Rhovanion
OOC Note
The events of the Hobbit occurred during the Third Age, in the year 2941. For reference, the events of the Lord of the Rings begin in the year 3018. Our game will begin twenty years before the events of the Hobbit, in 2921, allowing us a chance ourselves to experience the final years of Laketown and witness the events of the Hobbit itself, such as the Battle of 5 Armies, the crowning of the King Under the Mountain, the return of Dale, and the fall of Dol Guldur.
Let’s explore the region and recent events briefly, so that you have a firm grasp of the greater area within which our events will take place.
Erebor, a stronghold of the Dwarves, was taken over by Smaug in 2770. At the same time, the nearby city of Dale was sundered by dragonfire and then abandoned due to the dragon’s presence. The region around Erebor is now known as the Desolation of Smaug, and is uninhabited by almost any living thing. Nothing significant (at least by the greater annals of history) has occurred in this region between 2770 and 2921, though there is some scholarly debate as to whether Smaug roamed the area at all during this time or simply slept. Most likely it is that Smaug periodically awakened and maintained his hold on the area, but that he was largely inactive.
To the east of Erebor are the Iron Hills, occupied by the Dwarves of Durin’s Folk. They are led by Dain II Ironfoot, son of Nain who was killed in battle with Orcs at the gates of Moria in 2799. Dain II is the Dwarflord who leads the Dwarven reinforcements at the Battle of 5 Armies later in 2941 and later becomes King Under the Mountain.
To the north of Erebor are the Grey Mountains, occupied and infested by orc and wyrm. These are entirely unsafe, though luckily far enough away that any real influence they might have over the region near Erebor is limited to the once-a-decade long-distance raid.
West of Erebor is, of course, Mirkwood. Going back further than one usually might, Mirkwood was ruled in the First and Second Ages by the Elves under Oropher. Then it was known as Greenwood the Great, and the elves held their capital at Amon Lanc, where now stands Dol Guldur. Oropher was slain during the final days of the Last Alliance in an ill-advised attack, and his son Tharanduil took over the realm. By this time, and indeed before the rise of Tharanduil, the elves had moved from their capital north. According to various sources, they moved three separate times, settling north of the Mountains of Mirkwood by the start of the Third Age. By the time we open, in 2921, the elves only occupy the forest north of the Forest River, in an area known as the Woodland Realm.
The rise of the Necromancer, who we know ourselves to be Sauron in disguise, occurred in 1050 during the Third Age at Dol Guldur far to the southwest of Erebor. From that point onward, Mirkwood darkened considerably. This is the sole source of the darkness in Mirkwood. The mere presence of a power like Sauron’s in the area has twisted and changed the forest for hundreds of miles, attracting orcs and wargs and spiders, amongst other dark beasts.
The Old Forest Road was built during either the First or Second Age by the Dwarves as a way to secure passage through the forest. Certainly it was used during the War of the Last Alliance at the end of the Second Age. By our time, in TA 2921, the Old Forest Road, once a grand avenue through Mirkwood, has fallen into disrepair and even been lost in places. Orcs and goblins raid along it, and travelers that pass along it almost never make it to the other side.
The Mountains of Mirkwood are similarly a hive of orc and goblin, serving as the furthest constantly-occupied goblin outpost in the region. Dozens of independent tribes have established themselves in the area, as well as a number led by more nefarious forces.
Thus we come to Laketown itself, which is a shadow of its former self. A trading town with very few allies with which to trade, they are dependent on the waning and increasingly rare caravans and boats that come up the river laden with goods. Additional trade occurs between themselves and the elves, as well as with the dwarves of the Iron Hills, yet compared to the wealth of trade that once was present in Dale and Erebor, the region is a shadow of its former self.
Such is our story. We are telling the tale of the waning days of Man, Dwarf, and Elf in the Wilderland, a tale that would have continued uninterrupted had it not been for the efforts of a certain Wizard knocking on a burglars door some hundreds of miles away. The world has grown wild once more. Those who were once friends now look at each other with suspicion. The shadow of Smaug and the Necromancer rests heavily on all. The White Council tarries and does nothing. Soon, great powers will move in the world, but not quite yet.
