Showing posts with label Rolemaster. Show all posts
Showing posts with label Rolemaster. Show all posts

17 June 2025

Reflections on Middle-earth Roleplaying, Rolemaster, Against the Darkmaster, and Art

Back when I was a young lad and able to devote much of my time to role-playing games (late middle-school and high-school), I tried out a wide variety of different systems. Naturally, Dungeons and Dragons – and especially first edition AD&D – was a primary focus, given that it was the great colossus in the hobby during the 1980s, and everyone was familiar with it. But my friends and I also explored other games. We used our allowance money to try out alternatives like Dragonquest, Runequest, Thieves’ Guild, Traveller, Star Frontiers, and others. But our focus remained AD&D; it was the game with which we actually tried to play proper “campaigns” – usually failing for one reason or another, often with “total party kills” consciously or subconsciously engineered by tired or frustrated DMs. In contrast, we typically drifted away from the other systems after a couple of sessions. 

About halfway through high-school, though, my group – and especially me in my capacity as Game Master – shifted to Middle-earth Roleplaying (“MERP”). We still played other games – such as Call of Cthulhu and GURPS – but MERP became our main focus. My first “proper” campaign was one that I ran over a summer using MERP. The characters successfully completed a major quest and did some interesting things before my immaturity sadly led me to make some bad decisions that eventually caused the end of the campaign. Nonetheless, I remember it fondly, and parts of it vividly, even after all these years (almost four decades!).

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Eventually we tried out Rolemaster as well. And although there were things about it that we liked, it proved less easy to use in play than the comparatively streamlined MERP. Sometimes we ‘mixed-and-matched’ things from the two systems, which was easy to do since MERP was a simplified “Tolkien-ized” version of Rolemaster (the relation between the two systems resembled that of Basic/Expert D&D and AD&D). In particular, the players used the individual weapon charts from Arms Law and spell charts from Spell Law, whereas I relied on the more general charts from MERP as GM. 

I continued to occasionally buy MERP and Rolemaster books even when I went to university and stopped playing RPGs regularly for a while. The Shadow World setting, by the highly creative Terry Amthor, especially intrigued me, although I never ran a campaign set in it. I bought the Rolemaster Companions as they were published and spent many hours daydreaming about the numerous options they provided (many of which, I recognized even at the time, were ill-conceived). However, the Middle-earth material remained my favourite. 

Given my longstanding interest in Rolemaster, I had known for many years that a new edition was in the works. This new version was ambitiously entitled “Rolemaster Unified” (“RMU”). It promised to “unite” elements of second edition Rolemaster (“RM2e”), the version that was dominant throughout the 1980s and into the early 1990s (later fixed up slightly and republished as Rolemaster Classic [“RMC”] around 2007) and Rolemaster the Standard System (“RMSS”), the even-more-complicated version that was published in the 1990s (a truncated version of which was later published in a single hardcover book, Rolemaster Fantasy Role-playing, with expansion books to cover the rest of system). I won’t delve into the edition differences here, most of which I have forgotten over the years. My perception is the RM2e/RMC remained more popular overall, but that RMSS had (and perhaps still has) strong advocates. Personally, after trying to GM some RMSS sessions about 25 years ago, I concluded that I preferred RM2e/RMC, and preferred MERP to both. 

In any case, given my gaming history, I was curious to see what the new version of Rolemaster – RMU – looked like. So, I recently checked out the products at DrivethruRPG. Alas, my curiosity was quickly extinguished. One reason was the price. Four PDFs are needed for the complete game, each of which is quite expensive. Given that I currently am quite happy with Against the Darkmaster (“VsD”) for this kind of game, and was simply curious about the new edition, my reaction was “no thanks.” (The complete rulebook for VsD in PDF is only one quarter the price of the four PDFs needed to play RMU.)

But just as much of a turn off as the price for RMU was the cover art. I would much prefer blank covers than ones graced with those pictures. I sincerely hope that the artist never reads this post, since I may come across as a bit mean here, but those covers are not ones that I would want to have to look at on a regular basis while playing a game every week.  

