Vignets from the Marcherlands
The Atmopshere and Core Fantasy of the Marcherlands System

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Travel and Survival

Example #1: From Midgewater to Weathertop
Taken from The Lord of the Rings Vol. I, Book I, Chap. XI "A Knife in the Dark" by J.R.R Tolkien

On the third day out from Bree they came out of the Chetwood. The land had been falling steadily, ever since they turned aside from the Road, and they now entered a wide flat expanse of country, much more difficult to manage. They were far beyond the borders of the Bree-land, out in the pathless wilderness, and drawing near to the Midgewater Marshes.

The ground now became damp, and in places boggy and here and there they came upon pools, and wide stretches of reeds and rushes filled with the warbling of little hidden birds. They had to pick their way carefully to keep both dry-footed and on their proper course. At first they made fair progress, but as they went on, their passage became slower and more dangerous. The marshes were bewildering and treacherous, and there was no permanent trail even for Rangers to find through their shifting quagmires. The flies began to torment them, and the air was full of clouds of tiny midges that crept up their sleeves and breeches and into their hair.

They spent a miserable day in this lonely and unpleasant country. Their camping-place was damp, cold, and uncomfortable; and the biting insects would not let them sleep. There were also abominable creatures haunting the reeds and tussocks that from the sound of them were evil relatives of the cricket. There were thousands of them, and they squeaked all round, neek-breek, breek-neek, unceasingly all the night, until the hobbits were nearly frantic.

The next day, the fourth, was little better, and the night almost as comfortless. Though the Neekerbreekers (as Sam called them) had been left behind, the midges still pursued them.

This passage is a good example of difficult terrain, and how to make navigating the terrain itself as much of an engaging challenge as fighting monsters and dungeon-delving. Being a marsh, the Midgewater presents an onerous and miserable crossing. The party must move carefully lest they become lost or drown in the mire, costing them the most precious resource of all; time. Worse still, they cannot even enjoy a good night's sleep after all that careful marching, due to the wet ground, cold air, and the swarming, chittering insects. At no point is the party in serious danger, but instead the difficult terrain merely deprives the party resources. Crucially, the party was not forced to travel through the Midgewater; they had the option to take the road, which would have been a shorter, more comfortable route, but would have risked encountering Black Riders. The party made their choice, and must live with it.

‘I wonder who made this path, and what for,’ said Merry, as they walked along one of these avenues, where the stones were unusually large and closely set. ‘I am not sure that I like it: it has a — well, rather a barrow-wightish look. Is there any barrow on Weathertop?’

‘No. There is no barrow on Weathertop, nor on any of these hills,’ answered Strider. “The Men of the West did not live here; though in their latter days they defended the hills for a while against the evil that came out of Angmar. This path was made to serve the forts along the walls. But long before, in the first days of the North Kingdom, they built a great watch-tower on Weathertop, Amon Sûl they called it. It was burned and broken, and nothing remains of it now but a tumbled ring, like a rough crown on the old hill’s head. Yet once it was tall and fair. It is told that Elendil stood there watching for the coming of Gilgalad out of the West, in the days of the Last Alliance.’

I coined the titular word marcherlands to describe the archetypal wilderness of adventure and fantasy literature. It is a sparsely-peopled, lawless outland frought with danger and brimming with mystery. One crucial feature of the marcherlands is the presence of strange ruins from an older civilisation, at once wonderful and forboding. There is something uniquely evocative about coming upon a broken keep, or vine-covered monument in the midst of the wild, and getting this tantalising glimpse into the history of this world, and its hitherto unappreciated depth.

Additionally, I like how the ranger-player gets a moment to shine, with Aragorn explaining the history of Amon Sûl. In most TTRPGs, lore is the domain of wizards and bards, with rangers not generally considered in this role. However, rangers are generally quite well-travelled, and is the party's guide through strange countries; I think it only natural that a ranger would have at least basic knowledge of notable landmarks in his home-range.

Down in the lowest and most sheltered corner of the dell they lit a fire, and prepared a meal. The shades of evening began to fall, and it grew cold. They were suddenly aware of great hunger, for they had not eaten anything since breakfast; but they dared not make more than a frugal supper. The lands ahead were empty of all save birds and beasts, unfriendly places deserted by all the races of the world. Rangers passed at times beyond the hills, but they were few and did not stay. Other wanderers were rare, and of evil sort: trolls might stray down at times out of the northern valleys of the Misty Mountains. Only on the Road would travellers be found, most often dwarves, hurrying along on business of their own, and with no help and few words to spare for strangers.