Note: Please remember, the events of the Hobbit and the later saga laid out in the Lord of the Rings have not yet happened for the people living in our world. As such, mentioning them in character through roleplay will likely prove confusing for the other characters (PCs) or non player-characters (NPCs - characters brought to life by staff). As such, the information above is provided solely for your knowledge and understanding as a player.
For further information on Rhovanion roles and playing a Rhovanion, please read here.
Mirkwood and Wilds
From Vadok Mal spills forth the River with No Name, called various things by various peoples but without a title truly agreed upon. It sets on a course toward the River Running, some forty miles away through the heavy boughs of central Mirkwood until it passes the small human settlement of Utterby and joins with the larger river.
The forest around the River is thick and overgrown, growing darker the further one reaches into Mirkwood. Around the western expanse, however, it opens up due to the constant activity of orc and beast that marks the lands surrounding the Mountains of Mirkwood. Gnarled trees are felled to sate the goblin furnaces, though the trees always press in against the encroachment, fangs and claws and teeth waiting to catch the unwary axe-goblin.
To the east near Utterby the forest also opens up, due to the logging activities of man. Seeking valuable Hornbeam, woodsmen have cut enough trees apart that the forest is navigable in relative safety. The lumber is processed in the great lumbermill present there, and the noise can be heard for some miles away.
They say that no map exists of the whole of Mirkwood. That the rate at which it's trees grow and the spiders weave new webbing to tangle the paths make any such efforts moot. Only the truly brave or the truly foolish travel into the heart of Mirkwood.
Government and Laws of Rhovanian
Rhovanion no longer has a Lord or a true nobility after the fall of Dale. Instead each town of Rhovanion Men organizes themselves in some fashion. Some are ruled by a Mayor-like figure who is usually denoted "the Master," others through a small grouping of councilors or elders. Beorning folk are known to call their leader their "Chieftain."
They are linked in common cause by the body known as the Artisan's Union which has a hand in and an eye on trade throughout Rhovanion through it's Representatives who report to the central offices in Laketown. Ruling through fine, fee, and when necessary - with the arm of mercenaries, they oversee all legal trade for coin throughout the realm.
All people of Rhovanion hold a common understanding of the following:
- While Men are obviously the primary focus of such laws, Men of Rhovanion also generally include in their understanding that Dwarves and Elves (and Halflings, on the rare time they travel so far from Bree) who live with or visit amongst and who trade with Men on friendly terms to be considered equal to Men in regards to such laws below.
Murder
The purposeful taking of another’s life through direct or indirect means of personal action or conspiracy with other parties.
Any discovered murder of a Citizen or non-Citizen, whether they are Man, Elf, Dwarf, or Halfling will result in the murderer’s hanging. Each settlement, village, town and city of Rhovanion has its own understanding of who has right to pass judgement and assignments punishment or atonement for such crimes. Generally, it will be a council member or Elder or Master, or a Captain of the Guard. Captains of the Citadel of Mirkwood can also serve as neutral judging parties should they be called to act as judge.
*Note to Players: There is no such thing as innocent until proven guilty, right to council, right to a fair trial or any trial at all. A judge is a single official power who is given the right to proclaim the murderer guilty or innocent and this decision is wholly based on their interpretation of evidence presented. Witnesses, evidence, or litigants are called for and considered at the social discretion of the judging official.
The only possibility of reprieve if one is found guilty is for the judge to consider it a cause of manslaughter where the killing was not planned or intended, and to get a lesser sentence that doesn't end with a noose.
Theft
The unlawful taking of another’s property without permission, agreement, or compensation
- Theft pertains to taking that which does not belong to you without permission whether or not it is someone you know, a Citizen or not. Theft is punishable by time in the gaol, heavy fines, removal of a finger, ear, or banishment from whatever settlement/village/city one is in and deemed unlawful, meaning one cannot open or operate a business, or be employed by many businesses within said town.
