The Silmarillion Quest
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There was little peril in the lands and hills; and there new things, devised long ages before in the thought of Yavanna and sown as seed in the dark, came at last to their budding and their bloom. West, North, and South the children of Men spread and wandered, and their joy was the joy of the morning before the dew is dry, when every leaf is green. But the dawn is brief and the day full often belies its promise; and now time drew on to the great wars of the powers of the North, when Noldor and Sindar and Men strove against the hosts of Morgoth Bauglir, and went down in ruin.

Here is told the deeds of those days -- of the Noldor, and the Silmarils, and the mortals that became entangled in their fate.

Here is told the Silmarillion.
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The War of the Jewels

Telamon

A corvid.
Location
Texas



Three alone he made and kindled slow
in the land of the Valar long ago,
three only,
and in every one
the light that was before the sun


Long ago, before the Hobbit and his quest, before the One Ring was forged, before Gandalf ever walked the shores of Middle-Earth, there was another story, an older story. It is not a story with a happy ending. It is a tale of loss and war and death. It is a tale of fire and hubris and thunder, of wonder and woe in lands long forgotten.It is the a tale of an Age unremembered, of a continent lost to time and memory, of a war so great it shattered the world underfoot. This is a story of the Elder Days, and of their Fall. This is the tale of the War of the Jewels.

This is the Silmarillion.

This is an age of song and story, when gods walked the world in living flesh and the kings of yore did battle in starlit fields ere ever the sun rose above the earth. You will play as a great lord of either the Elder or the Younger races, and lead your people through the dim darkness of the First Age and the War of the Jewels.

The deeds you and your followers commit will be wrought into legend. You will forge artifacts of power untold, wage battles that will be immortalized in song, and embark on mighty quests of which your children's children shall speak. You will shape the very fate of Middle-Earth, and of the world.




The Year 0, of the First Age of the Sun.

Murder has come to the Undying Lands.

Finwe, High King of the Noldorin Elves, has been killed. The Two Trees of Valinor are slain, their heavenly light extinguished from the world. Melkor, the proudest and most powerful of the gods, has absconded with the Silmarils, the Jewels of living light, and even now works dark and wicked deeds in the north of the world. Feanor, Finwe's son, has sworn a terrible and binding Oath to exact vengeance for this theft, and leads a great army of his people to the strange continents to the east whence Melkor has fled -- that starlit land called Middle-Earth.

And in the eastern parts of that land, the Younger Races stir from sleep, awakening to a world tainted by Shadow and split by war, ere ever the Sun rose.

So begins the First Age.
Pick A Faction.

[X] The House of Bëor:

"...The Men of that house [of Bëor] were dark or brown of hair, with grey eyes; and of all Men they were most like to the Noldor and most loved by them; for they were eager of mind, cunning-handed, swift in understanding, long in memory, and they were moved sooner to pity than to laughter."

"...but they to their northern homeland rode,
dauntless and few, and there abode
unconquered still, defying fate,
pursued by Morgoth's sleepless hate.
Such deeds of daring there they wrought
that soon the hunters that them sought
at rumor of their coming fled."


You are Beor the Old, the eldest and the wisest among the race of men. To you and your kindred have been given wisdom and fortitude and strength of spirit unmatched among the Men of Elder days. You have led your people over the mountains of the East, fleeing the power of Morgoth the Enemy. Your race is young and inexperienced, ill-suited to the great wars which are soon to be waged. You must make friends with one of the great houses of the Elder Races and learn from them the arts of war and the forge -- and quickly, before the Shadow falls upon your people. But if you can find yourself a home and a land and arm yourself well, then Men might truly emerge as one of the greatest races of the Elder Days, for to you is given strength and passion and a will to power that even the elves know not, and to the House of Beor above all is given spirit and drive and strength of mind unmatched.

Leader Cap: 5

Starting Traits:

(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 Fëanorians:
"In that time was born in Eldamar, in the house of the King in Tirion upon the crown of Túna, the eldest of the sons of Finwë, and the most beloved. Curufinwë was his name, but by his mother he was called Fëanor, Spirit of Fire."

"Tears unnumbered ye shall shed; and the Valar will fence Valinor against you, and shut you out, so that not even the echo of your lamentation shall pass over the mountains. On the House of Fëanor the wrath of the Valar lieth from the West unto the uttermost East, and upon all that will follow them it shall be laid also. Their Oath shall drive them, and yet betray them, and ever snatch away the very treasures that they have sworn to pursue. To evil end shall all things turn that they begin well; and by treason of kin unto kin, and the fear of treason, shall this come to pass. The Dispossessed shall they be for ever..."


