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Issue 12, July 2011

OO THERTHER MMINDINDSS The Unofficial Role-Playing Magazine for J.R.R. Tolkien’s Middle-earth and beyond

OTHER MINDS Magazine Issue 12, July 2011

Publisher Other Minds Volunteers

Co-Editors Assistant Editors Thomas Morwinsky Neville Percy Hawke Robinson Chris Seeman

Proof Readers Artwork Neville Percy Catherine Karina Oliver Schick Chmiel Ted Nasmith Jan Pospisil Tuuliky

Production Staff Thomas Morwinsky

1 Unless otherwise noted, every contribution in this magazine is published under the Creative Commons Attribution-NonCommercial-ShareAlike license (b n a) The exact license of a given contribution can be found at the beginning of each contribution. © 2000 ‘At Lake Cuiviénen’ by Ted Nasmith, used with permission of the artist Other Minds Magazine MAIN FEATURES

2 Editorial: Surprise! by Thomas Morwinsky Editorial: 4 Inside Information by Thomas Morwinsky 5 Númenórean Longevity Holding our breath Revisited by Thomas Morwinsky 11 An Unexpected Party The : Adventures ordered through Cubicle’s website by David Daines (http://www.cubicle7.co.uk/). You 16 The Phenomenon of over the Edge of the Wild can either choose priority shipping (more “Eternal Realms” in Cubicle 7’s The One Ring: Adventures expensive) and you will get your printed Middle-earth RPG settings ® by Thomas Morwinsky over the Edge of the Wild (TOR) is fin- copy at the time of Gen Con or regular 23 Quendi ished and will see the light of the day at shipping, due probably late August or by Daniel “Vaco” Vacaflores Gen Con in early August (held from Au- early September. In either case, you will gust 4 to 7). The image below is the get a PDF of the book in early August in game’s cover. It will be shipped in a slip- OTHER FEATURES addition to your printed copies! case containing three booklets and a cou- The images on the next page show 54 Fine Print and Disclaimers ple of custom dice (see images next page the content of the box. For myself I can 55 Creative Commons License and the game can also be played with say that I’m surely holding my breath regular gaming dice). There are also since I pre-ordered my copy! some bits of the game’s mechanics known, but I think it better to discuss We thought about delaying Other these in detail in a review once the whole Minds, Issue 12 to include a first review of package is in our hands. This is also good the game. But that would have meant news as well—the game can now be pre- postponing even further than we had already announced. In addition, it would have conflicted with real-life schedules, and likely not be published until the end of September or even later. We have therefore stuck to our original intention and publish it now in early July. We’ll see whether we will publish Issue 13 as planned at the end of the year or add another one to give a special welcome to this latest roleplaying game set specifically in Middle- earth. Whether this happens depends on the content submitted. If you can contribute a gaming supplement like a (short) adventure, set-

© 2011 by Cubicle 7, used with permission 2 Issue 12, July 2011 described in detail by Tolkien (or en- tirely original realms/states). Last, but surely not least is a big contribution by prolific Other Minds author Daniel “Vaco” Vacaflores. Quendi, the Elvish Peoples of Mid- dle-earth is a detailed description of the various elvish peoples found in Tolkien’s world. Groups described by Tolkien, as well as RPG additions, are covered with relevant quotes. Abilities for Vaco’s own game system (see Other Minds, Issue 11, p. 79pp.) and MERP are provided as well, adding to the immediate usability in a game environ- ment. Artwork Again we are indebted to several © 2011 by Cubicle 7, used with permission artists who allowed us to use their ting, NPC etc. that would be much ap- problem tackled is the degree of special great work to illustrate our magazine. preciated. Then we can look to provide longevity among Númenóreans of You can find their online presence (in game stats for TOR and publish an ad- mixed descent. alphabetical order) under the following venture shortly after the game itself has Second comes a submission from an links: been published. So it’s up to you entirely new quarter, which we are Catherine Karina Chmiel (“Kasiopeia”): whether we can assist TOR in making a very happy to be able to present here. http://kasiopea.art.pl/ good start into the Middle-earth gaming This is An Unexpected Party, the John Howe: community! We also have some Other description of the creation of a marvel- http://www.john-howe.com Minds-related news. You can read it in lous diorama with the miniatures of the the Inside Information section of this Issue. Ted Nasmith: same name from Miniatures http://www.tednasmith.com (http://www.mithril.ie). It comes Jan Pospisil: Content complete with first-class photos ac- http://merlkir.deviantart.com/ This Issue’s content covers a broad companying the narrative about its range of topics. First comes a contribu- realization. It is an expert miniature Tuuliky: tion by myself. It’s called Númenórean diorama of an iconic scene from The http://tuuliky.deviantart.com/ Longevity Revisited and targets some , made by two masters of their We hope that this Issue contains questions left open by Númenórean Lon- trade. something for every one of you and gevity in Other Minds, Issue 6. The central Our third piece again is that our selection serves your interests. done by myself. It is But now enough of introductory ram- called The phenomenon blings and on with the content itself. of “Eternal Realms” in Enjoy Other Minds, Issue 12 and see you Middle-earth RPG set- all in #13! tings and deals with an observation upon— For the Other Minds team primarily past—Middle- Thomas Morwinsky earth gaming supple- July 2011 ments. It is the tendency to devise “eternal” - nish political entities in the process of fleshing out

© 2011 by Cubicle 7, used with permission regions and realms not 3 Other Minds Magazine Inside Information

Our special thanks go to those of you Everyone fluent in German is cor- Survey & Feedback who have actually responded so far, for dially invited to join the community Almost half a year ago we started a taking the time to send us back your there in order to establish a broader foot- survey for Other Minds, Issue 11 to get an thoughts! hold in this first foreign language local impression of how all of us who make Everyone else, it’s not too late to branch of Other Minds. We hope this Other Minds—from authors to the edito- have your say on the direction Other serves as an example of what can be rial team—perform in your eyes. There- Minds will take in the future. Therefore achieved by establishing cooperation fore it is fitting to give you some infor- (and to minimize your effort) we include with established non-English Tolkien mation on the current state of the survey the survey from OM11 again in this Is- communities all over the world. The and the analysis we announced back sue. It deliberately does not include the synergistic effect of getting a broader then. In short, the result so far is some- present Issue to make the results compa- audience (for Other Minds) and adding a what disappointing. rable. new facet for the established online com- The reason is not criticism that we munity should give ample room for both should do things in a different way from Non-English to achieve more than would have been now. This would be a good thing, since language access possible for either alone. This idea could it would be real feedback and informa- be taken up by others to create similar As already hinted at in previous Is- projects in other languages, and we en- tion. But in the almost 6 months since sues, we are not only interested in at- Issue 11 and the survey sheet came out courage everyone out there—go on and tracting English-speaking authors, but do it! we received a meagre 12 (sic!) filled-out also in a wide variety of other languages. survey files. The idea is to translate finished manu- Talking from past experience (our scripts and publish them in an English statistics module on the website has been version. In addition, the original versions de-activated due to some technical issues can be published as well, increasing our for some time now), we estimate about range among those not able to express 130 downloads of Issue 11 since it came themselves in English. Ideally, these indi- out. That in turn means that we have a viduals can be motivated to submit ideas return rate of ca. 10% (perhaps 15-20% in their native tongues, and these in turn if we count some double downloads will be translated when they are fully from the same person). This adds to the developed. By now, the Other Minds web- disappointment concerning the returns site has been updated with a forum con- but we hope for an improvement none- taining non-English sections as well. theless. As a beginning in the goal of making In light of these numbers, an analysis Other Minds known to a wider audience, based on just a dozen answers is hardly we decided to begin a cooperation with representative, so we’ll postpone that an established German Tolkien site, until a significant number has been which has a considerable reach in the reached. For now, we take this lack of German Tolkien community. This is the feedback as a positive sign that Other ‘Tolkienforum’ (http:// Minds is doing just fine and things are www.tolkienforum.de), established al- currently more or less perfectly OK with most 10 years ago and still running the vast majority of our readership, and strong in the German Tolkien-related that is an encouraging thought—as Gan- forums and websites. The exact URL for dalf would have put it. the Other Minds section here is http:// www.tolkienforum.de/index.php? showforum=113.

