Or at least outlines for one. I've mulled this thing over for months now, but have had no time to really put it together. Hopefully I'll be able to do it over the summer, as career pressures are slack for the moment. I had in mind, ultimately and hopefully, to be able to put this together as a chronicle length fan module, like those old AD&D campaign super modules that I loved so well in junior high, and find a good site with potential longevity where I could post this.
What I would like from this community: any suggestions you may have to shore up plot holes or contradictions, potential encounters, transitions from one chapter to another, or any other ideas you may have. In this post I have an overview of the chronicle's background and a prologue of sorts. Later, I hope to add summaries of each of the chapters for you to comment on if you like. Hope it interests you...
OUTLINE & BACKGROUND OF THE PROPOSED CHRONICLE
This chronicle will begin in Bree, then move through the adjacent lands of Eriador, to the Trollshaws. Then to Rivendell, into the old land of Angmar, and finally to the ruins of Carn Dum.
Sauron's master plan
The year this chronicle begins is 3010 of the Third Age. At this time, Sauron is completing his fortifications, and calling forth his subject peoples, awakening his creatures, and sending forth his agents and spies. His overall strategy for the coming war, when he is ready, is to strike first at Gondor and the lands east of the Misty Mountains. Ultimately, it is his plan to rule the lands east of the Anduin, and to commit the lands west of it up to the Misty Mountains to his Lieutenant in Isengard. Once this is consolidated, he will send the Witch-king to take up again his throne in Angmar, and make war against what remains of the Free People there, especially to drive the Elves of Lindon into the Sea. In preparation for this, he has sent agents into the North to maintain its scattered and wild state, and to encourage fear in its peoples by rousing the Orcs of the Misty Mountains and the Trolls of the Ettenmoors. Further, his minions in Dol Guldur have made stealthy advance into Angmar, to prepare it for the eventual coming of the Lord of Morgul.
He has sent two of his Nazgul, Uvatha the Horseman and Adunaphel the Quiet, to oversee his tripart purpose in Eriador: 1) To prepare Angmar for the Witch-king's coming: to organize Orc tribes into hosts, scout out the lands, and to rebuild Carn-dum and other fortresses. 2) To stir up, multiply, and arm the Trolls, Orcs and fell beasts of Eriador, to commit them to harass and plunder the peoples, make the roads unsafe, and to maintain the weakened and wild state of the North while Sauron wars east of the Mountains. 3) To seek news of any Heir of Isildur that may be alive, and if found to be so, to slay or enslave him to Sauron's will. Of course, Sauron's desire to find the Ring pervades all of his many plans and councils, but he has not yet learned of Baggins or The Shire.
It is in this year that Sauron ensnared Saruman through the palantir. In reading Saruman's thought, he has learned much, but not all. Saruman is strong enough that what Sauron perceives in his mind is not made plain, but is half-hidden, forcing the Dark Lord to make guesses. Being of the White Council, Saruman knows of the Rangers of the North, but the truth about them he has masked from Sauron. This plays into Saruman's hands, for it troubles the Dark Lord, and Saruman may make much mischief thereby for Mordor's agents in the region, and divert him from hunting for the Ring, buying Saruman more time, and giving trouble also to the Dunedain. Having learned through Saruman of shadowy wanderers who hunt his creatures and guard the peoples of Eriador, he seeks to know who they are and what their business is. Remembering Arnor, he wishes to know if these people are a remnant of the Dunedain, and what they may know of Isildur's line. To this purpose he sends two Black Numenorean slayers, disguised as Knights of Gondor seeking news or lore of the North kingdom that may aid Gondor in its coming struggle. They carry with them a rare poison distilled of the vines of Far Harad. With this they are to wound one of these Rangers, and if they be in service to any heir of Isildur, it may be that he will come to his liegeman's aid. For Sauron also knows the lore of old: "The hands of the King are the hands of a healer." So rare a poison could not be known to any conventional healer in Eriador. The man who heals his servant is suspect, and the Black Numenoreans are to waylay, question, then kill him. If this fails, or if news is gathered of more worth, these killers are to report to Uvatha, who hides in the Trollshaws, mustering Trolls. The Nazgul has been given a lethal weapon: three Morgul arrows. If an heir of Isildur is found, or even a captain of these Rangers, Uvatha will seek to shoot him with one of these arrows, and bind his victim to the will and use of Sauron.
