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Keepers of The Elven-Rings™

Keepers of the Elven-Rings is a roleplaying guide focusing on the West-elves of Middle-earth during the Third Age, detailing their realms, history, and the impact of the Three Elven-rings. The book provides extensive setting information, narrative elements for Loremasters, and rules for creating Elven characters, particularly Elf-lords. It serves as a resource for players and Loremasters to explore the fading magic and the looming threats faced by the Elves as they defend against the rising Shadow.

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Carlos Junior
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100% found this document useful (10 votes)
22K views152 pages

Keepers of The Elven-Rings™

Keepers of the Elven-Rings is a roleplaying guide focusing on the West-elves of Middle-earth during the Third Age, detailing their realms, history, and the impact of the Three Elven-rings. The book provides extensive setting information, narrative elements for Loremasters, and rules for creating Elven characters, particularly Elf-lords. It serves as a resource for players and Loremasters to explore the fading magic and the looming threats faced by the Elves as they defend against the rising Shadow.

Uploaded by

Carlos Junior
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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

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

Christian Granath, Francesco Nepitello Tomas Härenstam


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

Brandon Bowling Robert Hyde –


LAYOUT
Sophisticated Games
Dan Algstrand
LI NE M A NA GER

MAPS Francesco Nepitello EV ENT M A NA GER

Niklas Brandt Anna Westerling

ISBN PR I NT

978-91-89765-81-8 Standart Impressa UAB

Product Identity Notice: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a,
Section 1(e), and are not Open Content: all trademarks, proper names (characters, place names, etc.), new rules, classes, callings, items,
virtues, backgrounds, places, characters, artwork, sidebars, and trade dress. Open Game Content: The Open content in this book includes
material taken from the Systems Reference Document. No other portion of this work may be reproduced in any form without permission.

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

First published in 2024 by Fria Ligan AB


Text and illustrations © 2024 Fria Ligan AB
CONTENTS

1 2 3 A

Where the West-elves


Still Linger 5 The Days Darken 57 Landmarks 85 Appendix 131

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

LINDON 11 The Torment of Celebrían 66 Locations90 WOOD-­ELVES 135


Entering Lindon 11 The Revenge of the Weasel-­lady 66 Schemes and Trouble 92 Description135
Forlindon12 Elf-­wardens and Fell Creatures 66 93
THE VALLEYS OF THE DWARVES
Cultural Traits 136
Harlindon12 Dark Schemes of Cauthlin 70 Background93 Backgrounds  136
The Grey Havens 12 OLD HATREDS MAY STILL BREED WAR 73 Locations94 Virtues of the Wood-­elves 137
Haelond13 The Survivor 73 Schemes and Trouble 96 ELF-­LORDS AS PLAYER-­HEROES 139
Nevlond19 The Fate of Arblaud 74 97
THE VINEYARDS OF GLAURIA
Creating an Elf-­lord 139
The Nine Houses of Mithlond 25 The Seed of Discord 75 Background98 NEW CALLING: ELF-­LORD 140
RIVENDELL 27 Pawns and Other Pieces 76 Locations98 Calling Features 140
Finding Imladris 28 The Dark Years of Forlindon 81 Schemes and Trouble 99
The Hidden Valley 29 OTHER SHADOWS 83 THE WAILINGHOLE 100
The Last Homely House 34 The Castle in the Clouds 83 Background100
Those That Dwell in Rivendell 38 The Wandering Swordsmith 83 Locations100
LOTHLÓRIEN 43 Of Wolf and Wraith 83 Schemes and Trouble 102
Entering Lothlórien 45 THE WINTER-HORN 103
The Golden Wood 46 Background103
The Lord and Lady of Lórien 54 Locations103
Schemes and Trouble 106
109
THE FALLS OF NIMRODEL
Background109
Locations109
Schemes and Trouble 110
111
THE RUINS OF DWARFERRY
Background111
Locations112
Schemes and Trouble 113
THE SINGING STONES 114
Background115
Locations116
Schemes and Trouble 117
THE HOLLOW WOOD 118
Background118
Locations118
Schemes and Trouble 120
122
THE ISLE OF THE SORCERESS
Background122
Locations122
Schemes and Trouble 123
WHITETHORN HAY 126
Background126
Locations128
Schemes and Trouble 129
I ntroduction

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

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

A History of the Eldar


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

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

The First Age


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

The Second Age


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

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

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

7
CHAPTER 1

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

The Third Age


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

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

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

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

The Power of the Three Rings 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

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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

The Grey Havens


addition, its wearer has immunity to the charmed
and frightened conditions, and resistance to fire
damage. Mithlond, the Grey Havens, is the only location in Lindon that
mortals are likely to visit. It is the gateway that connects the Elven
shores with the rest of Middle-­earth and the beacon of light
from which the power of the High Elves still shines in the West.

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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
2

8
4
4
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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THINDOLVORN On top of the Arantarion is the Tower of Lofty Light,


Native to Beleriand and Lindon and similar to a the Minas Targalad, rising over 150 feet above the rest of the
cedar, a thindolvorn tree may reach a height of up palace. Its top floor houses an ever-­burning fire designed
to 100 feet and a width of 60 feet. Its trunk is grey to guide sailors by using mirrors and glasses to signal the
and straight, and its wood is valued for its quali- coast. Once fuelled by a grand lamp that captured and
ties in shipbuilding. Since it is a rare tree that takes reflected light from the Sun, Moon, and the Stars, it was
many years to grow into full size, Elves harvest it the beacon of Elvendom in Middle-­earth, the flame of Gil-­
with care and use it exclusively to build their grey galad the High King. Today, cracked and no longer radiant,
ships. In addition to its prized wood, thindolvorn the Dimmed Beacon is just a relic of a bygone age. In the
trees produce pine cones and resin, which are uti- floors below, the tower accommodates the High King’s living
lised for creating fragrances and enhancing the quarters, preserved as they were when Gil-­galad departed
flavour of wines and spirits. for Mordor, as well as the armoury and the treasury hold-
ing the city’s funds and certain restricted items better not
displayed openly.
Located in the basement of the tower, yet still offering
a view of the city from above, the library of the Arantar-
gifts from Elvish monarchs of the East, the kings of Númenor, ion houses the largest collection of books in north-­western
and the Dúnedain kingdoms are also found within these halls. Middle-­earth, easily rivalling those of Rivendell, Minas Tirith
The palace’s gardens, situated atop the walls, are carefully and even Annúminas at its peak. Primarily focused on Elvish
tended by ageless gardeners. Many exotic species bloom here, literature, the collection also includes a dedicated section for
including a towering thindolvorn tree standing over 90 feet Númenorean texts from the Second Age.
tall. It was planted by Círdan in the first year of the Third The administration of the palace is a task carried out
Age, to replace a mallorn tree that had withered following by Aragar the Keeper, while the library specifically operates
Gil-­galad’s passing. under the guidance of Galdor of the Quill.

Aragar, Keeper of the Palace Galdor of the Quill


Born in Beleriand, Aragar is a kinsman of Gil-­galad. Upon Galdor was born at the end of the First Age, an exile from
Gil-­galad’s ascent to High Kingship, he appointed Aragar as the northern kingdoms of the Eldar. His determination as
his Castellan, entrusted with the stewardship of the Palace an enemy of the Shadow earned him the trust of Círdan and
in his absence. Following the High King’s demise, Aragar Gil-­galad as one of their most reliable aides. In the Third Age,
continues to serve as the Keeper of the Arantarion and acts Galdor serves as the Librarian of the Arantarion and leads
as the secretary of the Council of Lords. the House of the Quill. Additionally, he acts as Círdan’s sec-
Tall even for a Noldorin Elf, Aragar possesses deep blue retary and envoy, undertaking journeys far and wide to visit
eyes and locks of burnished gold. At the Palace, he is often the Wise and the Great, gathering news, and conveying his
seen wearing his official robes, a blend of blue and black Master’s counsel when sought.
decorated in silver. In addition to his prowess in warfare Galdor has long silver hair and pale green-­blue eyes.
using spear and bow, he is a master falconer and maintains He is of slender build, and typically wears scholar’s robes
a collection of birds of prey as both pets and messengers of blue and grey. Player-­heroes can encounter him on the
to the Lords of Lindon. road, where he may act as a liaison with Círdan.

Medium humanoid (Elf) Medium humanoid (Elf)

INT 14 (+2) WIS 16 (+3) CHA 16 (+3) INT 18 (+4) WIS 16 (+3) CHA 14 (+2)

OCCUPATION Castellan OCCUPATION Counsellor, Herald


DISTINCTIVE FEATURES Faithful, Honourable DISTINCTIVE FEATURES Fair-spoken, Inquisitive

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

15
CHAPTER 1

Gaethel of the Anvil


Gaethel the smith is renowned as one of the finest mail
makers in Middle-­earth. He is admired not only for his
dedication to his craft, but also for his fair judgement. A
commanding presence, Gaethel is a tall and robust Elf
with cropped dark hair, hazel eyes, and a ruddy com-
plexion. Despite his imposing stature, he engages
warmly in discussions, particularly about his craft,
welcoming conversations with travellers.
Gaethel may serve as a valuable connection to
craftsmen residing at the Havens and may offer valua-
ble insight when studying ancient artefacts. Due to his
demanding schedule and meticulous nature, persuading
him to undertake commissions can prove challenging (at
the Lore­master’s discretion, the work of Gaethel can be
used to integrate rewards gained by the Player-­heroes into
the ongoing narrative, respecting the normal rules).

Medium humanoid (Elf)

INT 15 (+2) WIS 14 (+2) CHA 14 (+2)

OCCUPATION Smith-master of the Forges


DISTINCTIVE FEATURESPatient, Wilful

SKILLS Insight +6, Intimidation +6, Old Lore +6, Perception +6


SENSES passive Perception 16
LANGUAGES Quenya, Sindarin, Westron

3. THE COURT OF THE TWO COLUMNS


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

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


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

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EXPLORING THE MARKETS


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

d12 RESULT DESCRIPTION

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.

17
CHAPTER 1

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


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

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


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

19
CHAPTER 1

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

NEVLOND

11
8

12
1

3
2

7
10
4

5 NEGIR ION

6 6

9
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2. THE FURNACE OF CELEBRIMBOR


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

21
CHAPTER 1

Círdan the Shipwright


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

Medium humanoid (Elf)

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

22
W here the W est- elves S till L inger

THE MERETH BANTIEL ULMO’S BLANKET


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

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

Mellind the Minstrel


Originally hailing from Lothlórien, Mellind spent her long Edrain, Steward
life wandering across Middle-­earth, until the longing for the of the Dwarven House
sea called her to the Havens. Seven years ago, she settled Small by Elvish standards, Edrain spent his youth in the
with friends in a house in Nevlond, yet she has continually Second Age of the Sun travelling extensively and forg-
postponed her departure, choosing instead to spend her ing friendships with mortals. It is said that he once saved
days engaging with travellers through music and conversa- the life of a Dwarf-­k ing’s son, earning the title of Dwarf-­
tion (see also The Westward Journey, page 59). friend and the privilege of learning their secret tongue.
Player heroes are likely to encounter Mellind amidst the Rumour has it that Edrain has visited all the long-­l ost cities
serene beauty of the Gardens of the East or at the High of the Naugrim and remembers them vividly, such that
Square, where she is often seen at sunset, basking in the even Dwarvish lore-­m asters consult him on matters of
day’s fading glow. history. Following the War of the Elves and Sauron, the
Mellind is exceptionally talented, and her performances traveller retired and now serves as the steward of the
draw many Elves eager to listen to her songs. After a show, Dwarven House.
she is always delighted to converse with travellers, exchang- Always merry and curious, Edrain is the ideal host,
ing tales and rumours. As a minstrel deeply versed in the his- befriending everyone and anticipating his guests’ needs.
tory of the Elves, she can assist others in unravelling ancient He is an endless source of stories and anecdotes from every
stories or solving riddles. Although she was born well into the corner of Middle-­earth. Though often underestimated, the
Second Age, Mellind is acutely aware of the wrongs endured cheerful innkeeper possesses a keen eye for trouble and
by her kin, particularly at the hands of the Dwarves from the has been tasked with keeping watch on all newcomers until
Blue Mountains and the Exile kinslayers. they are better known. His house staff, a mix of Elves and
Mellind is fair-­skinned and dark-­haired, with deep blue Dwarves, also serve as informers, reporting any suspicious
eyes. She dresses in grey and green clothes and wears flow- behaviour to him, which may ultimately reach the ears of
ers or leaves in her hair, according to the season. Círdan himself.

Medium humanoid (Elf) Medium humanoid (Elf)

INT 16 (+3) WIS 14 (+2) CHA 16 (+3) INT 12 (+1) WIS 16 (+3) CHA 13 (+1)

OCCUPATION Minstrel OCCUPATION Steward of the Dwarven House


DISTINCTIVE FEATURES Fair-spoken, Proud DISTINCTIVE FEATURES Inquisitive, Merry

Old Lore +7, Perception +6, Performance +7, Riddle +7


SKILLS Insight +7, Old Lore +5, Perception +7
SKILLS
SENSESpassive Perception 16 SENSESpassive Perception 17
LANGUAGES Quenya, Sindarin, Westron LANGUAGES Quenya, Khuzdul, Sindarin, Westron

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

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,

The Nine Houses of Mithlond


Net-­makers, and Shell-­gatherers. Most of
them trace their ancestry to the Shore-­
The Nine Houses of Mithlond are ancient institutions, akin elves. The seat of the House is the Hall of
to guilds found among Men, that are open to all citizens Shells in Nevlond, the residence of Lady
of the Grey Havens. These houses organise labour, regu- Gladwen, its leader.
late professions, sponsor festivities, and ensure the safety The emblem of the House is a leaping
and reputation of their members. People can join a House white fish on a field of deep blue.
either through hereditary ties or by choice, depending on
their trade. Each House is led by a Head, elected by its THE HOUSE OF THE SEA-­B IRDS
members, who remains in charge until death or departure The members of this House are sailors
to the West. The Head is responsible for settling disputes and mariners and all those who navigate
and must appear before Círdan when summoned as a rep- the waters transporting goods or peo-
resentative of their House. ple, including Ferry-­elves and Raft-­elves.
Most Houses have a hall in Mithlond that serves as their Even among the Shore-­elves, they are cel-
headquarters. These halls provide members with a place to ebrated for being masters of all tongues
train, share knowledge, and find sanctuary when passing of birds. They meet at the Hall of Tern
through town or in times of need, such as when they are and Gull, in the presence of their leader,
impoverished or unable to practise their profession. House Gandran, a renowned sea-­captain.
leaders typically reside in these halls with their families. The House’s emblem is a white seagull
Within these halls, crucial decisions regarding the House and a white tern, their beaks open, on a
and its trade are made, and alliances are forged as the most light blue field above waves.
prominent members convene to address the needs and
THE HOUSE OF THE SWAN-­S HIP
This House brings together all those
whose trades involve the building and
fitting of ships, including shipwrights,
PLAYER-­H EROES FROM LINDON sailmakers, ropers, and carpenters, most
Players who have created Elves of Lindon as their of whom are descendants of the ancient
characters have the option to choose Mithlond as Shore-­elves. Their leader is Regerdir the
their place of origin, allowing them to belong to Old, and their gatherings are held at the
one of the nine houses of the Grey Havens. While Swan-­hall in Nevlond, one of the city’s
it doesn’t have a specific effect in game terms, this most renowned taverns.
affiliation may provide the character with a sense The House’s emblem is a white swan-­
of community, purpose and access to the support ship set against a field of grey.
and protection that their house offers.

25
CHAPTER 1

THE HOUSE OF THE VINE THE HOUSE OF THE LOFTY LIGHT


Members of this House are Elves whose This House brings together architects,
trades are connected to the earth and masons, stonecutters, toolmakers, and all
its bounties, including farmers, brewers, professions connected to the construction
and bakers; they oversee the city markets. of structures. Some carpenters also join
The head of the House is Lady Rían, who this House when their trade is more closely
resides in the Palace of Plenty in Haelond related to building than to shipwrighting.
with her husband, Galahael. The head of the House is Lady Maltien,
The House’s emblem features a lush one of the original architects of both the
green vine entwined around a golden Arantarion and the Minas Círdan.
grape, set against a deep burgundy field. The emblem of the House is a grey
mountain with a bright light shining at
THE HOUSE OF THE YEW AND FALCON its peak, set against a field of true purple.
This House unites hunters and shep-
herds, most of whom are descendants of
the Grey Elves who once dwelled in the Lady Maltien, Architect
mountains and forests of Beleriand. Their Lady Maltien is the leader of the House of the Lofty Light, an
leader is Nosfaroth, who resides in the architect celebrated for her daring designs that have pro-
Hall of the Hunt in Nevlond. foundly shaped the landscape of Mithlond. Fiercely dedi-
The House’s emblem features a grey cated to her craft, she has spent long centuries striving to
falcon soaring above a green and grey yew blend the organic forms of nature with the most intricate
tree set against a field of ochre yellow. artificial structures. Among her early projects are grand
House halls modelled after sea-­carved crags and slender
towers that rise above the city roofs like solitary trees.
THE HOUSE OF THE QUILL In recent years, Maltien has shifted her focus to creat-
This House is home to scholars and lore-­ ing smaller, more intimate locales, such as enclosed gar-
masters, welcoming all professions con- dens and remote shrines, fostering spaces for reflection
nected with knowledge and books, includ- and connection with nature. In a decision that faced some
ing paper-­makers, scribes, copyists, heal- opposition among her guild members, she decreed dec-
ers, and minstrels; many of its members ades ago that the House of the Lofty Light would not main-
are descendants of the Exiles. The head tain a fixed headquarters, instead choosing to hold their
of the House is Galdor of the Quill. Tradi- gatherings in public places that reflect the beauty of their
tionally, meetings are held at the Library surroundings. Since that time, she has steadfastly upheld
of the Arantarion, the ideal place for the this choice, believing that true creativity flourishes in open
exchange of wisdom and stories among and accessible spaces.
its members. Maltien has flowing golden hair and bright green eyes
The House’s emblem features a white that seem to glow with an inner light. Player-­heroes may
quill set against a royal purple field. encounter her among the trees of the city gardens, where
she shares her centuries-­worth of wisdom with young
THE HOUSE OF THE ANVIL apprentices, teaching them the art of architecture and the
This House originally consisted solely of importance of harmonising structures with nature.
smiths of all kinds — blacksmiths, jewel­
Medium humanoid (Elf)
smiths, and weaponsmiths — but over
time it has embraced other crafts, includ- INT 16 (+3) WIS 12 (+1) CHA 13 (+1)
ing potters, glass- and crystal-­makers, OCCUPATION Architect, Teacher
weavers, and tailors. The current head DISTINCTIVE FEATURES Cunning, Lordly
of the House is Gaethel, who resides in
Investigation +7, Nature +7, Old Lore +7, Perception +5
SKILLS
Haelond at the Fire Hall.
SENSESpassive Perception 15
The House’s emblem is a black anvil
LANGUAGES Quenya, Sindarin, Westron
set against a field of red.