4 Issue 12, July 2011 Númenórean Longevity Revisited

by Thomas Morwinsky Introduction The lifespans in parentheses repre- ([email protected]) © 2011 sent the estimated “total” span, including My essay Númenórean Longevity in per the terms of the CC license: b n a old age and dotage, while the first num- Other Minds, Issue 6 discussed many topics ber is the “healthy” lifespan, at which of the peculiarities of Númenórean lon- Sometimes there are recurring subjects, and these Númenóreans willingly laid down gevity as portrayed by J.R.R. Tolkien. In the topic of Númenórean their lives. For Hallacar, his lifespan recent discussions on- and offline I rec- Longevity is such a one. Regardless of how represents 87.1% of his wife’s (in the ognized that some aspects of it had not diligently discussed an issue was, same generation as her in the direct royal there is always something more to be done been properly addressed, and this short line). His line is removed five genera- after publication. I am no exception to that article remedies that. tions from the royal one, representing an and therefore a few “leftovers" from the first article with this theme are clarified. Normal decline of longevity average total loss of a bit above 2.5% per generation compared to the same gen- In Númenórean Longevity, I gave some eration in the direct royal line. This is original evidence for the patterns behind decidedly less than the 4% loss per gen- the decline of the special Dúnadan lon- eration in the cadet branches suggested gevity, based on the known genealogical for the corresponding lines among the tables. The dates provided for Castamir royal lines of Arnor and in Mid- and Eärnil II were especially useful for dle-earth (based on the dates for analyzing cadet branches. Another exam- Castamir’s and Eärnil’s lines). This is, ple of a cadet branch provided by the however, no problem. Indeed, it fits the Professor himself had escaped my atten- overall picture especially well, as will be tion at that time, and which I now pre- seen later. sent here. The example is that of Hal- lacar, member of a cadet branch of Elros’ Purity of the line Line (descended from Vardamír) in the An important aspect of the special Second Age: Númenórean longevity is the “purity” of Part of the early generations of the Line of Elros that line, i.e. the degree to which one’s ancestors are exclusively (or almost so) Elros of pure Númenórean descent. For these lifespan 500 (515) years cases, the numbers and assumptions out- lined in the OM6 article can be taken Vardamír Nólimon without further changes. lifespan 410 (425) years Often it is not as easy of course. Nolondil Tar-Amandil Númenóreans married members of other lifespan unknown lifespan 411 (426) years mannish races and naturally the question of the longevity of the resulting offspring Axantur Tar- arises. Apart from the social problems lifespan unknown lifespan 401 (416) years for these “mixed” children (e.g. perhaps experiencing difficulties in being ac- Cemendur Tar-Meneldur lifespan unknown lifespan 399 (414) years cepted as “real” Númenóreans), it is im- portant to judge the longevity of such people. Hallatan of Hyarastorni Tar-Aldarion lifespan unknown lifespan 398 (413) years We know from Tolkien that sooner or later, intermarriage with non- Hallacar (husband of Tar-Ancalimë) Tar-Ancalimë Númenóreans occurred in all the lifespan 359 (374) years lifespan 412 (427) years 5 Other Minds Magazine Realms-in-Exile and accordingly the is- The “problem” of intermarriage Dúnadan fear of the waning of longevity sue became relevant. among Gondor’s people first becomes after mingling with other men is clearly Such mixed descent is a powerful apparent in the time of king Valacar: expressed in the Appendices of The Lord device in roleplaying games in particular, of the Rings: as it creates friction and motivation for ‘For the high men of Gondor al- ready looked askance at the Northmen individuals to seek an adventurous life After the return of Eldacar the among them; and it was a thing un- abroad rather than taking up the predict- blood of the kingly house and other heard of before that the heir to the able political or military career that houses of the Dúnedain became more crown, or any son of the King, should mingled with that of lesser Men [...] might normally be expected of the mem- wed one of lesser and alien race. There bers of the ruling caste. This mingling did not at first has- was already rebellion in the southern ten the waning of the Dúnedain, as had Now the question is, what evidence provinces when King Valacar grew old. been feared; but the waning still pro- do we have from Tolkien concerning His queen had been a fair and noble ceeded, little by little, as it had before. such ‘mixed descent’ (of whatever de- lady, but short-lived according to the For no doubt it was due above all to gree) and its consequences for the lon- fate of lesser Men, and the Dúnedain Middle-earth itself, and to the slow gevity of such individuals. Tolkien him- feared that her descendants would prove withdrawing of the gifts of the self deemed the Númenóreans to be the same and fall from the majesty of Númenoreans after the downfall of the quite knowledgeable of simple genetic the Kings of Men. Land of the Star. laws:1 […] —LotR.Appendix A With regard to ’s boast, I He [Eldacar, Valacar’s son] was (my emphasis) think he was reckoning his ancestry handsome and valiant, and showed no sign of ageing more swiftly than his through the paternal line for this pur- The message of this passage is pivotal father. pose; but in any case I imagine that of course. It speaks not only of the wide- Númenóreans, before their knowledge —LotR.Appendix A spread intermarriage of the Dúnedain dwindled, knew more about heredity with other men, but also of the swiftness than other people. To this of course they This is one of the central quotes for of the inevitable loss of their special lon- refer by the common symbol of blood. my later extrapolations on the effect of gevity. It can be argued that intermar- They recognized the fact that in spite of intermarriage of Númenóreans with riage did not only occur after the Kin- intermarriages, some characteristics other men. strife (though it was much more com- would appear in pure form in later 2 mon after that time), but also earlier. generations. Aragorn’s own longevity The fact that it was widely feared that The quote above says that the blood of was a case in point. I think Eldacar would experience a distinct the