The Fell Winter of 1311

Introduction

The idea of unleashing terror and destruction on the fertile lands of Shire came up in discussion under the last Mithril Gathering at Cold Wars 2002. Tom Hiller, a splendid gentleman know as Underhiller in Mithril collector circles, and I were intrigued by the idea of the defilation of the sanctuary the Shire is in Tolkien’s books. None of us is really sadistical by nature but we were intrigued by the corruption of paradise which is a reoccurring theme through Tolkiens books.  There are not a whole lot of options when you try to find various possible scenarios in this unwarlike corner of Middle Earth. In fact, it is plainly stated that only two battles took place on Shire soil.

The most obvious ones is the Battle of Bywater where Saruman’s hoodlums were defeated. Another one is the Battle of the Greenfields when a band of orcs from Mount Gram invaded and Bullroarer Took, forefather of Pippin of the Fellowship, knocked the head of the orc chieftain into a rabbit hole “and battle was won and the game of Golf invented at the same moment”.

However, there are more quotes in more peripheral texts which illustrates another dire event in the history the hobbits: the invasion of white wolves during the Fell Winter of 1311. It is a less well known event in the books but I find it invokes some nice images in my imagination. There are also some benefits in picking a scene where you can embellish the story a bit without necessarily contradicting  the theme of the books.

Sources

The following quotes illustrate the event of the cold gruesome winter of 1311 (Shire reckoning). All are taken from various sections of 'The Lord of the Rings'.

"FEAR! FIRE! FOES!

The Brandybucks were blowing the Horn-call of Buckland, that had not been sounded for a hundred years, not since the white wolves came in the Fell Winter, when the Brandywine was frozen over."

FotR Book I, Chapter XI 'A Knife in the Dark' 

 

“They went on. But before long the snow was falling fast, filling all the air, and swirling into Frodo's eyes. The dark bent shapes of Gandalf and Aragorn only a pace or two ahead could hardly be seen.

‘I don't like this at all,' panted Sam just behind. 'Snow's all right on a fine morning, but I like to be in bed while it's falling. I wish this lot would go off to Hobbiton! Folk might welcome it there.' Except on the high moors of the Northfarthing a heavy fall was rare in the Shire, and was regarded as a pleasant event and a chance for fun. No living hobbit (save Bilbo) could remember the Fell Winter of 1311, when the white wolves invaded the Shire over the frozen Brandywine.”

FotR Book III, Chapter III 'The Ring Goes South'

 

2758 Rohan attacked from west and east and  overrun. Gondor attacked by fleets of the Corsairs. Helm of Rohan takes refuge in Helm's Deep. Wulf seizes Edoras. 
2758-9 The Long Winter follows. Great suffering and loss of life in Eriador and Rohan. Gandalf comes to the aid of the Shire-folk. 
2759 Death of Helm. Fréaláf drives out Wulf, and begins second line of Kings of the Mark. Saruman takes up his abode in Isengard. 2770 Smaug the Dragon descends on Erebor. Dale destroyed. Thrór escapes with Thráin II and Thorin II.
2911  The Fell Winter. The Baranduin and other rivers are frozen. White Wolves  invade Eriador from the North.
2912 Great floods devastate Enedwaith and Minhiriath. Tharbad is ruined and deserted.

    Appendix B 'The Tale of Year, The Third Age'

 The Setting

Map of the Shire

 

The scene is the Shire of the hobbit some time after Yule in Shire Reckoning 1311 (or year 2912 of the Third Age in the queer way the Big Folk count). The Shire has been hit hard by the cold and snow. Most hobbit families are huddling up in their holes, reduced to eat only three cooked meals a day. A relatively meager harvest have left the barns, pantries and cellars less than bursting with food, which is very worrying for a hobbit. While all Shirefolk enjoy a flurry of snow now and then as a source of winter fun, tobogganing or snowball fights, the persistent cold and howling winds have made it hard to move about. The Post Master in Michel’s Delving has not been able to deliver any mail in weeks and the outlaying farms and hamlets in the portion of the Shire called North Farthing have become isolated islands in a cold sea of snow.