‘I don’t see how our food can be made to last,’ said Frodo. ‘We have been careful enough in the last few days, and this supper is no feast; but we have used more than we ought, if we have two weeks still to go, and perhaps more.’

‘There is food in the wild,’ said Strider; ‘berry, root, and herb; and I have some skill as a hunter at need. You need not be afraid of starving before winter comes. But gathering and catching food is long and weary work, and we need haste. So tighten your belts, and think with hope of the tables of Elrond’s house!’

The cold increased as darkness came on. Peering out from the edge of the dell they could see nothing but a grey land now vanishing quickly into shadow. The sky above had cleared again and was slowly filled with twinkling stars. Frodo and his companions huddled round the fire, wrapped in every garment and blanket they possessed; but Strider was content with a single cloak, and sat a little apart, drawing thoughtfully at his pipe.

As night fell and the light of the fire began to shine out brightly he began to tell them tales to keep their minds from fear. He knew many histories and legends of long ago, of Elves and Men and the good and evil deeds of the Elder Days. They wondered how old he was, and where he had learned all this lore.

The passage also captures the fundamental mood of the marcherlands; the world is dangerous and desolate, but there is also a certain quite beauty to the frontier. This passage also displays another important truth; after a long day travelling through difficult country, huddling around a roaring fire, breaking bread with your companions, and sharing a story or two can really raise the spirits.

Example #2: Over and Under the Misty Mountains
Taken from The Lord of the Rings Vol. I, Book II, Chap. III "The Ring Goes South" by J.R.R Tolkien

‘Winter deepens behind us,’ he said quietly to Aragorn. ‘The heights away north are whiter than they were; snow is lying far down their shoulders. Tonight we shall be on our way high up towards the Redhorn Gate. We may well be seen by watchers on that narrow path, and waylaid by some evil; but the weather may prove a more deadly enemy than any. What do you think of your course now, Aragorn?’

‘I think no good of our course from beginning to end, as you know well, Gandalf,’ answered Aragorn. ‘And perils known and unknown will grow as we go on. But we must go on; and it is no good our delaying the passage of the mountains. Further south there are no passes, till one comes to the Gap of Rohan. I do not trust that way since your news of Saruman. Who knows which side now the marshals of the Horse-lords serve?’

‘Who knows indeed!’ said Gandalf. ‘But there is another way, and not by the pass of Caradhras: the dark and secret way that we have spoken of.’

‘But let us not speak of it again! Not yet. Say nothing to the others, I beg, not until it is plain that there is no other way.’

Another good example of terrain presenting an interesting challenge. If the rules are properly written, and the referee does his bit, then players in a Marcherlands campaign should always be carfully plotting their routes, and debating the right course to take. A party who takes diligent notes and is attentive of NPCs will naturally be rewarded for their effort when it comes time to plot their route, as they can make a more informed decision than an inattentive party who has little notion of which are the safe or speedy paths, and which the slow or treacherous.

Dungeons

Example #: Through Moria
Taken from The Lord of the Rings Vol. I, Book II, Chap. IV "A Journey in the Dark" by J.R.R Tolkien

When this was done they turned to watch Gandalf. He appeared to have done nothing. He was standing between the two trees gazing at the blank wall of the cliff, as if he would bore a hole into it with his eyes. Gimli was wandering about, tapping the stone here and there with his axe. Legolas was pressed against the rock, as if listening.

'Well, here we are and all ready,' said Merry, 'but where are the Doors? I can't see any sign of them.'

'Dwarf-doors are not made to be seen when shut,' said Gimli. 'They are invisible, and their own masters cannot find them or open them, if their secret is forgotten.'

'But this Door was not made to be a secret known only to Dwarves,' said Gandalf, coming suddenly to life and turning round. 'Unless things are altogether changed, eyes that know what to look for may discover the signs.'

He walked forward to the wall. Right between the shadow of the trees there was a smooth space, and over this he passed his hands to and fro, muttering words under his breath. Then he stepped back.

'Look!' he said. 'Can you see anything now?'

The Moon now shone upon the grey face of the rock; but they could see nothing else for a while. Then slowly on the surface, where the wizard's hands had passed, faint lines appeared, like slender veins of silver running in the stone. At first they were no more than pale gossamer-threads, so fine that they only twinkled fitfully where the Moon caught them, but steadily they grew broader and clearer, until their design could be guessed.

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Magic

A JOURNEY IN THE DARK TALK ABOUT DUNGEONEERING