26
W here the W est- elves S till L inger

THE HOUSE OF THE STARRY SHIELD


This House unites all those whose trades
are related to combat and war. Members
include guards, warriors, captains and admi-
rals, and they meet at the Hall of Warriors, in Erien, Captain of the Wardens
the presence of Argond, their leader. There, A skilled hunter and traveller, Erien is a member of the House
seasoned fighters share their knowledge of of the Starry Shield and the Captain of the Wardens who
the arts of war and the ways of the Enemy. protect the borders of Mithlond.
The House emblem is a dark blue Tall and lean, she has dark blue eyes and shoulder-­
shield studded with white stars, set against length dark hair; she is an Elf of few words but her eyes
a field of black. and ears are extremely keen. Although she has a reputation
for being stern and surly, she is well-­respected by her own
men for being perceptive and fair.
Argond of the Starry-­shield, Erien spends most of her time away from Mithlond, guard-
Captain of Mithlond ing the borderlands. She only returns to the Havens to report
Argond was among the founders of Mithlond. He is the to Argond and Círdan. The Player-­heroes have a good chance
head of the House of the Starry Shield and the Captain of to meet her in the company of other wardens as they travel
Mithlond, responsible for the guards, the militia, and the east of Mithlond. Erien is never friendly and, unless the Player-­
wardens of the Havens. In this position, he has fought in heroes are Elves or Elf-­friends, she observes or questions them
many wars, from Mordor to Angmar, and he is considered extensively before accepting that they are not a potential
a veteran even among the Immortal Folk. threat to the Havens; once convinced of their goodwill, she
Argond has dark hair and grey eyes. Tall and vigorous, may ask the Player-­heroes to help the wardens in investigat-
he is a warrior at heart, and likely to respect deeds more ing dangers or strange events.
than words.
Medium humanoid (Elf)
Medium humanoid (Elf)
INT 12 (+1) WIS 16 (+3) CHA 8 (−1)
INT 10 (+0) WIS 12 (+1) CHA 14 (+2)
OCCUPATION Captain of the Wardens
OCCUPATION Captain of Mithlond DISTINCTIVE FEATURES Inquisitive, Stern
DISTINCTIVE FEATURES Stern, Wary
SKILLSExplore +7, Insight +7, Intimidation +3, Hunting +7,
SKILLSIntimidation +6, Perception +5 Perception +7, Travel +7
SENSES passive Perception 15 SENSES passive Perception 17
LANGUAGES Quenya, Sindarin, Westron LANGUAGES Sindarin, Westron

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
2

The enchantment of Rivendell and its master also turns 1


aside unwanted visitors, making it nearly impossible for the
Enemy’s servants or casual wanderers to discover the valley
itself, much less the single safe path into it — Those wishing
to reach Rivendell without Elrond’s leave, or without a proper
guide, will find it extraordinarily difficult to locate the valley. may be lured away by calls and hidden snares. Otherwise, the
To the eyes of the average traveller, the terrain seems devoid wardens might choose to reveal themselves and question the
of any recognisable landmarks, and even experienced trav- travellers. Elves and Elf-­friends are easily accepted and led
ellers can become confused or lost. into the Valley, but others may gain entrance only by being
introduced by a known person or by convincing the wardens
As the company gets near to the valley, the Player-­ of their good intentions and dire need. The Lore­master may
heroes must make a DC 20 Wisdom (Explore) or Wis- wish to include Glorfindel, Elladan, or Elrohir among the
dom (Perception) check to find the white stone path. wardens and play the interaction as a Council.
Elven Player-heroes have advantage on the check. If Once in the Valley, new Player-­heroes are received by
the Player-heroes have never been to Rivendell before, Lindir the Seneschal or by the Master himself and led to the
the check is made with disadvantage. Player-­heroes House of Elrond. If they are deemed worthy of trust, they
can make a single check each day, and each failure rep- are allowed to wander the House and its immediate environs
resents a day spent searching among the gullies and freely. If not, they will be secretly watched by Lindir and his
ravines, or carefully edging around dangerous terrain, attendants, which include various birds and friendly beasts.
triggering a journey event (roll as if in a Wild Land). Any suspicious behaviour will be immediately reported.
Only Elves and Elf-­friends may explore the wider valley,
For every day that the Company searches for the Hidden Val- and even they are forbidden from entering certain locations,
ley, there is a chance that they may be spotted by Elf wardens, such as the Caves of Naurdarthol and the Gates of Bruinen,
at the Lore­master’s discretion. Characters of dubious outlook where only vassals of Elrond are granted entry.

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

1. THE PATH OF WHITE STONES


Travellers approaching the Misty Mountains from the lands
of Eriador may find themselves marching across a high moor.
This vast slope leading up to the heights is only broken by sud-
den and steep valleys carved by running water, with trees grow-
E i t h e l
r a ing along their slopes. Avoiding these deep gullies and ravines
m sends travellers leagues out of their way, if they don’t know
the proper route. Those that do know seek a path marked
by small white stones, running to the edge of a sheer drop.
Far below lies the valley of Rivendell, reached by a path
that switches back and forth as it descends towards the
river at the bottom. At the top of the slope the air is
9 filled with the scent of pine-­trees, and it grows warmer
10 as you climb down. The trees soon change to beech and
Gl oak, and the path ends in an open glade not far above
ânaran the banks of the river Bruinen. The path is steep, and
wanderers travelling with ponies should lead their
11 animals on foot.
If the weather is good, the Elves of the valley
are likely to be out, singing amongst the trees. They
will stay out almost all night, especially if the sky is
clear and the stars can be seen. Visitors might think
their songs are silly, since they are full of wonder and
12 merriment, but those that know them well might realise
that many of these Elves have suffered terrible tragedies
over the course of their long lives, and now sing of simple
delights to keep the darkness away.
Those who wish to see Elrond are sent towards the
bridge leading to the Last Homely House, while those
who desire to join in the singing are invited to stay. Elven
songs are not something to miss, especially on warm Sum-
mer nights. And if one can get advice from the Elves, that
is even better — they sometimes seem to know everything
about a person, even if they’ve never met them before. It is

The Hidden Valley


said that they know what is going on in all the lands, as quickly
as the waters flow, or even quicker.
The valley known as Imladris (Elvish for “deep valley of the
cleft”) is one of the many gullies and ravines dug by the river 2. THE BRIDGE
Bruinen, the Loudwater, as it flows from the Misty Mountains A slender stone bridge, without kerb or rail, once spanned
to the east. Its many tributaries are born high in the jagged the breadth of the Loudwater in one graceful curve. Dating
peaks of Eithelram, known as the Wall of Springs, and the back to the early days of Rivendell’s settlement, it was con-
majestic Glânaran, the Shining Lord. These waters tumble ceived as a first line of defence against invaders, allowing only
down to the valley floor in dozens of majestic waterfalls. single-­file passage. Elves took great delight in watching out-
The waters of the Bruinen are cold and clear; in the high siders struggle as they led their steeds by the bridle, carefully
valley, they can be easily crossed, but below they swell into avoiding the view below.
a fast-­running and impassable torrent. While the lands sur- In recent years, the narrow bridge has been replaced
rounding Rivendell are characterised by barren scree dotted by a wider structure, accommodating a more comfortable
with the occasional thorny bush or wind-­twisted pine, the crossing. It is now defended by a stone turret at one end.
valley itself is green with woods and meadows full of flowers, Below, the waters of the cold mountain stream rush swiftly
and as beautiful as only Elf-­lands can be. in a noisy tumult.

29
CHAPTER 1

beyond this: it shrouds the Hidden Valley from sight, so


those who seek it seldom find it (see Finding Imladris).
In times of peril, the same winds, mountains, and waters
that are kept at bay by Elrond’s will may be let free to
unleash their wrath upon any invading foe.
While wearing Vilya, a creature gains the following
VILYA, THE RING OF AIR benefits:
Made of gold and set with a sapphire, Vilya is said to Command Weather. The wearer of Vilya can spend
be the most powerful of the Rings of Power after the 10 minutes concentrating to take control of the weather
One. Its keeper is Elrond Halfelven, Master of Imladris. within 5 miles of them for up to 8 hours. When they do so,
He received it from Gil-­galad, the High King, and kept they change the current weather conditions, which are
it secret and unused for centuries, for it risked being determined by the Loremaster. The wearer can change
ensnared by the Ruling Ring of Sauron. When the One precipitation, temperature, and wind (including its direc-
Ring disappeared from all knowledge, Elrond started to tion). It takes 1d4 × 10 minutes for the new conditions
use Vilya to preserve the sanctuary of Rivendell and the to take effect. Once they do so, the wearer can change
ancient wisdom contained therein. the conditions again. When the effect ends, the weather
Vilya’s influence on Rivendell is subtle, but by no gradually returns to normal. When the wearer changes
means weak. The valley is blessed with favourable and the weather conditions, find the current conditions on
mild weather all year round, as if peace and beauty are the following table and change the stage of one of them
heightened by its presence. Yet Vilya’s power extends by one, up or down.

WEATHER CONDITIONS
STAGE PRECIPITATION TEMPERATURE WIND

1 Clear Hot Calm

2 Light clouds Warm Moderate wind

3 Overcast or ground fog Cool Strong wind

4 Rain, hail, or snow Cold Gale

5 Torrential rain, driving hail, or blizzard Freezing Storm

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.

3. THE HOUSE OF ELROND 4. THE WALLED GARDENS


The house of Elrond is a large mansion, comprising many Behind the House a garden lies enclosed by stone walls
halls, open porches supported by pillars, passageways, and covered in vines and topped with flowers. Once through
rooms dedicated to diverse purposes, not the least of which its latticed gate, a visitor steps into a different world and
is lodging guests comfortably. finds whatever they seem to desire — be it lawns shining
A full description of the house begins on page 34. gold with tiny flowers, where one could sleep away all cares
while listening to the hum of bees, or a quiet corner to

30
W here the W est- elves S till L inger

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.

31
CHAPTER 1

MEMORIES OF GREEN 8. THE PINNACLE OF EAGLES


Player-­h eroes spending time around the Hoary Walking east from the House of Elrond, one traverses quiet
Old Chestnut may rouse the curiosity of the woods of oak and birch, punctuated by shady glades where
ancient tree. ferns and hemlocks bloom, until reaching the Pinnacle of
Eagles — a spike of stone that suddenly rises over 200 feet
Player-­heroes with a Wisdom score of 15+ into the sky from the valley floor. The ascent of the nearly
may hear soft words, bringing up memo- vertical walls of the Pinnacle would be impossible but for a
ries of wind, snow, and sun on the grass. flight of carven steps winding around and inside it.
This may grant the Player-­hero a rumour or When Elrond wishes to speak with Gwaihir, the Lord of
inspiration, at the Lore­master’s discretion. the Eagles, he sends a messenger bird to the Eagles’ Eyrie. If
the summons is answered, an envoy from the Windlord lands
here, awaiting Elrond or Erestor. The Pinnacle
is a hallowed place for birds, and none nest
on its walls; Elves consider it inappropriate
to climb it while armed.

The Hoary Old Chestnut

32
W here the W est- elves S till L inger

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

The Last Homely House THE FRONT PORCH


What is it that earned the Last Homely House, west of the The front porch is a vast portico, large enough to shelter
mountains, its title? It is said that the house of Elrond Half-­ many horses, should visitors be in need of haste. It is adorned
elven is perfect, “whether you like food, or sleep, or work, or with a silver fountain in the shape of a slender tree drooping
story-­telling, or singing, or just sitting and thinking best, or a over a marble basin. Many stained glass windows open on the
pleasant mixture of them all.” Beyond its doors are libraries, porch, at both sides of the front doors of the House of Elrond.
solars for sitting and thinking, covered walkways and gardens, The wide wooden doors are solidly built using wood from
council chambers for meetings, bannock bakeries and kitch- a single holly tree. Their white, smooth panels appear devoid
ens, and a great many other rooms besides. Bells ring in the of any decoration, but are actually set with hundreds of tiny
house at different hours of the day, signalling when meals are white beryls, cunningly cut thousands of years ago by the
ready, the arrival of someone unexpected, or that the master jewel-­smiths of Eregion; the small stones glitter with innumer-
of the house is ready to meet his guests. able sparkles when they reflect and multiply a source of light.

34
W here the W est- elves S till L inger

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.

THE LAST HOMELY HOUSE

3 12
9

7 6
5
11

10
2
13

1 14

15
5

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


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

35
CHAPTER 1

MANY MEETINGS IN RIVENDELL


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

d12 RESULT DESCRIPTION

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…

THE HALL OF FIRE


The Hall of Fire is as wide as the great hall
of Elrond, but it is mostly empty, without a
screened passage, nor tables or dais. On most
days, the only source of light is a bright fire
burning in a great hearth between two rows
of carven pillars. The fire is fed all year round,
and guests of Elrond come here to find com-
fort and peace, as merely being in the Hall of
Fire seems like a cure for the spirit.
On high days the hall comes to life with
the sound of many fair voices. Elvish min-
strels play the songs they spent decades
perfecting, and poems and tales of distant
ages of the world are recounted for eve-
nings on end.
Other folks fall easily under the spell of
the Hall of Fire, and may find themselves spend-
ing many evenings sitting and thinking, or looking
for (and finding!) the right words for a new poem
or a song. And if they are skilful enough, or just lucky,
the Elves might even recite their poems or sing their songs.

37
CHAPTER 1

THE EAST PORCH collection of dangerous knowledge — treatises written by the


The porch on the east side of the house is Elrond’s location wise and erudite Wizard Saruman about the nature and power
of choice for important meetings. If possible, he calls for such of the Shadow, passages of the Black Speech recorded from
councils to be held in the early morning, so that anyone who captured enemies, and the mad rantings of those who had
is invited may watch the sun rise over the mountains, and learned too much of the Enemy’s ways.
listen to the flow of the river and the trilling of birdsong. In
short, Elrond wishes everyone to be reminded of the beauty THE VAULTS
of Middle-­earth and the value of its preservation. It is cus- Beneath the great manor house are cellars, pantries, and
tomary for such meetings to be concluded in time for a noon other underground chambers. Directly accessible from the
luncheon, for, while it is said that Elves may thrive on speech kitchens and upstairs larders are the vast stores of foodstuffs,
alone, it is not so for other folk. wine, liquor, cisterns of water, and other supplies. Elrond
The porch itself is adjacent to the high garden, with the remembers well that Imladris has seen siege before, and
banks of the mountain stream below. Several pathways start wishes to be well prepared if the Enemy returns.
from here, leading down the course of the Bruinen or further In other, deeper and more hidden chambers, are the
away north, towards the pine-­woods at the top of the valley. storerooms for the many worthy items recovered from the
destruction of Eregion and other efforts over the long years.
THE UPPER FLOORS These chambers are sealed, or at least locked, and a careful
Stairs from the entrance hall lead to the upper floors. Guest inventory is kept. Despite these protections, there is little here
rooms of various types and sizes can be found here, as well that could aid in the open defiance of the Shadow. Rivendell
as the private quarters of Elrond, his family members, and has always been a place of healing and lore, and there are
those of his household who desire to live in the house itself very few pieces of wargear kept here.
(several individuals have chosen other buildings as their pri-

Those That Dwell


vate residences). Most rooms have flat ceilings crossed by

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
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Arwen Undómiel
Arwen is the daughter of Elrond and Celebrían. The Elves
of Rivendell say that in her beauty is the likeness of Lúthien
come again, and that is why she is called Undómiel, the
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.

Medium humanoid (Elf)

INT 14 (+2) WIS 16 (+3) CHA 20 (+5)

OCCUPATION Healer, Weaver


DISTINCTIVE FEATURES Fair-spoken, Generous, Lordly

SKILLSInsight +11, Intimidation +9, Investigation +6,


Medicine +10, Nature +6, Old Lore +10, Perception +7,
Performance +9, Persuasion +9
SENSES passive Perception 17
LANGUAGES Quenya, Sindarin, Westron

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.

parents across the Misty Mountains, she was captured by


Orcs and given a poisoned wound. Rescued by her sons, she
never fully recovered from the torments she suffered, despite
Elrond’s great skill as a healer, and she soon departed for the Elladan and Elrohir
Undying Lands. Elrond did not accompany her. Instead, he The sons of Elrond, Elladan and Elrohir, are counted among
strengthened his resolve and doubled his efforts to guide the most powerful Elf-­lords of Rivendell. Twin warriors in
the folk of Middle-­earth in defiance of the Enemy. the prime of their strength, they share their father’s dark
hair and grey eyes, resembling each other so closely that
Medium humanoid (Elf)
only those who know them well can tell them apart. Ever
INT 20 (+5) WIS 18 (+4) CHA 18 (+4) eager to fight the shadow, their enthusiasm has turned to
OCCUPATION Healer, Lore-master, Ruler vengeful fervour since their mother, Celebrían, was taken
DISTINCTIVE FEATURES Fair-spoken, Lordly, Subtle prisoner by the Orcs and tormented.
Elrond often sends Elladan and Elrohir together out on
SKILLSInsight +10, Intimidation +10, Investigation +17,
great scouting journeys or as messengers to distant lands,
Medicine +17, Nature +11, Old Lore +17, Perception +10,
as they are hardy travellers, and have a deep knowledge of
Persuasion +10, Riddle +11
the lands on both sides of the Misty Mountains.
SENSES passive Perception 20
LANGUAGES All
Elladan and Elrohir are discussed further in Chapter 2,
on page 69.

39
CHAPTER 1

Medium humanoid (Elf)


He is one of the mightiest of the Firstborn, both Elven-­wise
STR DEX CON INT WIS CHA and powerful enough to ride openly against the most fear-
14 (+2) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 10 (+0) some of Sauron’s servants.
OCCUPATION Scouts, Wardens When he must leave the valley, he rides the Elven steed
DISTINCTIVE FEATURES Bold (Elladan), Eager (Elrohir), Wary Asfaloth. If Asfaloth is ordered to bear another rider he will
do so at great speed but with no danger to his charge.
ARMOUR CLASS 19 (elven-mail)
HIT POINTS 84 (13d8 + 26) Medium humanoid (Elf)
SPEED 40 ft.
STR DEX CON INT WIS CHA
SAVING THROWS Str +5, Con +5, Int +4, Cha +3 18 (+4) 14 (+2) 14 (+2) 13 (+1) 16 (+3) 20 (+5)
SKILLS (Elladan) Animal Handling +5, Athletics +5,
Explore +8, Hunting +8, Old Lore +4, Perception +8, OCCUPATION Errant-hero, Herald
Stealth +7, Travel +5 DISTINCTIVE FEATURES Fair-spoken, Lordly
SKILLS (Elrohir) Animal Handling +8, Athletics +5, ARMOUR CLASS 17
Explore +5, Hunting +5, Old Lore +4, Perception +8, HIT POINTS 130 (20d8 + 40)
Stealth +7, Travel +8 SPEED 40 ft.
SENSES passive Perception 18
LANGUAGES Quenya, Sindarin, Westron
SAVING THROWS Con +6, Int +5, Wis +7, Cha +9
SKILLS Animal Handling +7, Insight +7, Intimidation +9, Nature
CHALLENGE 5 (1,800 XP, proficiency bonus +3)
+5, Old Lore +9, Perception +7, Persuasion +9, Travel +7
AGAINST THE UNSEEN. Elladan and Elrohir have advantage on DAMAGE RESISTANCES necrotic, psychic, radiant
Charisma saving throws, and cannot be frightened by CONDITION IMMUNITIES charmed, exhaustion, frightened
Undead creatures. SENSES truesight 120 ft., passive Perception 17
MIGHT OF THE FIRSTBORN (1/day). If Elladan or Elrohir fail a LANGUAGES Quenya, Sindarin, Westron
saving throw, they can choose to succeed instead, treat- CHALLENGE 10 (5,900 XP, proficiency bonus +4)
ing the d20 roll as a 20. In addition, whenever they suc-
ceed on a saving throw, they can treat the d20 roll as a 20. FORTH TO BATTLE. Glorfindel can give himself a bonus to his
SKILL OF THE ELDAR (3/day). If Elladan or Elrohir fail an ability
initiative rolls equal to his Charisma modifier.
LIGHT OF THE BLESSED REALM. The AC of Glorfindel includes
check that lets them add their proficiency bonus, they
can choose to obtain a magical success instead. In addi- his Charisma bonus. In addition, Glorfindel has advantage
tion, whenever they succeed on an ability check that on Intelligence, Wisdom, and Charisma saving throws.
MIGHT OF THE FIRSTBORN (2/day). If Glorfindel fails a saving
lets them add their proficiency bonus, they can treat the
result as a magical success. throw, he can choose to succeed instead, treating the
d20 roll as a 20. In addition, whenever he succeeds on a
ACTIONS saving throw, he can treat the d20 roll as a 20.
MULTIATTACK. Elladan and Elrohir make two attacks. SKILL OF THE ELDAR (4/day). If Glorfindel fails an ability check
MAGIC GREAT BOW. Ranged Weapon Attack: +8 to hit, range that lets him add his proficiency bonus, he can choose to
150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage. obtain a magical success instead. In addition, whenever
MAGIC SWORD. Melee Weapon Attack: +8 to hit, reach he succeeds on an ability check that lets him add his pro-
5 ft., one target. Hit: 8 (1d6 + 5) slashing damage, or 9 ficiency bonus, he can treat the result as a magical success.
(1d8 + 5) slashing damage if used with two hands.
ACTIONS
REACTIONS MULTIATTACK. Glorfindel makes two melee attacks.
PARRY. Elladan and Elrohir add 3 to their AC against one HEALING TOUCH (2/day). Glorfindel touches another crea-
melee attack that would hit them. To do so, they must ture. The target magically regains 20 (4d8 + 2) hit points
see the attacker and be wielding a melee weapon. and is freed from any disease or poison.
MAGIC SWORD. Melee Weapon Attack: +10 to hit, reach
5 ft., one target. Hit: 9 (1d6 + 6) slashing damage, or 10
(1d8 + 6) slashing damage if used with two hands, plus
Glorfindel 18 (4d8) radiant damage.
Glorfindel is a prince of the Elves, returned from the West to
REACTIONS
serve as the defender of Imladris, Elrond’s chosen lieutenant
PARRY. Glorfindel adds 4 to his AC against one melee
and herald. He has served Rivendell for uncounted years,
attack that would hit him. To do so, he must see the
leading the forces of Imladris into battle against Angmar and attacker and be wielding a melee weapon.
other enemies, standing firm against even the Witch-­king.