The other worrying signs abound; the natural boarder to the north and east of the Shire which is the broad river Brandywine is flowing sluggish like treacle and ice has been forming in shallow pool at the river's edge. The few travelers who still get around the country come back with tales of blood curdling howls from the other side  river and at there’s been eyes like embers glaring over the cold waters. Even a few evil rumors from Bree have traveled into the Shire, carried by the odd dwarf merchant. Over there, cattle and children have disappeared in broad daylight and the wardens have the gates locked through out the day.

In Oatbarton is a small village in the North Farthing built on the ancient ruins of what was once the mansion of an Arnorian nobleman. The village has core of permanent residents of farmers and artisans living in the typical hobbit holes dug out in the hillsides. In the middle of the village a blacksmith has his business. There is a marketplace where a the village butcher, potter and others have set up permanent store in the ruins of the old stable. But the most visited establishments of all is of course the Inn, famously know around the North Farthing as 'The Oaten Pipe'.

Terrain for Oatbarton:

 

The Defenders

The Wooly Clan 

The Wooly clan is a large group sheep farmers from outlaying farmsteads and cottages between Oatbarton and the Brandywine river. They are all related; siblings, cousins, second cousins, in-laws etc., and have come together to protect themselves and their neighbors as they take refuge in the village. As often is the case, this lot, while often engaged in internal family arguments, will fight viciously to protect their own kin when under attack.

Move Fight/Shoot Strength Defense Attacks Wounds Courage
5" 3 2 3 1 1 3

The clan is made up by 15 hobbits armed with hayforks, flails, scythes, pole-sickles and hunting spears which act as pole arms. Their leader is the patriarch Old Man Wooly, but he gets no leadership bonus for this game.

Refugees: Widow Purse and her sons Bill, Fred, Tom and Dob and the goat Esmerelda

The widow and her sons are a frightened lot which are not inclined to fight but flee.

Move Fight/Shoot Strength Defense Attacks Wounds Courage
5" - 2 3 - 1 3

Shirriff North-Took and the first  North Farthing Muster

The Shirriff of North-Farthing, one of three of the official para-military and police force of the region. The Shirriff, being a champion shot himself at many a country fair,  has mustered  the best marksmen from all around the Farthing to guard the boarder. Overwhelmed by the wolf incursion they have been forced to withdraw and now fight to protect the suffering refugees.

Move Fight/Shoot Strength Defense Attacks Wounds Courage    
5" 3 2 3 1 1 3    

 9 hobbits with short bows (range 16", strength 2, move penalty half)

+1 Courage as long as the Shirriff North-Took is alive.

The shirriff has light armor and gets a +1 defense.

Hayward Warren and North Farthing Volunteers

The hayward is one of the Shirriff's deputies has gathered some people in a hurry to help move refugees .

Move Fight/Shoot Strength Defence Attacks Wounds Courage
5" 3 2 3 1 1 3

10 hobbits with swords or axes. 

+1 Courage as long as the hayward is alive.

The hayward has light armor and gets a +1 defense.

Plucky North-Took and his Slinger Lads

This is a group in their 'tweens' (between 20 and 30 years old), which in normal times roam around the country side causing trouble. They are are particularly fond of poaching coneys and pheasants where they are not supposed two. Now they have found new use for their skills.

Move Fight/Shoot Strength Defence Attacks Wounds Courage    
5" 3 3 3 1 1 3    

 5 hobbits with short bows (range 10", strenght 3, no move penalty half)

Oaten Pipe Regulars

This rowdy group is made up by those who run and frequent the village inn a 'The Oaten Pipe'. The regulars have spent all evening fortifying themselves with ale against the cold and telling rumors and tells of wolf encounters in the past. Hearing horn calls of distress from afar they now emerge, made bold by strong drink and wielding a vicious assortment of kitchen implements..

Move Fight/Shoot Strength Defence Attacks Wounds Courage    
5" 3 3 3 1 1 4    

Must roll for courage if  Tom Underhiller with the barrel is lost to them.

