The Silmarillion Jumpchain
The Silmarillion Jumpchain
Welcome, jumper, to a world full of beauty and wonder. It is one you are likely
familiar with, albeit the focus of this jump is in its past. Divine forces shape the world,
and three mortal races awaken to live within it; elves, dwarves, and humans. The story of
this world is one of inevitable doom, great glory, terrible horrors, and imperishable hope,
filled with many people who have shaped the course of history. Now, you’ll have a
chance to take part in the stories and legends of this world, and perhaps even have your
own tale recounted in song.
You might aid good people against the forces of evil, or perhaps you might join
said evil and aid it, or maybe you care not for the treachery of Morgoth and Sauron and
simply wish to experience all the art and wonder that this world can offer. And of course,
Eru Ilúvatar is certainly aware of your presence, but doesn’t seem to mind, perhaps even
including you in their plan for Arda. Either way, as an outsider welcomed into this world,
you have the unique advantage of not only knowing what might happen, but also
choosing which doom you may live under. But first;
Eldar -0cp
Also known as the elves, they are perhaps the greatest of mortalkind, if they can be
considered mortal at all. Having great might of body and of heart, they are certainly the
most grand of the people of Arda. Perhaps, even, the protagonists of the world, at least
until the Age of Man comes about. They are the Firstborn, personally designed and
created by Eru himself, and were the most powerful kindred in Arda until the Third Age.
Their doom is Arda itself, to remain tied to the world until its end and perhaps beyond.
Thus, they do not suffer from age, nor do they naturally die, death only coming to them in
the deepest sorrows or in violence. Likewise are they resistant to most mundane hazards
such as disease or corpulence to an unearthly extent. Even then, when they die they
merely find themselves in the Halls of Mandos, where they remain as bodiless spirits
until the end of the world comes or perhaps they are given form once again for whatever
reason. For these purposes, you will only fail your chain due to death if you are still in the
Halls of Mandos once the jump ends. It’ll likely make little difference, as only a select
few have ever been brought back, lawfully by the decree of the Valar at least.
Edain +200cp
Also known as the Atani, the Hildor, the Apanonar, those who you would
recognize as humanity are the Secondborn, also created personally by Eru Ilúvatar, and
their doom is filled with such mystery that not even themselves know what lies in store
for them. They die naturally with time for no particular reason, a fact that many elves
found distressing when they first met the Secondborn, and none know where they go to
after death, only that their doom is a secret that Eru has kept from all. Unlike the
Firstborn, they are weaker of mind and body, more easily slain by violence or mischance,
less easily healed, subject to many sicknesses and ills, and are far more vulnerable to
corruption than all the other races. Still, they are capable of unbending will and legendary
bravery, as well as many feats and deeds of glory and skill. In short, the good old
humanity you are part of, even if perhaps not the one from your world.
The Edain alone are given the privilege, though not many think of it as a privilege,
of being utterly free from predestination and allowed to decide the course of their lives
exclusively by their own efforts. Unfortunately, this also means that the lives of men are,
for the most part, unhappy and filled with struggle and strife, as no divine force is
permitted to intervene in their lives to a great extent and they have no protection from the
harshest aspects of this world, not to mention they are forbidden from stepping foot in the
Undying Lands. Perhaps you think that such struggle is worth the freedom that being of
the Secondborn comes with? As a final note, as one of the Edain, your chain will fail
normally should you die, without any additional considerations, instead of going
wherever men are meant to go after death. You may garb yourself in the doom of this
race, after all, but you are an outsider in the end, not truly a Child of Ilúvatar.
Naugrim +100cp
Also known as the Nogothrim, the Hadhodrim, the Casari, or the Dwarves, they
call themselves the Khazâd. A creation of Aulë caused by his restlessness at the
appearance of the Firstborn who were taking a long time to awaken, and ultimately
accepted by Eru and incorporated into Arda on the condition that the seven Dwarves that
Aulë created were put to sleep so they only emerge into the world after the elves. They
are short and hardy folk, not as mighty or grand as the Eldar but certainly stubborn and
skilled in craft. While they are not as resilient as the Eldar, they are less vulnerable to
corruption than the Edain, as Sauron learnt when his influence could only make the
Dwarves more stubborn and greedy for wealth instead of twisting them to his service.
Like the Eldar, they find themselves in the Halls of Mandos when they die, albeit
in a different part of it, and they are fated and tasked with aiding Aulë in the remaking of
Arda after the Dagor Dagorath. It is worth noting that the Dwarves die of old age as well,
albeit their lifespans are still longer than those of normal Edain, not to mention they
remain young and hale for most of their lives still. And of course, while they do not suffer
from disease like Edain do, they can still become rather corpulent if they live in
prosperity without exercising often. For the purposes of failing your chain, you will fail if
you are still dead in the Halls of Mandos when the jump ends. Although keep in mind
that unlike elves, dwarves being brought back to life is not something that generally
happens, outside of the Seven Fathers of the Dwarves at least. If you extend your stay in
this world long enough, you may aid Aulë in the reconstruction of Arda after the Dagor
Dagorath if you want, although continuing your chain will still depend on being brought
back to life.
Servant Of Morgoth +200cp
Ah. You do not share in the doom of the mortal races, and neither are you one of
the divine spirits created by Eru. Instead, you are an abomination, twisted into being what
you are by the dreadful power of Morgoth. Peace and happiness is not your lot, and
neither is harmony or satisfaction; there is a malice within you, placed there by Morgoth
himself as he created your kind, that drives you to evil and deprives you of fulfillment.
Even the domination and ruination of others brings you only temporary gratification. Not
to mention that you will not be able to bear the light of the Sun, its righteous glare too
much for your twisted spirit to handle.
But perhaps this suffering is worthwhile? After all, power and glory is the
obsession of Morgoth and all things he made. His ranks are filled with treachery and hate,
as every one of his abominations compete for ever greater might with which they may
dominate their lessers. The greatest among them are the Balrogs, Maiar that swore fealty
to Morgoth, and the Dragons, oversized lizards with the ability to hypnotize those who
gaze into their eyes and breathe powerful flames, the most terrible of whom could even
take flight with scaled wings. Still, with only this and no further purchases, you are little
more than the Orcs that compose the infantry of Morgoth’s armies, perhaps an Olog at
best.
