Cartography -- Maps, Images and Handouts

The OOC Forum for the Tales from Wilderlands campaign using The One Ring RPG system.
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Cartography -- Maps, Images and Handouts

Post by Vardaen » Thu Sep 12, 2013 10:54 pm

This resource thread will have various maps, images, and other handouts posted to it by the Loremaster. Use it as a reference during game play.

We start with the map of Wilderland.

You can find the PDF version of it in with the books as well.
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"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Cartography -- Maps, Images and Handouts

Post by Vardaen » Thu Sep 12, 2013 11:06 pm

Esgaroth upon the Long Lake
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"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Cartography -- Maps, Images and Handouts

Post by Vardaen » Thu Oct 24, 2013 8:11 pm

Image Dale
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Baldor and the Thugs
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Baldor and his son Belgo
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Last edited by Vardaen on Thu Oct 24, 2013 8:14 pm, edited 1 time in total.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Cartography -- Maps, Images and Handouts

Post by Vardaen » Thu Oct 24, 2013 8:13 pm

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Journey Map from Lake-town to Elven King's Halls
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Journey Map from Elven King's Hall to Anduin Vale
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Along the Elf Path through Mirkwood
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The Spider's Castle in Mirkwood to save Baldor
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The Hermit in the Storm
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The Watcher in the Well
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"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Cartography -- Maps, Images and Handouts

Post by Vardaen » Thu Feb 06, 2014 10:35 pm

Image Woodland Hall
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Map of Woodland Hall
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Those fleeing the returning Shadow in the south chose this place around five hundred years ago, and they built their first home atop a defensible mound. They found that the northern forests gave good hunting, and attracted many settlers from both the southern settlements and outside
Mirkwood.

The folk of Wuduseld are the friendliest and most open of the Woodmen. They have the most contact with the Beornings and the Elves, and are somewhat sheltered from the worst evils of the forest. However, without the protection of powerful allies like Radagast, they are especially vulnerable to the threat of the Shadow.

1. Woodland Hall: The proper Wuduseld, the Great House stands on a steep-sided hill. Generations of work by the Woodmen cut away the sides of the hill, so now there is only a single path leading up to the flat top, making it very easy to defend. Woodland Hall is a magnificent structure, more than twice as large as any other Great Hall and richly decorated with all manner of carvings and tapestries.

2. Hedge and Stockade: The intricate hedge surrounding the village is the tallest the Woodmen have ever raised west of the forest. It is reinforced by an ancient stockade, raised atop an earthen rampart. The older stakes composing the wooden barrier are intricately wound with carvings, and are considered to magically protect the hall.

3. Caves: These caves at the base of the cliff are cool even in the height of summer, and so are used to store meat and other perishable goods. The eastern caves become partially flooded at times, and the Rivermaidens have been seen sporting there.

4. Watchposts: Platforms atop these tall trees provide advance warning of any approaching threat. The thick forest canopy hides most movement, but the Woodmen are adept at spotting shaking leaves or the sudden flight of birds that signal the presence of an intruder. Each look-out is trained to imitate the whistles and calls of various birds so they can communicate with each other secretly, and each watchpost has a horn to sound to alert the town below.

5. Tree Houses: The big oak trees in this forest support a small number of very old tree-houses of considerable size, built by the early settlers of Woodland Hall. A few solitary individuals still inhabit them, as they believe that in Mirkwood you are safer in the treetops than on the ground. Some of these Woodmen boast that they were ten years old before their feet ever touched the ground.

6. Docks: North of this point, the Dusky River becomes too narrow and swift to be easily navigable, but there is a wide and still pool here for the boats to dock.

7. Woodland Road: In years past, ambitious Woodmen dreamed of cutting a path through the forest to the north-west, to emerge close to the Old Ford. The elders of the Woodmen objected — they feared that if such a road was opened, enemies could easily follow it into the forest and the protection of Mirkwood would be lost. Instead, the Woodmen cut several sections of the road, leaving forested gaps between each section. Each section was a smooth, well-maintained path through the forest along which a traveller or even a horse and cart could move quickly, but it ended abruptly.

Only an experienced guide knew where the next section of road lay. Using the Woodland Road could cut the travel time between Woodland Hall and the Old Ford by several days. The Woodland Road is no longer maintained, and most of the road sections are now choked with new growth. Still, travellers in Mirkwood may still happen upon an odd long clearing that runs straight for a few miles before vanishing again.

