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Janae Chebret

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Aug 4, 2024, 2:52:43 PM8/4/24
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Thishand-drawn design is inspired by storybook covers as well as ancient maps, it tells the tale of The Lonely Mountain, the Dwarven kingdom which was home to the exiled members of King Durin's folk, led Thrr until the attack and occupation by the dragon Smaug.

This pattern represents Arwen Undmiel, daughter of Elrond of Rivendell and granddaughter of Galadriel of Lothlrien. Arwen is also named 'Evenstar' as one of the last and greatest Elves to live in Middle-earth.




Our detailed Shire design depicts the homely description of a 'Hobbit Hole' with classic Hobbit doors, it evokes the pages of a storybook as smoke rises from warm hearths and well-tended gardens teem with life.


The Rohan design symbolises the culture and iconography of the Rohirrim, as described in The Lord of the Rings - proud people with a strong monarchy, known for their skilled cavalry and horse training.


Our fabrics are woven in the British Isles from ethically and responsibly sourced yarns before they are lovingly handcrafted into baby slings in our solar-powered Scottish workshop. Responsible production is at the heart of Oscha, we love our planet and want to keep it beautiful for generations to come.


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And as always, if you want to help fund my digital worldbuilding and enable me to be lavishly produced, you can support this project on Patreon; I am not yet at a budget of $57.75m per post, but you can help us reach that laudable goal. And if you want updates whenever a new post appears, you can click below for email updates or follow me on twitter (@BretDevereaux) for updates as to new posts as well as my occasional ancient history, foreign policy or military history musings, assuming that, by the time this post goes live, there is still a Twitter.


One may easily contrast a story set in a world unbounded by rules of logical consequences, like a dream. Anything can happen in a dream, unrelated to what came before or after. Dreams can break their own rules and they can exist in unreal or surreal spaces. And they also, famously, make for extremely boring stories. Nothing is quite so tedious as having someone narrate a dream to you, because nothing in the dream actually matters for anything that comes before or after. Of course nothing in a fictional story necessarily matters in the real world, but nothing in a dream actually matters even in the dream world. Thus the consistency of the rules and the setting are essential for allowing the audience to engage their emotions with the characters and story because they make the events in the story matter by making them feel less arbitrary.


Which is well enough given that the size of the Nmenrean force is also ludicrously small. A lot of the discourse as the series was first airing seized on the Nmenrean ships for the apparent absurdity of how many troops they were notionally moving as compared to how much space there seemed to be on the ships, leading to fun illustrations like this one:


But honestly all of this is burying the lede by quite a lot, because the real problem here is that this expedition is absurdly, comically small. Nmenr is an island continent with multiple major cities, the largest of which evidently looks like this:


Which leaves us with the unavoidable implication that the Nmenreans caught site of the coast, sailed up the Anduin, disembarked on what will be the Pelennor Fields, and then rode through Ithilien and through the pass at Cirith Ungol (famously difficult to move through) and then down into the vale (what will be the plain of Gorgoroth in a few minutes) all in a single day and night (having crossed the sea to get there in perhaps a week at most). That is, by my measuring, some three to four hundred miles, half by land and half by river, accomplished in 24 hours. Gandalf on Shadowfax does not move this fast. Normally here is where I would joke that when an army moves this fast I no longer ask how much fodder they need for their horses, but how much gasoline they need for their trucks, but many a modern mechanized force would struggle to move so fast over open country without resupply set up in advance.


The Harfoots appear to be a relatively isolated hunter-gatherer culture (primarily gatherer, we see little emphasis on hunting, more on that in a moment) that are nomadic, moving regularly with a collection of carts (apparently one for each family unit), that double as housing and are camouflaged but also make for a neat colorful village when set up. That they are isolated is made clear with their first appearance; the humans who dwell near them know them so little little about them that the two hunters we see treat them as almost mythical; at no point do we see them interact with or trade with other communities of any kind, nor, when they are in trouble do they consider seeking the aid of those communities or other communities of Harfoots.


The Harfoot carts, on the other hand are quite large and fully enclosed, with an extending lean-to to make a full (if fairly flimsy and not very temperature controlled) structure when parked; the interior space of the cart, packed full of goods on the move, becomes part of the living space when parked. The Harfoots thus live in their carts, a thing the nomads above do not. And it is hard for me not to think here that the showrunners are trying to evoke Irish travellers, especially given the heavy use of Irish accents at play among the Harfoots. And I feel the need to note that this is a set of choices, so far as I can tell, that have gone over extremely poorly in Ireland. But it also makes no sense for these proto-Hobbits to work this way because, as noted, traveller society is absolutely dependent on an existing settled society for its subsistence strategy (itinerant working requires someone to work for after all), which is not at all how the Harfoots live.


To take Galadriel as an example, she is our main character; we meet her first and she connects all of the various plot threads that we see (except for the Harfoots). And yet at almost every stage of her journey we are dealing with some set of systems the rules of which are unexplained. First, Galadriel is compelled by Elven politics that are never explained, ordered by Gil-galad, whose relationship to her is not explored, to go West on the basis of an order it was never clear to me he could actually give.15 What is the nature of his authority over her and of her authority over others? Then she is thrust immediately into the politics of Nmenr, which are also underexplained. Then she joins the inexplicably small, inexplicably teleporting expedition before surviving the least survivable volcanic explosion ever put on film (and then heads for a ring forging scene that left me profoundly confused), before heading off to forge some rings out her suddenly boundless trust for the one being in Middle Earth she hates more than all others (and has now learned has been cleverly deceiving her for essentially the whole show).


Rings of Power is, reportedly, coming back for another season, despite having been something of a disappointment to both Amazon and audiences. What I would ask the creators to learn from the rocky start is that they need to plan and write the show not for the scenes but for the season (and indeed, for the series to avoid the Game of Thrones disease); build a world and characters, not scenes. Most scenes are not emotional payoffs but emotional investments in much larger payoffs down the line; trust audiences to stick it out.


Here is a question I had as I read. You wrote disembarked on what will be the Pelennor Fields But do we know this was what the showrunners intended, rather than the (just as ridiculous) idea that they disembarked at Umbar and rode north into the Southlands?


*Mountain ranges generally do not make right-angle turns. You almost never find a mountain range, then a major river running parallel to it with a broad plain on the far side. Major rivers, in fact, rarely exist right next to mountain ranges at all, and where they do they generally run perpendicular to the range. The Lonely Mountain should be volcanic. And so forth.


But we know from the Silmarillion that those mountain ranges were artificial, and created by the actions during warfare before elves and men existed and while the earth as still flat. You cannot expect mountains created that way to fully behave like mountains crated by slow movements of tectonic plates on a round world.


If I make a map of Europe that uses same symbols as the map of Middle-earth uses, Europe is full of mountain ranges with right angle turns. I do not expect Middle-earth maps to be high definition in their accuracy.


Here in Los Angeles, a lot of people call it the Southland. In that case, it is I suppose because it is Southern California, i.e. the southern part of the state, even though you can keep going south to Mexico and beyond.


In the aftermath of that disappointment, once one looks beyond the depressingly predictable efforts to make culture war hay out of it, I found that many people understood that they were disappointed but not always why.

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