Okay, a quick question but can someone say why it looks like the vote is down to either the Wood Way or Moon Way? I can see why the Sun Way isn't really in the running as we're not warriors, but the wise and seers. However, why hasn't the Healing Way received much discussion?

It looks like it's actually the way least known by the other races and also is the one that seems to be most appropriate to our path of being the wise leaders. Not to mention, being able to heal great wounds is likely to be extremely useful against The Enemy and his minions. Since that's one of the big ways that they're likely to diminish the might of the Free Races, when they can't actually kill them.
 
Okay, a quick question but can someone say why it looks like the vote is down to either the Wood Way or Moon Way? I can see why the Sun Way isn't really in the running as we're not warriors, but the wise and seers. However, why hasn't the Healing Way received much discussion?

I believe it's more that Wood Way and Moon Way matches more in thematically and mechanically. The House of Beor is quite accomplished Woodsman and Hunters. So it's generally because of trying to stack advantages.
 
I'm voting for Of Ents and Men for the Wood Ways. I would switch over to the Latecomer plan if it had the Wood Ways or the Healing Ways since I want to invite the other house of men to swear fealty to Finrod instead of absorbing them.
 
I believe it's more that Wood Way and Moon Way matches more in thematically and mechanically. The House of Beor is quite accomplished Woodsman and Hunters. So it's generally because of trying to stack advantages.
Actually, considering how our Dynastic trait only gives +2 to Woodsman rolls, but +5 to Lore and Wisdom, the Healer's Way is very likely to stack more with our advantages. You can't even really say that the leader generation favours the others as we've got equal chance for automatic generation of Rangers or Seers. The only thing that favours Woodsmen and Hunters is the fact that we've just spent the last few centuries/millenia travelling to get to where we just have.

So right now we're setting up the character of who we will be in the future, which means starting the chains to unlock smithing, actual civilisation and serious magics. And I think that being the people you come to for healing is... Very different to what is so far available to the Free Races, and absolutely necessary. I'll look into throwing up a plan in the morning as it is way too late to do it now.
 
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The important things for me this turn were getting the other men to swear to the elves, Halbeth looking for entwives, Baran going on the hunt to continue building his legend, and trying for a bard leader. I also wanted to take the action to give extra food to the Wise in the hopes of squeezing some more knowledge out of them. There was a plan that hit all of those things.

I'd like healing magic over the other choices, both because it's a skill that's likely to be missing from any of our allies and the possible increase in pop growth, but it wasn't a necessity as all the magics are powerful. If I made a plan to involve healing magic, it'd basically be Plan Too Late To Gain Supporters with the magic swapped out.
 
Actually, considering how our Dynastic trait only gives +2 to Woodsman rolls, but +5 to Lore and Wisdom, the Healer's Way is very likely to stack more with our advantages. You can't even really say that the leader generation favours the others as we've got equal chance for automatic generation of Rangers or Seers. The only thing that favours Woodsmen and Hunters is the fact that we've just spent the last few centuries/millenia travelling to get to where we just have.

So right now we're setting up the character of who we will be in the future, which means starting the chains to unlock smithing, actual civilisation and serious magics. And I think that being the people you come to for healing is... Very different to what is so far available to the Free Races, and absolutely necessary. I'll look into throwing up a plan in the morning as it is way too late to do it now.
Good points, I am convinced. Diplomats and healers are needed more than rangers I think.

[X] Plan Healing Way
-[] Invite the dark-haired men to join you in Estolad, and swear themselves to the elves. (Increased relation with Finrod, some of the new men may share Estolad with you)
--[]
Baran
-[] The Land Above The Rivers: The wide land called Thargelion is open and lush, and may well be home to some few of the ents. If any have settled in these open plains, it would likely be the Entwives, who value open land to plant and tend their great gardens. The Entwives, the Elves say, know the secrets of the growing things.
--[] Halbeth
-[] The Healing Way: An old crone named Imarwen remembers her mothers' mothers tales of the grasses and the herbs and the words which could heal, which could quicken womb and help bone mend. The words have all but been forgotten, and the skill is all but dead. Belen learns it from her. The elves know something of this way, and say in their songs that Este, the gentlest of the Valar, weeps for the suffering of mortals, and aids them as she can.
-[] There are some among the Wise whose voices are deep and whose words cut the soul with their beauty. Their music is an echo of the First. (Chance of recruiting a bard leader)
--[] Belen
-[] The hunters have found a mighty boar that rampages through the forests, and has already slain two men. You declare a Great Hunt to find and kill the boar, promising that the man who slays it will be rewarded with extra food and a celebration in his honor. (Requires two months of food)
--[]
Baran
-[] The hunters say that there seems to be great abundance in the forests to your north. They wish to explore it.
--[] Baran
-[] You begin the construction of small, temporary homes to shelter your people. Little more than hovels of mud and wood, they are still more than you have ever known.
--[] Request Elven Aid (may owe the elves)
-[]
You give extra rations to the women and children, increasing the growth of the clan. (Requires an extra month of food)
-[]
More elves have followed Finrod, seeking to interact with these new men and trade with you. You order the women of the House to make a concerted effort to sew and weave more embroideries and trinkets that they might wish to trade for.

Exploring the northern forest like the not-too-late plan to hopefully increase our passive food income, more children (duh), and getting more elven "currency" to hopefully pay for their help with building our new homes.
 
So it turns out, I don't need to throw up a plan after all. As someone's done it for me now. Thanks!

[X] Plan Healing Way
 
The Powers of Beleriand
-The dominions and realms of the Children of Illuvatar in the First Age, and of the Dark Lord who is their Enemy --​

The House of Beor
Wisest and deepest in spirit of all the races of Men, quick to sorrow and slow to rage, fair in judgement and old of mind. The mightiest hunters of the Secondborn, and the first of the Latecomers to emerge in Beleriand.

Faction Leader: Baran son of Beor son of Beregost
Population: 2,314
Dominion: The northern part of the lands called Estolad
Army: Some 600 hunters.

Leaders:
Baran, son of Bëor.
Age:
24
Health: 140/140
Class: Ranger
Rank: 5 (3 actions per turn)
Hale, young, and a woodsman of great skill, Baran is your heir and the mightiest of the hunters of your house.

Stats:
Grace:
6 -- There is a spark in you, but it is dim. (+5 to all Morale rolls, +10 Health)
Warfare:
5 -- You have led your people in some few struggles, but nothing of note. (No Modifier).
Combat: 10 -- You are one of the finest warriors among the race of Men. (+40 modifier)
Strength:
11 -- You are strong indeed among the children of Mankind. (+40 modifier)
Diplomacy:
9 -- You are well-spoken and fair of voice. (+30 modifier)
Lore:
4 -- You do not heed oft the words of the Wise, choosing instead to hunt in the fields. (-20 modifier)
Wisdom:
8 -- There is a certain intuition in your soul. (+20 Modifier)
Crafting
: N/A -- Your people are vagabonds and wanderers, and cannot make works of beauty.
Magic: 2 -- There is an old magic among your people, the stuff of woodlands and fens, but you are not learned in it. (-40 modifier)
Woodsmanship:
18 -- Your people are masters of the wood and the hill, and of the wild places of earth. (+90 modifer)
Tracking:
14 -- You are one of the mightiest huntsman among your people. (+40 modifier)

Traits:
The House of Beor:
You are the wisest and most thoughtful of mortal men, and your heirs follow in your footsteps. Yours is a race of thinkers, of brave hearts and bolder minds, of Men with a will to power to rival the very elves themselves. Yours is a bloodline of heroes, touched by destiny and blessed by fate. From your noble line shall spring the Hope of All. (Leaders of your House start with minimum 5 Grace. At least one child of your House per generation will be a Seer or Ranger leader. Get a +2 to all Woodsmanship rolls, and a +5 to all Lore and Wisdom rolls. If reduced to a single living leader, you automatically begin the Lay of Leithian questline, which has a 3% chance to start per turn. Gives access to the unique Halfelven questline after a certain undisclosed amount of turns have passed.)

(Hunter Legend) Baran of the Deep Wood: Your skill as a woodsman is exemplary among the children of Men. It may well be the stuff of stories. (6/10 to Rank I)
Belen, son of Bëor.
Age:
21
Health: 100/100
Class:
Seer
Rank: 3 (1 action per turn)
Though young, inexperienced, and barely a man, your son Belen has emerged as one of the foremost of the Wise of your clan, the peer of men decades his elder.

Stats:
Grace:
9 -- A flame imperishable is kindled in thy heart. (+10 to all Morale rolls, +40 health, gain slightly increased XP)
Warfare:
1 -- You have never led men into war, and know nothing of battle. (-90 Modifier).
Combat: 6 -- You are capable of fighting, but have no skill for it. (No modifier)
Strength:
6 -- You are not particularly strong of arm. (No modifier)
Diplomacy: 8
-- You are well-spoken and fair of voice. (+20 modifier)
Lore:
15 -- You are the mightiest of the loremasters of your folk. (+60 modifier)
Wisdom:
12 -- You are wise in thought, for one so young. (+40 Modifier)
Crafting
: N/A -- Your people are vagabonds and wanderers, and cannot make works of beauty.
Magic: 8 -- There is an old magic among your people, the stuff of woodlands and fens. You know of it. (+20 modifier)
Woodsmanship:
10 -- You are at home among the hills. (+40 modifer)
Tracking:
8 -- You know something of the hunter's art. (+20 modifer)

Traits:
The House of Beor:
You are the wisest and most thoughtful of mortal men, and your heirs follow in your footsteps. Yours is a race of thinkers, of brave hearts and bolder minds, of Men with a will to power to rival the very elves themselves. Yours is a bloodline of heroes, touched by destiny and blessed by fate. From your noble line shall spring the Hope of All. (Leaders of your House start with minimum 5 Grace. At least one child of your House per generation will be a Seer or Ranger leader. Get a +2 to all Woodsmanship rolls, and a +5 to all Lore and Wisdom rolls. If reduced to a single living leader, you automatically begin the Lay of Leithian questline, which has a 3% chance to start per turn. Gives access to the unique Halfelven questline after a certain undisclosed amount of turns have passed.)