This made me reflect on the high quality of the art that characterized the main ICE (Iron Crown Enterprises) fantasy role-playing games – MERP and Rolemaster – during the company’s heyday from the mid-1980s to the early 1990s. That quality, for the most part, was due to the singular work of Angus McBride, whom I’ve praised many times at this blog in the past, including ranking him as one of the all-time greatest FRPG artists. 

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That’s not to say that only McBride’s covers were excellent. The cover for the early UK edition of MERP was by Chris Achilleos and expressed a “metal” vision of Middle-earth better than anything else I’ve ever seen. (I remember seeing this cover in an advertisement in the UK gaming magazine White Dwarf back in the day and being bitter that I couldn’t purchase that version of the game in Canada.)

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Also with respect to ICE’s Middle-earth line, the map artwork of Peter Fenlon was very important to me (and Fenlon is another artist whom I’ve praised here). Indeed, I spent hours just looking at Fenlon’s maps, thinking about how to detail the various locations on them (at least those that were not already described in the relevant Middle-earth setting books). I continue to cherish and use them to this day.

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I actually started playing MERP before McBride started providing the covers for the line – although not before Fenlon started making the maps, as he was with the company from the start – so I don’t think my fondness for MERP was entirely due to the art. But I remember seeing McBride’s covers gracing the new MERP books and I can’t deny that they motivated me to buy a few more over the years than I would’ve otherwise. Certainly Middle-earth in my mind’s eye became infused with McBride’s vision of the world – and remains so even to this day.

I’ve mentioned before at this blog that I regard Against the Darkmaster (VsD) to be a worthy successor to MERP. It is not a “clone” – it changes too many things for it to be classified as such. But it is close enough to be readily compatible with MERP. I have had no difficulty in using elements of my MERP collection in both of my current VsD campaigns. 

In addition to its rules, VsD is also a worthy successor to MERP with respect to its art. The cover art for the core rulebook by Andrea Piparo is beautiful. 

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The interior art for VsD is also of a very high quality. And I noticed an homage to one of my favourite McBride covers. (Unfortunately, I do not know which artist is responsible for the black and white picture below. The artists credited for the interior art are: Francesco Saverio Ferrara, Tommaso Galmacci, Rich Longmore, Heraldo Mussolini, Andrea Piparo, and Marcin Ściolny. The McBride picture was originally used for the Lost Realm of Cardolan module, and later used for the large Arnor book, which combined material from several earlier modules, including Cardolan.)

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Well, this has been something of a rambling post. I guess that if I were to try to summarize my “key points” they would be:

  1. I liked MERP and Rolemaster (2nd edition) back in the day.
  2. Both MERP and Rolemaster, at least after the early days of ICE, benefitted from excellent cover art (primarily by Angus McBride). MERP also benefitted from amazing maps by Peter Fenlon. (The official RM setting, Shadow World, unfortunately did not enjoy as impressive cover or map art.)
  3. The cover art for the new version of Rolemaster (RMU) is not that great, in my view. The core rules also are quite expensive (even as PDFs). So I’m passing on RMU, at least for the time being.
  4. The rules for VsD are inspired heavily by MERP – and hence rock. The art for VsD is excellent as well. So I’m quite happy with the game overall – mechanically and aesthetically. 

Namárië!

10 July 2024

Trampier and Amthor inducted into the Gaming Hall of Fame

There is something called “The Academy of Adventure Gaming Arts and Design Hall of Fame.” It has existed since 1974 and includes many important game designers and artists. 

Since the Hall of Fame encompasses contributors to wargames, card games, and boardgames, as well as role-playing games, a lot of the people listed at the AAGAD Hall of Fame website are unfamiliar to me. But within the RPG world, there are many true legends.

In 2024, two people who have had a lot of influence on me during the many decades I’ve been involved in RPGs were inducted.

David Trampier – my favourite FRPG artist of all time (rivalled only by Angus McBride) – is now a member of the AAGAD Hall of Fame.

