Inculta
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Posts: 55
Joined: Wed 06 Oct 2021, 00:47

Expanded Wilderland Map

Mon 06 Dec 2021, 03:14

The Wilderland map from TOR 1e compiled at a high resolution with extra landmarks added, taken from MERP, LOTRO, Third Age: Total War, and TOR 1e, along with some homebrew locations. I tried to make the Rhovanion feel more fleshed out and less sparse while still making it feel like Middle-earth's wild northern frontier. Feel free to use or modify this however you'd like, hope it helps your game!

WIP, some names or placements aren't final.

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Last edited by Inculta on Mon 17 Jan 2022, 11:08, edited 6 times in total.
 
Inculta
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Posts: 55
Joined: Wed 06 Oct 2021, 00:47

Re: Expanded Wilderland Map

Mon 06 Dec 2021, 03:23

Notable New Locations:
Western Rhovanion
Torgobel: Also known as "Woodmen-town", this is the oldest and largest settlement of these forest-dwelling Men. Despite centuries of threats, including flooding, giant spider attacks, and Orc-raids, Torgobel and its people persist and prosper. (TOR 1e)
Rhosgobel: Surrounded by a veritable wall of thornbushes, Rhosgobel is the southernmost village of Woodmen and home of the wizard Radagast the Brown. In the eyes of some, Radagast is an eccentric old magician, performing parlor tricks and entertaining youngsters with his antics, but to others he is as mighty as any other wizard ought to be, capable of wielding great magical power, but all Woodmen revere him for his tireless aid and guidance granted to them over the centuries. (TOR 1e)
Mountain Hall: The only notable settlement of Woodmen this far west, the Mountain Hall primarily serves as a mining town, shipping ore down a stream to the Anduin and then on to Torgobel or Maethelburg. (TOR 1e)
Stonyford: A small village of Beornings and Woodmen built across a river ford. (TOR 1e)
Gladdenheim: A fishing community of Woodmen and Halflings. (Homebrew)
Stooring Downs: A sort of Halfling exclave, settled by those said to have migrated over the Misty Mountains. (Homebrew)
Maethelburg: A walled trading town at the Old Ford and a chief stopping point on the thoroughfare for merchants going to and from the High Pass. (MERP)
Forodrain: A Beorning fishing village and river crossing not far from Beorn's House. (Homebrew)
Oircolle: A growing village along the road to Wrackyaburg, Oircolle's recently-built Easterly Inn promises to be the best one can find this side of the Mirkwood. (TOR 1e)
Wrackyaburg: Once a flourishing trading town the likes of Maethelburg, Wrackyaburg has declined greatly in the past few centuries, though traders heading along Elf-path through the Mirkwood still flock here. (TATW)
Beornsmoot: A small gathering of longhouses around the Carrock, meeting place for Beorn and his chieftains. (Various sources)

Eastern Rhovanion
Iach Celduin: A village along the Running River's crossing, it has grown considerably since the death of Smaug, though the Old Dwarf Road remains in disuse and disrepair. (TOR 1e, renamed)
Rosfen: A logging village not far from the Running River. (Homebrew)
Steinholl: Established as a rest camp for a capsized trade boat, Steinholl has grown into a moderately-sized village and frequent rest-stop for traders along the river. (Homebrew).
Burh Krepis: An ancient stone fort along the Running River, Burh Krepis was once a major watch post when Dale was at its height. It maintains its watch over the river and the surrounding countryside, but at a much reduced capacity than in times past. (Homebrew)
Marchsael Keep: A castle and private retreat constructed by an ancestor of Girion, it has seen better days. (Homebrew)
Elgaud: Once a small trading post for Dorwinion merchants, it grew rapidly as refugees fled south from the wrath of Smaug circa 2770. Though the throne of Dale has been reclaimed, the folks here have lived distantly from the north for centuries, and not all see Bard as their rightful ruler even if they are once more a nominal part of his kingdom. (Homebrew)
Kaldricstead: A farming village not far from Elgaud. (Homebrew)
Esgahrûn: Not far from the borders of Rhûn itself, the river town of Esgahrûn largely caters to traders and travelers from Dorwinion, as well as the rare Easterling merchant. (Homebrew)
Carad Surga: A village of tents erected at the intersection of the Redwater and Running Rivers whose inhabitants migrate based on the seasons. A tavern and wooden fort are the only permanent buildings here. (TOR 1e, renamed)
Durhn Karak: While most Dwarves of the Iron Hills prefer to live in or around their mines, some ventured here to find fertile land for farming and to fish from the Redwater River, building up a modest settlement over the years. (Homebrew)
Wimborne: A logging village founded only a few years ago to harvest timber from the Netherwood. King Dáin II granted acreage near Durhn Karak to Dalish settlers in one of several measures to strengthen ties with the restored Kingdom of Dale. (Homebrew)
Flodredden: A hamlet constructed on wooden bridges over a marsh, known for the huge size of its fish. (Homebrew)
Londaroth: More of a locking post than a village, Londaroth is inhabited primarily by Dwarves who use a set of wooden cranes to ferry ships up and down a small waterfall in transit to Esgaroth. These laborers maintain the locking system and collect river tolls and trade taxes for King Bard in the process, who in turn grants them a portion of these earnings and a regular payment. (MERP)
Mere's End: Located the very end of the Long Lake on a small island, Mere's End is home to mostly fishermen and boatwrights, and is one of Dale's largest villages. (MERP)