The taking of "abandoned property" left in public places is only considered theft should the abused party make complaint, however, "rag-picking" is seen as a sad state of affairs that one cannot find meaningful employment.
- Theft pertains to the stealing of anything off a corpse if said corpse is Man, Dwarf, Elf or Halfling. This too pertains to anything in their home, their shop, etc. Unless you are the legally documented inheritor or a Captain of the Citadel or local Guard claiming evidence of a crime, taking of anything of the deceased is deemed corpse looting and punishable by hanging, branding, or heavy fines as well as loss of social standing, deemed unlawful and unable to open a business or obtain a license of a time in which is dependent on the severity of the crime.
Taking items from dead Orcs is not legally considered "Theft," however there are many superstitious feelings about the act and the concern that Orcs breed disease and contagion. As such no lawful person will generally buy, sell, or deal with them if they are known to be Orcish goods.
- Theft pertains to selling without a License, or selling beyond one’s License as it is deemed stealing money from the Artisan Union. Atonement generally requires heavy fines to the Artisan Union and potential social standing issues which can effect contracts and licensing of any kind.
Unsanctioned Battle and Assault
- If a battle is not against Orc and within a town's designated training yard or is not deemed to be a duel of honor or a duel of dispute with proper witnesses and agreements, it is considered and unsanctioned battle and a form of assault. It is deemed unnecessary harm to another and to the public, and generally punishable by public flogging, heavy fines and at times can result in bruised social standing prevent some from acquiring licenses, promotions or positions in some businesses or clans.
- Duels are not the general behavior of Rhovanion Men who generally prefer more litigious methods to settle disputes, they are seen as old fashioned when embraced as Anwig - a duel of honor by the Men of the Mark, and as a freighting display of foreign bloodlist when displayed in the fast-paced nature of Dorwinion duel of dispute.
*Note to Players: Characters are subject to the laws of the country they are in, whether or not they are legally full citizens of said country and the local governments with act accordingly.
Sedition
Speaking against the lawful governments and representatives with the intent or outcome of causing public disturbance, unrest, or danger
Whom is included here, varies from town to town in Rhovanion though the Citadel and the Artisan's Union are considered authorities throughout the land.
- Sedition against the local authorities is punishable by varying degrees which are dependent on the sedition involved. Branding, public whipping, finger-taking, ear-taking and tongue removal are not unknown punishments for rabble-rousers. The most common punishments are varying levels of fines or times in the public stocks. If a person publicly defames or slanders their local authorities they’ll no doubt be slapped first with a heavy fine and should it continue, physical punishments are likely to be involved to further beat it into their skulls to keep their opinions silent. Sedition and it's punishments are generally handled in a public local like a town's City Hall where tangible example can be made.
In these proceedings it is very rare the slanderer can lay claim to any innocence if they have been publicly heard and they are generally forbidden from talking in their own defense.
Adultery
- A married Citizen whom betrays his or her contracted union and commits adultery with another married Citizen is fined up to ten gold, publicly shamed, and often flogged by their spouse whom they have betrayed, or the spouse of the other party involved in said betrayal. Should neither parties wish to do said flogging, it is done by a Sergeant (or higher) of the Watch or Guard stationed in their village, settlement or at City Hall where others can gather to watch. Should a child be produced from the union and it is proven, the father of said baseborn child is responsible to pay the husband of the woman to whom he has bore a child out of their union two gold a month for the first thirteen years of the child’s life. Should the adultery-committing man refuse, or shirk the payment, he will be denied any contracts or permits until he has become law-abiding. It is not uncommon, and actually very common, that baseborn children not be desired by the husband of the adultery-committing woman and he can refuse the child’s welcome, legally, within their home and said child will either be raised by the child’s father or released to an orphanage. It is extremely uncommon that the wife of an adultery-committing man will raise his child born unto another woman.