Ainur -300/800cp
Ah, you do not wish to take part in the doom of the mortal races. That’s not too
surprising, but you’ll find that the mortals have a fair bit more freedom than you might
expect. Regardless, you can choose to be of the Ainur, sometimes called the Ayanûz, the
Holy Ones, the divine spirits that Eru created before even Eä, and who he directed to sing
the Music of the Ainur alongside him. They are mightier than the mortal races, but this
same might also means they are more tightly woven into the flow of history, the divine
plan that Eru conceived for Arda. All Ainur are offsprings of Ilúvatar’s thought, and thus
have no real connections of blood to any others, albeit as Eru considered some of them
siblings, so did they treat each other as such, such as how Melkor and Manwë were
considered brothers.
The Ainur do not innately have physical form, being instead spirits. That said, they
can invest their power into creating a physical form if they so wish, which they may
morph relatively freely (unless forbidden like what happened to Sauron after the downfall
of Numenor) whenever they wish so long as they transform into an actual creature that
exists in the world. However, taking on physical form means accepting the limits of the
flesh and blood they adopt (more details in the Notes at the bottom of this jump), and the
death of their physical form, while technically a mere inconvenience, means the
permanent loss of all the power invested into the creation of said form. Additionally, all
Ainur have some understanding of a part of Eru’s mind, the part that they came from. In
more worldly terms, their “domain”, which is a statement of the interests and hobbies of
the Ainur in question more than it is a statement of the nature of their powers, although it
does influence their actions to some extent as it grants them an innate understanding of
anything involving their “domain”. Feel free to choose your “domain” however you like,
however you cannot choose everything (without a certain purchase farther below). That
status belongs only to Melkor, first and greatest of the Ainur.
For 300cp, you’ll be a Maiar, of the lower order of the Ainur, lesser in power and
majesty, albeit being an unknown number. Each is associated with and subordinate to one
of the Valar, and you can choose which one of the Valar you affiliate yourself with. The
weakest among them are little better than the figures of mortal legends, but they can also
wield great strength should they take their efforts in that direction.
The greatest of the Maiar, from a certain point of view, would be the one who
would become Sauron, the Dark Lord, primarily due to his deceit and subtle corruption,
as well as his skill in craftsmanship. Those who are more overtly powerful are the
Balrogs, who invested all their being into becoming great fiery beasts wielding terrible
weapons of war to serve as Morgoth’s forces. Of course, Maiar involved themselves in
Middle-Earth plenty, and some even shaped the history of Arda even without talking
about Sauron and the Balrogs of Morgoth, and you will likewise have much leeway to
interact with mortals, especially if you act as a teacher and guide to them.
For 800cp instead you will be of a higher order, that of the Valar, greatest of the
Ainur. There were only meant to be 14 of them, but it seems Eru Ilúvatar is amenable to
including you in their number. As you can no doubt expect, they have far greater powers
than the Maiar, and in the fullest extent of their abilities they are capable of reshaping the
very landscape around them through their songs, as precise as it is large in scale, wielding
natural (and unnatural) disasters like a mortal may skillfully wield a sword. It is worth
noting that as a Valar, you’ll get the Divine Wrath drawback for no points.
Additionally, such is your majesty and grace that mortals are blessed by merely
gazing at you, becoming stronger, more beautiful, wiser, and finding great skill come
more easily to them. Of course, your might does not necessarily translate to physical
power; Tulkas is the greatest of all the Valar in strength and deeds of physical prowess,
but he is not one of the Aratar, those who are the most mighty and majestic among the
Valar.
And most importantly; this status does not come without conditions. As a Valar,
you are not merely a powerful being; you are one of the greatest servants of Eru Ilúvatar,
and have duties and obligations to attend to. Firstly, you, alongside the other Valar, are to
shape the world of Eä before the awakening of the Firstborn, to prepare Arda for the
coming of the mortal races (albeit you might dodge this responsibility if you simply enter
the timeline late enough). And secondly, you are to be no more than an elder and guide to
the mortal races. You are not to deprive the Children of Ilúvatar of their free will, you
may not kill them or otherwise use force against them, nor may you dominate them. Do
not worry; if the situation somehow grows dire enough that you have no choice but to
break these restrictions despite following them in good faith, you may call upon Eru for
aid and he will answer. Of course, once you leave this world, you will no longer be bound
by your servitude to Eru or the tasks he assigned the Valar.
You can break these rules, of course. You have as much free will as the lowliest of
the Edain. However, keep in mind that doing so did not turn out well for Melkor, and
while the Ainur are as innocent and trusting as can be expected for beings who have only
ever lived under a benevolent and active god, they will quickly learn that sometimes
forgiveness may be an unwise choice if you push your luck.
It is worth noting that most of the Valar are married to another Valar, with only
Ulmo, Nienna, and Melkor being unmarried. Unless you bring a Companion spouse with
you to also be a Valar, you shall be one of the unmarried ones as well.
Here’s a list of the 14 Valar for convenience, as well as Melkor and his titles, for
he was once one of them but was then no longer considered such due to his deeds:
Additionally, given the timescales involved and the relative ease of travel between
any place in Arda for most of the history of this world, you may choose to start anywhere
in Arda that would be reasonable when considering your Doom. Edain and Naugrim are
forbidden from stepping foot into Valinor, for example, so you cannot start there if you
chose those Dooms. As a special option, should you be an Ainur and start before the
creation of Eä, you will simply be in the Timeless Halls, the dwelling of Eru Ilúvatar. It is
recommended you choose to enter Eä once it is created, for the sake of engaging with the
focus of this jump, but the choice is not forced upon you.
At this point Melkor spread his monsters across Middle-Earth, which Oromë
frequently hunted. Also at this point, Aulë grew impatient and made the Dwarves, which
after some light reprimand were adopted by Eru as one of the Children of Ilúvatar, on the
condition that they would go to sleep until the elves came along, since the Eldar were still
meant to be the Firstborn Children of Ilúvatar. It is after these events that Varda begins
creating the stars, using the light of the Two Trees.