Woodman-town
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Map of Woodmen-townl
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The oldest settlement of the Woodmen was founded by the folk of Balthi long ago. He brought the Lamp out of the darkness, and the light of the Lamp has ever protected Woodmen-town and its inhabitants. The town nestles on the banks of the Dusky River, which blocks attacks from the east. The Woodmen also use the river to travel back and forth between Woodmen-town and Woodland Hall.

The Woodmen of Woodmen-town are proud and brave. Theirs is an ancient heritage, stretching back nearly a thousand years. To a civilised traveller from Dale or Gondor, they may look like rough wild Men of the woods, but the folk of Woodmen-town consider their lineage to be the equal of that of any king.

Woodmen-town faces a precarious existence. Spiders and other horrors out of the wood assail them regularly. Still, they have endured here for nine hundred years, and made this wood their home.

1. Great Hall: Also known as the House of Balthi or the Hall of the Lamp, for the Lamp hangs from the roof of this building. On special feast-days or times of need, the Lamp is brought out and hung from a carved pole so that its light may be clearly seen for miles around.

2. Palisade: A wall of stakes to block attackers. The Woodmen have fought many different foes and learned the best way to deal with each of them. The wooden walls hold back Orcs and raiders. Dog packs watch for wolves that might slip through gaps in the palisade. Specially grown thorns prevent Spiders from crawling over the top. Children gather bunches of fragrant herbs that are then burnt to drive away the stench of noisome vapours and evil spirits. The wall is as strong as any wall can be in Mirkwood.

3. Market Green: Woodmen-town stands midway between Rhosgobel and Woodland Hall, so it is where the Woodmen come to trade and talk. The Market Green is a low grassy mound used for both markets and councils of war.

4. Docks: The Dusky River runs close to the edge of the town. The Woodmen use small, sturdy boats made from dug-out tree trunks to navigate the river. Larger rafts carry cargos up to Woodland Hall or down to the villages along the Black Tarn.

5. Guest Houses: As many folk from the other settlements visit Woodmen-town, they maintain these guest-houses. Normally, guests stay in the Great Hall, but there is not always space there. The original guesthouses were once inhabited by residents of Woodmen-town, but many people abandoned this settlement when the shadow returned to Mirkwood.

6. Kennels: The folk of Woodmen-town were the first to tame the hounds of Mirkwood, who are — it is said — descended from the hound-companion of Beren, a great hero of Men in the First Age.
Last edited by Vardaen on Mon Sep 15, 2014 10:05 pm, edited 1 time in total.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Cartography -- Maps, Images and Handouts

Post by Vardaen » Tue Apr 29, 2014 7:52 pm

Book 2: Act 1 - Words of the Wise
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Mirkwood Orc
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Radagast
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Easterly Inn
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Dody Brandybuck
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The Forest Gate
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Forest Citadel
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The Elfking Thranduil
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"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Cartography -- Maps, Images and Handouts

Post by Vardaen » Mon Sep 15, 2014 10:04 pm

Image Known Map
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Radagast
="The Bird Tamer"]Image
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Woodland Hall
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Map of Woodland Hall
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"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Cartography -- Maps, Images and Handouts

Post by Vardaen » Mon Sep 15, 2014 11:08 pm

Image Known Map
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Beornings
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The Easterly Inn
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Dodinas Brandybuck
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Gelvira Pot-stirrer's Hall of the Old Ford Crossing
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"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Cartography -- Maps, Images and Handouts

Post by Vardaen » Wed Dec 30, 2015 6:58 pm

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"I once saw him sitting alone on the top of the Carrock at night
watching the the moon sinking towards the Misty Mountains,
and I heard him growl in the tongue of bears:
"The day will come when they will perish and I shall go back!"
That is why I believe he once came from the mountains himself."
- Gandalf, The Hobbit, Queer Lodgings
Known Map
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Along the Anduin
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Beorn's Hall
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Beorn
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Brunhild
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Travel Map
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Oderic
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Judgement at the Carrock
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The Carrock
The Carrock was a stony eyot in the upper reaches of the River Anduin, to the north of the Old Ford. The river looped around the rock although there was a ford of stones to the eastern bank. At the base was a little cave with adjacent steps that led to a flat space upon the top.
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Rhosgobel
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Gandalf the Grey
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"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Cartography -- Maps, Images and Handouts

Post by Vardaen » Tue Oct 11, 2016 5:27 pm

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"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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