Because his Nazgul are to remain low-key, the prime mover of Saruon's machinations in Eriador is his servant The Morrigan. She is a sword-master and sorceror. Born in Dunland 500 years ago, she eventually found service in Dol Guldur, and her life extended by dark arts. The Dunlendings fear her and have many legends about her. They call her The Morrigan (Du. "Scald-crow"), and attribute to her the power of speaking with ghosts, and lordship over the crebain. She has the ability to take the form of a white crow with black flecks, or that of an old crone who creates fear with whispered rumors and taunts. She has acted as her master's emissary to Isengard. She it is who compelled most of the Dunland clans to join with the White Hand. An elite remnant she has retained for Angmar's service, a fierce war band under the leadership of a Dunlending cheiftan, Durg-datha, who claims to be Ard-ri (Du. "High King") of the Dunnish clans. This band is marching to the Trollshaws, to gather to their fold the last remaining community of Hillmen there. These Hillmen are a sullen and unfriendly people, but they retain the memory of the curses that fell on their people for their service to the Witch-king, and will have no more truck with The Shadow. Also, they curse their more advanced cousins in Dunland, who have come to them at times to make demand of tribute in the form of slaves made of their own youths.
In Angmar, Adunaphel has reawakened the power that has before made Angmar an unclean land, fit for the sorceries of the Morgul lord. At the end of the First Age, when Angband was destroyed in the War of Wrath, the cataclysm created explosions of such great power that the land was ripped assunder, and the walls and spirits of Morgoth were sent flying over the wide world. An evil spirit became entrapped in a broken pillar of the Iron Fortress, and this pillar landed in great force in the side of a cliff in the Mountains of Angmar. It was there that Sauron, upon his reawakening, found this place-demon, and bound it to his will, to send and evil pall over that land. When the Witch-king founded his realm, to hold his evil men to servitude he made them take an oath with their blood upon this pillar, to never waver in servitude to the Dark Lord, even after death. These phantoms, the Men of Carn Dum, dwell there still, and Adunaphel is gathering them into a host.
To further strife in this land, The Morrigan gave to Snori, a Dwarf noble in the Blue Mountains, a lesser Ring of Power and instruction in sorcery, and encouraged him to gather a host to return to their old fastness that was where Carn Dum now stands. Upon success, one of the Seven has been promised him. This is a lie, of course, and Snori will be betrayed. Knowing that the Elves will not tolerate the possibility of the Dwarves awakening evil in Angmar, it is hoped that war may be stirred as members of the Wandering Companies discover that these Dwarves have already rebuilt a fortress on the borders of Angmar as a base from which to begin their expeditions to Carn Dum.
It is within these webs and this gathering strife, that the heroes will build their chronicle.
I. Bree & The Prancing Pony
"Orcs were multiplying again in the mountains. Trolls were abroad, no longer dull-witted, but cunning and armed with dreadful weapons. And there were murmured hints of creatures more terrible than all these, but they had no name." - The Fellowship of the Ring, "The Shadow of the Past"
The heroes are met at The Prancing Pony in Bree. In the common room are local men and hobbits. A few more outlanders than usual are gathered as well. A dwarf caravan is seated at a table, conversing with an old man in gray. Near them, but apart, sits a weatherbeaten man in cloak and travelling leathers scanning the room coolly but intently. A party of men from the hamlet at Sarn Ford are congratulating each other on a successful trade of wares in town with a bit too much stout. Barliman stands at the common bar talking to two men who appear to be travellers from the Dale lands. Eyeing the hobbits are an ugly squint-eyed man and a surly looking Eriadorian.
The locals are discussing the most recent news: a party of merchants came with a shipment of wine and furs from Dorwinion via Dale. On the East Road they had been trailed by brigands, and one night they attacked. In the midst of the attack Trolls came charging out of the rocky escarpments on both sides of the road, attacking merchants and brigands alike. Most of their guard were slain, and only two escaped with a gravely wounded Dorwinrim merchant as the Trolls pursued the fleeing brigands, or squated amongst the smashed wagons to pick through the loot or devour the horses. The trolls were armed with great spiked maces and glaives. If asked about this, some will nod toward Barliman and the two Northmen. They are the two caravan guards from Dale who survived. If they are approached, they may mention more of their encounter, particularly that they heard Troll calls in the hills for miles as they escaped. The Dorwinrim merchant is resting, gravely wounded, in the cottage of a local healer under her care.