Awakening Of The Firstborn (Exclusive to Ainur, Eldar, and Servant of
Morgoth)
The moment the creation of the stars is complete, the elves awaken in the east,
next to the lake formed from the crater of what used to be the place where one of the Two
Lamps was (before Melkor fucked things up). The first thing they see are the stars, which
is why they've been enamoured with them ever since. They spent a long time alone,
occasionally hounded by the monsters left by Melkor which picked off any elves that
strayed too far from the rest (some of whom were taken to Utumno and twisted into the
first Orcs), and scared by rumors from Melkor that painted the Valar in a horrible light.
Eventually however Oromë randomly stumbles on them, and manages to convince most
of them that the Ainur are actually good. Oromë then returns to Valinor to tell the other
Ainur that the Firstborn are finally here, which ultimately galvanizes the Valar into
dealing with Melkor properly, ending up with wrecking Middle-Earth even further and
imprisoning Melkor in the Halls of Mandos for three ages.
However, the Teleri tarried a lot since most weren’t fully convinced that Valinor
was worth it, so they arrived last, and some of them even ended up staying in
Middle-Earth in the end. Those who stayed were called the Ùmanyar, and alongside the
Avari are referred to as the Moriquendi, the Dark Elves. Even then, most of the Teleri
ended up staying in Tol Eressëa, the Lonely Isle, an island made by Ulmo residing pretty
close to Valinor’s shores. The three hosts of elves who reached Valinor were then
collectively called the Calaquendi, the Elves of Light.
Noontide of Valinor (Exclusive to Ainur, Eldar, Naugrim, and Servant of
Morgoth)
There was a time of peace in Valinor. Of the Calaquendi, the Noldor in particular
stood out as master craftsmen and seekers of knowledge, and they not only discovered
gemstones and how to process them, but also developed written script and a more
developed language to categorize and describe as many things as possible. Also the
Teleri were taught how to construct boats by Ossë, on behalf of Ulmo, which allowed
them to finally step foot in Aman proper. In this time Fëanor was born from Finwë and
Míriel, and he stood out for both his excellence and relentless passion in everything he
did, as if he had an inner fire within. Unfortunately his birth took all energy from Míriel,
who died in melancholy not long after. Fëanor later married and had seven sons.
Afterwards, Finwë took a second wife, Indis the Fair from the Vanyar, which Fëanor
didn’t like, and bore two more sons, Fingolfin and Finarfin.
At this time, during the second age of Melkor’s imprisonment, the Dwarves finally
awoke in Middle-Earth. Durin, the eldest of them, wandered around for a time before
founding Khazad-dûm. Likewise the great cities of Belegost and Nogrod were founded at
this time, and they conducted trade and had a great friendship with the elves of Beleriand,
and allied with them against the remnant forces of Morgoth. Those Dwarves who lived in
the East fell to the Shadow of Morgoth and became of evil mind.
So Fëanor left and constructed the fortress of Formenos to the north and stored the
Silmarils there. As for Melkor, he escaped in the form of a cloud. And he also went to
Formenos, attempting to sway Fëanor to leave Valinor entirely. But Fëanor discerned that
Melkor just wanted the Silmarils and told him to fuck off and never return. While Finwë,
who had gone to Formenos as well to be with his son, sent a messenger to the Valar to tell
them that Melkor was at Formenos, Melkor had already fled before he could be caught,
fleeing to the mostly ignored south of Aman while tricking the Valar that he went north
and escaped to Middle-Earth.
As for Melkor and Ungoliant, they stopped not long after leaving Middle-Earth,
because Ungoliant still hungered and wanted all the extra things Melkor promised,
primarily that he would give what he could with both hands. Melkor relinquished the
normal gems in his left hand reluctantly, but refused to give the Silmarils he held in his
right hand (even when they burnt through the iron box they were in). So Ungoliant
restrained and attacked Melkor, causing him to scream as loudly and painfully as
anything in Arda ever has or ever will. Melkor’s Balrogs heard this scream and rescued
Melkor, causing Ungoliant to flee. So Melkor returned to Angband, his fortress in
Thangorodrim, and forged for himself an iron crown bearing the Silmarils, while
gathering his armies and forces once again.
And Fëanor, in grief over all his loss, gathered the Noldor and claimed kingship
over them, and with a great speech galvanized them against the Valar and led them to
leave Valinor towards Middle-Earth. And here he made his oath, alongside his seven
sons, vowing to pursue with vengeance and hatred anyone who would prevent the Noldor
from regaining the Silmarils. Of course, a lot of the Noldor did follow him, but many
loved Fingolfin and his sons more, and against his better judgement Fingolfin led the
Noldor to follow Fëanor, to not be separated from his people if not to avoid leaving them
at the mercies of Fëanor’s rash counsel.
But of course, Fëanor realized that his host would not be able to pass the frozen
north into Middle-Earth, and that he needed ships to cross the sea. Ships that would take a
long time to craft, even assuming any among the Noldor had skill in shipmaking (which
wasn’t the case). So he decided to persuade the Teleri to help them. But the Teleri refused
to lend them ships or help the Noldor craft any, wanting to dissuade them from departing
Valinor. Likewise they refused the lordship of Fëanor, and he couldn’t sway them.
So Fëanor decided to take the Teleri’s ships by force. And the Teleri resisted, but
they had no armor and only slim bows as weapons. Thus the First Kinslaying occurred,
and the Noldor sailed east on the white ships of the Teleri. And while sailing they found a
dark figure that some say was Mandor, who proclaimed the dark doom that would befall
any of the Noldor who would not turn back and seek pardon. And Finarfin, in grief,
turned back along with many of his people, and they received pardon, and from then on
Finarfin was the king of the Noldor of the Blessed Realm. The rest, however, continued
on, and at last arrived to Middle-Earth. But there was distrust and rumors of treachery
among the Noldor, so Fëanor gathered all he thought trustworthy to him and left in secret,
leaving Fingolfin in Araman.