+1 Defence for the hobbits with pot lid shields or sauce pan helmets.

 

Farmer Roundapple and his Hounds

Farmer Roundsapple is has his farm right at the edge of Oatbarton village where he raises sheep and tends a fine apple orchard. His apple brandy is well know. He is also notoriously known for his choleric temper and sensitive about his orchard. He keeps ferocious dog, large shaggy sheep dogs and mastiffs, to guard his herds and lands, and they follows his slightest command. 

Farmer Roundapple 

Move Fight/Shoot Strength Defence Attacks Wounds Courage    
5" 3 2 3 1 1 4    

 Farmer Roundapple has a command range of 12".

Hounds

Move Fight/Shoot Strength Defence Attacks Wounds Courage    
10" 3 3 4 1 1 3    

The dogs are completely unafraid of wolves but are Terrifying to wolves. Being highly trained to follow Roundapple's whistles and gestures from afar, they can roll against his leadership as long as they are within 12". If the farmer dies they have to do an immediate courage roll and keep doing so for every turn.

Gandalf the Grey

 

"In the wavering firelight Gandalf seemed suddenly to grow: he rose up, a great menacing shape like the monument of some ancient king of stone set upon a hill. Stooping like a cloud, he lifted a burning branch and strode to meet the wolves. They gave back before him. High in the air he tossed the blazing brand. It flared with a sudden white radiance like lightning; and his voice rolled like thunder.

`Naur an edraith ammen! Naur dan i ngaurhoth!' he cried.

There was a roar and a crackle, and the tree above him burst into a leaf and bloom of blinding flame. The fire leapt from tree-top to tree-top. The whole hill was crowned with dazzling light. The swords and knives of the defenders shone and flickered. The last arrow of Legolas kindled in the air as it flew, and plunged burning into the heart of a great wolf-chieftain."

FotR Book I, Chapter XI 'A Knife in the Dark' 

In the year of 1311 Gandalf is still 'just' the Grey, meaning he has there are still a hundred year or more before he fulfills his destiny as the great catalyst of later events. Therefore Gandalf is more toned down in this game. He is still cloaking his powers and tries in ll aspects to as a wandering old man. He is not yet in possession of the magical sword Glamdring (which he finds some 30 years after the Fell Winter).   That said, the wizard can still wield his staff with considerable force (the staff works like a pole arm) and conjure some of his fireworks he is renowned for.

Move Fight/Shoot Strength Defence Attacks Wounds Courage Might/Will/Fate  
6" 5 5 6 2 3 7 3/6/3  

Special abilities:

Sourcerous blast: see rules

Immolate arrows:     if within d6 of an archer roll a d6 per archer at the shooting phase. On a d6 roll when within 6"  of a wolf pack, on +3 Gandalf can detect abnormities.

Rain of sparks:   if within 6" of a woodland area  Gandalf can once in the game set the treetops aflame. If any enemy unit is within 6" of the trees roll a d6. On a +4 the beast gets one automatic wound.

Heightened perception:     Roll a d6 when within 12"  of a wolf pack;  can detect abnormities. Roll a d6 when within 6"  of a wolf pack, on +3 Gandalf can detect abnormities 

 

 

Friends of Gandalf

As he has heard of the halfling's plight, Gandalf has called in a some favors among his old aquaintances as he hurries towards the beliegred Shire. The Good player may choose from one of the following options:

Option 1: 

Dwarves

Kruin, Dworin, Khoro, Flarin and Nari are dwarves of Ered-Luin. They are merchants and artisans who often travel along the Old Eastern Road which from their mountains to Bree and onto faraway land in the East. Like all dwarves they are also stout warriors. Dwarves tend to look down on hobbits since they consider them lowly, unskilled peasants (although they do not mind making trade with them for their excellent pipeweed and foodstuff). Gandalf has run into these dwarves on his route towards the Shire and after Gandalf has reminded tehm of his earlier services to them they have grudgingly agreed to  help out.