40
W here the W est- elves S till L inger

Glorfindel

Asfaloth
Large beast

STR DEX CON INT WIS CHA


16 (+3) 17 (+3) 16 (+3) 6 (−2) 15 (+2) 15 (+2)

ARMOUR CLASS 13
HIT POINTS 51 (6d10 + 18)
SPEED 80 ft.

SAVING THROWS Dex +5, Con +5, Int +0, Cha +4


SKILLSAthletics +7, Perception +6
SENSES passive Perception 16
LANGUAGES understands Sindarin but can’t speak
CHALLENGE 1 (200 XP, proficiency bonus +2)

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

MIRUVOR As a special Yule Fellowship Phase undertaking, Elf


The traditional cordial of Rivendell is a clear and colour- Player-­heroes who have both proficiency and Expertise
less liquor, with a warm and pleasant fragrance. Flasks of with the herbalism kit can ask Erestor to be taught to
Miruvor, containing up to ten draughts, are often gifted brew Miruvor. Once they have learnt the recipe, starting
by Elrond to guests of Rivendell who are leaving for a from the next Fellowship Phase, Elf Player-­heroes can
long journey. create draughts of Miruvor on their own:
Here are the effects associated with Erestor’s most
popular Miruvor formulations: As a special Fellowship Phase undertaking, you
♦ MEDICINAL TONIC. As a bonus action, a Player-­ can create a number of draughts of Miruvor
hero can drink the tonic to regain a number of (either medicinal tonics or travelling cordials)
hit points equal to Xd4 + X, where X is a number equal to your proficiency bonus, or to 5 times
equal to the Player-­hero’s proficiency bonus. your proficiency bonus during a Yule Fellow-
♦ TRAVELLING CORDIAL. As a bonus action, a Play- ship Phase.
er-hero can drink the cordial to reduce their
exhaustion level by one.

42
W here the W est- elves S till L inger

Damron the Smith


Damron was born in Eregion and was counted among the THE SECRET OF THE ELVEN-­S MITH
Elven-­smiths of that land at the time of their greatest power. Unbeknownst to most, Damron was an apprentice
He was still an apprentice when Hollin was overrun by Sau- to Celebrimbor himself, and it is said he assisted
ron, and he was rescued from its ruin by Elrond himself, who him in the forging of the Seven and the Nine. The
carried his badly burned body for many miles. shame and anger over Sauron’s treachery and the
For centuries Damron could not forget the destruction slaying of his master still burn fiercely in Damron’s
of all the wonderful things that the Elves and the Dwarves heart. His sole desire now is to serve Elrond and
created in Eregion and in Khazad-­dûm, nor could he forgive. protect the realms of the Elves from the encroach-
His spirit found some peace only at the time of the Last Alli- ing Shadow.
ance, when he helped arm the host of Gil-­galad and Elendil. Damron’s grievances intensified when his
Damron is a tall, strongly-­built Elf with dark hair and brother Arothir was killed by the weasel-­s pirit
piercing green eyes. An Elf of few words, he is in charge Cauthlin. Drawing on knowledge he acquired
of the smithies within the caves of Naurdarthol, and he is from Sauron himself, who had disguised himself
seldom to be seen outside them. as the Lord of Gifts, Damron forged the black
blade Methacharn and enchanted it with curses
Medium humanoid (Elf)
of vengeance and death.
INT 16 (+3) WIS 12 (+1) CHA 8 (-1) See Memories of Ancient Wounds, on page
OCCUPATION Smith 66, for more on Cauthlin and Methacharn.
DISTINCTIVE FEATURES Secretive, Vengeful

Intimidation +3, Old Lore +7, Perception +5


SKILLS
SENSESpassive Perception 15
LANGUAGES Khuzdul, Quenya, Sindarin, Westron

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

GUE

i
S T FO R
ON D o
N

EB r f

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

N
I

S L O S T A Lf

Dream-­flower. The White Lady wove mighty spells of protec-


tion over the land, ensuring that paths were hidden, spies
were blinded, and trespassers were confused. The Golden
Wood was safe and proudly defied both Moria and Dol Guldur. The Wood-­elves are less courteous than the High Elves of
the West, and if their questions are not answered satisfacto-

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

rain, temperature is always either warm or cool,


and wind is either calm or moderate (see Weather
Conditions table on page 30). The wearer can
end this effect at any time. When the effect ends,
the weather gradually returns to normal.
♦ Cause all plants within the area to become enriched
for 1 year. The plants grow twice as high and yield
NENYA, THE RING OF WATER twice the normal amount of food when harvested.
Made of mithril and set with a diamond, Nenya is the Ring ♦ Cause plants within the area to become thick and
of Water, which Galadriel received directly from Cele- overgrown, forcing any creatures moving through
brimbor. Of the three Rings, it is the one whose power that area to spend 4 feet of movement for every
is employed most boldly. With it, Galadriel can shroud 1 foot they move. The wearer can exclude one or
Lothlórien in a mist that keeps spies and evil beings at more areas of any size from being affected.
bay, and fosters the growth of mallorn-­trees into living ♦ Remove poison and rot from all food and drink
towers. Rain is always gentle in the Golden Wood, the within the area.
Sun is never fierce, and it feels as though true Winter ♦ Forbid fiends, undead, and creatures possessed
never comes to this land. by them from willingly entering the area.
As in other Elf-­lands, and yet more, time flows differ- See from Afar. The wearer’s Wisdom increases by 2,
ently in Lórien, and its beauty, peace and gladness are a to a maximum of 22. In addition, Nenya is considered a
reflection of Galadriel’s memories of the Gardens of Irmo Wondrous Item affecting all Wisdom skills (see page 129
she knew in the Utter West, in an Age before the first rise of The Lord of the Rings Roleplaying).
of the Sun and the Moon. Support in Weariness. The wearer of Nenya doesn’t
While wearing Nenya, a creature gains the follow- age and their Constitution increases by 2, to a maximum
ing benefits: of 22. In addition, if the wearer starts their turn with at
Preserve all Things Unstained. By spending 8 hours least 1 Hit Point, the wearer regains Hit Points equal to
concentrating, the wearer can create a corner of the Elder their proficiency bonus.
Days in a half-mile radius area centered on them, choos- The Ring of Adamant. Nenya is unbreakable and
ing any of the following effects: invisible while worn (except to the Ring-bearer). In addi-
♦ Create mild weather conditions within the area: tion, its wearer has immunity to the poisoned condition
for up to 1 year, precipitation is either clear or soft and resistance to poison damage.

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

Haldir, Captain of the Elf-­wardens


MALLORN-­T REES Haldir is a Silvan Elf who has earned the trust of the Lord
Mallorn-­trees are native to Valinor and are said and Lady, and thus is frequently sent abroad as their envoy
to descend from Laurelin, the Golden Tree of to gather news and monitor enemy movements. He speaks
the Elder Days. During the Second Age, seeds of several languages, including the Common Tongue, and
mallorn-­trees were presented to the Númeno- has travelled as far as Rivendell and the Woodland Realm.
reans by visiting Elves from Eldamar and became When Haldir is in Lórien, he serves as a Captain of the
common in the western part of the island. It was wardens guarding the borders of the Golden Wood. Wan-
Tar-­Aldarion, the Navigator King and a lover of derers crossing its Northern Fences or following the course
trees, who gifted mallorn-­s eeds to his ally Gil-­ of the river Nimrodel from the mountains are likely to be
galad. Unfortunately, those seeds never thrived met by Haldir, accompanied by his brothers Orophin and
in Lindon and failed to produce flowers. However, Rúmil. Haldir will inquire about their reasons for approach-
some of these seeds eventually made their way ing the Golden Wood and then determine their fate.
to Galadriel, who was familiar with mallorn-­trees Haldir is generally friendly toward other members of
from Valinor. Although she could not grow the the Free Peoples, but he is suspicious of Dwarves, as by
trees in Eregion, she recognized the right condi- law they are not permitted to enter Lórien. Haldir is rea-
tions in the valley of the Silverlode. Through her sonable though, and capable of assuming upon himself the
power and that of the Ring of Water, the first and responsibility to allow passage to folks he considers wor-
only mallorn-­trees in Middle-­earth flowered and thy of his trust.
produced fruit, and since then have prospered.
Medium humanoid (Elf)
Mallorn-­t rees can grow up to 200 feet tall,
with straight trunks of white-­grey wood covered INT 10 (+0) WIS 18 (+4) CHA 8 (−1)
in silvery, smooth bark. The branches extend OCCUPATION Envoy, Warden
far from the ground, forming a wide crown. In DISTINCTIVE FEATURES Inquisitive, Wary
spring, new leaves are pale green and become
Explore +8, Insight +8, Perception +8, Travel +8
SKILLS
dark green above and silvery below in summer.
SENSESdarkvision 60 ft., passive Perception 18
By autumn, they turn gold, retaining this colour
LANGUAGES Sindarin, Westron
throughout the winter, and then fall in spring,
creating a golden carpet on the ground that lasts
several weeks. The mallorn-­flowers are large and
pale yellow, blooming from late spring to sum- Daerorn the Hunter
mer, and the fruits are small golden nuts covered A Grey Elf from Doriath, Daerorn came to Lindórinand as
in silver scales. one of the first king’s companions, and saw his lord die at
the Dagorlad. After that battle, he vowed to defend this
land against the Shadow until his last; here he remained
after King Amroth left with most of the court, and entered
the service of Celeborn and Galadriel as huntmaster. Few
know every tree and stone in Lothlórien like Daerorn does.
A solitary hunter of the Enemy’s servants, he is often
TELAIN found ranging in the Eryn Fairnin and Lostalf.
Telain, or flets in the Common Tongue, are wooden
Medium humanoid (Elf)
platforms built among the branches of trees, usu-
ally mallorn-­trees, which have regular, crown-­like INT 12 (+1) WIS 16 (+3) CHA 8 (−1)
branches. They can only be accessed by rope lad- OCCUPATION Huntsmaster
ders through round holes at their centre, and usu- DISTINCTIVE FEATURESSwift, Wary
ally lack railings or parapets, or roofs, but they are
Explore +7, Hunting +7, Nature +5, Perception +7
SKILLS
often equipped with movable wind-­screens. Larger
SENSESpassive Perception 17
flets, however, may resemble houses or even pal-
LANGUAGES Sindarin
aces, like those in Caras Galadhon.

48
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Haldir

LIVING MEMORIES For Player-­heroes, days spent in Lórien may return


In Lórien, everything one experiences remains unchanged, as living memories, allowing individuals to experience
destined to be experienced again and again if one returns things as they once happened in the same place.
to this realm. Should one ascend to the top of Cerin Amroth,
they may hear the South Wind carrying the sound of waves All Player-­heroes spending a Fellowship Phase
crashing on beaches that no longer exist and the cries of in Lórien start the next Adventuring Phase with
sea-­birds whose race has long vanished from the earth. inspiration.

49
CHAPTER 1

50
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CERIN AMROTH rises from the top of the mound, with a wide flet visible amidst
This is the very heart of the ancient realm of Lórien, where its branches — this was the palace of Amroth.
Amroth built his high house on a great mound at the time of To the eyes of a mortal, time appears almost frozen here,
the realm’s founding. The hill is covered with grass that never more than in any other Elf-­land. The light itself seems to
fades, and yellow and white winter flowers bloom throughout spring from a source ancient beyond reckoning, illuminating
the year. Encircling the summit like a crown is a ring of leaf- everything as if for the first time since the world’s beginning.
less Celebrant ash trees, their bark as white as snow. These This is the power of the Lady of the Galadhrim, emanat-
trees surround an inner circle of immense golden mallorn-­ ing from Caras Galadhon and holding the entire land under
trees. Towering above them all is a magnificent mallorn that its enchantment.

ELF-­M INSTREL SONGS


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

d12 RESULT DESCRIPTION

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.

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

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
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Indoliniel Gandellim the Minstrel


Born in Lothlórien during the days of King Amdír, Indolin- Favoured by the Lord and Lady of Lórien, Gandellim is per-
iel was trained by Galadriel to carry on her duties should haps the greatest among the many minstrels of the Golden
she need to leave the Golden Wood for extended periods. Wood. Born during the days of King Amdír to a Grey Elf
Tasked with a stewardship role at the court, Indoliniel served father and a Wood-­elf mother, he is a child of two worlds —
throughout the reign of Amroth as the primary caretaker Gandellim appreciates both the ways of the Silvan Elves and
of the mallorn-­trees and advisor to the King. When Cele- the more sophisticated traditions of the West-­elves. With
born and Galadriel returned, she also assumed the roles of his harp, he can play the folk songs of the Galadhrim and
lady-­in-­waiting and counsellor to Lady Galadriel. To this sing lyrics in Sindarin and even Quenya.
day, Indoliniel remains Galadriel’s most trusted ally and fre- A restless soul, Gandellim seldom remains in one place
quently acts as her mistress’s agent throughout Lothlórien. for long. He enjoys wandering through Eryn Fairnin and
Indoliniel is dark-­eyed and dark-­haired, tall and slender, the Lostalf, either alone or with a few companions, and has
with eyes unreadable to most. She is permitted to use the occasionally travelled to Rivendell and the Woodland Realm
Mirror of Galadriel, though she has never done so without as an ambassador for the Lord and Lady.
her mistress’s consent. Beyond her wisdom and lore, Indo-
Medium humanoid (Elf)
liniel is also trained as a hunter and fighter. Those witnessing
her handle a bow or spear for the first time are struck by her INT 14 (+2) WIS 16 (+3) CHA 16 (+3)
swiftness and strength. OCCUPATION Envoy, Minstrel, Envoy
DISTINCTIVE FEATURES Fair-spoken, Merry
Medium humanoid (Elf)
SKILLSOld Lore +6, Perception +7, Performance +7,
INT 14 (+2) WIS 16 (+3) CHA 14 (+2)
­Persuasion +7
OCCUPATION Advisor, Caretaker of the Mallorn-trees SENSES passive Perception 17
DISTINCTIVE FEATURES Secretive, Wary LANGUAGES Quenya, Sindarin, Westron

SKILLSHunting +5, Insight +7, Nature +6, Old Lore +6,


­Perception +7
On the bank of the Silverlode, the Galadhrim have con-
SENSES passive Perception 17
structed a wharf using white stones and wood. Many boats
LANGUAGES Quenya, Sindarin, Westron
and barges of various shapes and sizes are moored here. Some
are painted in bright colours, but most are either grey or
Amroth. Since then, the caves have remained uninhabited, white. Some have been carved with Elven-­skill in the like-
though they are preserved as refuges to fly into in time of war ness of river birds.
and to store fodder in. The gate is located on the other side The Galadhrim love the running waters of both rivers,
of a deep cleft, and can be reached by a narrow stone bridge, knowing they help keep their realm safe. However, some
which can be destroyed if enemies approach. among them recognize that these watery borders mark the
A small court paved with large flagstones opens in front of extent of the power of the Lady of the Galadhrim. On the
the gate to the Old King’s Caves. This is the favoured haunt opposite banks, the trees crowd the landscape as far as the
of Gandellim the Minstrel, who comes here when in need of eye can see, yet not a single mallorn-­tree is among them.
inspiration. He can often be found playing his harp, writing
new compositions, or reminiscing about his youthful days when THE FORD OF STONEBRIDGE
the caves were filled with life and he was just a young Elf-­child. In the days of the first King, refugees from Eregion built
a great stone bridge that crossed the Silverlode in three
THE TONGUE wide spans, connecting the Naith with Eryn Fairnin. More
To the southeast of Caras Galadhon lies a long, treeless field of than four centuries ago, Celeborn and Galadriel ordered its
shining grass dotted with golden flowers. Named the Tongue, destruction when hordes of Easterlings, under the shadow
this lawn forms a narrow strip between the glittering waters of Dol Guldur, crossed the Anduin on large boats and rafts,
of the Silverlode on the right and the broad, deep, and dark joined by many Orcs bringing ruin to the Vale of the Great
stream of the Anduin. It is accessed by passing through an River. Today, the broken stones of the bridge remain clearly
opening in a tall earthen wall that delineates the boundary visible in the water and serve as valuable aid for those cross-
of the woods of Lórien. ing the river.

53
CHAPTER 1

The Lord and L ady of L órien


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

Lady Galadriel
The Lady of the Golden Wood was born in 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.

Medium humanoid (Elf)

INT 18 (+4) WIS 18 (+4) CHA 20 (+5) Lord Celeborn


OCCUPATION Ruler Lord Celeborn belongs to the royalty of the Grey Elves. He
DISTINCTIVE FEATURES Lordly, Wary was born in Doriath in the Elder Days and there he met
Galad­riel. After the Ruin of Beleriand they founded realms
SKILLS Insight +16, Intimidation +17, Investigation +10,
of their own in Lindon, by lake Nenuial and in Eregion, until
Nature +16, Old Lore +16, Perception +10
they chose to stay in Lindórinand.
SENSES truesight 120 ft., passive Perception 20
Celeborn is very tall, with long silver hair. He shows no
LANGUAGES Black Speech, Entish, Quenya, Sindarin,
­Westron, telepathy 60 ft. signs of his great age, unless one peers into his keen eyes,
whose depths reveal the weight of his memories.