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And Terry Amthor – a key contributor to the Middle-earth Roleplaying, Rolemaster, and Shadow World lines of Iron Crown Enterprises (Amthor was the primary author and creative force behind Shadow World, to which he contributed until his death) – also is now a member. (My current Ukrasia campaign draws heavily upon an early work of his, The Court of Ardor.)

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Sadly, both Trampier and Amthor have passed away. But their contributions live on, and I am profoundly grateful to both of them for what they accomplished. 

10 January 2024

Jennell Jaquays RIP

It was announced over at the RPG Pub that the legendary adventure designer Jennell Jaquays has passed away.

Perhaps I'm somewhat unusual in this respect within the online ‘grognard’ community, but while I missed her early classic adventures (Caverns of Thracia, Griffin Mountain, Dark Tower, etc.), I was quite familiar with Jaquay’s illustrations for Iron Crown Enterprise’s old Shadow World (Rolemaster) products (as well as the ‘Nehwon Mythos’ pictures in the 1st edition AD&D Deities and Demigods). Indeed, I associate her artwork with my favourite book in the Shadow World series, Terry Amthor’s epic Jaiman: Land of Twilight. (Amthor is another recently deceased RPG legend.)

Here's the picture of the creepy "darklord" of Jaiman: “Lorgalis ‘the White’” (any resemblance to a certain Melnibonéan sorcerer-emperor is purely coincidental, I’m sure):

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The Throne of the Dragon Lord:

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And one of the ‘good guys’ – a rather unusual Loremaster:


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Later (during 2000s) I picked up Thracia (the 3e version, and the PDF of the original) and some other classic things by Jaquays. I should be getting Goodman Games’ revamped version of Dark Tower (to which Jaquays contributed some new material, I believe) sometime later this year.

RIP.

04 December 2023

My original fantasy sandbox: ICE’s Middle-earth

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One reason why I have such affection for Iron Crown Enterprise’s line of Middle-earth campaign and adventure modules, is that I learned how to run genuine “sandbox” campaigns (decades before that term was a thing) by using them. This was during the mid-late 1980s, when TSR increasingly released “story-driven” modules like their Dragonlace series. Somewhat ironically, given their literary source, the Middle-earth campaign and adventure modules typically were quite open-ended and location-based in nature, not at all focused on a predetermined “plot” or necessary sequence of events. (The one exception of which I know, and which was published quite late in ICE’s Middle-earth tenure, is their Palantir Quest ‘adventure path’.) 

What happened in my Middle-earth games back in the day, essentially, is that the players would create characters in Esgaroth, Bree, Tharbad, or wherever. I would contrive some reason why they all knew each other (usually something like: “you meet at an inn and intuit that you’re all solid, trustworthy fellows looking for adventure and to protect the free peoples of Middle-earth”). The characters then would simply wander around, following whichever adventure hooks they liked. While I added hooks, encounters, and adventures to what was provided in the Middle-earth campaign modules, the books typically provided very solid frameworks for such campaigns. Or at least the ones that I used did so. As I think I’ve mentioned before here, I ran a summer-long campaign during high-school (we probably played at least 12 hours every week in those halcyon days) using the Rangers of the North (Arthedain) book, building on the adventure notes in the back (years later, these notes would be expanded by ICE into their Palantir Quest book).

I learned a lot from using ICE’s Middle-earth campaign modules. Indeed, trying to figure out how to use them, and doing what I could as a teenager to run challenging and fun sessions in a Middle-earth “sandbox” was a formative experience. (Beyond gaming, I think running MERP helped me to learn how to “think on my feet” far more than running D&D/AD&D adventures – whether published modules or my own creations – ever did.)

Yes, the books varied in quality – well, not the maps by Pete Fenlon or the covers by Angus McBride, which were always amazing. And yes, some didn’t really belong in Middle-earth, like the (totally awesome) Court of Ardor. Nonetheless, overall, I loved MERP, and I still do to this day. Hence my present joy in running the MERP-influenced Against the Darkmaster, both in 20th century Eriador (“Against the Witch-King”) and in my “homebrew” world of Urkasia (“Against the Court of Urdor”).