Five dwarves

Move Fight/Shoot Strength Defence Attacks Wounds Courage
5" 4 4 4 1 1 5

May not act as leaders of hobbits.

Coments: If you go for this option you will obvious gain in numbers but also some considerable hitting power. Their disadvantage is that they trudge slowly through the snow.

Option 2:

Morwen and Haleth, Rangers of the North

These two sisters are pure blooded decendants of the Numenoreans who once colonized and inhabited the lands around the Shire. The belong to the group of very few who still linger in the area under their chieftain Arathorn II (father of Aragorn). Although few in numbers these still have most of the virtues of their proud ancestors, and through years hunting dangerous creatures in the wild they have honed their skills even further. Morwen and Haleth are normally stationed to patrol the lands just east and north of the Brandywine river. 

Two Rangers of the North

Move Fight/Shoot Strength Defence Attacks Wounds Courage
6" 4 3 4 2 2 4

Special abilities:

Woodmanship: the Rangers move without penalty through wooded areas.

Heightened perception: Roll a d6 when within 12"  of a wolf pack; on +4 the character can detect abnormities within the pack. Roll a d6 when within 6"  of a wolf pack; on +3 the character can detect abnormities within the pack.

Natural leader: May move independently or act as a leader of a group.

 

Option 3:

Gildor Inglorion 

Gildor Inglorion is one of they few high lives which still linger in the lands east of the Great Ocean. Like most elves he does not want to meddle in the affairs of the Men. He is however a kindly and noble soul and has answered in an instants to the pleas of Mithrandir, as the elves call Gandalf.Gildor has the other-worldy and slightly aloof qualities that most elves have, and this makes hobbits shun or even fear him.

Gildor may be fielded...

as Archer

Move Fight/Shoot Strength Defence Attacks Wounds Courage Might/Will/Fate
6" 6/3 4 4 2 2 5

...or...

on Horse

Move Fight/Shoot Strength Defence Attacks Wounds Courage Might/Will/Fate
14" 6 4 4 2 2 5  

Special abilities:

Heightened perception:     - Roll a d6 when within 12"  of a wolf pack; on +4 the character can detect abnormities within the pack. Roll a d6 when within 6"  of a wolf pack; on +3 the character can detect abnormities within the pack.

Scout: Put the character anywhere on the table.

May not act as leader of hobbits.

 

 

The Attackers

White Wolves

These wolves are of a large type which in normal times roam the frozen tundra south of the Ice bay of Forochel far to the north of the Shire. The white furred canines are not necessarily evil by natures but the Fell Winter has made the living conditions up there very dire and this has forced them south as the look for food. Wolves are social and intelligent and therefore hunt in packs, each led by an alpha-male.

55 white wolves

Move Fight/Shoot Strength Defence Attacks Wounds Courage
12" 3 3 4 1 1 3

Must deploy in packs with a minimum of 6 wolves and a maximum of 15 wolves. One must be a alpha male.

If a pack looses more 50% of its original numbers each member has to make a courage roll.

Alpha male +1 courage 

The hidden menace...

Game Rules

I did not design the game with any specific game rules in mind but as I was looking around for rules that would allow the players to move the miniatures independently ('skirmish rules'), I ended up with Games Work Shop's Lord Of the Rings rules. The rules are as most GW products fairly expensive, but they are readily available. I like most parts of them: they are fairly uncomplicated and they are fast. I have for most games opted not to use the Might/Will/Fate rules but boosted characters who would have such values with home made stuff like increased Defense, Strength or Courage, or simply by giving them some specific ability or spell. I do not run many campaign or competition like games so I do not need to match my rules with others. In my experience this works fine. 

Battle Report

Mithril Gathering at Historicon 2003, Lancaster, PA

I had only planned to run this game once at this Historicon, but it turned out quite popular so I ended up running it three times. It was well received and I ended up getting a commendation.

//To be updated//

Some more pictures of the Mithril Gathering members and their games... 


Peder Hammarskiold ph@shapingmiddleearth.com
Copyright Peder Hammarskiold 1999 All rights reserved.