- A married Citizen whom betrays his or her contracted unions and commits adultery with an unmarried Citizen is fined up to five gold, publicly shamed, and often flogged by their spouse whom they have betrayed or the spouse of the other party involved in said betrayal, depending on who is married in the situation and who is not. Should the married party’s spouse not wish to do said flogging, it is done by a Sergeant (or higher) of the Watch or Guard stationed in their village, settlement or at City Hall where others can gather to watch. Should a child be produced from the union and it is proven, if the father is the unmarried party he is responsible to pay one gold a month to the husband of the adultery-committing woman until the child reaches the age of thirteen, an age of apprenticeship, and like a married man if he refuses to pay or shirks his responsibilities he is deemed unlawful and denied any contracts or permits with any of the Council. If the father is the married party, he is not responsible to pay the mother any coin, and will be publicly flogged and shamed for his behavior. The unmarried woman carries her shame and her family does as well, if any are present, to provide for the baseborn child as they or she sees fit. It is very common that baseborn children are relinquished to orphanages for the raising of children are expensive and limit the work a single, unmarried mother can do while raising said child.
- A married Citizen whom betrays his or her contracted unions and commits adultery with a married or unmarried non-Citizen is fined up to five gold, publicly shamed, and often flogged by their spouse whom they have betrayed or a Sergeant of the Watch stationed in their village, settlement or at City Hall where others can gather to watch. Should a child be produced from the union and it is proven, if the father is the Citizen of the party he is responsible to pay no coin to the non-Citizen mother and can deny the child’s existence fully after his punishment has been served. If the mother is the Citizen party and she betrayed her spouse with a non-Citizen and a child is produced and proven by said union, her husband has fully legal right to decline the child from their household and said child would be relinquished to the wife’s family or an orphanage. The adultery-committing woman carries her shame and her family does as well, if any are present, to provide for the baseborn child as they or she sees fit. It is very common that baseborn children are relinquished to orphanages for the raising of children are expensive and a commonly considered a burden when baseborn.
- While not adultery, should a child be born to an unwed mother and to an unwed father, the mother is fully responsible, and solely so, to the rearing of the child and subject to much social problems. The father too, should he be publicly known, will suffer much shame and there will be encouragement from both sides that the pairing marry. Should the pairing refuse or the family’s refuse or one or the other parties be otherwise unaccepting of the other, the father is deemed legally able to deny the existence of the child completely. Should the mother be the one whom denies the child, the father and his family can raise it, though that is rather uncommon as keeping a baseborn child greatly diminishes the chance of getting a marriage contract (families tend to look down on such ‘baggage). Often, in such unions, baseborn children are abandoned to an orphanage.
*Note to Players: Being baseborn is not socially or politically acceptable. Baseborn individuals have no claim to family names, blood, said family’s blood-born contracts, etc. and often are declined office, high ranks, and even contracts for their low social standing. Admitting of being baseborn is considered rather like proclaiming yourself in public a thief, because you are born of a stolen moment from the breaking of a contract. Expect to be ridiculed, shrugged-off and at times ostracized for being baseborn.
*Note to Players: A marriage is not legal until a marriage contract has been filed with City Hall in Laketown. A marriage without said contract does not equate to being legal inheritor. If a legal marriage is documented and one spouse dies, if said spouse has documented through City Hall another individual as their inheritor such as offspring, sibling, or apprentice - that document trumps that of being a spouse in terms of inheritance.
Common Quirks of Rhovanion
For those of Rhovanion there are a few common quirks, or descriptors, which very much set them apart from others:
- Though Westron (also known as the Common tongue) is the daily language used in Rhovanion as many lands of Men, Dalish is the traditional cultural language. The language of poetry and song, it is used and understood by the large majority of Rhovanions to at least some degree. Words in Dalish (or even more ancient Old Dalish which closely shares roots with Rohirric, the language of Rohan) are used daily for traditional food dishes and drinks, and on the proper signage for the streets of Laketown.
- Those born of Rhovanion are commonly brown-haired and brown-eyed, of middling height and are fair-skinned. Red-hair is only known in those born near "Redwater" and thus very uncommon throughout Rhovanion. Green or hazel eyes are known to be hues of Dorwinion and therefor rather uncommon amongst Rhovanions, as it would imply mixed heritage. Blond hair or blue eyes are hues present generally only to the Beorning folk. Grey eyes or black hair are impossible amongst the bloodlines of Rhovanion.