Not long after they reach Middle-Earth, the host of Fëanor is ambushed by Orcs,
who were overwhelmed by the Noldor and fled, and Fëanor pursued the orcs deep into
Morgoth’s lands, and fought the army alone for so long that the Balrogs went forth from
Angband as reinforcements. After a fierce battle, the mightiest of the Balrogs finally
struck the killing blow, and Fëanor was carried away by his sons before dying from his
wounds. And from then on the Noldor were ever at war with Morgoth. And Fingon, son
of Fingolfin, resolved the feud between the Noldor, rescuing Maedhros who had been
captured and taken to Angband.
The Sun And Moon
While the Two Trees died, Yavanna and Nienna endeavored to do all they could to
attempt to mend them, and at last the Trees bore a flower of silver and a fruit of gold.
These were turned into the Moon and the Sun, respectively. The Sun guided by Arien,
and the Moon guided by Tilion. But while Arien was steadfast and fearless, Tilion was
wayward and uncertain in speed, holding not to his appointed path. The Moon rose first,
and after Tilion traversed the heavens seven times, then the Sun, bringing new light to all
of Arda. And also the Valar raised the Pelóri mountains ever higher, better fortifying
Aman and barring the path to Valinor save from Calacirya. And the Enchanted Isles were
set, another barrier preventing entry to Valinor.
And at the first rising of the Sun came the Secondborn Children of Ilúvatar, and
humans awoke in the eastern regions of Middle-Earth. But the first sun arose in the West,
and there the eyes of men turned, and there their feet for the most part strayed. Of Men
little is told by the elves, and they did not influence history much before Númenor. First
they met the Dark Elves, and became their friends and disciples.
Likewise during this time, Felagund comes across a host of humans in his
wanderings around Ossiriand, and not long after the Edain found a settlement named
Estolad on the banks of a river, led by Bëor. From then on more men arrived in Beleriand,
spreading across the land. They were banned from entering Doriath, but as a whole they
had good relations with the elves, and with the dwarves as well.
Ruin Of Beleriand
The Long Peace ends once Morgoth judges that he has prepared enough, and
triggers some volcanoes in Thangorodrim to cover the skies, and marches his dragons and
Balrogs to break the Siege of Angband. Here Fingolfin challenges Morgoth to a duel,
which he cannot refuse in front of his own generals. This duel Morgoth wins, but gains a
wound on his left foot that leaves him forever with a limp, as well as a scar on his face.
Turgon attempts to send people to Valinor, to ask for pardon for the Noldor and aid
against Morgoth, but none reach Aman. In better news, Beren, a Man, is sent on a quest
by Thingol for Luthien’s hand in marriage, managing to steal a Silmaril from Morgoth’s
crown. While he succeeds, he dies from wounds he sustained, but is brought back to life
in exchange for Luthien becoming a mortal and sharing the Doom of the Edain.
Thingol’s death drives Melian into grief and departure to Valinor. Doriath, without
the Girdle of Melian to keep it safe, is invaded not long after by the dwarves for the sake
of Nauglamír. They plunder Doriath’s treasury, and the Silmaril with it, but are ambushed
by a host of elves led by Beren and Dior, Thingol’s heir, before they could return to
Nogrod, and the Silmaril is recovered. Dior then wears the necklace and claims kingship
over Doriath, but dies not long after to the sons of Fëanor due to refusing to hand over the
Silmaril. Thus happens the Second Kinslaying, albeit the sons of Fëanor fail to obtain the
Silmaril, as the remnants of Doriath flee south and settle near the mouth of river Sirion.
The Third Kinslaying
In Gondolin, Eärendil is born. When he is seven years old, Morgoth invades
Gondolin. It is in this invasion that Glorfindel slays a Balrog. Glorfindel dies from his
wounds after the feat, but the Valar, impressed, allow him to return to life and reside in
Valinor from then on. And the remnants of Gondolin fled south, and settled near the
mouth of the river Sirion alongside the survivors of Doriath. And after a time, Eärendil
married Elwing, Dior’s daughter, and becomes the lord of those people.
Eventually, the sons of Fëanor learn that the survivors of Doriath and Gondolin
held the Silmaril, and that they were settled near the mouth of the river Sirion, and as
expected the Third Kinslaying happens when they destroy the survivors of Gondolin and
Doriath in their attempts to obtain the gem. Also as expected, they fail to obtain the
Silmaril, as Ulmo temporarily shapeshifts Elwing into a bird with the Silmaril on her
chest, that she might fly to Eärendil and bring news of what happened, for Eärendidl was
in a voyage at sea at the time. And together, they sail to Valinor, seeking to request the
Valar to aid Middle-Earth and to pardon the Noldor.
Eärendil successfully reaches Aman, and here it is decided that those who are
half-elven and half-human may decide which of the two Dooms they may choose, for
Eärendil was himself half-elf and half-human, bringing the matter to the attention of the
Valar. Eärendil is torn in the decision, so he allows his wife Elwing, who was also
half-elven half-human, to decide. Elwing chooses the Doom of the elves, and Eärendil
chooses it as well, albeit reluctantly, to not be separated from his wife. And Eärendil’s
ship is hallowed by the Valar so that it may fly, and with it Eärendil frequently voyaged
beyond the world, even unto the starless, pathless, and cold voids. And bearing the
Silmaril on his brow he seems like a star in the sky, the brightest of them all.
War Of Wrath
And the Valar heed Eärendil’s request for pardon of the Noldor and aid against the
evil of Morgoth, and gear for war while Morgoth believes himself safe and successful in
his efforts to completely estrange the Noldor from the Valar, and that none will wage
open war against him again as the Valar just sit on Valinor ignoring Middle-Earth. The
Valar and their hosts use the ships of the Teleri to sail to Middle-Earth, and while
Morgoth is powerful and has many great armies, all his forces are annihilated before the
might of the Valar. Here most Balrogs are slain and the rest flee and hide in deep places
beneath the earth. It is worth noting that in this battle, many forces of men fought on
Morgoth’s side, which is what largely sundered the elves from men from then on.
