Towns in the Dale-lands

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The Dale-lands consists of a number of towns, each with a distinctive personality and room(s) to play in. A map of the land and the location of each town is given below, and can be accessed within the game by typing +dlmap2 anywhere within the Dale-lands:

Dlmap2.jpg

Dale

Description

Dale is the capital of the realm, seat of King Brand's power and a marvel to behold, according to many. Gloin of Erebor, the father of Gimli, is destined to reveal to one Frodo Baggins in the House of Elrond Half-elven that the Dwarves of Erebor have been hard at work to construct a wondrous city for their friends the Bardings, and so they have indeed.

It is a walled city, set within the foothills of the Lonely Mountain, and many terraces of residence crawl up the slopes of that very mount. Towers and ramparts line the outer face, but within there are waterways and fountains galore, not to mention a host of streets lined with stores of great variety. Girion Palace dominates the city, rising above all other buildings, and can be seen from anywhere within the walls; the streets that wend about the town named after champions of local legend dating back to the Battle of the Five Armies. Toy-makers are prized in Dale, as are masons, and the courts of King Brand are filled with scholars and warriors brought from the great Houses of the kingdom to dwell at their Lord's service.

There are many local attractions to peruse, including the King's Garth, the public gardens and the Eagle's Nest; a tavern of poetry and song, to hear it told by those who visit often. The soldiers however are not without an ale-house of their own, for the Drunken Wench caters to those whose brow sinks lower for preference. and the markets are famed for their ingenious Dwarven trinkets.

A fair city is this, young and optimistic, and a worthy destination to see for oneself the grandeur of the restored line of Girion.

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Map

There is an in-game map that is accessible with the command +dlmap3 and can be viewed by any Dale-lands character or any character who is within a Dale-lands room. The output has been reproduced for reference here:

Dlmap3.jpg

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History

Dale was first founded in the year 1109 of the Third Age (TA), upon the site of an ancient town long lost to memory, following an increased alliance of the menfolk there with the Lake-men who dwelt upon the shores of the Long Lake. Slow to grow at first, eventually the township began to thrive in the shade of the Lonely Mountain, and a friendship with the distant Dwarves of Emyn-Egrin to the east was long cultivated over several centuries.

When the Great Plague of TA 1635-38 struck northern Rhovanion, Dale and Esgaroth alone managed to survive its pall, and refugees from smaller townships in the south began to migrate to the growing city and swell its populace. An alliance between Esgaroth and Dale strengthened over time, and the lands nearby had by then become well-tilled and fertile.

New life was to come to the city anon when in T.A. 1980 Durin's Folk unleashed the Balrog in Khazad-dum and were forced to flee their ancient home. Led by Thrain I, the Dwarves investigated the possibility or founding a new kingdom at Erebor, and after concluding an alliance with the Dale-folk, settled at the Lonely Mountain in T.A. 1999. As time passed, the leader of each people bestowed rich gifts on the other, resulting in a well-armoured Dale-guard, the acquisition of useable defensive land for the Dwarves, and a mutual repect between the two peoples. Contact between the Dwarves of Erebor and Emyn-engrin also resulted in renewed trade between the two regions. Demand for the high quality metal and stonework of Durin's Folk, as well as for the works of the maturing artisan community in Dale, led to increased commerce along the River Running and across the Long Lake. Dale nearly tripled in size over the next few centuries. Its populace became more cosmopolitan, and Esgaroth flourished along similar lines. The region enjoyed peace and prosperity.

However, the fortunes of the Dwarves and Men of Long Lake took a dramatic turn for the worse when, in T.A. 2770, Smaug the Golden heard of the wealth of the kingdoms and flew south from the Grey Mountains to claim it as his own. The Dwarven king of the day, Thror, escaped with his family, but many of Durin's Folk perished in dragon fire. Girion, the King of Dale, was slain as well, though his family escaped, along with many of his people. The Fire-drake razed Dale and Esgaroth and gathered the wealth of the area into the Lonely Mountain, which he made his new home. The survivors of Laketown rebuilt their town with the help of refugees from Dale, which remained abandoned. The new town on the lake was smaller than its predecessor, and though trade resumed and life slowly returned to normal in the long shadow of the mountain that housed the dragon, it was not what it once was.

