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> Extra Encounter For The Marsh Bell (minor Spoilers, An idea, and some questions
thriddle
Posted: Feb 23 2012, 05:59 PM
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The way I've worked out the flow of the Marsh Bell so that it makes sense to me (see other threads). all the major encounters happen on days 3-4. This isn't true for everyone, it depends where you put things, but it's true for me.

So I thought it would be good to have a little something for the second day, to brighten the otherwise dull Long Marshes before the river enters Mirkwood, and I thought it would be interesting to encounter another boat going the other way. We know that the Elf-King gets his wine from Dorwinion this way, so that seems like a good thing to throw in. And if they were unsuccessfully ambushed a few days ago, say by Orcs down by the Old Forest Road, that will give the players a red herring about the main quest, and give the party's healer something to do. This could lead to an interesting conversation the next day with Galeon (for whom wine is a sensitive subject) about why he didn't help them.

I'm seeing a smallish boat heavily laden with barrels of the finest Dorwinion wine, being punted upstream by three Men of Dorwinion, while a fourth lies injured in the boat. They will greatly appreciate any help. Maybe they will make good report of the players to the Elf King. Or decant some of their cargo!

Any suggestions on how to source "authentic" or at least plausible names for such people? What sort of boat should they use? Any other ideas to make this better, or problems I've overlooked?

Thanks!

Dave
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alien270
Posted: Feb 23 2012, 11:09 PM
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I'm not aware of any details about Dorwinion having been established by Tolkien. I'd probably assume that they're another group of northmen, and as such have similar names to the Bardings/Beornings/Woodmen.

I like the idea though. I've already run The Marsh Bell, but if my players end up taking on Balin and Oin's original mission I may throw that encounter in there if they decide to try the Old Forest Road.


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Garn
Posted: Feb 24 2012, 01:59 AM
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I believe we only really have the country's name and that they made excellent wine.

I do not recall anything being said about the inhabitants. You could assume "wine country" type of terrain (gently rolling hills, lots of sun, lots of water?). They knew something about boats. There might be a mechanical device around the Stairs of Girion as I cannot imagine anyone heaving a barrel onto their back and then walking up the stairs. Particularly if it is a large shipment!


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Halbarad
Posted: Feb 24 2012, 06:08 AM
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Could be Orcs, or might be bandits. With river traffic picking up again from since the death of Smaug it is likely that the main trade route will attract a number of 'undesirables'. The bandits could be truly vilainous or a bunch of motley victims of circumstance, bullied into their actions by a small hardcore of ruffians.
I'm imagining that small traders boats are probably grounded at night at semi regular stopping points and that this is when the ruffians strike, gliding out of of waterways between the reeds in birch bark canoes or on rafts to attack the sleeping traders.
They are probably a mixture of Northmen types with an occasional Easterling forced together by necessity. They may be the descendants of refugees from Dale who had nothing to offer the exile communities and were driven out to fend for themselves. Probably poorly equipped and used to bullying traders through weight of numbers.

As regards the names of Dorwinion, I use Slavic styled ones. The Slavic countries of Europe are caught between the east and the west, just like Dorwinion. smile.gif
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alien270
Posted: Feb 24 2012, 10:53 AM
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QUOTE (Halbarad @ Feb 24 2012, 10:08 AM)
As regards the names of Dorwinion, I use Slavic styled ones. The Slavic countries of Europe are caught between the east and the west, just like Dorwinion. smile.gif

Ooooh, good call there. A quick Google search produces this, with at least one of the examples already established in the source material (Drogo).


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thriddle
Posted: Feb 24 2012, 03:20 PM
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Thanks for the thoughts, all.

Slav names seem like an excellent idea, and thanks for the list.

I agree it could be bandits - the same thought occurred to me. But I went for Orcs because they are stupid and malicious enough to shoot arrows at a passing boat from the shore, even if they have no hope of capturing it, which suits the situation. It also raises the question of why Orcs are about when the Necromancer has fled, perhaps foreshadowing the rise of Mordor. Bandits would be a good alternative, though.

I poked around about a bit and found a fan-made unofficial MERP module called The Inland Sea. Haven't had time to look at it much yet - anyone know where this would rate on the sort of "canon scales" we've been discussing with respect to the fan magazine plan?

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Tolwen
Posted: Feb 24 2012, 04:40 PM
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QUOTE (thriddle @ Feb 24 2012, 07:20 PM)
I poked around about a bit and found a fan-made unofficial MERP module called The Inland Sea. Haven't had time to look at it much yet - anyone know where this would rate on the sort of "canon scales" we've been discussing with respect to the fan magazine plan?

Considering a rating compared to the amount of original Tolkien stuff included, it is practically zero.
But here we have to consider also that Tolkien left us no information on the land beyond the name of the land and that Thranduil imported wine from there. This is included, but it's not much to base a regional module on wink.gif

It is based on the MERP tradition, sharing many of its strengths and weaknesses (see also my article on "Eternal Realms" in OM12 for an example what I mean). The indigenous names in it were based on Hungarian IIRC. I was peripherally involved, by doing the large regional maps for it.

Best
Tolwen


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thriddle
Posted: Feb 24 2012, 07:55 PM
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Yes, I take your point about the lack of a basis for canon. If it's not filled with ridiculous things, I'll explore further. Thanks!
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