Keepers of The Elven-Rings™
Keepers of The Elven-Rings™
L E A D WRIT E R
                                                      Gabriele Quaglia
                                                    A D D IT ION A L WRIT E R
                                                   Francesco Nepitello
                                                        5E CON V E RS ION
                                                    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
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1 2 3 A
   A HISTORY OF THE ELDAR          6    PERILS OF THE LAST ROAD           59   OST BRENIELLIN      86             HIGH ELVES                132
   The First Age                   6    The Westward Journey              59   Background86                       Description133
   The Second Age                  6    Evil Things on the Road           60   Locations87                        Typical Names             133
   The Third Age                   8    Waylayers and Pilgrims            60   Schemes and Trouble 89             Cultural Traits           133
   STAYING IN AN ELF-LAND         8    Dark Designs of Morlhoss          64                        90
                                                                                 THE PALACE OF THE SEA-BIRDS
                                                                                                                     Backgrounds133
   The Power of the Three Rings    9    MEMORIES OF ANCIENT WOUNDS        66   Background90                       Virtues of the High Elves 134
                     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 Keepers of the Elven-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 Lord of the Rings
their heroic defence against the many threats which loom             Roleplaying — the year 2965.
                                                Overview
Keepers of the Elven-rings complements the setting informa-         characters and their agendas, including many looming threats
tion presented in The Lord of the Rings Roleplaying, in par-         capable of affecting the struggle of the Elves in the final days
ticular the material found in Chapter 9: The World, and in           of the Long Defeat.
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 set    Player-heroes hailing from Rivendell or Lórien, and guide-
of narrative elements that can be used to determine the fate         lines for creating Elf-lords, powerful characters particularly
of Elf-havens. It provides the description of several Loremaster   suited to epic solo play.
                             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
 6
                                                                                                    W here the W est- elves S till L inger
THE MAKING OF THE RINGS OF POWER                                    rings later known as the Seven and the Nine, but could not
The Elves who resisted the Call of the West desired to build        discover who held the Three.
their own Blessed Realm in Middle-earth, and fight the tide            For six years the hosts of the Dark Lord rampaged
of time and change. First in this ambitious pursuit were the        throughout Eriador. Vast regions were laid to waste, before
Elven-smiths of Eregion, and the chief among them, Cele-           a fleet of the Dúnedain finally landed in Lindon, routing
brimbor. Blinded by their thirst for knowledge, they accepted       Sauron’s forces and putting an end to the war.
the aid of Sauron, who offered them his aid disguised as a
master jewelsmith. Under his influence they grew mighty             THE DOWNFALL OF NÚMENOR
in craft, and began the forging of the Rings of Power. Many         AND THE LAST ALLIANCE
were made, of various kinds, some more potent and some less.        An age of uneasy peace followed. Sauron’s power grew in the
     But as the Elven-smiths indulged in their ring-making, the   East as he used Nine rings to ensnare mighty kings of Men,
Dark Lord acted on his own secret stratagem — the creation          and the Dwarves accepted Seven more. These were the Black
of a Great Ring to rule over all the others. Fortunately, Cele-     Years, the Days of Flight: wandering Elves fled the Great Lands
brimbor became aware of Sauron’s plan, and hid the Three            and swelled the western havens, taking grey ships to sail over
Rings which he himself had forged.                                  the Sea. For a time the Elf-kingdoms were safe, as the shores
                                                                    of Middle-earth were defended by the might of Númenor.
THE WAR OF THE ELVES AND SAURON
Once discovered, Sauron invaded Eriador to take all the Rings
by force: the defenders of Eregion were crushed, and an army
coming from Lindon, led by Elrond Halfelven, was forced
to retreat in a valley among the mountains. Sauron took the
                                                                                                                                       7
CHAPTER 1
                 In time, even the Men of the West fell victim to their own           The long sunset of the Firstborn had begun.
            pride and the seduction of Sauron — when they challenged
            the Powers of the West, their island of Númenor was drowned           THE LAST BATTLE APPROACHES
            and the world itself was changed. Sauron lost his physical form       Near the turn of the millennium, a shadow fell on Greenwood
            in the Downfall, but in later years his ambition and power            the Great, and many started to call it Mirkwood. Around the
            grew unchecked once again, and from the land of Mordor he             same period, the Istari, emissaries from the Powers of the
            prepared to take over Middle-earth. A Last Alliance of Elves         West who would later be known as the Wizards, arrived on
            and Men was forged to face the Dark Lord, and their host              the shores of Lindon.
            besieged him in his own land and ultimately defeated him.                 Círdan welcomed them, surrendering the Ring of Fire to
                 Victory came at a high cost though — the High King Gil-         Mithrandir, for the Shipwright foresaw that the Grey Pilgrim
            galad died by the hand of Sauron and no successor would               was destined to kindle the hearts of the Free Peoples oppos-
            claim his crown. The rings he held, two of the Three, were not        ing the Enemy. This left Lindon without its support, and that
            lost, but secretly passed on: one to his herald Elrond, now Lord      ancient realm began to fade. Still, the Grey Havens endure
            of Rivendell, and the other to his lieutenant Círdan, Master of       to this day, a light of hope on the shores of the Sea, a place
            the Grey Havens. The third Ring was always kept by Galadriel.         where no evil dares to enter, yet.
                                                                                      By the end of the second millennium, the Shadow length-
                             Staying                               in an Elf-
                                                                             land
                                            It seemed to them that they did little but eat and drink and rest,
                                                     and walk among the trees; and it was enough.
            It is said that no one can visit the abodes of the Elves and return   Player-heroes. Rivendell, Lindon and Lothlórien are not sim-
            unchanged. Elf-lands are indeed magical places, especially by        ply safe havens, comfortable refuges where a Company may
            mortal standards. The mere presence of the Immortal Folk is           find sanctuary and advice. They are the last vestiges of the
            often enough to influence any location. However, the regions          ancient kingdoms of the Eldar in Middle-earth, places that are
            where the Rings of Power once resided, or are still in use, are       closer than any other to the perfection of the Blessed Realm.
            so profoundly different that they may be said to have absorbed            Entering an Elf-land, especially for the first time, invar-
            the very essence of Elven hopes and desires, along with their         iably evokes an almost unearthly feeling of peace and won-
            memories of the Undying Lands to the west of the Sea.                 der. Once left behind, its memory never fades and yet feels
                  In the game, visiting an Elven realm should always be a         remote, a vision of a place which the flowing streams of time
            remarkable experience, able to deeply affect the lives of the         have already left far behind.
 8
                                                                                                           W here the W est- elves S till L inger
The Power                 of the Three Rings                                  The following paragraphs present a series of special
The primary function of all rings made by the artificers of                   rules designed to capture the experience of spending
Eregion was to prevent or slow decay, serving as a ward against               time in an Elf-land in game terms.
the unwanted change feared by most Elves in Middle-earth.
However, the rings also enhanced the natural abilities of their           TIMELESSNESS
bearer, a temptation that could easily lead to a desire for dom-          A Company that enters an Elf-land cannot really anticipate
ination. With the Rings of Power, Celebrimbor aimed to cre-               how long they will stay there. They will realise this fully once
ate something that could preserve beauty, and succeeded in                they leave — it is up to the Loremaster to determine how
crafting devices capable of resisting ruin and decline, while             much time has passed since they set foot in the Elf-land (usu-
also enhancing their bearers’ abilities in understanding, cre-            ally, such a visit lasts between one and several weeks, though
ation, and healing.                                                       longer stays are not unheard of).
     Each of the realms of the West-elves leaves a distinct impres-
sion on travellers, yet they all share common elements influ-                 In game terms, a visiting Company initiates an auto-
enced by the nature and purpose of the Three Rings. Perhaps                   matic Fellowship Phase. Most rules presented on
the most obvious is the inability for outsiders to perceive the               page 110 of The Lord of the Rings Roleplaying apply
passing of time while in an Elf-land in the same way as beyond               normally: Player-heroes can recover spiritually and
its borders. It is easy for visitors to fall into a routine of idleness       choose undertakings. However, they cannot set a
and contemplation, forget any urgency and become oblivious                    duration in advance. It is instead determined by the
to the passage of days and weeks. The Elves living there seem                 Loremaster in secret and revealed to them only when
to engage in little more than singing, dancing and celebrating.               they leave.
But if someone makes an effort to observe them carefully, they
can be seen involving themselves in many endeavours, like                 What happens when a Company intends to visit an Elf-land
writing, smithing, creating art, or holding councils. Yet, they           only briefly, possibly just to pass through? This may be allowed,
often seem to perform such activities with a casual and carefree          but only in the case of matters that are considered of great
attitude, unless some urgent matter is at hand.                           urgency by the ruler of the land. When this happens, the
     If engaged in conversation, and pressed to discuss their             Player-heroes will be permitted to leave in a matter of days
priorities in life, the words of most dwellers of an Elf-land            and won’t initiate a Fellowship Phase (forfeiting all benefits
are often bewildering — for example, they seem to care lit-               coming from a longer stay).
tle for the future and put almost no value in worldly wealth.
Some may love gems and pearls, and prefer silver over gold,               SPEAK NO EVIL
but simply for their aesthetic qualities. Their attitude can              As a special Fellowship Phase undertaking, Player-heroes in
be infuriating to mortals, as they have a tendency to treat               an Elf-land may remove up to 3 Shadow points. However, they
them as if they were little more than children — unworthy                 may only do so by spending a number of XP for each Shadow
of being involved in discussions of deep or complex matters.              point removed equal to 10 times their character level, down to
Among themselves, however, and with those outsiders they                  the minimum XP required to advance to their current level.
have learned to trust, Elves may open their heart to share the            For example, a level 3 Player-hero with 2 Shadow points can
weariness of their long lives and the perilous change they per-           spend 30 XP to remove one or 60 XP to remove both, unless
ceive in the world outside their guarded borders.                         this brings their XP total to less than 900.
     As foreigners spend more time among the Fair Folk, they                  For each Flaw they have developed so far, increase the
may perceive a change within themselves, a heightened sensitiv-           cost by 10 XP per Shadow point removed (see Shadow Paths,
ity and communion with nature that may well be surprising for             on page 144 of The Lord of the Rings Roleplaying).
the most hardened and disillusioned adventurer. As they adapt
to the Elvish pace, they find themselves moved by songs, views            YULE IN AN ELF-L AND
or little everyday experiences they never really cared for before.        Under most circumstances, only Player-heroes who are native
     For outsiders, visiting the Elves is a time of introspection         to an Elf-land can choose to spend their Yule Fellowship Phase
that may reveal more than they wished about their own nature              there — Elves of Lindon at the Grey Havens, High Elves in
and hopes. Most are likely to experience moments of excep-                either Lindon or Rivendell, and Wood-elves in Lórien.
tional clarity about their true desires, and develop a sincere love            Guests who have been granted permission to stay indef-
for the Eldar and their ways; others find themselves unsettled            initely may also do so, or Companies tasked with a mission
and, later, may come to doubt their memories as waking dreams.            in times of great peril.
                                                                                                                                              9
CHAPTER 1
                                                                          O ST
                                                                          NIELLIN
                                                                      BrE
                                                                                          B l u e
                                                               D R O LL O
                                                                                 l
                                                                                he
                                                           E
ND
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                                                                                                            l i t                e
              PALEAAC-EB of
               ES       I RD
            TH               S
                                                                                               AINyHE
                           l i
                                                                                          .R
                                 FOR LI
LEYS OF
                                                                                                    Ad
                                                                                                         VALD
                                                                                         M
                                                                                                              WARVES
                                                                                                         THE
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                                                                                                                  ELOND
                                                                                                                                   ARTHEDAIN
                                    fo
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                                                                                                                                       TOW
                                                                                                                                   W H IT E
                                                                                                                                                            IO
                                                                                                                                                            N
                                                                GULF Of LUNE                                                                  ELOSTIr
                                                                                                           t
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                                                                                                                                                           LL
                                                                                                                                                      HI
                                                                                                                                                  r
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                                                                          IN
                                                                            DO
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10
                                                                                                        W here the W est- elves S till L inger
                                                     L    indon
                At the Grey Havens dwelt Círdan the Shipwright, and some say he dwells there still, until
              the Last Ship sets sail into the West. In the days of the Kings most of the High Elves that still
                     lingered in Middle-earth dwelt with Círdan or in the seaward lands of Lindon.
Lindon is what remains of ancient Beleriand, now mostly               the greatest five lords into a Council of Lindon, meeting to
sunken beneath the waves. Its coastline suffered further loss         address common issues. Yet, most of the concerns of the Elf
in the tumult of winds and sea that followed the drowning of          rulers are related to the preservation of their own lands and
Númenor. During that time, great storms battered the shores           people, and the keeping of the memory of the past.
of Middle-earth, with the sea encroaching upon the land in               As the Third Age draws to an end, Lindon increasingly
many places, while in others it piled up new coasts. When             becomes a departure point, a temporary home for those
the upheaval ended, the extent of the realm of Lindon was             about to cross the Sea and leave Middle-earth behind.
greatly diminished.
                                                                      Entering Lindon
    Yet, the realm founded by Gil-galad endured. It was from its
fortresses and havens that the army of the Last Alliance marched
south to join the forces of Elendil, and again to ride against Ang-   The land of Lindon is protected by the river Lhûn, the Blue
mar and besiege it a thousand years ago. For the Elves of Lindon      Mountains, and the Sea. The gaps between these natural barri-
remember: they remember the iron-shod shoes of Orcs tram-            ers are guarded by Elf-wardens, who watch the borders for tres-
pling the fair grasslands and Dragon-fire setting ancient woods      passers and send them back their own way, with kindness or sever-
ablaze, and the battles, the routs and the charges of the Elder       ity depending on the situation. Few foreigners are ever admitted
Days, those who perished, and those who escaped with their lives      in Lindon, and only by leave of the local Lord or Lady and with
out of lack or courage. More than other Elves in Middle-earth,       a specific purpose. In this case, they are likely to be escorted at
they know that peace relies on sharp swords and strong hearts.        all times and be lodged in a safe place until they are released.
Even if Elven armies will never again march out of Lindon, war             Mithlond enjoys a special status: Círdan has decreed that
may well come to them, and will not find them unprepared.             the Grey Havens must welcome all among the Free Peoples
    Lindon includes all the lands west of the Ered Luin,              who journey there. Elves from other realms are the most fre-
both north and south of the Gulf of Lune, and the country             quent outsiders, with occasional visits from Dwarves of the
between the Blue Mountains and the river Lhûn. Even when              Blue Mountains. The Dúnedain of Eriador also visit, and some
there was a High King of the Elves of the West, the realm             brave and adventurous Hobbits have been known to pass the
was divided into several lordships. In the Third Age, each of         Tower Hills to reach the Elven ports.
these domains is virtually independent. Círdan has gathered                Outsiders, however, remain a rare sight in the twin har-
                                                                      bours. Despite Círdan’s instructions, the Elves remain wary
                                                                      of those they do not know and are conscious of the Enemy’s
                                                                      deep hatred for the Eldar. Mithlond holds a vital role for
                                                                      all the Elven realms east of the Sea, and should the Havens
      DOR LIRRENDIR                                                   be threatened or harmed, all the Eldar would suffer greatly.
      The land between the Blue Mountains and the river               Consequently, the guards and wardens are so suspicious that
      Lune has been inhabited by Elves since ancient times,           they are often considered unwelcoming. Any doubt about a
      and the kings of Arnor never laid claim to it. This             traveller’s motives ensures a thorough investigation before
      country belonged to the kingdom of Gil-galad, and              any stranger is allowed within or even near the city walls.
      the Fair Folk ranged across its hills and valleys from               Visitors who are granted permission to enter are assigned a
      spring to autumn, filling the woods with the sound              domicile. Those who have been invited share a residence with
      of music. In winter, a handful tarried behind, gath-            their patrons, who assume responsibility for them. If travellers
      ering in hidden caves or well-defended mansions.               lack a host, they are accommodated at the Dwarven House out-
          In the Third Age, only ruins remain of these                side Nevlond’s Main Gate. Edrain, the Steward, carefully screens
      retreats, but roving Elves still give this country the          newcomers and ensures they are supervised. Only those counted
      name Land of the Singing Wanderers.                             among the Elf-friends are free to wander without supervision.
                                                                                                                                            11
CHAPTER 1
                                                                      Forlindon
                                                                      In the northern part of Forlindon, the western side of the
                                                                      Blue Mountains is marked by deep and shadowy dells, covered
                                                                      by forests of firs and pines. Cold and rainy winds from Foro-
                                                                      chel and the Great Sea batter the rocky grasslands closer to
                                                                      the shores. The descendants of Fëanor, greatest of the ancient
                                                                      Elves, rule these lands. Renowned for being skilled smiths
                                                                      and great mounted hunters, they are proud and stubborn.
                                                                          Southern Forlindon is a gentler land of rich meadows
                                                                      and wide forests of beech, ash, and oak. It was settled by Elves
            NARYA, THE RING OF FIRE                                   from western Beleriand, a mix of Exiles and Grey Elves, once
            Set with a red ruby, Narya the Great was forged           followers of Fëanor’s second brother. They are hardy and val-
            by Celebrimbor of Eregion, when he succeeded              iant warriors and great riders. Their lord dwells in the haven
            in creating three Rings of Power. It was entrusted        of Forlond, famous for its tall walls and slender towers, each
            to Círdan the Shipwright, who perceived in it an          raised by an Elf-lord of ancient blood. By day the towers of
            enduring flame capable of kindling courage and            Forlond fly their flags, and by night they shine with colourful
            uplifting spirits. The Shipwright held on to it for       lights. Once a year, on the Day of Glory, all the mighty warri-
            thousands of years, profoundly affecting the his-         ors of Lindon meet for a great tournament and their banners
            tory of the Grey Havens and the lives of its inhab-       cover the city and the surrounding plain like radiant flowers.
            itants. In the early days of the Third Age, recogniz-
                                                                         arlindon
            ing the wisdom and purpose in the arrival of the
            Istari, Círdan passed Narya to Gandalf the Grey.          H
                 While wearing Narya, a creature gains the fol-       The northern shores of Harlindon are rocky and covered
            lowing benefits:                                          in elm woods, oaks, linden, and poplars. Here, followers of
                 Flame of Anor. The wearer or Narya sheds             Fëanor’s third brother, Finarfin, found their homes — a mix
            bright light in a 10-foot radius and dim light for        of Exiles and Grey Elves from Nargothrond and Dorthonion.
            an additional 10 feet. They can dismiss the light         They are skilled scouts and hunters on foot, able to move
            as a bonus action. While present, the light gives         unseen across any terrain.
            the wearer advantage on Charisma (Intimidation)               The harbour of Harlond is the only visible settlement on
            checks. In addition, Fiends and Undead within             these shores, a city of low stone houses with flat roofs cov-
            Narya’s bright light make attack rolls against the        ered by gardens. The greater part of the city is delved into
            wearer with disadvantage.                                 the rocky cliffs and lit by a thousand Elf-lamps. The Elves of
                 Rekindle Hearts in a World That Grows Chill.         Harlindon are fond of flowers, which they grow all over the
            The wearer’s Charisma increases by 2, to a max-           upper city, and their crafters weave and embroider colourful
            imum of 30. In addition, Narya is considered a            floral images on fabrics. On the Feast of Blooming, the Elves
            Wondrous Item affecting all Charisma skills (see          of Harlindon don their brightest floral garments and wear
            page 129 of The Lord of the Rings Roleplaying).           crowns of fresh blossoms to welcome the arrival of spring.
                 Support in Weariness. The wearer of Narya                The descendants of the Grey Elves of Doriath and the
            doesn’t age and their Constitution increases by           original Green Elves of Ossiriand live further south, dwelling
            2, to a maximum of 30. In addition, if the wearer         in caves among woods of birch, willow, and alder. They guard
            starts their turn with at least 1 Hit Point, the wearer   the southern marches of Lindon, near the borders with Eri-
            regains Hit Points equal to their proficiency bonus.      ador. They are a shy folk, seldom seen and more often heard
                 The Ring of Fire. Narya is unbreakable and           in songs and pipes echoing through the woods.
            invisible while worn (except to the Ring-bearer). In
12
                                                                                                      W here the W est- elves S till L inger
    The Havens consist of two twin harbours: the western              and its masts as the many towers vying for height. Today it is
haven of Haelond and the eastern haven of Nevlond, each               simply known as Haelond, the Farther Haven, as it stands on
of which is detailed in the following sections.                       the western shore of the Firth of Lune.
                                                                          Haelond is built of stone and marble, with tall palaces
   aelond
                                                                      crowding narrow streets that suddenly open onto wide squares
H                                                                     embellished with trees and fountains. Although originally
Upon founding the realm of Lindon, the High King Gil-galad           larger, in the late Third Age Haelond is smaller than its twin
erected his capital city on a rocky promontory on the Firth of        haven across the water, its population mostly consisting of
Lune. It was to be a bulwark against any threat from the East,        long-term residents. The Elves of Haelond are renowned as
but also a lodestar for the Elves of Middle-earth who heard          smiths and lore-masters, and traditionally have stronger ties
the call of the West. Arallond it was called, the King’s Haven,       with the rest of Lindon than with the lands to the east. It may
but in time the city also came to be called Goncair, the Stone        be striking to visitors that a great number of houses and shops
Ship, since to those on the sea it looks like a great ship with its   are empty — not ruined, but simply silent and uninhabited,
prow as the Gardens of the West, its stern as the King’s Palace,      their former owners having gone over the Sea.
