
This horror show is the product of oath-breaking, an act which carries devastating consequences in Tolkien's world, as bad as a high-level D&D curse. The treachery dates to the end of the Second Age, when Gondor's primitives (the Daen Coentis) refused to honor the Dunedain and march against Sauron, and the effects were instant: ore veins dried up, livestock died, harvests shrunk, artisans forgot their skills, and women became barren. People who died suddenly walked the tombs of the primitive nobles, tormented by local confinement. The paths thus sweat a despair that feels intrinsic to the place, something self-inflicted, unlike the invaded Barrow-Downs.

The second major layout is the fortress of Morthondost built by Gondor between 570-714, which looks over the town of Sarn Erech. There are colorful politics here (geared for the 1640 period) revolving around an incompetent prince who keeps his sister (the true heir to Morthond) imprisoned like a rat, while the fief is ruled by his despotic master-at-arms. Sarn Erech itself is given remarkably thorough detail; the map key even supplies two 1-4 star ratings for every tavern, inn, shop, and professional establishment -- one for quality, the other for price. Finally, there is the ancient site of the hill with the black stone, on which the Daen Coentis swore allegiance to Gondor and would renew that vow at Aragorn's coming. Some might complain that the Morthondost scenario is space filler, but I disagree. The physical torment eating away a Gondorian princess is a microcosm of the spiritual one consuming the vale, and it all integrates perfectly. If I could run only one adventure-sized module before joining the dead myself, I might very well choose Erech and the Paths of the Dead.
History & Culture Rating: 5
Maps & Layouts Rating: 5
Next up: Minas Tirith.
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