You are Fëanor, the Spirit of Fire, the most skilled and the fairest and the finest of all the Elves to ever draw breath upon the waking world. You are a smith unparalleled among mortals, a warrior without equal, an inventor and a crafter and a mage of might unmatched in this age or any other. Long ago, in fair Valinor, the land of the Valar, of the gods themselves, you forged three jewels of living light, creations of such beauty that even the gods envied them -- the Silmarils. Your Silmarils. They were stolen from you, by murder and treachery, and so you swore an Oath to get them back, no matter the cost or the repercussion. In fulfillment of this Oath, you have led your people, the Noldor Elves, here, to the shores of this strange land to the east, to this...Middle-Earth.

You will reclaim what is yours from He who has stolen it. You will wreak vengeance unspeakable on all who have wronged you. No Doom or Fate shall stand in your way. So sayeth Fëanor.

Starting Leader Cap: 8

Starting Traits:

(Personal Trait) The Spirit of Fire:
You are 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. (Begin with one Rank 8 Faction Leader, Fëanor, who has 18 Grace. He gains rerolls on all Crafting, Warfare, and Magic actions, and gain major bonuses to all creative actions. Get 2 extra free actions per turn. Fëanor will take one random action per turn out of player control.)

(Faction Trait) The Sons of Fëanor: Your sons have followed you into exile, and are loyal, skilled, and powerful elf-lords in their own right. But, like you, they are all hot-tempered and quick to action. (Start with six Rank 5 Warrior 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: Your people are the High Elves, who dwelt in the Undying Lands and learned the crafting arts under the Valar themselves, who have gazed upon the light of the Two Trees and beheld the towers of Tirion. (+5 bonus to all Morale rolls, +5 to all Crafting and Warfare rolls, +5 to all rolls against servants of Morgoth, higher chance of producing Smith leaders, all leaders are generated at Rank 2. -5 to all wisdom 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. If you fall, your sons will follow the Oath to the ends of the earth. (-10 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.)

[] The House of Fingolfin:
"In that vast shadow once of yore
Fingolfin stood: his shield he bore
with field of heaven's blue and star
of crystal shining pale afar."


You are Fingolfin, the High King of the Noldor, the bravest and the boldest and the strongest of the sons of Finwe, quicker to counsel and fairer in judgement than your fiery brother. You have led the remainder of your people into exile alongside him, in a treacherous pilgrimage across the Helcaraxe, the Grinding Ice in the north of the world. You are a calmer head still, but make no mistake -- your heart burns with a vengeance imperishable. The Enemy murdered your father and brought death to Valinor. He stole the Silmarils and butchered the trees. You are the King of the Noldor, and your retribution will be terrible indeed.

You will see justice done. You will lead your people to triumph over the Enemy. You will unite all the Noldor under your banner, and see Doom defied. This you swear, in your own royal name, for you are Fingolfin, the High King of the Noldor in Middle-Earth.

Starting Leader Cap: 7

Starting 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.)

(Faction Trait) The Younger Houses: You lead not only your own House, but also the House of your brother, Finarfin, who has remained in Valinor with a portion of his people. Golden-haired and fair, the children of Finarfin are beautiful and bold warriors who are mighty in the Elder Magic. (Start with a Rank 7 Champion, Finrod Felagund, and a Rank 6 Seer, Galadriel.)

(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. After twenty turns, begin the Hidden City questline.)

(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. (+6 to all Diplomacy rolls, can assemble Alliances against Morgoth if you have positive relations with more than three factions)

(Racial Trait) The Noldor: Your people are the High Elves, who dwelt in the Undying Lands and learned the crafting arts under the Valar themselves, who have gazed upon the light of the Two Trees and beheld the towers of Tirion. (Factionwide +5 bonus to Grace, +5 to all Crafting, Lore, and Warfare rolls, +5 to all rolls against servants of Morgoth, higher chance of producing Smith leaders, all leaders are generated at Rank 2. -5 to all Wisdom rolls.)

[] The Sindar:
"Thus Thingol in his dolven hall
amid the Thousand Cavers tall
of Menegroth as king abode:
to him there led no mortal road.
Beside him sat his deathless queen,
fair Melian, and wove unseen
nets of enchantment round his throne,
and spells were laid on tree and stone:
sharp was his sword and high his helm,
the king of beech and oak and elm."

"...all these he had and counted small,
for dearer than all wealth in hall,
and fairer than are born to Men,
a daughter had he, Lúthien."