                                                                                                                                        13
CHAPTER 1
              1 – The ARantarion
             2 – The FoRge of the Smiths
                                                               RI
             3 – The Court of the Two Columns                       NG
                                                                         Îr
             4 – The Markets of Haelond
             5 – The Fountain of the PoweRs
             6 – The HaRbour                                                              6
             7 – CRab’s Shallows
             8 – The Causeway Gate
             9 – The Bridge Gate
            10 – The Stone Garden
             11 – The Gardens of the West
                                                            9                                        1
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                                   8
                                                             4
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                                                           5
10 HAELOND
                     7                          11                                                 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 man-
                                                            sions of Tirion and Gondolin. Its halls are wide, lit with
                                                     many lamps and decorated with silver, ivory and pearl, its treas-
                                                     ures innumerable. It is said that the wealth amassed within Aran-
                                                     tarion surpasses that of all the kings of Middle-earth combined.
                                                          Its vaulted ceilings are covered with frescoes. Suits of armour
                                                     and weapons of remarkable beauty and craftsmanship adorn
                                                     its walls. Woven hangings recount the long history of the Eldar,
                                                     showing many things that have occurred in Arda since its begin-
                                                     ning, and shadows of things that are yet to be. Paintings and
                                                     sculptures by the greatest artists of Lindon are displayed along-
                                                     side pieces from Beleriand and even Valinor. Collections of
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INT 14 (+2) WIS 16 (+3) CHA 16 (+3) INT 18 (+4) WIS 16 (+3) CHA 14 (+2)
 SKILLSAnimal Handling +7, Intimidation +7, Old Lore +6,             SKILLS Insight +7, Investigation +12, Old Lore +12,
   Perception +6                                                       Perception +7, Persuasion +6
 SENSES passive Perception 16                                        SENSES passive Perception 17
 LANGUAGES Quenya, Sindarin, Westron                                 LANGUAGES Quenya, Sindarin, Westron
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1     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.
2     Grocers   The shop offers the largest and most delectable fruits or vegetables that the Player-heroes have ever sam-
                pled. Hobbits and Player-heroes possessing the Rustic distinctive feature may gain insight for their next
                attempt at farming or gardening.
3     Wine     This venue purveys the finest of Elvish wines and ciders from all over Lindon. Here Player-heroes may have a
      makers    chance to taste and buy Yssiongorn.
4     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.
5     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.
6     Luthier   Elven minstrels do not only rely on their innate talents and skills, but also on superior musical instruments
                made from the finest materials.
7     Tanner    A purveyor of the finest leather, to be used for making shoes, boots, protective clothing, saddles and har-
                nesses and bags. Player-heroes with the relevant Craft skill may purchase raw leather of superior quality.
8     Glass-   Like smiths, glass-blowers in Mithlond trace their traditions to the Noldorin cities of Beleriand and Eregion.
      blower    They manufacture bottles, vials, vases, lenses, window panes and lanterns that are both functional and beau-
                tiful, or simply jewels and works of art.
9     Potter    The potters firing their creations in Nevlond’s Furnace are masters of ceramics and porcelain, and particularly
                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.
10    Book     The Library at the Arantarion is a lore-master’s dream, but not enough is said about the booksellers of Mith-
      seller    lond, 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 parchments, ink, sty-
                luses and pens.
11    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 ven-
                ues, 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 armchair in front of a
                dancing fire (in winter).
12    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 understanding of
                what lies ahead.
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                                                                                                                                    19
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            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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                   INT 18 (+4)        WIS 20 (+5)         CHA 16 (+3)           troubled times, when Elves flock to Mithlond in search of
             OCCUPATION   Master of the Havens                                  passage across the Sea.
             DISTINCTIVE FEATURES Lordly, Patient                                   The supervision of the shipyards falls under the capable
                                                                                hands of Círdan himself, with the assistance of Regerdir, head
             SKILLSInsight +17, Investigation +10, Nature +16,
                                                                                of the House of the Swanship.
              Old Lore +16, Perception +11, Persuasion +15
             SENSES passive Perception 21
                                                                                7. THE EAST GATE
             LANGUAGES All
                                                                                The main gate of Nevlond is protected by twin round towers
                                                                                and a double set of bronze doors, decorated with bas-reliefs
            6. THE GREY SHIPYARDS                                               portraying ships and travellers. The guards manning the for-
            While both Haelond and Nevlond have shipyards, it is in             tification rarely question any Elf approaching the gate, but
            Nevlond where all the grey ships are built. Two specialised         stop and interrogate everyone else thoroughly.
            shipyards are situated along the southern bank of the Neg-               Adjoining the gatehouse is a small prison where unruly trav-
            irion — one of them is constantly active, while the second          ellers may find themselves reflecting on their transgressions for
            one is used only in times of great need. Traditionally, only        a night. From the East Gate, the Great East Road travels across
            one ship is built every year, and set to leave the Havens at        the Tower Hills, towards the distant reaches of Middle-earth.
            the end of Summer (see The Mereth Bantiel box). However,
            there are occasional years when an additional ship is built         8. THE NORTH GATE
            and leaves in the spring. The expression “a three ship year” is     The North Gate of Nevlond is noticeably smaller than the
            used by those who dwell in the Havens to refer to particularly      East Gate, primarily serving as a fortified postern for farmers
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travelling between the fields and the city. The small garrison
allows entry exclusively to recognised Elves, redirecting all
others to the East Gate for access. From the North Gate, a         YSSIONGORN
path veering to the left heads north, eventually tracing the       Yssiongorn, also known as Ossë’s Courage, is a
course of the river Lhûn, while a path to the right links up       local liquor whose recipe dates back to the first
with the Great East Road.                                          Shore-elves who settled by the Great Sea. It is dis-
                                                                   tilled from several herbs and seaweeds, but its
9. THE SOUTHERN POSTERN                                            main ingredients are the pine cones and resin of
The section of the walls surrounding the city of Nevlond that      the thindolvorn tree, which grant it a very intense
protects the southern part of the harbour is built along a nar-    aroma. Yssiongorn is traditionally favoured by sea-
row artificial hill. The only passage through the stone curtain    farers, and a glass is offered to the Lords of the
is a discreet, hidden postern door that leads to a steep path.     Inner Seas whenever a ship sets sail. There are spe-
This gate is normally unguarded as it can only be unlocked         cific mariners’ songs associated with Yssiongorn
by speaking a magic word known to the Elves of the Harbour.        that talk about the dangers of the seas and the
                                                                   hope for a safe return home.
10. THE MARKET SQUARE                                                   Yssiongorn can easily be obtained in Mithlond,
The largest square of the city is built close to the Harbour.      although the Elves only gift it or sell it to those
Paved in simple cobblestones arranged in a fish scale pattern,     who, in their eyes, understand the beauty and
it is overlooked to the north by the Swan-hall. The lower floor   danger of the Sea.
of the Swan-hall is an open arcade where sea-captains and
merchants make deals, and hire sailors or craftsmen. The               When player-heroes drink Yssiongorn, the
upper floor houses a tavern.                                           first ability check they make during their
      The stalls of the Fish Market occupy a large part of the         next sea journey has advantage.
square during most days of the week, and the place is always
bustling with fishmongers selling their wares.
                                                                                                                                23
CHAPTER 1
            11. THE GARDENS OF THE EAST                                        12. THE HALL OF THE HUNT
            The northern side of the hill of Nevlond is covered in green-      Not far from the Gardens of the East stands a large two-storied
            ery: the Gardens of the East, unlike their western counter-        wooden hall, encircled by ancient yews. This is the seat of the
            part in Haelond, tend to be wilder and feature local plants        House of the Yew and Falcon and the residence of Nosfaroth,
            over exotic varieties, making them resemble a natural for-         its esteemed head. Typically, it is a place of tranquillity, except
            est of oak, elm, and thindolvorn trees, paved with colour-         on special days when its members gather for important dis-
            ful wildflowers almost all year round. Some corners are so         cussions. Each spring, for one week, the wool market comes
            secluded that it is easy to forget that such a place exists        alive in front of the hall. Shepherds shear their sheep, and
            within the walls of a city and not in the great woods of Lin-      the fleeces are sold to be scoured, carded, spun, and woven
            don. The Gardens of the East attract both locals and pil-          by the skilled artisans of Nevlond.
            grims, especially at night when there are always music and
            stories to be shared in shady groves or open glades. One           13. THE DWARVEN HOUSE
            may also sit and enjoy the views over the walls, looking at        Dwarves from the Blue Mountains travel to Nevlond to sell
            the Sea, the Mountains, the Tower Hills, or the valley of the      ores and tools and purchase salted fish, wine, and other food
            Lhûn to the north.                                                 supplies. They also come to the Havens to acquire pearls,
                                                                               which they favour greatly. Despite this commerce, past
INT 16 (+3) WIS 14 (+2) CHA 16 (+3) INT 12 (+1) WIS 16 (+3) CHA 13 (+1)
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misgivings between the Dwarves, particularly the Firebeards,     aspirations of their community. In addition to their admin-
and the Grey Elves are still keenly remembered, and this lin-    istrative functions, these halls often host gatherings and festi-
gering animosity has occasionally led to unpleasant incidents.   vals. During these events, members come together to partake
To mitigate tensions, Círdan, in agreement with the Dwarven      in feasts, share stories, and celebrate their trades.
kings, commissioned the construction of a three-storied inn a        Finally, all Houses play a key role in the preservation
hundred paces away from the Main Gate, providing a neutral       and development of the many arts cherished by the Eldar.
meeting place for both communities.                              Many famous masterpieces, such as paintings, sculptures,
    At the tavern, travelling Dwarves can find lodging and       and dramatic performances, have been commissioned by
enjoy a warm, hearty meal for a token cost. The inn is fur-      House members, who also patronise numerous musicians
nished with spacious rooms, stables, and warehouses. While       and composers.
the managing staff is predominantly Dwarfish, several Elves
are also engaged in the administration of the establishment.     THE HOUSE OF THE LEAPING FISH
The steward of the Dwarven House is Edrain, a Dwarf-friend                          The Leaping Fish brings together all
and one of the very few Elves to have ever learned Khuzdul.                          Elves whose trades are directly linked to
                                                                                     reaping the bounty of the sea; Fishermen,
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                                               Rivendell
              They stayed long in that good house, fourteen days at least, and they found it hard to leave.
The Hidden Vale of Imladris, or Rivendell as it is known in               Far now are the days when Elrond Halfelven led the sur-
the Common Tongue, is a place of counsel, rest and heal-              vivors of the War of the Elves and Sauron here, and the High
ing between the lone and perilous lands of eastern Eriador            Kings of Elves and Men of the West met by the laughing river
and the Misty Mountains. It is the last dwelling of the High          to march against Mordor. Most of the Elves who witnessed
Elves east of Lindon, a bulwark against evil and despair: but         those times have perished or gone over the Sea. And yet, in
whereas Lindon defends itself by strength of arms, Rivendell          the House of Elrond, all those who oppose the rising power
relies on secrecy.                                                    of the Shadow are welcome to sit around the table, beside
                                                                      the wise and mighty among the Immortal Folk.
                                                                                                                                            27
CHAPTER 1
            Finding Imladris
            Travellers on the East Road towards the Misty Mountains even-
            tually must pass the Ford of Bruinen. The river Loudwater (as
                                                                                                  THE HIDDEN VALLEY
            the Bruinen is known in the Common tongue) runs out of
            the valley of Rivendell, though many travellers cross it without
            any knowledge that an ancient Elven kingdom lies so close
            at hand. Elrond has command over the waters of the Bru-
            inen, and can cause it to flood if he has need to bar the Ford.
                                                                                                                                          Glauria
                                                                                                                                                    8
                                                                                                                      4
                                                                                                                          3
                                                                                                                              6
                                                                                                                                      7                 9
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                                  WEATHER CONDITIONS
                                  STAGE PRECIPITATION                                   TEMPERATURE WIND
                      Understanding, Making, and Healing. The wearer’s             of 22. In addition, if the wearer starts their turn with at
                  Intelligence increases by 2, to a maximum of 22. In addi-        least 1 Hit Point, the wearer regains Hit Points equal to
                  tion, Vilya is considered a Wondrous Item affecting all          their proficiency bonus.
                  Intelligence skills (see page 129 of The Lord of the Rings           The Ring of Air. Vilya is unbreakable and invisible
                  Roleplaying).                                                    while worn (except to the Ring-bearer). In addition, its
                      Support in Weariness. The wearer of Vilya doesn’t            wearer has a +1 bonus to their AC and resistance to cold
                  age and their Constitution increases by 2, to a maximum          damage.
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meditate on the passage of time, while sitting on a carved         the Elven weaponsmiths, who laboured to arm the host of
stone salvaged from the ruins of Eregion. Groups of Elves          Gil-galad and Elendil.
gather in green-roofed arbours to make music or listen to              Today, only a handful of smithies are still operational
the tunes and chatter of birds. New guests often relish the        — three large water wheels operate their bellows and trip-
pleasure of getting lost and found again along the end-            hammers, and charcoal needed for the production of finer
less lanes and alleys lined with hedges. The Gardens of the        steel is made in the nearby woods all year round. The chief
House of Elrond offer something for everyone: together with        of Rivendell’s smiths is Damron, one of the last of the Elven-
the Hall of Fire, they are among the most magical places           wrights of Eregion.
in Rivendell, where the power of the Ring of Air is more                The caves of Naurdarthol also house the distillery of
manifest, and those who enter rarely forget the pure and           Erestor. In a number of small chambers filled with glass
pristine joy their hearts experienced.                             vessels of many shapes and sizes, the counsellor of Elrond
    The Gardens are well-loved by all the inhabitants of the      prepares Miruvor, the precious cordial of Imladris. The wise
House of Elrond, but Erestor maintains a special space of his      Elf distils it using more than one hundred different herbs
own in a secluded corner, where he tends a medicinal garden        and plants, in a formula known only to himself. Erestor
and a small greenhouse with rare flowers and plants, some          leaves the House of his Master twice a year for several days,
said to originate from as far as the Undying Lands. Here, he       when he goes about the mountain dales to search for the
can be found every day at dawn and evening.                        ingredients he needs.
                                                                        Actually, Erestor concocts several types of Miruvor, and is
5. THE GATES OF BRUINEN                                            always eager to experiment with new substances and processes.
Towards the west, the steep cliffs of Rivendell come close         The most popular is his travelling cordial, a strong liquor to
together into a narrow ravine, through which the waters of         be drunk in small sips and known to invigorate the heart,
the Loudwater foam and rumble. Passage is all but impossi-         body and spirit. Another is a medicinal tonic used by Elrond
ble, and deep shadows envelop the gorge at all times except        when his skills as a healer are required. This version of the
at noon on summer days, when a few rays of light shine on          cordial requires a more complex preparation, and a much
the roaring spray.                                                 longer ageing time. Another simpler version of the drink is
     Almost a mile downstream, the ravine opens again, and         a less potent spirit, served at the high table in the Great Hall
the river drops into a shallow pond, surrounded by tall rocks      at the end of most meals.
and shady beeches. It is a secret known only to the Elves               Some among the Elves of Rivendell say that all versions
of Rivendell that behind the Lanthir Lómin, the Waterfall          of the cordial of Imladris share a fundamental constituent:
of Echoing Voices, a passage has been dug over the ages.           a small measure of a nectar distilled of old from flowers that
The tunnel is wide enough for a cart to pass through; it           once blossomed in the Undying West. This is said to be a
was delved when the army of Rivendell was preparing for            bright yellow liquid contained in a crystal vial, kept safe in
war in times long gone. Today, it is seldom used, but it is        Erestor’s most private reserve. It would be a great misfortune
still guarded by three gates. The first is the Gate of Stone,      if the invaluable substance were to run out and be found to
fashioned to appear as a natural wall of rock. The second          be irreplaceable, or be lost or stolen.
is the Gate of Water, opening on a submerged section of
the dark tunnel that can only be traversed by walking on a         7. THE HOARY OLD CHESTNUT
stone bridge resting one foot beneath the surface. The third       At the heart of a small grove of chestnut and oak lies an
is the Gate of Iron, leading to the vale of Rivendell, hidden      ancient tree. Named the Hoary Old Chestnut, it was planted
by stones and trees on the northern side of the Loudwater.         by none other than Elrond himself when he first came to
All three gates are always watched and only open when the          the valley, using seeds harvested in Eregion before fleeing.
correct password is spoken.                                        Although none but one took root, it grew to become a mas-
                                                                   sive tree whose canopy can easily provide shade for a large
6. THE CAVES OF NAURDARTHOL                                        gathering.
The entire vale of Rivendell is riddled with caves, both natu-         Elves and guests of Elrond love to convene here to share
ral and delved by the patient hands of the Elves. The largest      stories and play music. The Wizard Gandalf, in particular,
complex lies south of the Bruinen and is known as the Caves        enjoys sitting at the tree’s feet, as he says that sometimes,
of Naurdarthol. Here were the war smithies of Rivendell at         when the Old Chestnut is in the mood, it whispers in his
the time of the Last Alliance. In those days, part of the valley   ears, awakening memories that the Grey Wanderer had long
of Imladris was stripped of all trees to fuel the furnaces of      thought forgotten.
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     THE THREE PRAYERS                                             that the day these red-billed and red-legged birds desert the
     The Elves have no formal worship of the One, yet              pinnacle will signal the fall of Imladris.
     they still observe three moments of thanksgiving,                 Steps are carved into the Pinnacle of Choughs; in ancient
     following a tradition established by the Valar in the         times, an Elf-maiden lived near the birds as their friend, but since
     Blessed Realm. Thus, three times a year — at the              she passed over the Sea, her stone cottage has fallen into ruins.
     beginning of Spring, Midsummer, and the end of
     Autumn — they climb the Pinnacle of Eagles to offer           11. THE HIGH PASTURES
     garlands of flowers and songs to the One, while               The southern side of the Shining Lord peak is a lush, grassy
     Eagles soar overhead. All those present observe the           slope where Elves allow horses to graze freely during the
     celebration silently, their faces turned west toward          summer months. The steeds of Rivendell descend from those
     Elvenhome and beyond. The prayers are typically               brought from the Blessed Realm by the Exiles: majestic and
     followed by merry celebrations at the House of                long-lived, they are also sturdy and sure-footed, even on
     Elrond, where everyone in the valley is invited.              mountain slopes. Asfaloth, Glorfindel’s horse, is the greatest
                                                                   among them, but he has many brothers and sisters. Player-
                                                                   heroes wandering in this area may easily find the horses unat-
                                                                   tended — Elven horses are very intelligent and, in case of
                                                                   danger, can easily call for aid from nearby guardians.
9. ANCIENT RUINS
The valley of Rivendell is dotted with many empty buildings        12. THE SECRET PATH
that once served a larger population. Overgrown paths wind         All those who dwell in Rivendell know about the existence of a
between these abandoned structures and gardens, and vine-         passage leading out of the valley, though only a few know the
covered terraces with stone seats rest along the riverbank. The    location of its entrance, or where it leads. This passage was
oldest buildings have fallen into ruin over the millennia since    created soon after the end of the War of the Elves and Sau-
they were last used. Elves from the Wandering Companies of         ron, to be used should Rivendell ever be overrun by enemies.
Eriador occasionally restore some of these ruins to spend the           The entrance leading to the path is entirely concealed under
summer or even winter there, before resuming their travels         a slope covered with scree, and to access it, one must know where
in spring and autumn.                                              to dig. However, if the proper words are uttered in the vicinity of
                                                                   the buried opening, a controlled rockslide will occur, revealing
10. THE PINNACLE OF CHOUGHS                                        the entrance. Only Elrond, Erestor, Lindir, and Glorfindel know
This rock spire is inhabited by a large colony of choughs,         the precise location and the correct words to use.
which can be seen flying around the spire in complex                    The passage itself is a winding tunnel that descends into
manoeuvres, while trilling and whistling among themselves.         the earth before it starts climbing again. It leads to a cave high
The Elves of Rivendell love the chatter of choughs and believe     in the moors, with an entrance so cleverly disguised that it
that killing one brings misfortune. Some among them hold           looks like a narrow cleft in the rock wall.
     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 amagical success in a Wisdom (Hunt-
      in the Woods is a well-known presence in Rivendell and      ing) or Wisdom (Perception) check. He appears as a thin,
      has been ever since the Elves arrived, or possibly even      old man with a long white beard and a pointed hood,
      before them. A spirit of the woods and dells, the Piper      speaking in rhymes and riddles. If the Player-heroes are
      is shyer than a fawn and swifter than a vole.                able to endear themselves to him, the Piper regales them
           There are many stories about the Piper, and it is       with a tune or story from the Elder Days, chosen with
      said that those who manage to trick or charm him into        a roll on the Elf-minstrel Songs table (see page 51).