Númenórean families became more refers to the curious fact that even in lesser lifespan seems to indicate that this the much less well preserved house of the was one of the first cases of such inter- mingled with lesser men, meaning that stewards had come out as marriages and there existed no previous mingling—to a lesser extent—must almost purely Númenórean. experience to draw upon. already have occurred, though this is at variance with the point about Eldacar —Letters.230 (June 8 1961) It is not only the royal house that mentioned earlier. experienced such intermarriage, but First, this shows that Tolkien was shortly after the conclusion of the Kin- The other important point is that aware of the occasional and unusual re- strife it became more widespread among even though the Númenóreans (due to appearance of characteristics of old as the Númenórean caste in Gondor. It may their “genetic” lore) feared a hastened already formulated in Númenórean Longev- already have occurred earlier in Arnor , waning for Eldacar (and probably his ity, and also recognized Númenórean due to its earlier breakup and lessening descendants) in the end it was not so. knowledge about the rules of heredity of Númenórean wisdom and power. This The waning proceeded at about the same (e.g. perhaps similar to those postulated pace as before. by Gregor Mendel). The second point is also that the House of the Stewards is described as being of “mixed” origin— though as pure as possible in Gondor at that time. Therefore even this dynasty should be viewed under the assumption of a significant number of non- Númenóreans in the family tree. 6 Issue 12, July 2011 Causes of the waning Realms-in-Exile) than that in Middle- gests that the longevity of the earth. This is fine, since it shows the Númenóreans should be seen as some- In any discussion about the loss of importance of Númenor itself in preserv- thing akin to dominant trait, to use a Númenórean longevity, it is imperative ing special longevity and stresses Middle- “biological”-style explanation. That to explore the causes of this waning. earth as a major factor in the hastening of would for one explain the usefulness of Númenórean Longevity fell a bit short in that process. Númenórean genetic lore as well as the this respect, and here it is the place to observation that among the Faithful the make up for that. Now we have to deal with the al- ready mentioned question of whether intermarriage with “lesser” men did not In Númenor, we see a decrease in the intermarriage with non-Númenóreans lead to a quickening of the loss of longev- longevity of the kings (and probably the leads to a drastic increase of this rate of ity. King’s Men – the Ârûwanâi) due to their loss. At first glance it is logical to assume The question remains of course now: increasing distance from the ideals of the that the combination of a long- and a What was the cause for the stronger de- original and faithful Númenóreans. The short-lived parent would lead to a child crease in longevity among Númenórean more self-serving, greedy, unjust to sub- with an intermediate lifespan somewhere people if “hard” biological causes can be ordinates/subjects and disobedient to the in the middle between his parents. So ruled out as a major factor? That there commandments of the Valar they be- making the arithmetic mean of the par- was such a connection seems evident, as came, the more their lifespan waned. ’s life expectancies might be a way to Tolkien describes a hastening of extraor- The Faithful are not free of the basic determine the child’s provisional life- dinary loss of Númenórean longevity: fears of the Númenóreans (especially the span. Alas, it is not that easy! This simple fear of death) and thus suffer as well, math cannot be applied to Númenórean In Arthedain the line of was albeit to a much lesser degree. All this longevity, as can be seen clearly in the maintained and endured, but the line has been expressed in numbers in case of Eldacar: His father lived 240 soon perished in Cardolan and Rhu- Númenórean Longevity. years, while unfortunately we do not daur. There was often strife between the As for the Dúnedain that founded know the age of his mother Vidumavi. kingdoms, which hastened the waning Arnor and Gondor (which are basically Assuming an advanced age for a “lesser” of the Dúnedain. ‘Faithful’), the cause for their waning has man, we can infer a lifespan of about 110 —LotR.Appendix A been named above by Tolkien: Their years at most. The arithmetic mean exile in Middle-earth slowly gnaws at the would be 175 years (as the absolute If biological facts are insufficient to special Númenórean gifts, sapping their maximum possible!), clearly very far fully explain the observed changes in ‘Númenórean purity’ bit by bit. The from Eldacar’s real span of 235 years. Númenórean longevity after intermar- logical and most obvious consequence is Calculating the lifespan of such “half- riage, we must broaden our scope and the slow loss of their special longevity. breeds” (or quarter-, eighth- etc. look for other factors. The quote above So we can deduce that the rate of loss “breeds”) on an arithmetic mean assumes gives a first hint for another cause. It was as laid out in Númenórean Longevity is ex- that the life expectancy follows an inter- the internal strife that hastened the wan- actly this ‘normal’ loss due to Middle- mediary inheritance. The fact that this is ing of the northern Dúnadan community earth itself, or to their removal from not the case (see the quote about Eldacar (regardless of citizenship). Such strife can Númenor, and which is unavoidable. In and the other noble houses above), sug- also be seen as a sign of a fall from the this context, it can be argued that pure path and becoming Númenor (which was raised from the more like normal men and ocean floor by Ossë) was largely free of their follies. Thus a the ‘-element’ that permeated “spiritual” fall (even if only Middle-earth (as laid out by Tolkien in slight) leads to the waning of the History of Middle-earth, Vol. 10: Mor- fortunes in general. This goth’s Ring) and in a way comparable to theme is further developed Aman, which enjoyed a similar status of in another passage from the non-existence of the ‘Morgoth-element’. Appendices of The Lord of the This relative lack of this ‘taint’ could Rings and seen on the next have contributed to the bliss of Númenor page. and the longevity of its people. As shown above, the loss of longevity in royal cadet branches was much less in

