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100% found this document useful (15 votes)
23K views140 pages

The One Ring - Realms of The Three Rings - VYpanF

Uploaded by

ozhan3676
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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REALMS OF THE THREE RINGS

L E A D WRIT E R
Gabriele Quaglia

A D D IT ION A L WRIT E R
Francesco Nepitello

RU L E S D E S IG N
Francesco Nepitello and Marco Maggi

AD D I T ION A L RU L E S D E V E L OP ME N T
Michele Garbuggio

COV E R A RT
Antonio De Luca

OT H E R A RT
Antonio De Luca, Federica Costantini, Ivana Abbate,
Michele Galavotti, Alessio Greco

S P E CIA L T H A N K S T O
Gareth Hanrahan, Lorenzo Perassi

GR APH IC DESIGN ED I T OR PR OJ EC T M A NA GER

Christian Granath, Francesco Nepitello Tomas Härenstam


Niklas Brandt,
Dan Algstrand PR OOFR EA D I NG B R A ND M A NA GER

Brandon Bowling Robert Hyde –


LAYOUT
Sophisticated Games
Dan Algstrand
LI NE M A NA GER

MAPS Francesco Nepitello EV ENT M A NA GER

Niklas Brandt Anna Westerling

ISBN PR I NT

978-91-89765-78-8 Standart Impressa UAB

The One Ring, The Lord of the Rings and the characters, items, events and places
therein are trademarks or registered trademarks of Middle-earth Enterprises, LLC
and are used under license by Sophisticated Games Ltd. and Fria Ligan AB.
© 2024 Middle-earth Enterprises, LLC & Sophisticated Games Ltd. All rights reserved.

First published in 2024 by Fria Ligan AB


Text and illustrations © 2024 Fria Ligan AB
CONTENTS

1 2 3 A

Where the West-elves


Still Linger 5 The Days Darken 53 Landmarks 79 Appendix 123

A HISTORY OF THE ELDAR 6 PERILS OF THE LAST ROAD 55 OST BRENIELLIN 80 HIGH ELVES OF RIVENDELL 124
The First Age 6 The Westward Journey 55 Background80 Characteristics125
The Second Age 6 Evil Things on the Road 56 Locations81 Attributes125
The Third Age 8 Waylayers and Pilgrims 56 Schemes and Trouble 83 Virtues of the High Elves 126
STAYING IN AN ELF-­LAND 8 Dark Designs of Morlhoss 59 84
THE PALACE OF THE SEA-BIRDS ELVES OF LÓRIEN 127
The Power of the Three Rings 9 MEMORIES OF ANCIENT WOUNDS 61 Background84 Characteristics127
LINDON 11 The Torment of Celebrían 61 Locations84 Attributes127
Entering Lindon 11 The Revenge of the Weasel-­lady 62 Schemes and Trouble 86 Virtues of the Elves of Lórien 128
Forlindon12 Elf-­wardens and Fell Creatures 62 87
THE VALLEYS OF THE DWARVES ELF-LORDS IN SOLO PLAY 131
Harlindon12 Dark Schemes of Cauthlin 65 Background87 Character Creation 131
The Grey Havens 12 OLD HATREDS MAY STILL BREED WAR 68 Locations88 Additional Elf-lord Rules 132
Haelond12 The Survivor 68 Schemes and Trouble 90
Nevlond19 The Fate of Arblaud 69 91
THE VINEYARDS OF GLAURIA
The Nine Houses of Mithlond 25 The Seed of Discord 70 Background92
RIVENDELL 27 Pawns and Other Pieces 71 Locations92
Finding Imladris 27 The Dark Years of Forlindon 75 Schemes and Trouble 93
The Hidden Valley 28 OTHER SHADOWS 77 THE WAILINGHOLE 94
The Last Homely House 34 The Castle in the Clouds 77 Background94
Those That Dwell in Rivendell 38 The Wandering Swordsmith 77 Locations94
LOTHLÓRIEN 40 Of Wolf and Wraith 77 Schemes and Trouble 96
Entering Lothlórien 42 THE WINTER-HORN 97
The Golden Wood 43 Background97
The Lord and Lady of Lórien 50 Locations97
Schemes and Trouble 100
102
THE FALLS OF NIMRODEL
Background102
Locations103
Schemes and Trouble 104
105
THE RUINS OF DWARFERRY
Background105
Locations105
Schemes and Trouble 107
THE SINGING STONES 108
Background108
Locations108
Schemes and Trouble 110
THE HOLLOW WOOD 111
Background111
Locations111
Schemes and Trouble 113
115
THE ISLE OF THE SORCERESS
Background115
Locations115
Schemes and Trouble 116
WHITETHORN HAY 119
Background119
Locations120
Schemes and Trouble 121
I ntroduction

INTRODUCTION
“The Three were not made by Sauron, nor did he ever touch them.
But of them it is not permitted to speak. So much only in this
hour of doubt I may now say. They are not idle. But they were not
made as weapons of war or conquest: that is not their power.”

s the Third Age draws to a close, the power of the over their brethren. It is intended primarily for Lore­masters,
Elves fades in Middle-­earth. Yet three realms remain, who can find among these pages the inspiration they require
bulwarks of Light against the creeping Shadow, ruled to bring Middle-­earth to life as the Player-­heroes explore it.
by mighty Elf-­lords and fortified by the power of the Players should refrain from reading this, with the exception
Three Elven-­rings. Here dwell those who remem- of those parts detailing areas their characters might reason-
ber the enchanted songs of the Elder Days and the noontide ably be knowledgeable about.
of Middle-­earth. Here is a last echo of Elvenhome on earth. The material presented in Realms of the Three Rings assumes
This book is a guide to the West-­elves, their dwellings and that the date is the same as the one in The One Ring — the
their heroic defence against the many threats which loom year 2965.

Overview
Realms of the Three Rings complements the setting informa- threats capable of affecting the struggle of the Elves in the
tion presented in The One Ring Core Rules, in particular the final days of the Long Defeat.
material found in Chapter 9: The World, and in the Appendix. Chapter 3: Landmarks describes 12 sites of interest that the
Chapter 1: Where the West-­elves Still Linger provides exten- Player-­heroes may explore in their dealings with the First-
sive setting information about the chief realms of the Eldar born: from ancient towers by the Sea to enchanted springs
— Lindon, Rivendell, and Lothlórien — with notes on the in the shadow of the Misty Mountains, and hidden retreats
effects of the Rings of Power upon them. It includes a brief where the High Elves still preserve a spark of the happiness
history of the Eldar, as well as special rules for Player-­heroes of the Elder Days.
visiting an Elf-­land. Finally, the Appendix contains rules for crafting Elven
Chapter 2: The Days Darken presents to the Lore­master a Player-­heroes hailing from Rivendell or Lórien, and guide-
set of narrative elements that can be used to determine the lines for creating Elf-­lords, powerful characters particularly
fate of Elf-­havens. It provides the description of several Lore­ suited to epic solo play.
master characters and their agendas, including many looming
CHAPTER 1

WHERE
THE WEST-ELVES
STILL LINGER
“Here is the heart of Elvendom on earth,” he said,
“and here my heart dwells ever, unless there be a light beyond the dark roads
that we still must tread, you and I. Come with me!”
CHAPTER 1

or the Elves, this is a time when shadows lengthen, the Free Peoples may be decided for an Age to come. Even
days grow darker, and magic begins to wane. Year though the Elves will soon be mostly gone, they have a few
after year, more of the Fair Folk sail over the Sea, precious days to spend in Middle-­earth, and a crucial role
leaving Middle-­earth forever. But the West-­elves still to play in the coming war, with the power of Three Rings
dwell in a few remote places — white harbours with on their side.
slender towers, green valleys ringing with music and laughter, Though far apart, those who dwell at the Grey Havens, in
and ancient woods of gold and silver warded against evil by the Last Homely House in Rivendell and among the trees of
timeless incantations. Lórien are united by a common purpose: to preserve light
Their Lords are well aware that the end of their time in and beauty and help those who try to stop the rising Shadow
Arda is near. Yet they stand at a moment when the destiny of before it covers all in darkness.

A History of the Eldar


“The love of the Elves for their land and their works is deeper than the deeps of
the Sea, and their regret is undying and cannot ever wholly be assuaged. Yet they
will cast all away rather than submit to Sauron: for they know him now.”

What follows is a brief account of the history of the Fair Folk in against Morgoth. There they joined forces with the Grey Elves,
Middle-­earth, from the Elder Days to the Twilight of the Third the Fathers of the Edain and the Western Dwarves, but they
Age, a tale which only the wisest lore-­masters now remember. were all ultimately defeated.
It was at this time that Eärendil succeeded in sailing west

The First Age


over the Great Sea and reached Valinor, where he asked the
Powers of the West for the deliverance of the Elves and their
The Fathers of the Elves first awoke in the East, when Middle-­ allies from thraldom. The Valar agreed to send aid, and their
earth was only lit by the stars of Elbereth and the land was host marched to Middle-­earth. The forces of Morgoth were
ruled by the Great Enemy. For the sake of the Firstborn the vanquished and scattered, and the Dark Lord himself cast
Powers of the West waged a great war against Morgoth and out of the world. Amidst the chaos of the war, Beleriand and
imprisoned him. Then, they invited all Elves to Valinor, where the northern lands were devastated and submerged beneath
they could live in peace and perfect bliss. the sea, altering the shape of the land forever.
Those who heeded the summons and reached the Blessed

The Second Age


Realm became the Light Elves; those who refused and hid
became the Dark Elves. Some tarried along the way; they
were known as Grey Elves, and later became the Wood-­elves Once the realms of the West-­elves were swallowed by the Sea,
of Rhovanion and the Shore-­elves who dwelt by the Great Sea the Valar once again summoned the Exiles and the Grey Elves
under the leadership of Círdan the Shipwright. to the West: not to Valinor, which they had forsaken, but to the
Isle of Erëssea off its coast: there they could live in peace and
THE WARS OF BELERIAND enjoy the blessings of Eldamar. Many accepted their invitation
The Light Elves grew in power and wisdom under the eyes and sailed on grey ships. Some, however, refused this compro-
of the Valar, but their happiness was not to last long: for the mise: most of those settled in Lindon, and Gil-­galad became
Great Enemy escaped his prison and destroyed the Two Trees their High King and built a palace on the Firth of Lune.
which lit Valinor with their glow. Then he stole the Silmarils Other Elf-­lords desired to rule their own domains and
of Fëanor and escaped to Middle-­earth, where he unleashed travelled further east: Celeborn and Galadriel dwelt for a
his armies of terror. time on the shores of Lake Evendim and eventually joined
Some Light Elves swore revenge and left Valinor in pursuit Celebrimbor near the Dwarven realm of Khazad-­dûm, in Ere-
of the Enemy, defying the Powers of the West. They became gion. Others crossed the Misty Mountains and established
the Exiles and marched back to Middle-­earth to wage war their kingdoms under the eaves of Greenwood and Lórinand.

6
W here the W est- elves S till L inger

THE MAKING OF THE RINGS OF POWER rings later known as the Seven and the Nine, but could not
The Elves who resisted the Call of the West desired to build discover who held the Three.
their own Blessed Realm in Middle-­earth, and fight the tide For six years the hosts of the Dark Lord rampaged
of time and change. First in this ambitious pursuit were the throughout Eriador. Vast regions were laid to waste, before
Elven-­smiths of Eregion, and the chief among them, Cele- a fleet of the Dúnedain finally landed in Lindon, routing
brimbor. Blinded by their thirst for knowledge, they accepted Sauron’s forces and putting an end to the war.
the aid of Sauron, who offered them his aid disguised as a
master jewelsmith. Under his influence they grew mighty THE DOWNFALL OF NÚMENOR
in craft, and began the forging of the Rings of Power. Many AND THE LAST ALLIANCE
were made, of various kinds, some more potent and some less. An age of uneasy peace followed. Sauron’s power grew in the
But as the Elven-­smiths indulged in their ring-­making, the East as he used Nine rings to ensnare mighty kings of Men,
Dark Lord acted on his own secret stratagem — the creation and the Dwarves accepted Seven more. These were the Black
of a Great Ring to rule over all the others. Fortunately, Cele- Years, the Days of Flight: wandering Elves fled the Great Lands
brimbor became aware of Sauron’s plan, and hid the Three and swelled the western havens, taking grey ships to sail over
Rings which he himself had forged. the Sea. For a time the Elf-­kingdoms were safe, as the shores
of Middle-­earth were defended by the might of Númenor.
THE WAR OF THE ELVES AND SAURON
Once discovered, Sauron invaded Eriador to take all the Rings
by force: the defenders of Eregion were crushed, and an army
coming from Lindon, led by Elrond Halfelven, was forced
to retreat in a valley among the mountains. Sauron took the

7
CHAPTER 1

In time, even the Men of the West fell victim to their own The long sunset of the Firstborn had begun.
pride and the seduction of Sauron — when they challenged
the Powers of the West, their island of Númenor was drowned THE LAST BATTLE APPROACHES
and the world itself was changed. Sauron lost his physical form Near the turn of the millennium, a shadow fell on Greenwood
in the Downfall, but in later years his ambition and power the Great, and many started to call it Mirkwood. Around the
grew unchecked once again, and from the land of Mordor he same period, the Istari, emissaries from the Powers of the
prepared to take over Middle-­earth. A Last Alliance of Elves West who would later be known as the Wizards, arrived on
and Men was forged to face the Dark Lord, and their host the shores of Lindon.
besieged him in his own land and ultimately defeated him. Círdan welcomed them, surrendering the Ring of Fire to
Victory came at a high cost though — the High King Gil-­ Mithrandir, for the Shipwright foresaw that the Grey Pilgrim
galad died by the hand of Sauron and no successor would was destined to kindle the hearts of the Free Peoples oppos-
claim his crown. The rings he held, two of the Three, were not ing the Enemy. This left Lindon without its support, and that
lost, but secretly passed on: one to his herald Elrond, now Lord ancient realm began to fade. Still, the Grey Havens endure
of Rivendell, and the other to his lieutenant Círdan, Master of to this day, a light of hope on the shores of the Sea, a place
the Grey Havens. The third Ring was always kept by Galadriel. where no evil dares to enter, yet.
By the end of the second millennium, the Shadow length-

The Third Age


ened when the northern realm of Arnor was destroyed by the
Sorcerer King of Angmar. The region became a lawless waste-
Following the end of the Second Age, many Elves answered land, making Rivendell truly the last Homely House in Eriador.
the call of the Valar and sailed to Tol Erëssea. Contacts with On the other side of the mountains, Celeborn and Galadriel
mortals diminished, and large parts of Lindon were aban- assumed the titles of Lord and Lady of Lothlórien, and with
doned. It was only thanks to Círdan and the power of the Ring the power of the Ring of Water, they turned their domain into
of Fire that the realm remained unified, ruled by a Council of a bastion of light to stand against the darkness of Dol Guldur.
Lords. Elrond kept watch over Eriador from Rivendell, now Even though the time of the Elves is almost over, the
a refuge of strength and wisdom, defended by the Ring of Three Rings remain hidden from the Enemy, and those who
Air. Galadriel wore the Ring of Water and chose to dwell with bear them are tirelessly working to combat the rising tide
Celeborn in Lothlórien, to the east of the Misty Mountains. of Darkness. Will they make a difference in the final battle?

Staying In an Elf-­
land
It seemed to them that they did little but eat and drink and rest,
and walk among the trees; and it was enough.

It is said that no one can visit the abodes of the Elves and return Player-­heroes. Rivendell, Lindon and Lothlórien are not sim-
unchanged. Elf-­lands are indeed magical places, especially by ply safe havens, comfortable refuges where a Company may
mortal standards. The mere presence of the Immortal Folk is find sanctuary and advice. They are the last vestiges of the
often enough to influence any location. However, the regions ancient kingdoms of the Eldar in Middle-­earth, places that are
where the Rings of Power once resided, or are still in use, are closer than any other to the perfection of the Blessed Realm.
so profoundly different that they may be said to have absorbed Entering an Elf-­land, especially for the first time, invar-
the very essence of Elven hopes and desires, along with their iably evokes an almost unearthly feeling of peace and won-
memories of the Undying Lands to the west of the Sea. der. Once left behind, its memory never fades and yet feels
In the game, visiting an Elven realm should always be a remote, a vision of a place which the flowing streams of time
remarkable experience, able to deeply affect the lives of the have already left far behind.

8
W here the W est- elves S till L inger

The Power of the Three Rings for the Eldar and their ways; others find themselves unsettled
The primary function of all rings made by the artificers of and, later, may come to doubt their memories as waking dreams.
Eregion was to prevent or slow decay, serving as a ward against
the unwanted change feared by most Elves in Middle-­earth. The following paragraphs present a series of special
However, the rings also enhanced the natural abilities of their rules designed to capture the experience of spending
bearer, a temptation that could easily lead to a desire for dom- time in an Elf-­land in game terms.
ination. With the Rings of Power, Celebrimbor aimed to cre-
ate something that could preserve beauty, and succeeded in TIMELESSNESS
crafting devices capable of resisting ruin and decline, while A Company that enters an Elf-­land cannot really anticipate
also enhancing their bearers’ abilities in understanding, cre- how long they will stay there. They will realise this fully once
ation, and healing. they leave — it is up to the Lore­master to determine how
Each of the realms of the West-­elves leaves a distinct much time has passed since they set foot in the Elf-­land (usu-
impression on travellers, yet they all share common elements ally, such a visit lasts between one and several weeks, though
influenced by the nature and purpose of the Three Rings. longer stays are not unheard of).
Perhaps the most obvious is the inability for outsiders to per-
ceive the passing of time while in an Elf-­land in the same In game terms, a visiting Company initiates an auto-
way as beyond its borders. It is easy for visitors to fall into a matic Fellowship Phase. All rules presented on page
routine of idleness and contemplation, forget any urgency 118 of The One Ring apply normally: Player-­heroes can
and become oblivious to the passage of days and weeks. The Perform Updates (train, grow, recover spiritually) and
Elves living there seem to engage in little more than singing, Choose Undertakings. Since the duration of the Phase
dancing and celebrating. But if someone makes an effort to is going to cover a period of at least a week, Player-­
observe them carefully, they can be seen involving themselves heroes should also be able to recover all lost Endur-
in many endeavours, like writing, smithing, creating art, or ance points, cancel any accumulated Fatigue, and see
holding councils. Yet, they often seem to perform such activ- their Wounds fully healed.
ities with a casual and carefree attitude, unless some urgent
matter is at hand. What happens when a Company intends to visit an Elf-­land
If engaged in conversation, and pressed to discuss their only briefly, possibly just to pass through? This may be allowed,
priorities in life, the words of most dwellers of an Elf-­land but only in the case of matters that are considered of great
are often bewildering — for example, they seem to care lit- urgency by the ruler of the land. When this happens, the
tle for the future and put almost no value in worldly wealth. Player-­heroes will be permitted to leave in a matter of days
Some may love gems and pearls, and prefer silver over gold, and won’t initiate a Fellowship Phase (forfeiting all benefits
but simply for their aesthetic qualities. Their attitude can coming from a longer stay).
be infuriating to mortals, as they have a tendency to treat
them as if they were little more than children — unworthy SPEAK NO EVIL
of being involved in discussions of deep or complex matters. Player-­heroes spending a Fellowship Phase in an Elf-­land may
Among themselves, however, and with those outsiders they remove 1 Shadow Scar, as if they chose the Heal Scars Under-
have learned to trust, Elves may open their heart to share the taking at Yule. They may do this by spending 5 Adventure
weariness of their long lives and the perilous change they per- points, plus 1 point for each Flaw they have developed so far
ceive in the world outside their guarded borders. (see Shadow Paths, on page 140 of The One Ring).
As foreigners spend more time among the Fair Folk, they This is not an Undertaking, but an additional benefit
may perceive a change within themselves, a heightened sen- available to all Player-­heroes staying in an Elf-­land.
sitivity and communion with nature that may well be surpris-
ing for the most hardened and disillusioned adventurer. As YULE IN AN ELF-­L AND
they adapt to the Elvish pace, they find themselves moved by Under most circumstances, only Player-­heroes who are native
songs, views or little everyday experiences they never really to an Elf-­land can choose to spend their Yule Fellowship Phase
cared for before. there — Elves of Lindon at the Grey Havens, High Elves in
For outsiders, visiting the Elves is a time of introspection Rivendell, and Elves of Lórien in the Golden Wood.
that may reveal more than they wished about their own nature Guests who have been granted permission to stay indef-
and hopes. Most are likely to experience moments of excep- initely may also do so, or Companies tasked with a mission
tional clarity about their true desires, and develop a sincere love in times of great peril.

9
CHAPTER 1

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10
W here the W est- elves S till L inger

L indon
At the Grey Havens dwelt Círdan the Shipwright, and some say he dwells there still, until
the Last Ship sets sail into the West. In the days of the Kings most of the High Elves that still
lingered in Middle-­earth dwelt with Círdan or in the seaward lands of Lindon.

Lindon is what remains of ancient Beleriand, now mostly Lady and with a specific purpose. In this case, they are likely
sunken beneath the waves. Its coastline suffered further loss to be escorted at all times and be lodged in a safe place until
in the tumult of winds and sea that followed the drowning of they are released.
Númenor. During that time, great storms battered the shores Mithlond enjoys a special status: Círdan has decreed that
of Middle-­earth, with the sea encroaching upon the land in the Grey Havens must welcome all among the Free Peoples
many places, while in others it piled up new coasts. When who journey there. Elves from other realms are the most fre-
the upheaval ended, the extent of the realm of Lindon was quent outsiders, with occasional visits from Dwarves of the
greatly diminished. Blue Mountains. The Dúnedain of Eriador also visit, and some
Yet, the realm founded by Gil-­galad endured. It was from its brave and adventurous Hobbits have been known to pass the
fortresses and havens that the army of the Last Alliance marched Tower Hills to reach the Elven ports.
south to join the forces of Elendil, and again to ride against Ang- Outsiders, however, remain a rare sight in the twin har-
mar and besiege it a thousand years ago. For the Elves of Lindon bours. Despite Círdan’s instructions, the Elves remain wary
remember: they remember the iron-­shod shoes of Orcs tram- of those they do not know and are conscious of the Enemy’s
pling the fair grasslands and Dragon-­fire setting ancient woods deep hatred for the Eldar. Mithlond holds a vital role for
ablaze, and the battles, the routs and the charges of the Elder all the Elven realms east of the Sea, and should the Havens
Days, those who perished, and those who escaped with their lives be threatened or harmed, all the Eldar would suffer greatly.
out of lack or courage. More than other Elves in Middle-­earth,
they know that peace relies on sharp swords and strong hearts.
Even if Elven armies will never again march out of Lindon, war
may well come to them, and will not find them unprepared.
Lindon includes all the lands west of the Ered Luin,
both north and south of the Gulf of Lune, and the country
between the Blue Mountains and the river Lhûn. Even when
there was a High King of the Elves of the West, the realm
was divided into several lordships. In the Third Age, each of
these domains is virtually independent. Círdan has gathered
the greatest five lords into a Council of Lindon, meeting to
address common issues. Yet, most of the concerns of the Elf NARYA, THE RING OF FIRE
rulers are related to the preservation of their own lands and Set with a red ruby, Narya the Great was forged
people, and the keeping of the memory of the past. by Celebrimbor of Eregion, when he succeeded
As the Third Age draws to an end, Lindon increasingly in creating three Rings of Power. It was entrusted
becomes a departure point, a temporary home for those to Círdan the Shipwright, who perceived in it an
about to cross the Sea and leave Middle-­earth behind. enduring flame capable of kindling courage and
uplifting spirits. The Shipwright held on to it for

Entering Lindon
thousands of years, profoundly affecting the his-
tory of the Grey Havens and the lives of its inhab-
The land of Lindon is protected by the river Lhûn, the Blue itants. In the early days of the Third Age, recogniz-
Mountains, and the Sea. The gaps between these natural bar- ing the wisdom and purpose in the arrival of the
riers are guarded by Elf-­wardens, who watch the borders for Istari, Círdan passed Narya to Gandalf the Grey.
trespassers and send them back their own way, with kindness
or severity depending on the situation. Few foreigners are ever
admitted in Lindon, and only by leave of the local Lord or

11
CHAPTER 1

Consequently, the guards and wardens are so suspicious that H arlindon


they are often considered unwelcoming. Any doubt about a The northern shores of Harlindon are rocky and covered
traveller’s motives ensures a thorough investigation before in elm woods, oaks, linden, and poplars. Here, followers of
any stranger is allowed within or even near the city walls. Fëanor’s third brother, Finarfin, found their homes — a mix
Visitors who are granted permission to enter are assigned of Exiles and Grey Elves from Nargothrond and Dorthonion.
a domicile. Those who have been invited share a residence They are skilled scouts and hunters on foot, able to move
with their patrons, who assume responsibility for them. If unseen across any terrain.
travellers lack a host, they are accommodated at the Dwar- The harbour of Harlond is the only visible settlement on
ven House outside Nevlond’s Main Gate. Edrain, the Steward, these shores, a city of low stone houses with flat roofs cov-
carefully screens newcomers and ensures they are supervised. ered by gardens. The greater part of the city is delved into
Only those counted among the Elf-­friends are free to wander the rocky cliffs and lit by a thousand Elf-­lamps. The Elves of
without supervision. Harlindon are fond of flowers, which they grow all over the
upper city, and their crafters weave and embroider colourful

Forlindon
floral images on fabrics. On the Feast of Blooming, the Elves
of Harlindon don their brightest floral garments and wear
In the northern part of Forlindon, the western side of the crowns of fresh blossoms to welcome the arrival of spring.
Blue Mountains is marked by deep and shadowy dells, covered The descendants of the Grey Elves of Doriath and the
by forests of firs and pines. Cold and rainy winds from Foro- original Green Elves of Ossiriand live further south, dwelling
chel and the Great Sea batter the rocky grasslands closer to in caves among woods of birch, willow, and alder. They guard
the shores. The descendants of Fëanor, greatest of the ancient the southern marches of Lindon, near the borders with Eri-
Elves, rule these lands. Renowned for being skilled smiths ador. They are a shy folk, seldom seen and more often heard
and great mounted hunters, they are proud and stubborn. in songs and pipes echoing through the woods.
Southern Forlindon is a gentler land of rich meadows

The Grey Havens


and wide forests of beech, ash, and oak. It was settled by Elves
from western Beleriand, a mix of Exiles and Grey Elves, once
followers of Fëanor’s second brother. They are hardy and val- Mithlond, the Grey Havens, is the only location in Lindon
iant warriors and great riders. Their lord dwells in the haven that mortals are likely to visit. It is the gateway that connects
of Forlond, famous for its tall walls and slender towers, each the Elven shores with the rest of Middle-­earth and the bea-
raised by an Elf-­lord of ancient blood. By day the towers of con of light from which the power of the High Elves still
Forlond fly their flags, and by night they shine with colourful shines in the West.
lights. Once a year, on the Day of Glory, all the mighty warri- The Havens consist of two twin harbours: the western
ors of Lindon meet for a great tournament and their banners haven of Haelond and the eastern haven of Nevlond, each
cover the city and the surrounding plain like radiant flowers. of which is detailed in the following sections.

H aelond
Upon founding the realm of Lindon, the High King Gil-­galad
DOR LIRRENDIR erected his capital city on a rocky promontory on the Firth of
The land between the Blue Mountains and the river Lune. It was to be a bulwark against any threat from the East,
Lune has been inhabited by Elves since ancient but also a lodestar for the Elves of Middle-­earth who heard
times, and the kings of Arnor never laid claim to the call of the West. Arallond it was called, the King’s Haven,
it. This country belonged to the kingdom of Gil-­ but in time the city also came to be called Goncair, the Stone
galad, and the Fair Folk ranged across its hills and Ship, since to those on the sea it looks like a great ship with
valleys from spring to autumn, filling the woods its prow as the Gardens of the West, its stern as the King’s Pal-
with the sound of music. In winter, a handful tar- ace, and its masts as the many towers vying for height. Today
ried behind, gathering in hidden caves or well-­ it is simply known as Haelond, the Farther Haven, as it stands
defended mansions. on the western shore of the Firth of Lune.
In the Third Age, only ruins remain of these Haelond is built of stone and marble, with tall palaces
retreats, but roving Elves still give this country the crowding narrow streets that suddenly open onto wide squares
name Land of the Singing Wanderers. embellished with trees and fountains. Although originally

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larger, in the late Third Age Haelond is smaller than its twin with the rest of Lindon than with the lands to the east. It may
haven across the water, its population mostly consisting of be striking to visitors that a great number of houses and shops
long-­term residents. The Elves of Haelond are renowned as are empty — not ruined, but simply silent and uninhabited,
smiths and lore-­masters, and traditionally have stronger ties their former owners having gone over the Sea.

13
CHAPTER 1

1 – The ARantarion
2 – The FoRge of the Smiths
3 – The Court of the Two Columns
4 – The Markets of Haelond
RI
5 – The Fountain of the PoweRs NG
Îr
6 – The HaRbour
7 – CRab’s Shallows
8 – The Causeway Gate 6
9 – The Bridge Gate
10 – The Stone Garden
11 – The Gardens of the West

9 1
2

8
4
4
5

10

7 11 HAELOND

1. THE ARANTARION
Often referred to by its Sindarin name, the palace of the
high king occupies the highest point of the city, offering a
spectacular view of the Firth of Lune and the surrounding
lands. Built by Gil-­galad as the heart of the realm of Lindon,
it was crafted in the likeness of the ancient royal mansions of
Tirion and Gondolin. Its halls are wide, lit with many lamps

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and decorated with silver, ivory and pearl, its treasures innu- houses the largest collection of books in north-­western
merable. It is said that the wealth amassed within Arantar- Middle-­earth, easily rivalling those of Rivendell, Minas Tirith
ion surpasses that of all the kings of Middle-­earth combined. and even Annúminas at its peak. Primarily focused on Elvish
Its vaulted ceilings are covered with frescoes. Suits of literature, the collection also includes a dedicated section for
armour and weapons of remarkable beauty and craftsman- Númenorean texts from the Second Age.
ship adorn its walls. Woven hangings recount the long his- The administration of the palace is a task carried out
tory of the Eldar, showing many things that have occurred by Aragar the Keeper, while the library specifically operates
in Arda since its beginning, and shadows of things that are under the guidance of Galdor of the Quill.
yet to be. Paintings and sculptures by the greatest artists of
Lindon are displayed alongside pieces from Beleriand and
even Valinor. Collections of gifts from Elvish monarchs of the Aragar, Keeper of the Palace
East, the kings of Númenor, and the Dúnedain kingdoms are Born in Beleriand, Aragar is a kinsman of Gil-­galad. Upon
also found within these halls. Gil-­galad’s ascent to High Kingship, he appointed Aragar
The palace’s gardens, situated atop the walls, are carefully as his Castellan, entrusted with the stewardship of the
tended by ageless gardeners. Many exotic species bloom here, Palace in his absence. Following the High King’s demise,
including a towering thindolvorn tree standing over 90 feet Aragar continues to serve as the Keeper of the Arantarion
tall. It was planted by Círdan in the first year of the Third and acts as the secretary of the Council of Lords.
Age, to replace a mallorn tree that had withered following Tall even for a Noldorin Elf, Aragar possesses deep
Gil-­galad’s passing. blue eyes and locks of burnished gold. At the Palace, he
On top of the Arantarion is the Tower of Lofty Light, is often seen wearing his official robes, a blend of blue
the Minas Targalad, rising over 150 feet above the rest of the and black decorated in silver. In addition to his prowess
palace. Its top floor houses an ever-­burning fire designed to in warfare using spear and bow, he is a master falconer
guide sailors by using mirrors and glasses to signal the coast. and maintains a collection of birds of prey as both pets
Once fuelled by a grand lamp that captured and reflected and messengers to the Lords of Lindon.
light from the Sun, Moon, and the Stars, it was the beacon of
Elvendom in Middle-­earth, the flame of Gil-­galad the High OCCUPATION: Castellan

King. Today, cracked and no longer radiant, the Dimmed


Beacon is just a relic of a bygone age. In the floors below, the DISTINCTIVE FEATURES: Faithful, Honourable

tower accommodates the High King’s living quarters, pre-


served as they were when Gil-­galad departed for Mordor, as
well as the armoury and the treasury holding the city’s funds
and certain restricted items better not displayed openly. Galdor of the Quill
Located in the basement of the tower, yet still offering Galdor was born at the end of the First Age, an exile from
a view of the city from above, the library of the Arantarion the northern kingdoms of the Eldar. His determination as
an enemy of the Shadow earned him the trust of Círdan
and Gil-­galad as one of their most reliable aides. In the
Third Age, Galdor serves as the Librarian of the Arantarion
and leads the House of the Quill. Additionally, he acts as
THINDOLVORN Círdan’s secretary and envoy, undertaking journeys far and
Native to Beleriand and Lindon and similar to a wide to visit the Wise and the Great, gathering news, and
cedar, a thindolvorn tree may reach a height of up conveying his Master’s counsel when sought.
to 100 feet and a width of 60 feet. Its trunk is grey Galdor has long silver hair and pale green-­blue eyes.
and straight, and its wood is valued for its quali- He is of slender build, and typically wears scholar’s robes
ties in shipbuilding. Since it is a rare tree that takes of blue and grey. Player-­heroes can encounter him on the
many years to grow into full size, Elves harvest it road, where he may act as a liaison with Círdan.
with care and use it exclusively to build their grey
ships. In addition to its prized wood, thindolvorn OCCUPATION: Counsellor, Herald

trees produce pine cones and resin, which are uti-


lised for creating fragrances and enhancing the DISTINCTIVE FEATURES: Inquisitive, Fair-­spoken

flavour of wines and spirits.

15
CHAPTER 1

Gaethel of the Anvil


Gaethel the smith is renowned as one of the finest mail
makers in Middle-­earth. He is admired not only for
his dedication to his craft, but also for his fair judge-
ment. A commanding presence, Gaethel is a tall
and robust Elf with cropped dark hair, hazel eyes,
and a ruddy complexion. Despite his imposing
stature, he engages warmly in discussions, par-
ticularly about his craft, welcoming conversations
with travellers.
Gaethel may serve as a valuable connection to
craftsmen residing at the Havens and may offer val-
uable insight when studying ancient artefacts. Due to
his demanding schedule and meticulous nature, per-
suading him to undertake commissions can prove chal-
lenging (at the Lore­m aster’s discretion, the work of Gae-
thel can be used to integrate Rewards gained by the
Player-­h eroes into the ongoing narrative, respecting the
normal rules).

OCCUPATION: Smith, Master of the Forges

DISTINCTIVE FEATURES: Patient, Wilful

3. THE COURT OF THE TWO COLUMNS


From the main gate of Arantarion, a broad road descends
the hill, leading to a cobblestone courtyard flanked by
tall buildings. At the centre stand two marble columns
sculpted in the early Third Age, each standing 30 feet
tall, marking the entrance to the Palace Road. The left
column narrates the events that led to the Last Alliance
of Elves and Men, while the right column commemo-
rates the Siege of Barad-­dûr and the valiant sacrifice of
the Elf and Dúnadan Kings. Once a bustling hub adorned
with shops, the Court of the Two Columns is now a place
Galdor of quiet contemplation, despite still witnessing most of the
city’s daily traffic.

2. THE FORGE OF THE SMITHS 4. THE MARKETS OF HAELOND


The forges of Haelond were constructed directly beneath the Haelond boasts two large covered markets — one catering
Arantarion, utilising ventilation shafts to distribute their heat to artisans and crafters, and the other to farmers. These vast,
and warm the entire palace. The weaponsmiths of Mithlond low buildings showcase a wide range of goods, drawing visi-
continue to work here under the supervision of Gaethel, the tors from across Lindon. In particular, Haelond has earned
esteemed leader of the House of the Anvil. a reputation for its masterful weavers, skilled in creating the
Adjacent to the forges stands the Fire Hall, a stone pal- finest garments woven with silver and gold threads, its weap-
ace whose roof is covered in tiles of burnished copper — it onsmiths forging blades and armour sought after by kings
is the residence of Gaethel and a gathering place for the from distant realms, as well as its wine-­sellers offering the
members of his House. most refined vintages from Elven lands.

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EXPLORING THE MARKETS


Player-­heroes spending a Fellowship Phase at the Grey Havens may find time to visit the
markets of Mithlond. They might discover shops offering exotic and rare goods, as well as
memorable taverns and inns.
Roll once on the table below to determine what the Company finds of particular interest.
FEAT DIE
ROLL RESULT DESCRIPTION

Lost in The Player-­heroes walk along the stalls, observing the market crowd as if from a distance, caught by the
Sadness melancholy of watching a vanishing world.

1 Grocers The shop offers the largest and most delectable fruits or vegetables that the Player-­heroes have ever
sampled. Hobbits and Player-­heroes possessing the Rustic distinctive feature may gain insight for their
next attempt at farming or gardening.

2 Wine­ This venue purveys the finest of Elvish wines and ciders from all over Lindon. Here Player-­heroes may
makers have a chance to taste and buy Yssiongorn.

3 Tailors A shop selling excellent fabrics made of wool, linen and cotton, and offering bespoke garments. Those
with an interest in sewing and making clothes may acquire superior raw materials.

4 Smiths The Elven smiths working in the Forges of Haelond are heirs of the traditions of Gondolin, Nargothrond
and Eregion, and watching them work is an inspiring experience in itself.

5 Luthier Elven minstrels do not only rely on their innate talents and skills, but also on superior musical instru-
ments made from the finest materials.

6 Tanner A purveyor of the finest leather, to be used for making shoes, boots, protective clothing, saddles and
harnesses and bags. Player-­heroes with the relevant Craft skill may purchase raw leather of superior
quality.

7 Glass-­ Like smiths, glass-­blowers in Mithlond trace their traditions to the Noldorin cities of Beleriand and Ere-
blower gion. They manufacture bottles, vials, vases, lenses, window panes and lanterns that are both functional
and beautiful, or simply jewels and works of art.

8 Potter The potters firing their creations in Nevlond’s Furnace are masters of ceramics and porcelain, and par-
ticularly renowned for celadon wares that mirror the many hues of the Great Sea. They sell a variety of
containers for liquids, vases for flowers, or even jewellery to be worn at all times.

9 Book­ The Library at the Arantarion is a lore-­master’s dream, but not enough is said about the booksellers of
seller Mithlond, who offer copies of books written on the finest vellum, decorated by master illustrators, and
bound in exquisite leathers. These venues also offer writing material of superior quality such as parch-
ments, ink, styluses and pens.

10 Tavern Elven taverns boast exceptional cuisine and beverages, complemented by the captivating tales and
songs of patrons who have experienced far more than mere Mortals. Mithlond is known for having the
best venues, whether one is looking for eating, gossiping or simply having a good time. The most lively
taverns are located near the harbours, whereas those in the upper quarters tend to be more elegant
establishments where one can sip fine wines on a terrace overlooking the sea (in summer) or in an arm-
chair in front of a dancing fire (in winter).

Seers The Eldar are skilled astrologers who are able to foresee one’s future through talents that mortals may
refer to as ‘magic’. Should a Player-­hero choose to have their future revealed, they will gain an under-
standing of what lies ahead.

17
CHAPTER 1

5. THE FOUNTAIN OF THE POWERS 8. THE CAUSEWAY GATE


This circular court is where the Central Road and the Bridge The main gate of Haelond is accessed via a causeway that
Gate Road meet. At its centre is a grand fountain, a favoured spans the canal linking Crab’s Shallows to the harbour.
gathering spot for the inhabitants of Haelond. It is decorated This formidable brazen gate is flanked by two round tow-
with plates of bronze, wrought with figures portraying the ers and is open at all times, yet under the constant vigil of
deeds of the Powers of the World. Encircling the fountain armoured guards.
are the city markets, the Hall of the Warriors, and the Pal-
ace of Plenty. 9. THE BRIDGE GATE
The Hall of the Warriors, a grand palace with a stone This is a smaller gate facing a wooden bridge that can be
facade adorned with the heraldic devices of legendary heroes destroyed in case of danger. It is less fortified or guarded
from the Second Age, serves as the headquarters of the House than the Causeway Gate and it remains closed from sunset
of the Starry Shield and is the residence of Argond, its leader. to sunrise.
Nearby, the Palace of Plenty stands as the guildhall of the
House of the Vine, and home to its leader, Rían. The build- 10. THE STONE GARDEN
ing is draped with an array of grapevines, ivies, and honey- The Stone Garden is a wide square with a spectacular view
suckles, from which beautifully crafted statues of dancing of the entire Firth and, on clear days, the eastern shore and
Elves emerge. the Tower Hills beyond it. It is paved with intricate floral
patterns made from marble, serpentine, and blue stone, giv-
ing the square its name. It is flanked by the city Markets and
other commercial venues, each featuring grand facades. The
upper floors of these buildings boast wide balconies used to
accommodate audiences during musical and theatrical per-
formances. This square is one of the rare places in Middle-­
earth where timeless classics are performed, and one might
encounter their original authors.
Performances are typically scheduled at dawn or sunset,
to profit from the dramatic backdrop of the square. The area
6. THE HARBOUR remains lively at all times, as Elves gather here to chat and
Haelond’s harbour is carved into the rocky shores of the conduct business.
Ringîr stream, with quays and piers of stone extending into
the serene waters. Its entrance is watched by two towers, 11. THE GARDENS OF THE WEST
manned by far-­sighted guardians. Smaller than the haven of To the south, the terrain gently rises into a rocky ridge before
Nevlond, the harbour of Haelond is shielded by tall, ancient descending steeply into the water. This part of Haelond has
hedges rather than stone walls, as the western side of the remained untouched by construction or habitation; instead,
Lhûn has never seen threats from enemies. the Elves have transformed it into a well-­tended garden that
A single shipyard remains active in Haelond, focusing offers breathtaking views of the city, the Firth, and the west-
solely on the building of great ships. The southern part of ern lands. Elves gather here both day and night to share sto-
the harbour serves as a fish market, where, every day, fishing ries or play music.
boats deliver their catches to be sold at various stalls and shops. A winding path of stone steps leads up to the top of
the ridge, where one of the rare shrines dedicated to the
7. CRAB’S SHALLOWS Lords of the West is located. Called the Iaun Belain, it fea-
The southern walls of the city overlook a bay known as tures nine columns, each carved with the likeness of one
Crab’s Shallows, where the water depth varies from 3 to 7 of the Guardians of the World, and is capped with a dome
feet depending on the tide. At night, when the stars are adorned with silver and gold geometric patterns symbol-
covered, the waters of the bay shimmer with a faint glow, ising the light of the One. This secluded part of the gar-
caused by the presence of thousands of luminescent crabs. den is never crowded, visited mainly by Elves preparing for
At the northwestern end of the bay, a wooden bridge spans their westward passage. It is believed that those who seek
the waters and leads to a sandy beach. A canal has been dug communion with the Valar by meditating here — if their
to connect the shallows with the harbour, ensuring access heart is pure and their need great — may receive a vision
between these areas. offering counsel or comfort.