54
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THE MIRROR OF GALADRIEL


Galadriel considers Celeborn the wisest of the Elves of Galadriel’s garden lies on the southern slopes of Caras
Middle-­earth, and consults with him constantly on all matters. Galadhon, enclosed by a high green hedge. No trees
Often, they sit together under the boughs of the mallorn-­trees, grow here, and a stream of fresh water, which springs
holding council concerning days to come, without moving or from the top of the hill at the feet of Orchaltûr, descends
speaking, but by looking from mind to mind. swiftly in a deep hollow. A long flight of steps leads to its
bottom, where a silver basin rests on a low pedestal. It is
Medium humanoid (Elf)
wide and shallow, and beside it is a silver ewer.
INT 16 (+3) WIS 20 (+5) CHA 18 (+4) The Lady of the Golden Wood uses the ewer to fill
OCCUPATION Ruler the basin with water from the stream, gazing into its
DISTINCTIVE FEATURES Fair-spoken, Lordly reflection to perceive what was, what is, and perhaps
even what shall be. This is the Mirror of Galadriel.
SKILLS Insight +15, Intimidation +9, Nature +13,
Those who look in it may experience visions, and the
Old Lore +13, Perception +10, Persuasion +14
Lady can command the Mirror to show what she or they
SENSES passive Perception 20
desire. But if the Mirror is left free to work, then it may
LANGUAGES Entish, Quenya, Sindarin, Westron,
­telepathy 60 ft. show things that are more interesting to those who see
them. Yet, such things are not always easy to interpret,
and may even prove dangerous.
CELEBORN AND GALADRIEL AS PATRONS
While the primary interest of Lord Celeborn and Lady Gal- If the Player-­h eroes have Galadriel as their
adriel, as rulers of the Golden Wood, is to preserve their own Patron and choose the Meet Patron under­taking
realm from all threats, they know full well that places like during a Fellowship Phase, up to 2 Player-­heroes
Imladris, the Grey Havens, and Lórien will one day be forced encounter Galadriel and are allowed to gaze into
to confront the Enemy. Therefore, they cannot wait for the her Mirror.
coming of Sauron hiding behind their fences until all else
is overthrown; rather, they are determined to take action to Before looking into the Mirror, players are free to tell the
support any efforts made to combat the Shadow, as long as Lore­master what they wish to see by specifying a subject
those efforts have a chance of success. such as a person, a location, or an event. Alternatively,
The Lord and Lady do not share their agenda with out- they may leave it to the Mirror to decide. Then, each
siders, as the survival of their realm is tied to secrecy. Conse- Player-­hero looking into the Mirror rolls a d12:
quently, they are extremely wary; especially Celeborn does not ♦ If the roll is a 1, the Player-­hero experiences a har-
grant his trust easily. However, once someone has won their rowing vision that provides insight but also gains
confidence, they prove to be careful listeners and observers, them 1 Shadow point that cannot be reduced or
always keen to know what happens outside Lothlórien, pro- cancelled in any way.
viding unsparing advice and help. ♦ If the roll is 2–11, the Player-­hero gains valua-
ble insight and the ability to reroll a single ability
FELLOW­S HIP BONUS: +1 check, attack roll, or saving throw during the next
Adventuring Phase, with a bonus equal to the
FAVOURED CALLINGS: Messenger, Warden number rolled with the d12.
♦ If the roll is a 12, the Player-­hero experiences
ADVANTAGE: Gifts of Galadriel visions that grant valuable insight and the oppor-
By choosing the Meet Patron undertaking to visit Celeb­ tunity to turn a single d20 roll into a 20 during the
orn and Galadriel, each Player-­hero in the Company may next Adventuring Phase.
receive a Marvellous Artefact, the benefits of which last
until the start of the next Fellowship Phase. In addition, The Lore­master must ensure that all visions experienced
up to 2 Player-­heroes are allowed to gaze into her Mir- by looking into the Mirror will eventually prove useful to
ror (see adjacent sidebar). the Company, including those provided by a roll of 1. If a
Player-­hero chooses not to specify a subject, the visions are
AGENDA: Protect the Golden Wood, foil the schemes of more likely to relate to the current gaming circumstances.
the Dark Lord. If uncertain about how to define the details of a
vision, the Lore­master may choose to provide the Player-­
hero with a Rumour.

55
CHAPTER 2

THE DAYS DARKEN


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

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

58
T he D ays D arken

Perils of the L ast Road


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

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

The Westward Journey


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

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,

Waylayers and Pilgrims


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

Evil Things on the Road


mallorn tree into the waters of the Anduin, never to resur-
face. Now, he serves as a thrall to the Shadow, an unhoused
One of Sauron’s most cunning schemes began with the wayward spirit twisted to the Dark Lord’s will after years of sorcerous
soul of an Elf. After meeting a violent end, a young Wood-­elf torture. Consumed by a terrible jealousy towards the living,
named Nindorn found himself without a body, unwilling to pass his envy is particularly directed at the fair, immortal Elves.
in silence to the Halls of Mandos. He felt he had not experienced Deep inside Morlhoss, a flicker of his former identity as
enough of Middle-­earth and chose to linger for many centuries the young Nindorn still survives. Choked by bitterness, these
in the vale of the Anduin River. From afar, he observed those memories manifest as an obsessive drive to find Faeloth (see
he had known in life without revealing his presence. In particu- Dark Designs of Morlhoss, on page 64). So far, he has been
lar, he followed the exploits of Faeloth, a beautiful Elf-­maiden unable to locate her because, unbeknownst to him, Faeloth
whom he had once loved but had been unable to win over in life. is hidden in Lórien (the boundaries of that realm remain
As decades passed, solitude began to take its toll on Nindorn. impenetrable to Morlhoss due to the protection of the Ring
A growing sense of regret for those who were still living con- of Water). However, if memories of his past identity can be
sumed him, filling him with increasing resentment toward those revived, it’s possible that Morlhoss might be convinced that
he had once known, who now seemed to have forgotten him. redemption awaits him should he leave Middle-­earth and
It was at this time that the Necromancer of Dol Guldur return to Elvenhome.
became aware of Nindorn and managed to lure the unhoused The fate of Morlhoss — and the chance to rid Middle-­earth
spirit under the dark eaves of Mirkwood, binding him with of his dark influence — rests entirely on the actions of the Player-­
sorcery. In the dungeons of Amon Lanc, Sauron tortured heroes. Should they see Morlhoss in his form as a drowned Elf,
him and fed him a web of cunning lies, ultimately twisting they might uncover the story of his tragic demise and eventu-
his mind into deep bitterness and hatred for all living beings. ally piece together his true identity as Nindorn.
Nindorn’s torment was long, and when it finally ended, the Armed with this knowledge, they could search for
unhoused spirit no longer remembered his own name. Sauron Faeloth and bring her to him. In the presence of his lost
bestowed upon him a new name: Morlhoss, the Dark Whisper. love, Morlhoss might find the strength to unravel the Dark
Eventually, he was sent flying across the Anduin to spy on the Lord’s web of lies and pursue the path to redemption. Alter-
Elves and aid all the servants of the Dark Lord in chasing and natively, Faeloth could be persuaded to board a grey ship
hunting them down, no matter what path they walked or rode. and leave Middle-­earth — with the object of his obsession
From the eaves of Lothlórien to the passes of the Misty forever beyond his grasp, Morlhoss would finally see no
Mountains, across Hollin and the fells of Rhudaur, and into option but to abandon the circles of this world.

60
T he D ays D arken

Medium undead

STR DEX CON INT WIS CHA


1 (−5) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 16 (+3)

ARMOUR CLASS 13
HIT POINTS 39 (6d8 + 12)
SPEED fly 30 ft. (hover)

SKILLS Perception +8, Stealth +6


DAMAGE RESISTANCES radiant; bludgeoning, piercing, and
slashing from weapons that aren’t enchanted with spells
for the Bane of the Undead
DAMAGE IMMUNITIES cold, necrotic, poison; bludgeoning,
piercing, and slashing from non-magical weapons
CONDITION IMMUNITIES charmed, exhaustion, grappled, para-
lysed, petrified, poisoned, prone, restrained
SENSES truesight 120 ft., passive Perception 18
LANGUAGES Black Speech, Sindarin, Westron
CHALLENGE 5 (1,800 XP, proficiency bonus +3)

DEATHLESS. If damage reduces Morlhoss to 0 hit points,


he must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is from a
weapon enchanted with spells for the Bane of the Undead.
On a success, Morlhoss drops to 1 hit point instead.
IMMORTAL SPIRIT. If Morlhoss is destroyed, he reappears in
1d10 years and regains all his hit points.
INCORPOREAL MOVEMENT. Morlhoss can move through other
creatures and objects as if they were difficult terrain. He
takes 5 (1d10) force damage if it ends its turn inside an
object.
INVISIBILITY. Morlhoss is invisible. He becomes visible for
1 minute to any creature that obtains a magical success
on a Wisdom (Perception) check.

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

sorcerous runes of power. He walks hunched over, relying


Zagruk, the Voice From Beyond on a staff topped with an owl skull for support.
Zagruk was born in the Orc-­pits under Goblin Gate but Among his possessions is a red stone pendant shaped
was brought to Dol Guldur as a child. Thanks to his unusual like a mallorn flower, inscribed with the name ‘Faeloth’ on
cunning, he quickly gained the favour of the Necromancer one side. Nindorn stole this pendant from his beloved, and
and was chosen to serve as a living companion to Morl- it was found on his body when his corpse was washed up
hoss. There, he learned sorcery and the art of concocting on the banks of the Anduin. Zagruk believes that the pen-
deadly poisons. dant binds Morlhoss to his loyalty to Sauron, and carries it in
The Orc is Morlhoss’s counterpart in the Seen world; it a pouch at all times.
is with him that the Elf spirit communicates most frequently
Medium humanoid (Orc)
and effectively (using the Mask of Spirits, see box). At times,
Morlhoss takes direct control of Zagruk’s body, enabling STR DEX CON INT WIS CHA
him to speak and interact with the living. However, this also 12 (+1) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 8 (−1)
makes Morlhoss vulnerable to harm. ARMOUR CLASS 15
Zagruk is considered evil and ill-­tempered even by HIT POINTS 52 (8d8 + 16)
Orcish standards. His skin is unevenly patched with irreg- SPEED 30 ft.
ular pale spots, and his face and hands are scarred with
SKILLS Insight +4, Intimidation +3, Perception +4, Stealth +4
CONDITION IMMUNITIES charmed
SENSES truesight 120 ft., passive Perception 14
LANGUAGES Black Speech, Orkish, Westron
CHALLENGE 3 (700 XP, proficiency bonus +2)

NIMBLE ESCAPE. Zagruk can take the Disengage or Hide


action as a bonus action on each of its turns.
POISONER. A creature that takes poison damage from Zag-
ruk must succeed on a DC 13 Constitution saving throw
or be poisoned for 1 hour. While poisoned in this way,
the target can’t regain hit points and has disadvantage
on death saving throw. If the saving throw fails by 5 or
more, the target is also unconscious while poisoned in
this way. The target wakes up if it takes damage or if
another creature takes an action to shake it awake.
SNEAK ATTACK (1/turn). Zagruk deals an extra 7 (2d6) dam-
age when it hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within
5 feet of an ally of Zagruk that isn’t incapacitated and
Zagruk doesn’t have disadvantage on the attack roll.
SUNLIGHT SENSITIVITY. While in sunlight, Zagruk has disad-
vantage on attack rolls, as well as on Wisdom (Percep-
tion) checks that rely on sight.
UNARMOURED DEFENCE. While Zagruk is wearing no armour
and wielding no shield, his AC includes his Intelligence
modifier.

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

Vorag’s most recent streak of victories is attributed to his


Vorag the Elf-­hunter alliance with Zagruk and his invisible master, Morlhoss the
Vorag is a ruthless Orc-­chieftain, renowned among his fol- Dark Whisper. Zagruk has equipped Vorag and his Orcs with
lowers for slaying a massive Warg that insulted him during a valuable and reliable predictions regarding enemy move-
raid. In a display of brutal strength and skill, Vorag defeated ments, especially those of the hated Elves.
the beast by driving his dagger into its open mouth. Vorag is unaware of Morlhoss’s nature and believes him
to be another sinister servant of the Dark Lord.

Medium humanoid (Orc)

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 14 (+2)

ARMOUR CLASS 17 (orc-mail, shield)


HIT POINTS 52 (8d8 + 16)
SPEED 30 ft.

SKILLS Insight +2, Intimidation +4


SENSES darkvision 120 ft., passive Perception 10
LANGUAGES Orkish, Westron
CHALLENGE 3 (700 XP, proficiency bonus +2)

HORRIBLE STRENGTH. A melee weapon deals one extra die of


its damage when Vorag hits with it (included in the attack).
SNEAK ATTACK (1/turn). Vorag deals an extra 7 (2d6) dam-
age when it hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within
5 feet of an ally of Vorag that isn’t incapacitated and
THE MASK OF SPIRITS Vorag doesn’t have disadvantage on the attack roll.
Zagruk received this sorcerous artefact upon his SUNLIGHT SENSITIVITY. While in sunlight, Vorag has disad-
appointment as a companion to Morlhoss. It is vantage on attack rolls, as well as on Wisdom (Percep-
a monstrous iron mask, forged long ago in the tion) checks that rely on sight
dark lands beyond Mordor. By wearing it while ACTIONS
performing a necromantic ritual taught to him by MULTIATTACK. Vorag makes two melee attacks, or one
the Necromancer, Zagruk can allow Morlhoss to melee attack and one ranged attack.
possess his body. When this occurs, the cold and SCIMITAR. Melee Weapon Attack: +5 to hit, reach 5 ft., one
distant voice of the unhoused spirit emerges from target. Hit: 10 (2d6 + 3) slashing damage.
Zagruk’s mouth. SHIELD BASH. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 8 (2d4 + 3) bludgeoning damage. If
the target is Medium or smaller, it must succeed on a DC
While possessing Zagruk’s body, Morlhoss
13 Strength saving throw or be knocked prone.
controls it. His game statistics are replaced
SPEAR. Melee or Ranged Weapon Attack: +5 to hit, reach
by the stat block of Zagruk, but he retains
5 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3)
his Intelligence, Wisdom, and Charisma piercing damage, or 12 (2d8 + 3) piercing damage if
scores, his skill proficiencies, his Spell of used with two hands to make a melee attack.
Slumber, and his Visions of Torment. The YELL OF TRIUMPH (Recharges after a Long rest). Each crea-
possession ends if Morlhoss ends it (no ture of Vorag’s choice that is within 30 feet of it and
action required) or if Zagruk’s body dies. can hear it gain advantage on attack rolls and Charisma
(Intimidation) checks until the start of Vorag’s next turn.
Vorag can then make one attack as a bonus action.

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.

63
CHAPTER 2

Arlo Fireblaze Faeloth the Healer


Arlo is a robber from Minhiriath with a notorious reputa- Faeloth, a Wood-elf, was a friend to Nindorn during his life.
tion for attacking travellers across Eriador, earning him a Although she was aware of his affection for her and recipro-
bounty in many towns. Obsessed with becoming “filthy cated his feelings, she hesitated to commit, sensing a shadow
rich” and retiring to the peace of the south as a free man, of darkness that lay between them. Her intuition proved true
he believes that only the right victim stands between him when Nindorn began to express an intensity that made her
and his dream. uneasy. Faeloth chose to step back from the relationship, dis-
Recently, Arlo was tricked by Zagruk and Morlhoss into tancing herself from him. Two days later, Nindorn dived into
believing that he is destined to discover an extraordinary the Anduin and accidentally met his end. While she mourned
treasure — a golden ring with the ability to duplicate itself him as a friend, a lingering suspicion that she had somehow
each day. Consumed by this belief, he is now determined caused his tragic end haunted her, leading her to withdraw
to find it at any cost. from love and the affections of others thereafter. Since then,
Arlo is tall and wiry, with greasy ginger hair and a rarely she has lived behind the fences of Lórien, the Golden Wood.
trimmed moustache. His blue eyes burn with a light of greed If made aware of Morlhoss’s identity, Faeloth’s reaction
and cruelty — traits that his men both respect and envy. is likely to be one of utter horror. Her immediate response
Arlo and his men are Highway Robbers (see page 150 of The would be to deny the truth, but if the Player-­heroes are able
Lord of the Rings Roleplaying). to calm her, she may decide to attempt to speak to Morlhoss
and break the spell that holds him in slavery to Dol Guldur,
even if that means a risk to her life. Although she has no

Dark Designs of Morlhoss


love left for him, she believes there must still be some good
in his heart as there was before his death, and that in the
Sauron sends Morlhoss to infest the routes connecting Loth- Halls of Awaiting he may receive healing and redemption.
lórien to Rivendell and the Grey Havens, with a primary focus If, by ill chance, death should come to Faeloth, her spirit
on the passes across the Misty Mountains. The Dark Lord immediately flies away to the West.
plays a long game, aware that the downfall of the Elves can-
Medium humanoid (Elf)
not be achieved in the span of a few years.
Below are listed some past events, along with potential INT 14 (+2) WIS 14 (+2) CHA 11 (+0)
developments. The Lore­master can incorporate the Player-­ OCCUPATION Healer, Herbalist
heroes into any of the described episodes or make them the DISTINCTIVE FEATURES Generous, Stern
protagonists of the narrative. For example, travelling Player-­
Medicine +6, Nature +4, Perception +4
SKILLS
heroes are likely to become targets of the unhoused spirit,
SENSESpassive Perception 14
especially if the Company includes Elves.
LANGUAGES Sindarin, Westron

2850: NINDORN’S DEATH


Around this time the Wood-­elf Nindorn dies in the Anduin. 2965: A WHISPER IN THE WIND
His spirit is lured to Dol Guldur by the Necromancer, where Morlhoss departs from Dol Guldur and begins haunting the
he is tortured and deceived into submission. In the same Misty Mountains. Travellers crossing Caradhras and the High
year Zagruk begins his training in sorcery under the Necro- Pass are plagued by landslides and snowslides, unseasonable
mancer’s tutelage. storms, and unusually aggressive wild beasts, as well as ter-
rifying visions and nightmares. Rumours begin to circulate
2941: SAURON LEAVES DOL GULDUR about a “dark whisper” carried on the wind in these lands.
The Necromancer abandons Dol Guldur and returns to Mor-
dor. Zagruk and the spirit of Nindorn hide in the deepest 2967: RAGE OF THE STONE-­G IANTS
dungeons of the fortress. In the northern Misty Mountains, snowstorms collide with the
unusual activity of Stone-­giants, who are seen hurling rocks,
2951: T
 HE RINGWRAITHS blocking paths, and laying waste to everything in their path
RECLAIM DOL GULDUR (see The Winter-­horn, page 103).
Sauron sends three of the Nazgûl to reoccupy Dol Guldur. Player-­heroes spending time in Rivendell are asked to
They complete the subjugation of Morlhoss and the train- inquire about these unsettling events, especially if their
ing of Zagruk. Patron is Elrond, or Gilraen.

64
T he D ays D arken

2968: THE RISE OF THE ELF-­H UNTER 2979: T


 HE WAR CRIES
Zagruk strengthens his alliance with Vorag, helping him in OF WOLVES AND GOBLINS
hunting Elves travelling west and ambushing other wanderers. In spring, Warg-­riders plague the Fortalf and advance to the
Captured Elves are delivered to Zagruk, where they endure borders of Lórien. They retake Dwarferry and block all routes
torment and interrogation by Morlhoss, who is relentlessly north and west of the Golden Wood. By autumn, they retreat
seeking information about Faeloth. back to the Mountains.

