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One Ring - Last Days of Mirkwood

Lord of Chaos

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Six years have passed since the Battle of Five Armies, and peace may finally be possible. The Woodsmen of Mirkwood grow in number and strength, their halls standing proudly with more being founded all the time. The Wood-Elves of Mirkwood allow travelers upon their elf-path, and trade more openly with other races than any time in mortal memory. The Dwarves thrive, King Dain's rule over Erebor producing wealth and prosperity for all, and there is even talk of reclaiming other lost holds. The Bardings rebuilt Dale and restored Lake Town, and are well on their way to unifying the men of the north in a true, noble kingdom. Even Beorn has broken his solitude, bringing in men who share his outlook on life, and teaching them his ways and secrets. Although the free peoples are more willing to work together than ever before, there is still distrust and division among them. Division which must be healed, and which finally seems like it can be.


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All is not well, however. A Shadow falls on Mirkwood once more. Whispers of dark power creep through Dol Guldor, and some fear that the Necromancer may return. Slavers from the north fight in raids against the Beornings. Orcs and trolls emerge from their caves, and the parliament of Spiders grows more numerous by the day. Mighty spawn of Shelob make their way into the wood, weaving black sorcery and webs in equal measure. Radagast's home in Rhosgobel stands amid a sea of shadows, and it is possible that even the Wizard's power may not be enough in the days ahead. There are even rumors of dark riders, clad in black, seeking out the Dark Lord's servants and potential allies, scouting the way for his return to the dark fortress of Mirkwood. Dark-souled Men may yet be the rot which opens the way for Sauron's return, yet they are not his only tool, nor even his greatest.


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You are adventurers in the lands near Mirkwood, and are traveling to Rhosgobel to seek the council of Radagast the Brown. Many make such a journey, for the Wizard's wisdom is sought across the land. Each of you seeks an answer to some personal question or problem you face, and you have banded together for safety in your travels. While the Shadow rests lightly on Mirkwood yet, it is still dangerous. Enchantments lay heavy upon the wood, a snare upon unwary travelers. Spiders crawl in the branches above you, unseen and unheard until they drop. Paths shift and move, as though some unknown intelligence inhabited the trees themselves. Still, your need outweighs the danger and you press on. You do not realize it yet, but this simple journey will bring you to center stage for the beginning of the end of Mirkwood. The choices you make in the coming years will have ripples stretching for decades ahead.


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This will be a One Ring campaign, set in the final years before Mirkwood falls to the Shadow. It will be a dark story, with defeat being inevitable in the end, and even short term victories will be hard to come by. No matter what the heroes may achieve or try, Sauron cannot be defeated without destroying the Ring, which remains unknown in the Shire. However, every hopeless battle, every day held against impossible odds, and every struggle to live means more time for the normal folk who live in and near Mirkwood to live their lives. Resisting the inevitable is not the same as fighting in vain. The game will last at least 30 in-game years, and it is expected that many if not all of the characters that started the story will have retired and passed on their legacy to either their children or another. Especially for the short lived Men, you may experience two or three generations of characters. This will be somewhat based on the Darkening of Mirkwood campaign book for One Ring, especially at the beginning, but will diverge rather dramatically at points. I ask that anyone interested not read that book, as it will both spoil some aspects of the story and be woefully misleading for others.


This setting is based on the books, not the movies, but is still mostly an expansion upon Tolkien, rather than only using things he wrote.


The game will be hosted on Discord, starting at 6pm CST. It will last about four hours, with some leeway where possible. I have a dice roller able to handle One Ring's system that works with Discord.


I would like 4-5 players, and would be more than happy to teach anyone new to either the system or even chat roleplays in general.


If you are interested, post here. If you have a character concept, or want to come up with one, make sure to hit these points:


What is your culture? This can be Dwarf of the Lonely Mountain, Elf of Mirkwood, Hobbit of the Shire, Woodsman of Mirkwood, Beorning, Barding, or Man of the Lake.


Why are you adventuring? What has drawn you out from your home into the world at large. It is also possible that you aren't an adventurer (yet) and are simply swept up in affairs when you go to seek Radagast's council.


What do you intend to ask Radagast? As one of the Wise, many seek Radagast's advice, and you are no exception. From the affairs of the mighty to the humble questions of the low, he is willing to lend an ear and wisdom to any who seek it.


What makes you different among your people? Everyone knows that elves are standoffish, dwarves are stubborn and men are ambitious, but some don't fit such an easy mold. What sets you apart, what makes you the exception to some rule?


What could make you settle down? Few people adventure for more than a few years at a time, even among the long lived elves. What could tempt you from the lure of adventure, settling down to live a peaceful life?


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I am interested, but have never played in this system. Is there an approved basic player's guide we can read?
 
I have the book that I can share with you, and I'm also willing to give a rundown of any mechanical bits and pieces you need
 

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