[This post is a modified version of a comment I posted over at the blog Grognardia, in response to a rather negative, but not unfair, review of the original Iron Crown Middle-earth module, Southern Mirkwood.]

[The pictures are by the great Angus McBride. The top one is from the cover of the Lost Realm of Cardolan campaign module, the bottom one is from the cover of the Rogues of the Borderlands adventure module.]

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05 June 2023

Against the Darkmaster – June sale

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To celebrate its 5th anniversary, for the month of June Open Ended Games is offering the PDF of the Against the Darkmaster rulebook at 50 percent off.

I'm not sure if this is part of the same sale, but physical versions of the core rules and GM screen are available as a "bundle" for 75 USD (instead of 90 USD) here.

 

I’m a big fan of this game – indeed, I wish I was running it right now! 


If you’d like to learn more about VsD, the quick start rules are available for free ("pay what you want") here. In addition, here is a review, and here is another, and here is one more. 

 

(The illustration above is a draft of the cover, found at the artist’s website.)

08 November 2022

Against the Witch-King (Darkmaster) character options

As I mentioned yesterday, I plan to test out Against the Darkmaster (VsD) with some of my old MERP books. Specifically, I hope to run a few adventures set in Eriador in 1964 of the Third Age. In this post I cover the kinds of character options available in this setting, translating VsD options into Middle-earth terms.

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The Characters

 

Players may select among the options below.

 

Dúnedain of Arthedain

-       Kin: High Man.

-       Cultures: City (Fornost Erain), Noble, or Weald (border marches).

-       Professions: Warrior, Rogue, Animist (“Seer”), Champion, Dabbler, or Sage.

 

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Dwarves of either the Blue Mountains (Thrár’s people) or Khazad-dûm (Durin’s folk)

-       Kin: Dwarf.

-       Cultures: Deep or [rarely] Weald.

-       Professions: Warrior, Rogue, or Sage.

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Elves of either Lindon or Imladris (Rivendell)

-       Kin: Dusk Elf (Silvan Elf), Silver Elf (Sinda Elf), Star Elf (Noldo Elf).

-       Cultures: Fey, Seafaring (Lindon), Noble (Sindar and Noldor only), Weald (Silvan only).

-       Professions: Warrior, Rogue, Animist (“Healer”), Champion, Dabbler, or Sage.

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Eriadorans (descended primarily from Dunlendings and Hillmen) of either Bree (Bree-landers) or (what was once) Cardolan (including the still-functioning city of Tharbad), or the remnants of Rhudaur.

-       Kin: Man.

-       Cultures: City (Bree or Tharbad), Hill (Rhudaur), Pastoral (Breeland), Weald.

-       Professions: Warrior, Rogue, or Sage (Tharbad only).

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Eriadorans (descended from Northmen) of Northa Rhaglaw (Oilad) or the Angle (En Egladil).

-       Kin: Man.

-       Cultures: Weald.

-       Professions: Warrior, Rogue, or Sage.

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Hobbits of either the Shire or Bree.

-       Kin: Halfling.

-       Cultures: Pastoral (Shire or Breeland) or City (Bree).

-       Professions: Warrior, Rogue, or Sage.

 

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Lossoth of the Forochel.

-       Kin: Man.

-       Culture: Arctic.

-       Professions: Warrior, Rogue, Animist (“Shaman”).

 

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Notes:

I've decided to prohibit Wizards as a profession available for player characters as I don't think that profession's spells fit well with the way that "good" magic is portrayed in Tolkien's writings. (Not that the other professions are especially "Tolkien-esque" with respect to magic, but the differences with them are less dramatic.) Wizards will belong to the forces of Darkness and perhaps those strange visitors from across the Sea.

The above maps and pictures are all from long out-of-print ICE products. (If you want more information I can provide it in the comments.)


07 November 2022

Against the Witch-King (Darkmaster) setting notes

To test out Against theDarkmaster, and possibly run a sporadic mini-campaign (during the “gaps” in Loz's Mythras group's "Return to the Mountains of Madness" campaign), I’m going to use some of my old MERP stuff. (Yes, I am lazy.) 