2970: THE HOWLING OF WOLVES 2980: PRISONER OF MORLHOSS


Vorag forms an alliance with several packs of wild wolves, while As all links to Rivendell and Lindon are severed, Celeborn
Zagruk summons evil spirits to inhabit their bodies. As a result, and Galadriel send an envoy named Dorlas across Caradhras
this winter, Hollin becomes infested with wolves that attack in winter, hoping to evade the Orcs’ watch. However, he is
travellers and occasionally cross the Glanduin and the Bruinen. ambushed by Vorag on the pass and captured. The Elf is
brought before Zagruk and Morlhoss, where he is tortured
2973: TROLLS ABROAD into revealing that Faeloth still lives in Lórien. If rescued or
During the winter, spurred on by Morlhoss, Hill-­trolls descend otherwise encountered, Dorlas reveals that Morlhoss is indeed
from the Trollshaws, plaguing the East Road and the lowlands the unhoused and corrupted spirit of the Wood-­elf Nindorn.
of Rhudaur. They even cross into the Angle, haunting the sur-
roundings of Rivendell. The same “dark whisper” that was felt 2982: FAELOTH’S LAST ROAD
in the mountains years before now resonates throughout the Following Dorlas’s capture, the Orcs’ activities subside, mak-
region, stirring spirits and awakening evil creatures. ing passage across the Mountains seem safe. A large com-
pany of Elves from Lórien, longing to depart, bands together
2975: ATTACK ON WHITETHORN HAY against the advice of the Lord and Lady of Lórien and sets
Arlo Fireblaze is convinced by Morlhoss that the golden ring out for the Sea; Faeloth is among them.
he seeks is hidden at Whitethorn Hay. He launches an attack Upon learning of this, Morlhoss rallies his minions and takes
on the farm while Elf wanderers are staying there, taking them control of Zagruk’s body to lead them into battle against the Elves.
captive (see Whitethorn Hay, page 126).

2977: ATTACK ON DWARFERRY Dorlas the Messenger


The fame of Vorag, the Elf-­hunter, spreads throughout the Misty Dorlas is an emissary of Lothlórien, entrusted to carry mes-
Mountains, attracting numerous Orcs and Wargs to his cause. sages to Rivendell or Mirkwood on behalf of the Lord and
In a daring raid aimed at boosting his reputation, he leads a Lady. He is tall, well-­s poken, and more wary than most
force against Dwarferry (see The Ruins of Dwarferry, page 111), Elves. A friend of Nindorn, he was aware of his affection for
intending to slaughter all the Elf-­wardens, hack down the trees, Faeloth and the events that unfolded — from a forceful kiss
and create a fire so large that it would be visible from Lórien. to Nindorn’s reckless dive, which he hoped would regain
her attention. Dorlas had advised his friend against such
2978: THE ROBBERS OF THE BIRCHWOOD unrestrained passion. When he saw Nindorn’s lifeless body
Arlo Fireblaze discovers and takes control of an Elven refuge and perceived his spirit, he was filled with dismay, uttering,
in eastern Eriador, known as the Hill of the Dancing Birches. “Go! Go, now, to Mandos and do not return!”
He and his men use this stronghold to ambush Elves travelling If the Company does not include any Elves, consider
to the Grey Havens, still bent on finding the golden ring. From having Dorlas cross paths with them early in the story. His
their new base, the robbers establish connections with the ability to see the Unseen can aid the group significantly, and
Orcs of Vorag, delivering prisoners in exchange for protection. he can open the borders of Lórien to them.

2978: SHADOWS OF THE DARK WHISPER Medium humanoid (Elf)

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

Memories of Ancient Wounds


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

Mortals look with envy at the Elves and their eternal youth, 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

The Torment of Celebrían


the Evenstar, sister to Elladan and Elrohir, the beautiful and
beloved embodiment of Lúthien from the Elder Days, who
More than four hundred years ago, Celebrían — the daughter shines in the twilight of her kin? Cauthlin is determined to
of Galadriel and Celeborn of Lothlórien, and wife of Elrond take her revenge fully and revel in it.
Halfelven — was waylaid by Orcs from Moria while crossing

Elf-­wardens
the Redhorn Pass and captured. Her sons, Elladan and Elro-

and Fell Creatures


hir rode to her rescue and found her, but not before she had
suffered torment at the hands of the Orcs. While Elrond’s
healing arts restored her body, they could do nothing to mend Cauthlin is powerful and has many weapons in her arsenal,
her wounded spirit. The following year, Celebrían sought the and a powerful ally — Daegûr, the Shadow of Death. Between
Grey Havens and crossed the Sea. the weasel-­spirit and her revenge stand once again Elladan
The loss of Celebrían is deeply felt by all who knew and and Elrohir, Damron the Smith and their friend Glinnel (and
wished to protect her, but none more so than her twin sons, the Player-­heroes, of course…).

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

Medium fey (shapechanger)

STR DEX CON INT WIS CHA


16 (+3) 21 (+5) 16 (+3) 17 (+3) 14 (+2) 18 (+4) Daegûr, the Shadow of Death
ARMOUR CLASS 19 (natural armour) Uncounted centuries ago, the Great Enemy bred monstrous
HIT POINTS 97 (13d8 + 39) birds in the rookeries of Angband. Created in mockery of
SPEED 50 ft. the Great Eagles, these gigantic birds of prey possessed
wide wings, sharp talons, and serrated beaks. Their black
SKILLSDeception +12, Insight +6, Perception +10, Riddle
feathers were as hard as iron, sending sparks flying when
+7, Stealth +9
their wings scraped against each other, enabling them to
DAMAGE IMMUNITIES bludgeoning, piercing, and slashing
from non-magical weapons set entire forests ablaze. They could not emit a sound — leg-
CONDITION IMMUNITIES charmed, exhaustion ends say Morgoth struck them dumb when he grew weary
SENSES truesight 120 ft., passive Perception 20 of their screeching voices.
LANGUAGES Black Speech, Sindarin, Westron The greatest calamity among such monsters was recently
CHALLENGE 8 (3,900 XP, proficiency bonus +4) summoned from the North by the Necromancer, and she
IMMORTAL SPIRIT. If Cauthlin dies, she gains a new body in has been promised an eyrie of her own among the peaks
1d10 days and regains all her hit points, unless she is of the Hithaeglir. Daegûr is her name, and she is under the
killed with Metacharn. command of Cauthlin. The creature only half-­believes the
SHAPECHANGER. Cauthlin can use her action to polymorph lies of Sauron, but the weasel-­spirit’s plans intrigue her. Still,
into a Small or Medium humanoid or a Tiny, Small, or she remains primarily concerned about her own survival
Medium four-legged beast. Her statistics, other than her and will quickly abandon and betray Cauthlin should she
size, are the same in each form. Any equipment she is fear for her life.
wearing or carrying isn’t transformed. Daegûr is an old but powerful monster. She flies only for
SNEAK ATTACK (1/turn). Cauthlin deals an extra 10 (3d6) dam-
short stretches, preferring to stop on hilltops or large tree-
age when she hits a target with a weapon attack and has
tops while fanning the flames ignited by her own sparks with
advantage on the attack roll, or when the target is within
her great wings. If seriously wounded, she will summon her
5 feet of an ally of Cauthlin that isn’t incapacitated and
Cauthlin doesn’t have disadvantage on the attack roll. remaining strength to soar above her enemies and escape.

ACTIONS Huge monstrosity


MULTIATTACK. In beast form, Cauthlin makes two rend attacks.
STR DEX CON INT WIS CHA
In humanoid form, she makes two attacks. In any form,
21 (+5) 10 (+0) 18 (+4) 6 (−2) 12 (+1) 9 (−1)
she can use her Spells of Deception in place of one attack.
REND (Beast Form Only). Melee Weapon Attack: +7 to hit, ARMOUR CLASS 15 (natural armour)
reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. HIT POINTS 168 (16d12 + 64)
If the target is Medium or smaller, it must succeed on a SPEED 20 ft., fly 120 ft.
DC 15 Strength saving throw or be knocked prone.
SAVING THROWS Con +7
GREAT BOW (Human Form Only). Ranged Weapon Attack:
SKILLSPerception +4
+9 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5)
SENSES darkvision 120 ft., passive Perception 14
piercing damage plus 4 (1d8) poison damage.
LANGUAGES understands Black Speech but can’t speak
GREAT SPEAR (Human Form Only). Melee Weapon Attack:
CHALLENGE 7 (3,900 XP, proficiency bonus +3)
+7 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) pierc-
ing damage plus 4 (1d8) poison damage. KEEN SIGHT AND SMELL.Daegûr has advantage on Wisdom
INVISIBILITY. Cauthlin turns invisible until she attacks or (Perception) checks that rely on sight or smell.
casts her Spells of Deception. Any equipment she wears
ACTIONS
or carries is invisible with her.
MULTIATTACK. Daegûr makes two attacks: one with its beak
SPELLS OF DECEPTION. Cauthlin targets one humanoid or
and one with its talons.
beast that she can see within 30 feet of her. The target
BEAK. Melee Weapon Attack: +8 to hit, reach 5 ft., one tar-
gains 2 Shadow points from Sorcery, resisted by a DC 16
get. Hit: 18 (3d8 + 5) piercing damage.
Intelligence saving throw. On a failed save, the target is
TALONS. Melee Weapon Attack: +8 to hit, reach 10 ft., one
charmed by Cauthlin until the end of her next turn.
target. Hit: 15 (3d6 + 5) slashing damage, and the target
REACTIONS is grappled (escape DC 16). Until this grapple ends, the
REDIRECT ATTACK.If a creature charmed by Cauthlin hits target is restrained, and Daegûr can’t use its talons on
with an attack roll while within 60 feet of her, Cauthlin another target.
chooses another creature she can see within 5 feet of the
target. The chosen creature becomes the target instead.

68
T he D ays D arken

Daegûr

Elladan and Elrohir


The twin sons of Elrond share command
of the Elf-­wardens of Imladris, following the
death of their former captain, Arothir, who was
killed by Cauthlin. In this position, they frequently
venture abroad to hunt Orcs and other fell crea-
tures or to lead scouting expeditions and diplo-
matic embassies.
While they respect the orders of their
father, Elrond, and those of Glorfindel, the
lieutenant and herald of Rivendell, they are
far more eager to engage in the affairs of
the world than the older Elves of the Vale.
See page 39 for further details on Elladan
and Elrohir.

69
CHAPTER 2

Glinnel the Slayer ACTIONS


MULTIATTACK. Glinnel makes two attacks.
When Glinnel was young, she played in Imladris with the MAGIC SWORD. Melee Weapon Attack: +7 to hit, reach
sons of Elrond, riding and hunting among the hills. Like 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage, or 8
Elladan and Elrohir, she became an Elf-­warden — one of (1d8 + 4) slashing damage if used with two hands.
unparalleled skill. Then, there came a dark time when the GREAT BOW. Ranged Weapon Attack: +6 to hit, range
enemy drew closer to Imladris, and Cauthlin began to stalk 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
the dells, picking off Glinnel’s companions one by one. On
REACTIONS
a fateful day, she witnessed the weasel-­lady strike her men- PARRY. Glinnel adds 2 to her AC against one melee attack
tor, Arothir, the brother of Damron the Smith, with a red-­ that would hit her. To do so, she must see the attacker
feathered arrow. At that moment, something broke within and be wielding a melee weapon.
the Elf-­maiden, and she swore that Cauthlin would never
harm those she loved again.

Dark Schemes of Cauthlin


At long last, Elladan and Elrohir trapped Cauthlin, but
it was Glinnel who delivered the killing blow with Meth-
acharn, a black blade forged by Damron the Smith spe- Cauthlin has a long history with Rivendell. Though she has
cifically for that purpose. The dagger fed on her hatred, served different masters at various times, her hatred for the
leaving Glinnel empty afterwards, as if something essential Elves of Imladris has become deeply personal, prompting her
had gone out of her forever. Such was the price of wield- to act with independence and initiative against them.
ing Methacharn. Below are some relevant past events, along with potential
Glinnel is now stern and grim, rarely staying among developments that might arise if Cauthlin successfully carries
other Elves. Instead, she prefers to wander the land alone out her dark schemes. The Lore­master can incorporate the
or with a few companions, hunting fell beasts and dark crea- Player-­heroes into any of the described episodes or make
tures. In her mind, there is only the Shadow and the need them the protagonists of the narrative, with some examples
to keep Imladris secret and safe. provided in the text.

Medium humanoid (Elf) 1356: RIVENDELL BESIEGED


STR DEX CON INT WIS CHA The forces of Angmar and Rhudaur close in on Rivendell.
13 (+1) 18 (+4) 14 (+2) 11 (+0) 16 (+3) 8 (−1) Cauthlin first appears.
OCCUPATION Warden
DISTINCTIVE FEATURES Stern, Wary 1401: AROTHIR’S DEMISE
Arothir, Damron’s brother and Glinnel’s mentor, is killed by
ARMOUR CLASS 16 (leather corslet)
a poisoned arrow shot by Cauthlin. Shortly after, the weasel-­
HIT POINTS 78 (12d8 + 24)
spirit is slain by Elladan, Elrohir, and Glinnel. The encircle-
SPEED 40 ft.
ment of Rivendell is broken, as the Elves of Rivendell and
SAVING THROWS Str +3, Con +4, Cha +1 Lindon ride against their foes and drive them out of Rhudaur.
SKILLS Athletics +3, Explore +5, Hunting +7, Nature +2,
­Perception +7, Stealth +6, Travel +7 2509: CELEBRÍAN’S ORDEAL
SENSES passive Perception 17
Celebrían is waylaid and captured by Orcs, before her sons
LANGUAGES Quenya, Sindarin, Westron
CHALLENGE 4 (1,100 XP, proficiency bonus +2)
free her. She departs Middle-­earth the following year, seek-
ing healing in Aman.
AGAINST THE UNSEEN. Glinnel has advantage on Charisma
saving throws, and cannot be frightened by Undead 2965: THE RETURN OF THE WEASEL-­S PIRIT
creatures.
Dark things multiply on the outskirts of Rivendell, with wolves
SKILL OF THE ELDAR (2/day). If Glinnel fails an ability check
roaming the dells in autumn and spring. Several Elf-­wardens
that lets her add her proficiency bonus, she can choose
to obtain a magical success instead. In addition, when- fall victim to strange accidents, while others report sightings
ever she succeeds on an ability check that lets her add of a red-­furred weasel watching them, fuelling rumours that
her proficiency bonus, she can treat the result as a mag- the spirit Cauthlin has returned.
ical success. During this time, the Elf-­wardens guarding Imladris
become more hostile than usual toward strangers found

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.

2971: A TRAP IS TRIGGERED


Another group of Elf-­wardens is found dead,
prompting Elladan, Elrohir, and Glinnel to
defy Elrond’s command and leave Riven-
dell in pursuit of Cauthlin. Following her
trail into the mountains, they reach
a remote valley, where they are
ambushed by Orcs. In the ensu-
ing battle, Glinnel is slain, and
Elrohir is wounded.

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

The Fate of Arblaud


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

Three decades ago, Vestri, the current Lord of Copper-


hall, was travelling along the Great East Road when he and
his companions were captured by Orcs. Radgul, shrewder
than many of his brethren and possibly more greedy, saw
an opportunity for gain and demanded a kingly ransom
from Vestri’s father, Lord Vindi. In exchange for his beloved
son, the Dwarf-­lord begrudgingly surrendered the Belt
of Fire-­warding to Radgul, a shameful act kept secret
between the Dwarf-­lord and his closest advisors.
The belt was one of the greatest treasures of Ves-
tri’s lineage, and the mere suggestion that it was given
as tribute to the Orcs is a grave affront to the Dwarves’
pride and heritage.
Lady Naedind is aware that the belt was given to the
Dwarves as a gift from her father, but unlike Arblaud,
she doesn’t jump to conclusions. Instead, she intends
THE TALE OF THE DRAGON-­B ELT to learn more about the fate of the Dragon-­belt as soon
This is a magnificent belt crafted by the Elves of Lindon, as she gets the opportunity, possibly with the help of
made of red-­dyed dragon-­hide, adorned with golden the Player-­heroes.
circles and a buckle shaped like a dragon’s head. It was ♦ The Dragon-belt is a Marvellous Artefact with a
a gift from Naedind’s father to one of Vestri’s ancestors blessing of Intimidation. In addition, the wearer
after they fought together in the same battle. has resistance to fire damage.

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

Pawns and Other Pieces


Arblaud the Elf is the central figure in this unfortunate tale.
With the help of Princess Noredhel, he risks inciting a con- THERE WILL BE HARD HANDSTROKES
flict that could lead the Elves of Ost Breniellin to defy the NIGH AT HAND ERE THE DAY IS FULL
authority of the Council of Lindon and start a war with the In this section, some characters are given full stats
Dwarves of the Blue Mountains. because it is likely that the Player-­heroes may find
themselves at odds with one or both factions. As
heroes, they should strive to keep the peace,
but Arblaud’s accusations and the long-­standing
enmity between different folks may well force the
Company into conflict.

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.

DISTINCTIVE FEATURES Eager, Faithful Medium humanoid (Elf)


ARMOUR CLASS 16 STR DEX CON INT WIS CHA
HIT POINTS 27 (5d8 + 5) 16 (+3) 14 (+2) 12 (+1) 11 (+0) 10 (+0) 16 (+3)
SPEED 35 ft.
DISTINCTIVE FEATURES Arrogant, Wilful
SKILLSIntimidation +5, Old Lore +3, Perception +2,
­Persuasion +5 ARMOUR CLASS 16 (scale armour)
SENSES passive Perception 12 HIT POINTS 38 (7d8 + 7)
LANGUAGES Quenya, Sindarin, Westron SPEED 30 ft.

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

Followers of Arblaud and Noredhel


These are the younger denizens of Ost Breniellin — Elves
born in the Third Age, descending from ancient lords
and heroes of the past. They follow Arblaud and Nored-
hel, believing these leaders will restore the glories of their
House and reclaim their rightful place among the peoples
of Middle-­earth. These Elves are proficient warriors; they
are proud and occasionally arrogant, but not evil.
Medium humanoid (Elf)

STR DEX CON INT WIS CHA


Vestri, Son of Vindi 11 (+1) 14 (+2) 10 (+0) 11 (+0) 12 (+1) 10 (+0)

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)

annals of legend for striking a Dragon at its throat in battle.


For this courageous deed, he was honoured with the Belt ACTIONS
SWORD. Melee Weapon Attack: +4 to hit, reach 5 ft., one
of Fire-­warding, bestowed upon him by a mighty Elf-­lord
target. Hit: 5 (1d6 + 2) slashing damage, or 6 (1d8 + 2)
— Naedind’s father.
slashing damage if used with two hands.
Vestri harbours a special hatred for Orcs, born of his
GREAT BOW. Ranged Weapon Attack: +4 to hit, range
time as the prisoner of Radgul, when he suffered the bitter 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
shame of being ransomed by his late father. He holds no
yearning for adventure or battle, yet the affront to his name
and that of his people weighs heavily upon him. In his eyes,
Arblaud is naught but a black liar, his words as treacherous Dwarves of Copperhall
as the Orcs he despises. The warriors of Copperhall are primarily miners and smiths
Medium humanoid (Dwarf) who have been summoned to fight by their Lord. Once
driven to battle, they can be relentless, and the insults deliv-
STR DEX CON INT WIS CHA
ered by the Elves ignite a fierce rage within them. While they
16 (+3) 8 (−1) 16 (+3) 10 (+0) 12 (+1) 13 (+1)
are not wicked, they are susceptible to taunting and may
DISTINCTIVE FEATURES Proud, Vengeful overreact to insults from the Elves, allowing their anger to
ARMOUR CLASS 17 (mail hauberk) cloud their judgement.
HIT POINTS 60 (8d8 + 24) Medium humanoid (Swarf)
SPEED 25 ft.
STR DEX CON INT WIS CHA
SKILLSAthletics +5, Intimidation +3, Old Lore +2 14 (+2) 10 (+0) 13 (+1) 10 (+0) 10 (+0) 10 (+0)
SENSES passive Perception 10
ARMOUR CLASS 15 (ring-mail)
LANGUAGES Khuzdul, Westron
HIT POINTS 16 (3d8 + 3)
CHALLENGE 2 (450 XP, proficiency bonus +2)
SPEED 25 ft.
RECKLESS HATE. At the start of his turn, Vestri can gain
SENSESpassive Perception 10
advantage on all melee weapon attack rolls during that
LANGUAGES Khuzdul, Westron
turn, but attack rolls against him have advantage until
CHALLENGE 1/2 (100 XP, proficiency bonus +2)
the start of his next turn.