- Tattoos and piercings (save of the ears for women) are wholly out of fashion, deemed a Dorwinion habit and come with social taboos and suspicions. Rumor holds that the sole known exception to this rule is that high-ranking members of the Crows, the dreaded gang of the Underdocks of Laketown are known to have tattoos as an incentive it is said against being caught - as their guilt and likely execution is then a given.
- The traditional Rhovanion greeting of respect is placing a hand to one's heart with a flat right hand and an inclination of the head. Waving or simply nodding are less formal ways of greeting. For warriors and those bearing arms, a formal greeting is to place the right hand on the heart with a flat palm and to place the other about the hilt of one's weapon to show that one means no harm or violence to the other party.
- As Rhovanion lacks any nobility and has no King, it is very uncommon for Rhovanions to have history or knowledge of dealings with Kings, as Kings are a thing of the West now. Due to this, there are two castes within Rhovanion: common and those of Old Blood, those lines from the old nobles of the court of the Lord of Dale. Yet everyone in Rhovanions now finds their place in life based on the credit to their name and the gold in their pocket - a pedigree is no assurance of success.
Some of those old noble families well acclimated themselves in Laketown after the fall of Dale and the destruction of Esgaroth and now find themselves well stationed and often sitting on the Master's Council. Others of the old blood who chafed against the mercantile nature of the new Rhovanion founded the stead-fast Sons of Girion and maintain the old Citadel fortress of Mirkwood, working to maintain the "old ways" that they feel embody virtue, honor, and sacrifice for the good of one's people.
As such, Rhovanions recognize at least the concept of nobility and will utilize the titles "Lord" and "Lady" for those of noble rank (or whom they suspect have such) from Gondor or Rohan.
"Master" serves as the general form of respect and address to elders or people of rank and importance who do not have a more formal title or military rank like - Councilor, Representative, Captain, etc and is generally followed by either their given (AKA first) or surname - IE - Master Ragnar or Master Gararic. The Master who serves as the Mayor-like figure of a town is thus referred to as -the- Master of a given town as in "The Master of Laketown." Women of similar levels of respect (or the wives of Men one would address as "Master") are addressed as Mistress.
- The common phrasing for greeting of a common man or woman is Miss or Mister. Sir is granted in Rhovanion by civilians solely to ranking Officers in the Sons of Girion (Citadel) or Lieutenant and above in a local Watch or Guard. Lower ranking soldiers of such organizations might refer to all superiors as "sir." To utilize "sir" outside of a person of military or law-enforcement importance designates the speaker as a foreigner.
Note to Players: The use of Madam, Dame, Dude, Bro, Brohan, Chap, Home-Boy, Bruv, Bra, Mack-Daddy, etc. are not appropriate. Ma'am is not a Rhovanion term to use. Lord or Lady is only for Nobility, it is an insult to use it otherwise. Master is not a title aside for those of Office such as the Mayor, the Master of Town, etc. Master is not a term to be attributed to PCs. There are no Fellowships.
- Rhovanions have an aversion to cats, they are not kept as pets nor seen as cute and cuddly. Cats of Rhovanion are usually seen as unclean, disease infested pest-control and tolerated for the latter fact as rodents in granaries or cellars are dangerous to one's livelihood. There are rumors that the aversion is due to the Dorwinion preference to felines and the association of mischief and neerdowell nature of Dorwinions with said cats and vice versa. That said, Rhovanions are typically keepers of songbirds and rabbits as pets with the an occasional hunting dog, though the latter is rather uncommon due to the risk of a dog being confused as a wolf in the distance when one's herds or flock is in danger.
Some isolated homesteads and farmsteads and their communities ban dogs all together believing that there is a little wolf in all dogs and instead for guarding their lands and herds at night, to make an alarm of present danger, they will use trained geese or a particularly feisty rooster.
Copyright 2015 Shadows of Isildur