The Sight: This character, through some strange quirk of their lineage, dreams of things yet to come, and of what might be, or what will be, in years yet come. The Shadow weighs heavy on the hearts of such dreamers, and they are not long for Man's world. (This character gets re-rolls on one failed roll a turn, and gets +10 boosts to all Combat, Woodsmanship, and Magic rolls. Reduced health and increased susceptibility to illness.)
Halbeth, daughter of Barahir the Tall, called Bow-Maiden by the Elves.
Age:
22
Health: 100/100
Class:
Ranger
Rank: 3 (1 action per turn)
Young, strong, and wise beyond her years, with an elvish grace that fills her days. The Bow-Maiden is loved by your people.

Stats:
Grace:
12 --There is a glorious fire within you that is not easily quenched. (+40 to all Morale rolls, Gain XP at a x1.5 rate, +100 Health)
Warfare:
1 -- You have never led men into war, and know nothing of battle. (-90 Modifier).
Combat: 10 -- You are one of the greatest combatants of the race of Men. (No modifier)
Strength:
8 -- You are counted mighty among the Race of Beor. (+20 modifer)
Diplomacy:
8 -- You are well-spoken and fair of voice. (+20 modifier)
Lore:
5 -- You are not especially given to the lore of the folk. (+0 modifier)
Wisdom:
2 -- You are brash and quick to action. (-40 modifier)
Crafting
: N/A -- Your people are vagabonds and wanderers, and cannot make works of beauty.
Magic: 8 -- There is an old magic among your people, the stuff of woodlands and fens. You know of it. (+20 modifier)
Woodsmanship:
16 -- You walk wild among the trees, and your feet are as the wind. (+60 modifer)
Tracking:
15 -- Mighty of arm and great of bow, hailed for your skill by the Firstborn. (+60 modifer)

Traits:
The People of Beor:
You are one of the original people of Beor, who followed Beor the Old across the Ered Luin in the dawn of mankind. Yours is the wood and the hill, the song and the word. You are a sad people, a people old and deep of spirit. (+2 to all Lore and Wisdom rolls, +1 to all Woodsmanship and Tracking rolls)

Named By The Sindar: You are named by the Sindarin elves for a particular aspect of your person or a certain deed of yours. Your name is spoken in the Woodland Realm, and the Grey Elves consider you to be a person of note among the Secondborn. (+20 to all relations with Sindarin Elves, +5 to relations with non-Sindarin elves.)

(Hunter Legend) Halbeth, the Bow-Maiden: It was said in later times that Halbeth of the people of Beor was a hunter of fame in the youth of Mankind, and the elves called her Cúrwen. (Rank I, +10 to tracking rolls) ((0/10) to Rank II)

Faction Traits:
Elf-Friends:
You and your people are counted among the Edain, the Elf-Friends. You have sworn to give life and limb and heart and soul to the struggle against the Great Enemy, Morgoth, and shall in return receive the wisdom and the teaching of the Elves. You shall forevermore be held in the eyes of the Elves above those who stayed behind in the East. (+30 to all relations with elves, diminished Latecomer bias with Elves. Perform better in combat with elves, but are required to contribute a portion of your troops to the Siege of Angband and raise your forces when called upon to do battle with Morgoth.)


(Dynastic Trait) The House of Beor: You are the wisest and most thoughtful of mortal men, and your heirs follow in your footsteps. Yours is a race of thinkers, of brave hearts and bolder minds, of Men with a will to power to rival the very elves themselves. Yours is a bloodline of heroes, touched by destiny and blessed by fate. From your noble line shall spring the Hope of All. (Leaders of your House start with minimum 5 Grace. At least one child of your House per generation will be a Seer or Ranger leader. Get a +2 to all Woodsmanship rolls, and a +5 to all Lore and Wisdom rolls. If reduced to a single living leader, you automatically begin the Lay of Leithian questline, which has a 3% chance to start per turn. Gives access to the unique Halfelven questline after a certain undisclosed amount of turns have passed.)

(Racial Trait) The Latecomers: Yours is the Race of Men, youngest and least skilled of all the Children of Illuvatar. You are but newly come to the world, and are easy prey to the corruptions of the Enemy. (Begin the game later than all other Races, and cannot spawn Smith leaders until you begin the Elf-Friend or Dwarf-Friend questlines. Reduced species-wide Grace.)

(Racial Trait) The Gift of Men: Yours is the blessing of death itself: frail mortality, the Doom and the Gift of Men. To men are given shorter life than all the other races, but to them also is given greater will, greater ambition and drive, and the power to change the world as the Elves and Dwarves never might. Your lives are short, yet burn all the brighter for it. (Leaders can only be active for roughly ten to twenty turns, and die easier than leaders of other races. Leaders of the Race of Men gain experience at a triple rate compared to other races, and get a +2 to all rolls. All leader generation rolls are rerolled, with the best roll being taken. All non-warfare and non-smithing rolls are rerolled.)
The Kingdom of Doriath
The Woodland Realm of Doriath is the mightiest and fairest of all the realms of the Elves in Middle-Earth. No Shadow may avail the magics of it's Lady, and while Doriath stands free, elven-maidens shall dance beneath the trees in the moonlight of the Sindar.

Faction Leaders: Elu Thingol, High King of the Sindar and Lord of Beleriand, and his wife, Melian of Doriath
Population: 200,000
Dominion: The forest of Doriath, it's outskirts, and lays claim to the lands of Estolad and Ossiriand, which Thingol rules as lord.
Army: The Host of the Sindar at full muster numbers some 50,000 strong.

Leaders:
A king there was in days of old:
ere Men yet walked upon the mould
his power was reared in caverns' shade,
his hand was over glen and glade.

Elu Thingol, called also Elwe Singollo, the Greymantle
Age:
4,623
Health: 1500/1500
Class: Seer
Rank: 8 (5 actions per turn)
You are the Greymantle, revered and feared among the lords of the world, great in wisdom and terrible in wrath, tallest of Elves and Men and mighty among mortals.

Stats:
Grace:
17 -- You have gazed upon the light of the Trees. You are one of the High Elves, and your fea burns with fire. (+140 to all Morale rolls, +1000 Health)
Warfare:
6 -- You are not a warrior or a conqueror. Your strength lies elsewhere. (No Modifier).
Combat: 10 -- You have not held a blade since before the Sun rose. (+40 modifier)
Strength:
16 -- Yours is the strength of the Firstborn. (+60 modifier)
Diplomacy:
18 -- Your words are powerful and ancient, and younger mortals heed them well. (+90 modifier)
Lore:
20 -- You are older than the sun and moon, and have great knowledge of the secrets of the world. (+120 modifier)
Wisdom:
18 -- You woke when the stars were new, and yours is an ancient wisdom. (+90 Modifier)
Crafting
: 15 -- Mighty indeed are the works of your hand. (+60 Modifier)
Magic:
17 -- Your song is the first song that was sung. (+80 modifier)
Woodsmanship:
20 -- You walked dim grey woods alone in the youth of the world. You are the lord of beech and elm. (+140 modifer)
Tracking:
15 -- You hunted beasts in the dim starlight when the world was young. (+60 modifier)

Traits:
The Firstborn:
You are counted among the Firstborn, those elves who awoke on the far shores of Cuivinien when the world was new. You have breathed a fresher air and walked in a younger day, and all who have come after you are less. (+500 Health, +50 to all rolls, +40 to all intimidation rolls with Younger Races and younger elves, and +20 to all diplomacy rolls with such.)

The High Elves: You are one of the High Elves, that saw the light of the Two Trees and dwelled in the Deathless Lands where rules undying the Elder King. The light burns within you still, and will follow you until the end of days. (+2 Grace, +10 to all rolls)

(Unique Legend) The Grey King: You are the Elvenking of whom the songs will be sung in later days, the lord of beech and oak and elm. (Rank V, +40 to all Woodsmanship and Wisdom rolls.)
And Melian he loved, divine,
whose voice was potent as the wine
the Valar drink in golden halls
where flower blooms and fountain falls;
but when she sang it was a spell,
and no flower stirred nor fountain fell.
Melian, the Deathless
Age:
Immortal
Health: 3000/3000
Class:
Great Bard
Rank: 9 (1 actions per turn)
The Grey Lady, the Deathless Queen of Doriath, whose might holds back even the power of Morgoth the Enemy. You are fair and fey and wise, and while you live, the Sindar prosper.