Terrified of the might of the Valar and unwilling to fight himself, Melkor sends
forth his winged dragons, who had never been seen before. The new dragons surprise the
Valar, who are held back for a time by them, and here Eärendil slays Ancalagon, greatest
and mightiest of the winged dragons whose corpse flattened many mountains as it fell.
Not long after Ancalagon’s defeat, the Valar manage to slay most of the other winged
dragons, the rest of whom fled. And then the pits of Morgoth were broken and unroofed,
exposing the deep tunnels to the open air, and Morgoth flees in fear. However, Morgoth is
quickly captured and chained, and the battle comes to an end. The power of the Valar
shown in the battle caused the sea to roar in many chasms, making great confusion and
noise, and many rivers perished or found new paths, and valleys were upheaved and the
hills trod down. By the end of it, Beleriand was mostly gone, leaving only a few lands not
sunken beneath the sea.
After the battle, the last sons of Fëanor who still lived, Maedhros and Maglor,
demanded the Silmarils, and were refused, told to head to Aman to be judged for all the
deeds of the sons of Fëanor. Maglor is the more reasonable of the two, but ultimately
deferred to Maedhros’ schemes to steal the Silmarils, in which they are successful, and
split the two Silmarils reclaimed from Morgoth’s crown between the two of them.
Unfortunately, the Silmarils burned in their hands, and Maglor realizes that just as
Eönwë, herald of Manwë, had said, the right that Fëanor and his sons had to the Silmarils
was rendered void due to their deeds. In despair, Maglor hurls the Silmaril in his
possession into the western sea, while Maedhros hurls himself into an open chasm of fire.
Thus the Silmarils find their ultimate homes; one high up in the heavens, one deep
beneath the earth, and one in the depths of the sea.
Then most of the elves of Beleriand sail to Valinor, and the Teleri forgive the First
Kinslaying, and the Noldor are pardoned and welcomed back to Valinor. And Morgoth is
banished out of Arda, into the Timeless Void beyond the Door of Night, which is itself
guarded heavily from then on, particularly by Eärendil. As for Sauron, Morgoth’s right
hand man, he repents, or pretends to repent (it is unknown if his repentance was sincere at
first, but it definitely was not after) and asks Eönwë for advice, who tells him to go to
Aman to be judged by the Valar. But scared that the Valar may doom him to servitude as
punishment (even if temporary), and wanting to keep the power he had under Morgoth,
he fled east instead.
Thus started the waning of the Eldar, and the rise of the Edain, as well as the end
of the First Age and the start of the Second Age.
Rise Of Numenor
The three houses of men that fought alongside the elves in the War of Wrath were
given a reward of great wisdom, might, and lifespan. Additionally, they were also
rewarded with the Valar raising an island called Andor, the Land of Gift. The Edain
named it Anadune, meaning Westernesse, also called Númenor in High Eldarin tongue,
and there the kingdom of Númenor begins. Their first king was Elros, who having elven
descent was particularly long-lived among the Númenoreans, and ruled them for about
four hundred years. It is worth noting that the Valar also imposed a Ban on the
Númenoreans, forbidding them from sailing west beyond the point where they could see
the shore of Númenor. Still, the most far-sighted among them could still see a shining
white city on the western horizon when the sun was deep in the east and still rising if they
were on the peak of Meneltarma, the highest and only mountain of Númenor, or perhaps
atop a particularly tall ship sailing as far west as they were allowed. Most thought this
was Valinor, but the wise among them knew it to be Avallóne, the Lonely Island, instead
of Valinor proper.
Due to the Ban, the Númenoreans sailed primarily eastwards, but also to the north
and south. In these directions they explored all corners of Arda, and frequently set foot on
Middle-Earth where they guided and helped the Edain that remained there, who were
constantly in danger due to the remains of Morgoth’s forces, such as demons, dragons,
and orcs. The Númenoreans did not colonize any place, however, only exploring the
lands. As time went on, however, they desired to sail west as well, and grew resentful of
their mortality.
Rings Of Power
Eventually, Númenor begins to demand tribute from the Men of Middle-Earth,
taking rather than giving. Knowing the growing resentment among the Númenoreans,
Manwë becomes worried and sends an envoy to discourage them from evil, telling them
also of the Doom of Man and how the Valar can’t do anything about it. Unfortunately, the
envoy failed to dissuade the Númenoreans from being resentful at the Valar, in fact
worsening the situation. After the visit from the envoy, Númenor splits in two; the King’s
Men, those who were willful and proud and resented the Valar, and the Elendili,
Elf-friends, who were not and wished to remain friends with the elves. The former party
was unfortunately the majority.
Still, they didn’t break the Ban, out of fear of the Valar if not respect for them, and
grew obsessed with death and attempting to discover how they might obtain immortality.
In this time Númenor was filled with many grand tombs dedicated to the dead. Likewise
Númenor suddenly seemed too small for them, and they began to colonize Middle-Earth.
And they grew more materialistic and greedy due to their fear of death. Only the Elendili
still maintained the virtues of the early years of Númenor.
Seven rings he gave to the Dwarves, but found them resistant to his influence, only
able to make them greedier. Many of the rings of the Dwarves were lost to dragons who
devoured the hoards of the Dwarves alongside the rings. The nine rings that Sauron gave
to men were more successful, eventually turning the wearers to Sauron’s service, forming
the Nazgûl, the Ring-Wraiths. With the Nazgûl in his service, Sauron felt confident
enough to assail Númenorean forces, even if only occasionally and not in full war.
Downfall of Numenor
The resentment and greed of Númenor worsens with time, until Pharazon seizes
the throne by forcing his cousin to marry him. It had been 2000 years since the start of
Númenor at this time. Sauron, knowing Pharazon’s pride, taunts him in messages, luring
him into showing up personally in Middle-Earth to demand Sauron’s fealty. Sauron,
secretly satisfied that his schemes work, pretends to surrender and swear servitude under
Pharazon, taking on fair form all the while. Pharazon decides to keep Sauron hostage in
Númenor, which Sauron readily agrees with as it aids in his plans.