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

The Castle in the Clouds


by the Lord of Gifts, the killing and defiling of his master
Celebrimbor’s body, and the death of his brother Arothir by
Legend tells of an ancient castle high in the peaks of the Cauthlin’s arrows have all taken a toll on his soul.
northernmost ranges of the Blue Mountains, ruled by Damron believes that no grey ship will take him across the
Boldaug. Some tales describe him as a Great Orc, a Troll, or Sea, and that his fate is bound to Middle-­earth and the fight
a Giant, while others claim he is a spirit capable of changing against Sauron. If he is banished from Imladris for the forg-
shape at will. Boldaug is said to have fought in the Wars of ing of Methacharn (see Memories of Ancient Wounds, on page
the Elder Days, bringing great woe to the enemies of Mor- 66), he becomes a wandering smith, offering his services
goth by slaying their warriors and hoarding their weapons as to the lords and captains of Men and Dwarves while secretly
trophies, now displayed on the walls of his castle. Should one working to enlist them in his personal war against Mordor.
find the castle of Boldaug — if it indeed exists — they Damron’s knowledge of Ring-­lore makes him a prime
may choose to challenge the monster for his hoard target for both agents of Mordor and Isengard.
or attempt to steal some of his treasures.

Of Wolf and Wraith


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

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.

6. THE THRONE ROOM


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

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

The Palace of the Sea-birds


(any level)

“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

While Arroval does not welcome visitors to his island, he


strives to be polite and helpful. His main priority, however, is The King ignores the value of the items kept in the tower,
to see strangers leave as soon as possible to protect the home choosing not to concern himself with their worth. Yet, he is
of his folk. Although sea-­birds are not individually dangerous, aware that they can be exchanged for valuable services. On
a summons from the King could gather a formidable winged occasion, Arroval has offered tasks to one of his bird-­friends,
army, ready to dive upon their enemies without mercy. Should utilising these items as payment.
outsiders become aggressive or hostile, they would face a for-
midable challenge from the island’s dwellers. 7. THE TOWER OF THE PUFFINS
Arroval is an especially large seagull, boasting a wingspan A wide and low tower connected to the main building
of over seven feet. His beak and claws are grey, and his wings descends toward the water to the west. Here, from spring
and tail shimmer with silver. During formal meetings he wears to autumn, nests a colony of puffins — curious and friendly
a golden crown and a necklace set with pearls, aquamarines, birds that enjoy jumping from the cliffs into the water. The
and sapphires. lower floors of the tower provide access to what were once
the cellars of the mansion; these areas are now half-­collapsed
5. THE CORMORANTS’ TOWER chambers that the birds do not dare enter.
A small tower with a pointed roof sits at the base of the north-

Schemes and Trouble


ernmost cliffs, near the water. In its windows and in the open-
ings created by time, a colony of cormorants has made their
nests. While they are not particularly friendly birds, they are
excellent fliers, and some may even reach as far as Forochel A NAMELESS THREAT
and Gondor, acting as messengers for King Arroval. A terrible creature, swimming from the coast, has made its
This structure is linked to the King’s Tower by a stone lair in the dark cellars under the Tower of the Puffins. Every
stairway, now covered in debris and bird nests, making it very night, it crawls out and stalks the ruins, snatching unsuspect-
dangerous to traverse. ing victims and dragging them underground to devour. King
Arroval has sent out messengers seeking help: if bold heroes
6. THE TREASURY dare to confront the fell creature haunting the pitch-­black,
The second tallest tower of the Palace of the Sea-­birds is half-­submerged tunnels and defeat it once and for all, they
where King Arroval keeps his treasure. It is a hoard contain- will be rewarded with some of the King’s greatest treasures
ing objects brought by generations of loyal subjects paying and the eternal gratitude of his folk.
tribute to the King, as well as gifts collected from bird-­friends, The ruins of the cellar are indeed dangerous, with some
both near and far. areas so cramped that Big Folk would need to crawl through

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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 Valleys of the Dwarves


(any level)

“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

L ocations Mt. Greenbeard


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

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

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

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

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

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

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.

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


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

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

Schemes and Trouble


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

96
L andmarks

The Vineyards of Glauria


(any level)

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

RUMOUR OLD LORE (DC 20)


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

97
CHAPTER 3

THE VINEYWARDS
OF GLAURIA

Vineyards

3 4

Background 1. GLAURIA’S RIDGE


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

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

98
L andmarks

3. THE WINEMAKERS 5. THE GROVE OF GOSHAWKS


Glauria counts seven houses, all made of dry stone walls and A grove of chestnuts and elms grows near the entrance to
slate roofs. Here dwell the winemaking Elves, and when they Glauria. Here, a colony of goshawks makes its home, fre-
are not busy tending their vineyards or making wine, they quently swooping down for prey from the cliffs. Known as
are a welcoming lot, happy to entertain visitors with stories, Elf-­friends and enemies of all crows, these birds will attack
songs, and drinks. Their chief is Gwesanor, an ancient Elf any of their kind on sight, thus keeping Rivendell safe from
even by the Eldar’s account, for he is said to have been born their spying eyes.
on the day the Sun first shone in the sky. He witnessed the
vineyards of Eregion being put to the torch during the War 6. THE WINE CELLARS
with Sauron (see The Singing Stones, page 114), and since Behind the cottages, natural caves open up on the cliffside.
his arrival in Imladris, he has lived in Glauria, where his Within these caves, the winemakers store their wine in barrels
greatest satisfaction comes from tending his grapevines. His and bottles, organising their vintages by writing on the cave
wine is considered a treasure among the Eldar, and there walls. Some of these inscriptions are over four thousand years
aren’t many mortals who can say they’ve tasted his most old, dating back to the foundation of Imladris.
prized vintages.

4. WATCHTOWER AND WINCH Schemes and Trouble


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

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

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

1. THE SORCERER’S MOUTH 3. THE TRAP CHAMBER


The main entrance into Iailech is an ancient opening, con- A smaller, square room with pillars similar to the previous one,
cealed behind a small grove of twisted junipers and pines, but without the signs of having been the lair of a beast. The
all eerily leaning away from the entrance as if recoiling from main corridor continues up through an archway, but on the
a terrifying scream. Worn-­out glyphs and illegible runes are right, behind one of the pillars, one may find a small wooden
carved into the lintel above. Whatever gates may have once door, which a successful DC 15 Intelligence (Old Lore) check
existed are long gone, leaving the entrance to gape darkly will identify as of different make from the rest of the complex.
like an open mouth. On windy days, a stiff current blows The door is usually barred from the inside by the occupants
from within, carrying howling sounds that chill the blood of of the Shelter (4): if the wind is not blowing, any movement
anyone who dares to approach. in this room is likely to alert them. The door has a spy-­hole
which can be used to shoot arrows through; the location of
Player-heroes crossing the threshold gain 2 points of the door is ideal to mount ambushes on trespassers. If the
Shadow from Dread, resisted by a DC 10 Charisma fireplace is lit in the Shelter, a DC 10 Wisdom (Perception)
saving throw. check may reveal to Player-­heroes the smell of burning wood
filtering through this door.
2. THE LAIR A square room with pillars similar to the previous one
A series of man-­made steps lead up into a large square room lacks the signs of having been inhabited by animals. The
supported by stone pillars. Whatever its original purpose, the main corridor continues upward through an archway, but
room has been despoiled and abandoned for centuries, with to the right, behind one of the pillars, lies a small wooden
bones and bits of fur scattered about, suggesting that one door barred from the other side. Upon inspection, the door
or more beasts have made it their den. From here, an open appears to be of a different make than the rest of the com-
archway leads to another set of ascending stairs. plex and features a murder-­hole, suitable for shooting arrows
through, making its location ideal for mounting ambushes
A successful DC 15 Intelligence (Nature) or Wisdom on trespassers.
(Hunting) check identifies the remains as only ani-
mal bones.

THE WAILINGHOLE
7
6

4
1

101
CHAPTER 3

4. THE SHELTER one of the last nobles of the Kingdom of Rhudaur.


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

Schemes and Trouble


Another narrow, irregular corridor leads out through the
Escape Door (5). If the Company explores the barrow while
the Elf-­wardens still use it as an outpost, the room contains
provisions, a bucket with a long rope for drawing water from THE SIEGE OF IAILECH
the well (6), several blankets, and a box filled with herbs and If this landmark is integrated into the Memories of Ancient
medicines. Wounds storyline, the Player-­heroes may find themselves
besieged in the barrow of Iailech alongside the Elf-­wardens
5. THE ESCAPE DOOR led by Glinnel (see page 70), or as members of a rescue
Concealed behind a rock, a wooden panel covered in moss party sent to relieve them. The Orcs establish their camp in
closes off a corridor leading to the Shelter (4). The back door the woods in front of the barrow’s entrance and post sentries
is situated on the southern side of the hill, nestled within a on top of the hill to guard the entrance to the well. Each
dark copse of pines. This concealed entrance remains hid- night, they attempt to storm the barrow.
den unless a Player-­hero specifically searches the woods south
of the hill. UNINVITED GUESTS
A party of Cave-­trolls has entered the barrow and taken ref-
6. THE WELL uge in its chambers. They have failed to discover the Shelter
A round room encircles a natural shaft that connects the top (4) and the Escape Door (5), instead settling in the Lair (2),
of the hill to an underground pool far below. From the out- where they have covered the entrance with a large stone. This
side, the entrance to the shaft appears as a hole surrounded by stone muffles the sound of the wind and provides them pro-
rocks and heather. Falling into the shaft and plunging down tection from any intruders.
to the shallow underground pool results in instant death. The The Player-­heroes may be tasked with dealing with the
walls of the chimney have been smoothed by millennia of rain problem, or even worse, they may find themselves in need
and are nearly impossible to climb from below. of shelter and discover that Iailech is already occupied by
On windy days, air entering through the top of the hill the monsters.
flows through the Trap Chamber and the Lair to the Sorcerer’s
Mouth, creating the eerie wail that gave birth to many stories. WHENEVER YOU OPEN YOUR BIG MOUTH
The well in the round room features a parapet carved with Stories of the horrors of the Wailinghole abound among the
images of trees and fields of wheat and barley. The gate lead- Hillmen of Rhudaur, but lately, a young bard named Cahir
ing to the Tomb (7) was once closed by wooden doors, but has been building his fortune on them. His “Ballad of the
they now rest on the frame despite their broken hinges. Sim- Wailing Spirits” has sent shivers down the spines of his audi-
ply pulling them will cause the doors to fall forward, resulting ence, drawing crowds of young folks to taverns and common
in the rotten wood smashing loudly onto the floor. rooms in search of a thrill. Cahir has become incredibly popu-
lar, and now young Hillmen dream of daring the Wailinghole
7. THE TOMB to uncover the golden hoard of Thalrond the sorcerer. After
A square room with pillars contains a stone sepulchre at its all, as the ballad claims, brave heroes only need to muffle
centre, carved with scenes of lords and ladies feasting and their ears and wear a talisman of hawthorn, juniper, and sage
hunting. The lid lies cracked on the ground, surrounded by to confront the place.
broken bones and bits of torn clothing, while the tomb itself The Elf-­wardens who have settled in the Wailinghole have
stands empty, having been plundered long ago. been quite vexed by the recent wave of curious onlookers,
and they believe the best solution would be to dissuade Cahir
A successful DC 10 Intelligence (Investigation) check from singing about the barrow. Can the Player-­heroes be of
while examining the chamber and its many inscrip- service in convincing him to cease his ballad and curb the
tions reveals that this was the tomb of Lord Thalrond, growing interest in the place?

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.”

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


“The Winter-­horn is blowing! The Men of the Anduin Vale say that venting his anger on the Goblins, who retreated into the
the last time its sound was heard on the High Pass was more than safety of their caves.
fifty years ago, when white wolves came down from the North into The Winter-­horn was deserted for centuries, and Blaest
Eriador answering the call. The Elves of Rivendell remember it too, remained alone for many mortal lifetimes. Deprived of the com-
and the snowslides and snowstorms which followed its grim song. pany of living beings for so long, Blaest fell back to adopting
But who is blowing it, and why, no one knows.” the strange and capricious ways of nature spirits, shifting mood
with the seasons, from the brightest joy to the darkest despair.
OLD LORE (DC 15) In the winter of 2911, Blaest unleashed his strength in a tem-
“All the Elves and the oldest among Men remember that the onset pestuous burst. It was the year of the Fell Winter, the cruellest
of the Fell Winter of the year 2911 was marked by exceptional season in living memory. By the arrival of spring, as the snows
thunderstorms and by frequent battles among the Stone-­giants. The melted, swelling the rivers and flooding the plains below, Blaest
Mountains echoed with a deep, booming sound for many weeks, but finally became dormant, exhausted. He awoke again more than
none could find its origin.” fifty years later, in the year 2965, to a deep, melancholic mood.
At the onset of winter, the mournful song of Blaest echoes

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

Player-­heroes observing the frozen surface of the pool


and succeeding at DC 15 Wisdom (Perception) check 5. THE PIPE
can see the ethereal form of Blaest, as if it were hov- The swift stream running through the dale eventually carves
ering around them. a deep gorge, where the rock walls of the Winter-­horn get
closest. Here, the sound of the wind carrying the song of
3. THE GLADE Blaest is multiplied, reaching the volume that makes it audi-
Here a small clearing emerges, enclosed by a dense ring of ble across the High Pass.
towering trees. Above, the sky holds a gentle glow, differ-
ing from the light that is appropriate to the time of the day 6. THE RAVINE
when the Company enters the clearing — it is as if its radi- As the stream continues its course, it becomes hemmed in a
ance belongs to a fading memory of yesterday, or maybe to narrow passage among tall rock faces. Here, the sound of the
a beckoning promise of tomorrow. running waters echoes against the sheer walls of the ravine.
It is here that the Company encounters Blaest for the first If the Player-­heroes reach this far along the watercourse,
time, either as he sings while treading lightly on the snow-­ they may make a grisly discovery: at the bottom of the ravine
covered ground, or as he is being shackled by Morgur and lie the bones of a tall woman, carrying a large hunting horn.
his Goblins (see Schemes and Troubles, below). If they inspect the remains, they find she had been clad in
rich furs. Her belt is adorned with gold and garnets, her wrist
4. THE RUINS wound with silver bracelets, and the richly decorated helm
Scattered among the dale and among the snow-­laden trees upon her bony head lies facing downward on the ground.
are the ruins of broken stones and monoliths, remnants of She was clearly a warrior from the Anduin Vale, a denizen
the dwellings and holy places of the ancient Mountain-­folk. of Firienseld, the Hall of the Woodmen on the other side of
These weathered ruins, adorned with ancient petroglyphs, the Misty Mountains. What will the Company do with this
hold echoes of a forgotten era. discovery? (see The Horn of Echoes, on page 107).

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)

ARMOUR CLASS 17 (natural armour)


AN UNEXPECTED ENCOUNTER: The Player-­heroes may meet
HIT POINTS 312 (16d20 +144)
the Stone-­herders if they take the stone figurine from the
SPEED 50 ft.
Shepherd’s Cabin (see page 104), if they follow the snow-­wolf
and find shelter in the cavern (see page 104), or whenever SAVING THROWS Str +13, Con +13
the Lore­master decides the encounter is warranted by the SKILLSIntimidation +6
SENSES passive Perception 9
Company’s circumstances.
LANGUAGES Giants’ tongue
The encounter is not to be played necessarily as a Council,
CHALLENGE 12 (5,000 XP, proficiency bonus +4)
as the Player-­heroes might have nothing to ask of the Stone-­
herders. The creatures decided to reveal themselves to the STONE CAMOUFLAGE. The Stone-giant has advantage on
Company because they have heard about what they are look- Dexterity (Stealth) checks made to hide in rocky terrain.
ing for, and they want to make sure that they will eventually ACTIONS
shut the Winter-­horn, by any means. GIANT GREAT CLUB. Melee Weapon Attack: +13 to hit, reach
The reason for their request is that they have been busy 15 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage.
in the last decades with putting the Stone-­giants to sleep, as If the target is a creature, it must succeed on a DC 21
they fear the coming war will awaken their evil side (see The Strength saving throw or be knocked prone.
Stone-­giants, below). The Winter-­horn threatens to rouse their ROCK. Ranged Weapon Attack: +13 to hit, range 60/240 ft.,

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

heart of the Stone-­giants If the Horn of Echoes


is rotten, and that they are is blown at the Pipe (5), its
ultimately evil, as they partake of sound is multiplied a hundred-
the very nature of Arda marred, tainted fold, reaching an intensity that will cause
by Morgoth in ages past. a rockslide. If this happens, the shape of the Winter-­
Luckily for the denizens of the Misty Mountains and all Eri- horn will be altered, nullifying the effect of the song of
ador, the Stone-­herders have been watching the Stone-­giants Blaest. Eventually, this will cause the nature spirit to leave
for centuries, and are now labouring actively to send them into the valley forever.
a long sleep. For they have perceived that a great war is coming, Adela can recount her story herself: at night, the shade of the
and that the Dark Lord Sauron might succeed in harnessing unfortunate woman may appear to the Company, urging them
the strength of the Stone-­giants and put them to his service. to complete her mission and put an end to the song of 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

BLAEST, THE FROST-SPIRIT


FROST BREATH. Blaest exhales an icy blast of hail in a 15-foot
Blaest is a Frost-­spirit, appearing as a young man of great
cone. Each creature in that area must make a DC 13 Con-
beauty or as a snow-­wolf, residing within the Winter-­horn dale. stitution saving throw, taking 18 (4d8) cold damage on a
His crystalline skin reflects the light that filters through the failed save, or half as much damage on a successful one.
frost-­laden trees, and his eyes are the colour of ancient ice. INVISIBILITY. Blaest turns invisible until he attacks or uses
As a local nature spirit, Blaest possesses an innate con- his Frost Breath. Any equipment he wears or carries is
nection to the elements, with frost trailing in his wake and invisible with him.
snowflakes dancing at his command. When in his pres- SLEET STORM (Recharge 6). For 1 minute, freezing rain and

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

The Falls of Nimrodel


(any level)

An Elven-­maid there was of old,


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

RUMOUR 1. THE MORIA ROAD


“There was a time, long ago, when this watercourse marked one of A road paved with white stones that shone under the sun and
the loveliest places in Lórien. Many songs were composed about it, moon once connected Cerin Amroth with the Eastern Gates
and the Silvan-­elves still sing them in memory of the light that once of Khazad-­dûm. King Amroth ordered its construction to seal
shone on its falls and the golden flowers that floated in its foam. his friendship with the Dwarves, and for many years, the two
There was peace back then, but all is dark now, and the Bridge of peoples used it to stay in contact.
Nimrodel lies in ruins.” Since the fall of Moria, the road beyond the river has
never been repaired, and now its stones are broken or cov-
OLD LORE (DC 15) ered with grass; nevertheless, they still clearly mark the way
“Here it is where lived Nimrodel, King Amroth’s beloved, who hal- to the Black Pit. To the south of the river, the road has been
lowed the waters of the stream with her presence. For the Elves of dismantled, leaving only a path, often buried in fallen leaves.
Lórien, the place represents the perfect harmony and happiness of
a past that may never return, for both Nimrodel and Amroth are 2. THE FORD
gone, and beyond the waters are only shadows. But the magic of Shortly before the Nimrodel merges with the Silverlode, its
Nimrodel still lingers in the waters, and at times, by the light of the flow widens and slows among the rocks. Though the waters
sun or the stars, one may recall what this place used to be.” remain exceedingly cold, crossing the stream is not difficult
in any season; yet, in late spring, it may rise to two feet high

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

3. FLETS OF THE ELF-WARDENS


The area south of the fords is scattered with flets used by
the wardens to watch the borders. These outposts are simple sing and play. However, the sorrow over the loss of Nimrodel
platforms equipped with wind-­screens, yet they are plentiful. keeps most of them away these days. If the Player-­heroes visit,
The Elves move between them with ease, leaping from tree to they are likely to find the place utterly deserted, save for the
tree or crossing temporary rope bridges, ensuring that their songs of birds and the movements of beasts.
movements remain concealed from those below.
5. THE TREE OF NIMRODEL
4. THE WATERFALLS At the centre of a glade lies the dried, empty trunk of a mal-
The Nimrodel flows through several waterfalls along its course, lorn of great girth. It was high among the upper branches of
but the largest and most beautiful are located about a mile this tree that Nimrodel set her dwelling, long ago. From there,
upstream from the ford. The waters plunge from a quiet, she could gaze over the waterfalls and enjoy a clear view of the
shimmering pool into another foamy basin below. The spray mountains and the entire valley of Lórinand. However, after
cools the surrounding air in summer, and when the sun shines, she departed, the mallorn withered, until it was broken and
it glimmers with entrancing rainbows. The roaring sound of cast down by a storm coming from the Mountains.
the falls is echoed by the trees and rocky banks, carrying for Still, from time to time, the Galadhrim visit the fallen tree,
miles. The Elves tell of how, when spring is in the air, the echo leaving crowns of mallorn flowers by its roots to honour the
of Nimrodel’s songs can still be heard, and when the wind memory of Nimrodel and her songs.
blows from the south, the call of Amroth rises from the Sea.