You are Elu Thingol, the Greycloak, High King of the Sindarin Elves in Middle-Earth. For centuries, you have ruled from the peaceful woodland realm of Doriath alongside your wife, Melian, fairest and mightiest of the Maiar in Middle-Earth. Protected by her power, Doriath has grown great in splendor and in might. But now the power of Morgoth has arrived to batter at the doors of your idyllic realm, and the Noldor have followed him across the sea, burning with wrath and bringing war in their wake. It will be all you can do to protect your land, your daughter, and your people against these new and powerful threats.

You will see your borders defended. You will see this scourge wiped from your land. You will see Doriath triumphant and your people safe. So swears Thingol Greymantle, the Elvenking of Beleriand, and his wife, the Lady Melian of Doriath.

Leader Cap: 6

Starting 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 Hador:
"...The Men of the Three Houses throve and multiplied, but greatest among them was the house of Hador Goldenhead, peer of Elven-lords. His people were of great strength and stature, ready in mind, bold and steadfast, quick to anger and to laughter, mighty among the Children of Ilúvatar in the youth of Mankind."

"...Last of all Húrin stood alone. Then he cast aside his shield, and wielded an axe two-handed; and it is sung that the axe smoked in the black blood of the troll-guard of Gothmog until it withered, and each time that he slew Húrin cried: 'Aurë entuluva! Day shall come again!' "


You are Hador Goldenhead, the finest and the strongest of the race of Men to dwell upon the face of Arda. You have led your newly awakened people out of the dim shadowed East, and delivered them from the clutches of Morgoth the Enemy. Your race is young and inexperienced, ill-suited to the great wars which are soon to be waged. You must make friends with one of the great houses of the Elder Races and learn from them the arts of war and the forge -- and quickly, before the Shadow falls upon your people. But if you can find yourself a home and a land and arm yourself well, then Men might truly emerge as one of the greatest races of the Elder Days, for to you is given strength and passion and a will to power that even the elves know not, and to the House of Hador above all is given a strength and stoutness of arm unmatched among mortal men.

Leader Cap: 5

Starting Traits:

(Dynastic Trait) The House of Hador:
You and your heirs are tall, strong, and mighty of arm, as close in appearance and manner to the elves as any among mortal men. Yours is a bloodline of warriors, of men given to battle and feats of daring. (All Leaders of your House start with minimum 7 Grace. At least one child of your House per generation will be a Champion or Warrior leader. Your bloodline gets a +10 to all Warfare, Combat, and Morale rolls, and a further +5 to Morale when outnumbered. If any Champion or Warrior in your faction reaches Rank 7, you automatically begin the Narn í Chín Húrin questline)

(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.)

[] Durin's Folk:
"The world was young, the mountains green,
No stain yet on the Moon was seen,
No words were laid on stream or stone
When Durin woke and walked alone.

[...] Unwearied then were Durin's folk;
Beneath the mountains music woke:
The harpers harped, the minstrels sang,
And at the gates the trumpets rang."


You are Durin, the first of the Dwarves to wake beneath the Earth. Your people alone of all the races are not Children of Illuvatar, and thus have less grace than any other race. However, your stoutness, your strength, and your iron will more than makes up for it. You are the most skilled crafters in Middle-Earth, and to you has been given the strength of stone. Your people have woken at long last from their sleep beneath the world, and even now spread across the earth, delving the Mountains and building new homes for themselves. You must lead your people to a new safe haven -- either in the West, in the warring lands of the elves, or beneath the Earth, in caverns deep where even Morgoth cannot reach.

Leader Cap: 7

Starting Traits:

(Personal Trait) Durin the Deathless:
You are Durin, the Father of the Dwarves, the finest and the stoutest of the creations of Aule the Smith. In you burns a strength and a will beyond all of your people, and you are perhaps the mightiest of the dwarves who will ever live, then or now. (Begin the game with a Rank 7 Faction Leader, Durin, with 16 Grace. He gets rerolls on all Crafting, Exploration, Lore, and Diplomacy rolls, and a major bonus to all Crafting rolls.)

(Racial Trait) The Children of the Stone: You are the Dwarves, born deaf and dumb to the Music of the Ainur. You were not part of the Plan, and are not governed by Destiny or Doom. Your people are slow to learn and stubborn, but their skill is great and their strength indomitable. (Slower XP gain for all Dwarven leaders, greatly reduced Grace for all dwarven leaders, greater chance to spawn Smiths. All Smiths spawn at Rank 5 and get two extra crafting actions. +10 to defensive morale rolls, and +10 to all crafting rolls.)