After only three years in Númenor, Sauron becomes the king Pharazon’s most
trusted advisor, and he begins to corrupt Númenor and gainsay everything the Valar had
taught the Númenoreans. He lied to them about Eru and Melkor, turning Pharazon to
worshipping Melkor as Lord of Darkness, and not long after those who followed him
most turned to such worship as well. At this time the last of the Elendili is led by
Amandil, father of Elendil, father of Isildur and Anárion. Isildur himself, hearing that
Sauron was pushing the king towards cutting down the white tree of Númenor, which
symbolized their alliance with the Valar, sneaks into the king’s court at night to steal a
fruit from the tree. He succeeded, albeit heavily wounded since he was discovered when
fleeing with the fruit. The white tree was felled not long after.
After the felling of the white tree, a temple to Melkor is constructed, where Sauron
led in the sacrifice of humans as offerings to Melkor. Due to this evil, the lifespans of the
Númenoreans swayed by Sauron shortened, and they also began to die of things other
than peaceful old age, and they also began to be wracked by illnesses and great decay as
they aged as well. While their happiness waned, the strength of Númenor did wax,
particularly as Pharazon grew closer to his death. Then, Sauron encouraged Pharazon to
break the Ban and sail west for the purpose of war. Learning of this, Amandil decides to
attempt the same as Eärendil and sail west to ask the Valar for help against Sauron’s
deceptions, willingly breaking the Ban so that the rest of Númenor doesn’t.
Unfortunately, he fails, and nothing more is heard of him after.
As Númenor prepared their fleet, they were assailed by thunderstorms in the shape
of eagles, and the thunderclouds were lit red by the light of Valinor, and the winds grew
completely still. This was the first time that bad weather had ever assailed Númenor, but
as terrifying as it was, it was not enough to break the morale of Númenor’s armies.
And thus they sailed west, and landed on Aman. But they found nobody on the
shore waiting for them, so they set up camp, unnerved by the eerie silence. All elves had
fled deeper into Valinor, and the Valar were forbidden from using force against the Edain.
And then a great chasm opened between Valinor and Númenor, and all the fleets of
Númenor fell into it and drowned, and all the forces of Númenor that had set foot on
Aman fell into it as well, and were buried beneath falling hills. And the waters of the sea
fell into the chasm as well. And Valinor was removed from the world, so that only those
elves who wished to go to the Undying Lands would ever reach it. And Númenor was
also destroyed, brought under the waves alongside everything on the island and everyone
who lived upon it, and only the sons of Amandil survived, having never supported the
folly of Pharazon nor paid heed to Sauron’s lies, and they managed to sail off the island
and reach Middle-Earth after some days of chaos out at sea. And Sauron, having laughed
in Melkor’s temple at the folly he tricked the Númenoreans into, was terrified by Eru’s
intervention, and was robbed of his fair form, unable to ever take a form so fair again.
And from then on, Arda became a sphere, a planet, and all paths were bent to
return to where they started.
Elendil was separated from his sons Isildur and Anárion. Elendil himself was cast
by the waves to the land of Lindon, and in Eriador he established the kingdom of Arnor.
Meanwhile, Isildur and Anárion were cast away southwards, and arrived at the river
Anduin, and established the kingdom of Gondor. And Sauron returned to Mordor, and
slowly forged for himself a new form, one of malice and hatred made visible.
Last Alliance
The kingdoms of the Dúnedain, the survivors of Númenor, grow in might, and
Isengard is built. Additionally, Isildur still possessed the fruit of the white tree of
Númenor, and with it planted the white tree of Gondor in Minas Ithil. Also the seven
Palantirs the Dúnedain managed to keep were used to great effect as Arnor and Gondor
grew and conquered. But not all was good; Sauron, having returned to Mordor, waged
open war against the Dúnedain, and everyone else in Middle-Earth. Primarily, he fought
Gondor, as it was the closest kingdom. He manages to conquer Minas Ithil, and cuts
down the white tree there, but Isildur successfully escapes with a seedling of the tree, and
plants it in Minas Anor. The forces of Sauron are held back at Osgiliath for a time, but
seeing that Sauron would quickly grow too strong to face alone, the Dúnedain ally with
the elves that remain in Middle-Earth, as well as the Dwarves that fought against Mordor,
and this was known as the Last Alliance.
And the Last Alliance marched to Mordor, and were met by Sauron’s forces in
Dagorlad, the Battle Plain, lying just before the Black Gate. It is sung that creatures and
peoples of every kind were present on both sides of said battle, beasts and birds and
dwarves and men, except only for the elves who held Sauron only as an Enemy, and the
orcs who hated all that was good in the world. In this battle the Last Alliance was
victorious, and they invaded Mordor and laid siege to Barad-dûr for seven years. They
suffered heavy losses, but in the end Sauron was forced to emerge from his stronghold to
fight personally. It is in that battle that Isildur cut off Sauron’s finger which held the
Ruling Ring, marking Sauron’s defeat, forcing him to abandon his body and flee to hide
in far places, while his forces routed and fled as well. And Isildur refused to destroy the
Ruling Ring by casting it to the fires of Orodruin, wishing instead to keep it as an
heirloom of his family.
This the Second Age ends and the Third Age begins.
While Isildur headed to Arnor to lay claim to it, for his father Elendil had died in
the battle against Sauron, he was ambushed by a force of orcs, and killed, and the Ruling
Ring was lost to the depths of the river Anduin, where it would later be found by a hobbit
named Sméagol. After many generations, a plague struck Gondor, weakening their
forces. The Ring-Wraiths take advantage of this, conquering and claiming Minas Ithil,
which they renamed to Minas Morgul. From there they waged war against Minas Anor,
and these battles turned Osgiliath, which had been abandoned as time passed, into a city
of ruins and ghosts. And Minas Anor was renamed to Minas Tirith, and its white tower
was built.
And the last king of Gondor challenged the Morgul-lord to single combat, but he
was betrayed and taken to Minas Ithil to be tormented for the rest of his life. Having left
no heirs behind, the task of ruling was taken up by the Stewards of Gondor from then on.