Númenor (about 65% of the rate in the © ‘The Sun Unveiled’ by Ted Nasmith, used with permission of the artist 7 Other Minds Magazine Men” can have a influence on Now the descendants of the kings It was the pride and wonder of the Númenórean longevity, by means of a had become few. Their numbers had Northern Line that, though their power biological or scientific cause, it is not a been greatly diminished in the Kin- departed and their people dwindled, strife; whereas since that time the kings through all the many generations the strong enough one and unable to cause a had become jealous and watchful of succession was unbroken from father to significant hastening of loss of longevity those near akin. Often those on whom son. Also, though the length of the lives alone. Spiritual causes like a loss of faith- suspicion fell had fled to Umbar and of the Dúnedain grew ever less in Mid- fulness (in the Elendili sense) and lack of there joined the rebels; while others had dle-earth, after the ending of their a rightful king are much more impor- renounced their lineage and taken wives kings the waning was swifter in Gondor; tant. not of Númenorean blood. and many of the Chieftains of the North Whether this loss is hereditary is an —LotR.Appendix A still lived to twice the age of Men, and interesting question. I am inclined to far beyond the days of even the oldest adhere to the position that it is—to a Those Dúnedain falling from favour amongst us. degree. While descendants are burdened with the Kings either joined the Corsairs —LotR.Appendix A with the decreased lifespan of their— in Umbar, thereby letting go their failed—fathers, individuals who show “faithful” inheritance or taking non- Even though the northern royal line themselves to be moral upright (or at Númenórean wives, wilfully giving up originally had less longevity than that of least with the potential; see Denethor II) their “faithfulness” as well. Gondor, it endured beyond the line of they might show the already mentioned Unfortunately, this lack is hard to Anárion. Interestingly, the loss of the re-appearance of characteristics of old to quantify and it remains somewhat am- royal line (and therefore spiritual guid- a higher degree than other individuals of biguous and hard to grasp. It becomes a ance) led to a hastening of the waning of (partly) Númenórean descent. bit more palpable in the case of the sur- the remaining Dúnedain in the South. viving King’s Men: Again, it’s a non-biological cause that Short excursus on Elendil strongly influences the development of In Númenórean Longevity, I proposed a After the fall of their race Númenórean longevity. “healthy” lifespan of about 400 years for [the King’s Men living in Middle- Elendil (i.e. similar to the first Kings And we of Gondor [said ] earth] swiftly dwindled or became until Tar-Atanamir). As outlined in the grow like other Men, like the men of merged with the Men of Middle-earth, original article, this would have made ; for even they, who are the foes but they inherited without lessening him about 60 in “physical years” at the their hatred of Gondor. of the Dark Lord, shun the Elves and speak of the Golden Wood with dread. time of his death in combat with Sauron —LotR.Appendix A Yet there are among us still some who on Orodruin. Now, though far from have dealings with the Elves when they being impossible, it is not so easy to be- lieve that a 60-year-old could engage in Given the evidence and extrapola- may, and ever and anon one will go in physical combat with Sauron in the lat- tions given above, it is no wonder that secret to Lórien, seldom to return. Not ter’s ‘Dark Lord’ incarnation and wear- the King’s Men lost their longevity much I. For I deem it perilous now for mortal ing the One. more quickly than the Faithful. It was man wilfully to seek out the Elder Peo- less a question of racial purity as such, ple. Yet I envy you that have spoken If we would grant Elendil a special but one of the adherence to the ideals of with the White Lady.’ grace and a lifespan similar to Elros (e.g. the original Númenóreans and especially —LotR.II.The Window 500 “healthy” years), his “physical age” at the presence of a rightful king that was a on the West the time of his death would be only major factor in determining the pace of about 50 years. Though still not an agile the dwindling of the special longevity— Again we see not only biological 20-year-old, it is more easy to think of as already experienced in Númenor in its causes (or “hard” facts in general) to be him challenging Sauron together with 3 decline. responsible for the decline. Even those Gil-galad, , Círdan and Isildur. who call themselves Dúnedain and the Given Elendil’s special elevated status heirs of Númenor are only barely aware as the second founder and renewer of a of their ancient friends and they have Númenórean realm (as High-king), an adopted a more “mannish” attitude of elevated lifespan far beyond the norm of fear and suspicion concerning them. his time is not out of the question. Thus in conclusion it is safe to assume Aragorn was a similar case. He renewed that though intermarriage with “Lesser the Númenórean royalty as well, though 8 Issue 12, July 2011 he began from a much lesser level and Assigning numbers hard to grasp by precise numbers, thus “only” received gifts equivalent to there’ll always be a good deal of personal Having discussed the sources and ordinary Númenóreans of old. Elendil judgment. The following table is there- most likely conclusions, it is necessary to then, being of much more “pure” line- fore offered as a guideline which can be assign some numbers to the conclusions age, would restore the original gifts of used to roughly judge the mechanics of presented above. Since the whole subject Elros in some measure. In his descen- men descended from intermarriage of of “lesser” descent and “blood of less dants, this gift would quickly be dimin- Númenóreans with Lesser Men. 4 purity”—and especially a fall from the ished though, stressing Elendil’s spiritual ideals which is so important—is greater-than-life status (and almost saintly reverence within the Realms-in- Exile). Throughout Tolkien’s books, Category Lifespan Examples especially “pure” and “gifted” individuals Dúnedain of pure descent as in Númenórean Longevity Eldacar, Denethor II, Faramir have a tendency to be represented by and Dúnedain of mixed descent but “pure” good looks, fair hair and great height. In Númenórean ethos and this context we have to remember that spirit Elendil was especially tall (hence his by- Dúnedain of mostly pure cumulative -4% off pure Dúnedain of Cardolan or Rhu- name!). That he was something really descent, but increasingly Númenórean lifespan for daur special is also hinted at in the Appendix failing Faithful standards each generation after the as well: decline begins Dúnedain of mixed descent cumulative -6% off pure Gondorian Dúnadan nobles and failing Faithful stan- Númenórean lifespan for after the Kin-strife and Great ‘These were the Stones of Annúmi- dards each generation after Plague opting for Umbar or nas and Amon Sûl. The only Stone left decline sets in non-Númenórean lifestyle in in the North was the one in the Tower general on Emyn Beraid that looks towards the Ârûwanâ Númenóreans of as in Númenórean longevity Dúnadan nobility in Gulf of Lune. That was guarded by the pure descent for Ârûwanâ of pure Númenor’s colonies south of Elves, and though we never knew it, it descent Umbar after the Akallabêth remained there, until Círdan put it Ârûwanâ Númenóreans of as in Númenórean longevity most Ârûwanâ families in Mid- aboard Elrond's ship when he left (I, mixed descent and pure for Ârûwanâ of mixed dle-earth 34, 54). But we are told that it was Ârûwanâ ideology descent unlike the others and not in accord with Note: The decrease in lifespan is always in relation to the pure situation at the time in them; it looked only to the Sea. Elendil question as outlined in Númenórean Longevity. set it there so that he could look back with “straight sight” and see Eressëa in the vanished West; but the bent seas below covered Númenor for ever’. —LotR.Appendix A