[] The Shadow:
"And he descended upon Arda in power and majesty greater than any other of the Valar, as a mountain that wades in the sea and has its head above the clouds and is clad in ice and crowned with smoke and fire; and the light of the eyes of Melkor was like a flame that withers with heat and pierces with a deadly cold."

"Yet the lies that Melkor, the mighty and accursed, Morgoth Bauglir, the Power of Terror and of Hate, sowed in the hearts of Elves and Men are a seed that does not die and cannot be destroyed; and ever and anon it sprouts anew, and will bear dark fruit even unto the latest days."

You are Melkor, called now Morgoth Bauglir, the Black Enemy of the World. You were born long ago in the Timeless Halls before the world, and you are the mightiest and the strongest of the creations of Eru Illuvatar, the One. To you was given a power above your brothers and sisters -- and is it not only right, then, that to you should fall dominion over this world, this Arda? That is how you began your fall, with such simple thoughts as these.

Now?

You hate. You hate so very much. You hate the trees and the stars and the sea and the sky and the earth and the air. You hate it because it is not yours, because it can never be yours. You hate their light. You hate their world. You will lie and smash and steal and destroy all that you must in order to see it undone. The mortals will come against you with strength of arms, but what care you for they?

You are Melkor the Great, called Morgoth by your enemies. You are the first Dark Lord and the Enemy of the World. You will see this wretched creation undone. You will spit in Illuvatar's face and become as unto a god yourself.

And if you cannot, then you will tear this vile world to its roots out of loathing and spite alone.

You swear it.

Leader Cap: 11

Starting 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. Gain rerolls on all Warfare, Subterfuge, or Intimidation actions. Cannot leave Angband, but can fill conquered lands with his essence, making it inhospitable to enemies and increasing the strength of faction leaders in Corrupted Lands, at the cost of personal strength. +10 to all interactions with all Evil characters, and +10 to Intimidation or Domination rolls against all mortals except elves and dwarves.)

(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.)

The mechanics post will be forthcoming soon, but a primer for voting and decisions:

Leaders are powerful figures in your faction, people whose actions will echo in legend. The amount of leaders you have determines the amount of actions you can take per turn. Leaders themselves can take between one to six actions per turn depending on their Rank, and more depending on traits. Different leaders have different classes, each with their own bonuses and skills, and leader selection will be a valuable part of the game. Faction leader (s) only count towards the leader cap once, no matter how many of them there are.

Smith leaders can create Artifacts, weapons or items of power which give certain bonuses to the leaders who have them equipped. Artifacts have their own ranks and levels, and equipping leaders with Artifacts can make them more versatile and powerful.

Grace is a special stat I will take time to explain. Grace is the measure of the power of a being's spirit, and cannot be improved save by a few rare means. Creatures with the mightiest Grace are Valar, followed by Maiar, Elves, Men, and finally dwarves. High Grace correlates directly to XP gain, morale bonuses, to certain in-story choices, susceptibility to corruption or redemption, and to the health and strength modifiers of the leader in question. Grace is not everything -- a Man with low Grace can still become great through Artifacts, training, and hard work, but it will never come as easily as to an Elf who was born with high Grace.


Here ends the Silmarillion; and if it has passed from the high and the beautiful to darkness and ruin, that was of old the fate of Arda Marred.
 
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The Powers of Beleriand
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.


At the first rising of the Sun the Younger Children of Ilúvatar awoke in the land of Hildórien in the eastward regions of Middle-earth; but the first Sun arose in the West, and the opening eyes of Men were turned towards it, and their feet as they wandered over the Earth for the most part strayed that way. The Atani they were named by the Eldar, the Second People; but they called them also Hildor, the Followers, and many other names: Apanónar, the After-born, Engwar, the Sickly, and Fírimar, the Mortals; and they named them the Usurpers, the Strangers, and the Inscrutable, the Self-cursed, the Heavy-handed, the Night-fearers, the Children of the Sun.
Faction Leader: Baran son of Beor son of Beregost
Population: 2,157
Dominion: The northern part of the lands called Estolad
Army: Some 600 hunters.

Leaders:
Baran, son of Bëor.
Age:
25
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: 14 -- 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:
22
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. (-100 Modifier).
Combat: -- 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:
23
Health: 100/100
Class:
Ranger
Rank: 3 (1 action per turn)
Young, strong, and skilled 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: 7 -- You are no great battler. (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. (-80 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)

The Moon Way (Cultural Lore): Ithil, the Elves call the moon, but the men of centuries past knew it as Isil, the night-sun. It guided your people in the darkest nights and brought hope when there seemed none. It will do so again. (2 to all sneaking actions, bonus to all actions at night, the House of Beor gains a special affinity for the Moon.)