                                                                                                                                           33
CHAPTER 1
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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THE ENTRANCE HALL                                                          makes the chamber seem like it is deep under the earth, and
On pleasant summer nights (or when visitors are expected,                  it always seems cool in this room, no matter how high the
or both circumstances are true) the doors to the entrance                  sun is in the sky.
hall are flung wide open. The floor is paved with flagstones                    From the hall, smaller passages head left and right —
quarried from the Misty Mountains to the east, and lanterns                towards the Hall of Fire and the Great Hall, respectively, as
hang from carven beams that support the vaulted ceiling.                   former guests will recall — while a flight of stairs on either
Many tapestries hang between the lanterns — banners, flags,                side leads to the upper storeys.
and pennants. Imladris has been host to many warriors and
has seen many desperate battles and fruitless victories. Long              THE GREAT HALL
ago, Elrond himself was the herald of Gil-galad, King of the              This is the main hall of Elrond’s house, where formal meals
Noldor, and marched with his host to the land of Mordor to                 are taken and high feast days celebrated. It is a tall room,
overthrow Sauron.                                                          three times longer than its width, and is found on the right
    In the centre of the hall, one lantern is given a place of             side of the entrance hall. Guests enter it from the corridor
honour, and hangs low from the ceiling. Dwarven visitors                   through a screened passage into the hall itself. Above the
will recognise it as a gift from the smiths of Khazad-dûm                 passage is a balcony alcove, where the Elven minstrels of the
to Celebrimbor of Hollin, given long ago. Its reddish light                house play their music.
                               3                                                                12
                                                               9
                                          7                            6
         5
                                                                                                11
                                                                                10
                                              2
                                                                                13
1 14
                                                                                                               15
                                                                   5
                                                                                                                                            35
CHAPTER 1
            1     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.
            2     Weary Elf          An Elf consumed by profound grief is preparing to leave for the Grey Havens, recounting tales of sor-
                                     row as a cautionary message to the Player-heroes.
            3     Carefree Elf       A youthful Elf brimming with enthusiasm for life approaches the Player-heroes with immediate curiosity,
                                     particularly drawn to one of them and forming a quick bond. This Elf is eager to exchange news, songs,
                                     and tales with the group.
            4     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 cau-
                                     tious reserve.
            5     Lore-master       An Elf versed in the books and songs of the Eldar, their knowledge extending to distant lands and his-
                                     tories. 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 his-
                                     tory and lore.
            6     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.
            7     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 discussions
                                     with the Player-heroes concerning the latest news.
            8     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.
            9     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.
            10    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.
            11    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.
            12    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.
36
                                                                                             W here the W est- elves S till L inger
    The high table stands on a dais at the opposite side of the    MAKING MUSIC IN THE HALL OF FIRE
hall. Tables to accommodate all the folk of Rivendell and guests   The Hall of Fire is the perfect place for composing
are placed perpendicular to it, on either side of a great open     music and discovering the right words for a song.
hearth in the centre of the hall. Tall windows line the southern
side of the hall, admitting as much light as possible during the       Player-heroes singing a song composed in
winter. An open passageway leads to the terraces outside, while        Rivendell have advantage on the Charisma
other doors allow access to the kitchens and pantry.                   (Performance) check (see the rules for Sing-
     It is tradition for Elrond to sit in a great chair at the         ing Songs on page 115 of the core rules).
end of the long table, with the most distinguished of his
guests or household to his left and right. However, the true
place of honour is in the middle of the high table,
where Elrond’s wife, Celebrían, daughter of
Galadriel, once sat, before she departed
for the Undying Lands. Now, the cano-
pied chair is reserved for Arwen, Elrond’s
daughter, when she is in Rivendell.
    A great tapestry hangs on the wall over
the long table. It shows an Elven ship sailing
into the High Sea, heading West. The craft of
its makers is such that whoever looks at the tap-
estry experiences something different, depend-
ing on the wisdom of the viewer: some feel a
sea-breeze gently blowing, some smell a sweet
fragrance on the air, or hear the sound of sing-
ing as if it came over the water; others swear
they can see distant white shores appear over
the horizon, beyond the rolling waves…
                                                                                                                               37
CHAPTER 1
                                                                                 in Rivendell
            dark wooden beams. There are usually one or more windows,
            a comfortable bed, a mirror, and other bedroom furniture.
                There is also a solar, situated above the great hall and look-   The Last Homely House is home to a great number of impor-
            ing south as well. This is a room for leisure, to sit and read,      tant personalities. The household of the Master of Imladris
            write, or just to think. There is a marble table next to the larg-   counts many Elf-lords of great renown, and since the time of
            est windows, chequered in dark and light colours. Wooden             Aranarth, son of Arvedui and first Chieftain of the Dúnedain,
            chess pieces stand at the ready on the window sill. Rumours          the Heirs of Elendil have been raised in Rivendell, to better
            say that the game set was a gift to Elrond from Elendil of           defend and preserve the lineage of the kings of the North-
            Númenor, and that the King of the Men of the West often              ern Realm. Gilraen the Fair, the mother of Aragorn, current
            found a worthy opponent in Gil-galad, High King of the Elves.       chieftain of the Rangers of the North and Heir of Isildur, is
                                                                                 a permanent guest of Elrond Halfelven.
            THE LIBRARY OF ELROND
            There is much lore in Imladris, and quite a bit of that has
            been recorded by Elrond himself. In the ground floor library          Elrond Halfelven
            are many maps and books that are available for perusal. Many          The Master of Rivendell has dwelt in Middle-earth for thou-
            concern the doings of the Elves in the Elder Days, and several        sands of years. He is called the ‘Halfelven’, for he can claim
            are written in scripts and languages that have been forgotten         descent from some of the greatest among both Elves and
            by most scholars, in these days of twilight. Indeed, very little      Men. He was given the choice to either follow the path
            is recorded using the Common tongue, and it seems that                of the Firstborn or the fate of Men. Elrond chose to be of
            Elrond’s lore is still waiting for someone to unlock it for the       Elvenkind. Counted among the most powerful Elf-lords still
            average folk. It will be a long labour, something that probably       in Middle-earth, he is one of Sauron’s chief foes, and has
            couldn’t be completed in a single lifetime — but there are            the gift of foresight.
            many tales worth telling, gathered in these books and maps.               In the early years of the Third Age, Elrond wed Celebrían,
                Elrond also keeps a personal library, on one of the upper         daughter of Galadriel and Celeborn of Lothlórien. From their
            floors. Only the most trusted among his advisors can enter            marriage were born the twins Elladan and Elrohir, and then
            this room. Not only does he possess irreplaceable manu-               their daughter Arwen. Alas, their union suffered an ill-fate
            scripts penned by Celebrimbor and others, he also has a small         — when Celebrían was returning from a journey to visit her
38
                                                                                                 W here the W est- elves S till L inger
                                                                  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
Elrond                                                            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 gain inspiration as her presence and grace
                                                                       encourages them. An Elven character can addi-
                                                                       tionally remove 1 point of Shadow — not all sor-
                                                                       row is evil.
                                                                                                                                   39
CHAPTER 1
40
                                                                W here the W est- elves S till L inger
Glorfindel
Asfaloth
Large beast
ARMOUR CLASS   13
HIT POINTS 51 (6d10 + 18)
SPEED 80 ft.
ACTIONS
HOOVES. Melee Weapon Attack: +5 to hit, reach 5 ft., one
 target. Hit: 8 (2d4 + 3) bludgeoning damage.
                                                                                                  41
CHAPTER 1
                                                                                     they encounter on their arrival, and the last one they see upon
            Erestor                                                                  leaving. Lindir seems to possess the uncanny ability to be found
            Erestor is accounted as Elrond’s closest friend and wisest               wherever his help is required, and whenever he is looked for.
            counsellor. He has stood by his master’s side for several mil-               Guests who think that Lindir is just the butler of the house
            lennia and was present when they first discovered the valley             should think again, though — the soft-spoken Elf is among
            of Imladris. Holding the office of Librarian of Rivendell, he            Elrond’s most trusted friends and his personal squire in times
            is a skilled scribe and illustrator of manuscripts. Among his            of war. He used to leave Imladris on errands and missions,
            most notable talents is the brewing of Miruvor, the cordial              but has refrained from doing so since the Lady Celebrían was
            of Imladris, through a process known only to him.                        seized by Orcs in the Redhorn Pass and he failed to rescue
                                                                                     her before she was harmed by her captors.
            Medium humanoid (Elf)
                                                                                         When he is not attending to his duties, Lindir dedicates
                  INT 16 (+3)          WIS 18 (+4)           CHA 14 (+2)             himself to the construction and perfection of musical instru-
            OCCUPATION   Counsellor, Scribe                                          ments. Probably the most accomplished luthier east of the
            DISTINCTIVE FEATURES Cunning, Faithful                                   Sea, Lindir also possesses a most musical voice, but he is not
                                                                                     easily persuaded to sing in the presence of listeners.
            SKILLSInsight +12, Investigation +11, Medicine +7,
             Old Lore +11, Perception +8                                             Medium humanoid (Elf)
            SENSES passive Perception 18
                                                                                           INT 14 (+2)        WIS 16 (+3)         CHA 16 (+3)
            LANGUAGES Quenya, Sindarin, Westron
                                                                                     OCCUPATION   Luthier, Seneschal
                                                                                     DISTINCTIVE FEATURES  Fair-spoken, Wary
            Lindir the Butler                                                        SKILLSInsight +7, Old Lore +6, Perception +7,
                                                                                       Performance +7, Persuasion +7
            Lindir is the seneschal of Elrond, entrusted with the steward-
                                                                                     SENSES passive Perception 17
            ship of his household. He is certainly the most familiar face to
                                                                                     LANGUAGES Quenya, Sindarin, Westron
            all those who enter the valley, as he is usually the first individual
42
                                                                                                     W here the W est- elves S till L inger
                                         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-              The history of Lothlórien is long and complex. Its first
cal realm among those of the Eldar. More than in Lindon            inhabitants were Wood-elves who, during the starry nights
or Rivendell, the full power of the High Elves is manifest         before the Sun and the Moon rose, forsook the Great Journey
here, and the memories of Eldamar in the Uttermost West            to dwell in the forests and grasslands east of the Misty Moun-
are most vivid. True to its name, Flower of Dream, this land       tains. They named the valley of the Silverlode Lindórinand,
exists almost outside the confines of space and time as under-     which in their tongue meant Vale of the Land of Singers.
stood by mortals — like an Elvish dream, where memory and              It was only at the beginning of the Second Age that a
reality mingle together.                                           king came to Lindórinand: a Grey Elf-lord led a group of
    Lying on the eastern side of the Misty Mountains, Loth-        his kinsmen east of the Mountains, where they mingled with
lórien stretches along the valley of the river Silverlode, which   their long-lost brethren and were acclaimed as their lords.
empties into Anduin the Great. Here dwell Celeborn and Gal-        The kingdom of Lindórinand was established as a successor
adriel, the Lord and Lady of the Wood. They are regarded as        to Doriath after its ruin, and its inhabitants kept its tragic les-
mighty among the Princes of the West-elves and rule over a pop-   sons close to their hearts, isolating themselves and not allow-
ulation composed primarily of Silvan Elves — the Galadhrim.        ing strangers to enter their borders and bring evil with them.
                                                                                                                                         43
CHAPTER 1
            The only contacts the new king permitted with the outside         Celeborn, for bringing Lórinand into the war, leading them
            world were with other survivors of Doriath, such as his kins-     to depart for the southern Elf-haven on the Bay of Belfalas.
            man Celeborn and the King of the Greenwood.                       Amroth ruled wisely in their absence; he was a friend to the
                When the Elven smiths of Eregion fell to the seduction        Dwarves, and during his reign, a road was built between his
            of Sauron, Celeborn and Galadriel left that realm to reside       palace and Khazad-dûm. But as the Shadow rose in Dol Guldur
            in Lindórinand, becoming close advisors to the King. It was       around the first millennium of the Age and spread through
            during this time that mallorn-trees were planted in the valley   Mirkwood, Amroth became troubled and began contemplat-
            of the Silverlode, which soon came to be known as Lórinand,       ing the abandonment of Lórinand. The fall of Khazad-dûm
            the Valley of Gold.                                               ultimately convinced him and many of his followers to leave
                 Celeborn and Galadriel were instrumental in convincing       Lórinand for the Havens, from which they never returned.
            the King to pledge his support to the High King Gil-galad in         Those who remained in the Golden Valley retreated to
            the War of the Last Alliance. Breaking their tradition of iso-    remote places and became a secretive folk. Caught between
            lationism, the warriors of Lórinand marched against Mordor,       Dúrin’s Bane and the Necromancer, they understood it was
            but they paid a dear price at the Battle of Dagorlad, when        only a matter of time until they, too, would have to leave. But
            most of their numbers perished, their King among the fallen.      against all hope, Celeborn and Galadriel returned, taking
                As the Third Age began, Lórinand entered a new era            the title of Lord and Lady of the Galadhrim. By the power
            under Amroth, the son of the fallen King. He was curious          of Galadriel and her Ring, the mallorn-trees, which had only
            and enterprising, beloved by his people. However, among the       flourished in the valley of the Silverlode, spread through-
            Wood-elves, some blamed the King’s mentors, Galadriel and        out the forest, which came to be known as Lothlórien, the
44
                                                                                                                 W here the W est- elves S till L inger
mO R I A              DIMRILL
                      STAIr
                                             LOTHLóRIeN
             EAST                                                                                                      FERRY
             gATE        MiRROrMERE                                                                                  AR
                                                                                                                 W
                                                                                                             D
M
               DURIN’S
                STONE
I S
                                     WELL of
                                     SILVErLODE
                                                                          TALf
                                                                      For
    T
                                                                                                FENCE S
                                                                                   ER N
    Y
                                                                             O RTH
                                                                           N
                                                                                         I T H
                                                                                                                                            SH
                                                                                     N A
                                                                                                                                               AD
                                    Nimrodel                                                CERIN
                                                                                                       AMROTH
                                                                                                                                                  OWE
                                                       fA L L S O F
          M
CARAs
                                                                                                                                    A
                                                       NIMRO D EL                                              GALaDhON
                                                                                                                                                      D
              O
                                                                                                                          TH
                                                       E
                                                                                                                                      d
                                                                                     TH E OLD
                                                                                                                                                   B A N K
                                                                                   KIN                   EG
                                                                                                                               ET
                                                                                       G ’S C AV E S        L A
                                                                Y
                                                                                                                                        u
                                                                                                                               ON
                                                                                               erlo             D I L
                    U
                                                                                         si lv      de
                                                                      N
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                                                                                                   S T FO R
                                                                                                      ON D o
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                                                                                                                                        n
                                                                              f A                            ID G E
                                                                                  I R N I N
                          T
                              A
                                        N
                                  I
S L O S T A Lf
    Entering Lothlórien
                                                                          rily, they are prepared to turn the intruders away, more than
                                                                          willing to use force in the event of resistance.
    The Golden Wood is one of the most closely guarded realms                  Lothlórien’s law admits no outsiders within the Naith, and
    in Middle-earth. While Rivendell and Mithlond serve as safe          even if someone is granted entry, they are blindfolded upon
    havens for all the Free Peoples fighting Sauron, Lothlórien’s         crossing the Silverlode or the Northern Fences, lest they learn
    boundaries remain closed. The Galadhrim seldom cross these            the secret paths leading to Cerin Amroth and Caras Galad-
    borders, except for short hunts or official missions from the         hon. Only the express orders of Celeborn and Galadriel can
    Lord and Lady. Outsiders — whether Elves or Elf-friends —            waive this measure.
    may be allowed entry, but they are likely to be admitted only              While in Lothlórien, Elves are lodged on telain, or flets,
    at the borders unless they have specific business in Caras            whereas mortals camp on the ground or in one of the ancient
    Galadhon.                                                             caves used by the first Wood-elves. Mortals are always accom-
        Strangers approaching the eaves of Lothlórien are likely          panied by a guardian and are never left alone; even at night,
    to be observed by the wardens and then stopped and ques-              they are discreetly watched over by someone in the trees above
    tioned by a force large enough to handle any potential threats.       or by allied birds and beasts.
                                                                                                                                                             45
CHAPTER 1
                 Lothlórien is a realm of light, but it is also a land besieged    The Golden Wood
            from all sides. Insolent, suspicious, or aggressive behaviour from     The forest of Lothlórien grows along the valley of the Cele-
            guests may result in extended and unfriendly questioning, pos-         brant, the Silverlode in the Common Tongue. The Elves refer
            sibly followed by imprisonment for a time and then expulsion           to the woods north and east of the river as the Naith, or the
            at the nearest border. Just as the Galadhrim are gracious hosts,       Gore, as this land is shaped like a spearhead by the arms of
            they can swiftly turn into the most inflexible jailers, and visitors   the Silverlode and the Great River Anduin. The land there
            would do well to remember this while they are their guests.            is mostly flat and gentle, covered in mallorn-trees, and is
                 Elves and Elf-friends who earn the trust and protection of       home to most of the Galadhrim, particularly in the Egladil,
            the Lord and Lady, or of one of their court, are granted the           the angle between the rivers.
            rare favour of moving freely in Caras Galadhon and the Naith.              To the south and west of the Celebrant lie the Eryn
            However, this privilege is seldom extended and is reserved for         Fairnin, the Woods of Swift Waters, a region characterised
            those recognized as defenders of the Golden Wood.                      by rising hills and deep dells carved by fast-running, frigid
46
                                                                                                W here the W est- elves S till L inger
streams descending from the Misty Mountains. This area is            South of Lothlórien lies an empty land where no Men
sometimes called Dor Gwathirion, the Land of the Shadowy         have ever lived, and even Orcs and Wargs seldom venture: the
Streams. Once beloved by the Galadhrim, its population           Lostalf, the Empty Field. The Grey Elves of the Golden Wood
has been declining since the fall of Moria, leaving it wild      consider it part of their realm and enjoy riding and hunting
and mostly deserted. The Galadhrim now visit only to hunt        among its brush, occasionally reaching the borders of Fan-
or guard the borders against Orcs and other fell creatures.      gorn. However, the land is not under their constant watch,
Mallorn-trees grow thickly near the river, but as one travels   and dangerous encounters cannot be ruled out.
west and south, they gradually give way to oaks, ashes, and
elms. Even though the power of the White Lady is weaker          THE FENCES OF LÓRIEN
here, the Eryn Fairnin remains a majestic woodland, wild         This is the name given by the Galadhrim to the edges of
and full of animals and plants that mortals would easily         the Golden Wood, marking what they believe to be the far-
call magical.                                                    thest limits of the Lady of Lórien’s power. Many Elf-wardens
    North of Lothlórien lies a region bordered by the Moun-      vigilantly watch over these borders, particularly along the
tains to the west, the Anduin to the east, and the Gladden       Northern Fences, where they gaze towards the mountains
River to the north. Once a populated area inhabited by Men       to the northeast, for they know that threats can arise at any
who lived on farms and traded with the Dwarves of Dúrin’s        time from the Orc-infested roots of the Hithaeglir.
Folk, it is now largely depopulated. This area was known as          Elf-wardens keep watch on the fences. They wear dark
Ridhlann, the Tilled Plain, but today only a few farmsteads      grey cloaks and carry small lamps that emit a bright silvery
remain, hidden by groves of trees. The Wargs and their allies,   light, which can be quickly covered. In the depths of the for-
the Goblins of Moria, are the true masters of this region now,   est and under the cover of night, Elf-wardens who choose to
which is simply called Fortalf, the Northern Field.              remain unseen are nearly invisible, unless they move swiftly.
                                                                                                                                  47
CHAPTER 1
48
                                                                                              W here the W est- elves S till L inger
Haldir
                                                                                                                                49
CHAPTER 1
50
                                                                                                         W here the W est- elves S till L inger
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.
   1    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.
   2    Song of Longing        Those who hear this song find their hearts filled with a desire for lofty pursuits and enduring
                               happiness.
   3    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.
4 Song of Hardiness A song celebrating the determination of an ancient hero in the face of adversity.
5 Song of Fortitude A song of courage that helps those who listen face their worst fears.
   6    Song of Peace          The minstrel’s voice soothes the hearts of the audience, bringing calm and serenity by recalling
                               days of bliss and happiness.
8 Song of Valour A ballad celebrating the glorious deeds of an ancient champion of the Elves.
   9    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.
  10    Song of Lore           A long rhyme of lore, crafted to easily remember a great deal of information, often used
                               by Lore-masters.
  11    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.
  12    Song of Joy            A triumphal song of love, happiness, and victory over evil, encouraging the audience to
                               sing along.
                                                                                                                                           51
CHAPTER 1
            CARAS GALADHON                                                              From a wide lawn at the top of the hill, illuminated by sil-
            Caras Galadhon is the great city of the Galadhrim, the seat            ver lamps hanging from the boughs of the surrounding trees,
            of Lady Galadriel and Lord Celeborn. A high, green wall sur-           rises Orchaltûr, the Tall Lord, the mightiest of all the trees.
            rounds a hill covered with mallorn-trees so tall as to surpass all    A broad white ladder winds around this great tree, passing
            others in Lórien. Their boughs spread out into tiered crowns,          many flets built on both sides and around the trunk itself. At
            supporting levels upon levels of countless flets, which serve          a great height, a wide talan is finally reached, upon which sits
            as the homes of the Wood-elves of Lórien.                             a large hall, the abode of the Lord and Lady of the Wood.
                But Lórien is also the most formidable fortress of the Elves           Here, gatherings are held in a spacious, oval chamber
            in Middle-earth. At the base of the hill, a road paved with white     with green and silver walls and a golden roof, dominated by
            stones runs along the brink of a deep fosse, overshadowed by a         the trunk of the great mallorn.
            mighty encircling green wall. This road leads to a white bridge,           Many Elves meet here when summoned by the Lord and
            and across it the path ends against the great gates of the city, set   Lady, seating themselves before two chairs placed beneath the
            between the ends of the encircling wall that here almost meet.         bole of the tree, canopied by a living bough — these are the
            The gates are tall and sturdy, and open without sound. At night,       seats of Celeborn and Galadriel. Those permitted to appear
            many lamps hang from the gates, and countless lights gleam             before the Lord and Lady of Lórien are welcomed by Indo-
            green, gold and silver amid the leaves of the mallorn-trees.          liniel, handmaiden and adviser to Galadriel.