After a long respite, dragon fire once more incarnadined the waters of the Long Lake in T.A. 2941, when Smaug was roused by the company of Thorin II. He wreaked havoc on Esgaroth but was slain by Bard the Bowman, a descendant of Girion. In the aftermath of the wyrm's demise, Bard led the forces of Laketown north to the slopes of the Lonely Mountain to combat an invading force of Orcs and wolves along with the Elves and the Dwarves, emerging victorious in the famous Battle of the Five Armies.

Using his share of the Dragon-hoard, Bard refounded Dale, his people becoming known as 'Bardings'. Dain II became the new King Under the Mountain, and a new Dwarf colony grew in Erebor. Esgaroth was rebuilt a third time, further north on the Long Lake, away from the ruins of the previous town and the noxious remains of Smaug, which the fisherfolk to this day avoid.

Since this time, Dale has flourished anew, ruled first by Bard himself, then by his son Bain through to his grandson, King Brand, whose wisdom and grace have helped extend the influence of Dale far into the south, and under whose guidance the city has become ever more fair and glorious to behold. It was Brand who invited the masons and sculptors of Erebor to shape the Great Archway that welcomes visitors into the King's City, and sturdy defenses have been etched into the face of the Lonely Mountain to ensure that should a threat ever come again to hassle the Dale-men, their legacy would not vanish a second time.

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Esgaroth

Description

Esgaroth upon the Long Lake, also known as Lake-town, is a mercantile community within the kingdom, and the scene of the mainstay of Role-Play action within the realm. The town is constructed entirely of wood and stands upon wooden pillars sunk into the bed of the Long Lake, south of the Lonely Mountain and east of Mirkwood. The town's success built on trade between the Men, Elves of Amon Thranduil and the Dwarves of Erebor, but also the interaction between the various Guilds and the four Noble Houses generates much exchange of wealth and prosperity.

Life within Esgaroth is certainly not dull, with several levels of society interacting at once. Above all are the noble class, whose wealth or fame is great enough to label them one of the four Great Houses. Privilege is not lacking for this class, and even the Esgaroth Watch tread carefully when dealing with these highly influential folk and their families, though the Laws of Esgaroth are held to apply to all citizens, of high birth or low.

Beneath this loose aristocracy the influence of the Guilds can be felt most strongly, for the prosperity of the realm has made many fellows rich and their holdings and power have grown alongside their wealth. Guildmasters can command great sway over matters of trade, for private ownership is upheld by the King's Law, and House Girion are hesitant to interfere with such rewarding business. Nearly every industry can lay claim to a Guild of their own, and the relationship between the noblemen and the merchant class is further entwined by frequent patronage of their services.

But not all citizens of Esgaroth have fared so well in this period of growth, and there are commoners who live without the bounty of birthright or wealth, and underneath the town itself. The poorer folk of Esgaroth dwell in the Underdecks, which stretch out beneath the planks of Laketown's streets in a network of ghettos. Sometimes they stray 'above decks', at the behest of a more privileged personage or to further ambitions of their own, and so it is that ever can a hunger be found among the folk of this trading hub and their dealings. The have-not's would like to have too, if they can help it.

With this in mind, there is room for virtually any concept one might think of within an medieval society, or at least something similar, and both commoner and nobleman alike have a part to play in the unfolding tale of this remarkable Lake-town.

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Map

A map of an be found by typing +dlmap whilst logged onto a Dale-lands character or as any character currently in a Dale-lands room. For reference, the output is reproduced here also:

Dlmap.jpg

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Notable Attractions

Esgaroth is home to many varied attractions and sections of town, with much to offer in each. Here is a list of some of the more famous (or infamous, as the case may be) places to go, see, and RP within. Some are features on the map above, whereas others require a little exploration to discover them. Enjoy the search!

