other Men who live hereabouts include Rhovanians from the great tracts of wilderness stretching east of Mirkwood. This region is currently oppressed by the barbarian Wain Riders, who control most of the major settlements and systematically pillage and bully the minor ones.
Elves also live in the area, most notably the Sindar Elves of King Thranduil who inhabit the north of the forest itself. Their kingdom used to extend all the way down to the Brown Lands, but since the forest became a place of evil they have been forced north to live a restricted existence beyond the Mirkwood Mountains.
Many great nations exist in Middle-Earth at this time. Gondor is diminished but still retains control of much of the southern civilised lands. Arnor still stands to the far West, though here the Men of Dunedain fight an ongoing struggle for survival and many of their major cities have been reduced to ruin. The cause of this is the Witch King who resides in Angmar, a mountain enveloped realm and home to most of the raw evil infesting Middle-Earth outside of Mirkwood. Moria is a major Dwarf domain and at this time houses most of the dwarfs of Middle-Earth. Its doors are closed to ousiders and the Dwarfs, who rarely venture outside, fear the world above ground may soon be conquered fully by an allegiance between the Necromancer and the Witch King, both seats of power encasing Moria as pincers of evil.
Lothlorien is the Noldor Elven enclave east of the Misty Mountains and there are other Elf lands such as Belfalas, the Gulf of Lune (home of the Falathrim and the famed Elven shipwright Cirdan) and Rivendell, home of Elrond, an Elf of old and keeper of The High Pass.
Mordor, once the realm of Lord Sauron, lies largely empty and abandoned by the orcs and goblins of that banished evil. Long has it been since Isildur, son of Elindil the High King of Gondor, cut the One Ring from Sauron's finger and smote his ruin upon the battlefield of Dagorlad. The One Ring is thought destroyed, or lost. Nevertheless, Isildur's heirs fear it not, for there are greater evils massing and greater threats.
Chief among these are the barbarian hordes of Rhovanion, Wainriders, charioteers and thugs who have raped, pillaged and burned their way across the settled lands of the east and enslaved all who fall under their rule. To the south also dwells the threat of barbarian Men, dark of skin and mind, Men who fear no force for good and would see the downfall of the last great nations in Middle-Earth.
[/SBLOCK]