                Beyond the gates, the hill is crossed by many paths and
            stairs, leading to a few quiet courts and gardens adorned              THE OLD KING’S CAVES
            with fountains and sculptures. There are no buildings on the           The first King of Lindórinand established his abode deep
            ground of Caras Galadhon, as the Galadhrim favour living               within a hill, where natural caves were expanded and trans-
            above ground, on flets high among the branches, connected              formed into the palace of an Elvenking. When Amroth
            to one another by suspended bridges.                                   became King, he abandoned the caves in favour of Cerin
52
                                                                                                      W here the W est- elves S till L inger
                                                                                                                                        53
CHAPTER 1
             Lady Galadriel
             The Lady of the Golden Wood was born in Val-
             inor, beneath the light of the Two Trees, and
             came to Middle-earth among the Exiles. Mind-
             ful of their crimes, she chose to dwell in Doriath
             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 associ-
             ate with the other princes of the Exiles, nor to
             claim rulership over the Noldor in Middle-earth,
             even though she had the right to do so. Hav-
             ing refused the Second Summons of the Valar
             to stay and fight the Shadow, the Straight Road
             to the West was closed to her. The weight of her
             choice increasingly troubled her as her longing
             for the Uttermost West grew, yet this only strength-
             ened her determination to see the world freed from
             the shadow of Sauron.
                  Galadriel is very tall for an Elven woman, gifted with
             golden hair that seems blessed with the radiance of the
             ancient tree Laurelin. She is wise in the ways of Elven magic,
             having first been trained in Valinor and then by Queen
             Melian in Doriath.
54
                                                                                               W here the W est- elves S till L inger
                                                                                                                                     55
            CHAPTER 2
                          here was a time when the Eldar ruled the western      Rumours, for example), using the suggestions provided and
                          lands of Middle-earth. They built great cities and   assessing how the deeds of the Player-heroes might influence
                          mighty strongholds. Their hosts marched against       these plans. By taking action against these strokes during an
                          the dark fortress of Morgoth and challenged him.      Adventuring Phase, the Company can prevent the danger
                          There was a time when Elven-kings and champi-        from escalating.
            ons faced the chief servants of the Enemy in single combat              Not every dark design needs to be incorporated into a
            and bested them. There was a time when Elf-songs echoed            campaign. Many tales outlined in this chapter can remain
            through woods and dells, and dark things fled at the sight of       as possibilities. Some groups may choose to ignore certain
            the light in the faces of the Firstborn. Those times are long       stories altogether, while others could be introduced as news
            gone. The Elves who still remain east of the Sea now dwell in       from distant parts of the land. For instance, if a campaign
            seclusion in remote or hidden realms, and they have almost          focuses on adventures by the shores of the Great Sea, then
            become creatures of legend.                                         the attacks of Orcs and Wargs over the Misty Mountains may
                 But Sauron remembers.                                          be used simply as tales carried by travellers journeying west.
                 In Mirkwood, where shadows lie thick among the rotting
            trees, the Necromancer never forgot his old foes. Known as
            the Lord of Werewolves, then the Lord of Gifts, and eventually
            the Lord of the Rings, Sauron took many guises over the Ages,
            but each time, he was humbled by the Elves of the West. Now,              WITH HIM I MAY HAVE BUSINESS
            with their power waning, they are no longer his chief foes, yet           OF MY OWN ERE ALL IS OVER
            the Dark Lord remains consumed by a lust for vengeance. If                The plots in this chapter feature various Loremaster
            the last remnants of the Elves now seek peace to enjoy their              characters and events, yet they are designed for
            final days in Middle-earth, he will ensure they find none.               you to customise, placing the Player-heroes as the
                The present chapter details three of Sauron’s plans to                protagonists of the story. To achieve this, feel free
            bring ruin upon the Elves. These include the closing of                   to modify backstories, replace a Loremaster char-
            the ways to the Sea, overseen by Morlhoss, the unhoused                   acter with a Player-hero, or connect someone in
            spirit of an Elf seeking vengeance against the Galadhrim; a               the Company to a key character. In Perils of the
            trap designed to lure Elrond Halfelven out of Imladris, pre-              Last Road an Elven Player-hero may have previ-
            pared by the weasel-spirit Cauthlin; and a scheme to incite              ously met Nindorn, either as a friend or a rival. In
            strife between the Elves of Lindon and their neighbours,                  Memories of Ancient Wounds, Cauthlin may have
            the Dwarves, orchestrated through the manipulation of the                 been responsible for the loss of a loved one of an
            resentful Elf Arblaud.                                                    Elf from Rivendell. In Old Hatreds May Still Breed
                 Each ploy includes a number of potential strokes — events            War, Noredhel or Arblaud may be friends or for-
            or undertakings that advance the Dark Lord’s agenda. They                 mer love interests of an Elf from Lindon.
            are listed under the Dark Designs headings in each section,                    Involving the Player-h eroes with the Lore
            in a chronological ‘Tale of Years’ format. The Loremaster                master characters not only motivates them to fight
            should take these entries into consideration to incorporate               for the freedom of Middle-earth from the Shadow
            them into a Company’s Adventuring or Fellowship Phases (as                but also adds personal stakes to their quests.
58
                                                                                                                          T he D ays D arken
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
                                                                                                                                          59
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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                                                                                                                T he D ays D arken
Medium undead
                                                         ARMOUR CLASS    13
                                                         HIT POINTS 39 (6d8 + 12)
                                                         SPEED fly 30 ft. (hover)
                                                         ACTIONS
                                                         SPELL OF SLUMBER (Recharge    6). Morlhoss chooses up to
                                                           three creatures he can see within 60 feet of him. Each
                                                           target gains 1 Shadow point, resisted by a DC 14 Intel-
                                                           ligence saving throw. On a failed save, a target falls
UNHOUSED SPIRIT                                            asleep and is unconscious for 1 minute. It wakes up if it
                                                           takes any damage, or if another creature takes an action
Morlhoss is an invisible, unhoused spirit. Thanks to
                                                           to shake it awake. Elves, Wizards, and creatures that
the Dark Lord’s teachings, he possesses the abil-
                                                           don’t sleep or that have immunity to the exhaustion con-
ity to weave illusions and conjure visions within
                                                           dition automatically succeed on saves against this spell.
the minds of his enemies, as well as to stir all evil    VISIONS OF TORMENT. Morlhoss chooses a non-undead crea-
beings to action.                                          ture he can see within 60 feet of him. The target gains
     Those who can perceive him see Morlhoss as a          3 Shadow points, resisted by a DC 14 Charisma saving
young Elf with a cold, vengeful light in his eyes. His     throw. If the target is unconscious, it has disadvantage
complexion is deathly pale, and his lips are blue,         on the saving throw. On a failed save, the target takes 22
resembling those of a drowned corpse. When he             (4d10) psychic damage, and is frightened until the end
becomes aware of someone gazing upon his true              of Morlhoss’ next turn. If the save fails by 5 or more, the
form, Morlhoss recoils in shame and tends to flee.         target is also stunned while frightened in this way. On
                                                           a successful save, the target takes half as much damage,
     Being an immortal spirit, Morlhoss cannot be
                                                           isn’t frightened, and is immune to Morlhoss’ Visions of
truly destroyed — if defeated, his essence disperses,
                                                          Torment for the next 24 hours.
only to reform years later in some remote location.
                                                                                                                                61
CHAPTER 2
                                                                              ACTIONS
                                                                              MULTIATTACK.  Zagruk makes two melee attacks, or one
                                                                               melee attack and one ranged attack.
                                                                              POISON CONCOCTION. Ranged Weapon Attack: +5 to hit,
                                                                               range 30/90 ft., one target. Hit: The target takes 6 (1d12)
                                                                               poison damage.
                                                                              POISONED KNIFE. Melee Weapon Attack: +5 to hit, reach
                                                                               5 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 3
                                                                               (1d6) poison damage.
62
                                                                                                                           T he D ays D arken
                                                                  REACTIONS
                                                                  PARRY. Vorag adds 2 to its AC against one melee attack that
                                                                   would hit it. To do so, Vorag must see the attacker and
                                                                   be wielding a melee weapon.
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CHAPTER 2
64
                                                                                                                              T he D ays D arken
The Wise recognize that a singular evil will is behind the attacks          INT 10 (+0)         WIS 15 (+2)         CHA 14 (+2)
on travelling Elves to the east and west of the Mountains. The        OCCUPATION   Messenger
Company’s Patron summons the Player-heroes, asking them to           DISTINCTIVE FEATURESCompassionate, Wary
investigate the nature of Morlhoss, the Dark Whisper, and his
                                                                           Insight +4, Perception +4, Persuasion +4, Travel +4
                                                                      SKILLS
chief agents, Vorag the Elf-hunter and Arlo Fireblaze. Around
                                                                      SENSESpassive Perception 14
this time, those hearing the dark whisper may hear the name
                                                                      LANGUAGES Sindarin, Westron
of Faeloth spoken with a longing that borders on obsession.
                                                                                                                                              65
CHAPTER 2
        Mortals look with envy at the Elves and their eternal youth,        Elladan and Elrohir. They were the ones who rescued her
        yet they rarely comprehend that the Gift of Immortality is, in      from the enemy and witnessed her wounds while still fresh.
        many ways, a heavy burden. While death offers mortals peace         This memory burns within them like a fierce fire, fuelling an
        and forgetfulness from the many sorrows of life, the Firstborn      unprecedented hatred for Orcs and all the servants of the
        know no such respite: they may lose their bodies, but their         Shadow among the Elves of this Age.
        souls remain unchanged. In the Halls of Awaiting, they may               These tragic events have made Elrond and his sons fiercely
        find healing for their suffering, but not oblivion. The mem-        protective of Arwen, who always travels to Lothlórien under spe-
        ory of their woes and wounds lingers with them forever, until       cial escort. The mere thought of her suffering the same fate as
        the End of Time and possibly beyond.                                her mother frightens them to the point of clouding their judge-
             For this reason, Elves fear suffering more than mortals        ment. This vulnerability is one that Sauron plans to exploit.
        do, as each new misery adds to the weight of past grievances.
                                                                            The Revenge
        Sauron is well aware of this vulnerability and is determined
                                                                            of the Weasel-
                                                                                          lady
        to exploit it, aiming to manipulate and trap the Elves of
        Rivendell.
             Imladris: like a thorn in the side of the Dark Lord, it has    Cauthlin is a spirit of deception who has dwelt in Middle-earth
        stood for millennia in the shadow of the Misty Mountains, defy-     since its creation. She long served Morgoth, and after his
        ing the armies of Angmar and countless Orc-chieftains. Within      defeat, she found a new Master in Sauron. A thousand and six
        its borders shines a light of wisdom and hope that the Shadow       hundred years ago, during the wars between Arnor and Ang-
        cannot extinguish. It is here, the Lord of the Rings suspects,      mar, Cauthlin acted as a spy for the Witch-king, inflicting great
        that one of the Three Rings is kept. He suspects this, but does     suffering on the Elves of Rivendell until she was ensnared and
        not know for certain, for the Elves of Rivendell are cautious,      slain by three heroes: Elladan drove an arrow through her leg,
        and their Master, Elrond Halfelven, never leaves the valley.        Elrohir pierced her arm with his spear, and their companion
             But what if he could be lured outside his fortress, his hand   Glinnel stabbed her heart with a blade forged by Damron the
        forced into action? What if he momentarily abandoned his            Smith for her destruction.
        wisdom and rode forth with strength to save what is most dear           Cauthlin’s material form perished, but her disembod-
        to him? If such a scenario could be achieved, the Dark Lord         ied spirit endured. After long centuries, Sauron found her
        would discover whether he is indeed one of the Ringbearers          again and clothed her in a new form, offering a chance to
        — and who knows, perhaps his servants could even manage             exact revenge on the hated Elves of Imladris. The weasel-spirit
        to recover one of the remaining Three.                              plans to stalk, deceive, and trap them, killing a few to wound
                                                                            many. What better target to satisfy her wrath than harming
                                                                            Elf-wardens
            the Redhorn Pass and captured. Her sons, Elladan and Elro-
66
                                                                                                                  T he D ays D arken
Cauthlin
                                                                                      Cauthlin,
                                                                                      the Weasel-spirit
                                                                                         Cauthlin is not confined to a sin-
                                                                                         gle material form. She is a master
                                                                                        of shapes and hues, with a par-
                                                                                        ticular affinity for red. She can
                                                                                        assume the form of any beast,
                                                                                       Man, or Elf she has encountered.
                                                                                      When she doesn’t need a disguise,
                                                                                     she typically takes the shape of a
                                                                                    red-coated weasel the size of a wolf
                                                                                   or the form of an Elf woman with long
                                                                                  red hair.
                                                                                    The weasel-s pirit is as ancient as
                                                                              she is devious, a true master of decep-
                                                                            tion. She can pose as a maiden in distress or
                                                                          a curious cat, luring her targets close before
                                                                       striking suddenly at their throats. She knows no
                                                                    shame or remorse, and her dedication to Sauron is
                                                                 only tempered by her insatiable thirst for vengeance
                                                             and her considerable pride.
                                                               She favours manipulation over brute force, often engag-
                                                          ing her foes in conversation to divide them or sway them
                                                          from their goals. A consummate liar, she has no regard for
                                                          promises and willingly enters into binding pacts, without any
IMMORTAL SPIRIT                                           intention of honouring her side of any agreement. When
As an Immortal Spirit, Cauthlin cannot be truly killed.   violence is necessary, she sends Orcs, Trolls, or wild beasts
If she is slain by conventional means, her body per-      against her foes to distract them and make them easier tar-
ishes, but her spirit endures, allowing necromancy        gets for her poisoned arrows or sneak attacks.
to enable her to inhabit another body. However, if             Cauthlin’s primary weakness is her thirst for vengeance.
she is slain with the black dagger, Methacharn, her       Just as she plans to lure Elrond by threatening or capturing
exile from the world of the living is extended for at     his children, she can also be baited into a trap by offer-
least a thousand years. Having encountered a sim-         ing her a chance to confront those who caused her defeat:
ilar dagger before, the mere sight of Methacharn          Elladan, Elrohir, Damron, or Glinnel. Another vulnerability
is enough to make her flee in terror.                     is her pride; she tends to overestimate her capabilities and,
                                                          if she believes she can win, she never turns down a chal-
                                                          lenge — even though she does everything she can to cheat.
                                                                                                                                  67
CHAPTER 2
68
                                                        T he D ays D arken
Daegûr
                                                                        69
CHAPTER 2
70
                                                                                                                        T he D ays D arken
near Rivendell, driven by fear that Cauthlin may disguise          2970: THE WAYLAYING OF THE EVENSTAR
herself among them.                                                Arwen travels from Lothlórien to Rivendell with a large
                                                                   escort led by her brothers, Elladan and Elrohir. if the
2966: THE SIEGE OF WAILINGHOLE                                     Company’s Patron is Elrond, the Player-heroes are asked
In early summer, Glinnel leads a party of Elf-wardens north       to join. Along their journey, a heavy fog envelops the com-
into the Coldfells to investigate a ruined hill-fort recently     pany, and a shadow of terror falls upon the steeds, scatter-
occupied by marauding Orcs. They are ambushed and retreat          ing the riders.
to the hill of Iailech, where they find themselves besieged (see       As Arwen seeks protection, someone in the guise of
The Wailinghole, on page 100) by a force led by an Elf-woman     Elladan approaches her. However, Elrohir (or a Player-hero)
in red, armed with a bow — Cauthlin has indeed returned            recognizes the deception and drives the impostor off. Later,
to threaten Rivendell. Upon her return to Imladris, Glinnel        a poisoned arrow strikes Arwen’s horse, which dies shortly
secretly asks Damron to forge a new Methacharn, but the            after. The company hastens towards Rivendell. The impostor
smith refuses.                                                     and the archer are identified as Cauthlin. Elrond’s sons, along
                                                                   with Glinnel, ask for scouting parties to scour the mountains
                                                                   and hunt her down, but Elrond forbids it.
                                                                                                   2972: N
                                                                                                          O PLACE IS
                                                                                                         SAFE ANY MORE
                                                                                                    If Cauthlin has so far man-
                                                                              Damron                 aged to skulk freely around
                                                                                                     Rivendell, she accom-
                                                                                                     plishes the unthinkable by
                                                                                                     discovering the location
                                                                                                     of the Last Homely House
                                                                                                     and finding a way inside
                                                                                                    through the secret path at
                                                                                                    Glauria (see The Vineyards
                                                                                                   of Glauria, page 97). On a
                                                                                                  moonless night, she descends
                                                                                                 the mountainside in weasel
                                                                                               form. Player-heroes in Rivendell
                                                                                              may have a chance to discover her.
                                                                                                Otherwise, talon marks are later
                                                                                          found on the window of Arwen’s
                                                                                        room. The Elves intensify their hunt for
                                                                                     Cauthlin to prevent her from revealing Riv-
                                                                                  endell’s location. However, she deliberately
                                                                               delays reporting to Sauron, driven by a desire to
                                                                            pursue her own personal vengeance.
                                                                                                                                        71
CHAPTER 2
            2973: T
                   HE COMING
                  OF THE SHADOW OF DEATH
            Summoned by Sauron, Daegûr leaves her eyrie in the fro-
            zen North and slowly reaches the peaks above the High Pass.
            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 suffer a terrible defeat.
                Damron begins to forge a new Methacharn.                          THE BLADE METHACHARN
                                                                                  This short sword was forged by Damron, the smith
            2974: T
                   HE FORGING OF THE BLACK BLADE                                 of Imladris, as a tool to exact vengeance on the
        Damron completes the forging of Methacharn, and discreetly               killer of Arothir, his brother. The smith forged it
        asks one of the Player-heroes to wield it, as the sons of Elrond         using iron that fell from heaven as a blazing star,
        won’t defy their father’s orders.                                         and employing knowledge he once gained from
             Meanwhile, Cauthlin calls Daegûr down the mountains                  the Lord of Gifts himself, long ago in Eregion.
        to devastate the upper vales of Bruinen. The woods on the                      The virtue of Methacharn lies in its ability to sever
        slopes of the mountains are all kindled, and high columns                 the spirit of a living creature from its flesh so pro-
        of smoke rise into the sky, marking the slow advance of the               foundly that it would take at least a thousand years
        great monster.                                                            for the spirit to find a new body. However, this
             Elrond assembles a group of heroes to slay the monster.              power comes at a cost, as the blade feeds on anger
        As they approach the creature, waiting for them on a naked                and hatred, leaving deep scars on the wielder’s spirit.
        hill rising at the bottom of a deep valley, they remain unaware             ♦ Methacarn is a short sword of Elven crafts-
        that Cauthlin is hidden nearby, poised to pick them off one by                  manship, whose only Bane is Cauthlin. It
        one with her red-feathered arrows.                                             has the Superior Fell, Superior Keen, and
                                                                                        Foe-slaying enchanted rewards. However,
                                                                                        every time its damage reduces a creature
                                                                                        to 0 hit points, it is considered a Misdeed
                                                                                        worth 4 Shadow points for the wielder
                                                                                        (DC 15 Wisdom saving throw to reduce the
                                                                                        Shadow gain). If the blade is used to slain
                  THE LAST RESORT                                                       Cauthlin, it melts and the wielder addition-
                  If Cauthlin and Daegûr seem poised to achieve                         ally gains 1 Shadow Scar.
                  a definitive victory, Elrond Halfelven resorts to
                  a desperate measure, wielding the power of                      The first Methacharn was forged a thousand years
                  Vilya, the mightiest of the Three. He summons                   ago, and Glinnel used it to slay Cauthlin. The blade
                  a great wind and commands the river to rise in                  melted after inflicting the deadly wound, and
                  fury. A raging storm unleashes waves of water,                  Elrond forbade Damron from forging another
                  wood, and stones, sweeping through the valley                   under the threat of exile. Yet, Damron might still
                  and washing away the monster and everything                     consider the demise of the Weasel-lady worth the
                  else in its path.                                               sacrifice. However, neither Elladan nor Elrohir will
                      Unfortunately, such a formidable display of                 defy their father to wield the blade, and Glinnel
                  power is likely to signal the Ring’s presence to the            refuses to endure that sacrifice again. So, who will
                  servants of the Dark Lord, for his spies are many.              dare to use the black blade?
72
                                                                                                                         T he D ays D arken
                        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 Radgul,
from the songs of minstrels and feel the burden of living in       the Orc-chieftain of Mount Gram (see Ruins of Eriador, page
the shadow of their ancestors.                                     107). One by one, they succumbed to torment and exhaustion
     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.