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Nevlond and Sauron, when the armies of Mordor advanced to within


Nevlond nestles between the Firth and the natural harbour sight of its walls. In the subsequent Black Years, it became a
formed by the Negirion stream, clustering around a rocky sanctuary for fleeing Elves, earning the name Nevlond, the
hill crowned by Círdan’s Tower. The harbour was established Hither Haven.
at the beginning of the Second Age by Celeborn and Gal- Compared to Haelond, Nevlond is larger and more cos-
adriel, who constructed a fort named Tharlhúnost, the Fortress mopolitan. Approximately two-­thirds of its population are
Across the Lhûn. Despite their aspirations for an independ- long-­term residents, while the remaining third consists of
ent domain, the harbour’s proximity to Gil-­galad’s capital pilgrims from various Elvish realms of western Middle-­earth.
city proved too compelling, with boats and ships continually It is common for these pilgrims to linger by the shores for a
traversing between the two havens, ferrying people and goods. few years before crossing the Sea. During this time, they form
This constant movement gradually transformed Tharlhúnost Companies and reside together in one of the many aban-
into a dependency of the northern haven. Disappointed by doned buildings, which they restore to suit their needs. It is
this outcome, Celeborn and Galadriel, along with many of thanks to this influx of temporary inhabitants that Nevlond
the Exiles who had built the fort, decided to leave. Before feels less empty than its sister harbour, Haelond.
departing, the Lord and Lady entrusted the harbour to their The architectural styles seen in Nevlond reflect its long
kinsman, Círdan. and complex history. Its centre, perched on the hill, show-
Strategically positioned on the border of Lindon but not cases strong High Elven influences, with tall stone palaces
entirely within it, the harbour naturally evolved into a meeting crowned by elegant towers and separated by narrow, winding
point for both Elves and mortals. Above the original fortress, alleys. As one descends towards the harbour, the buildings
a tower was constructed, and the shipyards were expanded become lower and are predominantly constructed of bricks,
to utilise the broader natural harbour. Tharlhúnost was offi- plastered in white. In the outskirts of town, it is not uncom-
cially integrated into Lindon during the War of the Elves mon to find cottages or villas with inner courtyards. What

19
CHAPTER 1

unifies the city is the ubiquitous presence of greenery. From itself — its foundations and the octagonal lower two floors
tall trees to lush shrubs, potted flowers, and fragrant herbs, were laid out by builders following requests from Galadriel,
the Elves of Nevlond share a profound love for growing things, while the round upper floors and bronze dome were designed
which are beautifully arrayed and displayed at every corner by the architects of Gil-­galad. The exterior decoration reflects
and on every windowsill. the tastes of the Shore-­elves, featuring geometric patterns
To this day, Nevlond is often perceived by the Elves of evoking waves, fish, shells, and birds.
Lindon as not entirely part of the realm. Its inhabitants fre- The Minas Círdan houses the garrison of Mithlond, along
quently include artists and sailors, traders, and wanderers on with its armouries and treasures, which are notably smaller
journeys that lead eastward, away from the Sea. than those kept in the Arantarion. It also contains the living
quarters of Círdan and his closest advisors, as well as their
1. THE TOWER OF THE SHIPWRIGHT offices (see Círdan’s Hearth). Its doors, crafted from heavy
Perched atop Nevlond’s rocky hill, the Tower of the Ship- oak and bronze by the smiths of Eregion in their younger
wright is one of the most prominent landmarks of the city, days, have no lock or bolt and open only at the command of
visible from any point in the Firth of Lune. The tower’s pinna- Círdan or one of his attendants.
cle stands a mere 30 feet below the height of Minas Targalad
in Haelond and is crowned by a perpetual flame that guides
sailors through the night and in poor weather.
Called the Minas Círdan in the language of the Grey Elves,
the building’s history perfectly encapsulates that of Nevlond

NEVLOND

11
8

12
1

3
2

7
10
4

5 NEGIR ION

6 6

9
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2. THE FURNACE OF CELEBRIMBOR


In the depths of Nevlond’s hill, beneath the original fort of CÍRDAN’S HEARTH
Celeborn and Galadriel, the Elven-­smiths who would later For many centuries, Círdan the Shipwright was
establish Eregion constructed a magnificent forge. A cun- the secret bearer of Narya, the Ring of Fire. With
ning feat of engineering, it was smaller than that of Haelond, the power of the Elven Ring, the Master of the
but it possessed the capability to reach higher temperatures, Havens managed to preserve the unity of Lindon
enabling the crafting and manipulation of a wider array of following the fall of the High King. He stirred the
elements. Once Celebrimbor and the other smiths left the Elf-­lords from their listlessness, gathering them
city, the forge was repurposed and is today dedicated to the together at the Council. At the same time, the
production of ceramics, glass and crystals. Shipwright offered solace to the hearts of the
despairing Elves fleeing from the East, rekindling
3. THE HIGH SQUARE a spark of enduring hope within them and inspir-
Surrounded by a broad stone-­paved street on all sides, the ing many to stand firm in the face of their fears
Tower of Círdan sits next to a beautiful square overlooking the rather than flee.
sea. The High Square is paved with fish scale-­shaped granite As the Shadow in Middle-­e arth lengthened,
blocks and shaded by fragrant thindolvorn trees. On two sides Círdan came to understand that it was not the
it is flanked by two notable buildings: to the north is the Hall role of the Eldar to directly confront it. There-
of Tern and Gull, seat of the House of the Sea-­birds — this is fore, he entrusted Narya to the Wizard Mithrandir.
where the sea-­captains of Mithlond meet after their travels to Although the Grey Pilgrim has indeed kindled
share their tales of adventure; many even find lodging here a new hope among the Free Peoples opposing
when they are in town. On the southern side lies the Hall of the Enemy, the fire of Mithlond and Lindon has
Shells, an elegant abode with seashells and corals embellish- gradually waned.
ing its outer walls, serving as the headquarters of the House Nevertheless, a lingering trace of the Ring of
of the Leaping Fish. Fire’s magic endures at Círdan’s Hearth, where its
The High Square is a charming and peaceful place, a flickering flames warm not only the bodies but
sanctuary where Elves can be found at any hour engaged in also the spirits of those who stand against Sau-
conversation, storytelling, or music. ron. In a chamber high within the Tower of Nev-
lond, Círdan gathers his trusted friends and allies
4. THE CRAFTER’S MARKET to discuss challenges, share stories, and devise
Nevlond’s markets are notably busier than those of Haelond. strategies. It is here, by Círdan’s fireplace, rather
Here, one can sometimes spot visitors from other lands perus- than in the formal setting of the Great Hall of the
ing the various stalls. The Crafters’ Market, perched on the Council at the Arantarion in Haelond, that some of
hill, although relatively small, is renowned for its exquisite the boldest and most consequential decisions of
glass vessels and the rare sun- and star-­stones. These unique the Age have been forged.
crystals have the remarkable ability to capture and reflect the
light of celestial bodies even on cloudy days. The market also If the Player-­heroes have Círdan as their
offers a wide variety of excellent leatherware and fishing tools. Patron and choose the Meet Patron Under-
taking during a Fellowship Phase, they may
13 immediately remove 1 point of Shadow.
1 – The Tower of the ShipwRight
2 – The Furnace of CelebrimboR
3 – The High Square
4 – The CrafteR’s Market
5 – The HarbouR
6 – The GRey Shipyards 5. THE HARBOUR
7 – The East Gate Nevlond’s natural harbour stretches along both sides of the
8 – The North Gate Negirion. Its banks are rocky and marked by natural coves,
9 – The Southern PosteRn and many piers and quays extend into the water. A few miles
10 – The MaRket Square
11 – The Gardens of the East to the east of the city, where the Tower Hills begin to ascend,
12 – The Hall of the Hunt the river waters become fast and shallow and only a few inches
13 – The Dwarven House deep, limiting navigation to small boats.

21
CHAPTER 1

Círdan the Shipwright


One of the oldest living Elves in Middle-­earth, Círdan pre-
dates the rise of the Sun and Moon. A kinsman to Thingol
Grey-­cloak, the great king of the Grey Elves, he is also
related to Celeborn and Galadriel. He learned the art of
shipcraft from the Maia Ossë himself, hence earning his
epithet — Círdan, which means the Shipwright.
Despite maintaining a modest presence among the
Elven rulers, Círdan played a significant role in Elven his-
tory. He acted as a mentor to Gil-­galad during his early
years, provided refuge to numerous exiles and war ref-
ugees from conflicts with Morgoth, and crafted the ship
that carried Eärendil to the West.
Although Círdan holds the title of Master of the Grey
Havens, he possesses little desire for wielding power. His
primary focus is to maintain the harbours open for all Elves
journeying towards the West, and to construct the grey
ships that transport them across the Sea. For many years he
bore Narya, the Ring of Fire. Regarded as one of the Wise in
Middle-­earth, Círdan is reputed to have the gift of foresight.
Círdan appears ancient even by Immortal standards,
with silver hair and a flowing silver beard. His eyes, weath-
ered yet sharp, gleam like stars. Typically attired in the
garb of a craftsman, he wears a long grey-­blue cloak ele-
gantly draped over his shoulders.
Círdan’s personal emblem is a grey swan-­ship over a
field of sunset gold.

OCCUPATION: Master of the Havens, Lore-­master

DISTINCTIVE FEATURES: Courteous, Lordly, Wise

Cirdan

6. THE GREY SHIPYARDS 7. THE EAST GATE


While both Haelond and Nevlond have shipyards, it is in The main gate of Nevlond is protected by twin round towers
Nevlond where all the grey ships are built. Two specialised and a double set of bronze doors, decorated with bas-­reliefs
shipyards are situated along the southern bank of the Neg- portraying ships and travellers. The guards manning the for-
irion — one of them is constantly active, while the second tification rarely question any Elf approaching the gate, but
one is used only in times of great need. Traditionally, only stop and interrogate everyone else thoroughly.
one ship is built every year, and set to leave the Havens at Adjoining the gatehouse is a small prison where unruly
the end of Summer (see The Mereth Bantiel box). However, travellers may find themselves reflecting on their transgres-
there are occasional years when an additional ship is built sions for a night. From the East Gate, the Great East Road
and leaves in the spring. The expression “a three ship year” travels across the Tower Hills, towards the distant reaches of
is used by those who dwell in the Havens to refer to particu- Middle-­earth.
larly troubled times, when Elves flock to Mithlond in search
of passage across the Sea. 8. THE NORTH GATE
The supervision of the shipyards falls under the capable The North Gate of Nevlond is noticeably smaller than the
hands of Círdan himself, with the assistance of Regerdir, head East Gate, primarily serving as a fortified postern for farmers
of the House of the Swanship. travelling between the fields and the city. The small garrison

22
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THE MERETH BANTIEL ULMO’S BLANKET


The most important festival celebrated in Mithlond The Firth of Lune enjoys a mild climate, similar to
is the Feast of Completion, which takes place at that of the Shire, but it is notably shaped by the
the end of Summer. During those days, a warm damp Western Wind sweeping in from the Sea,
wind blows from the West, carrying sweet scents causing days to often shift between sunshine and
that are said to originate directly from the Blessed rain. This West Wind blows steadily year-­round,
Realm. This wind brings a rise in temperatures and, occasionally draping the Firth in dense mist.
in some years, a second blooming of many scented Around Yule, a heavy fog known as Guiartôl,
flowers such as honeysuckle, wisteria or jasmine. or Ulmo’s Blanket, descends upon the city. It is said
At this time the people of Mithlond celebrate the that during this time, the Lord of Waters, Ulmo,
harvest with songs and dances by day and night, wraps himself in this mist as he takes his rest.
and on the last day, at sunset, the Lords of the During the days of Guiartôl, the Elves avoid
Havens offer flowers to the Sea, to mark the pas- using boats and limit their travels, choosing
sage of Summer. instead to stay indoors, warmed by hearth fires,
Customarily, the grey ships sail the day after sharing tales. Climbing to the summits of the
the end of the Mereth Bantiel, and for pilgrims King’s Tower or Círdan’s Tower during Guiartôl,
the festival carries a strong feeling of happiness an observer emerges above the mist, as a ship
mingled with sadness. Before their departure, it is sailing across a sea of clouds. From this vantage
customary for them to greet their closest friends point, distant landmarks such as the Ered Luin and
with parting gifts, personal items that they will no Emyn Beraid appear as isolated islands amidst the
longer need in their new life in the Undying Lands. sea of mist.

allows entry exclusively to recognised Elves, redirecting all


others to the East Gate for access. From the North Gate, a
path veering to the left heads north, eventually tracing the YSSIONGORN
course of the river Lhûn, while a path to the right links up Yssiongorn, also known as Ossë’s Courage, is a
with the Great East Road. local liquor whose recipe dates back to the first
Shore-­elves who settled by the Great Sea. It is dis-
9. THE SOUTHERN POSTERN tilled from several herbs and seaweeds, but its
The section of the walls surrounding the city of Nevlond main ingredients are the pine cones and resin of
that protects the southern part of the harbour is built along the thindolvorn tree, which grant it a very intense
a narrow artificial hill. The only passage through the stone aroma. Yssiongorn is traditionally favoured by sea-
curtain is a discreet, hidden postern door that leads to a farers, and a glass is offered to the Lords of the
steep path. This gate is normally unguarded as it can only Inner Seas whenever a ship sets sail. There are spe-
be unlocked by speaking a magic word known to the Elves cific mariners’ songs associated with Yssiongorn
of the Harbour. that talk about the dangers of the seas and the
hope for a safe return home.
10. THE MARKET SQUARE Yssiongorn can easily be obtained in Mithlond,
The largest square of the city is built close to the Harbour. although the Elves only gift it or sell it to those
Paved in simple cobblestones arranged in a fish scale pattern, who, in their eyes, understand the beauty and
it is overlooked to the north by the Swan-­hall. The lower floor danger of the Sea.
of the Swan-­hall is an open arcade where sea-­captains and
merchants make deals, and hire sailors or craftsmen. The When player-­heroes drink Yssiongorn, the
upper floor houses a tavern. first skill roll they make during their next
The stalls of the Fish Market occupy a large part of the sea journey becomes Favoured.
square during most days of the week, and the place is always
bustling with fishmongers selling their wares.

23
CHAPTER 1

11. THE GARDENS OF THE EAST its esteemed head. Typically, it is a place of tranquillity, except
The northern side of the hill of Nevlond is covered in green- on special days when its members gather for important dis-
ery: the Gardens of the East, unlike their western counterpart cussions. Each spring, for one week, the wool market comes
in Haelond, tend to be wilder and feature local plants over alive in front of the hall. Shepherds shear their sheep, and
exotic varieties, making them resemble a natural forest of oak, the fleeces are sold to be scoured, carded, spun, and woven
elm, and thindolvorn trees, paved with colourful wildflowers by the skilled artisans of Nevlond.
almost all year round. Some corners are so secluded that it
is easy to forget that such a place exists within the walls of a 13. THE DWARVEN HOUSE
city and not in the great woods of Lindon. The Gardens of Dwarves from the Blue Mountains travel to Nevlond to sell
the East attract both locals and pilgrims, especially at night ores and tools and purchase salted fish, wine, and other food
when there are always music and stories to be shared in shady supplies. They also come to the Havens to acquire pearls,
groves or open glades. One may also sit and enjoy the views which they favour greatly. Despite this commerce, past mis-
over the walls, looking at the Sea, the Mountains, the Tower givings between the Dwarves, particularly the Firebeards, and
Hills, or the valley of the Lhûn to the north. the Grey Elves are still keenly remembered, and this lingering
animosity has occasionally led to unpleasant incidents. To
12. THE HALL OF THE HUNT mitigate tensions, Círdan, in agreement with the Dwarven
Not far from the Gardens of the East stands a large two-­storied kings, commissioned the construction of a three-­storied inn
wooden hall, encircled by ancient yews. This is the seat of the a hundred paces away from the Main Gate, providing a neu-
House of the Yew and Falcon and the residence of Nosfaroth, tral meeting place for both communities.
At the tavern, travelling Dwarves can find lodging and
enjoy a warm, hearty meal for a token cost. The inn is
Mellind the Minstrel
Originally hailing from Lothlórien, Mellind spent her long
life wandering across Middle-­earth, until the longing for Edrain, Steward
the sea called her to the Havens. Seven years ago, she set- of the Dwarven House
tled with friends in a house in Nevlond, yet she has contin- Small by Elvish standards, Edrain spent his youth in the
ually postponed her departure, choosing instead to spend Second Age of the Sun travelling extensively and forging
her days engaging with travellers through music and con- friendships with mortals. It is said that he once saved the life
versation (see also The Westward Journey, page 55). of a Dwarf-­king’s son, earning the title of Dwarf-­friend and
Player heroes are likely to encounter Mellind amidst the privilege of learning their secret tongue. Rumour has
the serene beauty of the Gardens of the East or at the High it that Edrain has visited all the long-­lost cities of the Nau-
Square, where she is often seen at sunset, basking in the grim and remembers them vividly, such that even Dwarvish
day’s fading glow. lore-­masters consult him on matters of history. Following
Mellind is exceptionally talented, and her performances the War of the Elves and Sauron, the traveller retired and
draw many Elves eager to listen to her songs. After a show, now serves as the steward of the Dwarven House.
she is always delighted to converse with travellers, exchang- Always merry and curious, Edrain is the ideal host,
ing tales and rumours. As a minstrel deeply versed in the his- befriending everyone and anticipating his guests’ needs.
tory of the Elves, she can assist others in unravelling ancient He is an endless source of stories and anecdotes from
stories or solving riddles. Although she was born well into every corner of Middle-­earth. Though often underesti-
the Second Age, Mellind is acutely aware of the wrongs mated, the cheerful innkeeper possesses a keen eye for
endured by her kin, particularly at the hands of the Dwarves trouble and has been tasked with keeping watch on all
from the Blue Mountains and the Exile kinslayers. newcomers until they are better known. His house staff, a
Mellind is fair-­skinned and dark-­haired, with deep mix of Elves and Dwarves, also serve as informers, report-
blue eyes. She dresses in grey and green clothes and ing any suspicious behaviour to him, which may ultimately
wears flowers or leaves in her hair, according to the season. reach the ears of Círdan himself.

OCCUPATION: Minstrel OCCUPATION: Master of the Dwarven House

DISTINCTIVE FEATURES: Proud, Resentful DISTINCTIVE FEATURES: Merry, Curious

24
W here the W est- elves S till L inger

furnished with spacious rooms, stables, and warehouses. While THE HOUSE OF THE LEAPING FISH
the managing staff is predominantly Dwarfish, several Elves The Leaping Fish brings together all
are also engaged in the administration of the establishment. Elves whose trades are directly linked to
The steward of the Dwarven House is Edrain, a Dwarf-­friend reaping the bounty of the sea; Fishermen,
and one of the very few Elves to have ever learned Khuzdul. Net-­makers, and Shell-­gatherers. Most of
them trace their ancestry to the Shore-­

The Nine Houses of Mithlond


elves. The seat of the House is the Hall of
Shells in Nevlond, the residence of Lady
The Nine Houses of Mithlond are ancient institutions, akin to Gladwen, its leader.
guilds found among Men, that are open to all citizens of the The emblem of the House is a leaping
Grey Havens. These houses organise labour, regulate profes- white fish on a field of deep blue.
sions, sponsor festivities, and ensure the safety and reputation
of their members. People can join a House either through THE HOUSE OF THE SEA-­B IRDS
hereditary ties or by choice, depending on their trade. Each The members of this House are sailors
House is led by a Head, elected by its members, who remains and mariners and all those who navigate
in charge until death or departure to the West. The Head the waters transporting goods or peo-
is responsible for settling disputes and must appear before ple, including Ferry-­elves and Raft-­elves.
Círdan when summoned as a representative of their House. Even among the Shore-­elves, they are cel-
Most Houses have a hall in Mithlond that serves as their ebrated for being masters of all tongues
headquarters. These halls provide members with a place to of birds. They meet at the Hall of Tern
train, share knowledge, and find sanctuary when passing and Gull, in the presence of their leader,
through town or in times of need, such as when they are Gandran, a renowned sea-­captain.
impoverished or unable to practise their profession. House The House’s emblem is a white seagull
leaders typically reside in these halls with their families. and a white tern, their beaks open, on a
Within these halls, crucial decisions regarding the House light blue field above waves.
and its trade are made, and alliances are forged as the most
prominent members convene to address the needs and aspi- THE HOUSE OF THE SWAN-­S HIP
rations of their community. In addition to their administra- This House brings together all those
tive functions, these halls often host gatherings and festivals. whose trades involve the building and
During these events, members come together to partake in fitting of ships, including shipwrights,
feasts, share stories, and celebrate their trades. sailmakers, ropers, and carpenters, most
Finally, all Houses play a key role in the preservation of whom are descendants of the ancient
and development of the many arts cherished by the Eldar. Shore-­elves. Their leader is Regerdir the
Many famous masterpieces, such as paintings, sculptures, Old, and their gatherings are held at the
and dramatic performances, have been commissioned by Swan-­hall in Nevlond, one of the city’s
House members, who also patronise numerous musicians most renowned taverns.
and composers. The House’s emblem is a white swan-­
ship set against a field of grey.

THE HOUSE OF THE VINE


Members of this House are Elves whose
PLAYER-­H EROES FROM LINDON trades are connected to the earth and
Players who have created Elves of Lindon as their its bounties, including farmers, brewers,
characters have the option to choose Mithlond as and bakers; they oversee the city markets.
their place of origin, allowing them to belong to The head of the House is Lady Rían, who
one of the nine houses of the Grey Havens. While resides in the Palace of Plenty in Haelond
it doesn’t have a specific effect in game terms, this with her husband, Galahael.
affiliation may provide the character with a sense The House’s emblem features a lush
of community, purpose and access to the support green vine entwined around a golden
and protection that their house offers. grape, set against a deep burgundy field.

25
CHAPTER 1

THE HOUSE OF THE YEW AND FALCON The emblem of the House is a grey mountain with a bright
This House unites hunters and shep- light shining at its peak, set against a field of true purple.
herds, most of whom are descendants of
the Grey Elves who once dwelled in the
mountains and forests of Beleriand. Their Lady Maltien, Architect
leader is Nosfaroth, who resides in the Lady Maltien is the leader of the House of the Lofty Light,
Hall of the Hunt in Nevlond. an architect celebrated for her daring designs that have
The House’s emblem features a grey profoundly shaped the landscape of Mithlond. Fiercely
falcon soaring above a green and grey yew dedicated to her craft, she has spent long centuries striv-
tree set against a field of ochre yellow. ing to blend the organic forms of nature with the most
intricate artificial structures. Among her early projects
are grand House halls modelled after sea-­c arved crags
THE HOUSE OF THE QUILL and slender towers that rise above the city roofs like sol-
This House is home to scholars and lore-­ itary trees.
masters, welcoming all professions con- In recent years, Maltien has shifted her focus to creat-
nected with knowledge and books, includ- ing smaller, more intimate locales, such as enclosed gar-
ing paper-­makers, scribes, copyists, heal- dens and remote shrines, fostering spaces for reflection
ers, and minstrels; many of its members and connection with nature. In a decision that faced some
are descendants of the Exiles. The head opposition among her guild members, she decreed dec-
of the House is Galdor of the Quill. Tradi- ades ago that the House of the Lofty Light would not main-
tionally, meetings are held at the Library tain a fixed headquarters, instead choosing to hold their
of the Arantarion, the ideal place for the gatherings in public places that reflect the beauty of their
exchange of wisdom and stories among surroundings. Since that time, she has steadfastly upheld
its members. this choice, believing that true creativity flourishes in open
The House’s emblem features a white and accessible spaces.
quill set against a royal purple field. Maltien has flowing golden hair and bright green
eyes that seem to glow with an inner light. Player-­h eroes
THE HOUSE OF THE ANVIL may encounter her among the trees of the city gardens,
This House originally consisted solely of where she shares her centuries-­w orth of wisdom with
smiths of all kinds — blacksmiths, jewel­ young apprentices, teaching them the art of architec-
smiths, and weaponsmiths — but over ture and the importance of harmonising structures with
time it has embraced other crafts, includ- nature.
ing potters, glass- and crystal-­makers,
weavers, and tailors. The current head OCCUPATION: Architect, Teacher

of the House is Gaethel, who resides in


Haelond at the Fire Hall. DISTINCTIVE FEATURES: Commanding, Wise

The House’s emblem is a black anvil


set against a field of red.
THE HOUSE OF THE STARRY SHIELD
THE HOUSE OF THE LOFTY LIGHT This House unites all those whose trades
This House brings together architects, are related to combat and war. Members
masons, stonecutters, toolmakers, and include guards, warriors, captains and
all professions connected to the con- admirals, and they meet at the Hall of
struction of structures. Some carpenters Warriors, in the presence of Argond,
also join this House when their trade is their leader. There, seasoned fighters
more closely related to building than to share their knowledge of the arts of war
shipwrighting. The head of the House is and the ways of the Enemy.
Lady Maltien, one of the original archi- The House emblem is a dark blue
tects of both the Arantarion and the shield studded with white stars, set against
Minas Círdan. a field of black.

26
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Erien, Captain of the Wardens


A skilled hunter and traveller, Erien is a member of the
House of the Starry Shield and the Captain of the Wardens
who protect the borders of Mithlond.
Tall and lean, she has dark blue eyes and shoulder-­
length dark hair; she is an Elf of few words but her eyes
and ears are extremely keen. Although she has a reputa-
tion for being stern and surly, she is well-­respected by her
own men for being perceptive and fair.
Argond of the Starry-­shield, Erien spends most of her time away from Mithlond,
Captain of Mithlond guarding the borderlands. She only returns to the Havens
Argond was among the founders of Mithlond. He is the to report to Argond and Círdan. The Player-­heroes have
head of the House of the Starry Shield and the Captain of a good chance to meet her in the company of other war-
Mithlond, responsible for the guards, the militia, and the dens as they travel east of Mithlond. Erien is never friendly
wardens of the Havens. In this position, he has fought in and, unless the Player-­heroes are Elves or Elf-­friends, she
many wars, from Mordor to Angmar, and he is considered observes or questions them extensively before accepting
a veteran even among the Immortal Folk. that they are not a potential threat to the Havens; once
Argond has dark hair and grey eyes. Tall and vigor- convinced of their goodwill, she may ask the Player-­heroes
ous, he is a warrior at heart, and likely to respect deeds to help the wardens in investigating dangers or strange
more than words. events.

OCCUPATION: Captain of Mithlond OCCUPATION: Captain of the Wardens

DISTINCTIVE FEATURES: Stern, Swift DISTINCTIVE FEATURES: Stern, Inquisitive

Rivendell
They stayed long in that good house, fourteen days at least, and they found it hard to leave.

The Hidden Vale of Imladris, or Rivendell as it is known in Finding Imladris


the Common Tongue, is a place of counsel, rest and heal- Travellers on the East Road towards the Misty Mountains even-
ing between the lone and perilous lands of eastern Eriador tually must pass the Ford of Bruinen. The river Loudwater (as
and the Misty Mountains. It is the last dwelling of the High the Bruinen is known in the Common tongue) runs out of
Elves east of Lindon, a bulwark against evil and despair: but the valley of Rivendell, though many travellers cross it without
whereas Lindon defends itself by strength of arms, Rivendell any knowledge that an ancient Elven kingdom lies so close
relies on secrecy. at hand. Elrond has command over the waters of the Bru-
Far now are the days when Elrond Halfelven led the sur- inen, and can cause it to flood if he has need to bar the Ford.
vivors of the War of the Elves and Sauron here, and the High The enchantment of Rivendell and its master also turns
Kings of Elves and Men of the West met by the laughing river aside unwanted visitors, making it nearly impossible for the
to march against Mordor. Most of the Elves who witnessed Enemy’s servants or casual wanderers to discover the valley
those times have perished or gone over the Sea. And yet, in itself, much less the single safe path into it — Those wishing
the House of Elrond, all those who oppose the rising power to reach Rivendell without Elrond’s leave, or without a proper
of the Shadow are welcome to sit around the table, beside guide, will find it extraordinarily difficult to locate the valley.
the wise and mighty among the Immortal Folk. To the eyes of the average traveller, the terrain seems devoid

27
CHAPTER 1

of any recognisable landmarks, and even experienced trav-


ellers can become confused or lost.

THE HIDDEN VALLEY


As the Company gets near to the valley, the Scout must
make a SCAN roll to find the white stone path. If the
Scout is an Elf, the roll gains (1d). If they have never
been to Rivendell before, the roll loses (1d) instead.
The Scout can make two rolls each day, and each set
Glauria
of failures represents a day spent searching among
the gullies and ravines, or carefully edging around
dangerous terrain. 8
4

3
6
7 9
2

1
For every day that the Company searches for the Hidden Val-
ley, there is a chance that they may be spotted by Elf wardens,

The Hidden Valley


at the Lore­master’s discretion. Characters of dubious outlook
may be lured away by calls and hidden snares. Otherwise, the
wardens might choose to reveal themselves and question the The valley known as Imladris (Elvish for “deep valley of the
travellers. Elves and Elf-­friends are easily accepted and led cleft”) is one of the many gullies and ravines dug by the river
into the Valley (no further SCAN rolls are required), but oth- Bruinen, the Loudwater, as it flows from the Misty Mountains
ers may gain entrance only by being introduced by a known to the east. Its many tributaries are born high in the jagged
person or by convincing the wardens of their good inten- peaks of Eithelram, known as the Wall of Springs, and the
tions and dire need. The Lore­master may wish to include majestic Glânaran, the Shining Lord. These waters tumble
Glorfindel, Elladan, or Elrohir among the wardens and play down to the valley floor in dozens of majestic waterfalls.
the interaction as a Council. The waters of the Bruinen are cold and clear; in the high
Once in the Valley, new Player-­heroes are received by valley, they can be easily crossed, but below they swell into
Lindir the Seneschal or by the Master himself and led to the a fast-­running and impassable torrent. While the lands sur-
House of Elrond. If they are deemed worthy of trust, they rounding Rivendell are characterised by barren scree dotted
are allowed to wander the House and its immediate environs with the occasional thorny bush or wind-­twisted pine, the
freely. If not, they will be secretly watched by Lindir and his valley itself is green with woods and meadows full of flowers,
attendants, which include various birds and friendly beasts. and as beautiful as only Elf-­lands can be.
Any suspicious behaviour will be immediately reported.
Only Elves and Elf-­friends may explore the wider valley, 1. THE PATH OF WHITE STONES
and even they are forbidden from entering certain locations, Travellers approaching the Misty Mountains from the lands
such as the Caves of Naurdarthol and the Gates of Bruinen, of Eriador may find themselves marching across a high moor.
where only vassals of Elrond are granted entry. This vast slope leading up to the heights is only broken by

28
W here the W est- elves S till L inger

seen. Visitors might think their songs are silly, since they are
full of wonder and merriment, but those that know them well
might realise that many of these Elves have suffered terrible
tragedies over the course of their long lives, and now sing of
simple delights to keep the darkness away.
E i t h e l
r a Those who wish to see Elrond are sent towards the bridge
m leading to the Last Homely House, while those who desire
to join in the singing are invited to stay. Elven songs are not
something to miss, especially on warm Summer nights. And
if one can get advice from the Elves, that is even better —
they sometimes seem to know everything about a person,
even if they’ve never met them before. It is said that
9 they know what is going on in all the lands, as quickly
10 as the waters flow, or even quicker.
Gl
ânaran 2. THE BRIDGE
A slender stone bridge, without kerb or rail, once
11 spanned the breadth of the Loudwater in one grace-
ful curve. Dating back to the early days of Riven-
dell’s settlement, it was conceived as a first line of
defence against invaders, allowing only single-­file
passage. Elves took great delight in watching out-
siders struggle as they led their steeds by the bridle,
12 carefully avoiding the view below.
In recent years, the narrow bridge has been replaced
by a wider structure, accommodating a more comforta-
ble crossing. It is now defended by a stone turret at one
end. Below, the waters of the cold mountain stream rush
swiftly in a noisy tumult.

3. THE HOUSE OF ELROND


The house of Elrond is a large mansion, comprising many
halls, open porches supported by pillars, passageways, and
rooms dedicated to diverse purposes, not the least of which
sudden and steep valleys carved by running water, with trees is lodging guests comfortably.
growing along their slopes. Avoiding these deep gullies and A full description of the house begins on page 34.
ravines sends travellers leagues out of their way, if they don’t
know the proper route. Those that do know seek a path 4. THE WALLED GARDENS
marked by small white stones, running to the edge of a sheer Behind the House a garden lies enclosed by stone walls cov-
drop. Far below lies the valley of Rivendell, reached by a path ered in vines and topped with flowers. Once through its lat-
that switches back and forth as it descends towards the river ticed gate, a visitor steps into a different world and finds
at the bottom. At the top of the slope the air is filled with the whatever they seem to desire — be it lawns shining gold with
scent of pine-­trees, and it grows warmer as you climb down. tiny flowers, where one could sleep away all cares while listen-
The trees soon change to beech and oak, and the path ends ing to the hum of bees, or a quiet corner to meditate on the
in an open glade not far above the banks of the river Bru- passage of time, while sitting on a carved stone salvaged from
inen. The path is steep, and wanderers travelling with ponies the ruins of Eregion. Groups of Elves gather in green-­roofed
should lead their animals on foot. arbours to make music or listen to the tunes and chatter of
If the weather is good, the Elves of the valley are likely to birds. New guests often relish the pleasure of getting lost and
be out, singing amongst the trees. They will stay out almost found again along the endless lanes and alleys lined with
all night, especially if the sky is clear and the stars can be hedges. The Gardens of the House of Elrond offer something

29
CHAPTER 1

Rivendell that behind the Lanthir Lómin, the Waterfall of Ech-


oing Voices, a passage has been dug over the ages. The tunnel
is wide enough for a cart to pass through; it was delved when
the army of Rivendell was preparing for war in times long
VILYA, THE RING OF AIR gone. Today, it is seldom used, but it is still guarded by three
Made of gold and set with a sapphire, Vilya is said gates. The first is the Gate of Stone, fashioned to appear as a
to be the most powerful of the Rings of Power natural wall of rock. The second is the Gate of Water, open-
after the One. Its keeper is Elrond Halfelven, Mas- ing on a submerged section of the dark tunnel that can only
ter of Imladris. He received it from Gil-­galad, the be traversed by walking on a stone bridge resting one foot
High King, and kept it secret and unused for cen- beneath the surface. The third is the Gate of Iron, leading
turies, for it risked being ensnared by the Ruling to the vale of Rivendell, hidden by stones and trees on the
Ring of Sauron. When the One Ring disappeared northern side of the Loudwater. All three gates are always
from all knowledge, Elrond started to use Vilya watched and only open when the correct password is spoken.
to preserve the sanctuary of Rivendell and the
ancient wisdom contained therein. 6. THE CAVES OF NAURDARTHOL
Vilya’s influence on Rivendell is subtle, but by The entire vale of Rivendell is riddled with caves, both natu-
no means weak. The valley is blessed with favour- ral and delved by the patient hands of the Elves. The largest
able and mild weather all year round, as if peace complex lies south of the Bruinen and is known as the Caves
and beauty are heightened by its presence. Yet of Naurdarthol. Here were the war smithies of Rivendell at
Vilya’s power extends beyond this: it shrouds the the time of the Last Alliance. In those days, part of the valley
Hidden Valley from sight, so those who seek it of Imladris was stripped of all trees to fuel the furnaces of
seldom find it (see Finding Imladris). In times of the Elven weaponsmiths, who laboured to arm the host of
peril, the same winds, mountains, and waters that Gil-­galad and Elendil.
are kept at bay by Elrond’s will may be let free to Today, only a handful of smithies are still operational
unleash their wrath upon any invading foe. — three large water wheels operate their bellows and trip-­
hammers, and charcoal needed for the production of finer
steel is made in the nearby woods all year round. The chief
of Rivendell’s smiths is Damron, one of the last of the Elven-­
wrights of Eregion.
for everyone: together with the Hall of Fire, they are among The caves of Naurdarthol also house the distillery of
the most magical places in Rivendell, where the power of Erestor. In a number of small chambers filled with glass vessels
the Ring of Air is more manifest, and those who enter rarely of many shapes and sizes, the counsellor of Elrond prepares
forget the pure and pristine joy their hearts experienced. Miruvor, the precious cordial of Imladris. The wise Elf distils
The Gardens are well-­loved by all the inhabitants of the it using more than one hundred different herbs and plants,
House of Elrond, but Erestor maintains a special space of his in a formula known only to himself. Erestor leaves the House
own in a secluded corner, where he tends a medicinal garden of his Master twice a year for several days, when he goes about
and a small greenhouse with rare flowers and plants, some the mountain dales to search for the ingredients he needs.
said to originate from as far as the Undying Lands. Here, he Actually, Erestor concocts several types of Miruvor, and is
can be found every day at dawn and evening. always eager to experiment with new substances and processes.
The most popular is his travelling cordial, a strong liquor to
5. THE GATES OF BRUINEN be drunk in small sips and known to invigorate the heart,
Towards the west, the steep cliffs of Rivendell come close body and spirit. Another is a medicinal tonic used by Elrond
together into a narrow ravine, through which the waters of when his skills as a healer are required. This version of the
the Loudwater foam and rumble. Passage is all but impossi- cordial requires a more complex preparation, and a much
ble, and deep shadows envelop the gorge at all times except longer ageing time. Another simpler version of the drink is
at noon on summer days, when a few rays of light shine on a less potent spirit, served at the high table in the Great Hall
the roaring spray. at the end of most meals.
Almost a mile downstream, the ravine opens again, and Some among the Elves of Rivendell say that all versions
the river drops into a shallow pond, surrounded by tall rocks of the cordial of Imladris share a fundamental constituent:
and shady beeches. It is a secret known only to the Elves of a small measure of a nectar distilled of old from flowers that

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once blossomed in the Undying West. This is said to be a the valley, using seeds harvested in Eregion before fleeing.
bright yellow liquid contained in a crystal vial, kept safe in Although none but one took root, it grew to become a mas-
Erestor’s most private reserve. It would be a great misfortune sive tree whose canopy can easily provide shade for a large
if the invaluable substance were to run out and be found to gathering.
be irreplaceable, or be lost or stolen. Elves and guests of Elrond love to convene here to share
stories and play music. The Wizard Gandalf, in particular,
7. THE HOARY OLD CHESTNUT enjoys sitting at the tree’s feet, as he says that sometimes,
At the heart of a small grove of chestnut and oak lies an when the Old Chestnut is in the mood, it whispers in his
ancient tree. Named the Hoary Old Chestnut, it was planted ears, awakening memories that the Grey Wanderer had long
by none other than Elrond himself when he first came to thought forgotten.

31
CHAPTER 1

THE THREE PRAYERS


MEMORIES OF GREEN The Elves have no formal worship of the One, yet
Player-­h eroes spending time around the Hoary they still observe three moments of thanksgiving,
Old Chestnut may rouse the curiosity of the following a tradition established by the Valar in the
ancient tree. Blessed Realm. Thus, three times a year — at the
beginning of Spring, Midsummer, and the end of
Player-­h eroes with a rating of WISDOM Autumn — they climb the Pinnacle of Eagles to offer
equal to 3 or more may hear words, soft garlands of flowers and songs to the One, while
words, bringing up memories of wind, Eagles soar overhead. All those present observe the
snow, and sun on the grass. This may grant celebration silently, their faces turned west toward
the Player-­hero a Rumour, or Inspiration Elvenhome and beyond. The prayers are typically
on their next LORE roll, at the Lore­master’s followed by merry celebrations at the House of
discretion. Elrond, where everyone in the valley is invited.

8. THE PINNACLE OF EAGLES Steps are carved into the Pinnacle of Choughs; in ancient
Walking east from the House of Elrond, one traverses quiet times, an Elf-­maiden lived near the birds as their friend, but
woods of oak and birch, punctuated by shady glades where since she passed over the Sea, her stone cottage has fallen
ferns and hemlocks bloom, until reaching the Pinnacle of into ruins.
Eagles — a spike of stone that suddenly rises over 200 feet
into the sky from the valley floor. The ascent of the nearly 11. THE HIGH PASTURES
vertical walls of the Pinnacle would be impossible but for a The southern side of the Shining Lord peak is a lush, grassy
flight of carven steps winding around and inside it. slope where Elves allow horses to graze freely during the
When Elrond wishes to speak with Gwaihir, the Lord of summer months. The steeds of Rivendell descend from those
the Eagles, he sends a messenger bird to the Eagles’ Eyrie. If brought from the Blessed Realm by the Exiles: majestic and
the summons is answered, an envoy from the Windlord lands long-­lived, they are also sturdy and sure-­footed, even on
here, awaiting Elrond or Erestor. The Pinnacle is a hallowed mountain slopes. Asfaloth, Glorfindel’s horse, is the greatest
place for birds, and none nest on its walls; Elves consider it among them, but he has many brothers and sisters. Player-­
inappropriate to climb it while armed. heroes wandering in this area may easily find the horses unat-
tended — Elven horses are very intelligent and, in case of
9. ANCIENT RUINS danger, can easily call for aid from nearby guardians.
The valley of Rivendell is dotted with many empty buildings
that once served a larger population. Overgrown paths wind 12. THE SECRET PATH
between these abandoned structures and gardens, and vine-­ All those who dwell in Rivendell know about the existence of a
covered terraces with stone seats rest along the riverbank. The passage leading out of the valley, though only a few know the
oldest buildings have fallen into ruin over the millennia since location of its entrance, or where it leads. This passage was
they were last used. Elves from the Wandering Companies of created soon after the end of the War of the Elves and Sau-
Eriador occasionally restore some of these ruins to spend the ron, to be used should Rivendell ever be overrun by enemies.
summer or even winter there, before resuming their travels The entrance leading to the path is entirely concealed
in spring and autumn. under a slope covered with scree, and to access it, one must
know where to dig. However, if the proper words are uttered
10. THE PINNACLE OF CHOUGHS in the vicinity of the buried opening, a controlled rockslide
This rock spire is inhabited by a large colony of choughs, will occur, revealing the entrance. Only Elrond, Erestor,
which can be seen flying around the spire in complex Lindir, and Glorfindel know the precise location and the
manoeuvres, while trilling and whistling among themselves. correct words to use.
The Elves of Rivendell love the chatter of choughs and believe The passage itself is a winding tunnel that descends into
that killing one brings misfortune. Some among them hold the earth before it starts climbing again. It leads to a cave high
that the day these red-­billed and red-­legged birds desert the in the moors, with an entrance so cleverly disguised that it
pinnacle will signal the fall of Imladris. looks like a narrow cleft in the rock wall.

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THE PIPER IN THE WOODS revealing himself are rewarded with secret tunes or pipes
On summer nights, it is common to hear the sound of made of enchanted wood. However, this is considered
a distant pipe echoing through the valley. The music is by most to be an impossible task, perfectly suited for
enchanting and beautiful beyond measure, but those amusing and humbling mortals.
who attempt to follow it find themselves wandering aim- At the Lore­master’s discretion, Player-­heroes may
lessly among the trees, only to be lost at dawn. The Piper find the Piper with a Magical Success in HUNTING or SCAN .
in the Woods is a well-­known presence in Rivendell and He appears as a thin, old man with a long white beard
has been ever since the Elves arrived, or possibly even and a pointed hood, speaking in rhymes and riddles. If
before them. A spirit of the woods and dells, the Piper the Player-­heroes are able to endear themselves to him,
is shyer than a fawn and swifter than a vole. the Piper regales them with a tune or story from the
There are many stories about the Piper, and it is Elder Days, chosen with a roll on the Elf-­minstrel Songs
said that those who manage to trick or charm him into Table (see page 47).

RIVENDELL OVERVIEW

12

10 11

3
9 6
2
en

7
in
ru

eB
4
5
Th
8
6. Infirmary
7. Glorfindel’s House
13 8. Training Grounds
1. Elrond’s House 9. Armoury
2. Stables 10. Outbuilding
3. Sanctuary 11. Erestor’s House
4. Smithy 12. Bathhouse
5. Residence 13. Bridge

33
CHAPTER 1

THE LAST HOMELY HOUSE

3 12
9

7 6
5
11

10
2
13

1 14

15
5

1. Front Porch 6. The Entrance Hall 11. Kitchen


2. Corridor 7. To the Vaults 12. East Porch
3. The Hall of Fire 8. Butler 13. To the Upper Floors
4. North Vestibule 9. Armoury 14. The Great Hall
5. Storage 10. Pantry 15. South Vestibule

The Last Homely House The wide wooden doors are solidly built using wood from
What is it that earned the Last Homely House, west of the a single holly tree. Their white, smooth panels appear devoid
mountains, its title? It is said that the house of Elrond Half-­ of any decoration, but are actually set with hundreds of tiny
elven is perfect, “whether you like food, or sleep, or work, or white beryls, cunningly cut thousands of years ago by the
story-­telling, or singing, or just sitting and thinking best, or a jewel-­smiths of Eregion; the small stones glitter with innumer-
pleasant mixture of them all.” Beyond its doors are libraries, able sparkles when they reflect and multiply a source of light.
solars for sitting and thinking, covered walkways and gardens,
council chambers for meetings, bannock bakeries and kitch- THE ENTRANCE HALL
ens, and a great many other rooms besides. Bells ring in the On pleasant summer nights (or when visitors are expected,
house at different hours of the day, signalling when meals are or both circumstances are true) the doors to the entrance
ready, the arrival of someone unexpected, or that the master hall are flung wide open. The floor is paved with flagstones
of the house is ready to meet his guests. quarried from the Misty Mountains to the east, and lanterns
hang from carven beams that support the vaulted ceiling.
THE FRONT PORCH Many tapestries hang between the lanterns — banners, flags,
The front porch is a vast portico, large enough to shelter and pennants. Imladris has been host to many warriors and
many horses, should visitors be in need of haste. It is adorned has seen many desperate battles and fruitless victories. Long
with a silver fountain in the shape of a slender tree drooping ago, Elrond himself was the herald of Gil-­galad, King of the
over a marble basin. Many stained glass windows open on the Noldor, and marched with his host to the land of Mordor to
porch, at both sides of the front doors of the House of Elrond. overthrow Sauron.