Elendil was allowed to glimpse the Notes: True West, a grace fitting the founder of 1 “Simple” by the standards of modern genetics,of course, with its advanced knowledge Númenor-in-Exile, the like of Elros (at and techniques, enabling the manipulation of the very molecules of the DNA and least in impact and status) in later times, RNA. and one that would not be repeated ever 2 This can apply to Arnor as well, and here especially for Rhudaur with its presumably again. small Dúnadan population. 3 There are ample examples of men participating in situations of great physical (and psychological) stress even at an advanced age. Prominent examples come from the Military Order of the Hospitallers. Both their Grandmasters d’Aubusson and l’Isle Adam were 57 years of age when they personally led their troops in the thickest fight- ing at the sieges of Rhodes in AD1480 and AD1522, respectively. Grandmaster de La Valette was even 71 year when he personally led his troops from the front in the most critical phase during the famous siege of Malta in AD1565. 4 Meneldil, Elendil’s nearest descendant to die a natural death, “only” reached 280 years of age. 9 Other Minds Magazine

The world that iS Eä: “Ilúvatar called to them, and said: 'I know the desire of your minds that what ye have seen should verily be, not only in your thought, but even as ye yourselves are, and yet other. Therefore I say: Eä! Let these things Be! And I will send forth into the Void, the Flame Imperishable, and it shall be at the heart of the World, and the World shall Be; and those of you that will may go down into it.' And suddenly the saw afar off a light, as it were a cloud with a living heart of flame; and they knew that this was no vision only, but that Ilúvatar had made a new thing: Eä, the World that Is.” –J.R.R. Tolkien, , Ainulindalë (The Music of the Ainur). The Eä RPG system is dedicated to role playing gaming in J.R.R. Tolkien's universe. Eä d20 is currently well along in it's development with the “Races & Cultures” tome nearing completion. Eä d20 is the adaptation of the Open D20 (D&D 3.5) role-playing gaming system modified to more accurately fit the “feel” of Tolkien's Middle-earth. Tomes of lore include: • Races & Cultures (near completion) • Magic in Middle-earth (core mechanics complete, conversion charts in progress) • Destinies & Lore (Classes, Skills, Feats, etc. - in early stages) • Creatures & Monsters (Ancalagon through Zigurim) (planned) • Valar & Maiar (Includes , , Istari, Lords and Characters of Renown) (planned)

Find details and downloads at: www.earpg.com 10 Issue 12, July 2011 An Unexpected Party A set of collectible metal figures by Mithril Miniatures

by David Daines In a hole in the ground there lived a about my relationship with Mithril ([email protected]) hobbit. Not a nasty, dirty, wet hole, Miniatures. © 2010/2011© 2011 filled with the ends of worms and an I am not a wargamer nor do I participate per the terms of the CC license: b n a oozy smell, nor yet a dry, bare, sandy in RPG, but I have, since first reading The hole with nothing in it to sit down on Hobbit and , been a Miniature design, collecting, painting or to eat: it was a hobbit-hole, and that great fan and admirer of Tolkien’s works on and diorama building (and usage in roleplay- means comfort. Middle-earth. I first came across Mithril ing games!) has a long tradition in RPG tra- —. Miniatures in a small shop near Portsmouth in dition. Middle-earth is no exception and from An Unexpected Party southern England in about 1987/88, soon the earlydays ofdays MERP, of MERP, Mithril Mithril Miniatures Miniatures after they had made their first appearance. I was attracted to some blister packs of figures (http://www.mithril.ie) has produced such That opening paragraph is for many miniatures as collectible items since 1987. on a display rack, but what caught my eye, lovers of the works of John Ronald Reuel Even if the outpiut has been reduced by now, without taking in any of the actual detail, Mithril’s products have a long history of Tolkien the first introduction to Middle- it still offers high-quality collectible minia- was the grey primer on the figures. I distinctly being presented in both Other Hands as well earth and the world of the , elves, tures, especially in the Gold Fellowship range. remember hoping they would be Tolkien- as Other Minds (e.g. #5), so we are very goblins and that inhabit it. Itglad is oneto to of continue these that this is thetradition. subject of the related … The rest, as they say, is history. following contribution. It was certainly my introduction and The ‘An Unexpected Party’ release is We see as a sign that this will continue in one that I am very glad I made, for the the future as well. a special customer-commissioned project world of Tolkien has become something and is coded MX 535. Mithril Miniatures Even if Mithril’s quantitative output no of a passion, as indeed have the wonder- do the casting, boxing, and promoting of longer is comparable to the 1990s, it still ful miniatures sculpted by Chris Tubb, the MX releases and the commissioner offers high-quality collectible miniatures, and released by Mithril Miniatures. especially in the Gold Fellowship range, where will usually sell a certain amount of sets Before describing this project fur- members can influence which miniatuires are through Mithril Miniatures while retain- made. One of these latter is the subject of the ther, it may be in order to give a little of ing some for themselves to dispose of following contribution. my background and to say something

© 2010 David Daines 11 Other Minds Magazine privately, sometimes with an extra cast- The Project ing not available with the general release. As I assume that readers will be aware of the circumstances of Bilbo’s unexpected party, I will not go into de- tail and will get straight to the object of interest. So what do you get for your money? Well, in a nice blue padded box are eight white metal sprues each con- taining a pair of figures, dwarves, Gan- dalf and Bilbo, giving you 15 figures in total; some sprues contain limbs and crockery and one has a chair rather than a second figure attached. You also get two tables (full of food and drink), some accessories such as Gandalf’s hat, eight separate chairs, plus a large, semi- © 2010 David Daines circular base engraved to look like a wooden floor. An illustrated guide is also weight product. Below you can see the Pretty much from the start, I knew included to explain how to fit the figures foam-core partially obscured, but with that Bag End would be constructed to in place if you wish. the plastic sheet floor attached. I went house this scene, because I also wanted for a stone floor for the sole reason that I The downside is that it costs €180, to incorporate a couple of other little did not have any wood effect plastic card but if you break this down into parts, scenes, as well, such as Bilbo and Gan- and that I did not feel like carving the moulding process, packaging, etc., the dalf’s meeting on that fateful morning in detail on myself. Also seen is the paper price isn’t quite as bad as you might have . With this in mind, I started template provided by Mithril Miniatures originally thought; plus, there are only planning the project. 100 sets available! if you choose to follow their guide (along Bag End would be made from a card- with the tables), and what will be one of board tube, as this was the right shape, the parlour end walls sculpted by me so I cut a length and roughed out where using Super Sculpey polymer clay (sculpt the parlour would be. As I needed view- and bake). ers to be able to see the scene within, I I would like to add at this stage that I cut a semi-circular shape from the card regret not being able to use the base (see image above), the bottom edge of part, but it just didn’t fit into my pro- which would also form the floor line. ject—not even as an ‘end-wall’. Once this was done, I had to make the floor, and to do this I attached plastic card to a strip of foam-core board. This is basically a foam centre sandwiched between card and is quite a useful, light-

© 2010 David Daines 12 Issue 12, July 2011 Next I needed to model the interior. Baggins Esq., so he was placed dead cen- around the bottom for display purposes. At one early stage of planning I had in- tre and slightly clear of any other figures. Once this was firmly fixed and the glue tended the viewer to be looking in from Basically, at this point of the ‘party’ Mr had dried, I built the groundwork using the front of Bag End, but that would have Baggins is very flustered! terracotta DAS air-drying clay, which ruined the other part of my plan to cre- The first image below shows quite can be easily blended to shape and ate the external scene, so instead I de- well the foam-core base, the end walls smoothed with water. For the view look- cided to have the view looking out ‘over and the new outside wall. ing into the parlour, I had to carefully The Hill’ and over Hobbiton below. shape the clay around the opening I had Once I was happy with the composi- cut, taking care not to let any clay fall Next came a trial placing of the fig- tion, I inserted the scene into the card- inside. For the front, it was a fairly ures within. Sculptor Chris Tubb had his board tube and glued it into place ready straightforward job of applying clay and idea of how the story should unfurl, and I to complete the groundwork. tried to follow this as closely as I could smoothing to shape. For the groundwork I had used some by grouping the figures into their little insulation material into which the tube sub-scenes which Chris had introduced. was fitted. I then added a wooden frame The main focal point, however, is Bilbo