The Fiery Flagon
Although rebuilt more than once in it's lifetime, The Fiery Flagon is Laketown's oldest tavern. Its central location in the business district of the town ensures the inn is never empty, and as if business needed any more help it also touts a reputation for some of the finest beverages in town, traditionally brewed right on the premises by the owner and barkeep Brue, to traditional recipes passed down in the family from before the days of Smaug. Minstrels and bards often perform in the Flagon but the entertainers tend to take a backstage here to the general chatter..
Although the accommodation is restricted to a single communal sleeping quarters on the second floor, the prices are good, and it is a favorite spot to stay to be right in the center of things. Again, due to the favorable central location news and gossip from the borderlands, visiting traders and locals invariably finds its way to the Flagon first. Brue's son, Brue Jnr, has recently taken over management and ownership of the tavern, and together with his cousin Elodie has plans to expand business even further.
The Fishtale Inn
Set just on the western edge of Fisher's Wharf, the poor quarter within sight of the docks, 'The Fishtale' is a medium sized inn frequented by the local fishermen, dockworkers and laborers.
It is well known for its nights of rowdy entertainment, especially when storms have kept the boats at home. The accommodation is of passable quality, being a single communal sleeping quarters like that at The Fiery Flagon, though there are rumours that one can purchase company for the night if one knows who to ask. While the Fiery Flagon is its main competitor, being the closest tavern still in the common man's price range, the Fishtail undercuts it on accommodation costs and so is often the choice of those who have traveled far and are strapped for cash. Frequent visits might allow one to run into Medhir, the owner, or perhaps notorious fellows such as Scampre and Linnea.
The Gambling Hall
Situated on the southern edge of Market Square in the busy business district, the Gambling Hall, or Gamer's Den as the locals often call it, sees a lot of custom. The furnishings are comfortable and the tables well lit, with the bar providing an adequate range of refreshments, though is said among the locals that one wouldn't want to complain even if they're not refreshed. Rumour has it that shady individuals oversee management of the Den, and certainly the scoundrel Scampre is a regular face.
The 'Den' runs a wide variety of games, several of Dwarven or foreign make, and the more recent addition of the Fight Pit is often the subject of fervent wagering throughout the evening. For the serious gambler in town this is the place to be.
The Town Hall
The Town Hall of Esgaroth is home not only to the office of the Steward, but also houses the library and the bank. As such, it is a rare day that passes with little traffic through its doors, and many have remarked that some of the Guild vendors choose to linger in the Hall precisely for this purpose. Ulfnor of the Minstrels Guild is frequently there, and should one seek more studious pursuits, Thogas of the Scholars can be approached in the library.
The Underdecks
The Underdecks of Laketown are a dark and sometimes dangerous place. As Laketown was rebuilt, a sudden influx of inhabitants made rent too high for many of the lower class citizens. These citizens gradually took over the vast areas under the great city, building warrens for themselves amongst the great pilings of Esgaroth. Though the areas are sometimes flooded in times of great rain, many folk now call these man-made catacombs home. The halls and passages that spider off everywhere down here are a mish-mash of good and bad carpentry, and visitors are encouraged to bring their own light, for it's rumored to be very disorienting down there, and those not well versed with the area can easily get lost, perhaps never to be seen again...
The Embassies
Being so closely situated to both the Dwarves of Erebor and the Elves of Amon Thranduil, Esgaroth enjoys steady if infrequent visits from dignitaries of both peoples, and an embassy has been set up for each in which to dwell and govern as they see fit.
The Dwarven Embassy is located in the north-west quarter of town, in close proximity to Karath Manor, home of House Karath with whom land is shared near North Port. In the south-west, the Elven Embassy has been constructed near to the doors of the Taurdain Suites, to be close to the folk of House Taurdain who once dwelt near the shores of Celebannon.

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History

From the Tome of Esgaroth:

As the Second Age dawned in Middle Earth a few seasonal campsites began to appear on the shore of Long Lake near the latter towns of Esgaroth and Londaroth. The campsites served as both shelters and crude marketplaces for hunters and fisherfolk called Water-men. Both sites grew steadily and by the middle of the age they had become semi-permanent with earthworks, stockades, stone hearths and furnaces.

A modest mound village grew up below the waterfall at Lindal, but a vastly different settlement evolved further north along Long Lake. Frequent floods, constant raids, and an abundant timber supply contributed to the development of a 'stilt house' culture. The people borrowed the design from the nearby Silvan Elves and constructed their homes on platforms set atop piers driven into the lake bottom.

The culture grew and waned, depending on the frequency of fires and the population of water worms, never reaching the status of a true town. Instead, the center of commerce formed on the marshy shore of the lake.