Stats:
Grace:
20 -- You were born before the World, in the Timeless Halls, and heard the first strands of the Music. (+500 to all Morale rolls, +1000 health)
Warfare:
N/A -- War is not the way of the servants of Vana.
Combat: 20 -- Roused to anger, your rage alone would shatter the spirits of Men and cow Elves. (+120)
Strength:
N/A -- Strength of arms is not your way.
Diplomacy: 20 -- None live mortal who could hear your voice and not be swayed. (+120 modifier)
Lore:
20 -- You sung the world into being. You know its' secrets intimately. (+120 modifier)
Wisdom:
20 -- You are wise in word and counsel to your bold husband. (+120 Modifier)
Crafting
: N/A -- Your way is not the Forge.
Magic: 20 -- A greater Music upon Middle-Earth does not exist. (+120 modifier)
Woodsmanship:
20 -- You are the Lady of Doriath, Queen of glade and glen. You sing to the trees in the tongue of their mother, who taught you. (+120 modifer)
Tracking:
N/A -- You do not hunt the beasts of Earth.

Traits:
Servant of Iluvatar:
You are one of the lesser Ainur, the deathless and undying servants of Iluvatar. You are counted among the shepherds of the world, and shall not age or diminish or die unless you will it so. You are bound to this world until it's ending, and are greater in form and might than mortals may dare to dream. (+2000 Health, cannot permanently die, may shapeshift. +100 to all rolls)

The Girdle of Melian: You have given all your strength and power to the protection of your woodland home, and of Doriath your place of dwelling. While you maintain your mighty spells to keep Doriath safe, none whom you do not permit can enter into the Woodland Realm. (-6 actions a Turn, cannot leave Doriath, protects Doriath from intrusion)
Her mantle blue with jewels white
caught all the rays of frosted light.
She shone with cold and wintry flame,
as dancing down the hill she came.
Luthien Tinuviel
Age:
3,191
Health: 2500/2500
Class:
Great Bard
Rank: 9 (6 actions per turn)
Fairer and greater than are born to men, a daughter had great Thingol -- Luthien, called Tinuviel, the Nightingale. You are the mightiest of the Eldar in the Ages of the Sun.

Stats:
Grace:
20 --There are none fairer among the Children of Illuvatar. (+500 to all Morale rolls, +1000 Health)
Warfare:
N/A -- The Grey Daughter has no need of host or sword.
Combat: N/A -- Thingol's child knows naught of strife.
Strength: N/A -- Melian's daughter does not want for strength, for hers is the strength of wood and hill.
Diplomacy: 20 -- You are Luthien Tinuviel, whose voice could stop armies, whose face could halt the hearts of Men. (+120 modifier)
Lore:
17 -- Your mother was born before the world, and your father is one of the Firstborn. (+80 modifier)
Wisdom:
18 -- You are elven-wise, with the foresight of the immortal. (+90 modifier)
Crafting
: 18 -- You know the songs of making and of mending and of twisting and of bending. (+90 modifier)
Magic:
20 -- Your voice is mighty indeed among all the dwellers of the World, and the might of your song might match the Enemy in his Hall. (+120 modifier)
Woodsmanship:
20 -- You dance wild and free amid the trees. You are the daughter of beech and oak and elm. (+120 modifer)
Tracking:
15 -- You have no need to hunt, but your eyes are skilled and can follow tracks long leagues. (+50 modifer)

Traits:
The Sindar:
Your people are the Grey Elves, who stayed behind, who never saw the light of the Trees or walked in the deathless lands. They are skilled in the ways of wood and hill, and are more in tune with nature. Under your tutelage and leadership, they have become a mighty race in their own right. (Leaders of your race have minimum 7 Grace. +5 bonus to all Woodsmanship and Tracking rolls, and +5 to all defensive Warfare rolls. Higher chance of producing Ranger or Champion leaders, and these leaders gain XP at an increased rate.)

Half-Elven (Maia): You are part Elven, and part something greater. Your blood was born before the world was sung, and yours is a strength timeless and eternal, a power of moon and star and song to shake the earth to it's roots. (+100 to all Magic rolls.+500 Health)

(Unique Legend) Tinuviel: You are the fairest of the Elves, and the mightiest upon the world. You are beloved by the Eldar, who will mourn your doom in later days. (Rank V, +50 to diplomacy with Elves, +20 to all non-Elven diplomacy rolls, +20 to all singing, crafting, or shapeshifting rolls)

Faction Traits:

(Personal Trait) The Elvenking and His Queen:
Long ago in the woods of Doriath when the world was young, an elven-king tarried long and lost his way. He found there wandering a beautiful maiden from beyond the Western Seas, a spirit of light and strength, and their love was great and mighty, one of the fairest of Elder Days. So long as he lives, she is his Lady and his Realm is hers. (Begin with one Rank 8 Faction Leader, Thingol, and one Rank 9 Faction Leader, Melian. As long as Thingol lives, Melian will remain in Doriath. )

(Faction Capital) The Woodland Realm of Doriath: The woods of Doriath the Fair are girded all about by the power and the strength of Melian it's Queen. While she lives, her immortal power protects the borders of Doriath, warding away all evil and holding back all but the most fell servants of Morgoth. (Gain Rank 6 Capital, Doriath, which is impregnable to attacks and cannot be penetrated by any whose strength is not equal to or greater than that of Melian. Should Thingol die, the Girdle will fall.)

(Racial Trait) The Sindar: Your people are the Grey Elves, who stayed behind, who never saw the light of the Trees or walked in the deathless lands. They are skilled in the ways of wood and hill, and are more in tune with nature. Under your tutelage and leadership, they have become a mighty race in their own right. (Leaders of your race have minimum 7 Grace. +5 bonus to all Woodsmanship and Tracking rolls, and +5 to all defensive Warfare rolls. Higher chance of producing Ranger or Champion leaders, and these leaders gain XP at an increased rate.)

(Faction Trait) The Marchwardens of Doriath: The golden eaves of the Fenced Realm are protected and guarded ever and always by the tireless and ageless Marchwardens, the finest and bravest soldiers among all the Sindar. They and their captains are elves of whom the songs will be sung in later days, and simply to be counted among their number is to enter into the annals of myth. (Begin the game with a Rank 6 Warrior leader, Mablung of the Heavy Hand, and a Rank 7 Ranger leader, Beleg the Bow. Gain an elite army unit called the Marchwardens, who have a chance of producing Rank 3+ Ranger and Champion leaders whenever you have a free leader slot.)

(Faction Trait) The Maiden of Doriath: In mighty Doriath there dwells a treasure greater than mortal tongue can tell, fairer than gold or ivory or pearls all, greater in form and shape and might than any of the Firstborn save Feanor. She is Lúthien, the princess of the Sindar and the fairest creature ever born upon Arda. In her is embodied both the might of the Eldar and the power of the Maiar, and Lúthien alone of the Firstborn might stand before Morgoth Bauglir and emerge if not victorious, alive. (Gain Rank 9 Seer leader, Luthien. She cannot leave Doriath until certain conditions have been triggered, but she is the most powerful Elven leader in the game. As long as Luthien is alive, gain a +3 to all Diplomatic actions. Once per turn after the arrival of the House of Beor, have a 3% chance of triggering the Lay of Leithian epic questline)
The House of Fingolfin

The greater part of the Noldor, led by their High King Fingolfin, who is fair and strong of arm, great among the children of Illuvatar. The Noldor are a race of smiths and warriors, given to destruction and creation in greater measure than the other elven kindreds. Dark of hair and proud of spirit, the Noldor have followed Morgoth to Middle-Earth to avenge their fallen king. Fairest of their realms is the Hidden City, Gondolin.

Faction Leader: Fingolfin, High King of the Noldor
Population: 90,000, with a further 20,000 in Gondolin
Dominion: All the Northwest of Beleriand, from the land of Hithlum to the mountains of Dor-Lomin
Army: The Host of the Noldor numbers some 30,000 at full muster, with a further 10,000 in Gondolin

Leaders:
Then Fingolfin beheld the utter ruin of the Noldor, and the defeat beyond redress of all their houses; and filled with wrath and despair he mounted upon Rochallor his great horse and rode forth alone, and none might restrain him. He passed over Dor-nu-Fauglith like a wind amid the dust, and all that beheld his onset fled in amaze, thinking that Oromë himself was come: for a great madness of rage was upon him, so that his eyes shone like the eyes of the Valar.
Thus he came alone to Angband's gates, and he sounded his horn, and smote once more upon the brazen doors, and challenged Morgoth to come forth to single combat.
And Morgoth came.

Fingolfin, High King of the Noldor in Middle-Earth, called Nolofinwe
Age:
3,287
Health: 2300/2300
Class: Great Champion
Rank: 8 (5 actions per turn)
Mightiest of all the warriors of the elven race, the High King is the greatest of the House of Finwe still living, a spirit of strength and nobility.

Stats:
Grace:
20 -- You have gazed upon the light of the Trees. Mighty are you among the heirs of Noldoran. (+500 to all Morale rolls, +1000 Health)
Warfare:
19 -- You have led great battles in darker days against the power of the Enemy. (+100 Modifier).
Combat: 20 -- Greatest of the Noldor in strength of arms, none living can match you with a blade. (+120 modifier)
Strength:
20 -- Yours is the strength of Finwe Noldoran, who awoke when the world was young (+120 modifier)
Diplomacy:
18 -- Your words are powerful and ancient, and younger mortals heed them well. (+90 modifier)
Lore:
17 -- You are well-studied in the lore of the world. (+80 modifier)
Wisdom:
13 -- You are one of the Noldorin, and wise beyond the reckoning of men. (+20 Modifier)
Crafting
: 15 -- Mighty indeed are the works of the Noldor. (+60 Modifier)
Magic:
12 -- Your arm is your strength, not your voice. (+20 modifier)
Woodsmanship:
12 -- You walk the wild with the grace of the Eldar, but it is not your strength. (+20 modifer)
Tracking:
15 -- You hunted beasts in the fields of Valinor with the Great Huntsman himself. (+60 modifier)

Traits:
(Personal Trait) The High King:
You are the King of the Noldor and the mightiest of Finwe's sons in strength of arms. When your ire is raised, the Shadow in Angband trembles to behold it. You are the greatest and noblest of the Kings of the Eldar in Middle-Earth, and the Elf-Lords heed your word. (Begin with one Rank 8 Faction Leader, Fingolfin, who has 20 Grace. He gains rerolls on all Warfare and Combat actions, and gains major personal combat bonuses when his anger is aroused. Get 1 extra free action per turn. If the faction loses enough leaders and population, he may break from player control, temporarily gain 2 Ranks, and attempt to duel his most powerful current enemy. If Fingolfin dies, this trait will pass to his next living son.)