The Healing Way (Battle Lore): In the deep days before your people wandered in the East, you learned under the Avari, the Elves of the Darkness. These Elves had long stood against the Enemy and the Shadow, and had prevailed against all hope in deeper and darker days. There was a power that healed their hearts and their bodies, that gave them the strength to stand against the Nameless alone, to bear the suffering of the Shadow. (Warriors and hunters recover faster, and special healing options are available in combat. Your people are more resistant to sickness.)

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.)

The Gift of the Entwives: The Daughters of Yavanna have given you leave to gather from their gardens, for a time. (Population increases by an 1% every turn, gain +2 food a turn)

(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.)

Trait Gained: The Great Fear: For the first time since your long flight has ended, fear has arisen in the hearts of your people. The Enemy was here before you. He lies to the west and the east and the north, and it seems there is no place in all the world free from his reach. There is no hope under the sun, for the Shadow is Lord of all the World. (-50 to all Morale and Combat rolls. -100 to all morale rolls against the servants of the Darkness, and all Warrior leaders suffer -3 to Combat and Warfare)

(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.)

Faction Capital: The Encampment (Rank 1): A cluster of wooden homes and log shelters built upon the plains of Estolad, from which it takes it's name. The sons of Feanor call it Apanolar, the home of the Afterborn.
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:
4,624
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)
For greater than all wealth in hall,
and fairer than are born to Men,
a daughter had he, Lúthien.
Such lissom limbs no more shall run
on the green earth beneath the sun;
so fair a maid no more shall be

from dawn to dusk, from sun to sea.

Luthien Tinuviel
Age:
3,192
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 30,000 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 15,000 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:
3,288
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.)

(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. +20 to all combat 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:
2,985
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, Champion, and Smith leaders are generated at minimum Rank 4. +20 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:
2,110
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, Champion, and Smith leaders are generated at minimum Rank 4. +20 to all combat rolls.)

(Unique Legend) Turukano, Valiant Lord: 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, Champion, and Smith leaders are generated at minimum Rank 4. +20 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: 45,000 total
Dominion: The Northeast of Beleriand, from Thargelion to Himlad, and the mountain-passes ringing Angband.
Army: The Host of the Feanorians numbers some 45,000, 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:
3,135
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. -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. +20 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:
3,072
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. -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. +20 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:
2,712
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. -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. +20 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)

The Hound of Valinor: You are accompanied in all your wanderings by Huan, the Hound of Valinor, the greatest hound in all the world and a servant of Orome in older times. One of the Maia, a lesser power of the world, he is incredibly powerful and a force to be reckoned with. It is said in legend and lore that he may be slain only by the greatest wolf to ever walk the earth. (Rerolls on all tracking rolls, +100 to all tracking rolls, +100 to all combat rolls, may leave or turn against Celegorm of his own volition.)
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:
2,658
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. -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. +20 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:
1,681
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. -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. +20 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:
391
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. -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. +20 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:
391
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. -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. +20 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. -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. +20 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 House of Finarfin
Of all the Houses of the Kings of the Noldor, the fairest and the kindest and the wisest was the House of Finarfin, who alone of his brothers did not sail to Middle-Earth. Those of his children who did are like him: golden-haired, fair and wise. The Arafinweans are the most noble and generous and true of heart of the Noldor, quickest to kindness and slow to rage, for-ever the most faithful and loyal of their kindred -- though they are great still in arrogance and pride. Their King is Finrod Felagund, most just of the Kings of the Noldor in Middle-Earth.


Faction Leader: Finrod Felagund, King in Nargothrond
Population: 15,000
Dominion: Felagund is lord of all Western Beleriand from the southern slopes of Dor-Lomin to the mouth of Sirion, while his brothers rule the highlands of Dorthonion.
Army: 10,000 will follow the children of Finarfin to war.

Leaders:

The jewels green by these Noldor set,
Eyes of serpents twined that met
beneath a golden crown of flowers,
that one upholds and one devours:
the badge that Finarfin made of yore

and Felagund his son now bore.

Finrod Felagund
Age:
2,234
Health: 1000/1000
Class:
Great Bard
Rank: 7 (5 actions per turn)
Greatest of Finarfin's children was Felagund, the Golden Lord, the Friend of Men, and the Master of Caves, beloved among all the Children of Iluvatar.