© 2010 David Daines

© 2010 David Daines 13 Other Minds Magazine

© 2010 David Daines

As can be seen from the view above, Excitement and reasonable Reward‘. I including a coat of clear red paint for the although I made two ‘see-through’ win- based Bag End on Tolkien’s own drawing fire (mostly obscured in the photo- dows, the other three were merely de- of The Hill, but did not go for an exact graph), which had flames created by us- pressions in the clay and would be replica. ing a clear water effects gel medium that can be teased into shape. The test results painted in. To the right is Bilbo’s shiny The lighting was produced by using a looked good, so I now concentrated on green door on which Gandalf scribed a set of battery-operated LED Christmas finishing off the diorama. ’queer‘ sign telling the dwarves that liv- decorations and I positioned the lights to ing here was a ’Burglar wanting plenty of try and produce some nice subtle effects

© 2010 David Daines 14 Issue 12, July 2011 If you could hear them talk, they would probably be discussing Mr Bilbo’s strange visitor. Originally, I thought this gardener to be a ‘young’ Hamfast (Gaffer) Gamgee (remember that this is some years before events in LotR, at which time Hamfast was better-known as Sam’s Gaffer), but on reading the story a bit closer Hamfast would have been much younger, so perhaps it is his dad! And that, folks, is that. A most re- warding project that is the start of the journey for most readers of Tolkien. It took me a lot longer than planned due to lighting issues, but once this was solved I was able to finish it off quite quickly. Commissioned by Mithril collector

© 2010 David Daines Dieter Waltermann, to date this has to This was done using various scenic and an early Gandalf figure to depict the be one of Mithril Miniatures’s most am- bitious releases and it is an excellent ex- materials scattered over the base to in- scene where Gandalf first comes knock- clude pathways, a hedge with an arch (as ing at Bilbo’s door. pression of the desire by designer Chris Tubb, Mithril Miniatures, and serious in Tolkien’s painting) and by using some As the base is quite big, I also decided grass matting material to form the top of collectors alike to bring Tolkien’s world to give viewers a starting point with the to life in the form of 32mm metal col- The Hill. inclusion of a gardener leaning on his lectable miniatures. I also added a Bilbo figure, M393 spade, talking to an old gaffer going (this is actually Sam with Bill the pony) about his business.

© 2010 David Daines 15 Other Minds Magazine The Phenomenon of “Eternal Realms” in Middle-earth RPG settings

by Thomas Morwinsky Introduction selves as the rightful heirs of the entire ([email protected]) © 2011 Roman Empire, while in modern histori- Reviewing the corpus of written sup- per the terms of the CC license: b n a ography, the derogatory became the plements for Middle-earth-based role- norm due to our cultural background. playing games, I observe a phenomenon Though MERP has been terminated for 12 Concerning “eternal” realms, the that in my opinion is both understand- years now and the LotRRPG for 4, the supple- “Byzantines” might be the heirs of the able and somewhat problematic. It is the ments developed for them still hold a great ancient empire, continuing many of its tendency of authors to devise influence over the way Middle-earth is viewed traditions, but their culture would still in a roleplaying game context. Especially “eternal” (or unnaturally long-lived) be different, ever evolving over time MERP’s numerous campaign and realm sup- mannish realms (and cultures) as the from their origins and in the end cer- plements stand out premier here and this is norm rather than as rare exceptions. also where things might get complicated. tainly no more “Romans” in the classical Looking to the history of our real sense, though by name they are still This article means to bring forth some world, there certainly are examples of thoughts and maybe even spark some discus- “Romans”—in addition as de iure by their realms that have existed for a very long sion (online or in future Issues of Other history. time, making them the models that are Minds) on these topics. Judging from this observation, it generally cited first when the topic is seems that more or less frequent— brought up. Egypt (in its various incarna- major—change in mannish political enti- tions; but pharaonic Egypt in particular), ties and societies is the norm rather than China or Japan spring to mind here. On the exception. the other hand, we have innumerable realms that have existed either only Looking at Tolkien’s own creations, briefly, or for a few centuries, before at first glance it seems natural to develop being merged into new ones, or vanish- more mannish societies that last for a ing altogether without trace. The realm very long time. The Númenóreans are of Akkad is a good example: It existed the primary example of Men creating a for only about 200 years, but it left a lasting cultural and political identity that huge impact on history; having estab- survives for approximately 6,500 years lished the world’s first “empire”. An- throughout both the Second and Third other excellent example for a believable Ages (plus probably several centuries or design would be the Byzantine Empire: millenia more into the Fourth Age). the word “Byzantine” for the later East- Thus, it is tempting to devise long- ern Roman Empire (and its people) was lasting realms on this template for game coined by western chroniclers with the supplement design. In the context of the intention of a derogatory appellation. Dúnedain , however, we have to take Thus “byzantine” became a term synony- into account their unnatural longevity, mous with deviousness, scheming and which can be seen to cause their cultural insidiousness to differentiate from the and political entities to last for much “upright” and virtuous western realms longer than those of other men. Their and people. The Byzantines called them- special—and close—relationship with selves “Romanoi” (“Romans”) until the the Elves (and indirectly the Valar) must very end (AD 1453) and viewed them- also have played a role here. 16 Issue 12, July 2011 The “supplement would even eclipse the longevity of entry among the Nazgûl in LoMe2). In the Númenórean realms. From the the The Inland Sea module,1 the writer’s trap” text, it seems obvious that the Variags are mentioned as exactly these I use this term to describe the observ- Womaw Empire represents some kind people from the 3rd century of the able tendency of RPG supplements to of “China in Middle-earth ”. Second Age onwards, making their duplicate the Dúnedain’s achievements culture almost as long-lived as that of The Nazgûl’s people. All the Nazgûl 2 of an uninterrupted culture and political (apart from the three Númenórean the Dúnedain! entity over many millennia. Given the Nazgûl) descend from cultures and The various city-states of Sîrayn (Greater extensive realm descriptions created realms that already existed at the time ) existed almost constantly in during the period of ICE’s MERP line, of their birth (mostly around S.A. the same form and capacity from the this tendency is most pronounced there. 1900-2000 as written in LoMe2) and 20th century SA to the Fourth Age. Decipher’s game did not last long that continue to exist in almost the enough to produce any non-Tolkienian According to Far Harad, the realm’s same way right up to the War of the two cities already existed with their sourcebooks about “foreign” cultures— Ring—with almost no interruptions, regardless of their intention to ever de- origins “lost in time” when the or any real changes worth mentioning. Númenóreans first landed in the area velop them or not. In almost every It is the description of these individu- MERP sourcebook that deals with cul- around SA 1100. From then on, these als (and the people and realms they cities (as the core of the realm there) tures or realms not described by encounter or rule throughout their Tolkien, we find at least one such realm/ existed more or less unchanged until existence as undead that gives a strong the War of the Ring. culture. Many can be found in Lords of point of “eternal” mannish realms as