The High Elves: You are one of the High Elves, that saw the light of the Two Trees and dwelled in the Deathless Lands where rules undying the Elder King. The light burns within you still, and will follow you until the end of days. (+2 Grace, +10 to all rolls, +300 Health)

(Great Champion Legend) Aracano, the High-King: The rage and power of the High King of the Noldor is enough to shift the tide of any battle. Even the Enemy trembles. (Rank V: +100 to all Morale Rolls, even when vastly outnumbered. +100 to all Warfare rolls.)
Of all the children of Finwe he is justly most renowned: for his valour was as a fire and yet as steadfast as the hills of stone; wise he was and skilled in voice and hand; truth and justice he loved and bore good will to all, both Elves and Men, hating Morgoth only.
He sought not his own, neither power nor glory, and death was his reward.

Fingon of Fingolfin's House, called Findekano by the Noldor
Age:
2,984
Health: 700/700
Class: Warrior
Rank: 6 (4 actions per turn)
Named the most valiant of the Noldor and the bravest in battle, Fingon is the equal of his father, not in skill but in spirit.

Stats:
Grace:
15 -- You have seen the towers of Tirion on Tuna and beheld the mountain Ilmarin on high. Your soul blazes with immortal flame. (+60 to all Morale rolls, +400 Health)
Warfare:
18 -- You are Fingolfin's son and a commander of great skill. (+90 Modifier).
Combat: 16 -- Your skill is the equal of that of your close friend Maedhros. (+60 modifier)
Strength:
17 -- In your heart is the strength of the heirs of Finwe. (+80 modifier)
Diplomacy:
18 -- Your words are powerful and ancient, and younger mortals heed them well. (+90 modifier)
Lore:
17 -- You are well-studied in the lore of the world. (+80 modifier)
Wisdom:
13 -- You are one of the Noldorin, and wise beyond the reckoning of men. (+20 Modifier)
Crafting
: 12 -- Mighty indeed are the works of the Noldor. (+60 Modifier)
Magic:
15 -- Your arm is your strength, not your voice. (+60 modifier)
Woodsmanship:
11 -- You walk the wild with the grace of the Eldar, but it is not your strength. (+20 modifer)
Tracking:
15 -- You hunted beasts in the fields of Valinor with the Great Huntsman himself. (+60 modifier)

Traits:
The High Elves:
You are one of the High Elves, that saw the light of the Two Trees and dwelled in the Deathless Lands where rules undying the Elder King. The light burns within you still, and will follow you until the end of days. (+2 Grace, +10 to all rolls, +300 Health)

(Racial Trait) The Noldor: The Noldo, one and all, are in some way like in spirit and temperment to Feanor who was their King before the stars. They are the High Elves of yore, who are great in wrath and mighty in war, and ten of their number may equal a hundred orcs. None living among mortals are their match on the field of war. ((Factionwide +5 bonus to Grace, +30 to all Crafting, Lore, and Warfare rolls, +40 to all rolls against servants of Morgoth, higher chance of producing Smith leaders, all Warrior or Smith leaders are generated at minimum Rank 4. +50 to all combat rolls.)

(Warrior Legend) Findekano, Radiant Star: Among all the battlers of the Noldor, bravest and boldest and most loved is Fingon Fingolfin's son. (Rank III, +30 to Combat rolls)
Then when Fingon heard afar the great trumpet of Turgon his brother, the shadow passed and his heart was uplifted, and he shouted aloud: 'Utulie'n aure! Aiya Eldalie ar Atanatari, utulie'n aure! The day has come! Behold, people of the Eldar and Fathers of Men, the day has come!' And all those who heard his great voice echo in the hills answered crying: 'Auta i lome! The night is passing!'
Turgon, King of Gondolin
Age:
2,109
Health: 1000/1000
Class:
Seer
Rank: 6 (4 actions per turn)
Wisest and fairest of Fingolfin's line is Turgon, King of the Hidden Realm, most loved of the Kings of the Noldor save for his father in later days.

Stats:
Grace:
16 -- You have seen the towers of Tirion on Tuna and beheld the mountain Ilmarin on high. Your soul blazes with immortal flame. (+60 to all Morale rolls, +600 Health)
Warfare:
18 -- You are Fingolfin's son and a commander of great skill. (+90 Modifier).
Combat: 13 -- You are no great battler or warrior. (+20 modifier)
Strength:
17 -- In your heart is the strength of the heirs of Finwe. (+80 modifier)
Diplomacy:
18 -- Your words are powerful and ancient, and younger mortals heed them well. (+90 modifier)
Lore:
17 -- You are learned in the themes of the Music. (+80 modifier)
Wisdom:
20 -- You are wisest among the Noldor and possessed of mighty foresight. (+120 Modifier)
Crafting
: 16 -- Great indeed is the skill of Gondolin's King. (+60 Modifier)
Magic:
18 -- Yours is the song of river and sea and dell, of the water rushing and the long years flowing. (+90 modifier)
Woodsmanship:
11 -- You walk the wild with the grace of the Eldar, but it is not your strength. (+20 modifer)
Tracking:
15 -- You hunted beasts in the fields of Valinor with the Great Huntsman himself. (+60 modifier)

Traits:
The High Elves:
You are one of the High Elves, that saw the light of the Two Trees and dwelled in the Deathless Lands where rules undying the Elder King. The light burns within you still, and will follow you until the end of days. (+2 Grace, +10 to all rolls, +300 Health)

(Racial Trait) The Noldor: The Noldo, one and all, are in some way like in spirit and temperment to Feanor who was their King before the stars. They are the High Elves of yore, who are great in wrath and mighty in war, and ten of their number may equal a hundred orcs. None living among mortals are their match on the field of war. ((Factionwide +5 bonus to Grace, +30 to all Crafting, Lore, and Warfare rolls, +40 to all rolls against servants of Morgoth, higher chance of producing Smith leaders, all Warrior or Smith leaders are generated at minimum Rank 4. +50 to all combat rolls.)

(Unique Legend) The King Of Gondolin: You are lord of the Hidden City, which will fall to Morgoth last of all. (Rank V, +20 to combat rolls and warfare rolls while Gondolin stands, +600 to all Morale rolls when leading the armies of Gondolin)

Faction Traits:

(Faction Trait) The Blessing of Ulmo:
Ulmo the Vala, Lord of the Waters and the Seas, has a special liking for the House of Fingolfin and it's heirs. He guides your sons and shepherds your people to greater destinies still. (+5 to all Morale rolls in sight of water, and gain guidance from Ulmo towards certain choices which would best benefit your people.)

(Faction Trait) The Star of Fingolfin: Not only are you the High King, but your distance from your brother Feanor's hideous deeds means that the other elves offer you a degree of repentance, and those of your House are more well-liked among the people of Arda than the warlike and single-minded Feanorians. (+20 to all Diplomacy rolls with elves, can assemble Alliances against Morgoth if you have positive relations with more than three factions)

(Racial Trait) The Noldor: The Noldo, one and all, are in some way like in spirit and temperment to Feanor who was their King before the stars. They are the High Elves of yore, who are great in wrath and mighty in war, and ten of their number may equal a hundred orcs. None living among mortals are their match on the field of war. ((Factionwide +5 bonus to Grace, +30 to all Crafting, Lore, and Warfare rolls, +40 to all rolls against servants of Morgoth, higher chance of producing Smith leaders, all Warrior or Smith leaders are generated at minimum Rank 4. +50 to all combat rolls.)
The House of Feanor
The dispossessed, the exiles, the Kinslayers -- these are the Feanorians, the Noldor who followed Feanor in his pride and in his sin. Mightiest of the warriors of the elves, they have struggled in war against Morgoth for longer than any now living. The Feanorians are proud and strong, devoted friends and fast foes. Their army is the largest single force of Noldor in Middle-Earth, for none draw breath among the Feanorians who will not die for the Silmarils. There are no children among their number, for the Noldor do not birth at war -- and they have been at war for centuries.

Faction Leader: Maedhros, Son of Feanor
Population: 40,000 total
Dominion: The Northeast of Beleriand, from Thargelion to Himlad, and the mountain-passes ringing Angband.
Army: The Host of the Feanorians numbers some 40,000, and does not disband or waver. The sons of Feanor do not sow.

Leaders:
Be he friend or foe, or demon wild
of Morgoth, Elf, or mortal child,
or any that here on earth may dwell,
no law, nor love, nor league of hell,
no Vala's might, no binding spell,
shall him defend from hatred fell of Fëanor's sons,
whoso take or steal or finding keep a Silmaril.
These we alone do claim by right,
our thrice enchanted jewels bright.

Maedhros the Tall
Age:
3,134
Health: 700/700
Class: Champion
Rank: 7 (5 actions per turn)
First-born and chief among the Feanorians was flame-haired Maedhros, a lord and a battler and a spirit of fire.