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In the centre of the hall, one lantern is given a place of A great tapestry hangs on the wall over the long table.
honour, and hangs low from the ceiling. Dwarven visitors It shows an Elven ship sailing into the High Sea, heading
will recognise it as a gift from the smiths of Khazad-­dûm West. The craft of its makers is such that whoever looks at the
to Celebrimbor of Hollin, given long ago. Its reddish light tapestry experiences something different, depending on the
makes the chamber seem like it is deep under the earth, and wisdom of the viewer: some feel a sea-­breeze gently blowing,
it always seems cool in this room, no matter how high the some smell a sweet fragrance on the air, or hear the sound
sun is in the sky. of singing as if it came over the water; others swear they can
From the hall, smaller passages head left and right — see distant white shores appear over the horizon, beyond
towards the Hall of Fire and the Great Hall, respectively, as the rolling waves…
former guests will recall — while a flight of stairs on either
side leads to the upper storeys.

THE GREAT HALL


This is the main hall of Elrond’s
house, where formal meals are
taken and high feast days cele-
brated. It is a tall room, three
times longer than its width, and
is found on the right side of the
entrance hall. Guests enter it from
the corridor through a screened
passage into the hall itself. Above the
passage is a balcony alcove, where the
Elven minstrels of the house play their
music.
The high table stands on a dais at
the opposite side of the hall. Tables to
accommodate all the folk of Rivendell
and guests are placed perpendicular
to it, on either side of a great open
hearth in the centre of the hall. Tall
windows line the southern side of the
hall, admitting as much light as pos-
sible during the winter. An open pas-
sageway leads to the terraces outside,
while other doors allow access to the
kitchens and pantry.
It is tradition for Elrond to sit in
a great chair at the end of the long
table, with the most distinguished
of his guests or household to his
left and right. However, the true
place of honour is in the mid-
dle of the high table, where
Elrond’s wife, Celebrían, daugh-
ter of Galadriel, once sat, before
she departed for the Undying
Lands. Now, the canopied chair is
reserved for Arwen, Elrond’s daugh-
ter, when she is in Rivendell.

35
CHAPTER 1

MANY MEETINGS IN RIVENDELL


Drink, fire, and chance meetings are especially pleasant when experienced under the roof
of Master Elrond. It’s a vast house, and there’s no knowing who you might encounter around
a corner — especially Elves, of course.
When the Company spends a Fellowship Phase in Rivendell, roll once on the table below
to determine whom the Company has met of particular interest.
FEAT DIE
ROLL RESULT DESCRIPTION

Rival The Player-­heroes encounter an old acquaintance who holds a lingering grudge against one of them,
possibly an Elf or someone dealing with Elves. If no suitable character is available, the Lore­master
may introduce a new character and assign the strained relationship to a random Player-­hero.

1 Weary Elf An Elf consumed by profound grief is preparing to leave for the Grey Havens, recounting tales of
sorrow as a cautionary message to the Player-­heroes.

2 Carefree Elf A youthful Elf brimming with enthusiasm for life approaches the Player-­heroes with immediate curi-
osity, particularly drawn to one of them and forming a quick bond. This Elf is eager to exchange
news, songs, and tales with the group.

3 Elf-­lord An Elf descended from a renowned lineage or a hero of old, is likely accompanied by servants, or
loyal companions. Their demeanour towards the Player-­heroes may range from welcoming warmth to
cautious reserve.

4 Lore-­master An Elf versed in the books and songs of the Eldar, their knowledge extending to distant lands and
histories. Intrigued by news and tales from far-­off realms, they eagerly seek to exchange narratives
and insights with the Player-­heroes, offering valuable accounts and information on a broad spectrum
of history and lore.

5 Emissary An Elf from the Woodland Realm, Lórien or Lindon, is presently involved in affairs in Rivendell. They
might be seeking companions to join in an adventure, or simply looking to share tales.

6 Dúnadan Used to the wild woods and hills, the Ranger is a strange sight, clad in typical travel-­worn clothes.
Acquainted with outsiders more than other guests of Elrond, the Dúnadan engages easily in discus-
sions with the Player-­heroes concerning the latest news.

7 Elf-­smith This Elf takes great pride in their smithcraft and demonstrates exceptional skill. If prompted, they are
inclined to expound upon the intricate technicalities of their expertise at length. They may also show
interest in any insights and tips offered by the Player-­heroes, particularly if they manage to impress
them with their own knowledge and proficiency.

8 Warrior This Elf is highly trained in combat and a veteran of ancient wars. Should the Player-­heroes manage
to earn their respect, they are willing to share war tales from bygone eras and might even consent to
engaging in a friendly sparring match.

9 Elf-­minstrel The Player-­heroes hear a clear voice rising in song, performing a song to Elbereth, or another song
of the Blessed Realm. The music is enchanting, and the Player-­heroes may have a chance to converse
with the Elf-­minstrel later in the evening.

10 Dwarf Dwarves from the Blue Mountains or Erebor may be encountered in Rivendell, albeit rarely. They are
always ready to exchange news about the roads and discuss business with strangers, if they appear
respectable enough.

Wise One The Player-­heroes meet one of the Wise or their messenger, who has come to Rivendell to converse
with Elrond. This meeting may serve as the starting point for a new quest or mission.

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MAKING MUSIC IN THE HALL OF FIRE


The Hall of Fire is the perfect place for composing (several individuals have chosen other buildings as their pri-
music and discovering the right words for a song. vate residences). Most rooms have flat ceilings crossed by
dark wooden beams. There are usually one or more windows,
Player-­heroes singing a song composed a comfortable bed, a mirror, and other bedroom furniture.
in Rivendell gain (1d) when performing it There is also a solar, situated above the great hall and look-
(see the rules for Singing Songs on page ing south as well. This is a room for leisure, to sit and read,
123 of the core rules). write, or just to think. There is a marble table next to the larg-
est windows, chequered in dark and light colours. Wooden
chess pieces stand at the ready on the window sill. Rumours
say that the game set was a gift to Elrond from Elendil of
Númenor, and that the King of the Men of the West often
THE HALL OF FIRE found a worthy opponent in Gil-­galad, High King of the Elves.
The Hall of Fire is as wide as the great hall of Elrond, but it is
mostly empty, without a screened passage, nor tables or dais. THE LIBRARY OF ELROND
On most days, the only source of light is a bright fire burn- There is much lore in Imladris, and quite a bit of that has
ing in a great hearth between two rows of carven pillars. The been recorded by Elrond himself. In the ground floor library
fire is fed all year round, and guests of Elrond come here to are many maps and books that are available for perusal. Many
find comfort and peace, as merely being in the Hall of Fire concern the doings of the Elves in the Elder Days, and several
seems like a cure for the spirit. are written in scripts and languages that have been forgotten
On high days the hall comes to life with the sound of by most scholars, in these days of twilight. Indeed, very little
many fair voices. Elvish minstrels play the songs they spent is recorded using the Common tongue, and it seems that
decades perfecting, and poems and tales of distant ages of Elrond’s lore is still waiting for someone to unlock it for the
the world are recounted for evenings on end. average folk. It will be a long labour, something that probably
Other folks fall easily under the spell of the Hall of Fire, couldn’t be completed in a single lifetime — but there are
and may find themselves spending many evenings sitting and many tales worth telling, gathered in these books and maps.
thinking, or looking for (and finding!) the right words for a Elrond also keeps a personal library, on one of the upper
new poem or a song. And if they are skilful enough, or just lucky, floors. Only the most trusted among his advisors can enter
the Elves might even recite their poems or sing their songs. this room. Not only does he possess irreplaceable manuscripts
penned by Celebrimbor and others, he also has a small col-
THE EAST PORCH lection of dangerous knowledge — treatises written by the
The porch on the east side of the house is Elrond’s location wise and erudite Wizard Saruman about the nature and power
of choice for important meetings. If possible, he calls for such of the Shadow, passages of the Black Speech recorded from
councils to be held in the early morning, so that anyone who captured enemies, and the mad rantings of those who had
is invited may watch the sun rise over the mountains, and learned too much of the Enemy’s ways.
listen to the flow of the river and the trilling of birdsong. In
short, Elrond wishes everyone to be reminded of the beauty THE VAULTS
of Middle-­earth and the value of its preservation. It is cus- Beneath the great manor house are cellars, pantries, and
tomary for such meetings to be concluded in time for a noon other underground chambers. Directly accessible from the
luncheon, for, while it is said that Elves may thrive on speech kitchens and upstairs larders are the vast stores of foodstuffs,
alone, it is not so for other folk. wine, liquor, cisterns of water, and other supplies. Elrond
The porch itself is adjacent to the high garden, with the remembers well that Imladris has seen siege before, and
banks of the mountain stream below. Several pathways start wishes to be well prepared if the Enemy returns.
from here, leading down the course of the Bruinen or further In other, deeper and more hidden chambers, are the
away north, towards the pine-­woods at the top of the valley. storerooms for the many worthy items recovered from the
destruction of Eregion and other efforts over the long years.
THE UPPER FLOORS These chambers are sealed, or at least locked, and a careful
Stairs from the entrance hall lead to the upper floors. Guest inventory is kept. Despite these protections, there is little here
rooms of various types and sizes can be found here, as well that could aid in the open defiance of the Shadow. Rivendell
as the private quarters of Elrond, his family members, and has always been a place of healing and lore, and there are
those of his household who desire to live in the house itself very few pieces of wargear kept here.

37
CHAPTER 1

Those That Dwell


in Rivendell Men. He was given the choice to either follow the path
The Last Homely House is home to a great number of impor- of the Firstborn or the fate of Men. Elrond chose to be of
tant personalities. The household of the Master of Imladris Elvenkind. Counted among the most powerful Elf-­lords
counts many Elf-­lords of great renown, and since the time of still in Middle-­earth, he is one of Sauron’s chief foes, and
Aranarth, son of Arvedui and first Chieftain of the Dúnedain, has the gift of foresight.
the Heirs of Elendil have been raised in Rivendell, to better In the early years of the Third Age, Elrond wed Cele-
defend and preserve the lineage of the kings of the North- brían, daughter of Galadriel and Celeborn of Lothlórien.
ern Realm. Gilraen the Fair, the mother of Aragorn, current From their marriage were born the twins Elladan and Elro-
chieftain of the Rangers of the North and Heir of Isildur, is hir, and then their daughter Arwen. Alas, their union suf-
a permanent guest of Elrond Halfelven. fered an ill-­fate — when Celebrían was returning from a
journey to visit her parents across the Misty Mountains, she
was captured by Orcs and given a poisoned wound. Res-
Elrond Halfelven cued by her sons, she never fully recovered from the tor-
The Master of Rivendell has dwelt in Middle-­earth for thou- ments she suffered, despite Elrond’s great skill as a healer,
sands of years. He is called the ‘Halfelven’, for he can claim and she soon departed for the Undying Lands. Elrond did
descent from some of the greatest among both Elves and not accompany her. Instead, he strengthened his resolve
and doubled his efforts to guide the folk of Middle-­earth
in defiance of the Enemy.

Elrond OCCUPATION: Ruler, Healer, Lore-­master

DISTINCTIVE FEATURES: Fair-­spoken, Lordly, Subtle

Arwen Undómiel
Arwen is the daughter of Elrond and Celebrían. The Elves
of Rivendell say that in her beauty is the likeness of Lúthien
come again, and that is why she is called Undómiel, the
Evenstar, signifying that the days of the Elves are coming
to an end. While born in Rivendell, she often lives with her
mother’s folk in Lothlórien. As the only daughter of Elrond
she is the Lady of Rivendell. She sits at her father’s right
hand, and counsels him with quiet wisdom.

OCCUPATION: Healer, Weaver

DISTINCTIVE FEATURES: Fair, Generous, Lordly

ELVEN BEAUTY
The first time a mortal Player-­hero sees Arwen,
they recover 1 point of Hope as her presence and
grace encourages them. An Elven character can
additionally convert a Shadow Scar into a point
of Shadow — not all sorrow is evil.

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Guests who think that Lindir is just the butler of the


Elladan and Elrohir house should think again, though — the soft-­spoken Elf is
The sons of Elrond, Elladan and Elrohir, are counted among among Elrond’s most trusted friends and his personal squire
the most powerful Elf-­lords of Rivendell. Twin warriors in in times of war. He used to leave Imladris on errands and
the prime of their strength, they share their father’s dark missions, but has refrained from doing so since the Lady
hair and grey eyes, resembling each other so closely that Celebrían was seized by Orcs in the Redhorn Pass and he
only those who know them well can tell them apart. Ever failed to rescue her before she was harmed by her captors.
eager to fight the shadow, their enthusiasm has turned to When he is not attending to his duties, Lindir dedicates
vengeful fervour since their mother, Celebrían, was taken himself to the construction and perfection of musical instru-
prisoner by the Orcs and tormented. ments. Probably the most accomplished luthier east of the
Elrond often sends Elladan and Elrohir together out on Sea, Lindir also possesses a most musical voice, but he is
great scouting journeys or as messengers to distant lands, not easily persuaded to sing in the presence of listeners.
as they are hardy travellers, and have a deep knowledge
of the lands on both sides of the Misty Mountains. OCCUPATION: Seneschal, Luthier

Elladan and Elrohir are discussed further in Chapter 2,


on page 65. DISTINCTIVE FEATURES: Fair-­spoken, Merry, Wary

OCCUPATION: Captains, Wardens

DISTINCTIVE FEATURES: Keen-­eyed, Swift, Tall Erestor


Erestor is accounted as Elrond’s closest friend and wisest
counsellor. He has stood by his master’s side for several mil-
lennia and was present when they first discovered the valley
Glorfindel of Imladris. Holding the office of Librarian of Rivendell, he
Glorfindel is a prince of the Elves, returned from the West is a skilled scribe and illustrator of manuscripts. Among his
to serve as the defender of Imladris, Elrond’s chosen lieu- most notable talents is the brewing of Miruvor, the cordial
tenant and herald. He has served Rivendell for uncounted of Imladris, through a process known only to him.
years, leading the forces of Imladris into battle against
Angmar and other enemies, standing firm against even OCCUPATION: Lore-­master, Counsellor, Scribe, Brewer

the Witch-­king. He is one of the mightiest of the Firstborn,


both Elven-­w ise and powerful enough to ride openly DISTINCTIVE FEATURES: Cunning, Faithful, Secretive

against the most fearsome of Sauron’s servants.


When he must leave the valley, he rides the Elven steed
Asfaloth. If Asfaloth is ordered to bear another rider he
will do so at great speed but with no danger to his charge.
MIRUVOR
OCCUPATION: Captain, Herald The traditional cordial of Rivendell is a clear and
colourless liquor, with a warm and pleasant fra-
DISTINCTIVE FEATURES: Fair, Fair-­spoken, Lordly grance. Flasks of Miruvor, containing up to ten
draughts, are often gifted by Elrond to guests of
Rivendell who are leaving for a long journey.
Here are the effects associated with Erestor’s
Lindir the Butler most popular Miruvor formulations:
Lindir is the seneschal of Elrond, entrusted with the stew- ♦ TRAVELLING CORDIAL. Player-­heroes who
ardship of his household. He is certainly the most familiar drink the cordial gain 1 less Fatigue on the
face to all those who enter the valley, as he is usually the next journey event.
first individual they encounter on their arrival, and the last ♦ MEDICINAL TONIC. Injured Player-­heroes
one they see upon leaving. Lindir seems to possess the who drink the tonic recover all lost Endur-
uncanny ability to be found wherever his help is required, ance points and reduce the number of days
and whenever he is looked for. required for a Wound to heal by 1.

39
CHAPTER 1

Damron the Smith


Damron was born in Eregion and was counted among
the Elven-­smiths of that land at the time of their greatest THE SECRET OF THE ELVEN-­S MITH
power. He was still an apprentice when Hollin was over- Unbeknownst to most, Damron was an apprentice to
run by Sauron, and he was rescued from its ruin by Elrond Celebrimbor himself, and it is said he assisted him in
himself, who carried his badly burned body for many miles. the forging of the Seven and the Nine. The shame
For centuries Damron could not forget the destruction and anger over Sauron’s treachery and the slaying
of all the wonderful things that the Elves and the Dwarves of his master still burn fiercely in Damron’s heart. His
created in Eregion and in Khazad-­dûm, nor could he for- sole desire now is to serve Elrond and protect the
give. His spirit found some peace only at the time of the realms of the Elves from the encroaching Shadow.
Last Alliance, when he helped arm the host of Gil-­galad Damron’s grievances intensified when his
and Elendil. brother Arothir was killed by the weasel-­s pirit
Damron is a tall, strongly-­built Elf with dark hair and Cauthlin. Drawing on knowledge he acquired
piercing green eyes. An Elf of few words, he is in charge from Sauron himself, who had disguised himself
of the smithies within the caves of Naurdarthol, and he is as the Lord of Gifts, Damron forged the black
seldom to be seen outside them. blade Methacharn and enchanted it with curses
of vengeance and death.
OCCUPATION: Smith See Memories of Ancient Wounds, on page
61, for more on Cauthlin and Methacharn.
DISTINCTIVE FEATURES: Secretive, Vengeful, Fierce

L othlórien
He was wrapped in some fair memory: and as Frodo looked at him he knew that he
beheld things as they once had been in this same place. For the grim years were removed
from the face of Aragorn, and he seemed clothed in white, a young lord tall and fair…

Lothlórien could certainly be described as the most magi- to dwell in the forests and grasslands east of the Misty Moun-
cal realm among those of the Eldar. More than in Lindon tains. They named the valley of the Silverlode Lindórinand,
or Rivendell, the full power of the High Elves is manifest which in their tongue meant Vale of the Land of Singers.
here, and the memories of Eldamar in the Uttermost West It was only at the beginning of the Second Age that a
are most vivid. True to its name, Flower of Dream, this land king came to Lindórinand: a Grey Elf-­lord led a group of
exists almost outside the confines of space and time as under- his kinsmen east of the Mountains, where they mingled with
stood by mortals — like an Elvish dream, where memory and their long-­lost brethren and were acclaimed as their lords.
reality mingle together. The kingdom of Lindórinand was established as a successor
Lying on the eastern side of the Misty Mountains, Loth- to Doriath after its ruin, and its inhabitants kept its tragic les-
lórien stretches along the valley of the river Silverlode, which sons close to their hearts, isolating themselves and not allow-
empties into Anduin the Great. Here dwell Celeborn and Gal- ing strangers to enter their borders and bring evil with them.
adriel, the Lord and Lady of the Wood. They are regarded as The only contacts the new king permitted with the outside
mighty among the Princes of the West-­elves and rule over a pop- world were with other survivors of Doriath, such as his kins-
ulation composed primarily of Silvan Elves — the Galadhrim. man Celeborn and the King of the Greenwood.
The history of Lothlórien is long and complex. Its first When the Elven smiths of Eregion fell to the seduction
inhabitants were Wood-­elves who, during the starry nights of Sauron, Celeborn and Galadriel left that realm to reside
before the Sun and the Moon rose, forsook the Great Journey in Lindórinand, becoming close advisors to the King. It was

40
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mO R I A DIMRILL
STAIr
LOTHLóRIeN
EAST FERRY
gATE MiRROrMERE AR
W

D
M

DURIN’S
STONE
I S

WELL of
SILVErLODE
TALf
For
T

FENCE S
ER N
Y

O RTH
N
I T H

SH
N A

AD
Nimrodel CERIN
AMROTH

OWE
fA L L S O F
M

CARAs

A
NIMRO D EL GALaDhON

D
O

TH
E

d
TH E OLD

B A N K
KIN EG

ET
G ’S C AV E S L A
Y

u
ON
erlo D I L
U

si lv de
N

GUE

i
S T FO R
ON D o
N

EB r f

n
f A ID G E
I R N I N
T
A

N
I

S L O S T A Lf

during this time that mallorn-­trees were planted in the valley


of the Silverlode, which soon came to be known as Lórinand,
the Valley of Gold.
Celeborn and Galadriel were instrumental in convincing contemplating the abandonment of Lórinand. The fall of
the King to pledge his support to the High King Gil-­galad in Khazad-­dûm ultimately convinced him and many of his fol-
the War of the Last Alliance. Breaking their tradition of iso- lowers to leave Lórinand for the Havens, from which they
lationism, the warriors of Lórinand marched against Mordor, never returned.
but they paid a dear price at the Battle of Dagorlad, when Those who remained in the Golden Valley retreated to
most of their numbers perished, their King among the fallen. remote places and became a secretive folk. Caught between
As the Third Age began, Lórinand entered a new era Dúrin’s Bane and the Necromancer, they understood it was
under Amroth, the son of the fallen King. He was curious only a matter of time until they, too, would have to leave. But
and enterprising, beloved by his people. However, among against all hope, Celeborn and Galadriel returned, taking
the Wood-­elves, some blamed the King’s mentors, Galadriel the title of Lord and Lady of the Galadhrim. By the power
and Celeborn, for bringing Lórinand into the war, leading of Galadriel and her Ring, the mallorn-­trees, which had only
them to depart for the southern Elf-­haven on the Bay of Bel- flourished in the valley of the Silverlode, spread throughout
falas. Amroth ruled wisely in their absence; he was a friend to the forest, which came to be known as Lothlórien, the Dream-­
the Dwarves, and during his reign, a road was built between flower. The White Lady wove mighty spells of protection over
his palace and Khazad-­dûm. But as the Shadow rose in Dol the land, ensuring that paths were hidden, spies were blinded,
Guldur around the first millennium of the Age and spread and trespassers were confused. The Golden Wood was safe
through Mirkwood, Amroth became troubled and began and proudly defied both Moria and Dol Guldur.

41
CHAPTER 1

Entering Lothlórien crossing the Silverlode or the Northern Fences, lest they learn
The Golden Wood is one of the most closely guarded realms the secret paths leading to Cerin Amroth and Caras Galad-
in Middle-­earth. While Rivendell and Mithlond serve as safe hon. Only the express orders of Celeborn and Galadriel can
havens for all the Free Peoples fighting Sauron, Lothlórien’s waive this measure.
boundaries remain closed. The Galadhrim seldom cross these While in Lothlórien, Elves are lodged on telain, or flets,
borders, except for short hunts or official missions from the whereas mortals camp on the ground or in one of the ancient
Lord and Lady. Outsiders — whether Elves or Elf-­friends — may caves used by the first Wood-­elves. Mortals are always accom-
be allowed entry, but they are likely to be admitted only at the panied by a guardian and are never left alone; even at night,
borders unless they have specific business in Caras Galadhon. they are discreetly watched over by someone in the trees above
Strangers approaching the eaves of Lothlórien are likely or by allied birds and beasts.
to be observed by the wardens and then stopped and ques- Lothlórien is a realm of light, but it is also a land besieged
tioned by a force large enough to handle any potential threats. from all sides. Insolent, suspicious, or aggressive behaviour
The Wood-­elves are less courteous than the High Elves of from guests may result in extended and unfriendly question-
the West, and if their questions are not answered satisfacto- ing, possibly followed by imprisonment for a time and then
rily, they are prepared to turn the intruders away, more than expulsion at the nearest border. Just as the Galadhrim are
willing to use force in the event of resistance. gracious hosts, they can swiftly turn into the most inflexible
Lothlórien’s law admits no outsiders within the Naith, and jailers, and visitors would do well to remember this while
even if someone is granted entry, they are blindfolded upon they are their guests.

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LIVING MEMORIES
In Lórien, everything one experiences remains
unchanged, destined to be experienced again
and again if one returns to this realm. Should one
ascend to the top of Cerin Amroth, they may hear the
South Wind carrying the sound of waves crashing
on beaches that no longer exist and the cries of sea-­
NENYA, THE RING OF WATER birds whose race has long vanished from the earth.
Made of mithril and set with a diamond, Nenya For Player-­heroes, days spent in Lórien may
is the Ring of Water, which Galadriel received return as living memories, allowing individuals
directly from Celebrimbor. Of the three Rings, it to experience things as they once happened in
is the one whose power is employed most boldly. the same place.
With it, Galadriel can shroud Lothlórien in a mist
that keeps spies and evil beings at bay, and fos- All Player-­heroes spending a Fellowship
ters the growth of mallorn-­trees into living towers. Phase in Lórien recover additional Hope
Rain is always gentle in the Golden Wood, the Sun points equal to the number of times they
is never fierce, and it feels as though true Winter have previously visited Lórien.
never comes to this land.
As in other Elf-­lands, and yet more, time flows
differently in Lórien, and its beauty, peace and
gladness are a reflection of Galadriel’s memories of
the Gardens of Irmo she knew in the Utter West, in descending from the Misty Mountains. This area is sometimes
an Age before the first rise of the Sun and the Moon. called Dor Gwathirion, the Land of the Shadowy Streams.
Once beloved by the Galadhrim, its population has been
declining since the fall of Moria, leaving it wild and mostly
deserted. The Galadhrim now visit only to hunt or guard the
borders against Orcs and other fell creatures. Mallorn-­trees
grow thickly near the river, but as one travels west and south,
they gradually give way to oaks, ashes, and elms. Even though
Elves and Elf-­friends who earn the trust and protection of the power of the White Lady is weaker here, the Eryn Fairnin
the Lord and Lady, or of one of their court, are granted the remains a majestic woodland, wild and full of animals and
rare favour of moving freely in Caras Galadhon and the Naith. plants that mortals would easily call magical.
However, this privilege is seldom extended and is reserved for North of Lothlórien lies a region bordered by the Moun-
those recognized as defenders of the Golden Wood. tains to the west, the Anduin to the east, and the Gladden
River to the north. Once a populated area inhabited by Men

The Golden Wood


who lived on farms and traded with the Dwarves of Dúrin’s
Folk, it is now largely depopulated. This area was known as
The forest of Lothlórien grows along the valley of the Cele- Ridhlann, the Tilled Plain, but today only a few farmsteads
brant, the Silverlode in the Common Tongue. The Elves refer remain, hidden by groves of trees. The Wargs and their allies,
to the woods north and east of the river as the Naith, or the the Goblins of Moria, are the true masters of this region now,
Gore, as this land is shaped like a spearhead by the arms of which is simply called Fortalf, the Northern Field.
the Silverlode and the Great River Anduin. The land there South of Lothlórien lies an empty land where no Men
is mostly flat and gentle, covered in mallorn-­trees, and is have ever lived, and even Orcs and Wargs seldom venture: the
home to most of the Galadhrim, particularly in the Egladil, Lostalf, the Empty Field. The Grey Elves of the Golden Wood
the angle between the rivers. consider it part of their realm and enjoy riding and hunting
To the south and west of the Celebrant lie the Eryn Fairnin, among its brush, occasionally reaching the borders of Fan-
the Woods of Swift Waters, a region characterised by rising gorn. However, the land is not under their constant watch,
hills and deep dells carved by fast-­running, frigid streams and dangerous encounters cannot be ruled out.

43
CHAPTER 1

MALLORN-­T REES her power and that of the Ring of Water, the first and only
Mallorn-­trees are native to Valinor and are said to mallorn-­trees in Middle-­earth flowered and produced
descend from Laurelin, the Golden Tree of the Elder fruit, and since then have prospered.
Days. During the Second Age, seeds of mallorn-­trees Mallorn-­trees can grow up to 200 feet tall, with
were presented to the Númenoreans by visiting Elves straight trunks of white-­grey wood covered in silvery,
from Eldamar and became common in the western part smooth bark. The branches extend far from the ground,
of the island. It was Tar-­Aldarion, the Navigator King and forming a wide crown. In spring, new leaves are pale
a lover of trees, who gifted mallorn-­seeds to his ally Gil-­ green and become dark green above and silvery below
galad. Unfortunately, those seeds never thrived in Lindon in summer. By autumn, they turn gold, retaining this col-
and failed to produce flowers. However, some of these our throughout the winter, and then fall in spring, cre-
seeds eventually made their way to Galadriel, who was ating a golden carpet on the ground that lasts several
familiar with mallorn-­trees from Valinor. Although she weeks. The mallorn-­flowers are large and pale yellow,
could not grow the trees in Eregion, she recognized the blooming from late spring to summer, and the fruits are
right conditions in the valley of the Silverlode. Through small golden nuts covered in silver scales.

THE FENCES OF LÓRIEN time from the Orc-­infested roots of the Hithaeglir.
This is the name given by the Galadhrim to the edges of Elf-­wardens keep watch on the fences. They wear dark
the Golden Wood, marking what they believe to be the far- grey cloaks and carry small lamps that emit a bright sil-
thest limits of the Lady of Lórien’s power. Many Elf-­wardens very light, which can be quickly covered. In the depths of
vigilantly watch over these borders, particularly along the the forest and under the cover of night, Elf-­wardens who
Northern Fences, where they gaze towards the mountains choose to remain unseen are nearly invisible, unless they
to the northeast, for they know that threats can arise at any move swiftly.

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TELAIN
Telain, or flets in the Common
Tongue, are wooden platforms built
among the branches of trees, usu-
ally mallorn-­trees, which have reg-
ular, crown-­like branches. They can
only be accessed by rope ladders
through round holes at their cen-
tre, and usually lack railings or par-
apets, or roofs, but they are often
equipped with movable wind-­
screens. Larger flets, however, may
resemble houses or even palaces,
like those in Caras Galadhon.

Haldir

Haldir, Captain
of the Elf-­wardens
Haldir is a Silvan Elf who has
earned the trust of the Lord
and Lady, and thus is frequently
sent abroad as their envoy to gather
news and monitor enemy movements.
He speaks several languages, including
the Common Tongue, and has travelled as far
as Rivendell and the Woodland Realm.
When Haldir is in Lórien, he serves as a Captain of
the wardens guarding the borders of the Golden Wood.
Wanderers crossing its Northern Fences or following the
course of the river Nimrodel from the mountains are likely
to be met by Haldir, accompanied by his brothers Oro- Daerorn the Hunter
phin and Rúmil. Haldir will inquire about their reasons A Grey Elf from Doriath, Daerorn came to Lindórinand as
for approaching the Golden Wood and then determine one of the first king’s companions, and saw his lord die at
their fate. the Dagorlad. After that battle, he vowed to defend this
Haldir is generally friendly toward other members of land against the Shadow until his last; here he remained
the Free Peoples, but he is suspicious of Dwarves, as by after King Amroth left with most of the court, and entered
law they are not permitted to enter Lórien. Haldir is rea- the service of Celeborn and Galadriel as huntmaster. Few
sonable though, and capable of assuming upon himself know every tree and stone in Lothlórien like Daerorn does.
the responsibility to allow passage to folks he considers A solitary hunter of the Enemy’s servants, he is often
worthy of his trust. found ranging in the Eryn Fairnin and Lostalf.

OCCUPATION: Warden, Envoy OCCUPATION: Huntsmaster

DISTINCTIVE FEATURES: Faithful, Wary DISTINCTIVE FEATURES: Keen-­eyed, Swift

45
CHAPTER 1

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CERIN AMROTH rises from the top of the mound, with a wide flet visible amidst
This is the very heart of the ancient realm of Lórien, where its branches — this was the palace of Amroth.
Amroth built his high house on a great mound at the time of To the eyes of a mortal, time appears almost frozen here,
the realm’s founding. The hill is covered with grass that never more than in any other Elf-­land. The light itself seems to
fades, and yellow and white winter flowers bloom throughout spring from a source ancient beyond reckoning, illuminating
the year. Encircling the summit like a crown is a ring of leaf- everything as if for the first time since the world’s beginning.
less Celebrant ash trees, their bark as white as snow. These This is the power of the Lady of the Galadhrim, emanat-
trees surround an inner circle of immense golden mallorn-­ ing from Caras Galadhon and holding the entire land under
trees. Towering above them all is a magnificent mallorn that its enchantment.

ELF-­M INSTREL SONGS


It is said that the skill of the Elf-­minstrels is such that they can make the things of
which they sing appear before the eyes of those who listen. The words they sing
seem to take shape, summoning dreamlike visions that the listener may have never
experienced or even imagined.
When the Company spends a Fellowship Phase in Lórien (but also in other Elf-­
lands, especially Rivendell), roll once on the table below to determine the type of
song they were lucky to hear.
FEAT DIE
ROLL RESULT DESCRIPTION

Song of A sad ballad that brings tears to the listener’s eyes; yet not all tears are evil, and grieving can
Lamentation inspire determination in those with a steady heart.

1 Song of Longing Those who hear this song find their hearts filled with a desire for lofty pursuits and enduring
happiness.

2 Song of Laughing A witty and amusing composition, it is designed to involve the audience in playful interaction
with the minstrel, providing entertainment for all.

3 Song of Hardiness A song celebrating the determination of an ancient hero in the face of adversity.

4 Song of Fortitude A song of courage that helps those who listen face their worst fears.

5 Song of Peace The minstrel’s voice soothes the hearts of the audience, bringing calm and serenity by
recalling days of bliss and happiness.

6 Song of Battle A war-­song recounting one of the ancient battles of Beleriand.

7 Song of Valour A ballad celebrating the glorious deeds of an ancient champion of the Elves.

8 Song of Wonder The minstrels sing of world-­changing events or rare beauties witnessed by only a few, stirring
the audience’s desire to grow beyond their everyday lives.

9 Song of Lore A long rhyme of lore, crafted to easily remember a great deal of information, often used
by Lore-­masters.

10 Song of Inspiration A ballad highlighting the qualities of character of an ancient Elven hero, inspiring the
audience to believe in their convictions and develop their own talents.

Song of Joy A triumphal song of love, happiness, and victory over evil, encouraging the audience to
sing along.

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CHAPTER 1

CARAS GALADHON ground of Caras Galadhon, as the Galadhrim favour living


Caras Galadhon is the great city of the Galadhrim, the seat above ground, on flets high among the branches, connected
of Lady Galadriel and Lord Celeborn. A high, green wall sur- to one another by suspended bridges.
rounds a hill covered with mallorn-­trees so tall as to surpass all From a wide lawn at the top of the hill, illuminated by sil-
others in Lórien. Their boughs spread out into tiered crowns, ver lamps hanging from the boughs of the surrounding trees,
supporting levels upon levels of countless flets, which serve rises Orchaltûr, the Tall Lord, the mightiest of all the trees.
as the homes of the Wood-­elves of Lórien. A broad white ladder winds around this great tree, passing
But Lórien is also the most formidable fortress of the Elves many flets built on both sides and around the trunk itself. At
in Middle-­earth. At the base of the hill, a road paved with white a great height, a wide talan is finally reached, upon which sits
stones runs along the brink of a deep fosse, overshadowed by a a large hall, the abode of the Lord and Lady of the Wood.
mighty encircling green wall. This road leads to a white bridge, Here, gatherings are held in a spacious, oval chamber
and across it the path ends against the great gates of the city, set with green and silver walls and a golden roof, dominated by
between the ends of the encircling wall that here almost meet. the trunk of the great mallorn.
The gates are tall and sturdy, and open without sound. At night, Many Elves meet here when summoned by the Lord and
many lamps hang from the gates, and countless lights gleam Lady, seating themselves before two chairs placed beneath the
green, gold and silver amid the leaves of the mallorn-­trees. bole of the tree, canopied by a living bough — these are the
Beyond the gates, the hill is crossed by many paths and seats of Celeborn and Galadriel. Those permitted to appear
stairs, leading to a few quiet courts and gardens adorned before the Lord and Lady of Lórien are welcomed by Indo-
with fountains and sculptures. There are no buildings on the liniel, handmaiden and adviser to Galadriel.

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Indoliniel Gandellim the Minstrel


Born in Lothlórien during the days of King Amdír, Indolin- Favoured by the Lord and Lady of Lórien, Gandellim is per-
iel was trained by Galadriel to carry on her duties should haps the greatest among the many minstrels of the Golden
she need to leave the Golden Wood for extended peri- Wood. Born during the days of King Amdír to a Grey Elf
ods. Tasked with a stewardship role at the court, Indo- father and a Wood-­elf mother, he is a child of two worlds
liniel served throughout the reign of Amroth as the pri- — Gandellim appreciates both the ways of the Silvan Elves
mary caretaker of the mallorn-­trees and advisor to the and the more sophisticated traditions of the West-­elves.
King. When Celeborn and Galadriel returned, she also With his harp, he can play the folk songs of the Galadhrim
assumed the roles of lady-­in-­waiting and counsellor to and sing lyrics in Sindarin and even Quenya.
Lady Galadriel. To this day, Indoliniel remains Galadriel’s A restless soul, Gandellim seldom remains in one place
most trusted ally and frequently acts as her mistress’s agent for long. He enjoys wandering through Eryn Fairnin and
throughout Lothlórien. the Lostalf, either alone or with a few companions, and
Indoliniel is dark-­eyed and dark-­haired, tall and slen- has occasionally travelled to Rivendell and the Woodland
der, with eyes unreadable to most. She is permitted to Realm as an ambassador for the Lord and Lady.
use the Mirror of Galadriel, though she has never done so
without her mistress’s consent. Beyond her wisdom and OCCUPATION: Minstrel, Envoy

lore, Indoliniel is also trained as a hunter and fighter. Those


witnessing her handle a bow or spear for the first time are DISTINCTIVE FEATURES: Merry, Fair-­spoken

struck by her swiftness and strength.

OCCUPATION: Advisor, Caretaker of the Mallorn-­trees opening in a tall earthen wall that delineates the boundary
of the woods of Lórien.
DISTINCTIVE FEATURES: Secretive, Wary On the bank of the Silverlode, the Galadhrim have con-
structed a wharf using white stones and wood. Many boats
and barges of various shapes and sizes are moored here. Some
THE OLD KING’S CAVES are painted in bright colours, but most are either grey or
The first King of Lindórinand established his abode deep white. Some have been carved with Elven-­skill in the like-
within a hill, where natural caves were expanded and trans- ness of river birds.
formed into the palace of an Elvenking. When Amroth The Galadhrim love the running waters of both rivers,
became King, he abandoned the caves in favour of Cerin knowing they help keep their realm safe. However, some
Amroth. Since then, the caves have remained uninhabited, among them recognize that these watery borders mark the
though they are preserved as refuges to fly into in time of war extent of the power of the Lady of the Galadhrim. On the
and to store fodder in. The gate is located on the other side opposite banks, the trees crowd the landscape as far as the
of a deep cleft, and can be reached by a narrow stone bridge, eye can see, yet not a single mallorn-­tree is among them.
which can be destroyed if enemies approach.
A small court paved with large flagstones opens in front THE FORD OF STONEBRIDGE
of the gate to the Old King’s Caves. This is the favoured In the days of the first King, refugees from Eregion built a
haunt of Gandellim the Minstrel, who comes here when in great stone bridge that crossed the Silverlode in three wide
need of inspiration. He can often be found playing his harp, spans, connecting the Naith with Eryn Fairnin. More than four
writing new compositions, or reminiscing about his youthful centuries ago, Celeborn and Galadriel ordered its destruction
days when the caves were filled with life and he was just a when hordes of Easterlings, under the shadow of Dol Guldur,
young Elf-­child. crossed the Anduin on large boats and rafts, joined by many
Orcs bringing ruin to the Vale of the Great River. Today, the
THE TONGUE broken stones of the bridge remain clearly visible in the water
To the southeast of Caras Galadhon lies a long, treeless field of and serve as valuable aid for those crossing the river.
shining grass dotted with golden flowers. Named the Tongue,
this lawn forms a narrow strip between the glittering waters
of the Silverlode on the right and the broad, deep, and dark
stream of the Anduin. It is accessed by passing through an

49
CHAPTER 1

The Lord and


L ady of L órien
The rulers of Lórien are accounted
among the wisest and most power-
ful Elves of Middle-­earth. They have
dwelt in the West since the days of
the first dawn, and throughout
the ages they have fought the
long defeat together. To earn
their trust and ensure their sup-
port is a gift beyond the power
of kings. Their subjects are many,
and while they have not crossed
the borders of their land in arms
since the days of the Last Alli-
ance, the time will come when
their host will once again leave
the Golden Wood to march against
the Enemy.

Lady Galadriel
The Lady of the Golden Wood was born in
Valinor, beneath the light of the Two Trees,
and came to Middle-­e arth among the Exiles.
Mindful of their crimes, she chose to dwell in Dori-
ath with her mother’s kin. Here, she met Celeborn.
Haunted by a foreboding of future disasters for the Elves,
Galadriel and her husband left Doriath before its fall and
travelled to Eriador, where, in the early Second Age, they
founded realms of their own.
Galadriel took great care not to associate with the Lord Celeborn
other princes of the Exiles, nor to claim rulership over the Lord Celeborn belongs to the royalty of the Grey Elves.
Noldor in Middle-­earth, even though she had the right to He was born in Doriath in the Elder Days and there he
do so. Having refused the Second Summons of the Valar to met Galadriel. After the Ruin of Beleriand they founded
stay and fight the Shadow, the Straight Road to the West realms of their own in Lindon, by lake Nenuial and in Ere-
was closed to her. The weight of her choice increasingly gion, until they chose to stay in Lindórinand.
troubled her as her longing for the Uttermost West grew, Celeborn is very tall, with long silver hair. He shows
yet this only strengthened her determination to see the no signs of his great age, unless one peers into his keen
world freed from the shadow of Sauron. eyes, whose depths reveal the weight of his memories.
Galadriel is very tall for an Elven woman, gifted with Galadriel considers Celeborn the wisest of the Elves of
golden hair that seems blessed with the radiance of the Middle-­earth, and consults with him constantly on all matters.
ancient tree Laurelin. She is wise in the ways of Elven magic, Often, they sit together under the boughs of the mallorn-­
having first been trained in Valinor and then by Queen trees, holding council concerning days to come, without
Melian in Doriath. moving or speaking, but by looking from mind to mind.

OCCUPATION: Ruler OCCUPATION: Ruler

DISTINCTIVE FEATURES: Fair, Lordly, Wary DISTINCTIVE FEATURES: Lordly, Inquisitive, Wise

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THE MIRROR OF GALADRIEL


CELEBORN AND GALADRIEL Galadriel’s garden lies on the southern slopes of Caras
AS PATRONS Galadhon, enclosed by a high green hedge. No trees
While the primary interest of Lord Celeborn grow here, and a stream of fresh water, which springs
and Lady Galadriel, as rulers of the Golden from the top of the hill at the feet of Orchaltûr, descends
Wood, is to preserve their own realm from swiftly in a deep hollow. A long flight of steps leads to its
all threats, they know full well that places bottom, where a silver basin rests on a low pedestal. It is
like Imladris, the Grey Havens, and wide and shallow, and beside it is a silver ewer.
Lórien will one day be forced to con- The Lady of the Golden Wood uses the ewer to fill
front the Enemy. Therefore, they can- the basin with water from the stream, gazing into its
not wait for the coming of Sauron hid- reflection to perceive what was, what is, and perhaps
ing behind their fences until all else even what shall be. This is the Mirror of Galadriel.
is overthrown; rather, they are deter- Those who look in it may experience visions, and the
mined to take action to support any Lady can command the Mirror to show what she or they
efforts made to combat the Shadow, desire. But if the Mirror is left free to work, then it may
as long as those efforts have a chance show things that are more interesting to those who see
of success. them. Yet, such things are not always easy to interpret,
The Lord and Lady do not share and may even prove dangerous.
their agenda with outsiders, as the sur-
vival of their realm is tied to secrecy. Con- If the Player-­heroes have Galadriel as their Patron
sequently, they are extremely wary; espe- and choose the Meet Patron Undertaking during
cially Celeborn does not grant his trust eas- a Fellowship Phase, one Player-­hero and their
ily. However, once someone has won their con- Fellowship Focus encounter Galadriel and are
fidence, they prove to be careful listeners and allowed to gaze into her Mirror.
observers, always keen to know what happens out-
side Lothlórien, providing unsparing advice and help. Before looking into the Mirror, players are free to tell the
Lore­master what they wish to see by specifying a subject
FELLOW­S HIP BONUS: +1 such as a person, a location, or an event. Alternatively,
they may leave it to the Mirror to decide. Then, each
FAVOURED CALLINGS: Messenger, Warden Player-­hero looking into the Mirror rolls one Feat die:
♦ On an result, the Player-­hero experiences
ADVANTAGE: Gifts of Galadriel a harrowing vision that provides insight but
By choosing the Meet Patron undertaking to visit Celeb­ also gains them 1 Shadow point that cannot be
orn and Galadriel, each Player-­hero in the Company may reduced or cancelled by a Shadow Test of any kind.
receive a Useful Item, the benefits of which last until ♦ On a numerical result, the Player-­hero gains val-
the start of the next Fellowship Phase. In addition, one uable insight and the ability to reroll all the dice
Player-­hero and their Fellowship Focus are allowed to involved in any one roll during the next Adventur-
gaze into her Mirror (see adjacent sidebar). ing Phase.
♦ On a result, the Player-­hero experiences visions
AGENDA: Protect the Golden Wood, foil the schemes of that grant valuable insight and the opportunity to
the Dark Lord. achieve an automatic result on any one roll dur-
ing the next Adventuring Phase (the choice must
be made before the roll is undertaken).