                                                                                                                                         73
CHAPTER 2
        until only Arblaud remained. He tells of how, one day, when             dungeons drunk and left his cell open. Seizing the oppor-
        the Orcs were drunk after a feast, he managed to slay the gaol          tunity, he slit the Orc’s throat with the creature’s own dag-
        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
74
                                                                                                                                T he D ays D arken
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 answer
challenges the young Elves to prove their valour and worth,        for his dangerous words, he seizes the opportunity to make his
warning them to heed not the advice of older Elves whose           grand revelation and accuse the Dwarves of black treachery:
inner flames have long since died out.                                 “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 Naedind can
                                                                                                  respond, his followers spirit him out
                                                                                                   of the Hall, acclaiming 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
                                                                                                                                                75
CHAPTER 2
                                                                          Lady Naedind
                                                                          Lady Naedind traces her lineage back to the proud yet
                                                                          tragic House of Fëanor, the Dispossessed. Amidst the
                                                                          northernmost, wind-s wept reaches of Lindon, she holds
                                                                          sway over the remnant of her kin. Though by right of her-
                                                                          itage she is a Queen, in her humility, she refrains from
                                                                          claiming such a title.
                                                                               She yearns to cross the Sea and follow her husband who
                                                                          departed to the Uttermost West before her. Yet, alas, she
                                                                          cannot, for she deems Noredhel too young and naive to
              PHINIDAEG, THE HAIR-S PLITTER                              succeed her. Now, with the return of Arblaud, all her fears
              This ancient sword, crafted by the High Elves for           have taken form, and the shadows of past misdeeds loom
              the wars against the Great Enemy, is said to be so          ominously, threatening to be committed once more. Against
              keen that it can split a falling hair resting upon its      madness and fury, Naedind steadfastly refuses to wield the
              edge, even after the fury of battle. Its hilt is dec-       same weapons. She is determined to set things right, and
              orated with gold and diamonds, shimmering with              to do so in the proper manner, by proving Arblaud wrong
              the light of ages past.                                     before her daughter and her people.
                    The blade Phinidaeg is an ancient family heir-             Naedind stands tall and lithe, yet straight and strong.
              loom, kept under lock and key in the treasure cham-         Her long, cropped dark hair is crowned by a simple circlet
              ber of Ost Breniellin. Lady Naedind refuses to wield        of gold. Her pale beauty, renowned even among the Elves,
              it, staying true to her decision to forsake her cursed      is veiled with a layer of weariness and sorrow, rendering her
              heritage. However, should she recognize someone             visage all the more noble to behold.
              among the Player-heroes as her champion, she may
                                                                          Medium humanoid (Elf)
              consider giving it to them, a decision that would
              certainly enrage Arblaud even more.                              INT 14 (+2)         WIS 16 (+3)         CHA 17 (+3)
                 ♦ Phinidaeg is a long sword of Elven crafts-             OCCUPATION   Ruler
                     manship with the Bane of Orcs. It has                DISTINCTIVE FEATURES   Honourable, True-hearted
                     the Superior Keen, Cleaving, and Fell
                                                                               Insight +7, Old Lore +6, Perception +5, Persuasion +7
                                                                          SKILLS
                     Enchanted Rewards.
                                                                          SENSESpassive Perception 15
                                                                          LANGUAGES Quenya, Sindarin, Westron
76
           T he D ays D arken
Noredhel
                           77
CHAPTER 2
                      Noredhel Flame-eyed
                      Tall and fair, with shining hazel eyes and long dark hair,
                      Noredhel is the last scion of her great line. As her mother,
                      she descends directly from the First High King of the Noldor.
                      Raised on tales of valour and mighty deeds, she witnessed
                      none herself and begrudges her mother, viewing her as
                      overprotective and, in her eyes, craven. In Arblaud, she sees
                      all she longs to be: strong, generous, and beloved by their
                      people. Her love for him blinds her to any counsel of wis-
                      dom, rendering her utterly incapable of doubting her lover.
                           Noredhel remains a good-hearted Elf; she respects the
                      nobility of both blood and deed, holding her word as sacred.
                      She does not suffer fell deeds lightly, yet she eagerly rises
                      to any challenge set against her or Arblaud.
Arblaud
78
                                                                                                                        T he D ays D arken
Medium humanoid (Elf)                                            calling them Night-fearers, Death-cursed, and Usurpers. Yet,
 STR          DEX       CON        INT       WIS       CHA       he reserves his harshest epithets for the Dwarves, regarding
13 (+1)      16 (+3)   12 (+1)    12 (+1)   10 (+0)   16 (+3)    them with particular disdain.
CHALLENGE 1 (200 XP, proficiency bonus +2)                       SKILLSAthletics +5, Intimidation +7, Old Lore +2,
FORTH TO BATTLE.    Noredhel can give herself a bonus to his      Perception +2
  initiative rolls equal to her Charisma modifier.               SENSES passive Perception 12
SKILL OF THE ELDAR (2/day). If Noredhel fails an ability check LANGUAGES Quenya, Sindarin, Westron
that lets her add her proficiency bonus, she can choose CHALLENGE 2 (450 XP, proficiency bonus +2)
  to obtain a magical success instead. In addition, when-        SKILL OF THE ELDAR (2/day).
                                                                                           If Arblaud fails an ability check
  ever she succeeds on an ability check that lets her add         that lets him add his proficiency bonus, he can choose
  her proficiency bonus, she can treat the result as a mag-       to obtain a magical success instead. In addition, when-
  ical success.                                                   ever he succeeds on an ability check that lets him add
UNARMOURED DEFENCE. While Noredhel is wearing no                  his proficiency bonus, he can treat the result as a magi-
  armour and wielding no shield, her AC includes her Cha-         cal success.
  risma modifier.
                                                                 ACTIONS
ACTIONS                                                          MULTIATTACK.   Arblaud uses his Taunt. He then makes two
SWORD. Melee Weapon Attack: +5 to hit, reach 5 ft., one            melee attacks.
 target. Hit: 6 (1d6 + 3) slashing damage, or 7 (1d8 + 3)        LONG SWORD. Melee Weapon Attack: +5 to hit, reach
 slashing damage if used with two hands.                           5 ft., one target. Hit: 7 (1d8 + 3) radiant damage, or 8
                                                                   (1d10 + 3) radiant damage if used with two hands. If
                                                                  Arblaud scores a critical hit, he rolls damage dice three
                                                                   times, instead of twice.
Arblaud the Misguided                                            TAUNT. One humanoid other than an Elf within 30 feet that
Arblaud is tall, strong, and handsome, his dark blue eyes          can see and hear Arblaud makes a DC 13 Wisdom saving
shimmering with charm beneath a mane of jet-black hair.           throw. On a failed save, the target has disadvantage on
He adorns himself as a warrior and hunter, yet does not            attack rolls against creatures other than Arblaud, and it
forsake his noble status, embellishing his attire with dam-        can’t willingly move to a space that is more than 30 feet
asked weapons, precious jewels, and bright fabrics that lend       away from him. The effect ends if Arblaud makes an
                                                                   attack roll against a creature other than the target, or
him the appearance of one of the heroes of old. Hardly
                                                                   if Arblaud ends his turn more than 30 feet away from
ever alone, he is accompanied by a throng of admirers, with
                                                                   the target.
Noredhel herself standing foremost among them.
                                                                 YELL OF TRIUMPH (Recharges after a Long rest). Each crea-
     Proud beyond all reason, Arblaud is blind to any coun-        ture of Arblaud’s choice that is within 30 feet of him
sel save his own. He truly believes that the Dwarves of the        and can hear him gain advantage on attack rolls and
Blue Mountains are allied with Mount Gram, holding fast            Charisma (Intimidation) checks until the start of Arb-
to the conviction that there is no reason to doubt what he         laud’s next turn. Arblaud can then make one attack as a
has witnessed in the shadowed dungeons of that cursed              bonus action.
stronghold.
                                                                 REACTIONS
    When challenged, Arblaud confronts his adversaries           PARRY. Arblaud adds 2 to his AC against one melee attack
with the weight of his noble ancestry, hurling barbs that         that would hit him. To do so, he must see the attacker
mock their humble origins and perceived shortcomings. He          and be wielding a melee weapon.
wields a colourful array of monikers for mortals, derisively
                                                                                                                                        79
CHAPTER 2
            The Lord of the Dwarves of Copperhall is a figure of great        ARMOUR CLASS   15 (mail-shirt)
            strength, even by the standards of his stout kin. His flam-       HIT POINTS 13 (3d8)
            ing beard is well-trimmed, and his shining blue eyes spar-       SPEED 30 ft.
            kle with mirth. For generations, he and his folk have toiled           Perception +3
                                                                              SKILLS
            deep within the mines, delving for copper, yet they cher-         SENSESpassive Perception 13
            ish the memory of their lineage tracing back to the valiant       LANGUAGES Quenya, Sindarin, Westron
            warriors of Belegost. One of their forebears entered the          CHALLENGE 1/2 (100 XP, proficiency bonus +2)
            ACTIONS                                                           ACTIONS
            GREAT AXE. Melee Weapon Attack: +5 to hit, reach 5 ft., one       MATTOCK. Melee Weapon Attack: +4 to hit, reach 5 ft., one
              target. Hit: 9 (1d12 + 3) slashing damage.                       target. Hit: 8 (1d12 + 2) piercing damage.
80
                                                                                                                                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 38)
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.
                                                                                                                                                81
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.
82
                                                                                                                             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
                                                                                                                                             83
                     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 Lord of the Rings Roleplaying.        core rules for The Lord of the Rings Roleplaying. This means
                          As discussed there, the chosen format allows the           that the rules for Journeys, Combat or Councils are not
                          Loremaster to use each landmark as an open-              repeated, nor are those concerning Actions, Skill Endeav-
            ended, self-contained scenario, free of a strict, predetermined         ours, Risk Levels or Sources of Injury — whenever the text
            plot, articulated in orderly scenes. The Player-heroes learn            of a landmark describes a challenge or an obstacle to the
            of the existence of a landmark during the game, for exam-                Company, the Loremaster should adjudicate the circum-
            ple by choosing the Gathering Rumours Fellowship Phase                   stances based on the appropriate game rules.
            Undertaking (see The Lord of the Rings Roleplaying, page 112).
                                                  Ost Breniellin
                                                                             (any level)
                                      “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 76
             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 (DC 20)                                                             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
86
                                                                                                                                    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
                                                                                                                                          87
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.
88
                                                                                                                                    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 66 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 56 of Ruins of Eriador.
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 76).                                                   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
                                                                                                                                          89
CHAPTER 3
                                   “Then I thought in my heart that we drew near to the Sea; for wide was the water
                                            in the darkness, and sea-birds innumerable cried on its shores.”
             RUMOUR                                                                         L ocations
            “The ruins of a marvellous mansion emerge from the sea not far off the          The Palace of the Sea-birds lies about one mile off the coast
             coasts of northern Lindon. Sometimes at dawn, when the night mist              of northern Lindon, at the head of the promontory known
             begins to lift, ancient towers are caught by the first light of the sun,       as Hunter’s Cape. The coastline along the promontory is
             and the palace seems to float on a cloud. Surely, there must be a fairy        rocky, with tall cliffs where only hardy pines and junipers
             queen or king living there, guarding some treasure! The sea-birds know        grow among the mosses and lichens. Navigation is tricky, as
             for sure, as they are the only ones who dare to approach the island.”          many rocks lie hidden beneath the surface, and the currents
                                                                                            can be treacherous. Elven ships passing by steer clear of the
            OLD LORE (DC 20)                                                                island and keep to the open sea.
            “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 swal-
             lowed by the sea, and the palace on the hill became
             an island. Now, seagulls and terns nest there, and few                                                          4
             remember the old lord and his folk.”                                                        6
                                                                                                                                                   5
             Background
            The name of the Elf-lord who built Bar-                                                                2
            en-Faroth is remembered only in books of
            lore and in the ballads sung in the palaces of
            Forlindon, for that Lord was Lady Naedind’s
                                                                                        7                                            3
            uncle. Today, his palace is called Bar
            Gwaelion by mariners who pass it
            as they sail, the Palace 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, hold-
            ing court in the ruined halls. The
            current lord, named Arroval, is a
            seagull of prodigious size. His iso-
            lated domain, with its abundance of
            protected nesting spots and lack of pred-
            ators, has attracted thousands of sea-birds                                                         1
            of all kinds, who now pay homage to their
            King. Moreover, many guests and envoys from
            other feathered rulers are present at all times.
                                                                                                                                    THE PALACE
                                                                                                                                 OF THE SEA-BIRDS
90
                                                                                                                                        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
on either side, now supporting the original arch. To the east
once stood a latticed glass wall that provided access to a ter-     Falarros of Mithlond
race; now, only part of the structure remains, and all that’s       Falarros is the captain of the Ithilrain, a magnificent ship that
left of the glazed windows are tiny shards of coloured glass.       frequently sails along the coasts of Lindon. He is a trusted
To the north and west, two wide balconies look directly out         ally of Círdan. On multiple occasions, he has been tasked
to sea, serving as preferred access points for birds. The sea-      with transporting Galdor of the Quill or other important
gulls of the main building are quite talkative — if someone         passengers to specific destinations. Additionally, he is often
can understand their speech. They are not aggressive unless         called upon to investigate events along the coasts of Lindon,
threatened, but may become unpleasantly curious. As soon            Eriador, and beyond.
as someone enters their home, they will inform their King,               Falarros has silver hair, grey eyes, and a ruddy complex-
who will shortly arrive with his retinue.                           ion. He speaks the language of the Gulls of Lindon fluently
                                                                    and has been a personal friend of their King, Arroval, ever
3. THE EASTERN TERRACE                                              since he intercepted a pirate ship off the coast of Forlindon
Bar-en-Faroth’s terrace looked east toward the Blue Moun-         that intended to plunder the Palace of the Sea-birds. Since
tains and the forests at their feet, and next to it lay a pavil-    then, Falarros has been a welcome visitor to the island, with
ion where the Elves once sat and conversed. Today, this             the sea-birds keeping him informed of all events occurring
space has become a colony for auks, murres, and razorbills,         along the coasts of Lindon.
which cackle loudly and leap into the sea from the edge
                                                                    Medium humanoid (Elf)
of the balcony. The birds are unafraid of visitors and not
particularly curious about them. The colony departs almost                INT 10 (+0)         WIS 16 (+3)         CHA 13 (+1)
completely in winter when the birds return to the sea, allow-       OCCUPATION   Sea Captain
ing a fragment of the ancient enchantment of the place              DISTINCTIVE FEATURES Stern, Wary
to return. During this time, the King of the Sea-birds may
                                                                         Explore +7, Perception +7, Persuasion +5, Travel +7
                                                                    SKILLS
receive guests here and exchange news and tales.
                                                                    SENSESpassive Perception 17
                                                                    LANGUAGES Gulls’ tongue, Sindarin, Westron
THE SEA-L AMP: At night, onlookers gazing east from the ter-
race can sometimes see an eerie light shining beneath the
                                                                                                                                              91
CHAPTER 3
King Arroval
92
                                                                                                                                             L andmarks
them. The monster, which has never been seen clearly in the              hefty reward out of his hoard if someone can follow Farflight
shadows of the night, is described in fanciful terms by the              to Silver Island and bring back the lost mariner to his wife,
birds: its mouth is full of sharp teeth, its fur a mix of blood-        so that she can find peace.
red and pitch-black, its eyes yellow and as evil as a Dragon’s,
its tail lashing like a snake, and its shrill cry spine-chilling        THE LIGHT OF THE GLOWING STONE
and blood-curdling. They remain oblivious to the fact that              Lately, the tale of the shining light one can spy from the East-
their foe is, in truth, just a particularly large and vicious fox.       ern Terrace of the Palace of the Sea-birds has been on the lips
However, getting the isle rid of the threat may indeed earn              of everyone from Forlindon to Harlindon: could the Fëano-
the Player-heroes a valuable friendship and potentially wor-            rian Stone, which was cast into the waves and is the long-lost
thy treasures.                                                           heirloom of the House of Fëanor, have resurfaced? The Lords
                                                                         of Lindon, deeming it impossible, have forbidden any search
THE CASTAWAY OF THE SILVER ISLAND                                        for it to prevent tragedies, yet many are still preparing their
One of the subjects of King Arroval, a daring tern named Far-            ships to seek out the unearthly glow seen off the coast of the
flight, has returned from his wintering with a strange tale. In          Palace of the Sea-birds.
a remote isle with silver beaches, far to the west, lives a lonely           In truth, the light does not come from the legendary
Elf. His ship wrecked long ago, he has survived for countless            Stone of Fëanor, but rather from a smaller lamp-gem caught
years in the lonely seas, but when he saw the birds he left a            by a giant clam, which has spun its pearl around it. If the
message for him. “My name is Bronniol,” he said. “Tell my wife           Pearl of Light can be recovered, it would be priceless. How-
Estelin, who is waiting for me, that I am still alive!”                  ever, who knows what the Elven light has attracted from the
     The King, eager to save the poor soul and even more                 depths of the sea, and is now lurking among the crevices
eager to break the curse of the Singing Maiden, is offering a            of the reef?
                      “The ancient East-West Road ran through the Shire to its end at the Grey Havens,
                     and Dwarves had always used it on their way to their mines in the Blue Mountains.”
RUMOUR                                                                   of the past, nurturing the belief that, whether by chance or destiny,
“Dwarves have lived among these dales since time immemorial.             their glory might return. It never did, yet they continue to live in
 They have endured many upheavals, some so catastrophic that they        the dales of the Blue Mountains, stubborn and relentless as only
 had to leave temporarily. Yet, they have always returned, drawn         the Dwarves can be.”
 by a call from the very stones — a call only they can hear. No
                                                                         Background
 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 tools, telling tales of fortune and hardship, disasters and    The oldest Dwarven halls of the Ered Luin are nearly as
 new beginnings. These lands are theirs, and they can never truly        ancient as the lost realm of Moria. These mountains were
 forsake them.”                                                          once abundant with riches in gold, iron, and gemstones,
                                                                         leading to the founding of Nogrod and Belegost. Unfor-
OLD LORE (DC 15)                                                         tunately, those cities are lost forever, and the Dwarves of
“The ancient cities of Nogrod and Belegost were destroyed in the         the region are not as prosperous as they once were. Many
 great cataclysm that led to the sinking of Beleriand. Many of their     fled to the safety of Khazad-dûm, or journeyed east to join
 inhabitants perished, while others became a wandering folk. Some        Durin’s Folk in the restored Kingdom of Erebor. Others
 settled in the southern reaches of the Blue Mountains, but in time      continue to this day to delve ever deeper in their southern
 others returned to the lands surrounding their ancestral ruins, seek-   mines, searching for new veins of gold, but each year their
 ing lost treasures or opening new mines. They held onto memories        efforts yield fewer returns.
                                                                                                                                                   93
CHAPTER 3
                                                                                                     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
94
                                                                                                                                     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.
                                                                                                                                           95
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
96
                                                                                                                                                    L andmarks
           “Now come with me,” he said, “and taste the new wine that has just come in. I shall be hard at work
              tonight clearing the cellars of the empty wood, so let us have a drink first to help the labour.”
                                                                                                                                                          97
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.
98
                                                                                                                                  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.
                                                                                                                                        99
CHAPTER 3
                                            The Wailinghole
                                                                            (3rd–4th level)
“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 (DC 20)                                                           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.
100
                                                                                                                                        L andmarks
                                                                                                 THE WAILINGHOLE
                                                                         7
                                                             6
                                                      4
                                1
                                                                                                                                              101
CHAPTER 3
102
                                                                                                                                         L andmarks
                             The Winter-horn
                                         (3rd–5th level, not considering the giants…)
“There was a terrible storm; the stone-giants were out hurling rocks.”
Background
                                                                       through the region, carried by the winds blowing through the
                                                                       Winter-horn — a sound as fair as the snow upon the moun-
The folk of Eriador have many stories about the Winter-horn,          tain, but promising to become as dreadful as the thunder
whose deep sound echoes among the Mountains to announce                and the lightning.
hardships and disasters. Contrary to what legends hold to be                If Blaest is not stopped, his voice will drive the Stone-
true, the Winter-horn is not a magical object, but a place. It’s      giants to a thunderous wrath, unleashing terrible storms upon
a small dale, hidden among the peaks above the High Pass,              northern Eriador.
and shaped like a horn. A long time ago it was inhabited by
an ancient folk, who retired there to find sanctuary from the              The Winter-horn can be integrated into the Perils of
Stone-giants of the Misty Mountains. They did so not only                 the Last Road storyline as part of the schemes of the
because the dale was sheltered and remote, but also because                unhoused Elf Morlhoss (see page 64). If that is the
the Giants seemed to shun it. In time, the wisest among them               case, he is the force that drives Blaest to unleash his
discovered that the winds blowing through the small valley                 wrath, inundating him with dark whispers and dreams
made a sound that the Giants found intolerable.                            of despair.
     What they didn’t know was that what kept the Giants at bay
                                                                         ocations
was not just the wind, but rather the song of Blaest, a Frost-
spirit, a winter entity protecting the dale. Showing himself rarely,   L
Blaest was described by those who encountered him as a young           As the Company climbs towards the High Pass, the terrain
man with snow-white hair, capable of turning into a great White       rises steadily, occasionally punctuated by hollows and steep
Wolf. Ignoring his role in defending the dale, the Mountain-          inclines. Gradually, the presence of trees diminishes, and
folk interpreted his appearance as simply as the herald of win-        their trunks become gnarled and twisted. With the passing
ter, and adopted him as the protagonist of 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.