Stats:
Grace:
15 -- You have seen the towers of Tirion on Tuna and beheld the mountain Ilmarin on high. Your soul blazes with immortal flame. (+60 to all Morale rolls, +400 Health)
Warfare:
18 -- You are the warmaster of the Noldor, a lord of battles and a prince of war. (+90 Modifier).
Combat: 16 -- Your skill was less before you lost your hand. The servants of Morgoth fear your blade. (+60 modifier)
Strength:
19 -- Yours is the strength of Flame. (+100 modifier)
Diplomacy:
17 -- You are the fairest of your brothers of tongue and word. (+80 modifier)
Lore:
15 -- You know some of the old secrets. (+60 modifier)
Wisdom:
16 -- You are the wisest of the Feanorians. (+60 Modifier)
Crafting
: 18 -- You are one of the sons of Feanor, and learned at his feet. (+90 Modifier)
Magic:
7 -- The magics of the world do not avail the sons of Feanor, for Doom is laid upon them. (No modifier)
Woodsmanship:
15 -- You hunted once in the woods of the Undying Lands. (+60 modifier)
Tracking:
12 -- You are no great Hunter. (+20 modifier)

Traits:
(Leader Trait) The Spirits of Fire:
You are the children of Feanor, who was the finest of the elves of Elder Days, and to you is given skill and power above all others. But fire is volatile and violent, and above all unpredictable. (Rerolls on all crafting, magic, combat, and warfare choices, but you must pick the lowest roll. -30 to Diplomacy and Wisdom rolls. +1 Warfare.)

(Racial Trait) The Noldor: The Noldo, one and all, are in some way like in spirit and temperment to Feanor who was their King before the stars. They are the High Elves of yore, who are great in wrath and mighty in war, and ten of their number may equal a hundred orcs. None living among mortals are their match on the field of war. ((Factionwide +5 bonus to Grace, +30 to all Crafting, Lore, and Warfare rolls, +40 to all rolls against servants of Morgoth, higher chance of producing Smith leaders, all Warrior, Champion, and Smith leaders are generated at minimum Rank 4. +50 to all combat rolls.)

The High Elves: You are one of the High Elves, that saw the light of the Two Trees and dwelt in the Deathless Lands where rules undying the Elder King. The light burns within you still, and will follow you until the end of days. (+2 Grace, +10 to all rolls, +300 Health)

(Champion Legend) Russandol, the Flame-Haired: Wherever the shining blade of Maedhros is seen, the servants of the Shadow quiver in fear and the hearts of elves grow light. The Noldor shall never fall while he leads them. (Rank IV: +50 to all Morale Rolls, even when vastly outnumbered. +40 to all Warfare rolls.)
Be he friend or foe, or demon wild
of Morgoth, Elf, or mortal child,
or any that here on earth may dwell,
no law, nor love, nor league of hell,
no Vala's might, no binding spell,
shall him defend from hatred fell of Fëanor's sons,
whoso take or steal or finding keep a Silmaril.
These we alone do claim by right,
our thrice enchanted jewels bright.

Maglor the Ministrel
Age:
3,071
Health: 700/700
Class: Bard
Rank: 5 (3 actions per turn)
Second-born and sweetest of voice of Feanor's children was Maglor, a singer and a soldier and a spirit of fire.

Stats:
Grace:
15 -- You have seen the towers of Tirion on Tuna and beheld Ilmarin on high. Your soul blazes with immortal flame. (+60 to all Morale rolls, +400 Health)
Warfare:
17 -- You have waged war for lifetimes. (+80 Modifier).
Combat: 14 -- You are skilled with a blade. (+20 modifier)
Strength:
19 -- Yours is the strength of Flame. (+100 modifier)
Diplomacy:
12 -- You speak well enough, but sing better. (+20 modifier)
Lore:
15 -- You know some of the old secrets. (+60 modifier)
Wisdom:
5 -- The Feanorians are brash and bold to action. (-60 modifier)
Crafting
: 18 -- You are one of the sons of Feanor, and learned at his feet. (+90 Modifier)
Magic:
17 -- You are Maglor, whose songs were greatest among the Elves in Elder Days. (+80)
Woodsmanship:
15 -- You hunted once in the woods of the Undying Lands. (+60 modifier)
Tracking:
12 -- You are no great Hunter. (+20 modifier)

Traits:
(Leader Trait) The Spirits of Fire:
You are the children of Feanor, who was the finest of the elves of Elder Days, and to you is given skill and power above all others. But fire is volatile and violent, and above all unpredictable. (Rerolls on all crafting, magic, combat, and warfare choices, but you must pick the lowest roll. -30 to Diplomacy and Wisdom rolls. +1 Warfare.)

(Racial Trait) The Noldor: The Noldo, one and all, are in some way like in spirit and temperment to Feanor who was their King before the stars. They are the High Elves of yore, who are great in wrath and mighty in war, and ten of their number may equal a hundred orcs. None living among mortals are their match on the field of war. ((Factionwide +5 bonus to Grace, +30 to all Crafting, Lore, and Warfare rolls, +40 to all rolls against servants of Morgoth, higher chance of producing Smith leaders, all Warrior, Champion, and Smith leaders are generated at minimum Rank 4. +50 to all combat rolls.)

The High Elves: You are one of the High Elves, that saw the light of the Two Trees and dwelt in the Deathless Lands where rules undying the Elder King. The light burns within you still, and will follow you until the end of days. (+2 Grace, +10 to all rolls, +300 Health)

(Bard Legend) Makalaure, the Golden-Voiced: You are the greatest of the singers of the Elven race, and your song might make the world itself to weep at sorrow for what is lost. (Rank V, +50 to all Magic and Diplomacy Rolls)
Be he friend or foe, or demon wild
of Morgoth, Elf, or mortal child,
or any that here on earth may dwell,
no law, nor love, nor league of hell,
no Vala's might, no binding spell,
shall him defend from hatred fell of Fëanor's sons,
whoso take or steal or finding keep a Silmaril.
These we alone do claim by right,

our thrice enchanted jewels bright.

Celegorm the Fair
Age:
2,711
Health: 700/700
Class: Hunter
Rank: 5 (3 actions per turn)
Fairest in form and cruelest of heart of the sons of Feanor was Celegorm, a hunter and a tracker and a spirit of fire.

Stats:
Grace:
15 -- You have seen the towers of Tirion on Tuna and beheld Ilmarin on high. Your soul blazes with immortal flame. (+60 to all Morale rolls, +400 Health)
Warfare:
17 -- You have waged war for lifetimes. (+80 Modifier).
Combat: 16 -- You are deadly with a blade, and among the best of the Feanorians. (+60 modifier)
Strength:
19 -- Yours is the strength of Flame. (+100 modifier)
Diplomacy:
16 -- Your words are arresting and powerful. (+60 modifier)
Lore:
15 -- You know some of the old secrets. (+60 modifier)
Wisdom:
5 -- The Feanorians are brash and bold to action. (-60 modifier)
Crafting
: 18 -- You are one of the sons of Feanor, and learned at his feet. (+90 Modifier)
Magic:
7 -- The magics of the world do not avail the sons of Feanor, for Doom is laid upon them. (No modifier)
Woodsmanship:
20 -- You learned of wood and hill and beast from Orome, the Hunstman of the Valar. (+120 modifer)
Tracking:
20 -- You are among the greatest hunters of the Elves. (+120 modifier)

Traits:
(Leader Trait) The Spirits of Fire:
You are the children of Feanor, who was the finest of the elves of Elder Days, and to you is given skill and power above all others. But fire is volatile and violent, and above all unpredictable. (Rerolls on all crafting, magic, combat, and warfare choices, but you must pick the lowest roll. -30 to Diplomacy and Wisdom rolls. +1 Warfare.)

(Racial Trait) The Noldor: The Noldo, one and all, are in some way like in spirit and temperment to Feanor who was their King before the stars. They are the High Elves of yore, who are great in wrath and mighty in war, and ten of their number may equal a hundred orcs. None living among mortals are their match on the field of war. ((Factionwide +5 bonus to Grace, +30 to all Crafting, Lore, and Warfare rolls, +40 to all rolls against servants of Morgoth, higher chance of producing Smith leaders, all Warrior, Champion, and Smith leaders are generated at minimum Rank 4. +50 to all combat rolls.)

The High Elves: You are one of the High Elves, that saw the light of the Two Trees and dwelt in the Deathless Lands where rules undying the Elder King. The light burns within you still, and will follow you until the end of days. (+2 Grace, +10 to all rolls, +300 Health)

(Hunter Legend) Tyelkormo, Swift To Anger: You are among the finest hunters living in all Arda. No prey may flee your pursuit, nor outrun your arrow. (Rank V, +50 to all Woodsmanship and Tracking Rolls)
Be he friend or foe, or demon wild
of Morgoth, Elf, or mortal child,
or any that here on earth may dwell,
no law, nor love, nor league of hell,
no Vala's might, no binding spell,
shall him defend from hatred fell of Fëanor's sons,
whoso take or steal or finding keep a Silmaril.
These we alone do claim by right,
our thrice enchanted jewels bright.

Caranthir the Dark
Age:
2,657
Health: 700/700
Class: Warrior
Rank: 5 (3 actions per turn)
Quickest to rage and slowest to council was the fourth-born of Feanor's sons, Caranthir, a warrior and a fighter and a spirit of fire.