The Lore­master must ensure that all visions experienced by


looking into the Mirror will eventually prove useful to the
Company, including those provided by an result. If a
Player-­hero chooses not to specify a subject, the visions are
more likely to relate to the current gaming circumstances.
If uncertain about how to define the details of a
vision, the Lore­master may choose to provide the Player-­
hero with a Rumour.

51
CHAPTER 2

THE DAYS DARKEN


“I had a foreboding of some danger,
still hidden from me but drawing near.”
CHAPTER 2

here was a time when the Eldar ruled the western Rumours, for example), using the suggestions provided and
lands of Middle-­earth. They built great cities and assessing how the deeds of the Player-­heroes might influence
mighty strongholds. Their hosts marched against these plans. By taking action against these strokes during an
the dark fortress of Morgoth and challenged him. Adventuring Phase, the Company can prevent the danger
There was a time when Elven-­kings and champi- from escalating.
ons faced the chief servants of the Enemy in single combat Not every dark design needs to be incorporated into a
and bested them. There was a time when Elf-­songs echoed campaign. Many tales outlined in this chapter can remain
through woods and dells, and dark things fled at the sight of as possibilities. Some groups may choose to ignore certain
the light in the faces of the Firstborn. Those times are long stories altogether, while others could be introduced as news
gone. The Elves who still remain east of the Sea now dwell in from distant parts of the land. For instance, if a campaign
seclusion in remote or hidden realms, and they have almost focuses on adventures by the shores of the Great Sea, then
become creatures of legend. the attacks of Orcs and Wargs over the Misty Mountains may
But Sauron remembers. be used simply as tales carried by travellers journeying west.
In Mirkwood, where shadows lie thick among the rotting
trees, the Necromancer never forgot his old foes. Known as
the Lord of Werewolves, then the Lord of Gifts, and eventually
the Lord of the Rings, Sauron took many guises over the Ages,
but each time, he was humbled by the Elves of the West. Now, WITH HIM I MAY HAVE BUSINESS
with their power waning, they are no longer his chief foes, yet OF MY OWN ERE ALL IS OVER
the Dark Lord remains consumed by a lust for vengeance. If The plots in this chapter feature various Lore­master
the last remnants of the Elves now seek peace to enjoy their characters and events, yet they are designed for
final days in Middle-­earth, he will ensure they find none. you to customise, placing the Player-­heroes as the
The present chapter details three of Sauron’s plans to protagonists of the story. To achieve this, feel free
bring ruin upon the Elves. These include the closing of to modify backstories, replace a Lore­master char-
the ways to the Sea, overseen by Morlhoss, the unhoused acter with a Player-­hero, or connect someone in
spirit of an Elf seeking vengeance against the Galadhrim; a the Company to a key character. In Perils of the
trap designed to lure Elrond Halfelven out of Imladris, pre- Last Road an Elven Player-­hero may have previ-
pared by the weasel-­spirit Cauthlin; and a scheme to incite ously met Nindorn, either as a friend or a rival. In
strife between the Elves of Lindon and their neighbours, Memories of Ancient Wounds, Cauthlin may have
the Dwarves, orchestrated through the manipulation of the been responsible for the loss of a loved one of an
resentful Elf Arblaud. Elf from Rivendell. In Old Hatreds May Still Breed
Each ploy includes a number of potential strokes — events War, Noredhel or Arblaud may be friends or for-
or undertakings that advance the Dark Lord’s agenda. They mer love interests of an Elf from Lindon.
are listed under the Dark Designs headings in each section, Involving the Player-­h eroes with the Lore­
in a chronological ‘Tale of Years’ format. The Lore­master master characters not only motivates them to fight
should take these entries into consideration to incorporate for the freedom of Middle-­earth from the Shadow
them into a Company’s Adventuring or Fellowship Phases (as but also adds personal stakes to their quests.

54
T he D ays D arken

Perils of the L ast Road


“And I’ve heard tell that Elves are moving west. They do say they are going
to the harbours, out away beyond the White Towers.”

Year after year, more Elves leave. When they sense their time Initially, these events seemed like unrelated accidents, but
in Middle-­earth has ended, they set out from their homes, what if a malicious will is orchestrating them? What if the Last
travelling west toward the Sea along hidden roads and secret Road is closed, trapping the Elves in their own homes and
paths, until they find the grey ships to carry them to the Utter- denying them the peace of Eldamar?
most West. Recently, however, rumours have grown that the

The Westward Journey


journey to the Sea is becoming unsafe. Orcs and Goblins,
Wargs, Trolls, and bandits now plague the roads, while land-
slides and floods erase ancient pathways. It is agreed among the Wise that the ultimate destiny of the
Eldar is to dwell in the Undying Lands, also known as Eldamar
or Elvenhome by Men, under the protection and blessing of
the Valar, whereas Middle-­earth is fated to become the realm
of Men. However, the Elves themselves tend to disagree about
the timing of their departure. Some believe that the age of
the Eldar is already over and that they should not linger too
long on the shores. Others argue that no deadline has been
set by Fate and are determined to savour as much of Middle-­
earth as they can while there is still time.

55
CHAPTER 2

When they finally make that fateful decision, the Elves the grasslands and woods of Eriador, Morlhoss flies like a
leave their homes and join Companies of pilgrims travelling black wind. Paths once thought safe are now plagued by Orcs,
to the Grey Havens, often crossing great distances. Upon brigands, and Trolls, while Wolves howl in the night as they
reaching the western shores, they formally request passage chase Elven travellers. No refuge seems secure from these
from the Lord of the Haven, offering gifts that will be used troubles, and those who set out for the Sea seldom reach it,
to build and equip a grey ship. leaving behind only tattered cloaks, blood-­stained jewels, and
The crossing of the Sea is a one-­way voyage, and those who white bones for other wanderers to discover.
embark must learn to govern a ship as theirs is built. Sometimes,

Waylayers and Pilgrims


pilgrims choose to delay their departure. The Elves of Mithlond
have a term for this: hadhannûn, which means “waiting for the
Sunset” but also “delaying the West.” This term describes the Morlhoss has been endowed with sorcerous powers by his Mas-
contrasting emotions of lingering until the final moment of ter, and he is not alone in his mission — powerful minions
light, akin to someone watching a sunset over the sea to wit- have been placed at his service. Fortunately, the Player-­heroes
ness the dying of the light as the sun sinks below the horizon. may encounter unexpected allies as they strive to oppose the
In recent years, the word has spread and taken on a new Dark Whisper.
meaning — the plight of those who waited too long, whose
ship has departed without them. Soon, some fear, there will
come a day when all roads West will be barred. Others whisper Morlhoss, the Dark Whisper
that this day has already arrived. A quiet, frightening desper- Morlhoss met his tragic end in an accident. In an attempt
ation is spreading among the Galadhrim. to impress Faeloth, the Elf-­maiden who had previously
rejected him, he leapt from the high branches of a mighty

Evil Things on the Road


mallorn tree into the waters of the Anduin, never to resur-
face. Now, he serves as a thrall to the Shadow, an unhoused
One of Sauron’s most cunning schemes began with the wayward spirit twisted to the Dark Lord’s will after years of sorcerous
soul of an Elf. After meeting a violent end, a young Wood-­elf torture. Consumed by a terrible jealousy towards the living,
named Nindorn found himself without a body, unwilling to pass his envy is particularly directed at the fair, immortal Elves.
in silence to the Halls of Mandos. He felt he had not experienced Deep inside Morlhoss, a flicker of his former iden-
enough of Middle-­earth and chose to linger for many centuries tity as the young Nindorn still survives. Choked by bitter-
in the vale of the Anduin River. From afar, he observed those ness, these memories manifest as an obsessive drive to
he had known in life without revealing his presence. In particu- find Faeloth (see Dark Designs of Morlhoss, on page 59).
lar, he followed the exploits of Faeloth, a beautiful Elf-­maiden So far, he has been unable to locate her because, unbe-
whom he had once loved but had been unable to win over in life. knownst to him, Faeloth is hidden in Lórien (the boundaries
As decades passed, solitude began to take its toll on Nindorn. of that realm remain impenetrable to Morlhoss due to the
A growing sense of regret for those who were still living con- protection of the Ring of Water). However, if memories of
sumed him, filling him with increasing resentment toward those his past identity can be revived, it’s possible that Morlhoss
he had once known, who now seemed to have forgotten him. might be convinced that redemption awaits him should he
It was at this time that the Necromancer of Dol Guldur leave Middle-­earth and return to Elvenhome.
became aware of Nindorn and managed to lure the unhoused The fate of Morlhoss — and the chance to rid Middle-­
spirit under the dark eaves of Mirkwood, binding him with earth of his dark influence — rests entirely on the actions of
sorcery. In the dungeons of Amon Lanc, Sauron tortured the Player-­heroes. Should they see Morlhoss in his form as a
him and fed him a web of cunning lies, ultimately twisting drowned Elf, they might uncover the story of his tragic demise
his mind into deep bitterness and hatred for all living beings. and eventually piece together his true identity as Nindorn.
Nindorn’s torment was long, and when it finally ended, the Armed with this knowledge, they could search for
unhoused spirit no longer remembered his own name. Sauron Faeloth and bring her to him. In the presence of his lost love,
bestowed upon him a new name: Morlhoss, the Dark Whisper. Morlhoss might find the strength to unravel the Dark Lord’s
Eventually, he was sent flying across the Anduin to spy on the web of lies and pursue the path to redemption. Alterna-
Elves and aid all the servants of the Dark Lord in chasing and tively, Faeloth could be persuaded to board a grey ship
hunting them down, no matter what path they walked or rode. and leave Middle-­earth — with the object of his obsession
From the eaves of Lothlórien to the passes of the Misty forever beyond his grasp, Morlhoss would finally see no
Mountains, across Hollin and the fells of Rhudaur, and into option but to abandon the circles of this world.

56
T he D ays D arken

MORLHOSS ATTRIBUTE LEVEL


Secretive, Vengeful
6
ENDURANCE MIGHT H AT E PA R R Y ARMOUR

30 2 6 — 2

COMBAT PROFICIENCIES: —

FELL ABILITIES: Bodiless. Morlhoss is immune to Endur-


ance loss and Wounds from all sources of injury except
magical weapons, and can spend 1 Hate to cancel a
Wound from such weapons. When an attack inflicts
damage to Morlhoss that would cause him to go to zero
Endurance, it causes a Piercing Blow instead. Then, if
Morlhoss is still alive, his Endurance score is set back at
its maximum rating.
This ability is completely ineffective against Player-­
heroes wielding a magical weapon enchanted with
spells for the Bane of the Undead.
Dreadful Spells: Slumber. Spend 1 Hate to make one
Player-­hero gain 3 Shadow points (Sorcery). Targets who
fail their Shadow test or who are Miserable fall uncon-
scious and may be roused only with a SONG roll. Other-
wise, they wake up after one hour.
Dreadful Spells: Visions of Torment. Thanks to the
Dark Lord’s teachings, Morlhoss can induce terrible
images of suffering in the minds of his victims, either
when awake or asleep. Spend 1 Hate to make one
Player-­hero gain 3 Shadow points (Sorcery). If the tar-
get is unconscious, Morlhoss can cast this spell without
spending Hate. Targets who fail their Shadow test or
who are Miserable additionally lose a number of Endur-
UNHOUSED SPIRIT ance points equal to twice their current Shadow score. A
Morlhoss is an invisible, unhoused spirit. Thanks to Player-­hero who is down to zero Endurance is also auto-
the Dark Lord’s teachings, he possesses the abil- matically Wounded.
ity to weave illusions and conjure visions within Hate Sunlight. The creature loses 1 Hate at the start
the minds of his enemies, as well as to stir all evil of each round it is exposed to the full light of the sun.
beings to action. Heartless. Morlhoss is not affected by the Intimidate
Those who can perceive him see Morlhoss as a Foe combat task, unless a Magical success is obtained.
young Elf with a cold, vengeful light in his eyes. His Invisible. Morlhoss is invisible, and AWARENESS ,
complexion is deathly pale, and his lips are blue, SCAN , and attack rolls against him lose (2d), while Morl-
resembling those of a drowned corpse. When he hoss’s attack rolls gain (2d) against Player-­h eroes who
becomes aware of someone gazing upon his true cannot see him. A Player-­h ero who obtains a Magical
form, Morlhoss recoils in shame and tends to flee. success on an AWARENESS or SCAN roll can see Morl-
Being an immortal spirit, Morlhoss cannot be hoss normally and ignores all penalties for the rest of
truly destroyed — if defeated, his essence disperses, the fight.
only to reform years later in some remote location.

57
CHAPTER 2

Zagruk, the Voice From Beyond


Zagruk was born in the Orc-­pits under Goblin Gate but
was brought to Dol Guldur as a child. Thanks to his unusual
cunning, he quickly gained the favour of the Necromancer
and was chosen to serve as a living companion to Morl-
hoss. There, he learned sorcery and the art of concocting
deadly poisons.
The Orc is Morlhoss’s counterpart in the Seen world;
it is with him that the Elf spirit communicates most fre- THE MASK OF SPIRITS
quently and effectively (using the Mask of Spirits, see box). Zagruk received this sorcerous artefact upon his
At times, Morlhoss takes direct control of Zagruk’s body, appointment as a companion to Morlhoss. It is
enabling him to speak and interact with the living. How- a monstrous iron mask, forged long ago in the
ever, this also makes Morlhoss vulnerable to harm. dark lands beyond Mordor. By wearing it while
Zagruk is considered evil and ill-­tempered even by performing a necromantic ritual taught to him by
Orcish standards. His skin is unevenly patched with irreg- the Necromancer, Zagruk can allow Morlhoss to
ular pale spots, and his face and hands are scarred with possess his body. When this occurs, the cold and
sorcerous runes of power. He walks hunched over, relying distant voice of the unhoused spirit emerges from
on a staff topped with an owl skull for support. Zagruk’s mouth.
Among his possessions is a red
stone pendant shaped like a
mallorn flower, inscribed
with the name ‘Faeloth’
on one side. Nindorn his beloved, and it was found on his body when his corpse
stole this pendant from was washed up on the banks of the Anduin. Zagruk believes
that the pendant binds Morlhoss to his loyalty to Sauron,
and carries it in a pouch at all times.

ZAGRUK ATTRIBUTE LEVEL


Cruel, Wilful
6
ENDURANCE MIGHT H AT E PA R R Y ARMOUR

30 2 6 +2 2

COMBAT PROFICIENCIES: Staff 3 (4/14)

FELL ABILITIES: Combat Sorcerer. Zagruk can cast a


Dreadful Spell in place of one of his attacks. If he does
so, he can cast the spell without spending Hate.
Dreadful Spells: Poison Concoction. Spend 1 Hate to
make one Player-­hero gain 3 Shadow points (Sorcery).
Targets who fail their Shadow test or who are Miserable
suffer a severe Endurance loss from poison.
Thick Hide. Spend 1 Hate to gain (2d) on a
Protection roll.
Yell of Triumph. Spend 1 Hate to restore 1 Hate to all
Orcs and Undead in the fight.

58
T he D ays D arken

Arlo has the same profile as a Southerner Raider (page


Vorag the Elf-­hunter 146 of the core rules); his men are Ruffians (page 147).
Vorag is a ruthless Orc-­chieftain, renowned among his fol-
lowers for slaying a massive Warg that insulted him during a
raid. In a display of brutal strength and skill, Vorag defeated
the beast by driving his dagger into its open mouth. Faeloth the Healer
Vorag’s most recent streak of victories is attributed to Faeloth, a Wood-elf, was a friend to Nindorn during his
his alliance with Zagruk and his invisible master, Morlhoss life. Although she was aware of his affection for her and
the Dark Whisper. Zagruk has equipped Vorag and his Orcs reciprocated his feelings, she hesitated to commit, sensing
with valuable and reliable predictions regarding enemy a shadow of darkness that lay between them. Her intuition
movements, especially those of the hated Elves. proved true when Nindorn began to express an intensity
Vorag is unaware of Morlhoss’s nature and believes that made her uneasy. Faeloth chose to step back from the
him to be another sinister servant of the Dark Lord. relationship, distancing herself from him. Two days later,
Nindorn dived into the Anduin and accidentally met his
VORAG ATTRIBUTE LEVEL end. While she mourned him as a friend, a lingering suspi-
Brutal, Ruthless cion that she had somehow caused his tragic end haunted
5 her, leading her to withdraw from love and the affections
of others thereafter. Since then, she has lived behind the
ENDURANCE MIGHT H AT E PA R R Y ARMOUR fences of Lórien, the Golden Wood.
If made aware of Morlhoss’s identity, Faeloth’s reaction
20 1 5 +3 3 is likely to be one of utter horror. Her immediate response
would be to deny the truth, but if the Player-­heroes are
COMBAT PROFICIENCIES: Heavy Scimitar 3 (5/18, Break able to calm her, she may decide to attempt to speak to
Shield), Spear 3 (4/14, Pierce) Morlhoss and break the spell that holds him in slavery to
Dol Guldur, even if that means a risk to her life. Although
FELL ABILITIES: Horrible Strength. If the creature scores she has no love left for him, she believes there must still
a Piercing Blow, spend 1 Hate to make the target’s Pro- be some good in his heart as there was before his death,
tection roll Ill-­favoured. and that in the Halls of Awaiting he may receive healing
Snake-­like Speed. When targeted by an attack, and redemption.
spend 1 Hate to make the attack roll Ill-­favoured. If, by ill chance, death should come to Faeloth, her
Yell of Triumph. Spend 1 Hate to restore 1 Hate to all spirit immediately flies away to the West.
other Orcs in the fight.
OCCUPATION: Healer, Herbalist

DISTINCTIVE FEATURES: Generous, Stern


Arlo Fireblaze
Arlo is a robber from Minhiriath with a notorious reputa-

Dark Designs of Morlhoss


tion for attacking travellers across Eriador, earning him a
bounty in many towns. Obsessed with becoming “filthy
rich” and retiring to the peace of the south as a free man, Sauron sends Morlhoss to infest the routes connecting Loth-
he believes that only the right victim stands between him lórien to Rivendell and the Grey Havens, with a primary focus
and his dream. on the passes across the Misty Mountains. The Dark Lord
Recently, Arlo was tricked by Zagruk and Morlhoss into plays a long game, aware that the downfall of the Elves can-
believing that he is destined to discover an extraordinary not be achieved in the span of a few years.
treasure — a golden ring with the ability to duplicate itself Below are listed some past events, along with potential
each day. Consumed by this belief, he is now determined developments. The Lore­master can incorporate the Player-­
to find it at any cost. heroes into any of the described episodes or make them the
Arlo is tall and wiry, with greasy ginger hair and a rarely protagonists of the narrative. For example, travelling Player-­
trimmed moustache. His blue eyes burn with a light of greed heroes are likely to become targets of the unhoused spirit,
and cruelty — traits that his men both respect and envy. especially if the Company includes Elves.

59
CHAPTER 2

2850: NINDORN’S DEATH 2973: TROLLS ABROAD


Around this time the Wood-­elf Nindorn dies in the Anduin. During the winter, spurred on by Morlhoss, Hill-­trolls
His spirit is lured to Dol Guldur by the Necromancer, where descend from the Trollshaws, plaguing the East Road and
he is tortured and deceived into submission. In the same the lowlands of Rhudaur. They even cross into the Angle,
year Zagruk begins his training in sorcery under the Necro- haunting the surroundings of Rivendell. The same “dark
mancer’s tutelage. whisper” that was felt in the mountains years before now
resonates throughout the region, stirring spirits and awak-
2941: SAURON LEAVES DOL GULDUR ening evil creatures.
The Necromancer abandons Dol Guldur and returns to Mor-
dor. Zagruk and the spirit of Nindorn hide in the deepest 2975: ATTACK ON WHITETHORN HAY
dungeons of the fortress. Arlo Fireblaze is convinced by Morlhoss that the golden ring
he seeks is hidden at Whitethorn Hay. He launches an attack
2951: T
 HE RINGWRAITHS on the farm while Elf wanderers are staying there, taking them
RECLAIM DOL GULDUR captive (see Whitethorn Hay, page 119).
Sauron sends three of the Nazgûl to reoccupy Dol Guldur.
They complete the subjugation of Morlhoss and the train- 2977: ATTACK ON DWARFERRY
ing of Zagruk. The fame of Vorag, the Elf-­hunter, spreads throughout the
Misty Mountains, attracting numerous Orcs and Wargs to his
2965: A WHISPER IN THE WIND cause. In a daring raid aimed at boosting his reputation, he
Morlhoss departs from Dol Guldur and begins haunting leads a force against Dwarferry (see The Ruins of Dwarferry,
the Misty Mountains. Travellers crossing Caradhras and page 105), intending to slaughter all the Elf-­wardens, hack
the High Pass are plagued by landslides and snowslides, down the trees, and create a fire so large that it would be
unseasonable storms, and unusually aggressive wild beasts, visible from Lórien.
as well as terrifying visions and nightmares. Rumours begin
to circulate about a “dark whisper” carried on the wind in 2978: THE ROBBERS OF THE BIRCHWOOD
these lands. Arlo Fireblaze discovers and takes control of an Elven ref-
uge in eastern Eriador, known as the Hill of the Dancing
2967: RAGE OF THE STONE-­G IANTS Birches. He and his men use this stronghold to ambush
In the northern Misty Mountains, snowstorms collide with the Elves travelling to the Grey Havens, still bent on finding
unusual activity of Stone-­giants, who are seen hurling rocks, the golden ring. From their new base, the robbers establish
blocking paths, and laying waste to everything in their path connections with the Orcs of Vorag, delivering prisoners in
(see The Winter-­horn, page 97). exchange for protection.
Player-­heroes spending time in Rivendell are asked to
inquire about these unsettling events, especially if their 2978: SHADOWS OF THE DARK WHISPER
Patron is Elrond, or Gilraen. The Wise recognize that a singular evil will is behind the
attacks on travelling Elves to the east and west of the Moun-
2968: THE RISE OF THE ELF-­H UNTER tains. The Company’s Patron summons the Player-­heroes,
Zagruk strengthens his alliance with Vorag, helping him in asking them to investigate the nature of Morlhoss, the Dark
hunting Elves travelling west and ambushing other wanderers. Whisper, and his chief agents, Vorag the Elf-­hunter and Arlo
Captured Elves are delivered to Zagruk, where they endure Fireblaze. Around this time, those hearing the dark whisper
torment and interrogation by Morlhoss, who is relentlessly may hear the name of Faeloth spoken with a longing that
seeking information about Faeloth. borders on obsession.

2970: THE HOWLING OF WOLVES 2979: T


 HE WAR CRIES
Vorag forms an alliance with several packs of wild wolves, OF WOLVES AND GOBLINS
while Zagruk summons evil spirits to inhabit their bodies. In spring, Warg-­riders plague the Fortalf and advance to the
As a result, this winter, Hollin becomes infested with wolves borders of Lórien. They retake Dwarferry and block all routes
that attack travellers and occasionally cross the Glanduin and north and west of the Golden Wood. By autumn, they retreat
the Bruinen. back to the Mountains.

60
T he D ays D arken

2980: PRISONER OF MORLHOSS


As all links to Rivendell and Lindon are severed, Celeborn Dorlas the Messenger
and Galadriel send an envoy named Dorlas across Caradhras Dorlas is an emissary of Lothlórien, entrusted to carry mes-
in winter, hoping to evade the Orcs’ watch. However, he is sages to Rivendell or Mirkwood on behalf of the Lord and
ambushed by Vorag on the pass and captured. The Elf is Lady. He is tall, well-­spoken, and more wary than most
brought before Zagruk and Morlhoss, where he is tortured Elves. A friend of Nindorn, he was aware of his affection
into revealing that Faeloth still lives in Lórien. If rescued for Faeloth and the events that unfolded — from a force-
or otherwise encountered, Dorlas reveals that Morlhoss is ful kiss to Nindorn’s reckless dive, which he hoped would
indeed the unhoused and corrupted spirit of the Wood-­elf regain her attention. Dorlas had advised his friend against
Nindorn. such unrestrained passion. When he saw Nindorn’s lifeless
body and perceived his spirit, he was filled with dismay,
2982: FAELOTH’S LAST ROAD uttering, “Go! Go, now, to Mandos and do not return!”
Following Dorlas’s capture, the Orcs’ activities subside, mak- If the Company does not include any Elves, consider
ing passage across the Mountains seem safe. A large com- having Dorlas cross paths with them early in the story. His
pany of Elves from Lórien, longing to depart, bands together ability to see the Unseen can aid the group significantly,
against the advice of the Lord and Lady of Lórien and sets and he can open the borders of Lórien to them.
out for the Sea; Faeloth is among them.
Upon learning of this, Morlhoss rallies his minions and OCCUPATION: Messenger

takes control of Zagruk’s body to lead them into battle against


the Elves. DISTINCTIVE FEATURES: Compassionate, Wary

Memories of Ancient Wounds


Evil had been seen and heard there, sorrow had been known; the Elves feared
and distrusted the world outside: wolves were howling on the wood’s borders.

Mortals look with envy at the Elves and their eternal youth, suspects, that one of the Three Rings is kept. He suspects
yet they rarely comprehend that the Gift of Immortality is, in this, but does not know for certain, for the Elves of Riven-
many ways, a heavy burden. While death offers mortals peace dell are cautious, and their Master, Elrond Halfelven, never
and forgetfulness from the many sorrows of life, the Firstborn leaves the valley.
know no such respite: they may lose their bodies, but their But what if he could be lured outside his fortress, his hand
souls remain unchanged. In the Halls of Awaiting, they may forced into action? What if he momentarily abandoned his
find healing for their suffering, but not oblivion. The mem- wisdom and rode forth with strength to save what is most dear
ory of their woes and wounds lingers with them forever, until to him? If such a scenario could be achieved, the Dark Lord
the End of Time and possibly beyond. would discover whether he is indeed one of the Ringbearers
For this reason, Elves fear suffering more than mortals — and who knows, perhaps his servants could even manage
do, as each new misery adds to the weight of past grievances. to recover one of the remaining Three.
Sauron is well aware of this vulnerability and is determined

The Torment of Celebrían


to exploit it, aiming to manipulate and trap the Elves of
Rivendell.
Imladris: like a thorn in the side of the Dark Lord, it has More than four hundred years ago, Celebrían — the daughter
stood for millennia in the shadow of the Misty Mountains, of Galadriel and Celeborn of Lothlórien, and wife of Elrond
defying the armies of Angmar and countless Orc-­chieftains. Halfelven — was waylaid by Orcs from Moria while crossing
Within its borders shines a light of wisdom and hope that the the Redhorn Pass and captured. Her sons, Elladan and Elro-
Shadow cannot extinguish. It is here, the Lord of the Rings hir rode to her rescue and found her, but not before she had

61
CHAPTER 2

suffered torment at the hands of the Orcs. While Elrond’s Imladris. The weasel-­spirit plans to stalk, deceive, and trap
healing arts restored her body, they could do nothing to mend them, killing a few to wound many. What better target to sat-
her wounded spirit. The following year, Celebrían sought the isfy her wrath than harming the Evenstar, sister to Elladan and
Grey Havens and crossed the Sea. Elrohir, the beautiful and beloved embodiment of Lúthien
The loss of Celebrían is deeply felt by all who knew and from the Elder Days, who shines in the twilight of her kin?
wished to protect her, but none more so than her twin sons, Cauthlin is determined to take her revenge fully and revel in it.
Elladan and Elrohir. They were the ones who rescued her

Elf-­wardens
from the enemy and witnessed her wounds while still fresh.

and Fell Creatures


This memory burns within them like a fierce fire, fuelling an
unprecedented hatred for Orcs and all the servants of the
Shadow among the Elves of this Age. Cauthlin is powerful and has many weapons in her arsenal,
These tragic events have made Elrond and his sons fiercely and a powerful ally — Daegûr, the Shadow of Death. Between
protective of Arwen, who always travels to Lothlórien under the weasel-­spirit and her revenge stand once again Elladan
special escort. The mere thought of her suffering the same and Elrohir, Damron the Smith and their friend Glinnel (and
fate as her mother frightens them to the point of clouding the Player-­heroes, of course…).
their judgement. This vulnerability is one that Sauron plans
to exploit.

The Revenge
of the Weasel-­
lady
Cauthlin is a spirit of deception who has dwelt in
Middle-­earth since its creation. She long served
Morgoth, and after his defeat, she found a new
Master in Sauron. A thousand and six hundred
years ago, during the wars between Arnor
and Angmar, Cauthlin acted as a spy for
the Witch-­king, inflicting great suffering
on the Elves of Rivendell until she was
ensnared and slain by three heroes:
Elladan drove an arrow through her
leg, Elrohir pierced her arm with his
spear, and their companion Glin-
nel stabbed her heart with a blade
forged by Damron the Smith for her
destruction.
Cauthlin’s material form per-
ished, but her disembodied spirit
endured. After long centuries, Sau-
ron found her again and clothed her
in a new form, offering a chance to
exact revenge on the hated Elves of

Cauthlin

62
T he D ays D arken

Cauthlin, the Weasel-­spirit CAUTHLIN ATTRIBUTE LEVEL


Cauthlin is not confined to a single material form. She is Cruel, Deceitful
a master of shapes and hues, with a particular affinity for 7
red. She can assume the form of any beast, Man, or Elf she
has encountered. When she doesn’t need a disguise, she ENDURANCE MIGHT H AT E PA R R Y ARMOUR

typically takes the shape of a red-­coated weasel the size


of a wolf or the form of an Elf woman with long red hair.
40 2 7 +1 2
The weasel-­s pirit is as ancient as she is devious, a
true master of deception. She can pose as a maiden in COMBAT PROFICIENCIES: In weasel form: Bite 3 (5/16,
distress or a curious cat, luring her targets close before Pierce), Claws 3 (5/14, Seize); In woman form: Great
striking suddenly at their throats. She knows no shame or Bow 3 (4/16, Pierce), Great Spear 3 (5/16, Pierce)
remorse, and her dedication to Sauron is only tempered
by her insatiable thirst for vengeance and her consider- FELL ABILITIES: Disappear. Cauthlin can spend 1 Hate to
able pride. turn invisible until she attacks. While invisible, AWARE-
She favours manipulation over brute force, often NESS , SCAN , and attack rolls against her lose (2d), while
engaging her foes in conversation to divide them or Cauthlin’s attack rolls gain (2d) against Player-­heroes who
sway them from their goals. A consummate liar, she has cannot see her. A Player-­hero who obtains a Magical suc-
no regard for promises and willingly enters into binding cess on an AWARENESS or SCAN roll can see Cauthlin nor-
pacts, without any intention of honouring her side of any mally and ignores all penalties for the rest of the fight.
agreement. When violence is necessary, she sends Orcs, Dreadful Spells: Spells of Deception. Spend 1 Hate
Trolls, or wild beasts against her foes to distract them to make 1 Player-­hero gain 3 Shadow points (Sorcery).
and make them easier targets for her poisoned arrows Targets who fail their Shadow test or are Miserable
or sneak attacks. experience visions that trick them into attacking their
Cauthlin’s primary weakness is her thirst for venge- own companions. During their next turn, the Player-­hero
ance. Just as she plans to lure Elrond by threatening or must choose an ally within range and spend their main
capturing his children, she can also be baited into a trap action to make an attack roll against their own STRENGTH
by offering her a chance to confront those who caused her TN, modified only by the Parry modifier of the shield
defeat: Elladan, Elrohir, Damron, or Glinnel. Another vul- carried by the ally (if any). On a successful attack roll, any
nerability is her pride; she tends to overestimate her capa- Success icons must be spent to trigger a Heavy Blow, or
bilities and, if she believes she can win, she never turns a Pierce if the weapon allows it and this would produce
down a challenge — even though she does everything a Piercing Blow.
she can to cheat. Snake-­like Speed. When targeted by an attack,
spend 1 Hate to make the attack roll Ill-­favoured.
Shapeshift. Cauthlin can shapeshift into any four-­
legged beast. She may also take the form of any known
person or animal: an INSIGHT roll may be attempted by
IMMORTAL SPIRIT Player-­heroes to tell the original from the copy. In any of
As an Immortal Spirit, Cauthlin cannot be truly her forms she displays an element of red — either her fur
killed. If she is slain by conventional means, her or hair or clothing.
body perishes, but her spirit endures, allowing Spirit. Spend 1 Hate to cancel a Wound. When an
necromancy to enable her to inhabit another attack inflicts damage to the creature that would cause it
body. However, if she is slain with the black dag- to go to zero Endurance, it causes a Piercing Blow instead.
ger, Methacharn, her exile from the world of the Then, if the creature is still alive, its Endurance score is set
living is extended for at least a thousand years. back at half its maximum rating. This ability is ineffective
Having encountered a similar dagger before, the against Player-­heroes wielding any magical weapon.
mere sight of Methacharn is enough to make her Poison. If an attack with Cauthlin’s Great Bow results
flee in terror. in a Wound, the target is also poisoned (Grievous poi-
son; see page 134 of The One Ring).

63
CHAPTER 2

Daegûr, the Shadow of Death


Uncounted centuries ago, the Great Enemy bred mon-
strous birds in the rookeries of Angband. Created in mock-
ery of the Great Eagles, these gigantic birds of prey pos-
sessed wide wings, sharp talons, and serrated beaks. Their
black feathers were as hard as iron, sending sparks flying
when their wings scraped against each other, enabling
them to set entire forests ablaze. They could
not emit a sound — legends say Morgoth
struck them dumb when he grew weary
of their screeching voices.

The greatest calamity among such monsters was


recently summoned from the North by the Necromancer,
and she has been promised an eyrie of her own among
the peaks of the Hithaeglir. Daegûr is her name, and she
is under the command of Cauthlin. The creature only half-­
believes the lies of Sauron, but the weasel-­spirit’s plans
intrigue her. Still, she remains primarily concerned about
her own survival and will quickly abandon and betray Cau-
thlin should she fear for her life.
Daegûr is an old but powerful monster. She flies only
for short stretches, preferring to stop on hilltops or large
treetops while fanning the flames ignited by her own
sparks with her great wings. If seriously wounded, she
will summon her remaining strength to soar above her
enemies and escape.

64
T he D ays D arken

mentor, Arothir, the brother of Damron the Smith, with a


DAEGÛR ATTRIBUTE LEVEL red-­feathered arrow. At that moment, something broke
Cruel, Lazy within the Elf-­maiden, and she swore that Cauthlin would
8 never harm those she loved again.
At long last, Elladan and Elrohir trapped Cauthlin, but
ENDURANCE MIGHT H AT E PA R R Y ARMOUR it was Glinnel who delivered the killing blow with Meth-
acharn, a black blade forged by Damron the Smith spe-
60 2 8 — 3 cifically for that purpose. The dagger fed on her hatred,
leaving Glinnel empty afterwards, as if something essen-
COMBAT PROFICIENCIES: Talons 3 (6/16, Seize), Beak 2 tial had gone out of her forever. Such was the price of
(8/18, Pierce) wielding Methacharn.
Glinnel is now stern and grim, rarely staying among
FELL ABILITIES: Deadly Wound. Wounded targets make other Elves. Instead, she prefers to wander the land alone
an Ill-­favoured Feat die roll to determine the severity of or with a few companions, hunting fell beasts and dark
their Injury. creatures. In her mind, there is only the Shadow and the
Dull-­witted. Player-­heroes can attempt a spe- need to keep Imladris secret and safe.
cial combat task against the creature while in Forward
stance. The acting player makes a RIDDLE roll as the main OCCUPATION: Warden

action for the round: on a success, Daegûr loses 1 point


of Hate, plus 1 point for each Success icon rolled. DISTINCTIVE FEATURES: Stern, Loner

Ghastly Wings. The creature can attack any Player-­


hero, in any combat stance, including Rearward.

Dark Schemes of Cauthlin


Snake-­like Speed. When targeted by an attack,
spend 1 Hate to make the attack roll Ill-­favoured.
Thick Hide. Spend 1 Hate to gain (2d) on a Protection roll. Cauthlin has a long history with Rivendell. Though she has
served different masters at various times, her hatred for the
Elves of Imladris has become deeply personal, prompting her
to act with independence and initiative against them.
Elladan and Elrohir Below are some relevant past events, along with potential
The twin sons of Elrond share command of the Elf-­wardens developments that might arise if Cauthlin successfully carries
of Imladris, following the death of their former captain, out her dark schemes. The Lore­master can incorporate the
Arothir, who was killed by Cauthlin. In this position, they fre- Player-­heroes into any of the described episodes or make
quently venture abroad to hunt Orcs and other fell creatures them the protagonists of the narrative, with some examples
or to lead scouting expeditions and diplomatic embassies. provided in the text.
While they respect the orders of their father, Elrond,
and those of Glorfindel, the lieutenant and herald of Riv- 1356: RIVENDELL BESIEGED
endell, they are far more eager to engage in the affairs of The forces of Angmar and Rhudaur close in on Rivendell.
the world than the older Elves of the Vale. Cauthlin first appears.
See page 39 for further details on Elladan and Elrohir.
1401: AROTHIR’S DEMISE
Arothir, Damron’s brother and Glinnel’s mentor, is killed by
a poisoned arrow shot by Cauthlin. Shortly after, the weasel-­
Glinnel the Slayer spirit is slain by Elladan, Elrohir, and Glinnel. The encircle-
When Glinnel was young, she played in Imladris with the ment of Rivendell is broken, as the Elves of Rivendell and
sons of Elrond, riding and hunting among the hills. Like Lindon ride against their foes and drive them out of Rhudaur.
Elladan and Elrohir, she became an Elf-­warden — one of
unparalleled skill. Then, there came a dark time when the 2509: CELEBRÍAN’S ORDEAL
enemy drew closer to Imladris, and Cauthlin began to stalk Celebrían is waylaid and captured by Orcs, before her sons
the dells, picking off Glinnel’s companions one by one. free her. She departs Middle-­earth the following year, seek-
On a fateful day, she witnessed the weasel-­lady strike her ing healing in Aman.

65
CHAPTER 2

2965: THE RETURN OF THE WEASEL-­S PIRIT


Dark things multiply on the outskirts of Rivendell, with wolves
roaming the dells in autumn and spring. Several Elf-­wardens
fall victim to strange accidents, while others report sightings
of a red-­furred weasel watching them, fuelling rumours that
the spirit Cauthlin has returned.
During this time, the Elf-­wardens guarding Imladris
become more hostile than usual toward strangers found near
Rivendell, driven by fear that Cauthlin may disguise herself
among them.

2966: THE SIEGE OF WAILINGHOLE


In early summer, Glinnel leads a party of Elf-­wardens north into
the Coldfells to investigate a ruined hill-­fort recently occupied
THE BLADE METHACHARN by marauding Orcs. They are ambushed and retreat to the
This short sword was forged by Damron, the smith hill of Iailech, where they find themselves besieged (see The
of Imladris, as a tool to exact vengeance on the Wailing­hole, on page 94) by a force led by an Elf-­woman in red,
killer of Arothir, his brother. The smith forged it armed with a bow — Cauthlin has indeed returned to threaten
using iron that fell from heaven as a blazing star, Rivendell. Upon her return to Imladris, Glinnel secretly asks
and employing knowledge he once gained from Damron to forge a new Methacharn, but the smith refuses.
the Lord of Gifts himself, long ago in Eregion.
The virtue of Methacharn lies in its ability to 2970: THE WAYLAYING OF THE EVENSTAR
sever the spirit of a living creature from its flesh so Arwen travels from Lothlórien to Rivendell with a large
profoundly that it would take at least a thousand escort led by her brothers, Elladan and Elrohir. if the Com-
years for the spirit to find a new body. However, pany’s Patron is Elrond, the Player-­heroes are asked to join.
this power comes at a cost, as the blade feeds Along their journey, a heavy fog envelops the company, and
on anger and hatred, leaving deep scars on the a shadow of terror falls upon the steeds, scattering the riders.
wielder’s spirit. As Arwen seeks protection, someone in the guise of
♦ Methacharn is a short sword of Elven Elladan approaches her. However, Elrohir (or a Player-­hero)
Craftsmanship, whose only Bane is Cauth- recognizes the deception and drives the impostor off. Later,
lin. It has the Superior Fell, Superior Keen, a poisoned arrow strikes Arwen’s horse, which dies shortly
and Foe-slaying Enchanted Rewards. How- after. The company hastens towards Rivendell. The impostor
ever, every wound caused by the blade and the archer are identified as Cauthlin. Elrond’s sons, along
gives the wielder 3 Shadow points (Sor- with Glinnel, ask for scouting parties to scour the mountains
cery). If the blade is used to slain Cauthlin, and hunt her down, but Elrond forbids it.
it melts and the wielder additionally gains
1 Shadow Scar. 2971: A TRAP IS TRIGGERED
Another group of Elf-­wardens is found dead, prompting
The first Methacharn was forged a thousand years Elladan, Elrohir, and Glinnel to defy Elrond’s command and
ago, and Glinnel used it to slay Cauthlin. The blade leave Rivendell in pursuit of Cauthlin. Following her trail
melted after inflicting the deadly wound, and into the mountains, they reach a remote valley, where they
Elrond forbade Damron from forging another are ambushed by Orcs. In the ensuing battle, Glinnel is slain,
under the threat of exile. Yet, Damron might still and Elrohir is wounded.
consider the demise of the Weasel-­lady worth the
sacrifice. However, neither Elladan nor Elrohir will 2972: NO PLACE IS SAFE ANY MORE
defy their father to wield the blade, and Glinnel If Cauthlin has so far managed to skulk freely around Riv-
refuses to endure that sacrifice again. So, who will endell, she accomplishes the unthinkable by discovering
dare to use the black blade? the location of the Last Homely House and finding a way
inside through the secret path at Glauria (see The Vineyards
of Glauria, page 91). On a moonless night, she descends the

66
T he D ays D arken

mountainside in weasel form. Player-­heroes in Rivendell may THE LAST RESORT


have a chance to discover her. If Cauthlin and Daegûr seem poised to achieve
Otherwise, talon marks are later found on the window of a definitive victory, Elrond Halfelven resorts to a
Arwen’s room. The Elves intensify their hunt for Cauthlin to desperate measure, wielding the power of Vilya,
prevent her from revealing Rivendell’s location. However, she the mightiest of the Three. He summons a great
deliberately delays reporting to Sauron, driven by a desire to wind and commands the river to rise in fury. A
pursue her own personal vengeance. raging storm unleashes waves of water, wood, and
stones, sweeping through the valley and washing
2973: T
 HE COMING away the monster and everything else in its path.
OF THE SHADOW OF DEATH Unfortunately, such a formidable display of
Summoned by Sauron, Daegûr leaves her eyrie in the fro- power is likely to signal the Ring’s presence to the
zen North and slowly reaches the peaks above the High Pass. servants of the Dark Lord, for his spies are many.

2973: C ONFRONTATION
AT THE BLACK LAKE
Having found tracks indicating Cauthlin’s recent passage,
Elladan and Elrohir, acting against their father’s orders, set
out to hunt her. They ask the Player-­heroes to join them in
their rebellion. They trace the trail of the weasel-­spirit
high in the mountains, at the Black Lake, where they
are ambushed by Daegûr. The Elves of Rivendell suf-
Damron fer a terrible defeat.
Damron begins to forge a new Methacharn.