                                                                                                                                               103
CHAPTER 3
                  SEARCHING FOR THE WINTER-H ORN                                the statuette was made by a forgotten Mountain-folk
                  The sound of the Winter-horn can be easily heard all          (the figurine represents a Stone-herder, see page 106).
                  around the High Pass, from the foothills of the moun-
                  tains, but its origin can be elusive, making it difficult to   THE PASSING GIANT: The Company encounters a Giant
                  trace for those who attempt to follow it.                      in the foothills of the mountains, an altitude where such
                                                                                 an encounter is unheard of. If it is during the day, the
                      A successful DC 15 Wisdom (Perception) check               Giant is first spied from a distance, as it walks ponder-
                      allows the Player-heroes to perceive a wondrous           ously across a lower dale, completely hidden by a mist
                      voice singing, mingled with the wind.                      or cloud, but getting closer quickly.
                                                                                      If the encounter happens by night (for example, as
                  If the Player-heroes are actively looking for the Winter-    they sleep in the Shepherd’s Cabin), then the Company
                  horn, Loremasters can introduce the following events          is alerted by the sound of ponderous footsteps getting
                  as they best see fit. In general, the Player-heroes have      closer and closer, heard above the din of a thunder-
                  several chances to witness an unusual Giant activity —         storm. If they don’t get away fast, the Giant will trample
                  smashed trees, huge footprints, the distant sound of rock-     their camp (or flatten the cabin) without noticing their
                  slides that seem to be followed by deep rumblings, eerily      presence, and continue walking amid bowel-shaking
                  similar to animalistic sounds. Additionally, as the days       snorts and grunts coming from high above, where its
                  pass the weather worsens, dark clouds gather from the          head should be.
                  east, and the rumbling of thunder is heard getting closer.
                                                                                 THE SNOW-W OLF: The Player-heroes are engulfed by a
                  T H E S H E P H E R D’S C A B I N: Depending on the circum-    sudden snowstorm. As they struggle against the biting
                 stances, the Player-heroes can either find shelter in the      cold, they notice that a white wolf is observing them,
                 cabin and then witness the passage of a Stone-giant in         keeping its distance (a DC 10 Intelligence (Nature) check
                 the night, or can stumble upon the flattened remains            indicates that such an animal is a very unusual sight in
                 of the cabin, once a Giant has passed by there already.         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 DC 15 Intelligence (Old Lore) check determines that         herders, on page 106).
            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.
104
                                                                                                                                     L andmarks
THE WINTER-HORN
                                                                                    4
                                                         5                                      3
6 2
                                                                                                                                           105
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 the
            of the mountains’ secrets would make them invaluable allies
            if someone were fortunate enough to earn their trust. Once,
            they were respected by the Mountain-folk, who didn’t worship       Stone-giant
            them but knew how not to rouse their wrath. They ignored            Gargantuan giant
            the existence of Dwarves, as they do not care for anything
                                                                                 STR         DEX       CON        INT       WIS       CHA
            that lives under the surface.                                       29 (+9)      8 (−1)   28 (+9)    5 (−3)    9 (−1)     6 (−2)
            wrath again, as happened long ago.                                   one target. Hit: 35 (4d12 + 9) bludgeoning damage. If
                                                                                 the target is a creature, it must succeed on a DC 21
                Should the Player-heroes have any requests, the Lore
                                                                                 Strength saving throw or be knocked prone.
            master can use the usual rules for Councils.
106
                                                                                                                                      L andmarks
Blaest
THE HORN OF ECHOES                                                      The Horn of Echoes is a Wondrous Item, with Blessings
The dead woman in the ravine was called Adela, and she was              of Hunting and Intimidation, believed to have been
a warrior of the Woodmen of Firienseld. She left her home               crafted by the Dwarves using the horn of a Dragon.
during the Fell Winter, fifty years ago, on a mission from her
elders to stop the song of Blaest. To aid her, she carried the
Horn of Echoes, an ancient heirloom believed to possess
magical properties that could help her accomplish her task.
Unfortunately, when Adela arrived at the Winter-horn, she
was too exhausted to withstand the strength of Blaest and
was killed by the Frost-spirit before she could discover if the
horn might have availed her.
                                                                                                                                            107
CHAPTER 3
            ence, the Player-heroes feel energised, their fatigue leaving         sleet fall in a 40-foot radius centered on Blaest. The area
            their bodies as if washed away by a stream of cold water. He           is heavily obscured, and exposed flames in the area are
                                                                                   doused. The ground in the area is covered with slick ice,
            seems to be always singing, even when he’s just talking to
                                                                                   making it difficult terrain. When a creature enters the
            the Player-heroes.
                                                                                   area for the first time on a turn or starts its turn there, it
                But Blaest is as treacherous as he is breathtaking, like the
                                                                                   must make a DC 13 Dexterity saving throw. On a failed
            surface of a frozen lake, and as capricious as the impersonal          save, it falls prone.
            forces of nature. The coming of a new Fell Winter is provoked
            by his song, and he won’t stop for any reason, his voice rising
            in power as the days pass.                                          Blaest haunts the Winter-horn as an invisible spirit. He can
                                                                                be encountered in his physical wolf form anywhere in the
                                                                                Winter-horn, and exclusively at the Pool (2) in his human
             Blaest                                                             shape. He is likely to react aggressively to anyone he encoun-
             Medium elemental (shapechanger)                                    ters in the dale. The Company’s motivations matter not to
                                                                                Blaest — think of him as a mad child, content with playing
              STR          DEX       CON       INT         WIS        CHA
             10 (+0)      16 (+3)   14 (+2)   10 (+0)     12 (+1)    16 (+3)    and singing all the time.
                                                                                  ♦ Blaest can be stopped by destroying his material form;
             ARMOUR CLASS    13                                                      to do so, he must be attacked in one of his physical
             HIT POINTS 58 (9d8 + 18)
                                                                                     manifestations.
             SPEED fly 30 ft. (hover)
                                                                                  ♦ Altering the shape of the Winter-horn would achieve
             SKILLSPerception +5, Performance+7, Stealth +5                          the same result, forcing Blaest to leave. To accomplish
             DAMAGE VULNERABILITIES    fire                                          this, the Player-heroes must blow the Horn of Echoes
             DAMAGE IMMUNITIES cold, poison; bludgeoning, piercing,
                                                                                     in the Pipe (see page 107).
               and slashing from non-magical weapons
             CONDITION IMMUNITIES charmed, exhaustion, grappled,
                                                                                GOBLIN TRACKERS
               paralysed, petrified, poisoned, prone, restrained
                                                                                Someone else is looking for the Winter-horn — Morgur, son
             SENSES truesight 120 ft., passive Perception 15
             LANGUAGES Westron
                                                                                of Urgoth, is a tracker from Goblin-town, renowned among
             CHALLENGE 4 (1,100 XP, proficiency bonus +2)                       his fellow tribesmen as a relentless hunter. He is on a mission
                                                                                to find the source of the sound that is making the Stone-giants
             INCORPOREAL MOVEMENT. Blaest can move through other crea-
                                                                                so unusually active, for the last time it happened, more than
              tures and objects as if they were difficult terrain. He takes 5
                                                                                fifty years ago, the Giants slaughtered Goblins by the thou-
              (1d10) force damage if it ends its turn inside an object.
             SHAPECHANGER. Blaest can use his action to polymorph
                                                                                sands, obliterating their underground dens as easily as a child
              into a Medium snow-wolf or back into his true form. His           would crush an anthill.
              statistics are the same in each form. Any equipment he is              Morgur is accompanied by his Goblin reavers, a band of
              wearing or carrying isn’t transformed.                            veteran warriors experienced in fighting above and under the
             SNOW CAMOUFLAGE. Blaest has advantage on Dexterity                 mountains. They will travel underground whenever possible,
              (Stealth) checks made to hide in snowy terrain.                   using all the secret tunnels dug by Dwarves and Goblins in
             ACTIONS                                                            centuries of warfare, and come to the surface only at night.
             BITE (Snow-wolf Form Only). Melee Weapon Attack: +6 to             If they encounter the Company, they will try to ambush them
               hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing dam-     or set clever traps along their path.
               age. If the target is Medium or smaller, it must succeed              Morgur is an Orc-chieftain, and his boys are a group
               on a DC 13 Strength saving throw or be knocked prone.            of Orc Guards (see pages 153–154 of The Lord of the Rings
                                                                                Roleplaying).
108
                                                                                                                                              L andmarks
 Background
                                                                           from the melting snow in the Mountains.
                                                                               Once, a stone bridge spanned the river, marking the for-
The stream and waterfalls to the northwest of Lórien take                  mal border of the wood; by order of Celeborn, shortly after
their name from one of the most graceful and lovely maidens                he became Lord of Lothlórien, it was dismantled along with
of the Wood-elves to ever grace Middle-earth — Nimrodel                  the paved road. A few large stones can be seen emerging from
was her name, and she chose to build her home among the                    the riverbed when the flow is weaker.
branches of a mallorn-tree that grew near the falls. During
her time, this area was regarded as one of the most enchant-
ing and beautiful places in the region, and over the pass-
ing centuries, whatever name it once had was forgotten and
replaced with hers.                                                              THE ENCHANTMENT OF NIMRODEL
    At the old Bridge of Nimrodel, the Dwarves of Khazad-                       Part of the enchantment of Nimrodel brings heal-
dûm would come to trade with the Galadhrim, and the Elves                        ing to the weary. Whoever descends the deep-
would welcome them with songs and gifts. But then evil awoke                     cloven banks to bathe their feet in the cold waters
in the Mountains; the bridge was cast down, and the stream                       of the stream will feel the burdens of travel and
became the border with the Black Pit of Moria.                                   all weariness wash away, enjoying all the benefits
                                                                                 of a long rest. This can be done only once every
   ocations
                                                                                 Adventuring Phase.
L                                                                                     In contrast, fell creatures and servants of the
The source of the Nimrodel is found high in the Misty Moun-                      Enemy find the stream to be ice-cold and will
tains, and its course runs through a deep dell into the forest                   avoid entering its waters at all costs.
below. Its waters are swift and cold, tumbling down through
many waterfalls until the stream joins the Silverlode.
                                                                                                                                                    109
CHAPTER 3
4 1
                                                                                                                          2
                                                                                    5
                               THE FALLS
                              OF NIMRODEL
                To behold the falls of Nimrodel is a delight for the            Schemes              and       Trouble
                heart, and each Player-hero gains inspiration.
                                                                                SAFE BEYOND THE WATERS
            In the past, the Falls of Nimrodel were among the most cher-        The Player-heroes are fleeing from Moria or the Redhorn
            ished places of the Galadhrim, who would often come here to         Pass, pursued by a powerful foe. Safety surely lies beyond
110
                                                                                                                                                L andmarks
the Nimrodel, but as they cross, they find that their enemy is                The beast is sly and swift, and hunting it may be a task
unwilling to relent. The intervention of Elf-wardens, shooting           imposed on the Player-heroes from the Lord of the Golden
from the treetops, proves insufficient to halt the adversary,             Wood — or someone else whose assistance they require. Alter-
and the Company must make a stand in the hope that rein-                  natively, the Company may choose to hunt the beast of their
forcements will arrive soon.                                              own accord, drawn by the sheer glory of the pursuit. Whatever
     Alternatively, if the Player-heroes are familiar with Lórien,       their reason, they are about to discover that the Black Deer
they may be offered the chance to climb up to the flets of the            of Nimrodel is more than a match for their skills.
Elf-wardens using rope ladders — if they can manage to climb
quickly enough. After the enemy is driven away or defeated,               THE DANCE OF THE UNHOUSED
the Company must answer to the wardens for bringing foes                  Not all the spirits of the Elves heed the summons of Mandos; a
into Lothlórien and explain their business in the Golden Wood.            few, particularly the older Wood-elves who lived in Lindórenand
                                                                          before the arrival of the West-elves, are too attached to their
THE BLACK DEER                                                            woods to forsake them. By night, they gather invisibly around
A deer with a jet-black coat, golden horns and eyes, is a                the Tree of Nimrodel to dance and relive the memories of a
wonder seldom witnessed. Yet, this majestic buck has been                 happier past. However, they are not fond of the living and will
spotted in the Eryn Fairnin, drinking by the Falls of Nim-                drive away outsiders with eerie illusions. The Player-heroes
rodel and leaping from cliff to cliff. Hunters who have tried             might be tasked with pacifying these spirits, as the Wood-elves
to catch it have all failed, and many swear that this must be             seek no quarrel with those they once knew, or perhaps they
an enchanted beast, perhaps even a malicious one, for more                must speak with one spirit in particular, who holds a crucial
than one who gave chase has been lured to a dangerous                     piece of information needed to complete a quest. In either
tumble down a crag or over a ridge.                                       case, the Player-heroes must join the Dance of the Unhoused.
                           “In these evil days folk do not dwell by the River or ride often to its shores.
                          Anduin is wide, yet the orcs can shoot their arrows far across the stream; and
                               of late, it is said, they have dared to cross the water and raid […]”
                                                                          Background
 cross the river there. Now, something lurks among those stones, and it
 isn’t friendly. The place is cursed — whether by Elf magic, a hex from
 the Mountain-goblins, or sorcery from Mirkwood, I don’t know.”          The ruins of Dwarferry are so worn down and overgrown that
                                                                          they are difficult to spot from a distance. Yet up close, the
OLD LORE (DC 15)                                                          dilapidated buildings reveal the majesty of the era in which
“Before the fall of Moria, a Dwarf-road began at the gates of Khazad-   they were constructed. At its height, Dwarferry was protected
 dûm and ran north to the crossing of the Anduin where the Great          by a sturdy stone wall with a gatehouse, encircling several
 Bridge spanned its waters. From there, the road continued eastward       stables and warehouses. A ferry provided passage across the
 through Greenwood and beyond. However, not all travellers went           Anduin, while several piers offered docking space for the
 that way; the inhabitants of Dwarrowhall favoured another path           barges that traded along the Great River. Nowadays, all trace
 that followed the northern borders of Lórien to reach the banks          of the presence of Men has been cancelled, but the stones of
 of the Anduin, where lay the Dwarferry — known to the Elves              the Dwarves proudly defy the passage of centuries.
                                                                                                                                                      111
CHAPTER 3
                                                                2
                                                                                    4
                                         THE RUINS
                                       OF DWARFERRY
                  DWARROWHALL
                  The land north of Lórien, the Fortalf (see page
                  47), was once the granary of Khazad-dûm. Many
                  Northmen toiled as tillers and herdsmen, pro-                     Enemy approach. However, Dwarferry lies too far from the
                  viding sustenance to the Dwarves in exchange                      eaves of the Golden Wood, making it difficult for the Elves
                  for their expertise as builders, smiths, and min-                 to defend it should the Enemy launch a determined attack.
                  ers. They lived in scattered homesteads until the
                                                                                        ocations
                  Dwarves helped them establish a town in a moun-
                  tain fold, which came to be known as Dwarrowhall.                 L
                       In the years following the fall of the mines,                Dwarferry lies on the western bank of the Anduin, with the
                  both the town and most surrounding farms were                     ruins perched atop a high bank and the crossing point below,
                  abandoned. With Khazad-d ûm deserted, the                        situated between two pebble beaches. The Northern Fences
                  Northman farmers lost their market, and their num-                of Lothlórien are located about 15 miles to the south.
                  bers dwindled as many ventured east and north
                  in search of new homes.                                           1. THE OLD DWARF-ROAD
                                                                                    Few traces of the Dwarf-road survive from the days of Khazad-
                                                                                    dûm, although a traveller may occasionally stumble upon an
                                                                                    oddly straight ridge in the wilderness and follow it for a time.
                                                                                    Once, several farmsteads dotted the path, but they have long
                Dwarferry marks one of the easiest crossings of the                 since vanished, leaving behind only a few remnants such as
            Anduin for many miles, a fact well known to the Galadhrim.              tumbled walls and stone troughs used for watering ponies.
            They maintain a permanent garrison in the ruins, leaving                    The road reaches the west gate of Dwarferry passing
            travellers undisturbed but taking swift action if servants of the       through a grove of trees.
112
                                                                                                                                       L andmarks
2. THE WESTERN GROVE                                               reduced to a hole in the ground covered by broken boards;
Immediately west of the ruins lies a small grove of trees. The     with a bucket and a rope long enough, fresh water can still
road passes through it, shaded by oaks and poplars, but in         be drawn from its depths.
summer, brambles make passage difficult. This grove is an
excellent place for an ambush, and travelling companies            6. THE GATEHOUSE
should keep their eyes open.                                       Even in its decay, the gatehouse of Dwarferry still towers above
    Exploring the grove reveals many traces of ancient wooden      the rest of the ruins, a testament to the skill of Dwarvish
structures, along with ruined tools and broken clay jars, for      masons. Originally a three-story structure, the roof and top
this was once the dwelling place of the Men of Dwarferry.          floor have collapsed, leaving a wide gap open on the second
                                                                   floor. The first floor has been occasionally occupied by Orcs,
3. THE WALLS                                                       who have defaced its walls with idle scrawls and foul symbols.
The walls of Dwarferry still stand, despite a few holes here           The ground floor, where the east gate opens, remains in
and there. They are overgrown with vegetation, and stones          good condition, although the doors and portcullis are missing.
are likely to become dislodged if someone attempts to climb        The passage is lined with murder holes above. A trapdoor in
them. If someone were to find themselves besieged here, the        one of the side rooms once provided access to vast under-
walls would provide excellent defence, as the gaps in the          ground chambers that were occupied by the Dwarf garrison.
encircling fence are effectively blocked by thorny bushes. The     This space had its own well for water and was connected to a
easiest access points are the west gate, now an empty, doorless    secret tunnel leading to the eastern slope. To prevent outsid-
arch, and the east gate, which opens under the Gatehouse.          ers from occupying it, the Galadhrim have blocked the trap-
                                                                   door with rubble and earth, sealed the well, and collapsed the
4. THE RUINED INN                                                  exit tunnel. However, every now and then, Orcs still attempt
The only building, besides the Gatehouse, to retain a sem-         to reclaim these rooms for their own use.
blance of its former self after a thousand years is the old
inn. It is easily identified by the Dwarven symbols for “tav-      7. THE FERRY
ern” carved into its granite doorposts. This venue once            A number of wooden structures once serviced the ferry but
housed and fed travellers, while their steeds were cared           have long since disappeared, washed away by the flooding of
for in wide stables on the opposite side of the settlement.        the Anduin. A search through the mud and pebbles of the
Although the building retains its lower walls, the roof and        riverbank can reveal the broken pieces of a fallen column: the
upper floors have collapsed, leaving the floor covered with        Pillar of Durin III. Along its length, the Dwarves recorded the
rubble and broken tiles, now overgrown with grass and the          levels reached by the Anduin during floods, taking pride in
occasional shrub.                                                  the column’s ability to withstand them. Sadly, the monument
     Searching through the ruins yields plenty of broken table-    was toppled by Orcs, and it fell into the river along with the
ware and assorted rusty tools, but a thorough examination          statue of the Dwarf-king that once graced its top.
reveals a concealed trapdoor leading to the old cellars. These
                                                                                                                                             113
CHAPTER 3
            AN ILL-TIMED MEETING
            As the Company passes through Dwarferry, they find them-                   Rednoth the Red
            selves surrounded by Elf-wardens who question them about                  A large, blonde-h aired, red-b earded Northman, Rednoth
            their business in these lands. The wardens are clearly on edge             is not inherently evil, but he suffers from an extremely vol-
            and in no mood for friendly conversation; they need to ascer-              atile temper. He presents himself as a peaceful, kind man
            tain whether the newcomers are foes, potential allies, or sim-             who respects all creatures — refusing to consume meat
            ply wanderers.                                                             — and places great importance on manners and honesty.
                Unbeknownst to the Company, Orcs have been gathering                   However, if he feels threatened or deceived, he is likely
            in the Fortalf and on the eastern bank, and they may soon                  to spiral into a murderous frenzy, a sight that a couple of
            make their way to the ruins of Dwarferry. The wardens will                 his men have already witnessed, leaving them terrified to
            seek to gather as much information from the Company as                     contradict him.
            possible before leaving. If the Player-heroes fail to gain infor-              Wanted for several killings in the north, Rednoth main-
            mation from them, they risk being ambushed by a vanguard                   tains his innocence and firmly believes he is a moral example
            of Warg-riders.                                                           destined to guide others toward a better and more whole-
                                                                                       some life. If he perceives the Player-heroes as “decent folks,”
            THE LEOFRINGS                                                              he will propose that they enter Moria together. Yet once
            The Company enters Dwarferry to find a group of men                        inside, he will not hesitate to send them ahead to scout for
            camped in the Inner Court. They are Northmen who iden-                     traps. Should Rednoth become embroiled in a heated argu-
            tify themselves as Leofrings. Although they act friendly, they             ment, there is a chance he will enter what he calls his “Red
            look dangerous. They welcome the Company to join them                      Anger,” with a strong headache serving as the first warning
            for a meal and share tales.                                                sign of his impending rage.
                 If the Player-heroes win their trust, their leader, Red-                  Rednoth has the stats of a Southerner Champion, while
            noth, may confess that they have recently entered the region               his men are Southerner Raiders (see page 149 of The Lord of
            from the north, having been accused of “unjust charges,”                   the Rings Roleplaying). If they smell defeat, they will imme-
            and are now seeking adventure. However, the men are,                       diately turn on their leader, blaming all their former crimes
            in truth, brigands whose activities have earned them the                   on his bullying.
            enmity of the Beornings. Rednoth harbours a dream of
            entering Moria in search of treasure, yet they are likely to
            rob anyone they encounter — provided the risk does not
            outweigh the reward.
