The One Ring - Realms of The Three Rings - VYpanF
The One Ring - Realms of The Three Rings - VYpanF
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
ISBN PR I NT
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.
1 2 3 A
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.
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
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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-
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.
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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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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
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
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
12
W here the W est- elves S till L inger
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
14
W here the W est- elves S till L inger
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
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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.
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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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Cirdan
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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.
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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-
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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
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Rivendell
They stayed long in that good house, fourteen days at least, and they found it hard to leave.
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CHAPTER 1
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,
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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.
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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.
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CHAPTER 1
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
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3 12
9
7 6
5
11
10
2
13
1 14
15
5
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.
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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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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.
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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CHAPTER 1
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
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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
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d
TH E OLD
B A N K
KIN EG
ET
G ’S C AV E S L A
Y
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erlo D I L
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si lv de
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S T FO R
ON D o
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f A ID G E
I R N I N
T
A
N
I
S L O S T A Lf
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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
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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.
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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.
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.
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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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
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CHAPTER 1
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.
DISTINCTIVE FEATURES: Fair, Lordly, Wary DISTINCTIVE FEATURES: Lordly, Inquisitive, Wise
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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.
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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
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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,
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30 2 6 — 2
COMBAT PROFICIENCIES: —
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30 2 6 +2 2
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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
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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.
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
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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.
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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.
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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
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
71
CHAPTER 2
Noredhel
72
T he D ays D arken
30 2 6 +1 3
73
CHAPTER 2
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
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.
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
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
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
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?
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.
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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
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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.
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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
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CHAPTER 3
THE VINEYWARDS
OF GLAURIA
Vineyards
3 4
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
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.
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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
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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).
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L andmarks
The Winter-horn
“There was a terrible storm; the stone-giants were out hurling rocks.”
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
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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.
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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.
30 2 6 — 3
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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).
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.”
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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.
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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
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2
4
5
6
THE RUINS
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.
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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
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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
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.
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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
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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.
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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.
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THE HOLLOW
3
2 WOOD
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L andmarks
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
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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?
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.
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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,
Talan 4
1
2
THE ISLE
OF THE SORCERESS
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lost kin, but over time, she formed a bond with her two
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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
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
“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
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
127
A ppendix
Virtues of
are usually in that language.
128
A ppendix
…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
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.
131
A ppendix
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.
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.
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