2974: T
 HE FORGING
OF THE BLACK BLADE
Damron completes the forging of Metha­
charn, and discreetly asks one of the
Player-­heroes to wield it, as the sons of
Elrond won’t defy their father’s orders.
Meanwhile, Cauthlin calls Daegûr
down the mountains to devastate the
upper vales of Bruinen. The woods on the
slopes of the mountains are all kindled,
and high columns of smoke
rise into the sky, marking
the slow advance of the
great monster.
Elrond assembles
a group of heroes to
slay the monster. As
they approach the crea-
ture, waiting for them on
a naked hill rising at the
bottom of a deep valley,
they remain unaware that
Cauthlin is hidden nearby,
poised to pick them off one by
one with her red-­feathered arrows.

67
CHAPTER 2

Old Hatreds
May Still Breed War
“Indeed in nothing is the power of the Dark Lord more clearly shown than in
the estrangement that divides all those who still oppose him.”

More than a thousand years have passed since the Elves of The Survivor
Lindon rode to battle, achieving great deeds and winning Arblaud returns to Ost Breniellin after many years and beyond
glory. Now, at last, there is peace — a long, quiet peace in all hope, riding a lone and weary horse. As he reaches the
which everyone may pursue their heart’s desires in craft or borders of the Elf-­land, wardens find him and bring him
idleness. Yet, some look upon the troubled past with fascina- home. He bears the scars of torture and recounts a story of
tion: the younger Elves, heirs of great heroes, know war only terror: how he and his companions became slaves to Rad-
from the songs of minstrels and feel the burden of living in gul, the Orc-­chieftain of Mount Gram (see Ruins of the Lost
the shadow of their ancestors. Realm, page 101). One by one, they succumbed to torment
Princess Noredhel, daughter of Lady Naedind of Ost
Breniellin, along with her lover Arblaud, are among the rest-
less Elves. During their childhood they dreamed of equalling
the famous Elves of the past. Playing with wooden swords
and duelling with trees, they pretended to face Trolls and THE DISPOSSESSED
Balrogs. Yet, when they spoke openly of their dreams, their There are events seldom recalled among the Elves,
elders reproached them for overlooking the sorrows that as their memories are too bitter, yet the books of
war brings. lore still record them: the Kinslayings. There were
But what do the elders know of peace eternal, of giving three such events, in which Elves of the House
up glory to grow old in the dusk of Ages? Arblaud and Nored- of Fëanor murdered other Elves out of pride and
hel gathered a few like-­minded friends, and one day, they left greed. Though mighty among the Firstborn, they
their palace in northern Forlindon in search of adventure. lost their claim to the Kingship of the Noldor due
From Ost Breniellin, they rode east towards the Mountains to these rash acts, and most of them perished
and the desolate lands where Angmar once ruled. before the end of the Second Age.
There, at last, they found the challenge they were seeking, Yet, scions of that accursed House live on in
but on that day, they also learned the sorrow of defeat and the Third Age. Lady Naedind dwells in the north-
the pain of losing friends in battle. On the foothills of Mount ern reaches of Forlindon, away from the affairs of
Gram, the young Elves were surrounded by Orcs. Arblaud Elves, Dwarves, and Men, for the stain of the Kin-
urged his lover Noredhel to flee, while the others covered slayings cannot be easily washed away, and the
her escape. Noredhel returned home alone; her companions memory of the Elves does not fade. She chooses
were lost to the darkness of Mount Gram. not to forget the unforgivable deeds of her ances-
Yet the young Elves did not perish: the Orcs took them tors, carrying the burden of their sins and swearing
captive. Many years later, one of them returns to tell a tale that such acts shall never be repeated.
of horror and escape from the Orcs’ warrens. Thus, this tale
unfolds, and another scheme of the Dark Lord is set in motion.

68
T he D ays D arken

and exhaustion until only Arblaud remained. He tells of how, dungeons drunk and left his cell open. Seizing the oppor-
one day, when the Orcs were drunk after a feast, he managed tunity, he slit the Orc’s throat with the creature’s own dag-
to slay the gaol master, steal his keys, and make his escape. ger and escaped. Pursued by Orcs through twisting tunnels,
The tale of Arblaud inflames the spirit of the young Elves he eventually reached one of Mount Gram’s most remote
of Forlindon — his sacrifice for Princess Noredhel, enduring armouries, buried deep within the mountain’s roots.
captivity, avenging his companions, and ultimately escaping There, he saw a wealth of weapons and armour clearly
— this is a deed worthy of the heroes of old. Noredhel, more forged by Dwarves, amassed in preparation for war, along
than anyone, sides with her lover. with heaps of gold and artefacts of great value. Hearing his
However, Lady Naedind is concerned, aware that this tale pursuers closing in, Arblaud managed to grab a golden belt
may awaken a dangerous desire in those who hear it — a of Elven make that captured his attention — a belt of Fire-­
longing to renew the glory of the Eldar, ignoring that their warding, a marvellous artefact that the Elves of Lindon had
time of involvement in the affairs of Middle-­earth has ended. gifted to the Dwarves of the Blue Mountains centuries before!
Unbeknownst to Arblaud, his escape was orchestrated

The Fate of Arblaud


by Radgul, under command by Sauron himself. The Dark
Lord knew that by allowing Arblaud to witness the pres-
The fate of the captives was almost exactly as Arblaud recounted, ence of Dwarven treasure filling the armouries of Mount
with one crucial difference — he was allowed to escape. When Gram, he would plant a seed of discord deep within the
Radgul captured the Elves, they were thrown into the haunted Elf’s mind. Few who walk the lands of Middle-­earth today are
dungeons of his fortress, where they were tormented for weeks aware that Mount Gram was once a stronghold of Durin’s
by the servant of Sauron that lurks there — the Evil in the Shad- Folk, already laden with countless swords, axes, and ancient
ows. Four of them perished from their suffering, but Arblaud Dwarven gold…
was spared, for the Dark Lord had other plans. In his desperation, upon seeing the armouries, Arblaud
Reduced to a dispirited wretch, Arblaud could hardly arrived at a simpler conclusion — the Dwarves of the Blue Moun-
believe his eyes when the gaol master returned to the tains must be secretly in league with the Orcs of Mount Gram!

he and his companions were captured by Orcs. Radgul,


shrewder than many of his brethren and possibly more
greedy, saw an opportunity for gain and demanded
a kingly ransom from Vestri’s father, Lord Vindi. In
exchange for his beloved son, the Dwarf-­lord begrudg-
ingly surrendered the Belt of Fire-­warding to Radgul, a
shameful act kept secret between the Dwarf-­lord and
his closest advisors.
The belt was one of the greatest treasures of Ves-
tri’s lineage, and the mere suggestion that it was given
as tribute to the Orcs is a grave affront to the Dwarves’
pride and heritage.
Lady Naedind is aware that the belt was given to the
Dwarves as a gift from her father, but unlike Arblaud,
THE TALE OF THE DRAGON-­B ELT she doesn’t jump to conclusions. Instead, she intends
This is a magnificent belt crafted by the Elves of Lindon, to learn more about the fate of the Dragon-­belt as soon
made of red-­dyed dragon-­hide, adorned with golden as she gets the opportunity, possibly with the help of
circles and a buckle shaped like a dragon’s head. It was the Player-­heroes.
a gift from Naedind’s father to one of Vestri’s ancestors ♦ The Dragon-­belt is a Marvellous Artefact with a
after they fought together in the same battle. Blessing of AWE . In addition, it reduces all Endur-
Three decades ago, Vestri, the current Lord of Cop- ance loss from fire by one level (grievous to
perhall, was travelling along the Great East Road when severe, severe to moderate, moderate to none).

69
CHAPTER 2

The Seed of Discord Before long, Arblaud gathers many followers and speaks
As Lady Naedind feared, Arblaud’s tale earns admiration for resentful words against the Lady of Ost Breniellin herself,
his courage but also stirs a longing for bold deeds among his Naedind, Noredhel’s mother: “A ruler should lead by example,
followers. He fans the flames of rebellion, scornfully criticis- not hide in a house full of shadows. Our Lady dishonours her ances-
ing those cravens who sit by the fire singing of past victories tors. Our people deserve better than this.”
while the enemies of the Elves continue to thrive. Arblaud When Lady Naedind summons Arblaud to her hall to
challenges the young Elves to prove their valour and worth, answer for his dangerous words, he seizes the opportunity to
warning them to heed not the advice of older Elves whose make his grand revelation and accuse the Dwarves of black
inner flames have long since died out. treachery:
“Know this, O proud Elves of the West! During my time at Mount
Gram, I witnessed the raiment of war, crafted by Dwarven hands,
in the hoard of the Orc-­chieftain! Swords, axes, spears, and coats of
mail — so numerous that they cannot merely be the spoils of battle.
The Naugrim are in league with the enemy, I tell you! If you
do not believe my words, at least believe your eyes!” With
these words, Arblaud unveils the golden belt he
had snatched during his escape. “This was a gift
that the father of our Lady Naedind, gave to the
ancestor of Vestri, Lord of Copperhall, centuries
ago. Why was it lying in the filth of our enemies’
warrens? The Dwarves pay tribute to the Orcs
of Mount Gram!”
The words of Arblaud are met
with roaring approval by the younger
Elves of Ost Breniellin. Before Nae-
dind can respond, his followers
spirit him out of the Hall, acclaim-
ing him as their leader against the
Dwarves. They turn a deaf ear to
the sensible words of their elders,
believing Arblaud because he
speaks what they have secretly
longed to hear.
The seeds of suspicion and
hatred have been sown, and
northern Lindon braces itself
for dark times.

Lady Naedind

70
T he D ays D arken

Pawns and Other Pieces


Arblaud the Elf is the central figure in this unfortunate tale.
With the help of Princess Noredhel, he risks inciting a con-
flict that could lead the Elves of Ost Breniellin to defy the
authority of the Council of Lindon and start a war with the
Dwarves of the Blue Mountains.

THERE WILL BE HARD HANDSTROKES


NIGH AT HAND ERE THE DAY IS FULL
In this section, some characters are given full stats
because it is likely that the Player-­heroes may find
themselves at odds with one or both factions. As
heroes, they should strive to keep the peace,
but Arblaud’s accusations and the long-­standing
enmity between different folks may well force the
Company into conflict.
Note that both Dwarves and Elves have a PHINIDAEG, THE HAIR-­S PLITTER
Resolve score, as they are not servants of the This ancient sword, crafted by the High Elves for
Enemy. Refer to page 143 of the The One Ring core the wars against the Great Enemy, is said to be so
rules to understand the consequences of fighting keen that it can split a falling hair resting upon its
adversaries with a Resolve score. edge, even after the fury of battle. Its hilt is dec-
orated with gold and diamonds, shimmering with
the light of ages past.
The blade Phinidaeg is an ancient family heir-
loom, kept under lock and key in the treasure
chamber of Ost Breniellin. Lady Naedind refuses
Lady Naedind to wield it, staying true to her decision to for-
Lady Naedind traces her lineage back to the proud yet sake her cursed heritage. However, should she
tragic House of Fëanor, the Dispossessed. Amidst the recognize someone among the Player-­heroes as
northernmost, wind-­swept reaches of Lindon, she holds her champion, she may consider giving it to them,
sway over the remnant of her kin. Though by right of her- a decision that would certainly enrage Arblaud
itage she is a Queen, in her humility, she refrains from even more.
claiming such a title. ♦ Phinidaeg is a long sword of Elven Crafts-
She yearns to cross the Sea and follow her husband manship with the Bane of Orcs. It has
who departed to the Uttermost West before her. Yet, the Superior Keen, Cleaving, and Fell
alas, she cannot, for she deems Noredhel too young and Enchanted Rewards.
naive to succeed her. Now, with the return of Arblaud,
all her fears have taken form, and the shadows of past
misdeeds loom ominously, threatening to be committed
once more. Against madness and fury, Naedind stead-
fastly refuses to wield the same weapons. She is deter- is veiled with a layer of weariness and sorrow, rendering
mined to set things right, and to do so in the proper her visage all the more noble to behold.
manner, by proving ­A rblaud wrong before her daughter
and her people. OCCUPATION: Ruler

Naedind stands tall and lithe, yet straight and strong.


Her long, cropped dark hair is crowned by a simple circlet DISTINCTIVE FEATURES: Honourable, True-­hearted

of gold. Her pale beauty, renowned even among the Elves,

71
CHAPTER 2

Noredhel remains a good-­hearted Elf; she respects


Noredhel Flame-­eyed the nobility of both blood and deed, holding her word
Tall and fair, with shining hazel eyes and long dark hair, as sacred. She does not suffer fell deeds lightly, yet she
Noredhel is the last scion of her great line. As her mother, eagerly rises to any challenge set against her or Arblaud.
she descends directly from the First High King of the
Noldor. Raised on tales of valour and mighty deeds, she NOREDHEL ATTRIBUTE LEVEL
witnessed none herself and begrudges her mother, view- Eager, Faithful
ing her as overprotective and, in her eyes, craven. In Arb- 6
laud, she sees all she longs to be: strong, generous, and
beloved by their people. Her love for him blinds her to ENDURANCE MIGHT R E S O LV E PA R R Y ARMOUR

any counsel of wisdom, rendering her utterly incapable


of doubting her lover.
30 2 6 +2 3

COMBAT PROFICIENCIES: Long Sword 3 (5/16),


Great Bow 3 (4/16, Pierce)

FELL ABILITIES: Wavering. Player-­heroes can attempt a


special combat task against Noredhel while in Defensive
stance. The acting player makes a PERSUADE roll as the main
action for the round: on a success, Noredhel loses 1 point
of Resolve, plus 1 point for each Success icon rolled.

Noredhel

72
T he D ays D arken

the appearance of one of the heroes of old. Hardly ever


Arblaud the Misguided alone, he is accompanied by a throng of admirers, with
Arblaud is tall, strong, and handsome, his dark blue eyes Noredhel herself standing foremost among them.
shimmering with charm beneath a mane of jet-­black hair. Proud beyond all reason, Arblaud is blind to any counsel
He adorns himself as a warrior and hunter, yet does not for- save his own. He truly believes that the Dwarves of the Blue
sake his noble status, embellishing his attire with damasked Mountains are allied with Mount Gram, holding fast to the
weapons, precious jewels, and bright fabrics that lend him conviction that there is no reason to doubt what he has wit-
nessed in the shadowed dungeons of that cursed stronghold.
When challenged, Arblaud confronts his adversar-
ies with the weight of his noble ancestry, hurling barbs
that mock their humble origins and perceived shortcom-
ings. He wields a colourful array of monikers for mortals,
derisively calling them Night-­fearers, Death-­cursed, and
Usurpers. Yet, he reserves his harshest epithets for the
Dwarves, regarding them with particular disdain.

ARBLAUD ATTRIBUTE LEVEL


Arrogant, Wilful
6
ENDURANCE MIGHT R E S O LV E PA R R Y ARMOUR

30 2 6 +1 3

COMBAT PROFICIENCIES: Great Spear 3 (5/16, Pierce),


Great Bow 3 (4/16, Pierce)
Arblaud
FELL ABILITIES: Yell of Triumph. Spend 1 Resolve to
restore 1 Resolve to all other Elves in the fight.

73
CHAPTER 2

House and reclaim their rightful place among the peoples


of Middle-­earth. These Elves are proficient warriors; they
are proud and occasionally arrogant, but not evil.

FOLLOWERS OF ARBLAUD ATTRIBUTE LEVEL


AND NOREDHEL
Proud, Swift 5
Vestri, Son of Vindi ENDURANCE MIGHT R E S O LV E PA R R Y ARMOUR

The Lord of the Dwarves of Copperhall is a figure of great


strength, even by the standards of his stout kin. His flaming
20 1 5 +2 2
beard is well-­trimmed, and his shining blue eyes sparkle
with mirth. For generations, he and his folk have toiled COMBAT PROFICIENCIES: Sword 3 (4/16), Bow 2 (3/14,
deep within the mines, delving for copper, yet they cher- Pierce)
ish the memory of their lineage tracing back to the valiant
warriors of Belegost. One of their forebears entered the FELL ABILITIES: Wavering. Player-­heroes can attempt a
annals of legend for striking a Dragon at its throat in bat- special combat task against the creature while in Defen-
tle. For this courageous deed, he was honoured with the sive stance. The acting player makes a PERSUADE roll as
Belt of Fire-­warding, bestowed upon him by a mighty Elf-­ the main action for the round: on a success, the creature
lord — Naedind’s father. loses 1 point of Resolve, plus 1 point for each Success
Vestri harbours a special hatred for Orcs, born of his icon rolled.
time as the prisoner of Radgul, when he suffered the bit-
ter shame of being ransomed by his late father. He holds
no yearning for adventure or battle, yet the affront to his
name and that of his people weighs heavily upon him. In Dwarves of Copperhall
his eyes, Arblaud is naught but a black liar, his words as The warriors of Copperhall are primarily miners and smiths
treacherous as the Orcs he despises. who have been summoned to fight by their Lord. Once
driven to battle, they can be relentless, and the insults
VESTRI ATTRIBUTE LEVEL delivered by the Elves ignite a fierce rage within them.
Proud, Vengeful While they are not wicked, they are susceptible to taunt-
6 ing and may overreact to insults from the Elves, allowing
their anger to cloud their judgement.
ENDURANCE MIGHT R E S O LV E PA R R Y ARMOUR

DWARVES OF COPPERHALL ATTRIBUTE LEVEL


30 2 6 — 3 Fierce, Vengeful
5
COMBAT PROFICIENCIES: Great Axe 3 (7/20, Break Shield)
ENDURANCE MIGHT R E S O LV E PA R R Y ARMOUR

FELL ABILITIES: Thick Armour. Spend 1 Resolve to gain


(1d) on a Protection roll.
20 1 5 +1 3
Yell of Triumph. Spend 1 Resolve to restore
1 Resolve to all other Dwarves in the fight. COMBAT PROFICIENCIES: Axe 3 (5/18)

FELL ABILITIES: Wavering. Player-­heroes can attempt a


special combat task against the creature while in Defen-
Followers of Arblaud and Noredhel sive stance. The acting player makes a PERSUADE roll as
These are the younger denizens of Ost Breniellin — Elves the main action for the round: on a success, the creature
born in the Third Age, descending from ancient lords and loses 1 point of Resolve, plus 1 point for each Success
heroes of the past. They follow Arblaud and Noredhel, icon rolled.
believing these leaders will restore the glories of their

74
T he D ays D arken

The Dark Years of Forlindon investigate Mount Gram further. They might travel to the
Like a small stone that can set in motion a great landslide, White Towers to consult the library of Elostirion, or that of
the seemingly simple scheme devised by Radgul and Sauron the Arantarion at the Grey Havens (see page 14), or even
threatens to ignite ancient hatreds into the flames of open to Rivendell. The personal library of Elrond (see page 37)
war. For there are few sights that please Sauron more than wit- is the most likely source of information about Mount Gram,
nessing his enemies bring ruin upon themselves, their strife as the details of its loss are not widely known by others than
serving his dark ambitions. the Dwarves.
Below are some past events listed along with potential If the Player-­heroes enquire about it, they discover the
developments. The Player-­heroes are considered to take an forgotten history of Mount Gram and learn that it was once a
active part in the plot, aiding Naedind to prevent Forlindon Dwarven stronghold, lost in one of the countless wars between
from falling into chaos. Whether they choose to limit them- Dwarves and Orcs, a fact that explains the presence of a Dwar-
selves to providing advice or take direct action is up to the ven hoard and armoury.
players.
2966: A NEW LADY IN THE NORTH
2935: THE RANSOM OF A DWARF-­P RINCE When the events at the Ford of the Linduin come to light,
Vestri of Copperhall is captured by the Orcs of Mount Gram. the Dwarves of the Blue Mountains cry out for the blood of
His father, Lord Vindi, ransoms him with a marvellous arte- Arblaud and Noredhel. In her concern, Naedind contem-
fact, the Dragon-­belt of Lindon. plates returning the Dragon-­belt to the Dwarves as a token of
peace, but first she wants to understand how the Elven treas-
2945: A TRAGIC ADVENTURE ure ended up in an Orc’s nest. Unable to trust others, she
Arblaud, Noredhel and three other companions leave Ost asks the Player-­heroes to visit Vestri at Copperhall.
Breniellin to seek adventure in the lands of old Angmar. They When Arblaud learns of Naedind’s intentions, he
are ambushed by Orcs. Noredhel escapes, the others are taken denounces her as a craven ruler, submissive to those who dis-
captive and tortured in the dungeons of Mount Gram. honour her ancestors, and incites a revolt against her. Amidst
the turmoil, Lady Naedind is forced to leave her palace with
2965: ARBLAUD’S HOMECOMING her supporters, while Noredhel boldly declares herself the
Arblaud returns to Lindon. Back at Ost Breniellin, he tells a new Lady of Ost Breniellin.
tale of sorrow and heroism, and speaks bitter words against
his folk. When Lady Naedind cautions him against seeding 2967: THE BATTLE OF IOREITHEL
discord, he openly denounces the Dwarves of the Blue Moun- If the Dragon-­belt hasn’t been returned to Copperhall, a host
tains as traitors, inciting action against them. Lady Naedind of Dwarves marches forth against Ost Breniellin. A company of
forbids it. Elves meet them in the valley of Ioreithel and drive them back.
To involve them in the story since its inception, the Player-­
heroes may be the ones that find Arblaud as he seeks his way 2968: THE GREAT COUNCIL OF MITHLOND
back to Ost Breniellin, or they may be present when he tells Círdan and the Council of Lindon summon Noredhel to the
his tale. Elven Player-­heroes are asked to express their alle- Arantarion in a Great Council. The Lords of Lindon ask her
giance, while foreigners are threatened with expulsion, unless to restore her mother to power and make peace with the
they side with Naedind. Dwarves. Noredhel has only insulting words for them: “Do
you suggest I yield, or do you order? You do not have the authority:
2966: INCIDENT AT THE FORD elect a High King among yourselves first, but I doubt any of you has
In spring, Arblaud, Noredhel and their companions waylay the courage to take the crown. You hardly deserve the name of Lords…
Vestri, Lord of Copperhall, as he travels to visit the Lord of board your grey ships, and leave the troubles of Middle-­earth to those
Forlond. They stop him and his retinue at the ford of the Lin- who dare confront them!”
duin, and accuse him of being an Orc-­friend. Vestri calls Arb- As the Lords of Lindon debate whether to imprison
laud a bandit and a liar. The argument turns into a fight, and Noredhel and Arblaud, they leave the city.
the Elves have the upper hand. Two Dwarves are killed, and
Noredhel lets Vestri go only after cutting his beard in scorn. 2968: THE OATH OF THE DWARVES
In the aftermath of the incident, Lady Naedind seeks to Many Dwarves assemble in the southern Blue Mountains, and
learn more about the supposed treachery of the Dwarves. If they debate the insult suffered by Vestri. They swear an oath
the Player-­heroes have earned her trust, she sends them to of revenge against Lady Noredhel and her folk.

75
CHAPTER 2

2970: T
 HE CROWNING Naedind leaves Ost Breniellin, swearing not to leave
OF THE NORTHERN QUEEN Middle-­earth until she has freed her daughter from Arblaud’s
Advised by Arblaud, Noredhel crowns herself Queen. She influence. She takes up residence in the Grey Havens.
sends messengers to the other Lords of Lindon, requesting
to be recognised High Queen of the Elves of the West. 2975: T
 HE SIEGE
OF THE NORTHERN QUEEN
2972: A
 MEETING OF MOTHER An army of Dwarves led by Vestri is assembled and marches
AND DAUGHTER on Ost Breniellin, demanding the demotion of the Elf-­queen
Naedind travels to Ost Breniellin, possibly escorted by the and her consort. Meanwhile, the Council of Lindon raises an
Player-­heroes, to announce her departure for the Undying army led by Argond, tasked with bringing Arblaud and Nored-
Lands and formally renounce her title as Lady. Upon her hel to the Arantarion to stand trial on charges of treason.
arrival, she pleads with her daughter, Noredhel, to abandon The army of the Elves reaches Ost Breniellin, only to find
her ambitions of becoming Queen. Instead, Naedind is pub- it under siege by Dwarves, its walls battered by war machines.
licly ridiculed by Arblaud, who accuses her of undermining The sight of their kin under attack causes commotion among
her daughter with the Council. the Elf-­warriors, and even a minor accident could ignite open
battle between the two sides.

76
T he D ays D arken

Other Shadows
“…all this year the shadows have grown longer.”

These dangers either lie dormant until awoken or remain The Wandering Swordsmith
unchanged by the passing years. Damron the Smith has many reasons to abhor Sauron, and
over time, this hatred has darkened his heart. The betrayal

The Castle in the Clouds


by the Lord of Gifts, the killing and defiling of his master
Celebrimbor’s body, and the death of his brother Arothir by
Legend tells of an ancient castle high in the peaks of the Cauthlin’s arrows have all taken a toll on his soul.
northernmost ranges of the Blue Mountains, ruled by Damron believes that no grey ship will take him across the
Boldaug. Some tales describe him as a Great Orc, a Troll, or Sea, and that his fate is bound to Middle-­earth and the fight
a Giant, while others claim he is a spirit capable of changing against Sauron. If he is banished from Imladris for the forg-
shape at will. Boldaug is said to have fought in the Wars of ing of Methacharn (see Memories of Ancient Wounds, on page
the Elder Days, bringing great woe to the enemies of Mor- 61), he becomes a wandering smith, offering his services
goth by slaying their warriors and hoarding their weapons as to the lords and captains of Men and Dwarves while secretly
trophies, now displayed on the walls of his castle. Should one working to enlist them in his personal war against Mordor.
find the castle of Boldaug — if it indeed exists — they Damron’s knowledge of Ring-­lore makes him a prime
may choose to challenge the monster for his hoard target for both agents of Mordor and Isengard.
or attempt to steal some of his treasures.

Of Wolf and Wraith


This tale is recounted among both the
Elves of Lindon and the Dwarves of the
Blue Mountains. Some references even On moonless nights, a ghastly howl echoes in the hills and
appear in old Hobbit songs of the woods of Eriador. What creature bellows such a blood-­curdling
Westfarthing, which contain hints call is unknown; those who have encountered it never return
about the dreaded ‘castle of Bel’. with a tale. Some swear it resembles a wolf — only larger and
lacking fur, akin to a snake’s naked form. It is sometimes
“In misty clouds where shadows dwell, heard sniffing around villages and farms, yet it never attacks
Lies the castle known as Bel. cattle; this creature is after a specific quarry.
Treasures gleam and secrets hide, There is a legend among the Elves about Gorgorhŷn, the
Where only the brave dare to stride.” greatest of wolves, which once terrorised the lands east of the
river Lhûn. The High King himself led his finest hunters to
pursue the beast, and after a considerable struggle, they finally
slew it. Its skin is displayed in one of the halls of the Aran-
tarion. Its flayed body, shunned even by hounds, was thrown
into a pit and forgotten; but now an evil spirit has come to stir
the corpse back to life. It stalks their secret paths and prowls
around their hideouts, seeking vengeance against the Elves.

77
CHAPTER 3

LANDMARKS
“Here and there upon heights and ridges they caught glimpses
of ancient walls of stone, and the ruins of towers.”
CHAPTER 3

he twelve landmarks contained in this chapter The text of each landmark assumes that the Lore­master
are described using the structure presented in will adjudicate all actions taken by the Company using the
the Appendix of The One Ring (see page 221). core rules for The One Ring. This means that the rules for
As discussed there, the chosen format allows the Journeys, Combat or Councils are not repeated, nor are
Lore­master to use each landmark as an open-­ those concerning Actions, Skill Endeavours, Risk Levels
ended, self-­contained scenario, free of a strict, predetermined or Sources of Injury — whenever the text of a landmark
plot, articulated in orderly scenes. The Player-­heroes learn of describes a challenge or an obstacle to the Company, the
the existence of a landmark during the game, for example by Lore­master should adjudicate the circumstances based on
choosing the Gathering Rumours Fellowship Phase Under- the appropriate game rules.
taking (see The One Ring, page 121).

Ost Breniellin
“We are Exiles, and most of our kindred have long ago departed and we too
are now only tarrying here a while, ere we return over the Great Sea.”

RUMOUR Background
“In the northernmost reaches of Lindon, where the coasts are swept by Following the defeat of the Great Enemy, the strongholds of
storm winds from the Great Sea and the Bay of Forochel, lies a dark the House of Fëanor lay in ruins, their kingdoms swallowed
keep on a lonely hill. There, the last remnants of a noble house of by the waves. Yet, Lady Naedind rallied the surviving mem-
Exiles still live, hunting by day and feasting by night. Their ances- bers of this disgraced lineage and established a new castle,
tors were kings and heroes, but they committed terrible deeds that Ost Breniellin — Fortress of the Survivors. (See page 71
have led to their shunning by other Elves. Yet they remain hardy for more about Lady Naedind and her folk.)
and proud, guarding Lindon’s northern frontier. No dark thing The castle of Ost Breniellin is small but mighty; from its
eludes their watch, and no trespasser may hope to enter the Elven top, a sentry can survey the surrounding lands: the coasts, the
realm without the leave of their Lady, whose terrible eyes, they say, Blue Mountains, the valley of the Ioreithel, and Edrollond,
can see through all lies and deceit.” the northernmost harbour of western Middle-­earth. The hill
on which it is built is steep, and its walls are tall and strong.
OLD LORE The stronghold is connected to the southwestern haven
“After the ruin of Beleriand, what remained of the House of Fëanor by a stone-­paved road. From the haven, a dirt road runs south
gathered around Lady Naedind, the only daughter of their last along the coast toward the rest of Lindon, though most Elves
Lord. They clung to their old lands, the upper valleys of Gelion prefer to sail to their destinations. The surrounding lands are
and the peaks of the northern Ered Luin, where they guarded bare pastures, enabling Elven horsemen to move freely and
Lindon’s northern march. These Exiles are still proud and val- swiftly, while leaving any enemy with little sustenance and no
iant, renowned for their riders who scour the northern grasslands. cover from the fury of the northern storms. No foe has ever
However, their past weighs on them like a stone, and they have dared to challenge the castle, not even the Witch-­king at the
kept out of the affairs of Lindon for a long time. Some might say height of his power.
they try to forget, if the Elves were capable of such an act. But East of Ost Breniellin, the pastures give way to woods of fir
they are not.” and birch after a few miles, gradually rising into the foothills

80
L andmarks

OST BRENIELLIN

of the Blue Mountains. To the north of the keep lies a wide 1. THE GATE OF THE STAR
grassland, bordered by sandy beaches and, nearer the moun- A bronze gate, dark green in colour and depicting the eight-­
tains, by heather-­covered moors. pointed star of Fëanor, is elevated and accessed by two side
ramps. Once through the gate, visitors enter a vaulted room

ocations
with arrow slits and murder-­holes; a second portcullis pro-
L vides access to the inner yard. The gate is usually open, day
Ost Breniellin is constructed from dark grey granite, reach- and night, but it is always guarded.
ing two floors and standing 40 feet above its base. It features
a tall circular keep surrounded by eight towers, resembling 2. THE STABLES
the emblem of the House of Fëanor: an eight-­pointed star. Here, the Elves of Ost Breniellin keep their steeds, greater,
All the windows facing outward are fortified with iron bars. swifter, and more beautiful than any found east of the Blue
In contrast to its stark exterior, the interior of the cas- Mountains. Their manes are long, and their coats shine
tle is lavishly adorned with frescoes, carvings, mosaics, with rare colours such as jet, garnet, or gold. The
and tapestries. Each piece of furniture is intri- horses are clever enough to neigh in alarm
cately engraved or gilded, and every room if strangers enter the stables at night,
is illuminated at night by Elven lamps unless they are soothed by an expert
that glow with a bright light. 4 hand and voice.

5 3
Ground Floor
1 2

81
CHAPTER 3

Top Floor
3. THE SMITHY
This room is a small but well-­equipped smithy. Gone are the
days when the Elves crafted new shining swords and tall helms
— those they have inherited are sufficient for their needs —
but they still take delight in the song of hammer on anvil. The
heat from the furnaces is also used to warm the rooms upstairs.

4. THE ARMOURY
This chamber is warmed by the glow of a large hearth, and
here the Elves appointed to stand guard or scout the land
gather to rest, share meals, and exchange stories. The walls
are lined with racks and stands holding an impressive array
of weapons and armour, sufficient to outfit a large contingent.
Many of these instruments of war are truly ancient, but each
piece is carefully maintained and ready for action.
First Floor
5. THE KITCHEN
A large chimney and oven are used to cook food for those
living within the keep. The kitchen Elves are typically sur- 8
rounded by abundant game brought in by the hunters and
prepare it in a variety of ways, from simple fare to fancy, elab- 9
7
orate banquet dishes. Of all the castle’s residents, they are
the most fond of songs, singing in chorus as they prepare 6
the next meal.

6. THE THRONE ROOM


In this bright room, the Lady holds court, seated in an ancient,
engraved chair that is said to have been salvaged from the
ruins of Beleriand. The room is richly decorated with tap-
estries illustrating the history of the High Elves, and its 9. LIVING QUARTERS
vaulted ceiling features a gilded mosaic depicting the ancient These separate rooms accommodate the inhabitants of Ost
emblems of the Houses of the Eldar, with the device of Fëanor Breniellin, including the Lady, her kin, and her retainers.
occupying the centre. A balcony opens directly above the gate. Each chamber reflects the character and tastes of its lodger,
filled with personal possessions that sometimes include items
7. THE HALL OF REMEMBRANCE crafted with such cunning skill that they might appear magi-
This cosy hall, adorned with tapestries depicting the creation cal to mortals. Outside the rooms, a graceful balustrade runs
of the world, is dominated by a large chimney connected to along the corridor, offering a view of the yard below. It is
the one in the kitchen below. The vaulted ceiling is painted carved with images of beasts and birds, their forms captured
to show a starry sky. Here, the Elves of Ost Breniellin gather in fine detail.
in winter to sing and share stories.
10. THE WELL
8. THE GREAT HALL A yard is found in the middle of the ground floor of Ost
A spacious room used for gatherings and banquets, it is lit Breniellin. It is sloped toward a central opening covered
by grand chandeliers shaped like tree branches, their crystal by an iron grate. Rainwater is collected by the sloping floor
ornaments multiplying the glow of the large hearth burning and falls through the grate to fill a well located in an under-
against one wall. Tapestries depict scenes of hunting and ground chamber.
feasting, showing Elven lords and ladies revelling in nature’s
bounty. Above, the vaulted ceiling is painted with a variety of THE TUNNEL: Unbeknownst to all but a few inhabitants of
colourful birds in flight. Long wooden tables stretch through- the keep, there is a passage that opens at the bottom of the
out the hall, surrounded by many chairs. well, leading to a secret door at the foot of Ost Breniellin’s

82
L andmarks

hill. The tunnel is wide enough for a single person to walk Schemes and Trouble
through, and descent is possible with the aid of a ladder The castle of Ost Breniellin serves as the backdrop for much
stored in one of the warehouses. Climbing up from the bot- of the action described in the campaign outline titled Old
tom of the well is virtually impossible due to the smooth and Hatreds May Still Breed War. Refer to page 61 for numerous
wet stones on its walls. opportunities for schemes and trouble. Two more sugges-
tions are listed below.
11. THE GAOL
This cell is furnished with four beds and a table. Under Nae- THE DWELLER
dind’s rule, the room is used only for the rare trespassers OF THE OLD DWARF-TUNNELS
awaiting interrogation before being sent on their way. Of late, a wicked beast has emerged in the northern ranges of
Forlindon. By night, it prowls the skies, falling silently upon
12. PANTRY AND CELLAR unsuspecting sheep. More alarmingly, it has attacked Elvish
This large, cool room is accessed from the kitchen and houses children at least once, sparking fear and outrage. Elf-­wardens
a veritable treasure of dried meats, cheeses, and precious have traced the creature’s lair to the old, abandoned Dwarf-­
Elvish wines. mines near the far end of the Blue Mountains, to the east of
It is said that a bottle of wine from the First Age of the the keep. These tunnels are too narrow for Elven warriors to
world was once kept here, but it was broken by a visiting Elf venture into with ease.
from Eregion. The Lady of Ost Breniellin, concerned for the safety of
her people, seeks aid from folks of smaller stature, but with
13. THE WAREHOUSES enough skill and courage to match the beast in its hidden lair.
These contain a variety of goods, some of them collected from To those who answer her call and rid the land of this menace,
two past ages of the world, including objects from the lost she offers her sincere gratitude, a gesture not lightly given in
realm of Beleriand and even items rumoured to have origins these times, along with the promise of her lasting friendship
in Valinor. Within these rooms, visitors can find furniture, and any aid the Elves of Ost Breniellin might render.
bedding, curtains, tableware, and all else that is necessary This may lead to the exploration of The Old Dwarf-­mines,
to service the dwelling place of nobility. While nothing may a landmark presented on page 53 of Ruins of the Lost Realm.
be considered precious, each item is crafted to an excellent
Elvish standard. THE SNOWMEN INVASION
For millennia, the Lossoth lived by the shores of Forochel,
14. THE TREASURE CHAMBER relying on fishing and hunting for their sustenance, but they
A heavy iron door, which opens only with a secret command never ventured close to the borders of Lindon for fear of the
known by the Lady and her close kin, protects the treasure. Elves’ enchanted arrows. However, last autumn, a large band
Here lie what heirlooms of the House of Fëanor are left in of Snowmen, hungry and clad in tattered rags, established
Middle-­earth, including the magnificent sword Phinidaeg an encampment atop a small hill, in the proximity of the
(see page 71). northern frontier of Forlindon. When the wardens of Lady
Naedind commanded them to leave, the Lossoth pleaded for
Cellars mercy: “The Winter-­king’s breath blows cold this season, and
white wolves as large as bears stalk the nights. We beseech your
Lady’s protection, so that her spells may shield our people
from the fell creatures of the night!”
13 The Lady is eager to learn more, despite the fact
that some among her courtiers dismiss such news as
12 mere ‘dreams of the Night-­fearers.’ She intends
13
to send a trusted envoy to speak with their
11 14 chieftain.

10
unnel
The T

83
CHAPTER 3

The Palace of the Sea-birds


“Then I thought in my heart that we drew near to the Sea; for wide was the water
in the darkness, and sea-­birds innumerable cried on its shores.”

RUMOUR L ocations
“The ruins of a marvellous mansion emerge from the sea not far The Palace of the Sea-­birds lies about one mile off the coast
off the coasts of northern Lindon. Sometimes at dawn, when the of northern Lindon, at the head of the promontory known
night mist begins to lift, ancient towers are caught by the first light as Hunter’s Cape. The coastline along the promontory is
of the sun, and the palace seems to float on a cloud. Surely, there rocky, with tall cliffs where only hardy pines and junipers
must be a fairy queen or king living there, guarding some treasure! grow among the mosses and lichens. Navigation is tricky, as
The sea-­birds know for sure, as they are the only ones who dare to many rocks lie hidden beneath the surface, and the currents
approach the island.” can be treacherous. Elven ships passing by steer clear of the
island and keep to the open sea.
OLD LORE
“An Elf-­lord of great lineage lived in a palace on
a hill, surrounded by woods teeming with game,
where he would ride and hunt with his retainers.
Bar-­en-­Faroth was the name of his mansion, the
Hunter’s Home. But after the Elf-­lord died in a
great battle and the World was changed, the woods
were swallowed by the sea, and the palace on the hill 4
became an island. Now, seagulls and terns nest there, 6
and few remember the old lord and his folk.”
5

Background
2
The name of the Elf-­lord who built Bar-­en-­
Faroth is remembered only in books of lore
and in the ballads sung in the palaces of
7 3
Forlindon, for that Lord was Lady Nae-
dind’s uncle. Today, his palace is
called Bar Gwaelion by mariners
who pass it as they sail, the Pal-
ace of the Sea-­birds.
There is a reason for such a
name. Since time immemorial, a
line of kings has ruled over all the
sea-­birds of Lindon, holding court
in the ruined halls. The current
lord, named Arroval, is a seagull of
prodigious size. His isolated domain,
with its abundance of protected nesting
spots and lack of predators, has attracted 1
thousands of sea-­birds of all kinds, who now
pay homage to their King. Moreover, many
guests and envoys from other feathered rul-
ers are present at all times.