Stats:
Grace:
17 -- You have seen the towers of Tirion on Tuna and beheld the mountain Ilmarin on high. Your soul blazes with immortal flame. (+80 to all Morale rolls, +700 Health)
Warfare:
12 -- The way of the golden is not war. (+20 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:
19 -- Great in wisdom and voice are the children of Finarfin. (+100 modifier)
Lore:
20 -- You are learned and great among the Noldor. (+80 modifier)
Wisdom:
20 -- You are wisest among the Noldor, matched only by Turgon Gondolin's king. (+120 Modifier)
Crafting
: 16 -- Great indeed is the skill of Finarfin's son. (+60 Modifier)
Magic:
19 -- The golden children of Finarfin are mighty in song, and their magic will awe the world in later days. (+100 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 Children of Finarfin:
You are one of the children of Finarfin, who in their pride and glory abandoned their father in Valinor. Though rash, you are still among the wisest and fairest of the Noldor, great in spirit and song. Golden-haired and beautiful, you and yours are beloved among the Dwarves, the Elves, and mortal men alike. Your house will be hated by the Gorthaur in later times. (+1 Grace, +100 to relations with all mortal factions, +10 to all Magic and Wisdom rolls, and reroll all Magic rolls. Your songs deal extra damage to the Shadow, +20 extra damage to Sauron or servants of Sauron.)

(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. +20 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)

(Unique Legend) Findaráto, the Golden-Haired: You are Finrod Felagund, the friend of men and dwarves, beloved of the Sindar and the Noldor, great in word and deed among the Children of Illuvatar in Beleriand. Alone among the lords of the Eldar, you have no foes -- only friends. (Rank V. +50 to all Diplomacy rolls, reroll all diplomacy rolls)

Angrod son of Finarfin was the first of the Exiles to come to Menegroth, as messenger of his brother Finrod, and he spoke long with the King, telling him of the deeds of the Noldor in the north, and of their numbers, and of the ordering of their force; but being true, and wisehearted, and thinking all griefs now forgiven, he spoke no word concerning the kinslaying, nor of the manner of the exile of the Noldor and the oath of Fëanor.

Angrod
Age:
2,188
Health: 700/700
Class:
Warrior
Rank: 5 (3 actions per turn)
Second-born of Finarfin's sons and mighty in war was Angrod, whom they called the iron-handed.

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, +500 Health)
Warfare:
14 -- The way of the golden is not war, yet you are skilled enough. (+40 Modifier).
Combat: 16 -- Mighty are you in arms among the Arafinweans. (+60 modifier)
Strength:
17 -- In your heart is the strength of the heirs of Finwe. (+80 modifier)
Diplomacy:
18 -- Great in wisdom and voice are the children of Finarfin. (+90 modifier)
Lore:
13 -- You are not particularly learned in the deep ways. (+40 modifier)
Wisdom:
12 -- You are kind and fair, though not especially wise. (+20 Modifier)
Crafting
: 16 -- Great indeed is the skill of Finarfin's sons. (+60 Modifier)
Magic:
18 -- The golden children of Finarfin are mighty in song, and their magic will awe the world in later days. (+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 Children of Finarfin:
You are one of the children of Finarfin, who in their pride and glory abandoned their father in Valinor. Though rash, you are still among the wisest and fairest of the Noldor, great in spirit and song. Golden-haired and beautiful, you and yours are beloved among the Dwarves, the Elves, and mortal men alike. Your house will be hated by the Gorthaur in later times.(+1 Grace, +100 to relations with all mortal factions, +10 to all Magic and Wisdom rolls, and reroll all Magic rolls. Your songs deal extra damage to the Shadow, +20 extra damage to Sauron or servants of Sauron.)

(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) Angamaitë, the Iron-Handed: You are Angrod, quickest to wrath and boldest of the Arafinweans. (Rank III. +30 to all combat rolls, -10 diplomacy)
"I tell thee, Aikanár the Sharp-flame loved thee. For thy sake now he will never take the hand of any bride of his own kindred, but live alone to the end, remembering the morning in the hills of Dorthonion. But too soon in the North wind his flame will go out!

Aegnor
Age:
2,044
Health: 500/500
Class:
Champion
Rank: 6 (4 actions per turn)
Third-born of Finarfin's sons and mighty in battle was Aegnor, whom they called the Sharp-flame, the Fell-Fire, and the Champion of Doom.