Perks
Now that your Doom, time, and place have been determined, it is time to focus on
you. What do you wish to be able to do, what do you wish to be? Perks in the section of a
given Doom are discounted to you, half-off, should you have picked said Doom. 100cp
perks which are discounted are instead free.
Of course, while not the goal, the Art can provide some amount of power as well,
albeit not directly related to physical prowess or skill in combat. Take, for example, the
songs of power, which is done through song and poetry. The power and influence of these
songs draw from the might of your spirit, not of your body, and they do not expend or
diminish it in the same way that lifting a sword and swinging it does not deprive you of
your muscle and bone. For example, if you suspect deception, you could sing a song of
piercing, opening, of treachery, to sway whoever you target to reveal their secrets, while
they could sing a song of resistance, of battling against power and of trust unbroken.
Ultimately, the poetry and skill of the song is more important than its content and
intent, so keep that in mind. One of the more basic and straightforward ways of using
such songs is in conjuring illusions of what you sing, and particularly powerful songs
may be used to influence reality in natural ways, such as causing a fortress to fall apart
and decay, or maybe healing deep wounds, or enchanting people into sleep. The furthest
extreme of such songs can manipulate the world in unnatural ways, constructing jagged
fortresses out of stone, or causing pain to those who hear your song, and other evil
purposes. Do note that such unnatural and powerful songs are considered evil and will
not make you any friends.
There are also other, less intuitive applications of Art, such as the Mirror of
Galadriel, but such matters are obscure and related mainly to the skillful and
knowledgeable usage of the Art, and thus you will need to seek instruction in such
artifice if you wish to engage with it in a reasonable timeframe. As it is now, with just
this Perk, you’ll have a solid grounding in the fundamentals of how to use the Art, if not
any actual experience with it.
And of course, putting aside the matters of what powers the Art by itself may hold,
you may apply it to any normal art you produce, making it more effortless, more swift,
and also ensuring that any errors in the final product are exclusively a problem with
whatever vision you were bringing to fruition, rather than caused by the materials you
used or the method you utilized to produce such art. You can also apply the Art to any
supernatural abilities you possess, for the same benefits.
You are particularly adept at utilizing supernatural and esoteric materials, such as
the light shed from the Two Trees, able to craft even greater items from such materials.
Doubtlessly you can make things that change history. Perhaps you’ll attempt to rival
Fëanor’s creation of the Silmarils?
Eldar Perks
It is not directly talent, you do not grow faster than others, but you have the will
and drive to stay up long nights to ruminate and study long past when others would have
closed their books, set down their pens, and went off to wander around gardens, frolic
with their friends, or laid on their beds to sleep. Likewise you have the strength of will to
face down any obstacles you may find in your path, and the stubbornness to not be
swayed by words if you do not allow yourself to. Of course, this same will and
stubbornness is what prevented Fëanor from stepping off the path of ruin he embarked on
when Morgoth stole the Silmarils, but at least he died with pride, knowing that only he
decided the course of his life.
Edain Perks
After-Comers -100cp
The Atani are the Secondborn, those who came after, and the third people to
awaken on Middle-Earth. Both Eldar and Naugrim had long ages to grow their nations
and knowledge by this time, so humans were rather quaint at the start. Still, they got
along quite well with the older races. This is something that you’ll experience yourself as
well, as you’ll find others generally receptive to your presence even if you are far less
experienced, and quite patient with you as well. It certainly won’t be quite as difficult to
be the new guy on the block, so to speak.
More precisely, you’re now able to reincarnate among your descendants (don’t
forget to actually have kids). It may be your direct descendants or anyone descended from
you, as long as it is a bond of blood. By some twist of fate you will always be given the
same name you had before you started reincarnating, and of course if you’re well-known
enough people might notice the similarities. As for the details of how long it takes you to
reincarnate, that can be left up to you (just keep in mind that it’s unlikely that there are
dwarves born in every instant, so even if you rush it’ll likely take a while), and you will
find yourself in the Halls of Mandos until you do (which are probably empty in other
worlds). And of course, if you still haven’t reincarnated by the time the jump is over,
your chain will fail normally. Try not to die too much; being a child for prolonged periods
of time sounds rather inconvenient.
Servant Of Morgoth Perks
Dragonspell -400cp
Dragons are well known for being giant lizards capable of breathing fire. One
other unique trait they have is the Dragonspell, a hypnotizing spell laid on any who gaze
into the dragon’s eyes. With this, you may gain the Dragonspell as well. It not only makes
your victims more vulnerable to your words, but you can also immobilize them for
prolonged periods of time. If you are mighty enough to overwhelm the will of those
under your dragonspell, or tricky enough to make them waver through more normal
means, you could even cast their minds under more elaborate spells, such as for example
one of darkness and forgetfulness that banishes all their memories, or temporarily render
them unable to see or hear anything, or driving them into a deep slumber they cannot stir
from.
You can optionally be an actual dragon, with scales like armor, teeth like weapons,
and a breath of fire hotter than any other in this world. You won’t be one of the winged
dragons with this, but you likely won’t need wings to be a terrifying monster regardless.
If you start early enough, you might even be the First Dragon instead of Glaurung, not
that it will change events too much.
Good luck finding that much food without revealing yourself to prospective
dragon slayers though. If you are a dragon, you can also be one of the winged dragons
that Morgoth deployed in the War of Wrath, although hopefully you won’t get killed by
the Valar. You will also find your fiery breath to be hotter and linger longer the more you
grow as well. With enough patience, you may well find yourself one of the most
dangerous beasts in Arda.
Ainur Perks
You probably already know much about this world, of course, likely far more and
in more detail than this perk gives you, but you will also be told of the future to a similar
degree in future worlds you visit. This’ll perhaps let you formulate a plan on how to
approach said worlds. Of course, those who are immune or otherwise outside of destiny,
as well as what changes they’ll cause, won’t be included in your knowledge, but this’ll
likely be of little issue with how little detail is given to you anyway.