Today's post provides some notes on the setting. Tomorrow I'll post the character options (adapting the Against the Darkmaster rules to Middle-earth). 

[All maps and pictures are from long out-of-print MERP products.]

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Against the Witch-King

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The Setting (Eriador, 1964 Third Age)

 

The adventure will start in the year 1964 of the Third Age. It will take place in north-central Eriador, specifically the contested lands between the Kingdom of Arthedain and the Witch-King’s Realm of Angmar. 1964 is the first year of the reign of King Arvedui. The Dúnadan Seer Malbeth foretold that Arvedui would be the last ruler of Arthedain. But does this mean that Arthedain ultimately will fall to the Witch-King’s hordes, or instead that Arvedui will defeat Angmar and resurrect the greater realm of Arnor?

 

The adventurers will start in either Bree or Fornost (you can choose, but all of you will start in either location). From there, the first session will involve travel to the town of Northva Rhaglaw. Northva Rhaglaw supposedly was once the heart of a small mannish kingdom in the Second Age. Now it is a modest settlement of the descendants of Northmen mercenaries from the Anduin Vale who travelled to Eriador centuries ago to fight in the wars (first among the successor states of Arnor – Arthedain, Cardolan, and Rhudaur – and later, on the side of Arthedain and Cardolan against Angmar). Nearby, according to rumour, is a strange settlement of reclusive forest-dwelling hobbits who chose never to migrate to the Shire.

 

Middle-earth in 1964 resembles the world of 3019 (the time of The Lord of the Rings) in some respects: the Shire exists (most hobbits settled there after the lands were granted by King Argeleb II of Arthedain to Marcho and Blanco in 1601; others remain in Bree and elsewhere), the Kingdom of Gondor is the strongest bastion of the free peoples in the West, the Necromancer casts a dark shadow over the southern reaches of Mirkwood, and a few strange “wizards” are known to travel throughout the lands. But it also differs from the world of 3019 in other respects: the Kingdom of Rohan does not exist yet (the people who will become the Rohirrim, the Éothéod, currently dwell in the Anduin Vale), the dwarven kingdom of Khazad-dûm is at the peak of its wealth and power (and the Lonely Mountain near Long Lake in the east has yet to be touched by dwarven miners), and the realms of Arthedain and Angmar fight their seemingly endless war.

 

In Eriador 1964, the dominant realm is Arthedain. It is the last kingdom of the Dúnedain in the north, and cleaves to the ways of lost Númenór more strongly than its brother realm of Gondor to the southeast. The kingdom of Arnor, which was founded by Elendil in 3320 of the Second Age, was tragically divided into Arthedain, Cardolan, and Rhudaur in 861. The Northern wars began shortly after the Witch-King established the realm of Angmar around 1300. Rhudaur quickly fell to the Witch-King. Its northern region is now a puppet regime under the control of Angmar. The last king of Cardolan was slain during the Battle of the Barrow-Downs of 1409. Its surviving Dúnedain subsequently emigrated to Arthedain and Gondor, and its remaining population came to be ruled by petty warlords. Cardolan subsequently was devastated by the great plague of 1640 and is now a wild, largely empty land. The exception is the city of Tharbad. While a shadow of its former self, the city is an important centre for trade. Order in the crumbling city is maintained by a force from Gondor.

 

Within Arthedain, the realms of Bree-land and the Shire enjoy considerable autonomy, as do the noble fiefdoms around Lake Evendim (Nenuil). The royal lands around Fornost are well-protected. While the former capital of Annúminas was overrun and largely ruined in 1409, its great library remains occupied by sages and is protected by a royal guard.