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, +500 Health)
Warfare:
18 -- Alone among the golden are you terrible in war. (+90 Modifier).
Combat: 18 -- Mighty are you in arms among the Arafinweans. (+90 modifier)
Strength:
17 -- In your heart is the strength of the heirs of Finwe. (+80 modifier)
Diplomacy:
19 -- Great in wisdom and voice are the children of Finarfin. (+100 modifier)
Lore:
13 -- You are not particularly learned in the deep ways. (+40 modifier)
Wisdom:
12 -- You are kind and fair, though not especially wise. (+20 Modifier)
Crafting
: 16 -- Great indeed is the skill of Finarfin's sons. (+60 Modifier)
Magic:
18 -- The golden children of Finarfin are mighty in song, and their magic will awe the world in later days. (+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 Children of Finarfin:
You are one of the children of Finarfin, who in their pride and glory abandoned their father in Valinor. Though rash, you are still among the wisest and fairest of the Noldor, great in spirit and song. Golden-haired and beautiful, you and yours are beloved among the Dwarves, the Elves, and mortal men alike. Your house will be hated by the Gorthaur in later times.(+1 Grace, +100 to relations with all mortal factions, +10 to all Magic and Wisdom rolls, and reroll all Magic rolls. Your songs deal extra damage to the Shadow, +20 extra damage to Sauron or servants of Sauron.)

(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. +20 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) Aikanáro, the Fell Fire: You are Aegnor, the Champion of Doom. Your eyes seem to burn with living fire in battle, and your golden hair is at the forefront of every charge. You will die in battle, or so it was told at your birth. (Rank IV. +40 to all combat and warfare rolls. -200 Health.)
A sister they had, Galadriel, most beautiful of all the house of Finwë; her hair was lit with gold as though it had caught in a mesh the radiance of Laurelin.

Galadriel
Age:
1,896
Health: 1000/1000
Class:
Great Bard
Rank: 7 (5 actions per turn)
You are the Lady Galadriel, fairest among the Noldor, great in strength and spirit and mighty among the children of Finarfin.

Stats:
Grace:
17 -- You have seen the towers of Tirion on Tuna and beheld the mountain Ilmarin on high. Your soul blazes with immortal flame. (+80 to all Morale rolls, +700 Health)
Warfare:
15 -- You learned something of war under the Feanorians. (+60 Modifier).
Combat: 16 -- 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:
19 -- Great in wisdom and voice are the children of Finarfin. (+100 modifier)
Lore:
20 -- You learned at the feet of the Queen of Doriath. (+80 modifier)
Wisdom:
16 -- You are wise and learned indeed. (+60 Modifier)
Crafting
: 12 -- Craft was the way of the Feanorians, not the Arafinweans. (+20 Modifier)
Magic:
19 -- The golden children of Finarfin are mighty in song, and their magic will awe the world in later days. (+100 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 Children of Finarfin:
You are one of the children of Finarfin, who in their pride and glory abandoned their father in Valinor. Though rash, you are still among the wisest and fairest of the Noldor, great in spirit and song. Golden-haired and beautiful, you and yours are beloved among the Dwarves, the Elves, and mortal men alike. Your house will be hated by the Gorthaur in later times. (+1 Grace, +100 to relations with all mortal factions, +10 to all Magic and Wisdom rolls, and reroll all Magic rolls. Your songs deal extra damage to the Shadow, +20 extra damage to Sauron or servants of Sauron.)

(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. +20 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)

(Unique Legend) Alatariel, Like The Dawn: You followed Feanor not out of vengeance or rage, but out of a desire to rule a realm of your own, to hold power in Middle-Earth. In you lies a strength and a might and a will to rule that is peerless among the heirs of Finwe, or indeed, among the Eldar. Such is not inherently evil, and from such power can spring a resistance to evil that will be famed in later days -- but should such sheer will ever be turned to darkness, you would stand nigh unmatched among the Children of Illuvatar, a queen as great and terrible as the dawn. (Rank V: +50 to all Magic, Warfare, and Strength Rolls. If you ever fall to the Shadow, this bonus will be doubled.)


Faction Traits:

(Personal Trait) The Children of Finarfin:
You are one of the children of Finarfin, who in their pride and glory abandoned their father in Valinor. Though rash, you are still among the wisest and fairest of the Noldor, great in spirit and song. Golden-haired and beautiful, you and yours are beloved among the Dwarves, the Elves, and mortal men alike. Your house will be hated by the Gorthaur in later times. (+1 Grace, +100 to relations with all mortal factions, +10 to all Magic and Wisdom rolls, and reroll all Magic rolls. Your songs deal extra damage to the Shadow, +20 extra damage to Sauron or servants of Sauron.)