Middle-earth, Vol 2 – The Mannish Races the norm in MERP’s supplements. (LoMe2) in the section about the Ring- While this list is far from complete, it The Variags of Khand. They are men- wraiths. The following examples illus- is sufficient to make the following point: tioned by Tolkien in the context of trate the point: In developing original the Battle of Pelennor Fields (TA cultures and The Womaw. In Lords of Middle-earth, 3019). This mention of course proves realms in Middle-earth, it was the Vol. 2, their—rough—history is that there existed a mannish realm of norm rather than the exception to make hinted at in the section about Khamûl that name and populated by these peo- these realms extremely long-lived, the Ringwraith. In S.A. 900, the ple at the end of the Third Age. This sometimes even more enduring than Womaw already commanded a size- was reason enough in the MERP series those of the Dúnedain, who themselves able empire when they— (e.g. LoMe2 again) to make Khand a experienced a major disruption in their supposedly—came into contact with realm that existed at least from the political structure when Númenor was the exploring Númenóreans for the 20th century SA onwards continously destroyed. first time. Needless to say, the realm until the end of the Third Age, or This tendency might be explained by endured until the Fourth Age. The probably even longer (see “Ûvatha” the way the MERP line developed. At length of this uninterrupted existence first there was a nominal setting (TA 1640) and many authors developed cam- paigns or adventures set in this time. The main issue here was that there was only this time frame—without a clear concept of a political, economical or historical framework beyond Tolkien’s own mea- gre ‘Tale of Years’ in The Lord of the Rings (as far the mid-Third Age is concerned). This very basic set of parameters was later only imposed on the existing adven- ture/campaign modules. Accordingly, the framework (or historical picture) became constricted by earlier develop- ments which had not considered a coher- ent and overarching canvas upon which these adventures were placed. In a sense, © ‘Song of the Rohirrim’ by Jan Pospisil, used with permission of the artist the cart was put before the horse, and 17 Other Minds Magazine the impression of these “Eternal Realms” The Northmen in northern Rhovan- minded people were extremely unam- is one of the consequences. ion. They are mentioned for the first bitious (e.g. unsuitable for It was only much later on in the de- time in the context of the Dwarves’ re- “adventurous” campaign backgrounds) th velopment of the MERP line that there a turn to Erebor in the late 26 century, and secretly protected from outside certain paradigm shift occurred which and are described as growing strong and influences that could have swept away th went some way towards rectifying some wealthy. This lasted until the mid-28 their communities easily. Thus the of these issues. century when Smaug destroyed these Shire exists in sheltered and “artificial” communities. It was not until 170 years conditions not found elsewhere at all.

later that they united after Smaug’s death In summary, Tolkien does not really Tolkien’s mannish realms and became strong again. suggest any special longevity for the ma- To assess whether Tolkien himself There are some tantalising hints jority of mannish realms or societies. proposed unnatural longevity among about the other mannish communities The Rohirrim and their ancestory are a mannish realms, it is useful to look at the (e.g. the later Dunlendings), but here good example: They change their homes realms and people devised by him. Tolkien gives us so little information that relatively frequently, adopt new names we cannot say anything sure about and have little memories of the times The Edain—Their realms in whether they had any long-lived political before they inhabited their then current lasted for only about 200 years at entities. Their most ancient sentiment at homes. It is only the Númenóreans that most before finally destroyed by Mor- the time of The Lord of the Rings seems to exhibit a real and extraordinary longevity goth’s hosts. Afterwards, the survi- be a hatred for the Rohirrim whom they in their cultures and realms. Now, this vors established quite distinct hold responsible for “stealing” their land. raises two questions: “realms”. Since the Rohirrim have been in Cale- • First, is it sensible and fitting to The Númenóreans—They are well- nardhon/Rohan for “only” 500 years by design realms and societies in known and the model for all these the time of the War of the Ring, this can such a way, and long-lasting realms. hardly be called an extraordinarily long- Northmen—These people play a great lived “realm” or memory on the same • Second, is it credible to have such role in the histories of the Third Age. timescale as the other ICE inventions an excessive number of long- Before that, we have no precise infor- mentioned above. lasting realms and/or societies? mation about their realms. Below is a Hobbits: They first lived in the Anduin To answer the first question: It is listing of their subgroups. vales, until by about T.A. 1000 they sensible from an author’s point of view. The Northmen of the Plains of began their complicated migrations, He only has a limited page-count avail- Rhovanion (not named by Tolkien, but which ended when the vast majority able and needs to develop a background called Éothraim in MERP, later Eh- assembled in the Shire from T.A. 1600 for adventures that is widely usable. In wathrumi in Other Hands). In the early onwards. For nearly the first 400 addition, developing several cultures and Third Age they had many small and war- years, they were subjects of the kings states, and realms shifting over time, for ring (both amongst themselves and with of Arthedain, and then for about the same region would increase the other people) princedoms. Their first 1,400 years lived under their own amount of work immensely. It is not great—and named—lord was Vidugavia chieftains. This can be seen as another realistic to expect so much work of a in the 13th century, but it seems after model for men (of whom Hobbits typical FRP author, especially since a him the power of his realm fell into de- were a subgroup) building such long- great part of this work will not be of cline. In the 19th century, the rule of lasting realms. In this context, the immediate use for the primary campaign these people was destroyed and their continuous de-population of Eriador background or common character remnants re-located to the middle An- surely was a contributing factor to- knowledge and will only serve as duin vales, calling themselves the wards the stabilisation of the isolated “academic” or “historical” information for Éothéod there. After about 100 years Hobbit “realm”. We have to be aware, the GM. In a practical way, it is no prob- there, they removed their homes to the however, that these traditionally- lem to devise an explanation why this upper Anduin vales in the late 20th cen- and that realm is a “big exception” and tury. There they lived for about 500 why its unusual persistence is absolutely years before re-locating to Calenardhon, logical and justified. While not wrong, becoming the Rohirrim (Eorlingas). using this on a regular basis in every They had almost no memories of history module, we get such a great number of beyond the times of their fathers in the upper vales. 18 Issue 12, July 2011 such “uniquely extraordinary exceptions” Possible solutions the region by the Third Age, leaving only that examples of the short-lived “norm” legends and some artifacts. Far from being a niggler who criti- are conspicuous only by their relative cises everything without offering solu- These latter two are excellent exam- absence. tions, I admire many of the ideas devel- ples of how mannish realms should be Having long-lived realms as the norm oped in the official MERP series, as well developed as the norm. It gives unri- offers great advantages : You only have as those in other works (e.g. the Inland valled depth to a story or region; much to develop a (perhaps detailed) ruling Sea). Many of the problems mentioned better than the same people living there society once, rather than multiple times. above could be solved if these realms for centuries or even millennia without In addition, having complex histories were re-defined temporally rather than any major breaks. with invaders, partial adoption of old spatially. In addition, there were also a As a suggestion for people willing to customs, with new rulers and new peo- few positive examples of ephemeral fix already published modules, the ple, etc., might lead to confusion and realms or vanished societies (although I following guideline can be helpful: Re- less clearly-defined distinctions for the admit that they are hard to find): define the status quo as described in the players (if they get to know these histo- In ICE’s Shadow in the South, the module for a specific timeframe and be ries at all). Still, in my opinion, making timeline mentions a man named Jenna more vague about the past history of the mannish realms in Middle-earth more Chy who creates an empire by defeating region in question (a few sentences about closely similar to the majority of realms and incorporating many of the older the rough history with many changes, in real-world history creates a stronger “eternal” realms in the area from TA ethnic groups etc. is sufficient). In this suspension of disbelief than “FRPG stan- 2857-79. Soon after his death, this new way, these ideas can mostly be retained dards” with age-old realms as the norm. empire fragments.3 This history is remi- (perhaps slightly modified) for the pri- This tendency of age-old realms as niscent of the exploits of Alexander the mary timeframe, which in my opinion the norm was also continued in some Great, who gloriously conquered the should be the late Third Age due to the fan-made projects after the demise of tie-in possibilities with The Hobbit and Achaemenid empire, died shortly after 4 MERP. The Inland Sea (as already men- and left a realm soon falling apart under The Lord of the Rings. The “only” thing tioned originally a MERP manuscript, his successors. that needs to be changed is the history, with more sharp turning-points that re- but published as a fan-realm) is a promi- In ICE’s The Northern Waste, on sev- flect the changing nature of cultures, nent example. Superbly developed in its eral occasions there are hints about and rulers, states and religions in any given own right, in my opinion it suffers from short mentions of a prominent Second area. the same basic problem: The realm of Age-culture in the area (the Beadmakers) Folyavuld (the indigenous name for which have vanished completely from Dorwinion) and all the cultures dealing with it are founded in the Second Age (some already in the early Second Age), and then they all exist more or less un- changed (with changing political for- tunes) throughout the Second and Third Age right into the War of the Ring. To a lesser degree, this is true of the Easter- ling communities in the same area (Rhovanion/Wilderland) for almost the whole of the Third Age, as well.