THE PALACE
OF THE SEA-BIRDS
84
L andmarks

1. THE SEA-GATE surface of the waters, approximately half a mile from the
Here once stood the gateway of Bar-­en-­Faroth, a stone arch island. This luminescence has deceived many a steersman
holding bronze doors beautifully wrought with scenes of hunt- who ventured too close, luring their ships over a dangerous
ing. Now those doors lie fallen to the ground and covered in reef lying hidden under the waves. Sailors say that the light
mud, but the arch still stands, though overgrown with ivy. In is a lingering trace of wicked Elven magic, an enchantment
front of the gateway lies a narrow beach of pebbles, strewn cast to bring mortals to their doom.
with driftwood and broken shells. Through the gate, a gently
sloped stair winds up the hill. The garden that once stretched 4. THE KING’S TOWER
at its sides is now overgrown with wild grasses and tangled The tallest tower of the Palace of the Sea-­birds has partially
with creeping vines, but the white stone steps remain relatively crumbled, leaving a broken stump that still dominates the
clear, save for the occasional surfacing root or tuft of grass. island. It is here that King Arroval nests with his court, a com-
Among the shrubs, a few ruined structures can be seen, munity of large and eloquent sea-­birds, each familiar with at
now colonised by gannets. These birds will begin to call loudly least a word or two of Sindarin, and where he receives bird-­
if strangers approach and may become aggressive if they feel guests and messengers from distant lands.
their nests are threatened.
KING ARROVAL: Arroval is a giant among the Gulls of Lindon,
2. THE PALACE and has been the King on the Sea-­birds for many decades.
Of the original round building, surmounted by a great cupola, All the sea-­birds of northern Lindon recognize him as their
little remains: the roof has mostly crumbled, leaving the beau- highest authority. He speaks Sindarin fluently, as do most
tiful mosaic floors covered in debris, which has in turn been of his retainers, and counts several Elves among his friends,
overtaken by grass, shrubs, and seagull nests. Visitors may including Círdan, Falarros of Mithlond, and Lady Naedind
enter through the gaping main gate — its wooden doors of Ost Breniellin.
have long since rotted away. Two twisted junipers have grown While Arroval does not welcome visitors to his island, he
on either side, now supporting the original arch. To the east strives to be polite and helpful. His main priority, however, is
once stood a latticed glass wall that provided access to a ter- to see strangers leave as soon as possible to protect the home
race; now, only part of the structure remains, and all that’s of his folk. Although sea-­birds are not individually dangerous,
left of the glazed windows are tiny shards of coloured glass. a summons from the King could gather a formidable winged
To the north and west, two wide balconies look directly out
to sea, serving as preferred access points for birds. The sea-
gulls of the main building are quite talkative — if someone Falarros of Mithlond
can understand their speech. They are not aggressive unless Falarros is the captain of the Ithilrain, a magnificent ship
threatened, but may become unpleasantly curious. As soon that frequently sails along the coasts of Lindon. He is a
as someone enters their home, they will inform their King, trusted ally of Círdan. On multiple occasions, he has been
who will shortly arrive with his retinue. tasked with transporting Galdor of the Quill or other
important passengers to specific destinations. Addition-
3. THE EASTERN TERRACE ally, he is often called upon to investigate events along
Bar-­en-­Faroth’s terrace looked east toward the Blue Moun- the coasts of Lindon, Eriador, and beyond.
tains and the forests at their feet, and next to it lay a pavil- Falarros has silver hair, grey eyes, and a ruddy com-
ion where the Elves once sat and conversed. Today, this plexion. He speaks the language of the Gulls of Lindon flu-
space has become a colony for auks, murres, and razorbills, ently and has been a personal friend of their King, Arroval,
which cackle loudly and leap into the sea from the edge ever since he intercepted a pirate ship off the coast of
of the balcony. The birds are unafraid of visitors and not Forlindon that intended to plunder the Palace of the Sea-­
particularly curious about them. The colony departs almost birds. Since then, Falarros has been a welcome visitor to
completely in winter when the birds return to the sea, allow- the island, with the sea-­birds keeping him informed of all
ing a fragment of the ancient enchantment of the place events occurring along the coasts of Lindon.
to return. During this time, the King of the Sea-­birds may
receive guests here and exchange news and tales. OCCUPATION: Sea Captain

THE SEA-­L AMP: At night, onlookers gazing east from the ter- DISTINCTIVE FEATURES: Stern, Wary

race can sometimes see an eerie light shining beneath the

85
CHAPTER 3

King Arroval

army, ready to dive upon their enemies without mercy. Should The King ignores the value of the items kept in the tower,
outsiders become aggressive or hostile, they would face a for- choosing not to concern himself with their worth. Yet, he is
midable challenge from the island’s dwellers. aware that they can be exchanged for valuable services. On
Arroval is an especially large seagull, boasting a wingspan occasion, Arroval has offered tasks to one of his bird-­friends,
of over seven feet. His beak and claws are grey, and his wings utilising these items as payment.
and tail shimmer with silver. During formal meetings he wears
a golden crown and a necklace set with pearls, aquamarines, 7. THE TOWER OF THE PUFFINS
and sapphires. A wide and low tower connected to the main building
descends toward the water to the west. Here, from spring
5. THE CORMORANTS’ TOWER to autumn, nests a colony of puffins — curious and friendly
A small tower with a pointed roof sits at the base of the north- birds that enjoy jumping from the cliffs into the water. The
ernmost cliffs, near the water. In its windows and in the open- lower floors of the tower provide access to what were once
ings created by time, a colony of cormorants has made their the cellars of the mansion; these areas are now half-­collapsed
nests. While they are not particularly friendly birds, they are chambers that the birds do not dare enter.
excellent fliers, and some may even reach as far as Forochel

Schemes and Trouble


and Gondor, acting as messengers for King Arroval.
This structure is linked to the King’s Tower by a stone
stairway, now covered in debris and bird nests, making it very
dangerous to traverse. A NAMELESS THREAT
A terrible creature, swimming from the coast, has made its
6. THE TREASURY lair in the dark cellars under the Tower of the Puffins. Every
The second tallest tower of the Palace of the Sea-­birds is night, it crawls out and stalks the ruins, snatching unsuspect-
where King Arroval keeps his treasure. It is a hoard contain- ing victims and dragging them underground to devour. King
ing objects brought by generations of loyal subjects paying Arroval has sent out messengers seeking help: if bold heroes
tribute to the King, as well as gifts collected from bird-­friends, dare to confront the fell creature haunting the pitch-­black,
both near and far. half-­submerged tunnels and defeat it once and for all, they

86
L andmarks

will be rewarded with some of the King’s greatest treasures The King, eager to save the poor soul and even more
and the eternal gratitude of his folk. eager to break the curse of the Singing Maiden, is offering a
The ruins of the cellar are indeed dangerous, with some hefty reward out of his hoard if someone can follow Farflight
areas so cramped that Big Folk would need to crawl through to Silver Island and bring back the lost mariner to his wife,
them. The monster, which has never been seen clearly in the so that she can find peace.
shadows of the night, is described in fanciful terms by the
birds: its mouth is full of sharp teeth, its fur a mix of blood-­ THE LIGHT OF THE GLOWING STONE
red and pitch-­black, its eyes yellow and as evil as a Dragon’s, Lately, the tale of the shining light one can spy from the East-
its tail lashing like a snake, and its shrill cry spine-­chilling and ern Terrace of the Palace of the Sea-­birds has been on the lips
blood-­curdling. They remain oblivious to the fact that their foe of everyone from Forlindon to Harlindon: could the Fëano-
is, in truth, just a particularly large and vicious fox. However, rian Stone, which was cast into the waves and is the long-­lost
getting the isle rid of the threat may indeed earn the Player-­ heirloom of the House of Fëanor, have resurfaced? The Lords
heroes a valuable friendship and potentially worthy treasures. of Lindon, deeming it impossible, have forbidden any search
for it to prevent tragedies, yet many are still preparing their
THE CASTAWAY OF THE SILVER ISLAND ships to seek out the unearthly glow seen off the coast of the
One of the subjects of King Arroval, a daring tern named Far- Palace of the Sea-­birds.
flight, has returned from his wintering with a strange tale. In In truth, the light does not come from the legendary
a remote isle with silver beaches, far to the west, lives a lonely Stone of Fëanor, but rather from a smaller lamp-­gem caught
Elf. His ship wrecked long ago, he has survived for countless by a giant clam, which has spun its pearl around it. If the Pearl
years in the lonely seas, but when he saw the birds he left a of Light can be recovered, it would be priceless. However, who
message for him. “My name is Bronniol,” he said. “Tell my wife knows what the Elven light has attracted from the depths of
Estelin, who is waiting for me, that I am still alive!” the sea, and is now lurking among the crevices of the reef?

The Valleys of the Dwarves


“The ancient East-­West Road ran through the Shire to its end at the Grey Havens,
and Dwarves had always used it on their way to their mines in the Blue Mountains.”

RUMOUR nurturing the belief that, whether by chance or destiny, their glory
“Dwarves have lived among these dales since time immemorial. They might return. It never did, yet they continue to live in the dales of the
have endured many upheavals, some so catastrophic that they had Blue Mountains, stubborn and relentless as only the Dwarves can be.”
to leave temporarily. Yet, they have always returned, drawn by a

Background
call from the very stones — a call only they can hear. No matter
how far they wander, they will never feel as at home as they do here.
The mountains, hollowed by their hands, bear the marks of their The oldest Dwarven halls of the Ered Luin are nearly as
tools, telling tales of fortune and hardship, disasters and new begin- ancient as the lost realm of Moria. These mountains were
nings. These lands are theirs, and they can never truly forsake them.” once abundant with riches in gold, iron, and gemstones,
leading to the founding of Nogrod and Belegost. Unfor-
OLD LORE tunately, those cities are lost forever, and the Dwarves of
“The ancient cities of Nogrod and Belegost were destroyed in the great the region are not as prosperous as they once were. Many
cataclysm that led to the sinking of Beleriand. Many of their inhab- fled to the safety of Khazad-­dûm, or journeyed east to join
itants perished, while others became a wandering folk. Some settled Durin’s Folk in the restored Kingdom of Erebor. Others
in the southern reaches of the Blue Mountains, but in time others continue to this day to delve ever deeper in their southern
returned to the lands surrounding their ancestral ruins, seeking lost mines, searching for new veins of gold, but each year their
treasures or opening new mines. They held onto memories of the past, efforts yield fewer returns.

87
CHAPTER 3

L ocations Mt. Greenbeard


▲ 1
In the north, most Dwarves inhabit
seven valleys along the eastern foot-
Clearweather
hills of the mountains. These dales Market
are largely covered with forests of Copperhall

fir, larch, and pine, with occasional Stormshield Peak 2

woods of beech, oak, and ash found
at the valley bottoms.

Belegost
1. WOLFSONG DENE •
The northernmost dale where Dwarves 3
dwell is tied to an ancient tradition that
says no more than seven times seven
Mt. Rainyhead
trees may be felled each year, lest the ▲ 4
wrath of a local wolf spirit fall upon the
inhabitants. Because of this restric-
tion, the vale has remained wild Rausîr
and covered in dense forests, 5
and no settlements have
ever been built deep within
the valley. Still, a traveller may
find a few small iron mines along
The Smouldering
the sides of the valley. Hearth 6
The Dwarves hold a midwinter festival
in Wolfsong Dene, lighting bonfires at the Mt. Kindleheart

edge of the forest and singing songs to hon- •
Longbeard
our the valley spirit, seeking its blessing for Hall
another year. A scar
7
2. CLEARWEATHER VALE Nogrod

This wide valley gets its name from the mild weather
it enjoys year-­round, thanks to Stormshield Peak to the
south, which provides cool temperatures in summer, and
Mount Greenbeard to the north, which shields the dale
from the frozen winds of Forochel in winter. Deep in the
vale lies Copperhall, the city founded by Vindi the Dreamer
two hundred years ago, in the years following the Long Winter.
Vindi’s son, Vestri, is the current Lord of Copperhall, and
THE VALLEYS
while his subjects cannot claim the wealth of other Dwarven
OF THE DWARVES
kings, they have lived safely and comfortably for over two
centuries — a significant achievement in this remote part
of Middle-­earth. square stands a large inn, offering lodging to visitors. Each day,
barges arrive at Clearwater Market, bringing goods from all
CLEARWEATHER MARKET: At the mouth of the valley lies over Eriador and departing laden with items of Dwarven-­craft.
Clearweather Market, a village of Men and Dwarves. It is built
partly on the shore of the watercourse descending from the COPPERHALL: Vindi was one of many Dwarves who returned
mountain and partly above the flowing waters on huge piles to the Ered Luin after years of wandering across Eriador. One
made from forest trees. In the centre of its mainland section day, he paused to drink from a stream cascading down Mount
rises a tall stone arch, overlooking a market square where Greenbeard and noticed a peculiar taste in the water. Upon
Dwarves and Men gather to trade their wares. Opposite the closer inspection, he saw numerous greenish stones among

88
L andmarks

the sediments on the riverbed. When he began digging near considered a punishment for the lazy or insubordinate. The
the stream’s source, it was no surprise to him to discover a miners are, unsurprisingly, among the most undisciplined
rich vein of copper. Dwarves one can meet; they possess an unusual appetite for
The Dwarven city of Copperhall has grown from the distraction, enjoying conversations with strangers and long
mines opened by Vindi. It is smaller than other halls of the walks away from the mine. The mine-­master, a scruffy Dwarf
Dwarves to the south, but its inhabitants are among the most named Lóinn, has long given up on extraction targets and
industrious of their kind. The craftsmen of Copperhall pro- instead focuses on the challenging task of keeping his miners
duce excellent bronze tools and are especially renowned for safe from unnecessary accidents.
their sonorous brass bells, created in all shapes and sizes.
Additionally, a small copper coin called a “red leaf” is pro- 5. THE VALE OF THE RUMBLING WELLS
duced here and used by merchants throughout the Ered Luin. This deep valley with steep rocky slopes gets its name from the
many loud waterfalls that feed the Rausîr, a wild, fast-­running
3. STORMWATCH VALE stream flowing east into the Lhûn. This vale suffers the worst
Tucked between Mount Rainyhead and Stormshield Peak, this of the storms from Mount Rainyhead, but in the past, it was
valley is often battered by heavy rains. Beneath Stormshield rich in silver. Nowadays, all the mines have been exhausted
Peak was once found the great city of Belegost, and its gates and abandoned, and few venture here.
lie broken on the mountainside. It is said that many other Once, Dwarves travelling on the road that runs along the
doors can be found high on the slopes of Stormshield Peak, seven valleys liked to stop here, in the shade of the firs and
openings that brave (or foolish!) souls may use to explore larches, to enjoy the peace brought by the constant sound of
the dark, flooded tunnels of the ancient city. Unfortunately, tumbling waters. Today, wanderers venture no further than
most end up wandering through abandoned mines, where the area surrounding the stone bridge that crosses the Rausîr,
they may find, at best, a few scraps of iron or silver ore, and for they fear what might lie in ambush beneath the trees, con-
at worst, a tragic death from a cave-­in. cealed by the sound of the waterfalls.

THE GATES OF BELEGOST: At the end of a narrow cleft to 6. ELFCROSSING GAP


the south of Stormshield Peak, two towering slabs of stone Tucked between the sides of Mount Rainyhead and Mount
rise from the earth and lean against the mountain like the Kindleheart, this wide and green valley is covered in pleasant
jagged fangs of a colossal beast. These once were the gates woods and pastures. A well-­marked road crosses it, a remnant
of Belegost. The halls they led to were crushed by titanic of the ancient Dwarven r­ oad that once connected Beleriand
forces during the upheavals that shattered Beleriand, and with eastern Middle-­earth. Currently used almost exclusively
the rushing waters of the Sea flooded its innumerable pas- by Dwarf traders, it winds up the valley westward to the top
sages and chambers. of the pass, and then descends into Lindon by following the
Dozens of spells of prohibition and exclusion can still be course of the river Rushing.
read, graven deeply into the exterior surface of the gates. If At the opening of the valley lies an inn, where the road
one peers through the worn and lichen-­covered stones of the from Lindon meets the one that runs north to Copperhall.
collapsed arch, dark tunnels can be seen winding into the Known as the Smouldering Hearth, the inn is run by ­Thrasir,
depths, boring deep into the mountain’s heart. a Dwarf of Durin’s Folk who was once part of Thorin Oaken­
shield’s retinue. His family assists him in managing the busi-
4. TINTERN COMBE ness, along with several helpers hired from among the Men
This valley lies between the two eastward arms of Mount Rainy- of Eriador. Lila Mugwort, a Hobbit from Bree, oversees the
head. Legends tell that once it was one of the tallest peaks in kitchen.
Beleriand and survived the great changes that affected these
lands long ago. Its top is often shrouded in storm-­clouds LONGBEARD HALL: Beneath Mount Kindleheart, on the
formed by the western winds from the Sea colliding with southern side of the valley, lies Longbeard Hall. Here, Thráin
those from Eriador. The valley at its eastern foot has never and his son Thorin Oakenshield lived for a time with their
been fully settled, but many mines have been dug into its folk. Drawn by rumours of a new iron lode, the Longbeard
sides, one of which, still active, is used by the Dwarves of Dwarves delved deeply, and from their forges issued good
Copperhall to extract tin. tools and weapons that they sold across Eriador. It was a hard
The mine of Tintern Combe is isolated and surrounded life, but their toil paid off, and they prospered in a fashion
by gloomy woods; being sent there from Copperhall is until Thorin and his companions sought out Smaug in Erebor.

89
CHAPTER 3

After the Lonely Mountain was reclaimed, Longbeard Hall PERILS OF THE NORTHERN TRADE
was abandoned by most, except for Hanarr the Shrewd and A less common route used by traders from Copperhall heads
his household (see A Fair Share of the Profits, below). north, where iron tools are transported on barges along the riv-
ers and then by pony to the shores of the Bay of Forochel. The
7. THE STONE CRADLE Snowmen pay high prices for Dwarven craftsmanship, offering
In this quiet combe, the gates of Nogrod once stood open. salted fish, whale fat, and furs in return. However, the most
Dwarves dwelling in the other vales rarely call the ancient prized goods from Forochel are those made with rare amber,
city by that name, as it is an Elvish name, meaning ‘city of a material that some Dwarves consider second only to pearls.
the stunted people’. The Dwarves called it the Hollow Place Last summer, however, caravans began to disappear.
in their secret language, proudly referring to the vastness There are rumours that a savage beast has descended from
of their underground chambers, whose halls and passages the frozen wastes and is hunting the traders and their ponies.
hollowed the very roots of the mountain above them. The Yet, the reality may be more prosaic: someone might be try-
Dwarves of the Ered Luin say proudly that no other city of ing to disrupt trade between the Dwarves and the Lossoth.
the Dwarves bore so deep into the bowels of the earth, not
even fabled Khazad-­dûm, and all lore-­masters agree that none A FAIR SHARE OF THE PROFITS
surpassed the skill of the smiths of Nogrod of whom Telchar The Dwarves of Copperhall see themselves as miners and crafts-
was greatest in renown. men, not traders, and for a long time, they have chosen to leave
Now the doors of Nogrod are sealed, both by the earth’s dealings with Elves, Men, and Hobbits to the Dwarves of Long-
tumults that altered this part of the world and by solemn beard Hall. Now, most of them have left the Ered Luin since the
oaths that to this day prevent any Dwarf from attempting restoration of the Kingdom Under the Mountain, and those
to reclaim its broken halls. The entire valley is considered who remained organised themselves under the Guild of Hon-
hallowed ground, and trespassers are subject to exile. The ourable Traders. Their current chairman, Hanarr the Shrewd,
origin of this prohibition is unknown to anyone living today, has been busy negotiating aggressive purchase prices and sales
but some say that the ruins of Nogrod are not deserted, and conditions. This has displeased the craftsmen of Copperhall,
that those who refused to flee the fall of Beleriand, thinking who have seen their profits decrease dramatically in a matter
themselves safe from the wrath of the Powers of the West, are of years. “Should delivering goods yield more gold than making them?”
condemned to tread its passages in deathless misery. they ask. “Have the Longbeards gone mad, or does Hanarr think he
has become the King Under the Blue Mountains? We’ll sell to the Men

Schemes and Trouble


of Eriador, who are much less arrogant than you, thank you very much!”
In recent months, those Dwarves from Copperhall who
most openly rebelled against Hanarr’s manoeuvres have
TREASURE-HUNTERS started to experience strange accidents — beasts of burden
OF NOGROD AND BELEGOST are crippled, barges sink, and hired porters leave, supposedly
Not many alive today, save perhaps for the long-­lived Eldar, after being threatened. Lord Vestri is starting to worry and
have heard of the glory of Nogrod and Belegost, for more needs someone who is not a Dwarf to investigate the matter.
than six thousand years have passed since the destruction of
Beleriand and the sealing of their doors. Still, legends speak THE GOLD OF TINTERN COMBE
of forgotten treasures lost in their depths, buried beneath Something’s amiss with the miners of Tintern Combe. Of late,
layers of rock and water. Oaths prevent most Dwarves from they have been taking long walks in the woods and returning
even contemplating a search for them, but others may have with plump, golden mushrooms which they promise have the
fewer qualms about seeking the broken cities of the Naugrim power to make one stronger, smarter, and prolong life. They
of the Elder Days. plan to sell these mushrooms for a handsome price upon their
Gerald Gravedigger is one of them: a wanted man return to Copperhall, dreaming of a life free from the mines.
throughout Eriador, he has headed west into the Blue Moun- Master Lóinn tolerated this strange obsession for a while, but
tains, seeking the fabled forbidden gold of the Dwarves. Over soon, production in his mines nearly ceased, as the miners
the past few weeks, Gerald and three companions have been became too tired or demotivated to dig. Is there any truth
exploring caves and searching for secret doors throughout to their claims? Where do they even find these mushrooms?
the valleys. In response to their activities, Lord Vestri has When Lord Vestri hears of this, he is likely to be very upset.
decided to place a bounty on his head, inviting others to Before that happens, however, Lóinn needs to find a trusty
resolve the problem for him. friend to handle the situation!

90
L andmarks

The Vineyards of Glauria


“Now come with me,” he said, “and taste the new wine that has just come in. I shall be hard at work
tonight clearing the cellars of the empty wood, so let us have a drink first to help the labour.”

RUMOUR OLD LORE


“If you have been a guest of Elrond, you will surely remember his “Some say the High Elves of Eregion were master winemakers, grow-
wine: a strong, garnet-­red vintage that kindles a fire in your heart ing grapevines they had brought all the way from the Blessed Realm.
and wakes up dreams your mind forgot. The Elves of Rivendell Their vineyards burned in the War against Sauron, but a few shoots
make this wine in their valley, of course; they have steep, precipitous were saved and brought to Rivendell, where they still grow in care-
vineyards on the side of the dale where only goats and mad Elves fully tended terraces on the northern, sunlit side of the vale. Glau-
dare to tread. The old vines cling to the living rock and soak up ria they call the vineyard. It is a steep climb to reach it, but a sip of
the rays of the mountain sun to deliver the finest of Elrond’s wines, their red and a look at the view is reward enough. Just remember
the vintage of Glauria!” not to drink too much before beginning your descent…”

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CHAPTER 3

THE VINEYWARDS
OF GLAURIA

Vineyards

3 4

Background 1. GLAURIA’S RIDGE


On the northern side of the vale of Imladris, far above the val- There is a single path leading to Glauria, climbing up from
ley floor, a keen eye may spot ancient terraces cultivated with the bottom of the vale. It is a steep road cut into the sheer
grapevines and a number of stone cottages where the wine- slope of rock. The ascent takes two hours to reach the vil-
makers dwell. Glauria is the name of the plantation and the lage, a hard climb in summer and a dangerous one in winter.
settlement, and from there an onlooker may enjoy an unpar-
alleled view of Rivendell and the surrounding mountains. 2. MILKSPRAY WATERFALL
At the end of the path, a stone bridge spans a narrow preci-

ocations
pice. Above it, a high waterfall tumbles down with such force
L that its waters appear as white as milk. On windy days, the
Glauria lies about the middle of the valley of Rivendell, on spray bathes the bridge and much of the path below. The
the southern side of Mount Eithelram; the village perches on Elvish name for the waterfall and the stream underneath
a natural terrace jutting out of the cliff, and its ancient stone is Ilirross.
cottages blend perfectly with the mountain.

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L andmarks

3. THE WINEMAKERS 5. THE GROVE OF GOSHAWKS


Glauria counts seven houses, all made of dry stone walls and A grove of chestnuts and elms grows near the entrance to
slate roofs. Here dwell the winemaking Elves, and when they Glauria. Here, a colony of goshawks makes its home, fre-
are not busy tending their vineyards or making wine, they quently swooping down for prey from the cliffs. Known as
are a welcoming lot, happy to entertain visitors with stories, Elf-­friends and enemies of all crows, these birds will attack
songs, and drinks. Their chief is Gwesanor, an ancient Elf any of their kind on sight, thus keeping Rivendell safe from
even by the Eldar’s account, for he is said to have been born their spying eyes.
on the day the Sun first shone in the sky. He witnessed the
vineyards of Eregion being put to the torch during the War 6. THE WINE CELLARS
with Sauron (see The Singing Stones, page 108), and since Behind the cottages, natural caves open up on the cliffside.
his arrival in Imladris, he has lived in Glauria, where his Within these caves, the winemakers store their wine in barrels
greatest satisfaction comes from tending his grapevines. His and bottles, organising their vintages by writing on the cave
wine is considered a treasure among the Eldar, and there walls. Some of these inscriptions are over four thousand years
aren’t many mortals who can say they’ve tasted his most old, dating back to the foundation of Imladris.
prized vintages.

4. WATCHTOWER AND WINCH Schemes and Trouble


A tower perches on the outermost corner of the terrace of
Glauria. From this vantage point, wardens enjoy the best HE WHO REMEMBERS
view of the entire valley and its entrances. A bell within The Company is seeking a piece of information or lore they
the tower can be rung to raise the alarm in case of danger. cannot find in the library of Elrond. Erestor suggests that
Attached to the tower is a wooden winch, which is used to Gwesanor the Winemaker might have been a witness to it
bring in provisions for the winemakers and to lower the in his youth and may still recall it. They must reach Glauria,
wine barrels. possibly in haste and during adverse weather conditions, and
persuade the solitary Elf to revisit some unpleasant memories
for the greater good.

LIGHTNING STORM
After an unusual storm, lightning has destroyed the winch
of Glauria, and a landslide has ruined the ridge, leaving the
GWESANOR’S RESERVE village isolated. The Company is tasked with rescuing the
The standard vintage of Glauria is already an winemakers in haste, to deliver medicines for the wounded
exceptional wine, but Gwesanor’s own reserve and materials to repair the winch.
is truly something special. The chief winemaker
keeps his most prized production in a casket THE WINE THIEF
tucked away in a corner of the cellars. Those Someone has entered the wine cellars and stolen a few bot-
who have tasted it claim it can inspire dreams tles of Gwesanor’s special vintage. The distress of the master
of past and future events, loosen the tongue of winemaker is profound, and Elrond himself is troubled, for
even the most secretive conspirator, and even whoever entered Glauria has access to Rivendell! Is this a
grant a glimpse of the bliss of the Uttermost West. scheme by the Enemy to bring ruin to the Elves, or perhaps
Gwesanor is, of course, highly protective of his just a prank by curious Elvish youths who are nearly certain
special vintage and steadfastly refuses to discuss to find themselves in trouble once they uncork their plunder?
its nature. If the Company helps unravel the mystery, they will earn
the trust and gratitude of Gwesanor and, perhaps, even the
gift of a bottle of his special vintage.

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CHAPTER 3

The Wailinghole
“I am not sure that I like it: it has a — well, rather a barrow-­wightish look.”

RUMOUR monsters occupying the hill. If they spot any curious travel-
“Up in the Coldfells north of Rivendell lies a dark, hollow hill known lers, they will attempt to frighten them away with sounds and
as the barrow of Thalrond, a sorcerer from Rhudaur. Legends say he illusions before resorting to any direct confrontation.
was a minor noble disenchanted by the constant infighting among
his many brothers who turned to ancient, forbidden knowledge. Dur- Should a Company discover the secret of the Wailing-
ing the War with Arnor, Thalrond betrayed his kin by allying with hole, they might claim it as their own, turning it into
Angmar. Despite his cunning, his brothers eventually confronted a safe stronghold in an unfriendly region.
him, forcing him to flee into the Coldfells. There, they battled, and

ocations
Thalrond’s sorcerous spells disastrously backfired, resulting in the
death of all. The hill is now called the Wailinghole, named for the L

echoes of their screams. Avoid the barrow, and if you hear the voices North of Rivendell and the Trollshaws, the high, steep hills
of Thalrond and his brothers, run swiftly, lest the shadows claim and broad plateaus of the Coldfells loom over deep crevasses.
you and you never see your home again! In some ravines, the ground is soft and fertile enough for bogs
to form, choked with biting flies in the summer and slick with
OLD LORE icy muck in the winter. In many other places, bitter mountain
“The Coldfells north of Rivendell are filled with hills riddled with streams trickle over hard, stony ground. In the folds of earth
caves. One of these is called Iailech, the Wailinghole, named for the and rock, where softer stone has been carved away by water
eerie sounds the wind makes as it blows through its hidden cavities. over the ages, caves and caverns offer shelter from the sun.
The superstitious hillmen have plenty of frightening legends about Hardy and sparse grasses dot the hills, and here and there,
this place, and while none of them may actually be well-­founded, a thicket of trees grows atop a plateau. On some hilltops
that doesn’t mean it isn’t dangerous. In fact, it may well be far more stand the ruins of ancient Rhudaur: the crumbled stumps of
perilous than the hunters and shepherds claim. Who knows what watchtowers or keeps long fallen to rubble, now mere insig-
dark threats might linger beneath the ancient hill, in the pitch-­black nificances atop the vast and sprawling fells. Some hills bear
depths of its caverns?” the remnants of mossy cairns, even more ancient — stony
burial mounds of chiefs, warriors and sorcerers who perished

Background
long before Arnor rose. Most of these have tumbled open,
plundered long ago by careless and powerful hands. Year by
The hill of Iailech carries a sinister reputation, yet few lore-­ year, century by century, the old stones wither away, becom-
masters can agree on the nature of the danger that haunts it. ing increasingly easy to mistake for the other rocks that litter
In truth, a variety of creatures have claimed it as home over the green and brown hills.
the years, albeit temporarily. Recently, it has been abandoned, The hill of Iailech surpasses its neighbours in height,
allowing a group of Elf-­wardens of Rivendell to take advan- offering a commanding view from its barren summit. Its sides
tage of the cave’s ill fame. They have transformed it into an are steep, and in the narrow dells, groves of evergreens pro-
outpost where they can find shelter during their journeys. vide shelter from the unforgiving wind; only the eastern side
The Elves of Rivendell are careful to preserve the secrecy is easy to climb. The top of the hill is stark and exposed, cov-
of the place and actively encourage legends and tales of ered with heather and moss.

94
L andmarks

1. THE SORCERER’S MOUTH amplifying the sounds inside. As a result, the Player-­
The main entrance into Iailech is an ancient opening, con- heroes gain 1 point of Shadow (Dread).
cealed behind a small grove of twisted junipers and pines,
all eerily leaning away from the entrance as if recoiling from 3. THE TRAP CHAMBER
a terrifying scream. Worn-­out glyphs and illegible runes are A smaller, square room with pillars similar to the previous one,
carved into the lintel above. Whatever gates may have once but without the signs of having been the lair of a beast. The
existed are long gone, leaving the entrance to gape darkly main corridor continues up through an archway, but on the
like an open mouth. On windy days, a stiff current blows right, behind one of the pillars, one may find a small wooden
from within, carrying howling sounds that chill the blood of door, which a successful CRAFT roll will identify as of differ-
anyone who dares to approach. ent make from the rest of the complex. The door is usually
barred from the inside by the occupants of the Shelter (4): if
Player-­heroes crossing the threshold gain 2 points of the wind is not blowing, any movement in this room is likely
Shadow (Dread). to alert them. The door has a spy-­hole which can be used to
shoot arrows through; the location of the door is ideal to
2. THE LAIR mount ambushes on trespassers. If the fireplace is lit in the
A series of man-­made steps lead up into a large square room Shelter, an AWARENESS roll may reveal to Player-­heroes the
supported by stone pillars. Whatever its original purpose, the smell of burning wood filtering through this door.
room has been despoiled and abandoned for centuries, with A square room with pillars similar to the previous one lacks
bones and bits of fur scattered about, suggesting that one the signs of having been inhabited by animals. The main cor-
or more beasts have made it their den. From here, an open ridor continues upward through an archway, but to the right,
archway leads to another set of ascending stairs. behind one of the pillars, lies a small wooden door barred
from the other side. Upon inspection, the door appears to be
A successful HUNTING roll identifies the remains of a different make than the rest of the complex and features
as only animal bones. On windy days, a cold, strong a murder-­hole, suitable for shooting arrows through, making
wind blows from the heart of the hill toward the gate, its location ideal for mounting ambushes on trespassers.

THE WAILINGHOLE
7
6

4
1

95
CHAPTER 3

4. THE SHELTER Lord Thalrond, one of the last nobles of the Kingdom
It is uncertain who built this chamber, but it is cruder and of Rhudaur. Sadly, he was no sorcerer, but died at the
narrower than the original tomb, and no markings remain hands of treacherous siblings.
to identify the builders, who are long gone. The chamber is
large enough to accommodate about eight people. At its cen- The room, being a dead end where the wind does not flow,
tre, a fireplace can be lit, with smoke dissipating through the is surprisingly quiet compared to the rest of the complex.
ascending corridor to the Trap Chamber (3).

Schemes and Trouble


Another narrow, irregular corridor leads out through the
Escape Door (5). If the Company explores the barrow while
the Elf-­wardens still use it as an outpost, the room contains
provisions, a bucket with a long rope for drawing water from THE SIEGE OF IAILECH
the well (6), several blankets, and a box filled with herbs and If this landmark is integrated into the Memories of Ancient
medicines. Wounds storyline, the Player-­heroes may find themselves
besieged in the barrow of Iailech alongside the Elf-­wardens
5. THE ESCAPE DOOR led by Glinnel (see page 65), or as members of a rescue
Concealed behind a rock, a wooden panel covered in moss party sent to relieve them. The Orcs establish their camp in
closes off a corridor leading to the Shelter (4). The back door the woods in front of the barrow’s entrance and post sentries
is situated on the southern side of the hill, nestled within a on top of the hill to guard the entrance to the well. Each
dark copse of pines. This concealed entrance remains hid- night, they attempt to storm the barrow.
den unless a Player-­hero specifically searches the woods south
of the hill. UNINVITED GUESTS
A party of Cave-­trolls has entered the barrow and taken ref-
6. THE WELL uge in its chambers. They have failed to discover the Shelter
A round room encircles a natural shaft that connects the top (4) and the Escape Door (5), instead settling in the Lair (2),
of the hill to an underground pool far below. From the out- where they have covered the entrance with a large stone. This
side, the entrance to the shaft appears as a hole surrounded by stone muffles the sound of the wind and provides them pro-
rocks and heather. Falling into the shaft and plunging down tection from any intruders.
to the shallow underground pool results in instant death. The The Player-­heroes may be tasked with dealing with the
walls of the chimney have been smoothed by millennia of rain problem, or even worse, they may find themselves in need
and are nearly impossible to climb from below. of shelter and discover that Iailech is already occupied by
On windy days, air entering through the top of the hill the monsters.
flows through the Trap Chamber and the Lair to the Sorcerer’s
Mouth, creating the eerie wail that gave birth to many stories. WHENEVER YOU OPEN YOUR BIG MOUTH
The well in the round room features a parapet carved with Stories of the horrors of the Wailinghole abound among the
images of trees and fields of wheat and barley. The gate lead- Hillmen of Rhudaur, but lately, a young bard named Cahir has
ing to the Tomb (7) was once closed by wooden doors, but been building his fortune on them. His “Ballad of the Wailing
they now rest on the frame despite their broken hinges. Sim- Spirits” has sent shivers down the spines of his audience, draw-
ply pulling them will cause the doors to fall forward, resulting ing crowds of young folks to taverns and common rooms in
in the rotten wood smashing loudly onto the floor. search of a thrill. Cahir has become incredibly popular, and now
young Hillmen dream of daring the Wailinghole to uncover the
7. THE TOMB golden hoard of Thalrond the sorcerer. After all, as the ballad
A square room with pillars contains a stone sepulchre at its claims, brave heroes only need to muffle their ears and wear a
centre, carved with scenes of lords and ladies feasting and talisman of hawthorn, juniper, and sage to confront the place.
hunting. The lid lies cracked on the ground, surrounded by The Elf-­wardens who have settled in the Wailinghole have
broken bones and bits of torn clothing, while the tomb itself been quite vexed by the recent wave of curious onlookers,
stands empty, having been plundered long ago. and they believe the best solution would be to dissuade Cahir
from singing about the barrow. Can the Player-­heroes be of
A LORE roll while examining the chamber and its service in convincing him to cease his ballad and curb the
many inscriptions reveals that this was the tomb of growing interest in the place?

96
L andmarks

The Winter-horn
“There was a terrible storm; the stone-­giants were out hurling rocks.”

RUMOUR was heart-­broken, but there was little he could do besides


“The Winter-­horn is blowing! The Men of the Anduin Vale say that venting his anger on the Goblins, who retreated into the
the last time its sound was heard on the High Pass was more than safety of their caves.
fifty years ago, when white wolves came down from the North into The Winter-­horn was deserted for centuries, and Blaest
Eriador answering the call. The Elves of Rivendell remember it too, remained alone for many mortal lifetimes. Deprived of the com-
and the snowslides and snowstorms which followed its grim song. pany of living beings for so long, Blaest fell back to adopting
But who is blowing it, and why, no one knows.” the strange and capricious ways of nature spirits, shifting mood
with the seasons, from the brightest joy to the darkest despair.
OLD LORE In the winter of 2911, Blaest unleashed his strength in
“All the Elves and the oldest among Men remember that the onset a tempestuous burst. It was the year of the Fell Winter, the
of the Fell Winter of the year 2911 was marked by exceptional cruellest season in living memory. By the arrival of spring, as
thunderstorms and by frequent battles among the Stone-­giants. The the snows melted, swelling the rivers and flooding the plains
Mountains echoed with a deep, booming sound for many weeks, but below, Blaest finally became dormant, exhausted. He awoke
none could find its origin.” again more than fifty years later, in the year 2965, to a deep,
melancholic mood.

Background
At the onset of winter, the mournful song of Blaest echoes
through the region, carried by the winds blowing through the
The folk of Eriador have many stories about the Winter-­horn, Winter-­horn — a sound as fair as the snow upon the moun-
whose deep sound echoes among the Mountains to announce tain, but promising to become as dreadful as the thunder
hardships and disasters. Contrary to what legends hold to be and the lightning.
true, the Winter-­horn is not a magical object, but a place. It’s If Blaest is not stopped, his voice will drive the Stone-­
a small dale, hidden among the peaks above the High Pass, giants to a thunderous wrath, unleashing terrible storms upon
and shaped like a horn. A long time ago it was inhabited by northern Eriador.
an ancient folk, who retired there to find sanctuary from the
Stone-­giants of the Misty Mountains. They did so not only The Winter-­horn can be integrated into the Perils of
because the dale was sheltered and remote, but also because the Last Road storyline as part of the schemes of the
the Giants seemed to shun it. In time, the wisest among them unhoused Elf Morlhoss (see page 59). If that is the
discovered that the winds blowing through the small valley case, he is the force that drives Blaest to unleash his
made a sound that the Giants found intolerable. wrath, inundating him with dark whispers and dreams
What they didn’t know was that what kept the Giants at bay of despair.
was not just the wind, but rather the song of Blaest, a Frost-­

ocations
spirit, a winter entity protecting the dale. Showing himself
rarely, Blaest was described by those who encountered him L

as a young man with snow-­white hair, capable of turning into As the Company climbs towards the High Pass, the terrain
a great White Wolf. Ignoring his role in defending the dale, rises steadily, occasionally punctuated by hollows and steep
the Mountain-­folk interpreted his appearance as simply as inclines. Gradually, the presence of trees diminishes, and
the herald of winter, and adopted him as the protagonist of their trunks become gnarled and twisted. With the passing
many of their tales. of the hours the sunlight dims, transforming the afternoon
In time, the ancient Mountain-­folk abandoned the dale, into a serene autumn evening. If they raise their gaze, they
chased away by the arrival of Orcs and Goblins that were not are gifted with a breathtaking sight not far ahead — the snow-­
deterred in their raids by the song of Blaest. What remains capped peaks glow with a rosy hue, illuminated by the setting
today of that forgotten people are scattered standing stones sun against the chilly, grey eastern sky.
and enigmatic petroglyphs inside caverns in the vicinity of As they venture onward, the trees dwindle further, and the
the High Pass. Blaest, who had learned to love them dearly, path snakes among scattered rocks at the base of towering crags.

97
CHAPTER 3

SEARCHING FOR THE WINTER-­H ORN for example) determines that the statuette was made
The sound of the Winter-­horn can be easily heard all by a forgotten Mountain-­folk (the figurine represents a
around the High Pass, from the foothills of the moun- Stone-­herder, see page 100).
tains, but its origin can be elusive, making it difficult to
trace for those who attempt to follow it. THE PASSING GIANT: The Company encounters a Giant
in the foothills of the mountains, an altitude where such
A Magical Success using AWARENESS allows the an encounter is unheard of. If it is during the day, the
Player-­h eroes to perceive a wondrous voice Giant is first spied from a distance, as it walks ponder-
singing, mingled with the wind. ously across a lower dale, completely hidden by a mist
or cloud, but getting closer quickly.
If the Player-­heroes are actively looking for the Winter-­ If the encounter happens by night (for example, as
horn, Lore­masters can introduce the following events they sleep in the Shepherd’s Cabin), then the Company
as they best see fit. In general, the Player-­heroes have is alerted by the sound of ponderous footsteps getting
several chances to witness an unusual Giant activity — closer and closer, heard above the din of a thunder-
smashed trees, huge footprints, the distant sound of rock- storm. If they don’t get away fast, the Giant will trample
slides that seem to be followed by deep rumblings, eerily their camp (or flatten the cabin) without noticing their
similar to animalistic sounds. Additionally, as the days presence, and continue walking amid bowel-­shaking
pass the weather worsens, dark clouds gather from the snorts and grunts coming from high above, where its
east, and the rumbling of thunder is heard getting closer. head should be.

T H E S H E P H E R D’S C A B I N: Depending on the circum- THE SNOW-­W OLF: The Player-­heroes are engulfed by a
stances, the Player-­heroes can either find shelter in the sudden snowstorm. As they struggle against the biting
cabin and then witness the passage of a Stone-­giant in cold, they notice that a white wolf is observing them,
the night, or can stumble upon the flattened remains keeping its distance (a roll of HUNTING indicates that such
of the cabin, once a Giant has passed by there already. an animal is a very unusual sight in the mountains).
The cabin, flattened or still standing, is a simple If the Company doesn’t act aggressive, the wolf seems
wooden hut, built to give shelter to a shepherd and part to want to be followed, first getting closer, then running
of a herd. What’s inside is easily accounted for (some away. If the Player-­heroes follow, the beast leads them to
searching is required if the hut is destroyed) — some food a hidden cavern, where they find refuge from the storm.
in the form of sheep or goat cheese, some old bread, a The walls of the cavern are painted with many col-
few rusted utensils, and a small stone figurine. ourful images and petroglyphs, the work of the ancient
The figurine is of Mannish make, and represents a Mountain-­folk. Among scenes of hunting, some images
crude man-­like creature, with short legs and stubby arms, show wise men and women interacting with strange,
and a large head without a neck. It seems very ancient tall creatures seemingly made of stone (see The Stone-­
— a LORE roll (or a Magical Result, obtained using RIDDLE herders, on page 100).

1. THE VALLEY’S DOOR over with grass and trees, walled on all sides by sheer walls of
The winding path leads them to a point where a rock wall black stone. A swift stream, dark and green, runs through the
appears to be barring their progress. Here, the path seam- vale, sometimes through its heart, sometimes lapping the fur-
lessly transitions into a narrow passage instead, cutting diag- ther rock wall. It is quite clear that this secluded valley rarely wit-
onally through the imposing rock formation. The path has nesses the warm touch of sunlight throughout much of the year.
been clearly shaped and maintained by human intervention.
As they advance through the passage, the rocks on their 2. THE POOL
left gradually recede, creating an opening that allows them A shallow pool lies at the foot of the Valley’s Door. In autumn,
to peer over and glimpse the terrain below. the pool becomes covered in ice and snow, making walking
Beneath them lies a narrow, curving valley, horn-­shaped and on it dangerous, as travellers risk plunging through the thin
covered in snow. Under the white blanket, the dale is grown ice into the frigid waters.

98
L andmarks

THE WINTER-HORN

4
5 3

6 2

Player-­heroes observing the frozen surface of the pool 5. THE PIPE


and succeeding at an AWARENESS roll can see the ethe- The swift stream running through the dale eventually carves
real form of Blaest, as if it were hovering around them. a deep gorge, where the rock walls of the Winter-­horn get
closest. Here, the sound of the wind carrying the song of
3. THE GLADE Blaest is multiplied, reaching the volume that makes it audi-
Here a small clearing emerges, enclosed by a dense ring of ble across the High Pass.
towering trees. Above, the sky holds a gentle glow, differ-
ing from the light that is appropriate to the time of the day 6. THE RAVINE
when the Company enters the clearing — it is as if its radi- As the stream continues its course, it becomes hemmed in a
ance belongs to a fading memory of yesterday, or maybe to narrow passage among tall rock faces. Here, the sound of the
a beckoning promise of tomorrow. running waters echoes against the sheer walls of the ravine.
It is here that the Company encounters Blaest for the first If the Player-­heroes reach this far along the watercourse,
time, either as he sings while treading lightly on the snow-­ they may make a grisly discovery: at the bottom of the ravine
covered ground, or as he is being shackled by Morgur and lie the bones of a tall woman, carrying a large hunting horn.
his Goblins (see Schemes and Troubles, below). If they inspect the remains, they find she had been clad in
rich furs. Her belt is adorned with gold and garnets, her wrist
4. THE RUINS wound with silver bracelets, and the richly decorated helm
Scattered among the dale and among the snow-­laden trees upon her bony head lies facing downward on the ground.
are the ruins of broken stones and monoliths, remnants of She was clearly a warrior from the Anduin Vale, a denizen
the dwellings and holy places of the ancient Mountain-­folk. of Firienseld, the Hall of the Woodmen on the other side of
These weathered ruins, adorned with ancient petroglyphs, the Misty Mountains. What will the Company do with this
hold echoes of a forgotten era. discovery? (see The Horn of Echoes, on page 100).

