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Thread: LotR - Twilight of the North

  1. #1
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    LotR - Twilight of the North

    At the end of the Second Age, the great king Elendil founded twin kingdoms, Arnor and Gondor. Though Elendil fell in battle with Sauron at the Last Alliance of Elves and Men, his son Isildur defeated Sauron.

    At the dawn of the Third Age, Isildur and his heirs ruled over the North Kingdom, Arnor, while his brother Anarion’s heirs ruled over the South Kingdom, Gondor. Elendil and his heirs were High Men, or Dùnedain. Possessing elven blood (owing to their ancestor Elros, brother of Elrond), the High Men are longer lived than common men (and typically greater in height and strength as well).

    Arnor was struck a crippling blow early in its history, with King Isildur and many of his men who survived the battle with Sauron slaughtered at Gladden Fields. Arnor never quite recovered from that loss. Militarily, Gondor was the mightier of the twin kingdoms, expanding over the land and sea, waxing and waning over the years. Some years were years of prosperity for Gondor, with her great cities growing in splendour, while others were years of retreat or civil war.

    Arnor, on the other hand, has suffered from a steady decline. It was never heavily populated and over the years diminishment has continued. Approximately a thousand years into the Third Age it splintered into three successor states, Arthedain, Cardolan, and Rhudaur, owing to a fight for succession of the ruling scepter. Rhudaur quickly became an ally of the vile With-King of Angmar, a realm dedicated solely to the destruction of Arnor. Plague and constant war effectively finished off Cardolan – though it is ruled by Arthedain in name, it is now even more unsettled than Arthedain.

    Arthedain struggles to persevere, preserving the line of Elendil and Isildur. It has fought long and hard to protect its people (among them the Hobbits of the Shire) from the forces of Angmar. Yet every year brings more and more losses to Angmar – losses of land (which can be regained) and losses of Men (which cannot).

    Of late, Arthedain and Gondor have reestablished ties with one another, realizing that though their foes may be wearing different faces, all serve, in one degree or another, the Dark Lord Sauron. In 1940 Prince (now King) Arvedui of Arthedain was wed to Fíriel, daughter of King Ondoher of Gondor. Ondoher and his sons fell in battle in 1944, leading Arvedui to make an unsuccessful claim for the throne of Gondor, hoping to rejoin the heirs of Elendil into one kingdom again. Instead, the throne of Gondor went to Eärnil of the royal house, who pledged that Gondor would remain a friend of Arthedain.

    It is unclear how strong the alliance with Gondor is. Gondor is strong, far stronger than Arthedain, but it is also beset by enemies from all sides. Arthedain struggles to survive, but there is a sense of inevitable doom. The High Seer of Arthedain has prophesized that King Arvedui is the last king of the Arthedain, though what this precisely means is uncertain, for seers are often vague in their foretelling. Yet the people of Arthedain would not at all be surprised if this realm were to be overrun by the forces of Angmar by the end of the decade.

    Still, Arthedain stands as it always has, valiantly, over seemingly impossible odds. If it does fall, the bards will sing tales of its final stand against darkness for generations…

    It is the year 1970 of the Third Age of Middle Earth, over a thousand years before the War of the Ring. Yet events in the North are transpiring that will have a great effect on the War of the Ring…

  2. #2
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    Obviously, the above is familiar to those who are "Tolkien Scholars". I've written this up as a way to introduce my players to the background for LotR game I've been working on, should we choose to go ahead with it.

    How's it sound? I'm hoping to introduce the Kingdom of Arthedain, giving just enough detail so they'll be able to make characters but avoid overwhelming them.

    The players all have at least passing knowledge of LotR from the New Line Cinema films.
    AKA Breschau of Livonia (mainly rpg forums)
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  3. #3
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    That sounds (and looks) really good, Dan. There's certainly a lot of campaign (or Chronicle, if you prefer) possibilities to be found there. If I recall correctly, you said, in another thread, that you had envisioned this as a founding of the Rangers campaign (please feel free to correct me if I'm wrong here). It seems, though, that there's some additional potential to be found here.

    For instance, if you were looking at doing a 'generational campaign', to tie in with the War of the Ring (which this campaign preludes nicely, I think), you could have Elven characters from Rivendell, who are part of the small group that Elrond sends to fight against the Witch-King and Angmar (led by Glorfindel, I think). These characters could then take part later on in the War of the Ring, perhaps with some of the decendants of the other characters from the campaign.

    Along that same vein, perhaps a possible adventure idea might involve the PC's from Arthedain seeking out Elven assistance in their struggle against the Witch-King, which would harken back to the Last Alliance of Men and Elves. I don't recall how it came to be that the Elves decided to fight against Angmar, so perhaps its the PC's that take a pivotal role in that process? Perhaps, too, a somewhat adventurous Hobbit decides to get involved, or a Dwarf who happens to travel through the area. It certainly seems that there's plenty of options for players to choose from here.

    For my part, I've planned on doing a story arc around the war between Arethdain and Angmar in the Age-spanning campaign that I'm running, with the Elven PC's coming from Rivendell to assist the Men of Arethdain in their battles against the Witch-King, so some of my ideas presented here have come from that.

    In any event, I'm interested to see how it works out for you. Like I said, it sounds like fun! Good luck!



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  4. #4
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    Nice work Dan.