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.

The Ruins of Dwarferry


(3rd–5th level)

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

RUMOUR as Nauglang. When the Dwarves abandoned the Mountains, the


“There’s a point north of the Golden Wood where the western bank of road and ferry saw fewer travellers, until no one remained worth
the Great River rises, and its course bends to the east. There, you’ll mentioning. Yet, the bend in the river slows the current, making it
see stone ruins atop the rise. Some say it was a town inhabited by easier for wanderers to ford.”
Dwarves, Men, and all sorts of folk, and that a ferry was used to

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

Schemes and Trouble


underground chambers are used by the Elf-­wardens of Lórien
to stock supplies and can serve as a perfect place to rest, safe
from unwanted attention — unless the wardens themselves
happen to be in the area. THE MESSENGER OF DOL GULDUR
In the middle of what used to be the stables stands the The Company has been watching a solitary Orc who crossed
stump of a great oak tree, its bark etched with many crude the river on a raft and is now hiding in Dwarferry. His name
marks, some recent and some old. These marks were made is Budagh, one of the most trusted messengers of Dol Gul-
by Orcs, marking their passage through Dwarferry. dur. He carries a message for Har the Dwarf (see Moria —
Shadow of Khazad-dûm, page 124). The letter is written in the
5. THE INNER COURT Black Speech of Mordor and bears the seal of the Lidless Eye.
A large space, paved with broken cobbles, has been cleared Budagh has been ordered to deliver the message and wait for
of rubble and vegetation fairly recently. Amid the stalks of a reply before returning to his Master.
grass already sprouting between the stones, one can find Cunning and entirely focused on his mission, Budagh
the ashes of campfires. This was once the inner court of will not risk capture merely to harm his pursuers. He carries
Dwarferry, and it is a spot favoured by passing travellers a vial of poison; if trapped, he will attempt to destroy the let-
— and Orcs. At the centre of the court is an old well, now ters before drinking from the vial.

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 Singing Stones


(3rd–5th level)

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

RUMOUR OLD LORE (DC 20)


“There are stones on a hill in Hollin that harken back to the lost “The Singing Stones are likely the remnants of a lordly mansion, built
realm of Eregion. They are older than the ruins of Deadmen’s Dike by an Elf noble who, like many others, chose to live away from the
or the cities of Gondor, and the Elves who once dwelt there are long bustle of the cities of Eregion, exploring the wild hills and valleys in
gone. Yet, some of their magic lingers, perhaps as a memory; for the shadow of the Mountains. However, even these remote sanctu-
when travellers rest there, they often experience peaceful nights and aries could not escape the war, and Sauron laid waste to the coun-
beautiful dreams, and evil things will not disturb them.” tryside in the same manner as he did the cities of the Elven-­smiths.”

114
L andmarks

this defiance, Sauron waged war against Eregion, destroying


it, slaying its inhabitants, or forcing them into exile.
THE SONG OF TARRIDHAS Haernil was an Elf-­lord of Eregion, and he lived in a man-
Player-­heroes sleeping among the ruins of Tar- sion he raised in the foothills of the Hithaeglir, the Misty
ridhas dream of singing a song they never heard Mountains. He called it Tarridhas, and the woods surround-
before, and that they forget immediately upon ing it were his gardens and fields, alive with Elven songs and
awakening. Some say that the dreams are the laughter. However, when Sauron came to Eregion, Tarridhas
memories of the stones of the long-­gone mansion, met the same fate as the rest of the region, leaving only the
remembering the songs of the Elves of Eregion. echoes of those songs and laughter to linger, resounding
among the tumbled stones.
Since then, Tarridhas has become merely a name found
in chronicles or maps forgotten in the libraries of Rivendell

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

115
CHAPTER 3

L ocations building and round tower built by Haernil, only tumbled


The ruins of Tarridhas sit atop a ridge at the end of a spur of walls remain, but an ancient well, filled by the invading Orcs
the Misty Mountains that juts west into Hollin. The Singing long ago, has been restored and now provides fresh water.
Stones can only be discovered if the Player-­heroes are actively A quick scan of the area reveals that someone visits this
seeking a vantage point to scan the surrounding lands. place from time to time, as a great bas-­relief carved into the
rock face of the ridge behind the mansion has been cleared of
Alternatively, the Lore­master may allow the Company the many vines that once obstructed it, and new flowers have
to chance upon the ruins as part of a Joyful Sight event been planted at its base. The carving appears very ancient and
while journeying through Eregion. depicts what looks like an Elf-­woman with exceptionally long
hair, adorned with flowers and fruits in her hair. Elves may
At the foot of the ridge, among the trees of a dense wood, recognize her as the Queen of the Earth, the Vala known as
the remains of what was once a thriving farming community the Giver of Fruits.
can be found. The settlement was extensive, and traces of If the Company spends some time searching among the
stone paths and stairs are still visible among the roots and stones and wildflowers that are abundant here, they may dis-
undergrowth. cover an old wooden door lacking a lock or handle. The
door is enchanted, and will only open at the Elvish command
1. THE LOST COTTAGES “Edro!” (“Open!”). The door guards a cellar stocked with jars
The bottom of the valley south of the ridge was once cov- of preserved food, blankets, cups, dishes, and firewood, along
ered with fields of wheat and barley, as well as orchards of
apple and pear trees. Here, in stone cottages, lived the Elven
farmers and those who tended the horses and sheep.
Today, all that remains of their homes are
the outlines of the walls and a collapsed well,
surrounded by oaks and holly trees. A wide
variety of game can be encountered in this
area, among the shrubs of wild, edible
berries. From here, a road paved with
stone tiles leads north, up the ridge.

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

116
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

Schemes and Trouble


Road and Memories of Ancient Wounds storylines.

THE LAST HEARTFLOWER EAST OF THE SEA


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

117
CHAPTER 3

The Hollow Wood


(5th–6th level)

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

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


“If you take the path through the forest, you’ll come across a large, them to delve deeper into the earth, as the land on the sur-
dead beech tree with twisted branches and a hollow trunk. Continue face sloped down toward the river.
straight along the wider trail, and you will eventually emerge on Unfortunately, as they progressed further west, the Elven
the other side of the woods, facing a range of low hills. Never ven- engineers and labourers began to experience strange distur-
ture down the smaller path to the left of the dead oak; it descends bances in the earth, which increasingly grew more violent.
toward a swamp. The air there is heavy with eerie whispers and the Eventually, the tremors caused the waters of the river to flood
creaking sounds of old trees.” parts of their excavations, giving rise to a wide marsh on the
surface. Unable to find an explanation for this unsettling
OLD LORE (DC 15) phenomenon, the Elves grew fearful, and in time, they made
“Elves were once a familiar presence in these lands: their songs ech- the difficult decision to forsake the Hollow Wood.
oed in the wind, and their enchanted lamps could be seen glowing Unfortunately, the collapse of their underground com-
in the distance on summer nights. They were at home in the forest, plex was not merely a consequence of their excavation, but
and they were masters of trees and beasts. Yet, their numbers have the awakening of an unknown threat — a strange Dragon,
dwindled with each passing year, and now even the Fair Folk seem a stunted specimen of its kind, roused by the vibrations of
to have forgotten the places where they once played and danced. But their work. This unforeseen peril lay deep beneath the roots
have these places forgotten the Elves?” of the Hollow Wood (see The Worm of the Hollow Wood, in
Schemes and Trouble).

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

118
L andmarks

THE HOLLOW
3
2 WOOD

Beneath its sprawling roots lies a


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

2. THE GREY BEECH 3. THE EASTERN EAVES


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

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.

4. THE HOLLOW MARSH Schemes and Trouble


A partially overgrown path begins at the Old Oak and winds
downward toward the western eaves of the forest. Here, the THE WORM OF THE HOLLOW WOOD
usual sounds of the wood fade almost to silence; the air is The Dragons of old were a terrifying sight, the bane of all the
damp and thick with a swarm of midges and gnats, while the Free Peoples; such were the ancestors of Osklhûg. Unlike those
towering oaks give way to willows, alders, and birches. As the bred in the Hells of Iron, he was born in a dark cave and soon
path approaches the river, the ground becomes increasingly chased out by his dreadful mother, who raged at the wingless
damp, quickly transforming into a swamp. weakling crawling from her egg. Osklhûg wandered in misery
When fog rises from the nearby river, it first fills the Hol- until he discovered a dark cave, deep underground. There, the
low Marsh, lingering here far longer than in the higher ele- worm dozed for centuries, as the life of Dragons is long and slow.
vations of the forest, enveloping the area in a ghostly shroud One day, his sleep was disturbed by voices and songs he
that obscures landmarks and distorts sounds. instinctively loathed — Elves were labouring somewhere
above Osklhûg’s lair, and the Dragon began to feel agitated.
THE POND: What was once a wide bend of the river turned His fury burned slowly, for a Dragon values its life above all
into a pond of brackish water surrounded by thick reeds else. So, he decided to burrow toward the tunnels of the Elves,
and slender birches. A few moorhens and egrets have taken intending to cause tremors that would lead to their collapse.
residence here, feeding on frogs and small fish that inhabit In time, he succeeded, and many passages were flooded by

120
L andmarks

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.

121
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?

The Isle of the Sorceress


(3rd–4th level)

“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.

122
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.

Schemes and Trouble


If the Player-­heroes succeed on a DC 15 Wisdom
(Explore) check, they may eventually discover a glade
where, in early summer, forget-­me-­nots and lilies of
the valley bloom. There, on one of the tallest elms in THE SORCERESS
the grove — its trunk covered by lush honeysuckle — The three Elf-­maidens are described individually below. Yet,
lies a concealed talan (a DC 15 Wisdom (Perception) they have chosen to conceal their identities behind the per-
check is necessary to see it from below); this is the sona of ‘the Sorceress’. To achieve this, they never appear
home of the three Elf-­maidens. together at the same time or in the same place, and always
wear identical flowing robes in deep greens, soft purples, or
silvery blues, often accompanied by hooded cloaks. Occasion-
ally, veils partially obscures their faces, and they each wear
similar silver circlets upon their brows.
THE ISLE
OF THE SORCERESS

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.

124
L andmarks

Medium humanoid (Elf)

STR DEX CON INT WIS CHA


Tuliad 8 (−1) 16 (+3) 10 (+0) 12 (+1) 18 (+4) 14 (+2)
The youngest of the trio, Tuliad is little more than a girl by
Wary, Wilful (Tuliad), Cunning, Fair
DISTINCTIVE FEATURES
Elvish standards, but the loss of her brother and father in
(Lothien), Generous, Patient (Yavadiel)
battle against Orcs has left deep scars. She undertook the
journey to the Sea in the hope of reuniting with her lost kin, ARMOUR CLASS 17
but over time, she formed a bond with her two compan- HIT POINTS 22 (5d8)
SPEED 30 ft.
ions, coming to see them as her new family, even though
her thoughts often drift to the Sea and what lies beyond. SKILLSAnimal Handling +6, Perception +8, Stealth +7,
Tuliad is pale, with long dark hair and blue eyes that Athletics +1 (Tuliad), Deception +6 (Lothien), Insight +6,
reflect her wild beauty. Sensitive, fragile, and suspicious Persuasion +4 (Yavadiel)
SENSES passive Perception 18
of all mortals, she is likely to run away if encountered.
LANGUAGES Sindarin, Westron
If chased, she may react violently to what she perceives
CHALLENGE 1 (200 XP, proficiency bonus +2)
as a threat. Despite her youth, she is an accomplished
archer, able to shoot arrows with deadly accuracy with ELVEN-SKILL (2/day). Each Elf-maiden can obtain a magical
her great bow. success on any ability check that lets her add her profi-
ciency bonus.
Lothien SPEAK WITH BEASTS AND PLANTS. The Elf-maidens can commu-
nicate with beasts and plants as if they shared a language.
Fair, auburn-­haired Lothien chose to leave Middle-­earth
UNARMOURED DEFENCE. While the Elf-maidens are wearing
more out of desire to see the Uttermost West than out of
no armour and wielding no shield, their AC includes
grief. Among the group, she is the most lively and adven-
their Wisdom modifier.
turous, often engaging mortals and strangers in conversa- WALK WITHOUT SOUND OR FOOTFALL. The Elf-maidens’ steps
tion with ease. Lothien frequently wanders the woods, far make no sound and leave no tracks, regardless of the
from the Isle, forging friendships with birds that keep her surface they are moving across. The Elf-maidens also
informed of the happenings in the region. have advantage on Dexterity (Stealth) checks.
With a playful nature, she delights in teasing mortals,
ACTIONS
dancing just out of reach of their sight and pretending to CHARM (Lothien only). Lothien targets one humanoid or beast
be unaware of their presence, only to vanish when they that she can see within 30 feet of her. If the target can see
draw near. Lothien, it must succeed on a DC 14 Intelligence saving
throw or be charmed by the Elf-maidens. The charmed
Yavadiel creature regards the Elf-maidens as trusted friends to be
The eldest of the three, Yavadiel was once a tender of trees heeded and protected. Although the target isn’t under
and plants in Lothlórien, but lost pleasure in that life, with their control, it interprets the Elf-maidens’ requests or
the shadows of Moria and Dol Guldur weighing heavily on actions in the most favourable way it can. Each time the
Elf-maidens do anything harmful to the target, it can repeat
her mind. On the Isle, she finally feels safe for the first time
the saving throw, ending the effect on itself on a success.
in centuries, and she takes joy in being a protective elder
Otherwise, the effect lasts 24 hours or until Lothien dies or
sister to her companions. Yavadiel often appears by the
ends the effect as a bonus action. If a target ‘s saving throw
shores, tending to her flowers or combing her sandy locks is successful, the target is immune to Lothien’s Charm for
beneath the moonlight. the next 24 hours. Lothien can have no more than one
Yavadiel knows a few enchantments, allowing her to humanoid and up to three beasts charmed at a time.
summon river spirits for assistance, but she seldom puts GREAT BOW (Tuliad only). Ranged Weapon Attack: +6 to
her magic to use. As the wisest among the trio, she often hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) radiant
mediates between Tuliad’s fears and Lothien’s reckless- damage. If Tuliad scores a critical hit, she rolls damage
ness. Despite her wisdom, Yavadiel is the one delaying dice five times, instead of twice.
SUMMON RIVER SPIRITS (Yavadiel only, 1/day). River spirits
their journey; the Isle has become her home, and its trees
flit around Yavadiel in a 15-foot radius for up to 10 min-
and flowers her responsibility, which she cannot forsake.
utes. Yavadiel can designate creatures to be unaffected by
She understands that the West awaits them, yet she strug-
them. An affected creature’s speed is halved in the area,
gles to set a date for their departure — promising herself
and when the creature enters the area for the first time on
just one more month, one more season, or perhaps one a turn or starts its turn there, it must make a DC 14 Strength
more year… saving throw. On a failed save, the creature takes 4 (1d8)
cold damage and is restrained until the start of its next turn.

125
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)

“But I see you are an elf-­friend; the light in your eyes


and the ring in your voice tells it. This is a merry meeting!”

RUMOUR 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.

127
CHAPTER 3

L ocations season it is frequented by chickens and geese looking for a


Whitethorn Hay is far from main roads, but it lies directly on discarded seed, or dogs sleeping in the sun.
one of the secret routes that the Elves use in Eriador.
3. THE COTTAGES
1. THE GREAT HALL The Whitethorns are a large clan, and there are six families
The main building of Whitethorn Hay is a longhouse with among them, each with their own thatched cottage.
a thatched roof and a wooden floor. Here, the Whitethorns
come together, especially during winter, when they gather 4. WORKSHOPS
around the warm glow of the firepit. The Elder, seated in Three larger buildings serve the clan’s crafting needs. In the
a beautifully carved wooden chair, meets with guests and western building, women gather during the winter to card
welcomes them with banquets, allowing them to enjoy the and weave wool. The northern building is dedicated to butch-
warmth of the hall for the night. Beneath a heavy stone that ering animals and tanning their hides. Finally, the eastern
forms the base of the firepit, the Whitethorns store their pos- building is a communal kitchen, featuring a large oven for
sessions, the equivalent of a Small Hoard. baking bread and clay jars for brewing ale.

2. THE YARD 5. STABLES AND PENS


Dominated by the Great Whitethorn, a tree so ancient that The Whitethorns keep a few sheep and oxen — large, beau-
no one really can guess its age, the yard is paved with stones tiful beasts that graze peacefully on the lush grass. The chil-
and used mainly to dry crops after the harvest. In any other dren often lead them outside the hedge to enjoy the open
pastures, watching over the animals as they feed.