Ah, do keep in mind that just like any form of creation in this world, creating truly
impressive creatures will require plenty of investment on your part, in time, effort, and
power as well. Yavanna could not replicate the creation of the Two Trees unaided, and
likewise Morgoth probably couldn’t create something as dangerous as dragons after
Glaurung. At the very least, any creatures you create are guaranteed to be able to breed
true, requiring no additional investment to create more aside from getting the ones you’ve
already made to have kids normally. Aside from this, you can also place living things into
a deep slumber if they don’t resist, to put them in stasis for long ages to awaken far in the
future. Perhaps you might petition Eru to create a race of your own just like Aulë did?
Aratar -600cp
While the Valar are the greatest among the Ainur, not all of them are equal.
Among them are the Eight High Ones, the Holy Ones, the most powerful among the
Valar. Of course, they are each just as mighty as the other, so there’s no ranking between
them. Now, however, it seems that this number has increased to Nine instead, with your
inclusion. The most obvious effect is that you are far more majestic and mighty than
before, and the power you can bring to bear is significantly greater, even if still not quite
enough to bring ruin to all of Arda at once. Do remember that might does not necessarily
correlate with physical prowess, not unless you specifically spend effort to give yourself
such greater strength at least. You might not be comparable to Melkor at the height of his
power still, but he quickly weakens to be below the least of the Valar anyway, as he
invests his power into Arda. If you aren’t of the Ainur, you’ll still be greater than the rest
of your kin to a similar degree. Perhaps as a human you’re like the Númenoreans but on a
greater level, for example. You’ll definitely be unprecedented.
Items
While your personal capabilities are important, what artifacts you possess can also
matter quite a bit. After all, just think of the Silmarils, three gems of such beauty and
value that many were killed over them. You have one floating discount to use on items
per price tier, except for the 800cp item.
Waybread -200cp
While traveling the lands is all well and good, people do need to eat. And while all
the Children of Ilúvatar developed their own travel rations, the Eldar’s are perhaps the
best. Lembas bread is not only delicious, but also incredibly nutritious, one small bite
enough to completely fill your stomach. It’s also quite repulsive to evil creatures, such as
orcs. It is stored wrapped in leaves, and like that it can remain fresh for many months.
Wouldn’t it be nice to have a supply of it for your travels? Well good news, because this
gives you a bag with dozens of loaves of Lembas bread, each neatly packed in leaves.
Whenever it runs out, it’ll be filled again next time you aren’t paying attention to it. If
you are not of the Eldar or Ainur, be careful who you show this to, as only the Eldar are
supposed to have great supplies of it.
Jumper’s Realm -400cp
While domination over others is quite questionable, even the good elves of Arda
formed kingdoms with royalty. If you’d like to be of royal lineage as well, here you may
purchase a whole realm of your own. It may be wherever in the world you wish, as long
as it doesn’t overlap with another kingdom, for the sake of politics. You won’t find this
too restrictive at least, as the world is wide and only the evil lay claim to it all. The
people of your realm will share in your Doom, although if you are an Ainur you’ll rule
over Eldar instead, perhaps those elves choosing to follow you for whatever reason. It’s
nothing new, so don’t be alarmed. Perhaps you’ll drive your kingdom to great prosperity
and might? Hopefully you won’t see it destroyed by Morgoth or Sauron’s machinations.
Once the jump ends, you may bring your realm and all its lands with you to future jumps,
perhaps to expand it through conquest or annexation with lands of other worlds.
Silmarils -400cp
These three jewels crafted by Fëanor are the driving force behind most of the
tragedy of the First Age. Many desired them, even if it might be an unwise choice to keep
them. Perhaps you want these jewels as well? Maybe they’re somehow replicas or you
have the original set, either way these are the most beautiful gemstones of this world, not
only glowing on their own but also refracting and reflecting any light shined on them in a
way that makes them even prettier. They are also hallowed by Varda to burn evil beings,
even if they are only handled indirectly. They can also likely be used to restore the Two
Trees after Ungoliant kills them, but as Fëanor refused to hand them over such never
happened. Hopefully you’re fine with being a magnet for trouble, because people are not
going to ignore you having these gems.
Quality serves as well. Items crafted masterfully by smiths will sate your hunger
as much as a whole feast made by skilled chefs, even if you normally wouldn’t be able to
eat and digest metal. Gems are even more filling. And items that could be described as
supernatural? Those will be the most filling of all, the more magical the better. Be careful
to not go after things with too much power, or you might be unable to ever sate yourself
afterwards, worsening the hunger until all you can do is eat yourself.
Assuming you don’t go out of your way to eat greater things and make it worse,
maybe a month or a few, if you go out of your way to ration what you eat to minimize the
danger, it might take a year or a few to get significantly hungrier. Keep in mind that
before eating the Two Trees, Ungoliant was largely just chilling in a cave somewhere and
there was no indication she had any real issues with uncontrollable hunger.
You could not only make again your greatest works, but perhaps you could have a
real chance at improving your skill endlessly, albeit this blessing does not directly help
you with such growth, and neither does it do anything about physical aging if you still
have to worry about it. If you don’t actually spend any effort to recover, even the slow
march of years will still diminish your soul. Likely quite useful, especially if you’re a
craftsman.
Beyond Arda
But while the road likely does end, does it have to end now? Maybe you just
haven’t yet gotten your fill of adventure and wish to go further. This could also be
considered the ‘default’ choice by some. You’ll continue your chain, moving onto the
next jump, the next world. Or maybe you’ll return to this world later, in future jumps, to
continue shaping its history. Or maybe you won’t, and you won’t visit this world again.
Who knows what the future may hold? As long as you keep walking the road, jumping on
the chain, many things can happen. Best of luck on your journey, jumper.
Notes
You have a free guarantee that Eru won’t kick you out of Arda or something (and
by consequence the Valar will probably not mind your presence too much unless you’re
as bad as Morgoth). They may or may not have plans for you but at least you won’t have
to worry about God himself coming down to kick your ass (unless you fuck up to a
greater extent than anyone else in the history of Middle-Earth has fucked up before).
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