(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. +20 to all combat rolls.)

(Faction Trait) 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)
The Enemy
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)
Among those of his servants that have names the greatest was that spirit whom the Eldar called Sauron, or Gorthaur the Cruel. In his beginning he was of the Maiar of Aulë, and he remained mighty in the lore of that people. In all the deeds of Melkor the Morgoth upon Arda, in his vast works and in the deceits of his cunning, Sauron had a part, and was only less evil than his master in that for long he served another and not himself. But in after years he rose like a shadow of Morgoth and a ghost of his malice, and walked behind him on the same ruinous path down into the Void.


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.)

The Father of Werewolves: Chief of the servants of Sauron is Draugluin, the Black Wolf of Angband. A lesser maia of Orome once, he is the father of wargs and wereolves, and a creature of fell and terrible power. (Sauron has a servant, Draugluin, who is equivalent to a Rank 4 Leader. Gain +30 to all tracking rolls)
For of the Maiar many were drawn to his [The Enemy's] splendour in the days of his greatness, and remained in that allegiance down into his darkness; and others he corrupted afterwards to his service with lies and treacherous gifts. Dreadful among these spirits were the Valaraukar, the scourges of fire that in Middle-earth were called the Balrogs, demons of terror.


Gothmog, Lord of Balrogs
Age:
Immortal
Health: 1800/1800
Class: Great Warrior
Rank: 8 (5 actions per turn)
Of all the servants of Morgoth, most feared were the Balrogs, the demons of fire, who walked the world in shadow and flame. Mightiest among them was Gothmog, their lord and a thing of darkness.

Stats:
Power:
17 -- Yours is a power kindled in fire at the dawn of days. (+130 to all Morale rolls, +800 Health)
Warfare:
18 -- You are a thing of shadow and flame. (+90 Modifier).
Combat: 20 -- Yours is the rage of the red fire burning. (+120 modifier)
Strength:
20 -- Yours is the might of the darkness growing. (+120 modifier)
Diplomacy:
N/A -- The demons of fire cannot speak with fair tongue. (-200 modifier)
Lore:
14 -- You followed Melko in his treachery, and know little of the deep ways. (+40 modifier)
Wisdom:
N/A -- The demons of fire know only rage and wrath. (-200 Modifier)
Subterfuge:
N/A -- The spirit of flame does not know silence, or subtlety. (-200 modifier)
Crafting
: N/A -- Like your dread master, you do not make. (-200 modifier)
Magic:
N/A -- Your power is in fire and death and the snapping of bone and the wailing of your foes. (-200 modifier)
Woodsmanship:
N/A -- You are a servant of the Enemy, and the wood and the hill bend against you. (-200 modifer)
Tracking:
20 -- The Balrogs hunt their prey a thousand thousand miles. (+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)

Valaraukar: You are one of the Balrogs, the dreaded spirits of fire and shadow. The light of sun and moon and star burns you, but your hate burns even brighter. It was the Balrogs who drove off the demon Ungoliant that threatened to slay Morgoth, and the Balrogs who cut down proud Feanor, King of the Noldor, in the great battle under the stars. There is no thing upon the world which might face the Balrogs at war. When the Valaraukar ride as one, mortals tremble to behold. (Takes extra damage in sun, moon, or starlight, and take triple damage from water. +50 to all combat rolls, and reroll all combat rolls. This bonus is doubled for every Balrog at your side, to a maximum of +500 when all ten Balrogs are gathered as one)


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.)
 
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>Telamon
>Making a Silmarillion Quest

Okay, this quest is going to die in like a month or two, but until then I'm going to enjoy the shit out of it.

[X] Durin's Folk:
 
[] The House of Fingolfin

[] The House of Bëor


Hmm. Torn between these two. The great leader of the Elves, or the best house of man.

[X] The House of Bëor

I flipped a coin to decide.
 
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[X] The Shadow:
I want to be the baddies
You want to be the baddies, and you aren't the feanorians?


Was hoping I could pick Fingon from the Nolofinweans, Finrod from the Arefinweans, or Luthien from the Sindar, but those unfortunately aren't options. Maedhros would be cool, but he comes with the anchor weight of all the other feanorians.

As such,
[X] The House of Bëor
I see Andreth, I pick Andreth.

Add in Barahir, Beren, Turin, Nienor, and Tuor? Let's go.
 
[X] The Sindar

What no one wants to play the Kingdom with the capital that is essentially unconquerable and will stay that way for a fair amount of time? Just refuse any jewels and we'll be fine.
 
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