WHITETHORN
HAY

3
3

1
4
5
2

3
4 3

128
L andmarks

Schemes and Trouble


Old Briar Whitethorn
A white-­haired and squint-­eyed Man, Old Briar is so ancient THE CAPTURE OF WHITETHORN HAY
that his skin resembles the gnarled bark of a tree. Despite his If you are playing this using the Perils of the Last Road story­
age, he remains strong, though he increasingly relies on his line (see page 59), Arlo Fireblaze and his band of brigands
blackthorn stick to assist him in moving about. Briar has served launch an assault on Whitethorn Hay, conquering it. Arlo is
as the Elder of the Whitethorns for many long years, and all the on a quest for the golden ring he saw in dreams sent by Morl-
clan members regard him with great reverence and respect. hoss, and he believes it to be in the care of the Whitethorns.
He is wary of strangers but cheerful and generous Having taken possession of the Great Hall, Arlo and his
toward those he trusts. There is nothing he enjoys more men have shut all the inhabitants inside their homes. The
than sitting by the fire in winter or basking in the summer men are gathered together in one house, bound with ropes
sun while reminiscing about the good old days, which end- and left helpless, while the children are confined in another,
lessly amuses his Elvish friends. In his youth, Briar travelled poised to be used as hostages in Arlo’s twisted plans.
as far as Bree and even Rivendell, where he had the honour Arlo is determined to find the ring and ruthlessly threat-
of meeting Elrond Half-­elven. He is a friend of Gildor and ens to kill the hostages or even burn them alive in their
Gandalf, who drop by whenever they are in the area, as homes if the Whitethorns do not reveal the location of their
well as the Rangers, whom he regards with deep respect. treasure. However, his men, elated by their recent victory,
Old Briar understands that the welfare of Whitethorn view the village as the true prize, filled with a bounty of food
Hay relies on their alliances, and he is always mindful of and resources. Whenever their leader isn’t watching, they
the common enemies that threaten their peace. If a Com- indulge themselves, gorging on the provisions and drink-
pany of brave and strong-­bodied heroes visits, he will be a ing heavily, revelling in their ill-­gotten gains and the chaos
munificent host, treating them with warmth and generosity. they’ve wrought.
However, if anything seems amiss in the region, he will not Can the Player-­heroes sneak into Whitethorn Hay and
hesitate to ask for their assistance in investigating or dealing free it from the brigands before the hostages are harmed?
with any troubles that arise.
MAY DAY AT WHITETHORN HAY
Medium humanoid (Man)
The Whitethorns are fond of celebrations, but the greatest
INT 10 (+0) WIS 15 (+2) CHA 14 (+2) of all is undoubtedly May Day, when the farm is visited by
OCCUPATION Clan Elder many friends and distant relatives from nearby farms, and
DISTINCTIVE FEATURES Generous, Wary sometimes even Elves and the occasional Wizard. A tall May-
pole is raised in a field, adorned with wheels of cheese, chick-
SKILLSInsight +6, Investigation +2, Old Lore +2,
ens, and hams — prizes for those who manage to climb the
Persuasion +4
grease-­covered post.
SENSES passive Perception 12
All morning, various games are played: tug-­of-­war, stilt
LANGUAGES Sindarin, Westron
battles, blindman’s buff, sack races, and other activities
involving plenty of sweaty pushing and pulling among the
youths of both sexes. The Whitethorn youths are particu-
larly mischievous, often managing to coax the Elves into
joining in the fun.
The games culminate in a great banquet held in the Yard,
where a delightful succession of stews and roasts is served,
ELF-­N AMED accompanied by ample quantities of ale. Old Briar proudly
Your family has been friends with the Elves for boasts that a few years ago, he even managed to outdrink
generations. When you were born, they came to Gandalf, declaring that the Wizard was “off his face” by the
bless you with an Elvish name that carries a fore- end of the evening!
shadowing of your future. In addition to the name, May Day at the Hay is not only an occasion for great fun,
they gifted you an Elf-­charm that you carry with but it also serves as an opportunity to forge new friendships.
you at all times; this charm marks you as an Elf-­ Additionally, it is a cherished tradition that any request made
friend, and, once per Adventuring Phase, allows to the Elder on this day cannot be refused. However, the Elder
you to reroll one d20. may impose a condition or task upon the petitioner.

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

VENGEFUL KIN enchanted reward instead of a normal reward. The


You remember well the suffering the Orcs caused your kin, enchanted reward must be of Elven craftsmanship,
when they tortured and tormented them in their dark dun- and it cannot possess the Bane requirement unless you
geons. Although you freed them, their faces were forever can attribute the item a Bane first (using Rune-­craft,
marred by the pain they suffered and they soon departed for for instance). You can upgrade only one weapon or
the West. As long as such evil remains in Middle-­earth, you armour at a time using this virtue, and the item can
cannot contemplate following them. feature a maximum of 2 other rewards.
Skill Proficiencies: Athletics, Hunting ♦ When you use Hand-­craft to upgrade a jewel or a ring,
Tool Proficiencies: Herbalism kit it can become a Wondrous Item with two blessings of
Distinctive Features: Proud, Wilful your choice. You can have only one Wondrous Item at
a time from this virtue.
WAYWARD WANDERER
Many eyes were turned to Elrond in fear and wonder as he told of
It has been many long years since you have called any one
the Elven-­smiths of Eregion and their friendship with Moria, and
place home, travelling the backroads and Elven-­paths of
their eagerness for knowledge.
Middle-­earth with the Wandering Companies. You have
enjoyed fully what light is left in the world, singing and laugh-
ing and playing under the starlight. One day, the light will BEAUTY OF THE STARS
fade and you will return to the West, but not today. Your poise and grace are unearthly and can have a surprising
Skill Proficiencies: Performance, Travel power over individuals not belonging to the Fair Folk.
Tool Proficiencies: A musical instrument of your choice ♦ Increase your Charisma score by 1, to a maximum of 20.
Distinctive Features: Inquisitive, Merry ♦ You have advantage on all Charisma checks when
interacting with humanoids other than Elves and crea-

Virtues of the igh Elves


tures immune to being charmed.
H ♦ When you obtain a magical success on a Charisma
The High Elves can choose their Virtues from among those check when interacting with a humanoid other than
of the Elves of Lindon, adding the following to the list. an Elf, you can choose to make it charmed by you for
1 hour or until you or your companions do anything
ARTIFICER OF EREGION harmful to it. When the condition ends, the creature
Prerequisite: Hand-­craft knows it was charmed by you, but retains only a vague
You have studied the ancient craft of the greatest crafts- memory of what happened. The effect may be consid-
men of your kin, the Elven-­smiths of Eregion. ered a Misdeed, depending on the circumstances.
♦ Increase your Strength, Dexterity, or Intelligence score
Pippin afterwards recalled little of either food or drink for his mind
by 1, to a maximum of 20.
was so filled with the light upon the Elf-­faces.
♦ You gain proficiency with either jeweller’s tools or
smith’s tools. If you are already proficient with any
of them, you add double your proficiency bonus to
checks you make with it.
♦ When you use Hand-­craft to upgrade a non-­magical
armour made of metal, a dagger, a spear (of any kind),
or a sword (of any kind), you can upgrade it with an

134
A ppendix

MIGHT OF THE FIRSTBORN HIGH ELVES IN


High Elves have the power within them to deny the servants THE RIVENDELL COMPENDIUM
of the Enemy. The culture and virtues of the High Elves for The
♦ Increase one ability score of your choice by 1, to a Lord of the Rings Roleplaying were originally pre-
maximum of 20. sented in the Rivendell compendium, and have
♦ Whenever you succeed on a saving throw, you can treat some differences from those described in this
the d20 roll as a 20. book. The latter should be considered the cor-
♦ If you fail a saving throw, you can choose to succeed rect and most up-­to-­date versions.
instead, treating the d20 roll as a 20. You can do so a
number of times equal to half your proficiency bonus
(rounded down), and you regain all expended uses
when you finish a long rest.
♦ Whenever you succeed on an ability check that lets you
… on his brow sat wisdom, and in his hand was strength.
add your proficiency bonus, you can treat the result as
a magical success.
SKILL OF THE ELDAR ♦ If you fail an ability check that lets you add your profi-
When a High Elf is at the height of their skill even ordinary ciency bonus, you can spend one of your uses of Elven-­
tasks may seem magical in the eyes of mortals. skill to obtain a magical success instead. You can do so
♦ Increase one ability score of your choice by 1, to a even if you are miserable.
maximum of 20.
“… we put the thought of all that we love into all that we make.”

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

Sample Male Names: Amras, Aredhel, Argon, Beleganor, Backgrounds


Belegon, Calanhir, Carmagor, Cuidir, Dagorhir, Durandir, Players choosing a background receive a brief personal his-
Edrahil, Ellahir, Fincalan, Fuindor, Galdagor, Galdor, Hallas, tory, two skill proficiencies, a tool proficiency and two dis-
Hirimlad, Ithildir, Lascalan, Linaith, Mablin, Malanor, Nauros, tinctive features.
Orgalad, Pelegorn, Sargon.
A MUSICAL LEGACY

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.

ENVOY OF THE REALM TALAN RUNNER


You have journeyed far from the borders of your realm with Swift and sure on your feet, you run nimbly between the flets
your father, on his errands to the courts of Men and Dwarves. built high in the boughs of the mallorn-­trees in Lothlórien,
Standing by his side, you have learnt much in a handful of carrying news and rumours wherever they are needed. Yet
months; more than in years spent in the gilded cage of your on some occasions, your swift feet carry you much farther
home. Sadly, you have also discovered how the Shadow is afield, as you are sent to gather tidings of lands outside the
creeping over the outside world, gaining in strength with Golden Wood.
each passing year. Skill Proficiencies: Acrobatics, Explore
Skill Proficiencies: Insight, Riddle Tool Proficiencies: Woodcarver’s tools
Tool Proficiencies: Calligrapher’s supplies Distinctive Features: Bold, Merry
Distinctive Features: Patient, Subtle

NOBLE BLOOD Virtues of the Wood-­elves


In your veins runs the blood of Elven adventurers of great The Wood-­elves can choose their virtues from among those
renown, who in ages past chose to dwell among the Silvan of the Elves of Lindon (see page 85 of The Lord of the Rings
Elves, seeking refuge and peace in troubled years. They say Roleplaying), replacing Memory of Ancient Days with the
their superior wisdom is reflected in your noble countenance, following:
and much is expected of you in the coming wars. You have
sworn never to betray these expectations, and you will die FOLK OF THE DUSK
before you see your fair home reduced to ruins. While fond of the Sun, the Wood-­elves find themselves at
Skill Proficiencies: Intimidation, Old Lore greater ease under moonlight or starlight, or among the shad-
Tool Proficiencies: Smith’s tools ows of a forest; their senses are keener, their burdens lighter,
Distinctive Features: Lordly, Proud their movements exceedingly sure and graceful.
♦ Increase your Dexterity or Wisdom score by 1, to a
RAFT-­E LF maximum of 20.
You have lived among the Raft-­elves, often dealing with the ♦ Your base walking speed increases to 35 feet.
Men of Lake-­town on behalf of King Thranduil. As a sailor, ♦ You gain darkvision out to a range of 60 feet.
you have learned that the world beyond the Woodland Realm ♦ You can attempt to hide even when you are only lightly
is wide and, while full of hidden threats, is also populated by obscured by dim light or foliage.
other valiant peoples, enemies of the same Shadow that your
… the Wood-­elves lingered in the twilight of our Sun and Moon but
kin have fought for centuries.
loved best the stars; and they wandered in the great forests that grew
Skill Proficiencies: Athletics, Travel
tall in lands that are now lost.
Tool Proficiencies: Water vehicles
Distinctive Features: Eager, Rustic

137
A ppendix

LEMBAS BOW OF THE GALADHRIM


‘It fed the will, and it gave strength to endure, and “Praised be the bow of Galadriel, and the hand
to master sinew and limb beyond the measure of and eye of Legolas!”
mortal kind.’
The bows of the Galadhrim are larger than nor-
Lembas, the waybread of the Elves, is a thin cake, mal bows, but they are light and easy to wield.
lightweight and tightly wrapped in leaves. Each of They are bent with a single string of elf-­hair that
them has the power to sustain a man for long days will never break and can be left strung at all times
of travel: in fact, one pound of Lembas counts as 5 without being damaged. The shafts from its quiver
pounds of food. The potency of Elvish waybread aim true and pierce deeply.
increases further if a creature relies on it alone and
does not mingle it with other food: as long as a A Bow of the Galadhrim is a great bow.
creature only feeds on Lembas, one pound of it When you make an attack roll with it, your
counts as 10 pounds of food instead. target gains no benefit from cover other
Lembas is not available for sale: it is custom than total cover, and you suffer no disad-
that only Elf-­women should make waybread, and vantage due to long range. In addition,
only an Elf-­lady of a house of princes should keep when you score a critical hit with a Bow
and distribute it. It is seldom given to mortals, and of the Galadhrim, you can roll one addi-
only as a sign of great favour. tional weapon damage die and add it to
As a special Yule Fellowship Phase undertak- the extra damage.
ing, a female Elf Player-­hero who has both profi-
ciency and Expertise with the herbalism kit can ask Acquiring a Bow of the Galadhrim is no easy feat,
Arwen (if Elrond is their patron) or Galadriel (if she as these bows are usually only bestowed to Elf-­
is their patron) to be taught to prepare Lembas. archers of exceptional skill. An Elf Player-­hero can
Once they have learnt the recipe, starting from the choose a Bow of the Galadhrim as an alternative
next Fellowship Phase they spend in Lórien, the reward to the normal ones, while another Player-­
Elf Player-­hero can prepare Lembas on their own: hero must first prove their skill by hitting a target
at long range three times in a row (AC 10, disad-
While in in Lórien, as a special Fellowship vantage on the attack roll due to long range) under
Phase undertaking you can prepare a num- scrutiny of an experienced Elf-­bowmaster.
ber of Lembas rations equal to you profi- After succeeding, the Player-­hero can choose
ciency bonus, or to 5 times your proficiency the Bow of the Galadhrim as their next reward, or
bonus during a Yule Fellowship Phase. replace one of their rewards with it.

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.

HIT POINTS LIGHT OF THE TWO TREES


HIT DICE: 1d8 per Elf-­lord level You gain proficiency in two saving throws of your choice. In
HIT POINTS: 1d8 (or 5) + your Constitution modifier per addition, you gain resistance to necrotic and radiant damage.
Elf-­lord level
MIND-­P ICTURES
ELVEN-­W ISE You can speak telepathically to any creature you’re aware of
At 1st level, you gain proficiency in Old Lore, plus one of the within 60 feet of yourself. The contacted creature doesn’t
following skills of your choice: Investigation, Nature, or Per- need to share a language with you to understand this
formance. If you are already proficient in any one of them, communication.
you gain Expertise with it. If you already had Expertise in any In addition, as an action you can attempt to craft an illu-
one of them (or you gain it later), you can always obtain a sion in the mind of a beast or humanoid (other than an
magical success with it without expending a use of Elven-­skill, Elf or a Wizard) that you can see within 60 feet of yourself.
even if you are miserable. The target makes an Intelligence saving throw (DC 8 + your

140
A ppendix

The target can take an action to examine the


mind-­picture with an Intelligence (Investigation)
check against the same DC as the saving throw. If
the check succeeds, the target realizes that the
mind-­picture is an illusion, and the effect ends.
While affected by the mind-­picture, the target
treats the illusion as if it were real and ration-
alizes any illogical outcomes from interact-
ing with it. Depending on the circumstances,
crafting a mind-­picture may be considered a
Misdeed.
Once you use this feature to create a mind-­
picture, you can’t use it again until you finish a long
rest, unless you expend one of your uses of Elven-­skill
(no action required) to restore your use of it.

QUICKER THAN SIGHT


You gain the Sneak Attack feature (see page 58 of The Lord of
the Rings Roleplaying). The extra damage is 1d6. In addition,
you can take two turns during the first round of any combat.
You take your first turn at your normal Initiative and your
second turn at your Initiative minus 10.

RADIANCE OF THE STARS


Your strikes now carry the radiance of the stars. Whenever
you hit a creature with a weapon, the creature takes an
extra 1d8 radiant damage.

SEE THE UNSEEN


You gain truesight out to a range of 120 feet. In
addition, you gain Expertise with the Perception skill.
If you already had Expertise in it (or you gain it
later), you can always obtain a magical success with
it without expending a use of Elven-­skill, even if you
are miserable.

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

VIRTUE ♦ If you choose Scholar, your Rhymes of Lore die


At 2nd level, and again at 4th, 6th, and 9th level, you can take becomes a d12 and the extra hit points a creature
a common or cultural virtue of your choice (see Chapter 4 of regains when you use Hands of a Healer increase
The Lord of the Rings Roleplaying). Elf-­lords can always choose to 1d12. In addition, when you roll initiative and
their cultural virtues from those of the High Elves, regardless have no uses of Rhymes of Lore left, you regain
of which Elven culture they belong to. one use.
You can take each virtue only once. As normal, you cannot ♦ If you choose Treasure-­hunter, if you fail an ability
increase an ability score above 20 using this feature. check, attack roll, or saving throw, you can turn the
At 4th level, instead of taking a virtue you can gain a craft roll into a 20. Once you use this feature, you can’t use
slot and a craft of your choice from the Scholar’s Crafts list it again until you finish a short or long rest.
(see page 64 of The Lord of the Rings Roleplaying). ♦ If you choose Warden, you have advantage on attack
rolls against your favoured foes, and your Warded
ELVEN-­M ASTERY Lands’ benefits apply to all lands.
At 8th level, you attain the pinnacle of competence in a field,
giving you one of the following features of your choice. CRAFT MASTERY
Choose one of your crafts. You can always use it without
BODY MASTERY expending a craft slot.
You have advantage on death saving throws. In addition, at
the start of each of your turns, you regain hit points equal to SENSES MASTERY
5 + your Constitution modifier if you have at least 1 but no You gain blindsight out to a range of 30 feet. In addition, no
more than half of your hit points left. attack roll can have advantage against you unless you have
the incapacitated condition.
CALLING MASTERY
Choose a calling in which you have 10 levels. SKILL MASTERY
♦ If you choose Captain, the number of temporary hit Choose one of your skill or tool proficiencies with which you
points you grant when you use Leadership increases by have Expertise. Whenever you make an ability check that
10, and the range of your Aura of Valour and Aura of uses the chosen proficiency, you can always obtain a magical
Courage increases to 30 feet. success without expending a use of Elven-­skill, even if you
♦ If you choose Champion, the number of hit points you are miserable.
regain when you use Surge of Vigour increases by 10,
and you can attack four times instead of once when LORD OF THE ELDAR
you take the attack action on your turn. At 10th level, you are accounted among the greatest of the
♦ If you choose Messenger, you become immune to Eldar. Increase two ability scores of your choice by 4, to a
exhaustion, and your speed increases by 15 feet while maximum of 24.
you’re not wearing heavy armour.

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
OPEN GAME LICENSE VERSION 1.0A
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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.”

In the twilight of the Third Age, three realms of the West-elves


still endure in Middle-earth. By the power of the Three Rings,
they exist as a testament to a time that was. But not only the
Elves remember. As Sauron gathers his strength to bring war to
Middle-earth once again, he plans a devious vengeance against
those who humbled him long ago.

Keepers of the Elven-rings™ is a supplement for The Lord of the


Rings Roleplaying™, the 5E adaptation of the award-winning
second edition of The One Ring™ roleplaying game, based on
the works of J.R.R. Tolkien.

♦ Chapter 1: Where The West-elves Still Linger describes the


realms of Lórien, Rivendell and Lindon and those who dwell
there, including the Elf-lords who are their guardians.
♦ Chapter 2: The Days Darken provides the Loremaster with
details about Sauron’s schemes against the Immortal Folk,
including possible events, adversaries, and Loremaster characters.
♦ Chapter 3: Landmarks outlines twelve sites of interest,
including locations mentioned in The Lord of the Rings™ and
others created specifically for the game.
♦ The Appendix contains rules to play High Elves and Wood-
elves, and introduces guidelines to create Elf-lords, powerful
characters who can reach level 20 and are therefore suited
for epic level play.

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

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