Holdings

Adventure in the world of J.R.R. Tolkien’s The Lord of the Rings. Learn more at our website: http://www.cubicle7.co.uk/our-games/the-one-ring/
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Elroval
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Joined: Tue Jan 13, 2015 2:06 pm

Re: Holdings

Post by Elroval » Mon Feb 05, 2018 8:47 pm

Pence95 wrote:
Tue Jan 30, 2018 5:53 pm
I use holdings to keep my players active in the Wilds. For example, they invest they Treasure to build other structure around the holding as to create a small comunity near Mirkwood.
I'm not so generous, infact their holdings have a rate of 9, that's why is difficult for them to gain treasure.

I think holdings are also useful if you want to introduce new NPCs, enemies, or if you want your players to explore a place (maybe a hobbit runs a pony-ranch in the Shire and you want him to buy new ponies near Rivendell). Holdings are cool, it's a way to customize Wilderland :lol:
Nice ideas, thanks.

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Elroval
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Re: Holdings

Post by Elroval » Mon Feb 05, 2018 8:52 pm

Otaku-sempai wrote:
Tue Jan 30, 2018 9:44 pm
I've been playing with the notion that a handful of 'pioneering' families from Bree-land have established farmholds to the west of the Hills of Evendim along the River Lhûn. Technically, this would probably be considered the King's land; but since there is no (known) living king of Arthedain, there is no one to dispute their claims or to collect taxes (discounting armed bandits). These holds would be far from Bree-land; however, I've also placed a small trading post, Anthorp, located upstream from the confluence of the Lhûn and the Siruial (or Twilight River) that flows out of the Hills of Evendim. I placed Anthorp on the west bank of the Lhûn, but it might make more sense to have in on the east side of the river. The post runs a ferry service that allows travelers to cross the Lhûn.

More enterprising individuals have crossed the river into the lands formerly held by the Elves. A few have established holdings, but most are trappers, fishers and fowlers; some even pan for gold in the streams originating in the Blue Mountains. The greatest hazards are wolves, mountain cats (in the foothills of the Ered Luin) and other Men. Besides the trading post, the Dwarves of the northern Blue Mountains are willing to trade their metalwork in exchange for furs, preserved meats and other goods. I'll admit, the whole set up does have a bit of an 'Old West' vibe.

Cave lion of the Blue Mountains:
Image
I love this - it really gives a feeling that the heroes can make their own mark on Middle-earth, whilst still being in the setting. Thanks for sharing, Otaku .

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Elroval
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Re: Holdings

Post by Elroval » Mon Feb 05, 2018 9:06 pm

DarkTraveller wrote:
Wed Jan 31, 2018 4:15 pm
My players were dispatched by Bard and Dain back to the lair of the Mewlips to flush them out and attempt to start a community on the edge of Mirkwood near the East-West Road (to help out with the plan to rebuild the road). Unfortunately, if it wasn't bad enough that it's been built on the edge of Mirkwood, they decided to name their town Tristram so obviously it is doomed to future destruction but for now it's a nice little community with docks on the River Running and the start of a bridge across it.
Great idea for a follow on from the Marsh bell. Thanks, Dark Traveller.

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Mim
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Re: Holdings

Post by Mim » Tue Feb 06, 2018 9:58 pm

Elroval wrote:
Mon Feb 05, 2018 8:44 pm
Hi Mim,

I'll certainly keep you posted, if holdings do become a thing in the campaign. (I may actually do a Tale of Years thread to describe how the campaign goes). I'll also be interested to hear what you do with them as well.

Unfortunately, I don't yet have Ruins of the North, so I'm not familiar with What Lies Beneath.
You can certainly play Bree by itself and there is plenty of information for adventures in that area, though you may wish to consider purchasing RotN as well. They have a number of adventures that may help if your companions decide to venture out of the area. Heck, some of the scenes occur in or near the Bree-land. :)

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