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Arthedain’s primary allies in Eriador are the Elvish realms of Lindon and Imladris. While both provide support for the Dúnedain, their numbers now are too few to contribute significantly to the wars. Friendly trading relations are maintained with the dwarves of Khazad-dûm and the Blue Mountains, but Durin’s and Thrár’s people generally do not participate in the wars. The descendants of Northmen mercenaries have established small holdings in parts of Eriador, especially in the Angle, and are loosely allied with Arthedain against the Witch-king. The Lossoth of the far north sometimes interact with Arthedain traders but generally keep to themselves. They loathe the Witch-King but are not in any way a military force. Away from Eriador, Gondor affirms its friendship with and support for its northern counterpart but is preoccupied with its own struggles with hostile peoples to the east and southeast.

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Some Important Dates in the History of Eriador

 

Second Age

 

1693-1701

The War between the Elves and Sauron. After the fall of Eregion, Elrond leads refugees north to found Rivendell. Tar-Minastir leads a Númenórean army that, with the Elves of Lindon under Gil-Galad, ultimately defeat Sauron.

 

1793

The Númenórean captain Pharconatar begins the construction of Tharbad.

 

3319

The destruction of Númenór.

 

3320

The two Realms in Exile, Arnor and Gondor, are founded by the Faithful under High King Elendil.

 

3430-3441

The Last Alliance of Elves and Men wage war against Sauron and eventually defeat him, although Elendil and Gil-Galad are both slain. Sauron is defeated for the final time, his ring cut from him by Isildur. Everyone is quite certain that there is no way that Sauron will ever return. His time is most definitely over. Yes, there is no way that he can recover from this defeat.

Isildur become High King of Arnor and Gondor.

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Third Age

 

2

Isildur is slain in Gladden Fields. Arnor and Gondor no longer share a High King.

 

861

Death of King Eärendur of Arnor. His realm is divided among his three sons into the kingdoms of Arthedain, Cardolan, and Rhudaur. In subsequent decades many Northmen mercenaries emigrate to Eriador to serve in the petty wars amongst the three kingdoms.

 

1000

Around this time reports of “Wizards” start appearing. Only one (“the Grey”) is commonly found in Eriador. The others travel further east.

 

1100

First reports that a Dark Power, known only as “the Necromancer,” has built a stronghold at Dol Guldur. Greenwood the Great comes to be known as Mirkwood thanks to the Necromancer’s malign influence.

 

1275

Around this time the Witch-King settles in the abandoned dwarven settlement of Carn Dûm in the far north. The realm of Angmar subsequently attracts evil forces to its service.

 

1300

Around this time many Hobbits begin to settle around Bree. The Stoors settle in the Angle and the empty lands of Eregion.

 

1352-1359

The First Northern War pits Arthedain and Cardolan against Angmar and Rhudaur.

 

1408-1410

The Second Northern War.

King Arveleg of Arthedain is killed in fighting in the Weather Hills. Annúminas is sacked and the capital is moved to Fornost. Amon Sûl is besieged and falls, although its Palantir is saved. King Ostoher of Cardolan and his sons fall in battle on Tyrn Gorthad. Cardolan ceases to be a united realm. With Elvish help, the Arthedain gathered at Fornost beat back the Witch-King’s forces.

 

1432-1448

A civil war, the Kin-Strife, erupts and divides Gondor.

 

1601

King Argeleb II grants the Hobbits the Shire in southern Arthedain.

Year One of the Shire Reckoning.

 

1630

Most of the remaining Stoors leave Rhudaur to join their brethren in the Shire.

 

1636-1637

The Great Plague devastates Gondor and Eriador. Cardolan in particular is depopulated.

 

1856-1899

Easterlings called the “Wainriders” invade Rhovanion, driving Gondor's armies out of the southern plains. A Wainrider kingdom is established.

 

1940

Arthedain and Gondor form an alliance against the Witch-king.

Prince Arvedui marries Gondor’s Princess Firiel.

 

1944

Gondor battles the Wainriders in her eastern provinces. King Ondoher and his sons fall in battle.

 

1945

Prince Arvedui’s claim to the throne of Gondor is denied.

 

1964

Arvedui becomes king of Arthedain. The present.


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I'm a Canadian political philosopher who lives primarily in Toronto but teaches in Milwaukee (sometimes in person, sometimes online).