    So are you planning to tie this in with the assault on the Witch King?
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  5. #5
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    Assuming we go ahead with the game, yup. They'll be there in Fornost when the Witch King strikes. Hopefully they'll figure a way out, both for themselves and the heirs of Isildur...
    AKA Breschau of Livonia (mainly rpg forums)
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  6. #6
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    When I read about a campaign that interests me, I immediately start wondering what kind of character I would run if I could play there. After reading about this one, it took about a minute to think of five different characters I'd like to run. Doh! Six.
    + &lt;&lt;&lt;&lt;<

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  7. #7
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    "Your representative owes you, not his industry only, but his judgment, and he betrays instead of serving you if he sacrifices it to your opinion."

    - Edmund Burke, 1774

    So my instinct was to scrap this idea, but it keeps calling me. Haunting me actually... I've thought of ways to adapt it to my group's issues - being a little concerned about being on an epic quest and portraying "stern nobility". There was also mention of preference for Bilbo's quest - something a bit more clearcut. But which still evolved into something greater.

    As I'm rereading Fellowship, I notice how Tolkien, even there was careful to start the quest out slowly. From a hobbit's perspective, and allow us to see the world through their eyes.

    So here's the outline for the game. The saga is now divided into three parts (oringally there were four). The first is self-contained - if the game does not work out, it can be ended there with no harm done.

    Part I - The Quest for the Lost Dwarf Mines - 1972-73, Third Age

    In the Blue Mountains their are many Dwarf Cities, some abandoned since the cataclysm of the First Age. Back in the Second Age a Dwarf Lord scouted for one of the lost abandoned mines, told to hold a great treasure. But now an ancient map has been found and Dwarves from Moria have petitioned the King of Arthedain for aid in finding this lost mine.

    The characters travel down to Bree, where they will run afoul of agents of Angmar who already know of this quest. A theft of the map by bandits will lead to a battle in their hidden stronghold and flight through the Barrow Downs at night.

    Later adventures may take the characters through the Old Forest, a visit to the Grey Havens, and a journey north along the River Lune (where they will encounter nomadic rivermen who they may choose to help as they deal with orc raiders from Angmar - I will set it up so they can choose not to help as well, but either way the characters will encounter the raiders).

    Finally they will reach the lost mine. But it holds a terrible secret - for it is not entirely anandoned - in it lies an imprisoned Balrog, encased in a stone prison by the power of one of the Dwarf Rings. To touch the Dwarf Ring will release the Balrog. Add to this an orc raiding party from Angmar - we must chase them 'ere they report the location of this lost mine, for Sauron would greatly covet this lost Ring of Power. The flight reveals the presence of a great army assembling for a final strike on Arthedain. It's first objective is to wipe out the troublesome Lossoth - perhaps the characters can save the Lossoth, warn them and help them retreat, dealing a blow to the Orc army in the process.


    Part Two - Final Sounding of the Horn of Arnor - 1974-75

    To Fornost we fly. We must warn the King of the great army preparing for a final strike. And then through the palantir warn Gondor - the magician in the group will need to use it himself, to describe exactly what they saw.

    Yet Fornost is doomed. The King asks the characters to accompany him in his retreat - perhaps they know a place he can hide - an abandoned dwarf mine perhaps? And if food runs out, perhaps there are some Lossoth predisposed to be sympathetic to the king.

    But the King asks the characters to carry a message of his location to the Grey Havens and have arescue ship sent. "But do not waste yourself on coming back for me, for Gondor will be sending aid - avenge our lost kingdom."

    The journey to the Grey Havens will involve pursuit by Nazgul - we must make it to the Lune, the fastest way south to the Havens... Perhap rivermen of the Lune will help. When horsemounted Nazgul fail, beware when they take to flight!

    And then onwards to Fornost! Avenge the lost kingdom! Do battle with the forces of Angmar.

    Victory! But at a cost. Arthedain is no more. And word is heard that the king, and the palantir, have been lost...


    Part Three - Twilight Embers - 1976-77

    The North Kingdom is no more. The characters open this part tearing down old fortifications to prevent fell beasts from gaining them. While they are doing so, they encounter a horse with a dead rider being chased by orcs. It is a dwarf, pierced by many arrows. On his finger... The Ring of the Lost Dwarf-Mine... The Balrog has awoke! He is assembling a great force of evil, for imprisond with him were many orcs and other monsters from the First Age, along with summoning the survivors of Angmar, who are crossing the westward over the Misty Mountains. If the Balrog is not destroyed, then his army will storm over what remains of Arthedain - Bree, the Shire, Rivendell, and the Rangers will not survive such an assault!
    AKA Breschau of Livonia (mainly rpg forums)
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  8. #8
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    Originally posted by Dan Stack
    So here's the outline for the game. The saga is now divided into three parts (oringally there were four). The first is self-contained - if the game does not work out, it can be ended there with no harm done.
    It looks like you've got a pretty good framework for a campaign all laid out there, Dan. There are tie-ins for characters of all sorts, be they Dwarves, Elves, Men, or even Hobbits. I especially like how the conduct of the characters in seemingly unrelated events will greatly influence the unfolding of history. Bravo.

    I'd recommend waiting for the "Fell Beasts" book before the actual final showdown with the Balrog (since I've heard they'll have something like three different power levels of Balrog in there which may prove useful), but as that's near the end of what should be a pretty long campaign I think you needn't worry much. And the threat of the Balrog sounds like a great reason for the foundation of the Rangers of the North, to secretly protect the free peoples from the threats of the Shadow.

    Now go hook those players against their will. They'll thank you in the end, I can tell already.

    -Chris Landmark
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