                        “…the Elves of this land were of a race strange to us of the silvan folk, and the trees and the grass
                     do not now remember them: Only I hear the stones lament them: deep they delved us, fair they wrought us,
                            high they builded us; but they are gone. They are gone. They sought the Havens long ago.”
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Background
                                                                      or the Grey Havens. To everyone else, the ruins of the man-
                                                                      sion of Haernil are known as the Singing Stones, for whoever
In the land of Hollin, there once existed a great realm of            sleeps there will hear a song — sad yet hopeful — whose mem-
Elves who cherished skill and beauty above all else. Among            ory will soon fade away once the sleeper awakens.
them was Celebrimbor, the greatest of the jewelsmiths of the
Noldor. He forged the Three Rings of Power — the most mag-
nificent and tragic of all artefacts crafted by the Eldar since
the breaking of Thangorodrim — and he refused to bring
them under the control of Sauron and his Ruling Ring. For
                                     THE SINGING
                                       STONES
                                                                  3
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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 Vine-
            yards of Glauria, page 97).
            3. THE MANSION
            The top of the ridge is a flat rise where
            the ruins of the mansion of Tarridhas
            can be found beneath great and
            ancient holly trees. Of the original
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                                                                                                                                          L andmarks
with a bucket and a chain for drawing water from a well open-             The Loremaster can run the game using a mix of
ing on the floor. Stones in the walls start to glow with a soft           real clues and Intelligence (Investigation) and Wis-
but steady light when someone enters the cellar, brightening              dom (Perception) checks, but the Elves are likely to
the room sufficiently. This shelter is used by the Wandering              complicate matters with a generous dose of teasing,
Companies and the Elves travelling to the Grey Havens.                    witty jokes, and playful pranks, often directed at each
                                                                          other or at the expense of the most sensitive mortals.
4. THE NORTHERN TERRACE                                                   The final prizes may vary widely, ranging from valu-
A small stone path descends along the northern slope of the               able items of Elvish craftsmanship to pretty yet use-
ridge. Beneath the shade of sparse trees, an extraordinary                less trinkets, which may themselves be part of the jest.
variety of wildflowers blooms in early summer. No dwellings
were ever built in this area, but carved stone seats, covered         THE LAST PILGRIM’S MESSAGE
in moss and dirt, still remain, arranged so that anyone who           As they camp among the Stones, the Company discovers a
sits upon them can enjoy the beautiful view.                          message freshly scratched with a piece of charcoal on a rock:
5. THE WESTERN GARDENS                                                   “To whomever reads this, I am the last of my Company. We
A stone path descends westward along the top of the ridge                 were waylaid by Orcs on the Redhorn Pass. I have escaped,
until it ascends again to reach the final rise, the very end of           but they are after me. I am headed towards Imladris, but
the spur extending west from the Mountains. A circle of bro-              I am wounded. I fear they will catch up with me before I
ken pillars stands at its farthest edge.                                  arrive. If you read this, remember my name, and mourn me
     Here, once, were beautiful gardens where the Elves cul-              and my companions.
tivated a great variety of plants, some imported from distant                                                  — Daedhel of Lórien.”
lands. Today, a single, monumental holly tree with a trunk over
five feet wide rises against the sky, a survivor of the war against   Night is falling, and as the stars begin to shine, the Company
Sauron. Elf-lords of the Wandering Companies often come              hears the distant screams of Goblins approaching from the south.
here to honour the ancient tree when they camp on the ridge.          The Orcs will reach the Singing Stones tonight, and the Player-
                                                                      heroes must prepare to defend themselves among the ruins.
    While most of the rare flowers and herbs cultivated                    Should the Player-heroes follow the trail of the pilgrim
    here are lost, a few have survived and can be found               who was here the previous night and succeed, they may find
    in little corners, so that anyone proficient with the             Daedhel and escort him to Rivendell, where he will share
    herbalism kit can gather them to create herbal reme-              his tale of woe.
    dies (see page 74 of The Lord of the Rings Roleplaying).
                                                                          This scheme can be linked with both Perils of the Last
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CHAPTER 3
                                     “For the moment there was no whispering or movement among the branches;
                                        but they all got an uncomfortable feeling that they were being watched
                                               with disapproval, deepening to dislike and even enmity.”
            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
                                                                                                                                                       119
CHAPTER 3
                                                                                the murky depths. These birds will take flight at the slightest
             Longmaple, the Guardian Tree                                       disturbance in the water. When that happens, a leafy whisper
             Longmaple is the guardian of the Hollow Wood, a tree awak-         rises from the surrounding foliage, and the trees around the
             ened by the Elves who once dwelled there. He is so alert           pond start to sway, despite the lack of a gust of wind. Their
             that when the forest is threatened, he can uproot himself and      branches creak ominously, as if warning intruders to stay away
             move about! Appearing as an extraordinarily ancient and large      from this forgotten place.
             maple, his branches form a wide and majestic crown. Longma-
             ple can be encountered anywhere within the forest, though          THE SECRET RING: Not far from the pond, the path appears
             he is most commonly found in the Eastern Eaves.                    to end abruptly at a thicket of alders so tightly packed that
                                                                                it is nearly impossible to see within. A closer inspection may
             Huge plant
                                                                                reveal that this arboreal wall hides a circular glade. Inside it,
               STR        DEX       CON        INT       WIS        CHA         one can discover an Elf-lantern, sealed jars of oil, warm blan-
              23 (+6)     6 (−2)   21 (+5)    10 (+0)   10 (+0)     7 (−2)      kets, a couple of spare cloaks, and wooden tableware. A circle
             ARMOUR CLASS   16 (natural armour)                                 of stones in the middle is designed to accommodate a fire.
             HIT POINTS 80 (7d12 +35)                                                This shelter has been recently used by a group of Elves
             SPEED 20 ft.                                                       who came to investigate rumours of a terrible threat (see The
                                                                                Worm of the Hollow Wood).
             SAVING THROWS  Str +8, Con +7
             DAMAGE VULNERABILITIES  fire
                                                                                5. THE REEKING HILLS
             DAMAGE RESISTANCES bludgeoning, piercing
             DAMAGE IMMUNITIES poison                                           These gently rolling hills are barren and deserted, save for a
             CONDITION IMMUNITIES poisoned                                      few flocks of crows roosting in the sparse trees. An eerie quiet
             SENSES passive Perception 10                                       hangs in the air, interrupted only by the occasional raucous
             LANGUAGES understands Sindarin but can’t speak                     call of the crows. Reeking air inexplicably wafts from some-
             CHALLENGE 5 (1,800 XP, proficiency bonus +3)                       where underground, for it is here that the Dragon, Osklhûg,
             FALSE APPEARANCE.   While Longmaple remains motionless,            has made its lair, choosing a large cave beneath one of the hills.
               he is indistinguishable from a normal maple tree.                     Osklhûg seeks to remain undisturbed in its sanctuary, yet
                                                                                it is ever vigilant, sensing disturbances in the land and air.
             ACTIONS
                                                                                Those who linger too long within the Hollow Wood risk pro-
             SLAM. Melee Weapon Attack: +9 to hit, reach 10 ft., one
                                                                                voking the creature’s ire; should the tranquillity of its lair be
               target. Hit: 16 (3d6 + 6) bludgeoning damage. If the
               target is Medium or smaller, it must succeed on a DC 16          disrupted, the Dragon will leave his cave — furious and hun-
               Strength saving throw or be knocked prone.                       gry — ready to defend its domain.
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                                                                 the waters of the river. The Elves fled before they could dis-
Osklhûg                                                          cover the presence of the Dragon.
Large dragon                                                          The Worm of the Black Lake may seem a disgrace to drag-
                                                                 onkind, but he is still a terrible monster. His greyish, scaled
 STR          DEX       CON       INT       WIS        CHA
18 (+4)      10 (+0)   18 (+4)   6 (−2)    11 (+0)    12 (+1)    body is stocky and spotted black on the tail, where mother-fire
                                                                 once burned him. His legs are short, causing his slithering
ARMOUR CLASS   17 (natural armour)                               to be slow and ungraceful. While his breath is not a flame, it
HIT POINTS 133 (14d10 +56)
                                                                 is still hot enough to stun lesser creatures.
SPEED 40 ft., burrow 20 ft.
                                                                      Osklhûg has yet to meet truly dangerous opponents — if
SAVING THROWS   Str +7, Con +7                                   Wounded twice, the worm becomes scared and considers ending
SKILLSPerception +6, Stealth +3                                  the fight, either fleeing or trying to talk his way out of the battle.
DAMAGE RESISTANCES fire
SENSES blindsight 30 ft., darkvision 120 ft., 
  passive Perception 16
LANGUAGES understands Black Speech but can’t speak
CHALLENGE 6 (2,300 XP, proficiency bonus +3)
ACTIONS
MULTIATTACK.   Osklhûg makes three attacks: one with his
  bite, one with his claws, and one with his tail. He can’t
  attack the same target with his bite and his tail.
BITE. Melee Weapon Attack: +7 to hit, reach 10 ft., one tar-
  get. Hit: 15 (2d10 + 4) piercing damage plus 2 (1d4) fire
  damage.
CLAWS. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 11 (2d6 + 4) slashing damage. If the target
  is Medium or smaller, it is grappled (escape DC 15) and
  Osklhûg cannot use his claws on another target.
TAIL. Melee Weapon Attack: +7 to hit, reach 15 ft., one tar-
  get. Hit: 9 (2d4 + 4) bludgeoning damage. If the tar¬get
  is a creature, it must make a DC 15 Strength saving throw
  or be knocked prone.
SMOKE BREATH (Recharge 5–6). Osklhûg exhales a foul, hot
  smoke in a 30-foot cone. Each creature in that area must
  succeed on a DC 15 Constitution saving throw be blinded
  and stunned for 1 minute. A creature can repeat the sav-
  ing throw at the end of each of its turns, ending the effect
  on itself on a success. On a successful save, a creature is
  blinded until the end of its next turn and isn’t stunned.
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CHAPTER 3
            THE LOST SIBLINGS                                                         managed to awaken Longmaple (see page 120). Initially
            The children of two farmers from Barnham were last seen ear-              terrified, the children soon witnessed the tree dancing to
            lier today as they ventured to the edge of the Hollow Wood to             their tunes, and they quickly made a friend of him. Alas, as
            gather firewood. When they failed to return for lunch, as they            they began to think of going home, the tree took them to
            were supposed to, their mother initially thought they must be             the Secret Ring, where he believes they can sleep safely and
            frolicking about, lost in their songs, “as they always do (oh,            soundly. Now, the children are scared and weeping inside
            they have beautiful voices!)”. But as the night approaches, a             their leafy prison, but if they hear voices outside, they will
            gnawing fear grips her heart — surely something must have                 start calling for help.
            happened if the two haven’t come back!                                        Can the Player-heroes find the lost children and convince
                 The truth is that the two children do possess incredi-               the guardian of the Hollow Wood that they need to return
            bly beautiful voices — so beautiful, in fact, that they have              to their mother?
“These are indeed strange days,’ he muttered. ‘Dreams and legends spring to life out of the grass.”
             RUMOUR                                                                   Lothien, and Yavadiel. These three Elven maidens from Lórien
            “Cross the river here? No one dares to cross at the Isle of the Sorcer-   were en route to the Grey Havens but chose to tarry a while
             ess! Sure, it may seem easy to wade through the shallow pools, but       as they passed through the island. Enchanted by its beauty,
             the rocks are slippery, and the waters are treacherous. They serve       they built a flet among the trees, and days turned into weeks,
             She who rules here, and she has little patience for strangers setting    weeks into months, and then years. In summer, Wandering
             foot on her island.”                                                     Companies still use the ford, pausing to rest for a time. In win-
                                                                                      ter, however, the three Elves are alone on the island.
            OLD LORE (DC 15)                                                               Shy around mortals, Tuliad, Lothien, and Yavadiel have
            “Sarn Edhilgail, the Ford of Elf-lights, is a name found on maps dat-    chosen never to appear together, leading the local Men to
             ing back to the time of old Arnor. Even then, an eyot stood between      believe that there is only one Sorceress residing on the island,
             two branches of the river, providing an easy crossing for travellers.    one capable of taking many different forms (see Schemes and
             While ancient texts offer little else about this place, its name alone   Trouble, on the next page).
             speaks to the presence of the Firstborn — those who wandered these
                                                                                        ocations
             lands long before Men arrived from the West. It is likely that the
             Elves used the ford during their travels and perhaps even found          L
             refuge there in the warmth of summer.”                                   The Isle of the Sorceress can be placed wherever the Lore
                                                                                      master desires within the borders of Eriador. It could rest
             Background
                                                                                      along the banks of any reasonably swift river, such as the
                                                                                      Hoarwell, the Loudwater, or even the upper reaches of the
            A ford has existed here since ancient times, where the riv-               Lhûn or the Brandywine.
            er’s current splits and a rocky eyot stands between the swift
            rapids. Elves have known this crossing since earlier ages of              1. THE WESTERN RAPIDS
            the world, for the place possesses a special beauty — the                 The western branch of the river is narrower. Here, the water
            song of the waters, the gentle swaying of poplars and elms,               is shallow, and flows fast and cold, with many stones scattered
            and the bright colours of butterflies flitting among the wild-            throughout. One may jump from one stone to the other and
            flowers by the bank.                                                      cross without getting wet. A miniature waterfall flows into a
                Their presence has always been fleeting, typically limited            deep pool that shines like an emerald in the sun. It is impos-
            to a few weeks during the warmer seasons, except for Tuliad,              sible to navigate any boat on this side of the river.
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                                                                                                                                             L andmarks
2. THE GREENSWARD                                                         However, they are not the only inhabitants of the island. Many
The southern tip of the island is covered by a broad sward of             birds, especially skylarks, blackbirds, and nightingales, nest
grass, which, in warmer seasons, is covered in wildflowers. By            among the trees, as do playful red squirrels.
the water, pebbles have gathered among the rocks, forming a
tongue that points southwards. Local legends say that sometimes,          4. THE EASTERN ARM
at night or at sunrise, the Sorceress can be seen dancing here,           To the east of the isle, the river widens and flows more slowly,
and those who witness her will never be able to forget her beauty.        yet it runs deeper. Here, it forms a serene, wide pool before
                                                                          a tall waterfall, plunging into another large basin below. Just
3. THE GROVE                                                              before the waterfall, pebbles and stones create a narrow
On the northern, rocky part of the island, oaks and tall elms             bridge where one can wade carefully: the passage is clearly
grow thickly. Although the grove they create is small, once inside,       visible by day, but it becomes extremely treacherous at night.
it feels like a proper wood. The dense undergrowth of hazelnuts,          A simple slip could send a traveller tumbling down the water-
elderflowers, and brambles makes movement difficult.                      fall into the deep pool below.
Talan 4
              1
                                                                              2
                                                                                                                                                   123
CHAPTER 3
                The Elves have spent a long time on the island and are            sounds of nature or other creatures, even Orcs should
            now masters of its waters, woods, and beasts. They are imme-          they have a need for that.
            diately aware of anyone approaching the Isle (unless one           2. CONJURE EMOTIONS: The Sorceress may evoke feel-
            relies on a magical Dexterity [Stealth] success), and in turn,        ings of fear, unease, or euphoria in trespassers through
            they will briefly reveal themselves to the trespassers, changing      illusions that tap into their emotions. Visions of loved
            appearance and using Elf-magic to confound them.                     ones or horrifying phantoms may be used to distract
              1. ILLUSIONS: The Elves can use Elf-magic to alter the             or terrify them.
                 appearance of the island. They might create false             3. PHANTOM GUARDIANS: The Elves could conjure spec-
                 trails, shifting paths, or even conjure images of hidden         tral figures or illusions of fierce guardians — such as
                 groves, or phantom campfires. They can mimic the                 wolves or worse — that appear to threaten the intruders.
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CHAPTER 3
             PROPHECIES GONE WRONG                                                       woods, not far from home, but she is determined not to return
             For years, there has been bad blood between the farmers of                  because of the Sorceress’s words. In fact, she’d rather go back
             the valley and the hillmen of the nearby hills. When the lead-              to the Sorceress’s isle for protection… Perhaps the magic
             ers of these communities finally met to settle their disputes,              bird can help her?
             they swore that their children would seal the peace with a                       Can the Player-heroes help find Deoridh? Can they
             marriage on Midsummer Day, which is now just three days                     convince her to come home or clarify the Sorceress’s warning?
             away. Everything is ready in the valley for the greatest feast                   If the Player-heroes can follow Deoridh to the isle and
             seen in years, but there is one problem: Deoridh, the leader’s              help her speak to the Sorceress, an awkward conversation is
             daughter, is missing!                                                       sure to unfold. Lothien will remember the girl and be highly
                 Apparently, she never agreed to marry what she imagines                 amused by the situation, though her companions may not
             to be a stinky, bearish hunter. She has never confided in any-              share her mirth. Once Deoridh learns that there never was
             one, but when she was a little girl — ten years ago, it turns               any prophecy, only a playful warning, she will feel relief (even
             out — she wandered far into the forest and became lost until                if disappointed to discover that her wooden bird is not, in fact,
             she encountered the Sorceress, more beautiful than words                    magical). The two villages can then prepare to celebrate the
             can convey. The Sorceress (Lothien) calmed her fears, played                marriage of Deoridh and Waldric, who will turn out to be a
             with her, carved a small wooden bird for her (surely a magic                handsome, clean-shaven young man after all.
             bird, although Deoridh hasn’t discovered its true power yet),
             and set her on the right path home, but not before giving her               TRAPPED BY WATER
             a warning: “Never stray too far from home again, or you’ll                  Last winter was exceptionally snowy, and now that spring has
             meet a bear who will take you away to his den and make you                  come, rains have been battering the country for days. The
             his wife! You don’t want to be the wife of a bear, do you?”                 river has risen, and last night it flooded, submerging the
                 To be sure, Deoridh never again strayed far from home,                  banks for hundreds of yards, along with the whole Isle of the
             but when her father informed her that she was to marry a                    Sorceress. Only the tallest trees now remain above the water.
             hillman and live with him, she remembered the Sorceress’s                   Will the Player-heroes brave the dangers of a flooded island
             warning and ran away. She is now hiding in a cave in the                    to save the three Elf-maidens?
                                               Whitethorn Hay
                                                                              (3rd–4th level)
             RUMOUR                                                                      endure for many generations. Those who are known as Elf-friends
            “There is an old farm, older than most in these parts. Have you seen         enjoy the blessings and wisdom of the Firstborn. Yet, Elf-friends are
             the hawthorn tree that grows in its yard? They say it was planted in        also bound to secrecy; friendship with the Immortal Folk can attract
             the time of the Kings, and that a Whitethorn family already resided         envy and the enmity of dark creatures as well.”
             there back then. It is said that an ancient Fay-king blessed the spot
                                                                                         Background
             and the tree, and that his folk visit from time to time, carrying mar-
             vellous gifts which they exchange for a glass of milk and a song. Surely,
             these are merely stories, but the Whitethorns are certainly peculiar        Whitethorn Hay is a big farm, encircled by an ancient and
             folks, and there’s something undeniably magical about them.”                thick hedge of whitethorn. A large family, also bearing the
                                                                                         surname Whitethorn, resides there, and they have been Elf-
            OLD LORE (DC 20)                                                             friends for as long as anyone can remember.
            “Elves do not often mingle with mortals; our two peoples are simply              During the summer months, Elves come to visit, welcomed
             too different. However, there are times when Men are fortunate              with honour by the Elder Whitethorn. They bring gifts and
             enough to forge friendships with the Fair Folk, and such bonds can          receive warm hospitality in return. The air is filled with songs and
126
                                                                                                                                      L andmarks
dances, and marvellous tales are shared and exchanged. The             have formidable enemies who resent those who aid or associ-
Firstborn bless the newborns of the family, sometimes bestowing        ate with them, and the threats they pose can extend to their
them with names in their own tongue, further strengthening             mortal friends.
the bond between the Whitethorns and the Fair Folk.
     However, being Elf-friends is not always easy. The Elves visit      Whitethorn Hay can be integrated into the Perils of
because the lands surrounding Whitethorn Hay are fraught                  the Last Road storyline as part of the schemes of the
with danger, and dark creatures are always lurking in the                 unhoused Elf Morlhoss (see page 64). If that is the
shadows. So far, the hedge has provided protection against                case, the farm should lie somewhere west of the con-
such malevolence, but if a Whitethorn ventures beyond its                 fluence of the Loudwater and the Hoarwell into the
safety, it is wise not to do so alone or unarmed. The Elves               Greyflood, and south-east of the South Downs.
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CHAPTER 3
                                                                                                                            WHITETHORN
                                                                                                                                HAY
                                                                                    3
                                                                                                                  3
                                                                1
                                                                                                                       4
                                                                                                 5
                                                                                        2
                                                                                                     3
                                                                 4            3
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                                                                                                                                            129
            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 additional Elven subcul-       particularly suited for lone adventuring, as their capabilities
                        tures: the High Elves, and the Wood-elves. Addi-   allow them to handle challenges that would otherwise be too
                        tionally, the final section offers special rules    difficult for a single character.
                        for creating Elf-lords — powerful characters
                                             H       igh Elves
                             “Indeed there is a power in Rivendell to withstand the might of Mordor, for a while.”