During the first millennium of the Third Age, a steady stream of Eriadoran Northmen immigrants increased the population of Rhovanion. The trading center at the mouth of the River Running became known as Lake-town, and by the middle of the ninth century TA served as both a trading and manufacturing center. Written accounts date the founding of present-day Lake-town to the year TA 999. By that time the local people called themselves Lake-men, although they spent much of their time on the vast networks of neighboring marshes, rivers, and streams.

Oral accounts credited Frithugar as the founder and first leader of modern Esgaroth. He was a Nenaden, born in northwestern Eriador, and considered a 'late-comer' to Rhovanion. While leading his small tribe east, he first settled among his eastern kinsmen in the Nan Celduin around TA 998. Denied land, and deprived of equal rights, he and his followers decided to build their own settlement using the pilings from the ruined stilt-house culture. They called their new home Reed-delving, Esgaroth in the Sindarin tongue. Initially only a small trading center, Esgaroth quickly grew to become a significant fishing and boat building station. When most of the nearby Lake-town burned in TA 1240 many of the refugees moved to Esgaroth. Within a few years the remaining residents of Lake-town abandoned their town on shore, and the two towns were united.

By TA 1250, Esgaroth formed part of a trading league that included the Dale-men, the Wood-elves of Celebannon, and the Northmen of Londaroth, as well as a few other sites along the River Running. After TA 1450, much of Esgaroth's growth came at the expense of neighboring Londaroth. Many of the Northmen from the southern villages migrated northward to Esgaroth in search of jobs and security. As Esgaroth expanded, it supplanted Londaroth as the area's primary Northron population center.

The Great Plague, borne by flea infested rats, swept through the close-packed longhouses and settlements throughout Rhovanion beginning in TA 1635. Esgaroth proved no exception, and by TA 1637, 40% of its population had perished. The majority of the other towns in the area suffered even a higher rate of deaths, including Londaroth which was virtually wiped out. Only the noble Dale-men weathered the scourge with little loss of life.

Riots broke out in Lake-town during and after the horrible winter of TA 1636-37, as starving and panic-stricken people fought for sustanence. Numerous shops and warehouses were looted, and fires consumed a number of ships and part of the town. A heavy snowstorm early in the spring caused the collapse of the main platform beneath the burnt out area. Spring brought heavy flooding, which brought a peculiar 'red tide' that killed many of the fish and shellfish in the area. The air reeked foully of plague-death, rotting fish, and blood-tainted water, and the townspeople began to speak of the doom of Middle-earth.

Several of the leading citizens made a trek to Amon Thranduil to seek aid from the Elven King. With the elves help and the subsiding of the plague in TA 1638 Lake-town slowly recovered.

Years later, Esgaroth lived through many destructions. It was rebuilt two times by cause of the fire drake, Smaug, that settled in Erebor, and after the dragon was slain, the Dale-lands had yet another challenge: the Battle of the Five Armies in TA 2941. This battles popular name came from the fact that five armies participated. They were the Elves, led by Thranduil of Mirkwood; Men of Esgaroth, led by Bard the Bowman; Dwarves, led jointly by Thorin Oakenshield and Dain Ironfoot; Goblins, led by Bolg son of Azog; and a wolf horde which marched with the Orcs. During the battle Thorin Oakenshield was mortally wounded, and his kinsman Dain Ironfoot succeeded him as King under the Mountain. Dain wisely gave just compensation to the Men and Elves, thus reforging the firm friendship between Erebor and Dale.

As the Tome mentions in this last segment, in the year TA 2941 of the Third Age the town was attacked by the dragon Smaug, but Bard the Bowman, who had indirectly learned of a weakness in Smaug's armour that had first been noticed by Bilbo Baggins, slew the dragon. Smaug, livid with bestial fury, had winged his way to the town in the dead of night and promptly begun to immolate the wooden matchwood structures of the town, materials that burst into flame at the slightest provocation. Its inhabitants realized all too late their predicament and while some, including most of the women and children, got away safely on boats, many perished in the maelstrom of fire that ensued. A brave company of spearmen and archers attempted, in vain, to shoot down the dragon, but were all immolated themselves, save for the valiant Bard, who alone prevailed over the Wyrm. The town was wrecked by the dragon, but afterward it was rebuilt using some of the treasure that Smaug had stolen, though the town's Master ran off with some of the gold. Part of the town's population followed Bard to resettle the Kingdom of Dale.