Stats:
Grace:
15 -- You have seen the towers of Tirion on Tuna and beheld Ilmarin on high. Your soul blazes with immortal flame. (+60 to all Morale rolls, +400 Health)
Warfare:
17 -- You have waged war for lifetimes. (+80 Modifier).
Combat: 18 -- You are the best of the Feanorians in strength of arms. None can best you in your rage. (+90 modifier)
Strength:
19 -- Yours is the strength of Flame. (+100 modifier)
Diplomacy:
5 -- You are quick to anger and ill-spoken, most ill-loved of Feanor's sons. (-60 modifier)
Lore:
15 -- You know some of the old secrets. (+60 modifier)
Wisdom:
2 -- The Feanorians are brash and bold to action, and you most of all. (-90 Modifier)
Crafting
: 18 -- You are one of the sons of Feanor, and learned at his feet. (+90 Modifier)
Magic:
7 -- The magics of the world do not avail the sons of Feanor, for Doom is laid upon them. (No modifier)
Woodsmanship:
15 -- You hunted once in the woods of the Undying Lands. (+60 modifier)
Tracking:
12 -- You are no great Hunter. (+20 modifier)

Traits:
(Leader Trait) The Spirits of Fire:
You are the children of Feanor, who was the finest of the elves of Elder Days, and to you is given skill and power above all others. But fire is volatile and violent, and above all unpredictable. (Rerolls on all crafting, magic, combat, and warfare choices, but you must pick the lowest roll. -30 to Diplomacy and Wisdom rolls. +1 Warfare.)

(Racial Trait) The Noldor: The Noldo, one and all, are in some way like in spirit and temperment to Feanor who was their King before the stars. They are the High Elves of yore, who are great in wrath and mighty in war, and ten of their number may equal a hundred orcs. None living among mortals are their match on the field of war. ((Factionwide +5 bonus to Grace, +30 to all Crafting, Lore, and Warfare rolls, +40 to all rolls against servants of Morgoth, higher chance of producing Smith leaders, all Warrior, Champion, and Smith leaders are generated at minimum Rank 4. +50 to all combat rolls.)

The High Elves: You are one of the High Elves, that saw the light of the Two Trees and dwelt in the Deathless Lands where rules undying the Elder King. The light burns within you still, and will follow you until the end of days. (+2 Grace, +10 to all rolls, +300 Health)

(Warrior Legend) Morifinwe, Dark In Rage: Of all the Noldor, you are among the boldest and the rashest and the most given to rage. (Rank IV, +40 to all Combat rolls, -20 to all Diplomacy rolls)
Be he friend or foe, or demon wild
of Morgoth, Elf, or mortal child,
or any that here on earth may dwell,
no law, nor love, nor league of hell,
no Vala's might, no binding spell,
shall him defend from hatred fell of Fëanor's sons,
whoso take or steal or finding keep a Silmaril.
These we alone do claim by right,
our thrice enchanted jewels bright.

Curifin the Skilled
Age:
1,680
Health: 700/700
Class: Smith
Rank: 5 (3 actions per turn)
Fifth-born and favorite of Feanor's sons, most like him in skill and spirit was Curufin, a crafter and a forger and a spirit of fire.

Stats:
Grace:
15 -- You have seen the towers of Tirion on Tuna and beheld Ilmarin on high. Your soul blazes with immortal flame. (+60 to all Morale rolls, +400 Health)
Warfare:
17 -- You have waged war for lifetimes. (+80 Modifier).
Combat: 14 -- You are a warrior, but your skill is not in blades. (+20 modifier)
Strength:
19 -- Yours is the strength of Flame. (+100 modifier)
Diplomacy:
10 -- You are capable of fair speech when the urge overtakes you. (+20 modifier)
Lore:
18 -- You are learned in the ways of the Wise. (+90 modifier)
Subterfuge:
16 -- You are the craftiest and cleverest of the Feanorians, and well given to manipulation. (+60 modifier)
Wisdom:
13 -- You are wise among your brood. (+20 Modifier)
Crafting
: 20 -- You are an echo of Feanor, the Spirit of Fire who was the greatest smith of all. (+120 Modifier)
Magic:
7 -- The magics of the world do not avail the sons of Feanor, for Doom is laid upon them. (No modifier)
Woodsmanship:
15 -- You hunted once in the woods of the Undying Lands. (+60 modifier)
Tracking:
12 -- You are no great Hunter. (+20 modifier)

Traits:
(Leader Trait) The Spirits of Fire:
You are the children of Feanor, who was the finest of the elves of Elder Days, and to you is given skill and power above all others. But fire is volatile and violent, and above all unpredictable. (Rerolls on all crafting, magic, combat, and warfare choices, but you must pick the lowest roll. -30 to Diplomacy and Wisdom rolls. +1 Warfare.)

(Racial Trait) The Noldor: The Noldo, one and all, are in some way like in spirit and temperment to Feanor who was their King before the stars. They are the High Elves of yore, who are great in wrath and mighty in war, and ten of their number may equal a hundred orcs. None living among mortals are their match on the field of war. ((Factionwide +5 bonus to Grace, +30 to all Crafting, Lore, and Warfare rolls, +40 to all rolls against servants of Morgoth, higher chance of producing Smith leaders, all Warrior, Champion, and Smith leaders are generated at minimum Rank 4. +50 to all combat rolls.)

The High Elves: You are one of the High Elves, that saw the light of the Two Trees and dwelt in the Deathless Lands where rules undying the Elder King. The light burns within you still, and will follow you until the end of days. (+2 Grace, +10 to all rolls, +300 Health)

(Smith Legend) Curufinwe, Second Feanor: You are your father's child in all things, and second only to him of all elves living or dead in the art of the forge. (Rank V, +50 to all Crafting rolls, +10 to all Magic rolls)
Be he friend or foe, or demon wild
of Morgoth, Elf, or mortal child,
or any that here on earth may dwell,
no law, nor love, nor league of hell,
no Vala's might, no binding spell,
shall him defend from hatred fell of Fëanor's sons,
whoso take or steal or finding keep a Silmaril.
These we alone do claim by right,

our thrice enchanted jewels bright.

Amrod, the Fated
Age:
390
Health: 700/700
Class: Hunter
Rank: 5 (3 actions per turn)
Sixth of Feanor's sons and most loved by their mother, copper-haired and youngest save his brother, Amrod was a hunter and a twin and a spirit of fire.

Stats:
Grace:
15 -- You have seen the towers of Tirion on Tuna and beheld Ilmarin on high. Your soul blazes with immortal flame. (+60 to all Morale rolls, +400 Health)
Warfare:
16 -- You have waged war for lifetimes. (+60 Modifier).
Combat: 14 -- You are a warrior, but your skill is not in blades. (+20 modifier)
Strength:
19 -- Yours is the strength of Flame. (+100 modifier)
Diplomacy:
10 -- You are capable of fair speech when the urge overtakes you. (+20 modifier)
Lore:
13 -- You are young, and least learned of the Feanorians. (+20 modifier)
Wisdom:
7 -- You are a youth still, in the eyes of the Elves. (No Modifier)
Crafting
: 16 -- You are a child of Feanor, but knew him less than his other sons. (+60 Modifier)
Magic:
7 -- The magics of the world do not avail the sons of Feanor, for Doom is laid upon them. (No modifier)
Woodsmanship:
15 -- You and your brother have become great hunters in Middle-Earth. (+60 modifier)
Tracking:
16 -- You are a hunter of mighty skill among the Eldar. (+60 modifier)

Traits:
(Leader Trait) The Spirits of Fire:
You are the children of Feanor, who was the finest of the elves of Elder Days, and to you is given skill and power above all others. But fire is volatile and violent, and above all unpredictable. (Rerolls on all crafting, magic, combat, and warfare choices, but you must pick the lowest roll. -30 to Diplomacy and Wisdom rolls. +1 Warfare.)

(Racial Trait) The Noldor: The Noldo, one and all, are in some way like in spirit and temperment to Feanor who was their King before the stars. They are the High Elves of yore, who are great in wrath and mighty in war, and ten of their number may equal a hundred orcs. None living among mortals are their match on the field of war. ((Factionwide +5 bonus to Grace, +30 to all Crafting, Lore, and Warfare rolls, +40 to all rolls against servants of Morgoth, higher chance of producing Smith leaders, all Warrior, Champion, and Smith leaders are generated at minimum Rank 4. +50 to all combat rolls.)

The High Elves: You are one of the High Elves, that saw the light of the Two Trees and dwelt in the Deathless Lands where rules undying the Elder King. The light burns within you still, and will follow you until the end of days. (+2 Grace, +10 to all rolls, +300 Health)

(Hunter Legend) Ambarussa, the Copper-Haired Ones: The copper-haired twin sons of Feanor are masters of the wild places. (Rank III, +30 to all Tracking and Woodsmanship rolls)
Be he friend or foe, or demon wild
of Morgoth, Elf, or mortal child,
or any that here on earth may dwell,
no law, nor love, nor league of hell,
no Vala's might, no binding spell,
shall him defend from hatred fell of Fëanor's sons,
whoso take or steal or finding keep a Silmaril.
These we alone do claim by right,
our thrice enchanted jewels bright.
Amras, the Youngest
Age:
390
Health: 700/700
Class: Hunter
Rank: 5 (3 actions per turn)
Last and youngest of Feanor's sons, like his brother in spirit and skill, Amras was a hunter and a twin and a spirit of fire.