            Imladris and Lindon have long served as refuges for the         over the long years. But they will not forsake Middle-earth,
            High Elves, and the time is coming for them to challenge the    and will stand against the returning darkness.
            Enemy once more. They are not afraid, but they are sorrow-          Though there are ancient Elf-lords living in Rivendell and
            ful, for they are few in number and have seen much tragedy      the Grey Havens, their strength is often greater in wisdom
132
                                                                                                                                         A ppendix
and lore than in warfare. And others, like Glorfindel, cannot         Backgrounds
forsake their duty as wardens. But there are other Elves that         Players choosing a background receive a brief personal his-
will follow the example of Elladan and Elrohir, and venture           tory, two skill proficiencies, a tool proficiency and two dis-
forth in search of adventure. Some are so young that they             tinctive features.
haven’t witnessed the ruin and destruction brought by the
Shadow in their lifetime. Círdan and Elrond fear that this lack       COUNSELLOR OF ELROND
of experience might lead them to recklessness, and to fall to         Elrond is not so proud that he would act hastily without con-
an untimely death, fighting against the Enemy.                        sulting those whose opinions he trusts, and who would not
                                                                      hesitate to point out the flaws within his plans. You are one
Description
                                                                      of those to whom Elrond turns when he has need of advice,
                                                                      your honesty and fairness valued as much as your discretion
All High Elves are tall and lithe, and endowed with great             and wits.
knowledge and wisdom. Their appearance varies, and both                   Skill Proficiencies: Persuasion, Riddle
in Mithlond and Rivendell can be found Elves with tresses as              Tool Proficiencies: Calligrapher’s supplies
dark as night, or with golden locks or long, silver hair. They            Distinctive Features: Fair-spoken, Subtle
have one thing in common with all Elves — they seem ageless,
looking neither old nor young.                                        ELF-L ORD
                                                                      To the eyes of Mortals you are as a lord amongst princes. Fair
Typical Names
                                                                      of features and noble of heart, yet terrible to behold when
                                                                      angered. You have seen the glory of Eregion, and the golden
The complexity of the naming conventions of the High Elves            armies of your forefathers, but now all that once was great is
is beyond the scope of this document, but here are some               faded and all that you once ruled naught but ruins.
examples to inspire you:                                                  Skill Proficiencies: Intimidation, Old Lore
    Sample Female Names: Amarië, Ancalimë, Berúthiel,                    Tool Proficiencies: Jeweller’s tools
Celebrindal, Elwing, Finduilas, Fíriel, Idril, Lothiriel, Míriel,         Distinctive Features: Lordly, Proud
Nimloth, Nimrodel.
    Sample Male Names: Aegnor, Beleg, Celegorm, Daeron,               GUARDIAN OF IMLADRIS
Edrahil, Fingon, Finrod, Gwindor, Mablung, Maeglin,                   Many wanderers have tried to find the secret vale of Imladris,
Orodreth, Saeros.                                                     most of them seeking to hear the advice of Elrond and con-
                                                                      sult the lore of forgotten ages, but others for far less noble
Cultural Traits
                                                                      purposes. Yours is the task of keeping the Last Homely House
                                                                      hidden and safe from the ill-intentioned, and of welcoming
When you create an Elf character, you may choose the High             those who prove themselves true of heart.
Elf as an alternative to the subculture in the core rules.                Skill Proficiencies: Insight, Stealth
    Ability Score Increase. Your Intelligence score increases by          Tool Proficiencies: Woodcarver’s tools
2, and another ability score of your choice increases by 1.               Distinctive Features: Fair-spoken, Inquisitive
    High-elven Lore. You have proficiency in one of the follow-
ing skills of your choice: Investigation, Medicine, or Old Lore.      HEIR OF GONDOLIN
    Fading Years of the Eldar. High Elves can only ever remove        A long time ago your kin dwelt in Beleriand, where they were
Shadow points or Shadow Scars while in an Elf-land (Lindon,          smiths of great renown. They laboured long in their proud cit-
Lórien, or Rivendell).                                                ies, hidden from the world by a veil of secrecy, but this didn’t
    Skilled in Words and Craft. You have proficiency with one         save them from their dark fate, and now those lands are lost
of the artisan’s tools of your choice: calligrapher’s supplies,       under the Sea, along with the great works of your fathers. Your
jeweller’s tools, or smith’s tools.                                   hands cannot replicate the beauty of that bygone age, but this
    Extra Language. You can speak, read, and write Quenya,            knowledge does not prevent you from trying.
the Ancient Tongue.                                                        Skill Proficiencies: Investigation, Old Lore
    Standard of Living. Prosperous. The vaults of Rivendell and the        Tool Proficiencies: Smith’s tools
Grey Havens are filled with all manner of relics and treasures             Distinctive Features: Patient, Wilful
of the olden days. Although dwindling in number, the High
Elves have little need of anything from beyond their borders.
                                                                                                                                              133
A ppendix
134
                                                                                                                                      A ppendix
                             Wood-elves
                   “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.”
Also called Silvan Elves, Wood-elves are the followers of Gal-   Description
adriel and Celeborn inhabiting the forest of Lothlórien,          Wood-elves dress in elegant but simple clothes, often mirror-
and those of Thranduil the Elvenking dwelling in Northern         ing the colours of their homeland: white and grey, yellow and
Mirkwood.                                                         gold, green, and blue. In war they wear light or no armour and
    The Wood-elves are a reclusive folk, considered by many      muted garments, which help them blend in with their surround-
to be less wise or ambitious than Elves of nobler lineage, just   ings, and they rely on their great bows, spears and long knives.
because they seem content to rejoice in leading hunts and
                                                                  Typical Names
holding feasts, even under the threat of what lurks in their
vicinity.
    The Elves who live in the Golden Wood are a mix of the        The Silvan Elves used to speak an original Woodland tongue,
original Wood-elves and the Grey Elves who came from the         but are gradually embracing the use of Sindarin. Their names
West with the first King. They call themselves the Galadhrim,     are usually in that language.
the Tree-people, after their habit of dwelling among the             Sample Female Names: Anórel, Anwen, Aranel, Arbereth,
branches of mallorn-trees. The Elves of Lórien, like their       Baraniel, Calanril, Celebrindal, Celenneth, Cimbereth, Elnîth,
brethren of Mirkwood, seldom stray from their woods, where        Elwing, Eraniel, Fimbrethil, Finduilas, Gilraeth, Gloredhel,
they have everything their heart desires, but they always         Idril, Ioreth, Ivorwen, Laurelin, Lingil, Lôrwend, Lothíriel,
mount a careful watch to keep their land safe from Orcs           Luindîs, Meneloth, Moriel, Morwen, Narieth, Narniel, Nimloth,
and evil things.                                                  Nimrodel, Níniel, Orothêl, Tavriel, Tarandîs.
                                                                                                                                           135
A ppendix
            Cultural Traits
                                                                               Your father was a minstrel of great virtue, whose work will be
                                                                               praised for countless years. His talent passed along to you, but
            When you create an Elf character, you may choose the Wood-        transformed into a love for the music that lies in plain speech.
            elf as an alternative to the subculture in the core rules.         Your voice is pleasing to all listeners, and you choose your
                Ability Score Increase. Your Dexterity score increases by 2.   words much as your fingers choose the strings on the harp.
                 Silvan Folk. You have proficiency in one of the following         Skill Proficiencies: Performance, Persuasion
            skills of your choice: Animal Handling, Nature, or Stealth.            Tool Proficiencies: A musical instrument of your choice
                 Standard of Living. Frugal. The Wood-elves consider them-        Distinctive Features: Cunning, Fair-spoken
            selves under siege at all times, and dedicate much of their
            wealth to their defence. The Elves of Lórien in particular do      ELF-WARDEN
            not hoard things, and consider their trees the greatest wealth     You have walked the borders of your forest since you were
            one could have.                                                    young, observing the incessant watch of the wardens entrusted
                                                                               with the protection of the realm. Inspired by their resolve,
                                                                               you trained and grew watchful and swift. Now you wait for the
                                                                               day when you will be commanded to leave the woods to bring
                                                                               aid to any who would stand against the Enemy.
                                                                                   Skill Proficiencies: Investigation, Stealth
                                                                                   Tool Proficiencies: Weaver’s tools
                                                                                   Distinctive Features: Inquisitive, Wary
136
                                                                                                                                                A ppendix
      ELF-L IGHTS                                                         Starting with the creature that has the lowest cur-
      All Elves know how to make fires that burn with a magical        rent hit points, each creature affected falls unconscious
      flame, although it was the Wood-Elves who first devised         for 1 minute, until they take damage, or until some-
      a way to make these fires capable of enchanting mor-             one else uses an action to shake or slap the sleeper
      tals. If you are an Elf, you can spend a use of Elven-skill     awake. Subtract each creature’s hit points from the
      to light a candle, torch, or lamp as an action. The flame        total before moving on to the creature with the next
      lasts for 1 hour or until you dismiss it using another action.   lowest hit points. A creature’s hit points must be equal
           When you dismiss the flame, you may spend another           to or less than the remaining total for that creature to
      use of Elven-skill to send creatures within 20 feet of it       be affected.
      into a magical slumber. Roll 5d8: the total is how many hit          Creatures that don’t sleep, such as Elves, or that have
      points of creatures you can affect, in ascending order of        immunity to the charmed or exhaustion conditions aren’t
      their current hit points (ignoring unconscious creatures).       affected by Elf-lights.
                                                                                                                                                     137
A ppendix
138
                                                                                                                                       A ppendix
      Elf-
          lords                                    as          Player-
                                                                      heroes
                       “Even if you chose for us an Elf-lord, such as Glorfindel, he could not storm
                        the Dark Tower, nor open the road to the Fire by the power that is in him.”
The rules presented over the following pages introduce the          ELF-L ORD ADVANCEMENT
Elf-lords of the First and Second Age as playable characters.                                                    PROFICIENCY
                                                                          LEVEL         EXPERIENCE POINTS           BONUS
They are especially suitable as lone adventurers, as the char-
acteristics of such heroes break the 10-level limit set to char-            11                  85,000                  +4
acters by the core rules of The Lord of the Rings Roleplaying.
                                                                            12                 100,000                  +4
      Such a limit was not introduced to diminish the fun of
playing in Middle-earth, but rather to help everyone involved              13                 120,000                  +5
in the game experience a style of play that was as close to the
                                                                            14                 140,000                  +5
spirit of the books as possible. Having the character level of
the Player-heroes limited to 10th produces a more focused                  15                 165,000                  +5
game, a playing experience firmly set within the perspective
                                                                            16                 195,000                  +5
of a first-time adventurer.
      These concerns apply much less to solitary adventurers;               17                 225,000                  +6
in fact, quite the opposite is true. Elf-lords like Glorfindel,
                                                                            18                 265,000                  +6
Elladan, or Elrohir can plausibly roam the land, hunting for
enemies on their own.                                                       19                 305,000                  +6
      Therefore, choosing an Elf-lord as a lone Player-hero
                                                                            20                 355,000                  +6
is a valid option, especially for players seeking a more epic
approach to Middle-earth roleplaying. The paragraphs below
describe how to create and play such a character.                      Each time an Elf-lord gains a level beyond 10th, they
                                                                       can choose to either gain a level in another calling
Creating            an Elf-
                           lord
                                                                       from the core rules, or to gain a level in the new Elf-
                                                                       lord calling described in this chapter. If they already
Players creating an Elf-lord must first choose an Elven culture       had more than one calling before reaching character
for their character, selecting it from the available ones. Most        level 10, they may also choose to advance in one of
Elf-lords are High Elves, but Elves of Eldarin descent from           their callings, up to a maximum of level 10 in each.
other cultures are not unheard of.                                     Either way, use the rules in the More Than One Calling
                                                                       section on page 67 of The Lord of the Rings Roleplaying.
    Creating an Elf-lord uses the same character-creation            No additional rewards are gained after level 10.
    steps as for normal Player-heroes. However, the total
    character level of an Elf-lord can exceed the 10th.           If the Loremaster agrees, a seasoned player might also be
                                                                   allowed to start an Elf-lord character at a level higher than 1.
The Elf-lord Advancement table summarizes the XP an Elf-         The Elf-lord begins with the minimum amount of XP required
lord Player-hero needs to advance in levels from level 10         to reach their starting level, the appropriate number of
through level 20, and the proficiency bonus for a character        rewards, and with one or more pieces of Magical Treasure,
of that level. When the Elf-lord’s XP total equals or exceeds     at the Loremaster’s discretion (see page 125 of The Lord of
a number in the Experience Points column, they reach the           the Rings Roleplaying).
corresponding level.
                                                                                                                                            139
A ppendix
New Calling:
                                                      Elf-
                                                          lord
                         PROFICIENCY                                           ELF-L ORD FEATURE
                LEVEL      BONUS           FEATURES
                                                                               Also at 1st level, your Eldarin heritage begins to reveal itself.
                  1           +4           Elven-wise, Elf-lord feature      Choose one of the following options. You can’t take the same
                                                                               option more than once. You gain additional Elf-lord features
                  2           +4           Virtue
                                                                               at 3rd, 5th, 7th, and 9th level.
                  3           +5           Elf-lord feature
                                                                               ELF-WARRIOR
                  4           +5           Craft or Virtue
                                                                               If you make an attack roll, regardless of whether you hit or
                  5           +5           Elf-lord feature                   miss, you can turn the d20 roll into a 20. Once you use this
                                                                               feature, you can’t use it again until you finish a short or long
                  6           +5           Virtue
                                                                               rest, unless you expend one of your uses of Elven-skill (no
                  7           +6           Elf-lord feature                   action required) to restore your use of it.
                  8           +6           Elven-mastery
                                                                               ELVEN-C RAFT
                  9           +6           Elf-lord feature, Virtue           You gain a craft slot and a craft of your choice from the Schol-
                                                                               ar’s Crafts list (see page 64 of The Lord of the Rings Roleplaying).
                 10           +6           Lord of the Eldar
                                                                               In addition, you can expend one use of Elven-skill (no action
                                                                               required) to regain one expended craft slot.
            Long-time foes of the Dark Lord endowed with the wisdom
            of many days, Elf-lords are creatures with an immortal per-       ELVISH VITALITY
            spective, able to attain the highest peaks of prowess in many      When you are reduced to 0 Hit Points and not killed out-
            fields. Immensely enhanced in power and in knowledge, their        right, you can drop to 1 Hit Point instead, and you regain a
            abilities appear nothing less than magical to the lesser folk,     number of Hit Points equal to 3 times your character level.
            and legendary Elf-warriors like Glorfindel and Gil-galad have    Once you use this feature, you can’t do so again until you
            fought as equals against mighty adversaries such as Great Orcs,    finish a long rest.
            Dragons, Balrogs and even the Dark Lord himself.
                                                                               FOE OF THE DARK LORD
            Calling Features
                                                                               You have advantage on Intelligence saving throws, and you
                                                                               are immune to being charmed. In addition, you gain resist-
            As an Elf-lord, you gain the following calling features:          ance to psychic damage.
140
                                                                                                                                   A ppendix
                                                                        WRATH REVEALED
                                                                            As a bonus action, you can strike terror into others
                                                                                with your Elf-lord wrath. When you do so, each
                                                                                  creature of your choice within 30 feet of you
                                                                                  who can see or hear you must succeed on a
                                                                                  Charisma (Intimidation) check (DC equal to
                                                                                  8 + your proficiency bonus + your Charisma
                                                                                modifier) or be frightened of you for 1 minute.
choice of your Intelligence or Charisma modifier + your pro-            Undead have disadvantage on this saving throw. The
ficiency bonus). On a failed save, you create a phantasmal      creature can repeat the saving throw at the end of each of
object, creature, or other phenomenon that is no larger than    its turns, ending the effect early on a success.
a 10-foot cube and that is perceivable only to the target for        Once you use this feature, you can’t use it again until
up to 1 minute. The mind-picture includes sound, tempera-      you finish a long rest, unless you expend one of your uses
ture, and other stimuli.                                        of Elven-skill (no action required) to restore your use of it.
                                                                                                                                        141
A ppendix
142
                                                Index
A                                         G                                       O
Aragar, Keeper of the Palace 15           Gaethel of the Anvil 16                 Of Wolf and Wraith 83
Arantarion, The 14–15                     Galadriel 54                            Old Briar Whitethorn 129
Arblaud the Misguided 79                  Galdor of the Quill 15                  Ost Breniellin 86–89
Argond of the Starry-shield, Captain of   Gandellim the Minstrel 53
   Mithlond 27                            Gates of Belegost, The 95               P
Arlo Fireblaze 64                         Glauria 97–99                           Palace of the Sea-Birds, The 90–93
Arwen Undómiel 39                         Glinnel the Slayer 70                   Patrons 55
Asfaloth 41                               Glorfindel 40                           Phinidaeg, the Hair-splitter 76
                                          Grey Havens, The 12–27                  Player-heroes From Lindon 25
B                                         Gwesanor 99
Bar-en-Faroth 90–93                       Gwesanor’s Reserve 99                   R
Bar Gwaelion 90–93                                                                Rednoth the Red 114
Barnham 118                               H                                       Rivendell 27–43
Belegost 95                               Haelond 13–18                           Ruins of Dwarferry, The 111–114
Blaest, the Frost-spirit 108              Haldir, Captain of the Elf-wardens 48
Bow of the Galadhrim 138                  Harlindon 12                            S
                                          Hidden Valley, The 29–34                Singing Stones, The 114–117
C                                         High Elves 132–135                      Sorceress, The 123–125
Castle in the Clouds, The 83              Hollow Wood, The 118–122                Stone Cradle, The 96
Cauthlin, the Weasel-spirit 67–68         Horn of Echoes, The 107                 Stone-giant 106
Celeborn 54                               House of Elrond, The 30, 34–40          Stormwatch Vale 95
Cerin Amroth 51
Círdan’s Hearth 21                        I                                       T
Círdan the Shipwright 22                  Iailech 100–102                         Tarridhas 114–117
Clearweather Market 94                    Imladris 27–40                          Telain 48
Clearweather Vale 94                      Indoliniel 53                           Thindolvorn 15
Copperhall 94–95                          Isle of the Sorceress, The 122–126      Three Rings, The 9
                                                                                  Tintern Combe 95
D                                         K                                       Tower of the Shipwright, The 20
Daegûr, the Shadow of Death 68            King Arroval 91–92                      Tuliad 125
Daerorn the Hunter 48
Damron the Smith 43                       L                                       U
Dorlas the Messenger 65                   Lady Galadriel 54                       Ulmo’s Blanket 23
Dor Lirrendir 11                          Lady Maltien, Architect 26
Dragon-belt, The 74                       Lady Naedind 76
Dwarferry 111–114
                                                                                  V
                                          Last Homely House, The 34–40            Vale of the Rumbling Wells, The 95
Dwarrowhall 112                           Lembas 138                              Valleys of the Dwarves, The 93–96
Dwarves of Copperhall 80                  Library of Elrond, The 38               Vestri, Son of Vindi 80
                                          Lindir the Butler 42                    Vilya, the Ring of Air 30
E                                         Lindon 11–27                            Vineyards of Glauria, The 97–99
Edrain, Steward of the Dwarf House 24     Living Memories 49                      Virtues 134–135, 137, 142
Elfcrossing Gap 95                        Longbeard Hall 95–96                    Vorag the Elf-hunter 63
Elf-lights 137                            Longmaple, the Guardian Tree 120
Elf-lord 139–142                          Lord Celeborn 54
Elf-named 129                             Lothien 125
                                                                                  W
                                                                                  Wailinghole, The 100–102
Elladan 39, 69                            Lothlórien 43–54
                                                                                  Wandering Swordsmith, The 83
Elrohir 39, 69
                                                                                  Whitethorn Hay 126–129
Elrond Halfelven 38                       M                                       Winter-horn, The 103–108
Erestor 42                                Mallorn-trees 48                        Wolfsong Dene 94
Erien, Captain of the Wardens 27          Mask of Spirits, The 63                 Wood-elves 135–138
                                          Mellind the Minstrel 24
F                                         Mereth Bantiel, The 23
                                                                                  Y
Faeloth the Healer 64                     Methacharn 72
                                                                                  Yavadiel 125
Falarros of Mithlond 91                   Mirror of Galadriel, The 55
                                                                                  Yssiongorn 23
Falls of Nimrodel, The 109–111            Miruvor 42
Followers of Arblaud and Noredhel 80      Mithlond 12–27
Forlindon 12                              Morlhoss, the Dark Whisper 60–61        Z
                                                                                  Zagruk, the Voice From Beyond 62
                                          N
                                          Narya, the Ring of Fire 12
                                          Nenya, the Ring of Water 46
                                          Nevlond 19–25
                                          Nine Houses of Mithlond, The 25–27
                                          Noredhel Flame-eyed 78–79
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                                     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.”
     The One Ring, The Lord of the Rings and the characters, items,
   events and places therein are trademarks or registered trademarks
     of Middle-earth Enterprises, LLC and are used under license by
   Sophisticated Games Ltd. and Fria Ligan AB. © 2024 Middle-earth
     Enterprises, LLC & Sophisticated Games Ltd. All rights reserved.
                 First published in 2024 by Fria Ligan AB.
               Text and illustrations © 2024 Fria Ligan AB.
                   ISBN 978-91-89765-81-8
                                                    FLFLTR010
9 789189 765818