Today, under the rulership of King Brand, grandson of Bard, the kingdom of Dale is expanding to the south and east, and all the towns under King's rule are enjoying prosperity. However, the growing realm has drawn the attention of the Eye, and overtures to the Council of Esgaroth and to the King in Dale have been made by messengers of the Lord Sauron. Through its expansion, the Dale-lands has also come into conflict with the Easterling tribes, though the kingdom enjoys healthy friendships and alliances with the Dwarves of Erebor and Emyn-engrin, the Elves of Celebannon and Amon Thranduil, and the Woodsmen of Mirkwood. Having become the hub of northern Rhovanion, the future looks bright indeed for the Kingdom of the Dale-lands.

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Londaroth

This is a good-sized town, mostly populated by humans, though Dwarves are a fairly common sight. Built on the west side of the River Running, Londaroth serves as the residences for the industrial works just to the north, along the foot of the waterfall that is the southern end of the Long Lake. Acres of fields and pasture-land, with cattle and sheep grazing peacefully, stretch out away from the river on both sides, an area that produces much of the food for the Dale, Esgaroth, and Erebor.

An inn and numerous shops are all built around a large central square, with houses in outlying streets. Along the river, many docks are present from where the river becomes deep enough to be navigable again and on south past the boundaries of the town. River traffic is fairly heavy. Shipments of goods from Dale are typically ported down around the waterfall, re-loaded onto barges here, and sent to points south, with the reverse process applying for boats coming up-river. Just above the docks, a large bridge crosses over to the eastern side, where a road meanders its way south.

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Iach Celduin

A small town on the River Running, situated near the borders of Mirkwood and often subject to orc depradations. Located by the bridge leading to the Old Forest Road, it is a popular stopping place for travellers and the inn makes quite a tidy profit!

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North Port

A small town is North Port, but an important one all the same, for it lies at the northern tip of the Long Lake; serving as an intermediary between the folk of Esgaroth and those of Erebor and Dale. Ferries run between North Port and Esgaroth several times a day, or at need, and the road northward is straight and safe as it wends towards the Lonely Mountain.

The town itself is little more than a beach-head, upon which have been built the docks which service the trade, and despite the size of the settlement the local tavern, the Twins' Toe Inn is well-known within the kingdom as a place to hear merry songs and purchase cheap pipe-weed. Both Dwarves and men are seen in town, almost in equal measure, and just outside the main streets lie the holdings of House Karath; their horse-masters often seen making use of the rolling plains that flank the roads passing by. To catch a ferry to North Port, visit the Esgaroth Docks.

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Finney

Finney comprises little more than a few dots on the wild landscape; in fact, the road through Finney appears to be the town's busiest feature. Nonetheless, a tiny town must contain people in order to survive, and those people must have a means of survival. A few buildings in decent condition line the busy thoroughfare, and people go on about their business quite like anywhere. Outside of the town lie several large plots of land, set a decent distance apart, which one might assume to be farms. The River Celduin flows nearly through the middle of Finney, and cattle graze where vegetation grows the thickest. Northwest of Finney the road strolls through the rolling dales, and east of the tiny town it follows the river towards Buhr Mahrling.

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Celebannon

(information forthcoming)

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River Running (Celduin)

The River Running (Or Celduin as the Elves name it) is a river sourced in the Lonely Mountain that flows southward to the Long Lake. Passing beside North Port it is fairly thin and narrow in these northern stretches, and does not swell to a mighty river until past the Lake Itself.

The southern tip of the Long Lake comprises several cliffs, and thus as the water falls from such heights it reforms at the base of the lake, the thunder of which is utilized by the town of Londaroth to power its tanneries and logging industry. From there the River Running continues deep into the south, swelling as it head downward through increasingly wild lands.

It passes through Finney also, the southernmost reaches of the Dale-lands, ere it wend then eastward in a slow, lengthy curve to finally empty into the distant Sea of Rhun, though no Barding has ever traveled far enough to see it.

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