Northern Rhovanion
Strandburg: A wooden-walled town constructed on the fertile valley between Dale and the edges of the Mirkwood. Far from the troubles of the northern wastes or the dark eaves of the Mirkwood, Strandburg is quite prosperous and now is reckoned as Dale's third-largest settlement; some fear, however, that its Lord Bryni is more concerned with his own wealth, hunting, and feasting rather than the wellbeing of his people and holding. (TOR 1e)
Northfold: A garrison post of Men and Dwarves that keeps watch on Dale's northern border, as well as trade through Veltingen. (Homebrew)
Veltingen: A seasonal trading post, closed in the winter and open through the summer, catering to traders bringing goods to and from the Iron Hills to Dale and Erebor. (Homebrew)
Carad Anglen: A wooden fortress constructed not far from the edge of the Mirkwood. A few of Thranduil's folk have expressed distaste at Dale building such a site so close to their own borders. (Homebrew)
Orlmondsholde: A village and castle granted to Lord Orlmond, one of Bard's nobles. A wealthy man, Lord Orlmond holds one of the only stone keeps outside of the city of Dale, and often hosts banquets in its hall. (TOR 1e)
Galford: A newly-settled farming community northwest of Dale, steadily growing. (TOR 1e)
Edricsburg: Established by the late Lord Edric, this is the northernmost village in the Rhovanion, built to mine resources from the Withered Heath. Between dreadful winters and terrifying cold-drakes, the few who remain here are some of the hardiest folk in the region. Following the eccentric Edric's passing, his wife Sara now rules the town and its holdings. (TOR 1e)
Witherwatch: An outpost established to give the folk of Edricsburg a warning should Orcs or worse come down from the Withered Heath. Rundown and not particularly capable of withstanding an actual siege. (Homebrew)

The Iron Hills
Ironthorpe: While most of Dale has prospered tremendously after Smaug's death, Ironthorpe has suffered. The dragon's desolation brought ash down with the wind, choking out crops and rendering the soil here infertile. Once a thriving town for trade between Lake-town and the Iron Hills, Ironthorpe has declined greatly in the past few decades, and those who haven't yet left live in squalid desperation here. Poor fortune has left many here resentful of neighboring regions' prosperity, and a growing sense of neglect brews among them, something King Dáin II has taken worried notice of. (TOR 1e)
Iron Hills Camps: Encampments and quarries built around the Iron Hills, relying on underground passageways unknown and forbidden to Men to bring goods back to the hold of Kirikghathol for consumption and trade. (Homebrew, inspired by TATW and The Last Days of the Third Age)
Iron Hills Quarry: The principal quarry of the Iron Hills Dwarves, it has expanded greatly in recent years as trade once more flourishes in the Rhovanion. A sizeable portion of the Quarry was granted to King Bard by Dáin II, and more than a few Mannish miners can be found here. Though not necessarily inept, their comparatively amateurish stoneworking often provides the Dwarves friendly amusement, like grandparents watching the antics of their grandchildren. (The Last Days of the Third Age)
Kirikghathol:The ancient stronghold of the Dwarves of the Iron Hills. Though incomparable to Erebor in splendor and wealth, it is nevertheless a great hold and a relic of the power and prosperity Durin's Folk once possessed. Though Dáin II Ironfoot rules over the Iron Hills as well, the Dwarf-lords of Kirikghathol maintain some measure of autonomy. (TATW)

WIP
Last edited by Inculta on Tue 18 Jan 2022, 11:58, edited 13 times in total.
 
Inculta
Topic Author
Posts: 55
Joined: Wed 06 Oct 2021, 00:47

Re: Expanded Wilderland Map

Mon 17 Jan 2022, 11:06

Updated the map with some more TOR 1e and MERP locations, and adjusted the placement of others.
 
Vuriche
Posts: 43
Joined: Mon 01 Jun 2020, 23:38

Re: Expanded Wilderland Map

Sat 29 Jan 2022, 01:54

Hey, this is really cool, thanks for sharing!

I have added a few of your additions to my own campaign document, I am much obliged to you.
 
Inculta
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Posts: 55
Joined: Wed 06 Oct 2021, 00:47

Re: Expanded Wilderland Map

Wed 02 Feb 2022, 11:50

No problem! Glad you like it.

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