99
CHAPTER 3

Schemes and Trouble When the encounter is over, the Stone-­herders leave,
again as if disappearing in the night or mist. They leave
THE STONE-HERDERS behind a stone dagger, not much more than a sharpened
The Stone-­herders have dwelt on the Misty Mountains for splinter of rock (see Blaest, the Frost-­spirit).
countless ages. Related to the Stone-­giants, they are Man-­
shaped, yet greater (at least ten feet high). Their craggy skin THE STONE-GIANTS
looks like weathered rock, and they have short limbs and The Stone-­giants are among the most formidable creatures that
hardly any neck. When they are awake they open little black, can be encountered in Middle-­earth. They are hewn from the
deep-­set eyes. They possess a profound understanding of their very stone of the mountains themselves, and their immense
colossal brethren, and act as their caretakers. bodies look rugged and craggy, as if sculpted by the forces of
Rarely seen by outsiders, the Stone-­herders appear when nature over countless ages. They are living mountains, an awe-­
the balance of their world is threatened, and intervene inspiring sight to behold. Their movements are slow, echoing
to safeguard the Stone-­giants and restore harmony to the the rhythm of the mountains, and their footsteps cause the
Misty Mountains. Should they choose to encounter some- ground to tremble. They are incredibly strong, as they are
one, they will do so at night. A dozen of them seem to capable of hurling boulders of huge size over great distances.
simply appear, as if they just animated boulders that were The Stone-­giants are often indifferent and unconcerned
already there. Their voices emerge from the ground itself, with the world of smaller creatures. They engage in their own
and travel along the legs of listeners, resounding in their mysterious activities, seemingly detached from the affairs of
belly. They never speak as individuals, always referring to the realms below. Unfortunately, some of their actions, such
themselves as ‘we’, and never give any names. If angered as playing games by throwing rocks, can be lethal for those
they attack, making the very ground shake, and causing caught in their vicinity.
lethal rockslides. They cannot be harmed by normal means, Legends and tales whisper of ancient ties between the
and won’t attack directly. Stone-­giants and the very heart of the Misty Mountains, as if
The Stone-­herders’ lore runs deep and their knowledge they were the guardians of the range itself. Others say that
of the mountains’ secrets would make them invaluable allies the heart of the Stone-­giants is rotten, and that they are ulti-
if someone were fortunate enough to earn their trust. Once, mately evil, as they partake of the very nature of Arda marred,
they were respected by the Mountain-­folk, who didn’t worship tainted by Morgoth in ages past.
them but knew how not to rouse their wrath. They ignored Luckily for the denizens of the Misty Mountains and all Eri-
the existence of Dwarves, as they do not care for anything ador, the Stone-­herders have been watching the Stone-­giants
that lives under the surface. for centuries, and are now labouring actively to send them into
a long sleep. For they have perceived that a great war is coming,
AN UNEXPECTED ENCOUNTER: The Player-­heroes may meet and that the Dark Lord Sauron might succeed in harnessing
the Stone-­herders if they take the stone figurine from the the strength of the Stone-­giants and put them to his service.
Shepherd’s Cabin (see page 98), if they follow the snow-­wolf
and find shelter in the cavern (see page 98), or whenever THE HORN OF ECHOES
the Lore­master decides the encounter is warranted by the The dead woman in the ravine was called Adela, and she was
Company’s circumstances. a warrior of the Woodmen of Firienseld. She left her home
The encounter is not to be played necessarily as a Council, during the Fell Winter, fifty years ago, on a mission from her
as the Player-­heroes might have nothing to ask of the Stone-­ elders to stop the song of Blaest. To aid her, she carried the
herders. The creatures decided to reveal themselves to the Horn of Echoes, an ancient heirloom believed to possess
Company because they have heard about what they are look- magical properties that could help her accomplish her task.
ing for, and they want to make sure that they will eventually
shut the Winter-­horn, by any means.
The reason for their request is that they have been busy
in the last decades with putting the Stone-­giants to sleep, as
they fear the coming war will awaken their evil side (see The
Stone-­giants, below). The Winter-­horn threatens to rouse their
wrath again, as happened long ago.
Should the Player-­heroes have any requests, the Lore­
master can use the usual rules for Councils.

100
L andmarks

Unfortunately, when Adela arrived at the Winter-­horn, she BLAEST, THE FROST-SPIRIT
was too exhausted to withstand the strength of Blaest and Blaest is a Frost-­spirit, appearing as a young man of great
was killed by the Frost-­spirit before she could discover if the beauty or as a snow-­wolf, residing within the Winter-­horn dale.
horn might have availed her. His crystalline skin reflects the light that filters through the
If the Horn of Echoes is blown at the Pipe (5), its sound is frost-­laden trees, and his eyes are the colour of ancient ice.
multiplied a hundredfold, reaching an intensity that will cause As a local nature spirit, Blaest possesses an innate con-
a rockslide. If this happens, the shape of the Winter-­horn will nection to the elements, with frost trailing in his wake and
be altered, nullifying the effect of the song of Blaest. Eventu- snowflakes dancing at his command. When in his pres-
ally, this will cause the nature spirit to leave the valley forever. ence, the Player-­heroes feel energised, their fatigue leaving
Adela can recount her story herself: at night, the shade their bodies as if washed away by a stream of cold water. He
of the unfortunate woman may appear to the Company, urg- seems to be always singing, even when he’s just talking to
ing them to complete her mission and put an end to the the Player-­heroes.
song of Blaest. But Blaest is as treacherous as he is breathtaking, like the
surface of a frozen lake, and as capricious as the impersonal
The Horn of Echoes is a Wondrous Item, with Bless- forces of nature. The coming of a new Fell Winter is provoked
ings of HUNTING and AWE , believed to have been by his song, and he won’t stop for any reason, his voice rising
crafted by the Dwarves using the horn of a Dragon. in power as the days pass.

BLAEST ATTRIBUTE LEVEL


Indifferent, Primal
Blaest 6
ENDURANCE MIGHT R E S O LV E PA R R Y ARMOUR

30 2 6 — 3

COMBAT PROFICIENCIES: Bite (in snow-­wolf form) 3


(6/16, Pierce)

FELL ABILITIES: Disappear. Blaest can spend 1 Resolve to


turn invisible until he attacks. While invisible, AWARENESS ,
SCAN , and attack rolls against him lose (2d), while Blaest’s
attack rolls gain (2d) against Player-­heroes who cannot
see him. A Player-­hero who obtains a Magical success on
an AWARENESS or SCAN roll can see Blaest normally and
ignores all penalties for the rest of the fight.
Heartless. Blaest is not affected by the Intimidate
Foe combat task, unless a Magical success is obtained.
Frost Breath. Spend 1 Resolve to make one Player-­
hero suffer a Severe Endurance loss from extreme cold.
Shapeshift. Blaest can shapeshift into either a great
snow-­wolf or a young man.
Spirit. Spend 1 Resolve to cancel a Wound. When an
attack inflicts damage to the creature that would cause it
to go to zero Endurance, it causes a Piercing Blow instead.
Then, if the creature is still alive, its Endurance score is set
back at half its maximum rating. This ability is ineffective
against Player-­heroes wielding any magical weapon.

101
CHAPTER 3

GOBLIN TRACKERS
Someone else is looking for the Winter-­horn — Morgur, son
of Urgoth, is a tracker from Goblin-­town, renowned among
his fellow tribesmen as a relentless hunter. He is on a mission
Blaest haunts the Winter-­horn as an invisible spirit. He can to find the source of the sound that is making the Stone-­giants
be encountered in his physical wolf form anywhere in the so unusually active, for the last time it happened, more than
Winter-­horn, and exclusively at the Pool (2) in his human fifty years ago, the Giants slaughtered Goblins by the thou-
shape. He is likely to react aggressively to anyone he encoun- sands, obliterating their underground dens as easily as a child
ters in the dale. The Company’s motivations matter not to would crush an anthill.
Blaest — think of him as a mad child, content with playing Morgur is accompanied by his Goblin reavers, a band of
and singing all the time. veteran warriors experienced in fighting above and under the
♦ Blaest can be stopped by destroying his material form; mountains. They will travel underground whenever possible,
to do so, he must be attacked while visible in one of using all the secret tunnels dug by Dwarves and Goblins in
his physical manifestations. centuries of warfare, and come to the surface only at night.
♦ Altering the shape of the Winter-­horn would achieve If they encounter the Company, they will try to ambush them
the same result, forcing Blaest to leave. To accomplish or set clever traps along their path.
this, the Player-­heroes must blow the Horn of Echoes Morgur is an Orc-­chieftain, and his boys are a group of
in the Pipe (see page 101). Orc Guards (see The One Ring, page 150).

The Falls of Nimrodel


An Elven-­maid there was of old,
A shining star by day:
Her mantle white was hemmed with gold,
Her shoes of silver-­grey.

RUMOUR Background
“There was a time, long ago, when this watercourse marked one of The stream and waterfalls to the northwest of Lórien take
the loveliest places in Lórien. Many songs were composed about it, their name from one of the most graceful and lovely maidens
and the Silvan-­elves still sing them in memory of the light that once of the Wood-­elves to ever grace Middle-­earth — Nimrodel
shone on its falls and the golden flowers that floated in its foam. was her name, and she chose to build her home among the
There was peace back then, but all is dark now, and the Bridge of branches of a mallorn-­tree that grew near the falls. During
Nimrodel lies in ruins.” her time, this area was regarded as one of the most enchant-
ing and beautiful places in the region, and over the pass-
OLD LORE ing centuries, whatever name it once had was forgotten and
“Here it is where lived Nimrodel, King Amroth’s beloved, who hal- replaced with hers.
lowed the waters of the stream with her presence. For the Elves of At the old Bridge of Nimrodel, the Dwarves of Khazad-­
Lórien, the place represents the perfect harmony and happiness of dûm would come to trade with the Galadhrim, and the Elves
a past that may never return, for both Nimrodel and Amroth are would welcome them with songs and gifts. But then evil awoke
gone, and beyond the waters are only shadows. But the magic of in the Mountains; the bridge was cast down, and the stream
Nimrodel still lingers in the waters, and at times, by the light of the became the border with the Black Pit of Moria.
sun or the stars, one may recall what this place used to be.”

102
L andmarks

4 1

2
5

THE FALLS
OF NIMRODEL

L ocations
The source of the Nimrodel is found high in the Misty Moun-
tains, and its course runs through a deep dell into the forest Once, a stone bridge spanned the river, marking the for-
below. Its waters are swift and cold, tumbling down through mal border of the wood; by order of Celeborn, shortly after
many waterfalls until the stream joins the Silverlode. he became Lord of Lothlórien, it was dismantled along with
the paved road. A few large stones can be seen emerging from
1. THE MORIA ROAD the riverbed when the flow is weaker.
A road paved with white stones that shone under the sun and
moon once connected Cerin Amroth with the Eastern Gates
of Khazad-­dûm. King Amroth ordered its construction to seal
his friendship with the Dwarves, and for many years, the two
peoples used it to stay in contact. THE ENCHANTMENT OF NIMRODEL
Since the fall of Moria, the road beyond the river has Part of the enchantment of Nimrodel brings heal-
never been repaired, and now its stones are broken or cov- ing to the weary. Whoever descends the deep-­
ered with grass; nevertheless, they still clearly mark the way cloven banks to bathe their feet in the cold waters
to the Black Pit. To the south of the river, the road has been of the stream will feel the burdens of travel and all
dismantled, leaving only a path, often buried in fallen leaves. weariness wash away, enjoying all the benefits of a
Prolonged Rest in a sheltered and safe refuge. This
2. THE FORD can be done only once every Adventuring Phase.
Shortly before the Nimrodel merges with the Silverlode, its In contrast, fell creatures and servants of the
flow widens and slows among the rocks. Though the waters Enemy find the stream to be ice-­cold and will
remain exceedingly cold, crossing the stream is not difficult avoid entering its waters at all costs.
in any season; yet, in late spring, it may rise to two feet high
from the melting snow in the Mountains.

103
CHAPTER 3

3. FLETS OF THE ELF-WARDENS Schemes and Trouble


The area south of the fords is scattered with flets used by
the wardens to watch the borders. These outposts are simple SAFE BEYOND THE WATERS
platforms equipped with wind-­screens, yet they are plentiful. The Player-­heroes are fleeing from Moria or the Redhorn
The Elves move between them with ease, leaping from tree to Pass, pursued by a powerful foe. Safety surely lies beyond
tree or crossing temporary rope bridges, ensuring that their the Nimrodel, but as they cross, they find that their enemy is
movements remain concealed from those below. unwilling to relent. The intervention of Elf-­wardens, shooting
from the treetops, proves insufficient to halt the adversary,
4. THE WATERFALLS and the Company must make a stand in the hope that rein-
The Nimrodel flows through several waterfalls along its course, forcements will arrive soon.
but the largest and most beautiful are located about a mile Alternatively, if the Player-­heroes are familiar with Lórien,
upstream from the ford. The waters plunge from a quiet, they may be offered the chance to climb up to the flets of
shimmering pool into another foamy basin below. The spray the Elf-­wardens using rope ladders — if they can manage
cools the surrounding air in summer, and when the sun shines, to climb quickly enough. After the enemy is driven away or
it glimmers with entrancing rainbows. The roaring sound of defeated, the Company must answer to the wardens for bring-
the falls is echoed by the trees and rocky banks, carrying for ing foes into Lothlórien and explain their business in the
miles. The Elves tell of how, when spring is in the air, the echo Golden Wood.
of Nimrodel’s songs can still be heard, and when the wind
blows from the south, the call of Amroth rises from the Sea. THE BLACK DEER
A deer with a jet-­black coat, golden horns and eyes, is a won-
To behold the falls of Nimrodel is a delight for the der seldom witnessed. Yet, this majestic buck has been spotted
heart, and any attempt at SONG rolls in this place is in the Eryn Fairnin, drinking by the Falls of Nimrodel and
sure to be Inspired. leaping from cliff to cliff. Hunters who have tried to catch it
have all failed, and many swear that this must be an enchanted
In the past, the Falls of Nimrodel were among the most cher- beast, perhaps even a malicious one, for more than one who
ished places of the Galadhrim, who would often come here to gave chase has been lured to a dangerous tumble down a
sing and play. However, the sorrow over the loss of Nimrodel crag or over a ridge.
keeps most of them away these days. If the Player-­heroes visit, The beast is sly and swift, and hunting it may be a task
they are likely to find the place utterly deserted, save for the imposed on the Player-­heroes from the Lord of the Golden
songs of birds and the movements of beasts. Wood — or someone else whose assistance they require. Alter-
natively, the Company may choose to hunt the beast of their
own accord, drawn by the sheer glory of the pursuit. Whatever
their reason, they are about to discover that the Black Deer
of Nimrodel is more than a match for their skills.

THE DANCE OF THE UNHOUSED


Not all the spirits of the Elves heed the summons of Man-
dos; a few, particularly the older Wood-­elves who lived in
5. THE TREE OF NIMRODEL Lindórenand before the arrival of the West-­elves, are too
At the centre of a glade lies the dried, empty trunk of a mal- attached to their woods to forsake them. By night, they gather
lorn of great girth. It was high among the upper branches of invisibly around the Tree of Nimrodel to dance and relive the
this tree that Nimrodel set her dwelling, long ago. From there, memories of a happier past. However, they are not fond of the
she could gaze over the waterfalls and enjoy a clear view of the living and will drive away outsiders with eerie illusions. The
mountains and the entire valley of Lórinand. However, after Player-­heroes might be tasked with pacifying these spirits, as
she departed, the mallorn withered, until it was broken and the Wood-­elves seek no quarrel with those they once knew,
cast down by a storm coming from the Mountains. or perhaps they must speak with one spirit in particular, who
Still, from time to time, the Galadhrim visit the fallen tree, holds a crucial piece of information needed to complete a
leaving crowns of mallorn flowers by its roots to honour the quest. In either case, the Player-­heroes must join the Dance
memory of Nimrodel and her songs. of the Unhoused.

104
L andmarks

The Ruins of Dwarferry


“In these evil days folk do not dwell by the River or ride often to its shores.
Anduin is wide, yet the orcs can shoot their arrows far across the stream; and
of late, it is said, they have dared to cross the water and raid […]”

RUMOUR Background
“There’s a point north of the Golden Wood where the western bank of The ruins of Dwarferry are so worn down and overgrown that
the Great River rises, and its course bends to the east. There, you’ll they are difficult to spot from a distance. Yet up close, the
see stone ruins atop the rise. Some say it was a town inhabited by dilapidated buildings reveal the majesty of the era in which
Dwarves, Men, and all sorts of folk, and that a ferry was used to they were constructed. At its height, Dwarferry was protected
cross the river there. Now, something lurks among those stones, and it by a sturdy stone wall with a gatehouse, encircling several
isn’t friendly. The place is cursed — whether by Elf magic, a hex from stables and warehouses. A ferry provided passage across the
the Mountain-­goblins, or sorcery from Mirkwood, I don’t know.” Anduin, while several piers offered docking space for the
barges that traded along the Great River. Nowadays, all trace
OLD LORE of the presence of Men has been cancelled, but the stones of
“Before the fall of Moria, a Dwarf-­road began at the gates of Khazad-­ the Dwarves proudly defy the passage of centuries.
dûm and ran north to the crossing of the Anduin where the Great Dwarferry marks one of the easiest crossings of the
Bridge spanned its waters. From there, the road continued eastward Anduin for many miles, a fact well known to the Galadhrim.
through Greenwood and beyond. However, not all travellers went They maintain a permanent garrison in the ruins, leaving
that way; the inhabitants of Dwarrowhall favoured another path travellers undisturbed but taking swift action if servants of the
that followed the northern borders of Lórien to reach the banks Enemy approach. However, Dwarferry lies too far from the
of the Anduin, where lay the Dwarferry — known to the Elves eaves of the Golden Wood, making it difficult for the Elves
as Nauglang. When the Dwarves abandoned the Mountains, the to defend it should the Enemy launch a determined attack.
road and ferry saw fewer travellers, until no one remained worth

ocations
mentioning. Yet, the bend in the river slows the current, making it
easier for wanderers to ford.” L

Dwarferry lies on the western bank of the Anduin, with the


ruins perched atop a high bank and the crossing point below,
situated between two pebble beaches. The Northern Fences
of Lothlórien are located about 15 miles to the south.
DWARROWHALL
The land north of Lórien, the Fortalf (see page 1. THE OLD DWARF-ROAD
43), was once the granary of Khazad-­dûm. Many Few traces of the Dwarf-­road survive from the days of Khazad-­
Northmen toiled as tillers and herdsmen, pro- dûm, although a traveller may occasionally stumble upon an
viding sustenance to the Dwarves in exchange oddly straight ridge in the wilderness and follow it for a time.
for their expertise as builders, smiths, and min- Once, several farmsteads dotted the path, but they have long
ers. They lived in scattered homesteads until the since vanished, leaving behind only a few remnants such as
Dwarves helped them establish a town in a moun- tumbled walls and stone troughs used for watering ponies.
tain fold, which came to be known as Dwarrowhall. The road reaches the west gate of Dwarferry passing
In the years following the fall of the mines, through a grove of trees.
both the town and most surrounding farms were
abandoned. With Khazad-­d ûm deserted, the 2. THE WESTERN GROVE
Northman farmers lost their market, and their num- Immediately west of the ruins lies a small grove of trees. The
bers dwindled as many ventured east and north road passes through it, shaded by oaks and poplars, but in
in search of new homes. summer, brambles make passage difficult. This grove is an
excellent place for an ambush, and travelling companies
should keep their eyes open.

105
CHAPTER 3

2
4

5
6

THE RUINS
OF DWARFERRY

Exploring the grove reveals many traces of ancient wooden 7


structures, along with ruined tools and broken clay jars, for
this was once the dwelling place of the Men of Dwarferry.

3. THE WALLS
The walls of Dwarferry still stand, despite a few holes here
and there. They are overgrown with vegetation, and stones
are likely to become dislodged if someone attempts to climb
them. If someone were to find themselves besieged here, the
walls would provide excellent defence, as the gaps in the In the middle of what used to be the stables stands the
encircling fence are effectively blocked by thorny bushes. The stump of a great oak tree, its bark etched with many crude
easiest access points are the west gate, now an empty, doorless marks, some recent and some old. These marks were made
arch, and the east gate, which opens under the Gatehouse. by Orcs, marking their passage through Dwarferry.

4. THE RUINED INN 5. THE INNER COURT


The only building, besides the Gatehouse, to retain a sem- A large space, paved with broken cobbles, has been cleared of
blance of its former self after a thousand years is the old rubble and vegetation fairly recently. Amid the stalks of grass
inn. It is easily identified by the Dwarven symbols for “tavern” already sprouting between the stones, one can find the ashes
carved into its granite doorposts. This venue once housed of campfires. This was once the inner court of Dwarferry, and
and fed travellers, while their steeds were cared for in wide it is a spot favoured by passing travellers — and Orcs. At the
stables on the opposite side of the settlement. Although the centre of the court is an old well, now reduced to a hole in the
building retains its lower walls, the roof and upper floors have ground covered by broken boards; with a bucket and a rope
collapsed, leaving the floor covered with rubble and broken long enough, fresh water can still be drawn from its depths.
tiles, now overgrown with grass and the occasional shrub.
Searching through the ruins yields plenty of broken table- 6. THE GATEHOUSE
ware and assorted rusty tools, but a thorough examination Even in its decay, the gatehouse of Dwarferry still towers above
reveals a concealed trapdoor leading to the old cellars. These the rest of the ruins, a testament to the skill of Dwarvish
underground chambers are used by the Elf-­wardens of Lórien masons. Originally a three-­story structure, the roof and top
to stock supplies and can serve as a perfect place to rest, safe floor have collapsed, leaving a wide gap open on the second
from unwanted attention — unless the wardens themselves floor. The first floor has been occasionally occupied by Orcs,
happen to be in the area. who have defaced its walls with idle scrawls and foul symbols.

106
L andmarks

The ground floor, where the east gate opens, remains in seek to gather as much information from the Company as
good condition, although the doors and portcullis are missing. possible before leaving. If the Player-­heroes fail to gain infor-
The passage is lined with murder holes above. A trapdoor in mation from them, they risk being ambushed by a vanguard
one of the side rooms once provided access to vast under- of Warg-­riders.
ground chambers that were occupied by the Dwarf garrison.
This space had its own well for water and was connected to a THE LEOFRINGS
secret tunnel leading to the eastern slope. To prevent outsid- The Company enters Dwarferry to find a group of men
ers from occupying it, the Galadhrim have blocked the trap- camped in the Inner Court. They are Northmen who iden-
door with rubble and earth, sealed the well, and collapsed the tify themselves as Leofrings. Although they act friendly, they
exit tunnel. However, every now and then, Orcs still attempt look dangerous. They welcome the Company to join them
to reclaim these rooms for their own use. for a meal and share tales.
If the Player-­heroes win their trust, their leader, Red-
7. THE FERRY noth, may confess that they have recently entered the region
A number of wooden structures once serviced the ferry but from the north, having been accused of “unjust charges,”
have long since disappeared, washed away by the flooding of and are now seeking adventure. However, the men are, in
the Anduin. A search through the mud and pebbles of the truth, brigands whose activities have earned them the enmity
riverbank can reveal the broken pieces of a fallen column: the of the Beornings. Rednoth harbours a dream of entering
Pillar of Durin III. Along its length, the Dwarves recorded the Moria in search of treasure, yet they are likely to rob any-
levels reached by the Anduin during floods, taking pride in one they encounter — provided the risk does not outweigh
the column’s ability to withstand them. Sadly, the monument the reward.
was toppled by Orcs, and it fell into the river along with the
statue of the Dwarf-­king that once graced its top.
Rednoth the Red
Schemes and Trouble
A large, blonde-­haired, red-­bearded Northman, Rednoth
is not inherently evil, but he suffers from an extremely vol-
atile temper. He presents himself as a peaceful, kind man
THE MESSENGER OF DOL GULDUR who respects all creatures — refusing to consume meat
The Company has been watching a solitary Orc who crossed — and places great importance on manners and honesty.
the river on a raft and is now hiding in Dwarferry. His name However, if he feels threatened or deceived, he is likely
is Budagh, one of the most trusted messengers of Dol Gul- to spiral into a murderous frenzy, a sight that a couple of
dur. He carries a message for Har the Dwarf (see Moria: his men have already witnessed, leaving them terrified
Through the Doors of Durin, page 122). The letter is written in to contradict him.
the Black Speech of Mordor and bears the seal of the Lidless Wanted for several killings in the north, Rednoth
Eye. Budagh has been ordered to deliver the message and maintains his innocence and firmly believes he is a moral
wait for a reply before returning to his Master. example destined to guide others toward a better and
Cunning and entirely focused on his mission, Budagh more wholesome life. If he perceives the Player-­heroes
will not risk capture merely to harm his pursuers. He carries as “decent folks,” he will propose that they enter Moria
a vial of poison; if trapped, he will attempt to destroy the let- together. Yet once inside, he will not hesitate to send
ters before drinking from the vial. them ahead to scout for traps. Should Rednoth become
embroiled in a heated argument, there is a chance he
AN ILL-TIMED MEETING will enter what he calls his “Red Anger,” with a strong
As the Company passes through Dwarferry, they find them- headache serving as the first warning sign of his impend-
selves surrounded by Elf-­wardens who question them about ing rage.
their business in these lands. The wardens are clearly on edge Rednoth has the stats of a Southerner Champion (see
and in no mood for friendly conversation; they need to ascer- The One Ring, page 146), while his men are Southerner
tain whether the newcomers are foes, potential allies, or sim- Raiders. If they smell defeat, they will immediately turn
ply wanderers. on their leader, blaming all their former crimes on his
Unbeknownst to the Company, Orcs have been gathering bullying.
in the Fortalf and on the eastern bank, and they may soon
make their way to the ruins of Dwarferry. The wardens will

107
CHAPTER 3

The Singing Stones


“…the Elves of this land were of a race strange to us of the silvan folk, and the trees and the grass
do not now remember them: Only I hear the stones lament them: deep they delved us, fair they wrought us,
high they builded us; but they are gone. They are gone. They sought the Havens long ago.”

RUMOUR Mountains. He called it Tarridhas, and the woods surround-


“There are stones on a hill in Hollin that harken back to the lost ing it were his gardens and fields, alive with Elven songs and
realm of Eregion. They are older than the ruins of Deadmen’s Dike laughter. However, when Sauron came to Eregion, Tarridhas
or the cities of Gondor, and the Elves who once dwelt there are long met the same fate as the rest of the region, leaving only the
gone. Yet, some of their magic lingers, perhaps as a memory; for echoes of those songs and laughter to linger, resounding
when travellers rest there, they often experience peaceful nights and among the tumbled stones.
beautiful dreams, and evil things will not disturb them.” Since then, Tarridhas has become merely a name found
in chronicles or maps forgotten in the libraries of Rivendell
OLD LORE or the Grey Havens. To everyone else, the ruins of the man-
“The Singing Stones are likely the remnants of a lordly mansion, built sion of Haernil are known as the Singing Stones, for whoever
by an Elf noble who, like many others, chose to live away from the sleeps there will hear a song — sad yet hopeful — whose mem-
bustle of the cities of Eregion, exploring the wild hills and valleys in ory will soon fade away once the sleeper awakens.
the shadow of the Mountains. However, even these remote sanctu-

ocations
aries could not escape the war, and Sauron laid waste to the coun-
tryside in the same manner as he did the cities of the Elven-­smiths.” L

The ruins of Tarridhas sit atop a ridge at the end of a spur of

Background
the Misty Mountains that juts west into Hollin. The Singing
Stones can only be discovered if the Player-­heroes are actively
In the land of Hollin, there once existed a great realm of seeking a vantage point to scan the surrounding lands.
Elves who cherished skill and beauty above all else. Among
them was Celebrimbor, the greatest of the jewelsmiths of the Alternatively, the Lore­master may allow the Company
Noldor. He forged the Three Rings of Power — the most mag- to chance upon the ruins as part of a Joyful Sight event
nificent and tragic of all artefacts crafted by the Eldar since while journeying through Eregion.
the breaking of Thangorodrim — and he refused to bring
them under the control of Sauron and his Ruling Ring. For At the foot of the ridge, among the trees of a dense wood,
this defiance, Sauron waged war against Eregion, destroying the remains of what was once a thriving farming community
it, slaying its inhabitants, or forcing them into exile. can be found. The settlement was extensive, and traces of
Haernil was an Elf-­lord of Eregion, and he lived in a man- stone paths and stairs are still visible among the roots and
sion he raised in the foothills of the Hithaeglir, the Misty undergrowth.

1. THE LOST COTTAGES


The bottom of the valley south of the ridge was once covered
with fields of wheat and barley, as well as orchards of apple
THE SONG OF TARRIDHAS and pear trees. Here, in stone cottages, lived the Elven farm-
Player-­heroes sleeping among the ruins of Tar- ers and those who tended the horses and sheep.
ridhas dream of singing a song they never heard Today, all that remains of their homes are the outlines of
before, and that they forget immediately upon the walls and a collapsed well, surrounded by oaks and holly
awakening. Some say that the dreams are the trees. A wide variety of game can be encountered in this area,
memories of the stones of the long-­gone mansion, among the shrubs of wild, edible berries. From here, a road
remembering the songs of the Elves of Eregion. paved with stone tiles leads north, up the ridge.

108
L andmarks

2. THE VINEYARDS
The paved road winds up the slope in wide bends, weaving
among ancient trees and the outlines of stone houses. On
this southerly, sun-­bathed slope, the Elves of Tarridhas once
cultivated their vineyards. Though they were destroyed in
the war, a thorough search may reveal wild grapes clinging to
tree trunks — descendants of the original vines that sprouted
from half-­burned roots or scattered seeds.
Here once lived Gwesanor, the Winemaker of Rivendell
(see The Vineyards of Glauria, page 91).

3. THE MANSION
The top of the ridge is a flat rise where the ruins of the man-
sion of Tarridhas can be found beneath great and ancient
holly trees. Of the original building and round tower built
by Haernil, only tumbled walls remain, but an ancient well,
filled by the invading Orcs long ago, has been restored and
now provides fresh water.
A quick scan of the area reveals that someone visits this
place from time to time, as a great bas-­relief carved into the
rock face of the ridge behind the mansion has been cleared of
the many vines that once obstructed it, and new flowers have
been planted at its base. The carving appears very ancient and
depicts what looks like an Elf-­woman with exceptionally long
hair, adorned with flowers and fruits in her hair. Elves may
recognize her as the Queen of the Earth, the Vala known as
the Giver of Fruits.

THE SINGING
STONES
3

109
CHAPTER 3

If the Company spends some time searching among the find the treasures. Whoever discovers the hidden items first
stones and wildflowers that are abundant here, they may will become their new owner.
discover an old wooden door lacking a lock or handle. The
door is enchanted, and will only open at the Elvish com- The Lore­master can run the game using a mix of
mand “Edro!” (“Open!”). The door guards a cellar stocked real clues and rolls on RIDDLE and SCAN , but the
with jars of preserved food, blankets, cups, dishes, and fire- Elves are likely to complicate matters with a generous
wood, along with a bucket and a chain for drawing water dose of teasing, witty jokes, and playful pranks, often
from a well opening on the floor. Stones in the walls start directed at each other or at the expense of the most
to glow with a soft but steady light when someone enters sensitive mortals. The final prizes may vary widely,
the cellar, brightening the room sufficiently. This shelter is ranging from valuable items of Elvish craftsmanship
used by the Wandering Companies and the Elves travelling to pretty yet useless trinkets, which may themselves
to the Grey Havens. be part of the jest.

4. THE NORTHERN TERRACE THE LAST PILGRIM’S MESSAGE


A small stone path descends along the northern slope of the As they camp among the Stones, the Company discovers a
ridge. Beneath the shade of sparse trees, an extraordinary message freshly scratched with a piece of charcoal on a rock:
variety of wildflowers blooms in early summer. No dwellings
were ever built in this area, but carved stone seats, covered “To whomever reads this, I am the last of my Company. We
in moss and dirt, still remain, arranged so that anyone who were waylaid by Orcs on the Redhorn Pass. I have escaped,
sits upon them can enjoy the beautiful view. but they are after me. I am headed towards Imladris, but
I am wounded. I fear they will catch up with me before I
5. THE WESTERN GARDENS arrive. If you read this, remember my name, and mourn me
A stone path descends westward along the top of the ridge and my companions.
until it ascends again to reach the final rise, the very end of — Daedhel of Lórien.”
the spur extending west from the Mountains. A circle of bro-
ken pillars stands at its farthest edge. Night is falling, and as the stars begin to shine, the Company
Here, once, were beautiful gardens where the Elves cul- hears the distant screams of Goblins approaching from the
tivated a great variety of plants, some imported from distant south. The Orcs will reach the Singing Stones tonight, and
lands. Today, a single, monumental holly tree with a trunk the Player-­heroes must prepare to defend themselves among
over five feet wide rises against the sky, a survivor of the war the ruins.
against Sauron. Elf-­lords of the Wandering Companies often Should the Player-­heroes follow the trail of the pilgrim
come here to honour the ancient tree when they camp on who was here the previous night and succeed, they may find
the ridge. Daedhel and escort him to Rivendell, where he will share
his tale of woe.
While most of the rare flowers and herbs cultivated
here are lost, a few have survived and can be found This scheme can be linked with both Perils of the Last
in little corners, so that anyone attempting a HEAL- Road and Memories of Ancient Wounds storylines.
ING roll gains (1d).
THE LAST HEARTFLOWER EAST OF THE SEA

Schemes and Trouble


As Elrond treats a poisoned patient, Erestor recalls an ancient
antidote recipe that, alas, requires a bud of Borhûnnoth, also
known as the Heartflower, a native plant from the Blessed
A TREASURE HUNT WITH THE ELVES Realm. Once cultivated in a few physic gardens, this tall plant
While the Player-­heroes rest among the Singing Stones, a with large, vermilion heart-­shaped buds is now extinct.
company of pilgrims heading west comes upon them. If the According to Erestor, the last place it was grown was in
heroes can impress the Elves as agreeable companions, the the gardens of Tarridhas. Could some Heartflower still bloom
Elves will invite them to join a game they have been plan- in the hidden gardens, nestled in the shade of the holly
ning. The Elves have hidden some personal items, which trees? It is a dim hope, but someone must ride like the wind
they will not need to carry into the Uttermost West, around and search for it, hoping to return in time with the rare and
the ruins and offer the other players a riddle to help them precious bud.

110
L andmarks

The Hollow Wood


“For the moment there was no whispering or movement among the branches;
but they all got an uncomfortable feeling that they were being watched
with disapproval, deepening to dislike and even enmity.”

RUMOUR time passed, they resolved to branch out westward, requiring


“If you take the path through the forest, you’ll come across a large, them to delve deeper into the earth, as the land on the sur-
dead beech tree with twisted branches and a hollow trunk. Continue face sloped down toward the river.
straight along the wider trail, and you will eventually emerge on Unfortunately, as they progressed further west, the Elven
the other side of the woods, facing a range of low hills. Never ven- engineers and labourers began to experience strange distur-
ture down the smaller path to the left of the dead oak; it descends bances in the earth, which increasingly grew more violent.
toward a swamp. The air there is heavy with eerie whispers and the Eventually, the tremors caused the waters of the river to flood
creaking sounds of old trees.” parts of their excavations, giving rise to a wide marsh on the
surface. Unable to find an explanation for this unsettling
OLD LORE phenomenon, the Elves grew fearful, and in time, they made
“Elves were once a familiar presence in these lands: their songs ech- the difficult decision to forsake the Hollow Wood.
oed in the wind, and their enchanted lamps could be seen glowing Unfortunately, the collapse of their underground com-
in the distance on summer nights. They were at home in the forest, plex was not merely a consequence of their excavation, but
and they were masters of trees and beasts. Yet, their numbers have the awakening of an unknown threat — a strange Dragon,
dwindled with each passing year, and now even the Fair Folk seem a stunted specimen of its kind, roused by the vibrations of
to have forgotten the places where they once played and danced. But their work. This unforeseen peril lay deep beneath the roots
have these places forgotten the Elves?” of the Hollow Wood (see The Worm of the Hollow Wood, in
Schemes and Trouble).

Background
Travelling Elves stop in many places along their journeys: L ocations
some are caves, others are the homes of Elf-­friends, and some The Hollow Wood can be situated anywhere in Eriador that
are simple glades within the woods. Woody End in the East- the Lore­master desires. It could lie along the Greyflood or
farthing of the Shire is one such place, and the Hollow Wood beside the banks of the Hoarwell. It might be near the Midge-
is another. water Marshes, in a corner of the Old Forest, or even, with a
What sets the Hollow Wood apart is that there is more few adjustments, within the Shire. Essentially, this landmark
than meets the eye here. Unbeknownst to mortals, the Elves can be placed anywhere the Elves might have wandered or
who once dwelled here did not spend their time among the passed through on their journey to the shores of the Sea.
trees or in their branches; instead, they carved a refuge under-
ground. Their chambers are not caves to rival the subterra- 1. THE VILLAGE OF BARNHAM
nean citadel of Thingol in Doriath, nor can they be compared South of the Hollow Wood, atop a low rise, lies a small village
to the Halls of Thranduil in the Woodland Realm. Nonethe- of thatched cottages where a few families of farmers lead a
less, many Elven hands laboured tirelessly for centuries to humble life. The village is surrounded by a wooden stockade,
create a sanctuary where Wandering Companies could feel and the locals are somewhat suspicious of travellers. However,
at home — perhaps for the last time before they departed they are generally good-­hearted, and with a little persuasion,
from Middle-­earth. they will offer lodging in the stables and a warm meal to those
Under the roots of the forest, the Elves opened a large hall in need. The eldest among them remember catching glimpses
and dozens of rooms, all linked by many passages. They began of Elvish lights in the woods during their childhood, but even
their work at the centre of the forest, directly beneath where they are starting to doubt their own memories, considering
the Grey Beech stands, and gradually expanded eastward. As faeries nothing more than stories meant for children.

111
CHAPTER 3

THE HOLLOW
3
2 WOOD

Beneath its sprawling roots lies a


narrow passage. By squeezing into this
tight tunnel, one can catch a glimpse of
what was once the underground refuge
of the Elves. Contrary to what one might
1 expect, the air becomes cleaner as one
descends the passage, though the way is
quickly obstructed by rocks and fallen earth.
Gone are the days when the Wandering
Companies could rest from their travels in
comfortable halls lit by golden lanterns and
drink from a silver fountain. All is now lost, bur-
ied beneath the earth; perhaps only the echo of
laughter and music can be heard by those who
listen closely to the song of the stones.

2. THE GREY BEECH 3. THE EASTERN EAVES


The winding path heading north from Barnham leads to the The eastern part of the Hollow Wood is predominantly filled
heart of the forest. Everyone in the village knows that at the with ancient oaks, rising higher than the western stretches of
centre of the Hollow Wood stands the Grey Beech, a colossal the forest. The folk of Barnham rarely venture into its eaves
dead tree, marking a crossroad — but only a handful of old-­ to gather firewood and graze their pigs, and they certainly do
timers can claim to have actually seen it. not do so after the sun dips below the horizon.
Ancient and gnarled, the Grey Beech is a tapestry of dried A tale whispered among them recounts how a woodman
bark, thick with deep fissures and lichen that tell the tale of once struck a tall maple tree with his axe, only to discover
centuries past. A few thick branches still stretch outward like that blood flowed from the wound, and the tree rose upon
the arms of a skeletal beast, twisted and bare. wooden legs, pursuing him in wrath.

112
L andmarks

4. THE HOLLOW MARSH


A partially overgrown path begins at the Old Oak and winds Longmaple, the Guardian Tree
downward toward the western eaves of the forest. Here, the Longmaple is the guardian of the Hollow Wood, a tree awak-
usual sounds of the wood fade almost to silence; the air is ened by the Elves who once dwelled there. He is so alert
damp and thick with a swarm of midges and gnats, while the that when the forest is threatened, he can uproot himself and
towering oaks give way to willows, alders, and birches. As the move about! Appearing as an extraordinarily ancient and
path approaches the river, the ground becomes increasingly large maple, his branches form a wide and majestic crown.
damp, quickly transforming into a swamp. Longmaple can be encountered anywhere within the forest,
When fog rises from the nearby river, it first fills the Hol- though he is most commonly found in the Eastern Eaves.
low Marsh, lingering here far longer than in the higher ele-
vations of the forest, enveloping the area in a ghostly shroud LONGMAPLE ATTRIBUTE LEVEL
that obscures landmarks and distorts sounds. Fierce, Patient
9
THE POND: What was once a wide bend of the river turned
into a pond of brackish water surrounded by thick reeds ENDURANCE MIGHT R E S O LV E PA R R Y ARMOUR

and slender birches. A few moorhens and egrets have taken


residence here, feeding on frogs and small fish that inhabit
70 2 9 — 3
the murky depths. These birds will take flight at the slightest
disturbance in the water. When that happens, a leafy whisper COMBAT PROFICIENCIES: Branch 3 (9/12, Knockback*)
rises from the surrounding foliage, and the trees around the * The attack knocks back the target. Halve the total
pond start to sway, despite the lack of a gust of wind. Their Endurance loss caused by the attack (rounding fractions
branches creak ominously, as if warning intruders to stay away up). A character who is knocked back must spend their
from this forgotten place. next main action recovering their fighting position.

THE SECRET RING: Not far from the pond, the path appears FELL ABILITIES: Great Strength. If Longmaple scores
to end abruptly at a thicket of alders so tightly packed that a Piercing Blow with a close combat attack, spend 1
it is nearly impossible to see within. A closer inspection may Resolve to make the target’s Protection roll Ill-­favoured.
reveal that this arboreal wall hides a circular glade. Inside Fear of Fire. The creature loses 1 Resolve at the start
it, one can discover an Elf-­lantern, sealed jars of oil, warm of each round it is engaged in close combat with an
blankets, a couple of spare cloaks, and wooden tableware. adversary wielding a torch or other burning item.
A circle of stones in the middle is designed to accommo- Mighty Toughness. When an attack inflicts damage
date a fire. to Longmaple that would cause it to go to zero Endur-
This shelter has been recently used by a group of Elves ance, it causes a Piercing Blow instead. Then, if the crea-
who came to investigate rumours of a terrible threat (see The ture is still alive, its Endurance score is set back at half its
Worm of the Hollow Wood). maximum rating.
Thick Bark. Spend 1 Resolve to gain (2d) on a Pro-
5. THE REEKING HILLS tection roll.
These gently rolling hills are barren and deserted, save for
a few flocks of crows roosting in the sparse trees. An eerie

Schemes and Trouble


quiet hangs in the air, interrupted only by the occasional
raucous call of the crows. Reeking air inexplicably wafts from
somewhere underground, for it is here that the Dragon, Osk-
lhûg, has made its lair, choosing a large cave beneath one THE WORM OF THE HOLLOW WOOD
of the hills. The Dragons of old were a terrifying sight, the bane of all the
Osklhûg seeks to remain undisturbed in its sanctuary, yet Free Peoples; such were the ancestors of Osklhûg. Unlike those
it is ever vigilant, sensing disturbances in the land and air. bred in the Hells of Iron, he was born in a dark cave and soon
Those who linger too long within the Hollow Wood risk pro- chased out by his dreadful mother, who raged at the wingless
voking the creature’s ire; should the tranquillity of its lair be weakling crawling from her egg. Osklhûg wandered in misery
disrupted, the Dragon will leave his cave — furious and hun- until he discovered a dark cave, deep underground. There, the
gry — ready to defend its domain. worm dozed for centuries, as the life of Dragons is long and slow.

113
CHAPTER 3

OSKLHÛG ATTRIBUTE LEVEL


Idle, Stout
9 One day, his sleep was disturbed by voices and songs he
instinctively loathed — Elves were labouring somewhere above
ENDURANCE MIGHT R E S O LV E PA R R Y ARMOUR Osklhûg’s lair, and the Dragon began to feel agitated. His fury
burned slowly, for a Dragon values its life above all else. So,
110 3 9 — 4 he decided to burrow toward the tunnels of
the Elves, intending to cause tremors that
COMBAT PROFICIENCIES: Bite 3 (6/20, Pierce), Tail 2 would lead to their collapse. In time, he
(10/12, Knockback*) succeeded, and many passages were
* The attack knocks back the target. Halve the total flooded by the waters of the river.
Endurance loss caused by the attack (rounding fractions
up). A character who is knocked back must spend their
next main action recovering their fighting position.

FELL ABILITIES: Breath of Smoke. Osklhûg’s breath is foul


and hot. Spend 1 Resolve to cause a Moderate Endur-
ance loss from fire to all Player-­heroes in a close combat
stance. All targets must then make a VALOUR roll: those
who fail can only choose Defensive stance as a close
combat stance in the following round.
Hideous Toughness. When an attack inflicts damage
to Osklhûg that would cause it to go to zero Endurance,
it causes a Piercing Blow instead. Then, if the creature is
still alive, its Endurance score is set back at half its maxi-
mum rating.
Horrible Strength. If the creature scores a Piercing
Blow, spend 1 Resolve to make the target’s Protection
roll Ill-­favoured.
Strike Fear. Spend 1 Resolve to make all Player-­
heroes in sight gain 3 Shadow points (Dread). Those who
fail their Shadow test are daunted and cannot spend
Hope for the rest of the fight.
Weak Spot. Player-­heroes may attempt a special
combat task against the creature while in any stance.
The acting player makes a LORE or SCAN roll as the main
action for the round: on a success, Osklhûg loses (1d) on
the next Protection roll, plus another (1d) for each Suc-
cess icon rolled.