Stats:
Grace:
15 -- You have seen the towers of Tirion on Tuna and beheld Ilmarin on high. Your soul blazes with immortal flame. (+60 to all Morale rolls, +400 Health)
Warfare:
16 -- You have waged war for lifetimes. (+60 Modifier).
Combat: 14 -- You are a warrior, but your skill is not in blades. (+20 modifier)
Strength:
19 -- Yours is the strength of Flame. (+100 modifier)
Diplomacy:
10 -- You are capable of fair speech when the urge overtakes you. (+20 modifier)
Lore:
13 -- You are young, and least learned of the Feanorians. (+20 modifier)
Wisdom:
7 -- You are a youth still, in the eyes of the Elves. (No Modifier)
Crafting
: 16 -- You are a child of Feanor, but knew him less than his other sons. (+60 Modifier)
Magic:
7 -- The magics of the world do not avail the sons of Feanor, for Doom is laid upon them. (No modifier)
Woodsmanship:
15 -- You and your brother have become great hunters in Middle-Earth. (+60 modifier)
Tracking:
16 -- You are a hunter of mighty skill among the Eldar. (+60 modifier)

Traits:
(Leader Trait) The Spirits of Fire:
You are the children of Feanor, who was the finest of the elves of Elder Days, and to you is given skill and power above all others. But fire is volatile and violent, and above all unpredictable. (Rerolls on all crafting, magic, combat, and warfare choices, but you must pick the lowest roll. -30 to Diplomacy and Wisdom rolls. +1 Warfare.)

(Racial Trait) The Noldor: The Noldo, one and all, are in some way like in spirit and temperment to Feanor who was their King before the stars. They are the High Elves of yore, who are great in wrath and mighty in war, and ten of their number may equal a hundred orcs. None living among mortals are their match on the field of war. ((Factionwide +5 bonus to Grace, +30 to all Crafting, Lore, and Warfare rolls, +40 to all rolls against servants of Morgoth, higher chance of producing Smith leaders, all Warrior, Champion, and Smith leaders are generated at minimum Rank 4. +50 to all combat rolls.)

The High Elves: You are one of the High Elves, that saw the light of the Two Trees and dwelt in the Deathless Lands where rules undying the Elder King. The light burns within you still, and will follow you until the end of days. (+2 Grace, +10 to all rolls, +300 Health)

(Hunter Legend) Ambarussa, the Copper-Haired Ones: The copper-haired twin sons of Feanor are masters of the wild places. (Rank III, +30 to all Tracking and Woodsmanship rolls)

Faction Traits:
(Leader Trait) The Spirits of Fire:
You are the children of Feanor, who was the finest of the elves of Elder Days, and to you is given skill and power above all others. But fire is volatile and violent, and above all unpredictable. (Rerolls on all crafting, magic, and warfare choices, but you must pick the lowest roll. -30 to Diplomacy and Wisdom rolls. +1 Warfare.)

(Faction Trait) The Sons of Fëanor: Mighty in word and deed and strength, these are the sons of Feanor, who swore his oath and joined his Doom. (Start with six Rank 5 leaders and one Rank 7 Champion leader, all with 15 Grace, capable of creating and ruling Strongholds or Cities independently. Unlike other leaders, they make their own rolls independent of you, and may often take action without consulting you. While the Sons of Fëanor are all alive, you cannot recruit or spawn new leaders.)

(Racial Trait) The Noldor: The Noldo, one and all, are in some way like in spirit and temperment to Feanor who was their King before the stars. They are the High Elves of yore, who are great in wrath and mighty in war, and ten of their number may equal a hundred orcs. None living among mortals are their match on the field of war. ((Factionwide +5 bonus to Grace, +30 to all Crafting, Lore, and Warfare rolls, +40 to all rolls against servants of Morgoth, higher chance of producing Smith leaders, all Warrior, Champion, and Smith leaders are generated at minimum Rank 4. +50 to all combat rolls.)

(Curse) The Oath of Feanor: You swore to reclaim the Silmarils at all odds and at any cost, from any foe. You swore on the gods themselves, on the One above and the earth below. It cannot be broken. It cannot be avoided. Even now, it drives you forward, burning at your soul. You have murdered your own kin to see it fulfilled. You will murder more if you must. Your father is dead, but you follow the Oath to the ends of the Earth. (-20 to all diplomatic relations with other Elven factions, -2 Grace to all leaders, cannot claim the Kingship of the Noldor, and automatically declare war on any faction holding one of the Silmarils. If Fëanor dies, one of his sons will become Faction Leader. If Fëanor and all his sons are slain, the game ends. If any Elves gain a Silmaril and you learn of it, automatically begin the Second Kinslaying questline next turn and gain +100 to all combat rolls against other Elves)
The Shadow
The Iron Crown. The Great Darkness. The Shadow of the North. The Enemy. The power that dwells in the iron hells of Angband has many names, but one purpose -- to hold all that live in thrall. Many are his servants and mighty are his hosts, and terrible indeed is his power.

Faction Leader: Morgoth Bauglir, the Black Enemy of all the world.
Population: 1,000,000 assorted orcs, trolls, Balrogs, and fell beasts dwell within Angband, but countless more reside beyond, doing His will in the black places of the world.
Dominion: The Foe dwells now in the utter North of Beleriand, and is fenced in by the Siege of Angband, yet lays claim and dominion over all of Arda.
Army: The power of the Enemy is numberless and nameless, indescribable save for that it is terrible beyond measure of Man or Elf or living thing.

Leaders:
A king there sat, most dark and fell
of all that under heaven dwell.
Than earth or sea, than moon or star
more ancient was he, mightier far.
Alone he walked in darkness, fierce and dire

burned, as he wielded it, by fire
Morgoth, the Enemy
Age:
Immortal
Health: 4000/4000
Class:
Great Champion
Rank: 10 (10 actions per turn)
You are the Great Enemy, more awful and terrible than any power upon the world. All that live fear you, in their deepest hearts.

Stats:
Power:
25 -- You are the mightiest of the powers of the World. (+500 to all Morale rolls, +2000 health)
Warfare:
25 -- You are the father of war, the architect of strife, the inventor of misery. (+200 Modifier).
Combat: 25 -- The arm of Melkor is as a flame wreathed in Shadow, bringing death. (+200 modifier)
Strength:
25 -- Heaven quails before your might, which uprooted the mountains and boiled the seas. (+200 modifier)
Diplomacy:
20 -- You are the King of Lies. Your words rot the hearts of Men. (+200 modifier)
Lore:
20 -- You were there when the deep songs were sung, when the secrets were set under stone. (+140 modifier)
Wisdom:
20 -- You know all. (+140 Modifier)
Subterfuge: 25 --
The mortals know little of deception or lies. You are their master, and have spies across the width of the world. (+200 modifier)
Crafting
: N/A -- Melkor does not make.
Magic: 20 -- Yours is a power older than the world. (+140 modifier)
Woodsmanship:
N/A -- You are the enemy of the woods and the hills and the growing things. They shall not avail you. (-200 modifer)
Tracking:
N/A -- The Bauglir is abhorred by the things of earth. The wild itself turns against you. (-200 modifier)

Traits:
(Personal Trait) The Dark Lord:
You are Melkor. The Lord of Hate and Lies. The Vala of Fire and Death. The utter source of all hatred and suffering in Arda, then or now. You are Melkor, the Elder King, and Melkor is not evil. No. Evil...is Melkor. (Start with Rank 10 Faction Leader, Melkor. If he is slain, the game ends for all factions. Gain rerolls on all Warfare, Subterfuge, or Intimidation actions. Cannot leave Angband. +10 to all interactions with all Evil characters, and +10 to Intimidation or Domination rolls against all mortals except elves and dwarves.)

The Powers of the World: This character is, or was once, one of the Valar, the Powers of the World, the Ainur sent to rule and guide the Children of Illuvatar. Their fate is bound to the world forevermore, and they are the mightiest beings in creation. (+200 to all rolls. +2000 health. Can shapeshift. An extra +50 to all Magic, Lore, and Combat rolls. Cannot die by mortal means.)

(Unique Legend) Bauglir: You are the Enemy. The most reviled and abhorred being in all of creation. Arda itself itself detests you, and the strength and hate you have poured into the world to rule it has made you weaker even as your power grows. (-250 to all rolls. -60 to all actions near water or in forest, as Ulmo and Yavanna will hinder you, and -20 to all rolls made in daylight, moonlight, or starlight. Blessed items and weapons deal immensely increased damage to you in combat. -1000 to all relations with Noldor, and -800 to all relations with Sindar. +100 to all Intimidation rolls with Men. Gain no modifier to diplo/intimidation rolls with Dwarves. +5 Power, Warfare, Combat, Strength, and Subterfuge)
Elves called him Gorthaur, as a god
in after days beneath his rod
bewildered men bowed to him, and made
his ghastly temples in the shade.

Sauron, the Abhorred
Age:
Immortal
Health: 2000/2000
Class: Great Smith
Rank: 9 (6 actions per turn)
The Deciever. The Abhorred. The Lord of Werewolves and the mightiest of the lords of the Enemy. You are second in power and terror only to Him you serve.