The drunken men of Sarn Ford are speaking of a succesful trade of wheat to Bree. They speak of better lands immediately to their north that they could farm, which is held by an indolent folk, the Hobbits of the Shire: "There's plenty of land there they could be sharing with folk as has less. Acres and acres of land given only to farmin' leaves. And do they eat these crops? No! They smoke 'em! More and more folk are coming to us from the South lands past the river, and we could stand to have more land for the feeding of men, rather than to be burnt up as so much smoke by those as have less need." They eye the Bree hobbits angrily. The squint eyed man and his companion join the table after hearing about The Shire and pipe-weed and begin to ask questions. The squint-eyed man is a Half-Orc, Saruman's first spy in the Bree-land, and he is under orders to gather information about the Shire and establish contacts for the buying of pipe-weed. His companion is a local brigand of the Weather Hills, whom the Half-Orc is attempting to enlist to further Saruman's plots. One of the locals, Bill Ferny, goes over to join their talk.
On hearing the tale of the Northern merchants, the Dwarves shake their heads: "This news bodes ill, Tharkun. We have left our homes in the East, to seek our kin of the West. The men of Rhun are confederated, and they have no love of our folk. The Dark Tower is rebuilt, shadow lies over Mordor. War is coming, and we have left it. Now it seems that which we flee moves also in the night of the West." They grow silent. The man in gray speaks: "Come, my good Dwarves. These lands have long been wild, and no promise was given you that you should find here the safety you seek. Yet no shadow holds sway here yet. It is often evil in the wild to fare, yet there are those still who watch the paths, so that others may travel unhindered. So do not despair!" The man is Gandalf, and as he speaks, he casts a look and a half-smile at the heroes.
The locals grow tired of dark tidings "as don't touch us in Bree." One calls to the man in the corner: "Let's forget these trouble-tales! Come Master Longshanks! You've a rare tale to tell when you have a mind. Give us one now." A chorus of agreement rises. The man (Halbarad) looks up slowly: "And do you think that the tales of old have naught to do with the troubles of these times? But come, I will tell you of Ondoher, the last Prince of Cardolan that was of old, and of the flight and last stand of his sons in the Old Forest."
When Halbarad finishes his tale, the Half-orc speaks so the room can hear him: "Why you in this town allow these rough men, these Rangers, to wallow in your inns is far from me to understand. Like as not they are brigands as robs you in the night, only to hide out in your own towns, and lull your heads with fairy stories." Ferny chimes in: "Aye, and taking in Dwarves and such! Run to your hills, and eat your wretched tin, rather than eat us out of house an' home. Garn!" He spits on the floor. At this the Dwarves rise in anger, hands on their axe hafts. The brigand and the Sarn Ford men want some trouble, and will make some, if they aren't stopped. Suddenly the heroes hear Gandalf's voice speaking low from behind them: "Give poor Barley a hand, won't you, my good fellows? Before the peace of this pleasant inn is quite spoiled!" The heroes should stop any violence from occuring, rather than create some of their own. (The Pony is no place for D&D style bar brawls!). If things look bad, Halbarad will stare down the trouble makers: "Those who would speak against brigands should take care that brigand talk does not fall from their mouths!"
The heroes will find that Gandalf knows their names, even if they do not know him. He will say to them, "Think not that your coming here and all you have heard and all that has transpired is all coincidence. Much that seems strange works even stranger will, here in these lands of Middle-earth! But come, I have a proposition for you, one I think you will have a mind to, and it concerns also my friend here, Halbarad, a worthy man." At this the Ranger rises and bows.
He will give them to know only that he is a hunter of evil beasts, and that the news that was heard is of concern to himself and some of his friends, whose strength is taxed and scattered. He wishes to investigate the lands around for signs of these Trolls, and possibly worse. If the heroes agree (and they ought to, otherwise this chronicle won't begin!), Gandalf rises: "Halbarad, my friend, I leave you in good company. I must be off now, to settle our other business. Good luck to you, and all of you!" With that, he pays Barliman and leaves. (Unknown to the heroes, but known to Halbarad, Gandalf leaves to join Aragorn in resuming the hunt for Gollum).