114
L andmarks

The Elves fled before they could discover the presence of were supposed to, their mother initially thought they must be
the Dragon. frolicking about, lost in their songs, “as they always do (oh,
The Worm of the Black Lake may seem a disgrace to they have beautiful voices!)”. But as the night approaches, a
dragon­kind, but he is still a terrible monster. His greyish, gnawing fear grips her heart — surely something must have
scaled body is stocky and spotted black on the tail, where happened if the two haven’t come back!
mother-­fire once burned him. His legs are short, causing his The truth is that the two children do possess incredibly
slithering to be slow and ungraceful. While his breath is not beautiful voices — so beautiful, in fact, that they have man-
a flame, it is still hot enough to stun lesser creatures. aged to awaken Longmaple (see page 113). Initially terrified,
Osklhûg has yet to meet truly dangerous opponents — if the children soon witnessed the tree dancing to their tunes,
Wounded twice, the worm becomes scared and considers ending and they quickly made a friend of him. Alas, as they began to
the fight, either fleeing or trying to talk his way out of the battle. think of going home, the tree took them to the Secret Ring,
where he believes they can sleep safely and soundly. Now, the
children are scared and weeping inside their leafy prison,
THE LOST SIBLINGS but if they hear voices outside, they will start calling for help.
The children of two farmers from Barnham were last seen ear- Can the Player-­heroes find the lost children and convince
lier today as they ventured to the edge of the Hollow Wood to the guardian of the Hollow Wood that they need to return
gather firewood. When they failed to return for lunch, as they to their mother?

The Isle of the Sorceress


“These are indeed strange days,’ he muttered. ‘Dreams and legends spring to life out of the grass.”

RUMOUR and the bright colours of butterflies flitting among the wild-
“Cross the river here? No one dares to cross at the Isle of the Sorcer- flowers by the bank.
ess! Sure, it may seem easy to wade through the shallow pools, but Their presence has always been fleeting, typically limited
the rocks are slippery, and the waters are treacherous. They serve to a few weeks during the warmer seasons, except for Tuliad,
She who rules here, and she has little patience for strangers setting Lothien, and Yavadiel. These three Elven maidens from Lórien
foot on her island.” were en route to the Grey Havens but chose to tarry a while
as they passed through the island. Enchanted by its beauty,
OLD LORE they built a flet among the trees, and days turned into weeks,
“Sarn Edhilgail, the Ford of Elf-­lights, is a name found on maps dat- weeks into months, and then years. In summer, Wandering
ing back to the time of old Arnor. Even then, an eyot stood between Companies still use the ford, pausing to rest for a time. In win-
two branches of the river, providing an easy crossing for travellers. ter, however, the three Elves are alone on the island.
While ancient texts offer little else about this place, its name alone Shy around mortals, Tuliad, Lothien, and Yavadiel have
speaks to the presence of the Firstborn — those who wandered these chosen never to appear together, leading the local Men to
lands long before Men arrived from the West. It is likely that the believe that there is only one Sorceress residing on the island,
Elves used the ford during their travels and perhaps even found one capable of taking many different forms (see Schemes and
refuge there in the warmth of summer.” Trouble, on the next page).

Background L ocations
A ford has existed here since ancient times, where the riv- The Isle of the Sorceress can be placed wherever the Lore­
er’s current splits and a rocky eyot stands between the swift master desires within the borders of Eriador. It could rest
rapids. Elves have known this crossing since earlier ages of along the banks of any reasonably swift river, such as the
the world, for the place possesses a special beauty — the Hoarwell, the Loudwater, or even the upper reaches of the
song of the waters, the gentle swaying of poplars and elms, Lhûn or the Brandywine.

115
CHAPTER 3

1. THE WESTERN RAPIDS There, on one of the tallest elms in the grove — its
The western branch of the river is narrower. Here, the water trunk covered by lush honeysuckle — lies a concealed
is shallow, and flows fast and cold, with many stones scattered talan (a SCAN roll is necessary to see it from below);
throughout. One may jump from one stone to the other and this is the home of the three Elf-­maidens.
cross without getting wet. A miniature waterfall flows into a
deep pool that shines like an emerald in the sun. It is impos- However, they are not the only inhabitants of the island. Many
sible to navigate any boat on this side of the river. birds, especially skylarks, blackbirds, and nightingales, nest
among the trees, as do playful red squirrels.
2. THE GREENSWARD
The southern tip of the island is covered by a broad sward of 4. THE EASTERN ARM
grass, which, in warmer seasons, is covered in wildflowers. By To the east of the isle, the river widens and flows more slowly,
the water, pebbles have gathered among the rocks, forming a yet it runs deeper. Here, it forms a serene, wide pool before
tongue that points southwards. Local legends say that sometimes, a tall waterfall, plunging into another large basin below. Just
at night or at sunrise, the Sorceress can be seen dancing here, before the waterfall, pebbles and stones create a narrow
and those who witness her will never be able to forget her beauty. bridge where one can wade carefully: the passage is clearly
visible by day, but it becomes extremely treacherous at night.
3. THE GROVE A simple slip could send a traveller tumbling down the water-
On the northern, rocky part of the island, oaks and tall elms fall into the deep pool below.
grow thickly. Although the grove they create is small, once inside,

Schemes and Trouble


it feels like a proper wood. The dense undergrowth of hazelnuts,
elderflowers, and brambles makes movement difficult.

If the Player-­heroes succeed on an EXPLORE roll, they THE SORCERESS


may eventually discover a glade where, in early sum- The three Elf-­maidens are described individually below. Yet,
mer, forget-­me-­nots and lilies of the valley bloom. they have chosen to conceal their identities behind the per-
sona of ‘the Sorceress’. To achieve this, they never appear
together at the same time or in the same place, and always

Talan 4

1
2

THE ISLE
OF THE SORCERESS

116
L andmarks

wear identical flowing robes in deep greens, soft pur-


ples, or silvery blues, often accompanied by hooded
cloaks. Occasionally, veils partially obscures their
faces, and they each wear similar silver circlets
upon their brows.
The Elves have spent a long time on the
island and are now masters of its
waters, woods, and beasts. They
are immediately aware of any-
one approaching the Isle (unless
one relies on a Magical STEALTH
success), and in turn, they will
briefly reveal themselves to the
trespassers, changing appear-
ance and using Elf-­magic to
confound them.
1. ILLUSIONS: The Elves
can use Elf-­magic to
alter the appear-
ance of the island.
They might create
false trails, shift-
ing paths, or even
conjure images of
hidden groves, or
phantom campfires.
They can mimic the
sounds of nature or
other creatures, even
Orcs should they
have a need for that.
2. CONJURE EMO-
TIONS: The Sorcer-
ess may evoke feel-
ings of fear, unease, or
euphoria in trespassers
through illusions that tap into their
emotions. Visions of loved ones or horrify-
ing phantoms may be used to distract or terrify them. companions, coming to see them as her new family, even
3. PHANTOM GUARDIANS: The Elves could conjure spec- though her thoughts often drift to the Sea and what lies
tral figures or illusions of fierce guardians — such as beyond.
wolves or worse — that appear to threaten the intruders. Tuliad is pale, with long dark hair and blue eyes that
reflect her wild beauty. Sensitive, fragile, and suspicious of
all mortals, she is likely to run away if encountered. If chased,
Tuliad she may react violently to what she perceives as a threat.
The youngest of the trio, Tuliad is little more than a girl Despite her youth, she is an accomplished archer, able to
by Elvish standards, but the loss of her brother and father shoot arrows with deadly accuracy with her Great Bow.
in battle against Orcs has left deep scars. She undertook
the journey to the Sea in the hope of reuniting with her DISTINCTIVE FEATURES: Wary, Wilful

lost kin, but over time, she formed a bond with her two

117
CHAPTER 3

they swore that their children would seal the peace with a
Lothien marriage on Midsummer Day, which is now just three days
Fair, auburn-­haired Lothien chose to leave Middle-­earth away. Everything is ready in the valley for the greatest feast
more out of desire to see the Uttermost West than out of seen in years, but there is one problem: Deoridh, the leader’s
grief. Among the group, she is the most lively and adven- daughter, is missing!
turous, often engaging mortals and strangers in conver- Apparently, she never agreed to marry what she imagines
sation with ease. Lothien frequently wanders the woods, to be a stinky, bearish hunter. She has never confided in any-
far from the Isle, forging friendships with birds that keep one, but when she was a little girl — ten years ago, it turns
her informed of the happenings in the region. out — she wandered far into the forest and became lost until
With a playful nature, she delights in teasing mortals, she encountered the Sorceress, more beautiful than words
dancing just out of reach of their sight and pretending to can convey. The Sorceress (Lothien) calmed her fears, played
be unaware of their presence, only to vanish when they with her, carved a small wooden bird for her (surely a magic
draw near. bird, although Deoridh hasn’t discovered its true power yet),
and set her on the right path home, but not before giving her
DISTINCTIVE FEATURES: Cunning, Fair a warning: “Never stray too far from home again, or you’ll
meet a bear who will take you away to his den and make you
his wife! You don’t want to be the wife of a bear, do you?”
To be sure, Deoridh never again strayed far from home,
Yavadiel but when her father informed her that she was to marry a
The eldest of the three, Yavadiel was once a tender of trees hillman and live with him, she remembered the Sorceress’s
and plants in Lothlórien, but lost pleasure in that life, with warning and ran away. She is now hiding in a cave in the
the shadows of Moria and Dol Guldur weighing heavily woods, not far from home, but she is determined not to return
on her mind. On the Isle, she finally feels safe for the first because of the Sorceress’s words. In fact, she’d rather go back
time in centuries, and she takes joy in being a protective to the Sorceress’s isle for protection… Perhaps the magic
elder sister to her companions. Yavadiel often appears by bird can help her?
the shores, tending to her flowers or combing her sandy Can the Player-­heroes help find Deoridh? Can they
locks beneath the moonlight. convince her to come home or clarify the Sorceress’s warning?
Yavadiel knows a few enchantments, allowing her to If the Player-­heroes can follow Deoridh to the isle and
summon river spirits for assistance, but she seldom puts help her speak to the Sorceress, an awkward conversation is
her magic to use. As the wisest among the trio, she often sure to unfold. Lothien will remember the girl and be highly
mediates between Tuliad’s fears and Lothien’s reckless- amused by the situation, though her companions may not
ness. Despite her wisdom, Yavadiel is the one delaying share her mirth. Once Deoridh learns that there never was
their journey; the Isle has become her home, and its trees any prophecy, only a playful warning, she will feel relief (even
and flowers her responsibility, which she cannot forsake. if disappointed to discover that her wooden bird is not, in fact,
She understands that the West awaits them, yet she strug- magical). The two villages can then prepare to celebrate the
gles to set a date for their departure — promising herself marriage of Deoridh and Waldric, who will turn out to be a
just one more month, one more season, or perhaps one handsome, clean-­shaven young man after all.
more year…
TRAPPED BY WATER
DISTINCTIVE FEATURES: Generous, Patient Last winter was exceptionally snowy, and now that spring has
come, rains have been battering the country for days. The
river has risen, and last night it flooded, submerging the
PROPHECIES GONE WRONG banks for hundreds of yards, along with the whole Isle of the
For years, there has been bad blood between the farmers of Sorceress. Only the tallest trees now remain above the water.
the valley and the hillmen of the nearby hills. When the lead- Will the Player-­heroes brave the dangers of a flooded island
ers of these communities finally met to settle their disputes, to save the three Elf-­maidens?

118
L andmarks

Whitethorn Hay
“But I see you are an elf-­friend; the light in your eyes
and the ring in your voice tells it. This is a merry meeting!”

RUMOUR also bound to secrecy; friendship with the Immortal Folk can attract
“There is an old farm, older than most in these parts. Have you seen envy and the enmity of dark creatures as well.”
the hawthorn tree that grows in its yard? They say it was planted in

Background
the time of the Kings, and that a Whitethorn family already resided
there back then. It is said that an ancient Fay-­king blessed the spot
and the tree, and that his folk visit from time to time, carrying mar- Whitethorn Hay is a big farm, encircled by an ancient and
vellous gifts which they exchange for a glass of milk and a song. Surely, thick hedge of whitethorn. A large family, also bearing the
these are merely stories, but the Whitethorns are certainly peculiar surname Whitethorn, resides there, and they have been Elf-­
folks, and there’s something undeniably magical about them.” friends for as long as anyone can remember.
During the summer months, Elves come to visit, welcomed
OLD LORE with honour by the Elder Whitethorn. They bring gifts and
“Elves do not often mingle with mortals; our two peoples are simply receive warm hospitality in return. The air is filled with songs and
too different. However, there are times when Men are fortunate dances, and marvellous tales are shared and exchanged. The
enough to forge friendships with the Fair Folk, and such bonds can Firstborn bless the newborns of the family, sometimes bestowing
endure for many generations. Those who are known as Elf-­friends them with names in their own tongue, further strengthening
enjoy the blessings and wisdom of the Firstborn. Yet, Elf-­friends are the bond between the Whitethorns and the Fair Folk.

119
CHAPTER 3

However, being Elf-­friends is not always easy. The Elves visit around the warm glow of the firepit. The Elder, seated in
because the lands surrounding Whitethorn Hay are fraught a beautifully carved wooden chair, meets with guests and
with danger, and dark creatures are always lurking in the shad- welcomes them with banquets, allowing them to enjoy the
ows. So far, the hedge has provided protection against such warmth of the hall for the night. Beneath a heavy stone that
malevolence, but if a Whitethorn ventures beyond its safety, it forms the base of the firepit, the Whitethorns store their pos-
is wise not to do so alone or unarmed. The Elves have formida- sessions, the equivalent of a Small Hoard.
ble enemies who resent those who aid or associate with them,
and the threats they pose can extend to their mortal friends. 2. THE YARD
Dominated by the Great Whitethorn, a tree so ancient that
Whitethorn Hay can be integrated into the Perils of no one really can guess its age, the yard is paved with stones
the Last Road storyline as part of the schemes of the and used mainly to dry crops after the harvest. In any other
unhoused Elf Morlhoss (see page 59). If that is the season it is frequented by chickens and geese looking for a
case, the farm should lie somewhere west of the con- discarded seed, or dogs sleeping in the sun.
fluence of the Loudwater and the Hoarwell into the
Greyflood, and south-­east of the South Downs. 3. THE COTTAGES
The Whitethorns are a large clan, and there are six families

ocations
among them, each with their own thatched cottage.
L

Whitethorn Hay is far from main roads, but it lies directly on 4. WORKSHOPS
one of the secret routes that the Elves use in Eriador. Three larger buildings serve the clan’s crafting needs. In the
western building, women gather during the winter to card
1. THE GREAT HALL and weave wool. The northern building is dedicated to butch-
The main building of Whitethorn Hay is a longhouse with ering animals and tanning their hides. Finally, the eastern
a thatched roof and a wooden floor. Here, the Whitethorns building is a communal kitchen, featuring a large oven for
come together, especially during winter, when they gather baking bread and clay jars for brewing ale.

WHITETHORN
HAY
4

3 3

1
4
5
2

3
4 3

120
L andmarks

5. STABLES AND PENS Schemes and Trouble


The Whitethorns keep a few sheep and oxen — large, beau-
tiful beasts that graze peacefully on the lush grass. The chil- THE CAPTURE OF WHITETHORN HAY
dren often lead them outside the hedge to enjoy the open If you are playing this using the Perils of the Last Road story­
pastures, watching over the animals as they feed. line (see page 55), Arlo Fireblaze and his band of brigands
launch an assault on Whitethorn Hay, conquering it. Arlo is
on a quest for the golden ring he saw in dreams sent by Morl-
Old Briar Whitethorn hoss, and he believes it to be in the care of the Whitethorns.
A white-­h aired and squint-­eyed Man, Old Briar is so Having taken possession of the Great Hall, Arlo and his
ancient that his skin resembles the gnarled bark of a tree. men have shut all the inhabitants inside their homes. The
Despite his age, he remains strong, though he increasingly men are gathered together in one house, bound with ropes
relies on his blackthorn stick to assist him in moving about. and left helpless, while the children are confined in another,
Briar has served as the Elder of the Whitethorns for many poised to be used as hostages in Arlo’s twisted plans.
long years, and all the clan members regard him with great Arlo is determined to find the ring and ruthlessly threat-
reverence and respect. ens to kill the hostages or even burn them alive in their
He is wary of strangers but cheerful and generous homes if the Whitethorns do not reveal the location of their
toward those he trusts. There is nothing he enjoys more treasure. However, his men, elated by their recent victory,
than sitting by the fire in winter or basking in the summer view the village as the true prize, filled with a bounty of food
sun while reminiscing about the good old days, which end- and resources. Whenever their leader isn’t watching, they
lessly amuses his Elvish friends. In his youth, Briar travelled indulge themselves, gorging on the provisions and drink-
as far as Bree and even Rivendell, where he had the honour ing heavily, revelling in their ill-­gotten gains and the chaos
of meeting Elrond Half-­elven. He is a friend of Gildor and they’ve wrought.
Gandalf, who drop by whenever they are in the area, as Can the Player-­heroes sneak into Whitethorn Hay and
well as the Rangers, whom he regards with deep respect. free it from the brigands before the hostages are harmed?
Old Briar understands that the welfare of Whitethorn
Hay relies on their alliances, and he is always mindful of MAY DAY AT WHITETHORN HAY
the common enemies that threaten their peace. If a Com- The Whitethorns are fond of celebrations, but the greatest
pany of brave and strong-­bodied heroes visits, he will be of all is undoubtedly May Day, when the farm is visited by
a munificent host, treating them with warmth and gener- many friends and distant relatives from nearby farms, and
osity. However, if anything seems amiss in the region, he sometimes even Elves and the occasional Wizard. A tall May-
will not hesitate to ask for their assistance in investigating pole is raised in a field, adorned with wheels of cheese, chick-
or dealing with any troubles that arise. ens, and hams — prizes for those who manage to climb the
grease-­covered post.
OCCUPATION: Clan Elder All morning, various games are played: tug-­of-­war, stilt
battles, blindman’s buff, sack races, and other activities
DISTINCTIVE FEATURES: Nostalgic, Wary involving plenty of sweaty pushing and pulling among the
youths of both sexes. The Whitethorn youths are particu-
larly mischievous, often managing to coax the Elves into
joining in the fun.
The games culminate in a great banquet held in the Yard,
where a delightful succession of stews and roasts is served,
ELF-­N AMED accompanied by ample quantities of ale. Old Briar proudly
Your family has been friends with the Elves for boasts that a few years ago, he even managed to outdrink
generations. When you were born, they came to Gandalf, declaring that the Wizard was “off his face” by the
bless you with an Elvish name that carries a fore- end of the evening!
shadowing of your future. In addition to the name, May Day at the Hay is not only an occasion for great fun,
they gifted you an Elf-­charm that you carry with but it also serves as an opportunity to forge new friendships.
you at all times; this charm marks you as an Elf-­ Additionally, it is a cherished tradition that any request made
friend, and, once per Adventuring Phase, allows to the Elder on this day cannot be refused. However, the Elder
you to reroll one Feat die. may impose a condition or task upon the petitioner.

121
APPENDIX
“The Elves may fear the Dark Lord, and they may fly before him,
but never again will they listen to him or serve him.”
A ppendix

his chapter provides comprehensive rules and for creating Elf-­lords — powerful characters particularly
guidelines for players interested in creating suited for epic solo play, as their capabilities allow them to
Elven Player-­heroes from Rivendell or Lórien. handle challenges that would otherwise be too difficult for
Additionally, the final section offers special rules a single character.

igh Elves
H
of Rivendell
“Indeed there is a power in Rivendell to withstand the might of Mordor, for a while.”

124
A ppendix

Imladris has long served as a secret refuge for the High Elves, Attributes
and the time is coming for them to challenge the Enemy once Choose one set of Attributes, or roll a Success die:
more. They are not afraid, but they are sorrowful, for they ROLL STRENGTH HEART WITS
are few in number and have seen much tragedy over the long
1 5 2 7
years. But they will not forsake Middle-­earth and will stand
against the returning darkness. 2 4 3 7
Though there are ancient Elf-­lords living at Rivendell, their
3 5 3 6
strength is often greater in wisdom and lore than in warfare. And
others, like Glorfindel, cannot forsake their duty as protectors of 4 4 4 6
Imladris. But there are other Elves that will follow the example
5 5 4 5
of Elladan and Elrohir, and venture forth in search of adven-
ture. Some are so young that they haven’t witnessed the ruin 6 6 2 6
and destruction brought by the Shadow in their lifetime. Elrond
fears that this lack of experience might lead them to recklessness,
and to fall to an untimely death, fighting against the Enemy. DERIVED STATS
Calculate the following scores based on your chosen ­Attribute

Characteristics
ratings:

Endurance STRENGTH + 22
All High Elves are tall and lithe, and yet are endowed with
great strength and endurance. Their appearance varies, and Hope HEART +6
in Rivendell can be found Elves with tresses as dark as night,
Parry WITS + 12
or with golden locks or long, silver hair. They have one thing
in common with all Elves — they seem ageless, looking nei-
ther old nor young. SKILLS
Copy the listed Skill ranks onto the character sheet; then,
CULTURAL BLESSING — ELVEN-WISE choose one Skill among the two underlined and mark it as
The High Elves have fought against the Dark Lord for years Favoured.
uncounted and will continue to oppose the Enemy without
rest or respite. AWE 2 ENHEARTEN 0 PERSUADE 0

ATHLETICS 2 TRAVEL 1 STEALTH 0


Whenever you are making a Skill roll, you can spend
1 Hope to achieve a Magical success. In addition, add AWARENESS 2 INSIGHT 0 SCAN 0
1 point to one Attribute of your choice. HUNTING 0 HEALING 2 EXPLORE 0

“And here in Rivendell there live still some of his chief foes: the Elven-­ SONG 2 COURTESY 1 RIDDLE 0
wise, lords of the Eldar from beyond the furthest seas.” CRAFT 2 BATTLE 2 LORE 3

BESET BY WOE
The High Elves never really forget the mark that the Shadow COMBAT PROFICIENCIES
leaves on their spirit. Copy the following Combat Proficiency ranks onto the char-
acter sheet, selecting a preferred Proficiency when offered
You can remove accumulated Shadow points exclu- a choice.
sively during a Yule Fellowship Phase (see Spiritual
Spears OR Swords 2
Recovery in the core rules).
Choose one Combat Proficiency 1
STANDARD OF LIVING — PROSPEROUS
The vaults of Rivendell are filled with all manner of relics and
treasure of the olden days. Although dwindling in number, DISTINCTIVE FEATURES
the High Elves of Imladris have little need of anything from Choose two Distinctive Features among those listed: Fair,
beyond their borders. Keen-­eyed, Lordly, Inquisitive, Merry, Proud, Subtle, Wilful.

125
A ppendix

LANGUAGES AND TYPICAL NAMES The complexity of the naming conventions of the
The High Elves of Rivendell speak Sindarin in all daily mat- High Elves is beyond the scope of this document,
ters, and the Ancient Tongue, Quenya, for ceremony, in song but here are some examples to inspire you:
and in high matters of lore.
MALE NAMES

Virtues of the igh Elves


Aegnor, Beleg, Celegorm, Daeron, Edrahil,
H Fingon, Finrod, Gwindor, Mablung, Maeglin,
High Elves of Rivendell can choose their Virtues from among Orodreth, Saeros.
those of the Elves of Lindon, adding the following to the list:
FEMALE NAMES
ARTIFICER OF EREGION Amarië, Ancalimë, Berúthiel, Celebrindal, Elwing,
You have studied the ancient craft of the greatest craftsmen Finduilas, Fíriel, Idril, Lothiriel, Míriel, Nimloth,
of your kin, the Elven-­smiths of Eregion. Nimrodel.
♦ Next Yule, you may either add a single Enchanted
Reward of Elven craftsmanship to a weapon of your
choice, or create a Marvellous Artefact (your choice).
♦ In addition, during any Fellowship Phase you can
make a CRAFT or LORE roll. If you succeed, you learn MIGHT OF THE FIRSTBORN
all there is to be discovered about the qualities of a High Elves have the power within them to deny the servants
single Marvellous Artefact or Wondrous Item in the of the Enemy.
Company’s possession (as if you chose the Study Mag- ♦ When an adversary spends a point of Hate or Resolve
ical Items undertaking, except that you may study a to activate a Fell Ability, you can spend a point of
single item). Hope to cancel its effects.

Many eyes were turned to Elrond in fear and wonder as he told of …on his brow sat wisdom, and in his hand was strength.
the Elven-­smiths of Eregion and their friendship with Moria, and
their eagerness for knowledge. SKILL OF THE ELDAR
When a High Elf is at the height of their skill even ordinary
BEAUTY OF THE STARS tasks may seem magical in the eyes of mortals.
Your poise and grace is unearthly and can have a surprising ♦ When you roll a 10 or a on the Feat die your result
power over individuals not belonging to the Fair Folk. counts as a Magical success without needing to spend
♦ Raise your maximum Hope score by 1 point. Hope.
♦ If you are the spokesperson during a council, you raise
“…we put the thought of all that we love into all that we make.”
its time limit by 1, OR you can choose to make all Mor-
tals that were present during a council retain only a
vague memory of what was said or agreed. This counts
as a lesser magical effect for the purposes of increasing
Eye Awareness (see the core rules).

Pippin afterwards recalled little of either food or drink for his mind
was so filled with the light upon the Elf-­faces.

126
A ppendix

Elves of L órien
“We seldom use any tongue but our own; for we dwell now in the heart of the forest,
and do not willingly have dealings with any other folk.”

The Elves who live in the Golden Wood are a mix of the orig- STANDARD OF LIVING — FRUGAL
inal Wood-­elves and the Grey Elves who came from the West The Elves of Lórien do not hoard things, and consider their
with the first King. They call themselves the Galadhrim, the trees the greatest wealth one could have.
Tree-­people, after their habit of dwelling among the branches

Attributes
of mallorn-­trees. The Elves of Lórien, like their brethren of
Mirkwood, seldom stray from their woods, where they have
everything their heart desires, but they always mount a care- Choose one set of Attributes, or roll a Success die:
ful watch to keep their land safe from Orcs and evil things. ROLL STRENGTH HEART WITS

1 5 2 7
Characteristics
2 4 3 7
The Galadhrim share a deep love for their mallorn-­woods,
3 5 3 6
and when they leave them it is on a quest to protect their
homeland from the Shadow. They seldom begin a life of wan- 4 4 4 6
derings before being a few centuries old, and even then they
5 5 4 5
always carry the memory of the golden trees in their hearts
wherever they are. 6 6 2 6
Galadhrim dress in elegant but simple clothes, often mir-
roring the colours of their homeland: white and grey, yel-
low and gold, green, and blue. In war they wear light or no DERIVED STATS
armour and muted garments, which help them blend in with Calculate the following scores based on your chosen ­Attribute
their surroundings, and they rely on their great bows, spears ratings:
and long knives.
Endurance STRENGTH + 18
CULTURAL BLESSING — TREE-PEOPLE Hope HEART +8
The bond between the Elves of Lórien and their woods is
Parry WITS + 14
so deep that they cannot imagine a life without them, and
they feel at home whenever they are among trees. Their love
extends to all their creations, which are always designed to SKILLS
fit and blend in with the woods. Copy the listed Skill ranks onto the character sheet; then,
choose one Skill among the two underlined and mark it as
When you are in a forest, or when using a Skill associ- Favoured.
ated with a useful item, you can spend 1 point of Hope
AWE 1 ENHEARTEN 0 PERSUADE 0
to achieve a Magical success. In addition, you start the
game with 1 more useful item. ATHLETICS 2 TRAVEL 0 STEALTH 3

AWARENESS 2 INSIGHT 0 SCAN 2


“The love of the Elves for their land and their works is deeper than
the deeps of the Sea.” HUNTING 1 HEALING 1 EXPLORE 1

SONG 2 COURTESY 0 RIDDLE 0

CRAFT 2 BATTLE 1 LORE 2

127
A ppendix

COMBAT PROFICIENCIES MALE NAMES


Copy the following Combat Proficiency ranks onto the char- Amras, Argon, Beleganor, Belegon, Calanhir,
acter sheet, selecting a preferred Proficiency when offered Carmagor, Cuidir, Durandir, Edrahil, Ellahir,
a choice. Fincalan, Fuindor, Galdagor, Galdor, Hallas,
Hirimlad, Ithildir, Lascalan, Linaith, Mablin,
Bows OR Spears 2
Malanor, Nauros, Orgalad, Pelegorn, Sargon.
Choose one Combat Proficiency 1
FEMALE NAMES
Anwen, Arbereth, Baraniel, Calanril, Celenneth,
DISTINCTIVE FEATURES Cimbereth, Elnîth, Eraniel, Finduilas, Gilraeth,
Choose two Distinctive Features among those listed: Cunning, Gloredhel, Ioreth, Ivorwen, Lingil, Lôrwend,
Fair, Keen-­eyed, Merry, Proud, Secretive, Swift, Wary. Lothíriel, Luindîs, Meneloth, Moriel, Morwen,
Narieth, Narniel, Orothêl, Tavriel, Tarandîs.
LANGUAGES AND TYPICAL NAMES
The Silvan Elves used to speak an original Woodland tongue,
but are gradually embracing the use of Sindarin. Their names

Virtues of
are usually in that language.

the Elves of L órien


The Elves of Lórien share the same cultural background as
their brethren from Mirkwood, but they have learned a great
deal from the Eldar who came from the West and dwelled
among them.

128
A ppendix

AGAINST THE UNSEEN THE BOW OF THE GALADHRIM


Elves can perceive creatures that dwell in the wraith-­world, The bows of the Galadhrim are larger than the
be they spirits or ghosts, even when they are normally invis- Woodland bows of Mirkwood, but they are light
ible to the eyes of the living and appear only as a chilling and easy to wield. They are bent with a single
whisper of voices. You have learnt to strengthen your heart string of elf-­hair that will never break and can be
against such terrors. left strung at all times without being damaged. The
♦ All your Shadow Tests due to Dread are Favoured, and shafts from its quiver aim true and pierce deeply.
you additionally gain (1d) on those rolls forced upon ♦ A Bow of the Galadhrim is a Great Bow, but
you by an evil spirit or ghost (including creatures pos- it is considered a Bow for the purpose of
sessed by one). whether an Elf can use Deadly Archery. In
addition, you gain (1d) on SCAN rolls when
“I also will come,” said Legolas, “for I do not fear the Dead.”
attempting the Prepare Shot combat task
while using the Bow of the Galadhrim, and
DEADLY ARCHERY you can spend 1 Hope to achieve a Magical
Elves possess a natural talent for hitting the mark when using success on such rolls.
their bows. You have honed this talent almost to perfection,
and your arrows find their targets with uncanny precision.
♦ When using a Bow (not a Great Bow) and fighting in
Rearward Stance, you may attempt the Prepare Shot
combat task as a secondary action. LEMBAS
Lembas, the waybread of the Elves, is a thin cake, lightweight
…their small knives… would have been of no use against the arrows
and tightly wrapped in leaves: each of them has the power
of the Elves that could hit a bird’s eye in the dark.
to sustain a man for a long day of travel. You have mastered
the art of its preparation, and can bake it for the benefit of
ELVISH DREAMS all members of your company.
The spirit of Elves is so strong that their bodies recover swiftly ♦ Each time you gain Fatigue from a Journey Event, you
from many ills and injuries. As your WISDOM has grown you gain 1 point less.
have felt less and less the need to lie down to get better. ♦ Additionally, you and all members of the Company can
Instead, you can recover from your exertions while awake, get rid of Fatigue on every Prolonged Rest, not only
finding repose in the secret way of your folk. when in a safe and sheltered refuge, and at a rate of
♦ You don’t need to sleep, as long as you can engage 2 points of Fatigue for each Prolonged Rest.
in simple, repetitive activities. When you take a Short
‘It fed the will, and it gave strength to endure, and to master sinew
Rest you are considered to have had a Prolonged Rest
and limb beyond the measure of mortal kind.’
instead.

…he could sleep, if sleep it could be called by Men, resting his mind FAVOUR OF THE LADY
in the strange paths of elvish dreams, even as he walked open-­eyed
When you left your home to go adventuring you realised for
in the light of this world.
the first time how keenly you missed walking among the trees
of your woodland realm. In Lórien, the sun shines for days on
SHOTS IN THE DARK end, save for those evenings when a soft rain falls gently, refresh-
For you, the dusk of night and the dark canopy of the forest ing all things and making all colours vibrant and crisp. Now the
are a time and place for merriment and feasting. But this is Lady of the Galadhrim has bestowed her blessing upon you, to
a time for war, and you have learnt to exploit darkness to assist you when you return from your journeys in the outer world.
your advantage. ♦ Raise your maximum Hope score by 1 point. Addi-
♦ When you are in a forest, or at night, you are Inspired tionally, during each Fellowship Phase, you may either
on all your combat rolls. return to Lórien or gain 1 Shadow point to recover
twice the usual number of Hope points.
They dwelt most often by the edges of the woods, from which they
could escape at times to hunt, or to ride and run over the open lands ‘As they were healed of hurt and weariness of body the grief of their
by moonlight or starlight… loss grew more keen.’

129
A ppendix

Glorfindel

130
A ppendix

Elf-lords in Solo Play


“Even if you chose for us an Elf-­lord, such as Glorfindel, he could not storm
the Dark Tower, nor open the road to the Fire by the power that is in him.”

The rules presented over the following pages introduce the Skills chosen among those listed in the Calling, its addi-
Elf-­lords of the First and Second Age as playable charac- tional Distinctive Feature, and its Shadow Path.
ters. They are especially suited for solo play, using the rules ♦ Every time an Elf-­lord suffers a bout of madness,
for Strider mode, as several characteristics of such heroes the player chooses along which Shadow Path they
break the limits set to character creation by the core rules advance, acquiring the corresponding Flaw. This
of The One Ring. means that the Elf-­lord can choose to advance along
Such limits were not introduced to diminish the fun of one of their Shadow Paths, continue with the other,
playing in Middle-­earth, but rather to help everyone involved return to the first and so on, acquiring up to 8 Flaws
in the game experience a style of play that was as close to the before retiring.
spirit of the books as possible. Having the players choose from
a selection of strictly balanced Heroic Cultures produces a PREVIOUS EXPERIENCE
more focused game, a playing experience firmly set within Players creating an Elf-­lord receive a higher amount of points
the perspective of a first-­time adventurer. to define the previous experiences of their character. Players
These concerns do not apply to solo play; in fact, quite have 20 points to spend on raising their Skills and Combat
the opposite is true. Elf-­lords like Glorfindel, Elladan, or Proficiencies.
Elrohir can plausibly roam the land, hunting for enemies
on their own. VALOUR AND WISDOM
Therefore, choosing an Elf-­lord for the Strider mode of Long-­time foes of the Dark Lord endowed with the wisdom
the game is a valid option, especially for players seeking a of many days, Elf-­lords start with a rating of 3 in both VAL-
more epic approach to solo gameplay. OUR and WISDOM .
The paragraphs below describe a number of game
mechanics that apply exclusively to Elf-­lords. As such, at the start of the game Elf-­lords get to choose
3 Virtues (one of which must be a Common Virtue),

Character Creation
and 3 Rewards.

Players creating an Elf-­lord must first choose an Elven Cul- HEIRLOOMS


ture for their character, selecting it from the available ones. Finally, each Elf-­lord is entitled to start the game with one
The character creation process is the same as the one or more heirlooms, precious objects or pieces of magical
detailed in the core rules, with the following exceptions. treasure belonging to their lineage. Choose two of the fol-
lowing options:
FAVOURED SKILLS ♦ A Famous Weapon or Armour possessing a single
When creating an Elf-­lord, mark one additional Skill of your Enchanted Reward and up to 2 normal Rewards.
choice as Favoured (it may be a different Skill from those ♦ A Wondrous Item.
underlined). ♦ A Marvellous Artefact and a Precious Object worth
30 Treasure points.
CALLING AND SHADOW PATH ♦ A Precious Object worth 90 Treasure points.
Being creatures with an immortal perspective, Elf-­lords must
seek ever new reasons to go on adventures over the course of Create the chosen item(s) with the help of the Lore­master,
their lives, as a single ambition or motivation is usually not using the rules on page 161 of The One Ring. If you choose
enough to set them on the road for long. an option including a Famous Weapon or Armour, you can
♦ Players creating an Elf-­lord must choose a second Call- trade your starting Rewards to unlock additional Rewards on
ing for their character, gaining two additional Favoured your magical pieces of treasure.

131
A ppendix

Additional Elf-lord Rules

COMBAT
The history of Middle-­earth has been marked all too often
by great battles against the Enemy and his deadly servants.
Legendary Elf-­warriors like Glorfindel and Gil-­Galad have
fought as equals against mighty adversaries, such as Great
Orcs, Dragons, Balrogs and even the Dark Lord himself.
Although there are now few Elf-­lords in Middle-­earth who
can match such fighting prowess, none of them is an oppo-
nent to be underestimated.

To account for this, Elf-­lords can perform one addi-


tional main action each turn. This additional action
can be used to make an attack roll, perform a Combat
Task, or complete any other task that can normally be
accomplished as a main action (including recovering
position after being knocked back), as usual.

ENDURANCE LOSS AND FATIGUE


Complete mastery over their bodies makes Elf-­lords capable
of far greater and longer physical exertions than even the
hardiest Dwarf.

Elf-­lords halve all Endurance losses caused by attacks


and any source of injury, and all Fatigue gains (round-
ing fractions up).

WOUNDS
Endowed with the tremendous vitality of Elvish bodies, Elf-­
lords can heal rapidly and completely after injuries that would
prove fatal to Men.
♦ If an Elf-­lord is Wounded for the first time, do not
make any Wound severity roll, and instead consider it
as a result on the Wound Severity table.
♦ If an Elf-­lord is Wounded a second time (they receive
a Wound when their Wounded box was already
checked), roll on the Wound Severity table. On a
result, the Elf-­lord is unharmed and suffers no ill
effects (but remains Wounded). On a 1–10, the Elf-­
lord loses an amount of Endurance equal to the
numerical result (this loss is not halved like attacks
and sources of injury), then becomes Dying only if
down to zero Endurance. On an result, the Elf-­
lord drops to zero Endurance and is now Dying.

132
Index
A G O
Aragar, Keeper of the Palace 15 Gaethel of the Anvil 16 Of Wolf and Wraith 77
Arantarion, The 14–15 Galadriel 50 Old Briar Whitethorn 121
Arblaud the Misguided 73 Galdor of the Quill 15 Osklhûg 114
Argond of the Starry-shield, Captain of Gandellim the Minstrel 49 Ost Breniellin 80–83
Mithlond 27 Gates of Belegost, The 89
Arlo Fireblaze 59 Glauria 91–93 P
Arwen Undómiel 38 Glinnel the Slayer 65 Palace of the Sea-Birds, The 84–87
Glorfindel 39 Patrons 51
B Grey Havens, The 12–27 Phinidaeg, the Hair-splitter 71
Bar-en-Faroth 84–87 Gwesanor 93 Player-heroes From Lindon 25
Bar Gwaelion 84–87 Gwesanor’s Reserve 93
Barnham 111 R
Belegost 89 H Rednoth the Red 107
Blaest, the Frost-spirit 101 Haelond 12–18 Rivendell 27–40
Bow of the Galadhrim, The 129 Haldir, Captain of the Elf-wardens 45 Ruins of Dwarferry, The 105–107
Harlindon 12
C Hidden Valley, The 28–33 S
Castle in the Clouds, The 77 High Elves of Rivendell 124–126 Singing Stones, The 108–110
Cauthlin, the Weasel-spirit 63 Hollow Wood, The 111–115 Solo Play 131–132
Celeborn 50 Horn of Echoes, The 100–101 Sorceress, The 116–117
Cerin Amroth 47 House of Elrond, The 29, 34–40 Stone Cradle, The 90
Círdan’s Hearth 21 Stormwatch Vale 89
Círdan the Shipwright 22 I
Clearweather Market 88 Iailech 94–96 T
Clearweather Vale 88 Imladris 27–40 Tarridhas 108–110
Copperhall 88–89 Indoliniel 49 Telain 45
Isle of the Sorceress, The 115–118 Thindolvorn 15
D Three Rings, The 9
Daegûr, the Shadow of Death 64–65 K Tintern Combe 89
Daerorn the Hunter 45 King Arroval 85–86 Tower of the Shipwright, The 20
Damron the Smith 40 Tuliad 117
Dorlas the Messenger 61 L
Dor Lirrendir 12 Lady Galadriel 50 U
Dragon-belt, The 69 Lady Maltien, Architect 26 Ulmo’s Blanket 23
Dwarferry 105–107 Lady Naedind 71
Dwarrowhall 105 Last Homely House, The 34–40
Dwarves of Copperhall 74
V
Library of Elrond, The 37 Vale of the Rumbling Wells, The 89
Lindir the Butler 39 Valleys of the Dwarves, The 87–90
E Lindon 11–27 Vestri, Son of Vindi 74
Edrain, Steward of the Dwarven House 24 Living Memories 43 Vilya, the Ring of Air 30
Elfcrossing Gap 89 Longbeard Hall 89–90 Vineyards of Glauria, The 91–93
Elf-lords (Solo) 131–132 Longmaple, the Guardian Tree 113 Virtues 126, 128–129
Elf-named 121 Lord Celeborn 50 Vorag the Elf-hunter 59
Elladan 39, 65 Lothien 118
Elrohir 39, 65 Lothlórien 40–51
Elrond Halfelven 38
W
Wailinghole, The 94–96
Elves of Lórien 127–129 M Wandering Swordsmith, The 77
Erestor 39 Mallorn-trees 44 Whitethorn Hay 119–121
Erien, Captain of the Wardens 27 Mask of Spirits, The 58 Winter-horn, The 97–102
Mellind the Minstrel 24 Wolfsong Dene 88
F Mereth Bantiel, The 23
Faeloth the Healer 59 Methacharn 66
Falarros of Mithlond 85 Mirror of Galadriel, The 51
Y
Yavadiel 118
Falls of Nimrodel, The 102–104 Miruvor 39
Yssiongorn 23
Followers of Arblaud and Noredhel 74 Mithlond 12–27
Forlindon 12 Morlhoss, the Dark Whisper 56–57
Z
Zagruk, the Voice From Beyond 58
N
Narya, the Ring of Fire 11
Nenya, the Ring of Water 43
Nevlond 19–25
Nine Houses of Mithlond, The 25–27
Noredhel Flame-eyed 72
1

LANDMARKS
1. Ost Breniellin
2. The Palace of the Sea-Birds
3. The Valleys of the Dwarves
4. The Vineyards of Glauria
5. The Wailinghole
6. The Winter-horn
7. The Falls of Nimrodel
8. The Ruins of Dwarferry
9. The Singing Stones

Border Lands

Wild Lands

Dark Lands

Impassable Terrain

Perilous Area

1 hex = 20 miles
5

6
4

8—>

7
“In Eregion long ago many Elven-rings were made,
magic rings as you call them, and they were, of course, of various
kinds: some more potent and some less. The lesser rings were only
essays in the craft before it was full-grown, and to the Elven-smiths
they were but trifles – yet still to my mind dangerous for mortals.
But the Great Rings, the Rings of Power, they were perilous.”

n the twilight of the Third Age, three realms of the West-elves still
endure in Middle-earth. By the power of the Three Rings, they exist
as a testament to a time that was. But not only the Elves remember. As
Sauron gathers his strength to bring war to Middle-earth once again,
he plans a devious vengeance against those who humbled him long ago.
Realms of the Three Rings™ is a supplement for The One Ring™, the official
tabletop roleplaying game based on the works of J.R.R. Tolkien.
Chapter 1: Where The West-elves Still Linger describes the realms of Lórien,
♦ 
Rivendell and Lindon and those who dwell there, including the Elf-lords
who are their guardians.
Chapter 2: The Days Darken provides the Loremaster with details about
♦ 
Sauron’s schemes against the Immortal Folk, including possible events,
Adversaries, and Loremaster characters.
♦ Chapter 3: Landmarks outlines twelve sites of interest, including locations
mentioned in The Lord of the Rings™ novels, as well as others created
specifically for the game.
♦ The Appendix contains rules to play High Elves of Rivendell and Elves of
Lórien, and introduces guidelines to create Elf-lords, powerful characters
especially suited for solo play.

ISBN 978-91-89765-78-8
FLFTOR018

The One Ring, The Lord of the Rings and the characters, items, events
and places therein are trademarks or registered trademarks of Middle-
earth Enterprises, LLC and are used under license by Sophisticated
Games Ltd. and Fria Ligan AB. © 2024 Middle-earth Enterprises, LLC
& Sophisticated Games Ltd. All rights reserved.
9 789189 765788

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