Stats:
Power:
18 -- Yours is a power kindled in fire at the dawn of days. (+150 to all Morale rolls, +1000 Health)
Warfare:
20 -- Your way is war, and death, and cold and fire. (+120 Modifier).
Combat: 13 -- Personal strength of arms is not the way of Sauron, then or now. (+40 modifier)
Strength:
17 -- The might in your body was made before the sun. (+90 modifier)
Diplomacy:
20 -- Your tongue is gold and lies and death, that will bring woe in later days. (+120 modifier)
Lore:
20 -- You have learned the secrets of the deep and the mysteries of the dark. (+120 modifier)
Wisdom:
18 -- You are great in age and mighty in years, and your old eyes see far. (+90 Modifier)
Subterfuge:
25 -- You have learned of deception at the feet of him who made it. No mortal can resist your snares. (+200 modifier)
Crafting
: 25 -- Yours is the art of crafting, of making and shaping and ordering. The works of your forge none can resist. (+200 modifier)
Magic:
20 -- You are a sorcerer and a necromancer and a master of things dead and foul and black. (+120 modifier)
Woodsmanship:
N/A -- You are a servant of the Enemy, and the wood and the hill bend against you. (No modifer)
Tracking:
20 -- You are the Lord of Wolves. No foe can outrun you. (+120 modifier)

Traits:
The Fallen:
You are counted among the Fallen, those Maiar who gave of themselves body and spirit to the power of Melkor and are now forever lost. Not as great in spirit as once you were, you walk the world in fire and shadow, a spirit of hate unto the end of days. (-2 Grace, +1000 Health, cannot permanently die, may shapeshift. +50 to all rolls, +50 to all combat, warfare, and magic rolls)

The Lord of the Rings: You are Sauron the Great, who in before times was a Maiar named Mairon. You are a fell spirit of wicked strength and might that is equaled by few and surpassed only by Morgoth among the Shadow. Great are the works of your forge. (Start with Sauron, a Rank 9 Smith leader. He has three extra crafting actions per turn. Assigning Sauron to the Pits of Angband has a chance of spawning a Great Champion every five turns. Any Relic created by Sauron will be of Elite (Level 6) quality or greater.)


Faction Traits:

(Faction Trait) The Servants of the Shadow:
Your servants are unerring, and loyal in all their deeds. They do not scheme or plot to usurp you. Though many and mighty are the fell races assembled in service to Angband, they are united in fear and loyalty to the power of Morgoth. (All your armies gain a permanent buff to morale and strength while under the command of you or one of your lieutenants. Your leader cap is always higher than any other faction, allowing you to take more actions per turn than any other faction.)

(Faction Trait) The Lord of the Rings: Your mightiest servant and chief lieutenant is Sauron, who in before times was a Maiar named Mairon. He is a fell spirit of wicked strength and might that is equaled by few and surpassed only by yourself among the Shadow. Great are the works of his forge. (Start with Sauron, a Rank 9 Smith leader. He has three extra crafting actions per turn. Assigning Sauron to the Pits of Angband has a chance of spawning a Great Champion every five turns. Any Relic created by Sauron will be of Elite (Level 6) quality or greater.)

(Faction Capital) The Hells of Iron: Angband, the Iron Hells. A massive, titanic fortress dug deep beneath the Earth, a place of evil and power and hatred, a stain upon creation and a breeding pit of foul things. Mordor that will be in later Ages is but a pale reflection of the evil and the horror that dwells and will dwell in Angband, in the seat of Morgoth the Enemy. (Gain Rank 10 Faction Capital, Angband. Angband can contain essentially limitless forces, and produces a set amount of Orcs per turn. With work and effort, it can produce more races. Crafting actions are available in Angband which can create new monsters and spawn new leaders. Angband has a 5% chance to spawn a new leader every turn.)
Is there a reason Huan gives Tyelkormo / Celegorm no mechanical benefits? This is pre lay of leithian, so he hasn't jumped ship yet, and even if you don't agree witbh the interpretation of Huan as a Maiar he's still a really impressive dog.
Also, and someone can correct me if I'm wrong here, as I recall, Morgoth spent steadily more and more of his strength and power into Angband and his armies. That's not to say he became helpless, but that Morgoth now is far from being the direct threat that Morgoth right after he started truly rebelling.
The flip side is that as things stand now, he doesn't need to carry that level of personal, direct power.
That's correct. Mind, he's had that weakness since before the war of the jewels, as shown by him running scared fo feanor and needing the help of his valaraukar to take on ungoliant, so a good deal of that invested power predates angband and was probably invested while he was working out of utumno.
That's pretty impressive, for man, short lived and focused for so much on survival, to remember so much for thousands of years. Though, now I wonder why they left.

I'm starting to wonder if it was more than just bands and hordes of monsters and orcs that tainted the east and drove Man west, and more that the land itself is despoiled so far from Aman and the souls of the Firstborn who have seen the Trees. The Ents must have done more than just physically protected man, but also through their intimate connection to land and stone, tree and hill, held back the despoilment of the land from Morgoth. Otherwise even they could not have so easily driven back the fire loving freaks of Morgoth.
Not thousands of years. Men were born with the sun, and that's only a few centuries ago.

ATHRABETH FINROD AH ANDRETH said:
'That is not the voice that the Wise hear out of the darkness and from beyond it. Nay, lord, the Wise among Men say: "We were not made for death, nor born ever to die. Death was imposed upon us." And behold! the fear of it is with us always, and we flee from it for ever as the hart from the hunter. But for myself I deem that we cannot escape within this world, nay, not even if we could come to the Light beyond the Sea, or that Aman of which ye tell. In that hope we set out and have journeyed through many lives of Men; but the hope was vain. So said the Wise, but that did not stay the march, for as I have said, they are little heeded. And lo! we have fled from the Shadow to the last shores of Middle-earth, to find only that it is here before us!'



As for my vote:

It's obvious Baran should do the negotiating with the other humans. He's our leader, and has our best diplo skill.
Belen should preserve as many of these as possible. I've got a preference for the healign way and the wood way, because as I see it it's basically our job to bring together a coalition here. Ents will give us a lot of help there, especially for breaking the seige because they're great at destroying fortresses, and healing will help us tie ourselves to the other tribes of man; the fact that these are unique powers will probably also help with earning the respect fo elves, because we aren't just "elves, but less skilled because we're way less old". If we don't help put this alliance together, we're relyign on fingon and maedhros, and as good as fingon is any plan that requires feanorians to not fail diplomacy is a terrible plan.
I'd love to meet the fenorians, but we're working with finrod and are very poor. If they see us now, we won't make a good impression on them, and since they live forever our first impression will stay with us for a while rather than fading as centuries pass. The same goes for thingol.
Not super sold on the hunter action, could definitely be convinced.

[X] Deep Roots are not touched by the frost
-[X] Invite the dark-haired men to join you in Estolad, and swear themselves to the elves. (Increased relation with Finrod, some of the new men may share Estolad with you)
--[X] Leader Baran
-[X] The Land Above The Rivers: The wide land called Thargelion is open and lush, and may well be home to some few of the ents. If any have settled in these open plains, it would likely be the Entwives, who value open land to plant and tend their great gardens. The Entwives, the Elves say, know the secrets of the growing things.
--[X] Leader Baran
-[X] The Healing Way: An old crone named Imarwen remembers her mothers' mothers tales of the grasses and the herbs and the words which could heal, which could quicken womb and help bone mend. The words have all but been forgotten, and the skill is all but dead. Belen learns it from her. The elves know something of this way, and say in their songs that Este, the gentlest of the Valar, weeps for the suffering of mortals, and aids them as she can.
--[X] Leader Belen
-[X] The Wood Way: In days gone by on the shores of the Sea of Rhun, the Quendi taught the oldest of your ancestors the art of speaking to the trees, and the Ents deepened their knowledge. They say that your fathers' fathers could induce the elm to grow, could persuade the yew to part with itself, and could make their homes amid the trees as the elves did. The elves know this way, and attribute it to the Valar Yavanna, who is mother of all growing things.
--[X] Leader Belen
[X] The hunters have found a mighty boar that rampages through the forests, and has already slain two men. You declare a Great Hunt to find and kill the boar, promising that the man who slays it will be rewarded with extra food and a celebration in his honor. (Requires two months of food)
--[X] Leader Halbeth
-[X] You give extra rations to the women and children, increasing the growth of the clan. (Requires an extra month of food)
-[X] You give extra rations to the elderly and the Wise, that the memory of where we have been does not fade before it can be passed on. (Requires an extra month of food)(Increase the influence of the Wise)
-[X] You begin the construction of small, temporary homes to shelter your people. Little more than hovels of mud and wood, they are still more than you have ever known.
--[X] Request Elven Aid (may owe the elves)
 
-[X] The Healing Way: An old crone named Imarwen remembers her mothers' mothers tales of the grasses and the herbs and the words which could heal, which could quicken womb and help bone mend. The words have all but been forgotten, and the skill is all but dead. Belen learns it from her. The elves know something of this way, and say in their songs that Este, the gentlest of the Valar, weeps for the suffering of mortals, and aids them as she can.
--[X] Leader Belen
-[X] The Wood Way: In days gone by on the shores of the Sea of Rhun, the Quendi taught the oldest of your ancestors the art of speaking to the trees, and the Ents deepened their knowledge. They say that your fathers' fathers could induce the elm to grow, could persuade the yew to part with itself, and could make their homes amid the trees as the elves did. The elves know this way, and attribute it to the Valar Yavanna, who is mother of all growing things.
--[X] Leader Belen
@Telamon Can we have Belen learn two of the Old Ways if we put both his actions into it?
 
Well, in that case:
[X] Deep Roots are not touched by the frost

[X] Plan Healing Moon


I'm a bit worried about strengthening the Wise without a corresponding strengthening of the Hunters, but that's minor compared to the potential for two of the Old Ways being preserved, and maybe more food for the Wise will give a bonus for said Old Ways.
 
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