19 Other Minds Magazine This is of course easier for newly- Conclusion tragic—tales of loss and treachery at the developed modules, as such more hands of the Dark Lord. The case of MERP’s non- varied histories can be made from Númenórean Nazgûl best exemplifies the Making the vast majority of mannish scratch. theme of this article: All of their home realms subject to changes and complete Ideally, it would be desirable to have societies last virtually unchanged for mil- shifts in fortunes, the Númenóreans and at least one complete break in history lennia. It seems that non-‘eternal’ realms their realms with their extraordinary approximately every four to seven centu- are almost non-existent in that part of long-lived culture and polity become ries to account for the rise and fall of Middle-earth not described by Tolkien, indeed something very special, which is realms and empires. Even though it is but only sketched by ICE. In my opinion, fitting for the status awarded to them by more work, it offers the chance to enrich it would make for a far stronger histori- Tolkien. Otherwise, they would be just the setting, as campaigns in different cal narrative to have the Nazgûl be rem- one among many long-lived political times in the same area can—and will— nants of ancient realms and societies who entities, making their encounter different cultures and realms themselves have long passed into obliv- achievements much more there. This might also make for more ion, leaving only legends or tales of the mundane and ordinary interesting plots involving characters “Kings of Old”. In more than one sense, rather than truly excep- (PCs or NPCs) from longer-lived races tional. then, the Ringwraiths would be the last such as Dwarves or especially Elves. of peoples long gone. This would also Realms and cultures they once knew greatly add to their—sometimes might have vanished or could have been absorbed into new peoples with a dis- tinctly different outlook. As an option, remnants of the old people or realms might still be present in a new time and fade away only very slowly. Real-world history has many such examples (e.g. the Sumerian relig- ion and language, which survived long after Sumer as a political entity had ceased to exist).

Notes 1. This was originally a proposed MERP module which was never officially published. Later the manuscript was edited and published independently and made available as a downloadable PDF document. 2. In , they are mentioned for the first time by Tolkien in the context of the second Wainrider invasion of TA 1944, hinting that they may have existed at that time. It may be the hindsight of the historians that named these people “Variags”, though I am inclined to follow the report as “true”. If we assume that the Variags established their realm shortly before this time, it existed for about a millennium at the time of the War of the Ring. 3. Thereafter, all these “normal” eternal mannish realms continue to exist centuries longer as they had before for millennia. 4. Even though I personally prefer a mid-Third Age setting, I recognize that this is probably not a majority position and not realistic under the conditions of the current gaming developments. To get the broadest coverage it seems therefore wise to concentrate on the late Third Age as the primary timeframe for campaign ideas even in fan-made supplements.

20 Issue 12, July 2011

21 Other Minds Magazine

“Then Ilúvatar said to them: 'Of the theme that I have declared to you, I will now that ye make in harmony to- gether a Great Music. And since I have kindled you with the Flame Imperishable, ye shall show forth your powers in adorning this theme, each with his own thoughts and devices, if he will. But I will sit and hearken, and be glad that through you great beauty has been wakened into song.'” - Ainulindalë (The Music of the Ainur) The Silmarillion by J.R.R. Tolkien Listen to music by the many musicians around the world inspired by the works of J.R.R. Tolkien. Middle-earth Radio make available four different Internet radio streams dedicated to the audio and music inspired by the works of J.R.R. Tolkien. You can tune in 24 hours a day, 7 days a week from anywhere in the world where you have an Internet connec- tion, with your favorite streaming media player. And when you hear a piece of music you like, be sure to support the musicians by purchasing their music (if ap- plicable). See the lengthy list of inspired music at the Tolkien Music website: www.tolkien-music.com Tune in today and listen at: www.middle-earthradio.com

22 Issue 12, July 2011 Quendi The Elvish peoples of Middle-earth

by Daniel “Vaco” Vacaflores AND EELVES, SIR! ELVES HERE, AND EELVES THERE! SOME LIKE KINGS, TERRIBLE ([email protected]) © 2011 AND SPLENDID, AND SOME AS MERRY AS CHILDREN. per the terms of the CC license: b n a —SAM GGAMGEE, LOTR I.MANY MMEETINGS

Proofreading: Spanish: Viola de Vacaflores English: Neville “Osric” Percy

The elvish people of Middle-earth have long been the subject the subject of interest. beginning with the Professor himself, who designed their elaborate languages, histories and all the details associated with them. In roleplaying games, some of the special characteristics have been addressed by specific bonuses and penalties to their abilities. Though both MERP and LotRRPG had this topic in their books, it was not treated in the depth found in this article by our veteran © 2011 ‘Maglor’ by Tuuliky, used by permission of the artist author Daniel “Vaco” Vacaflores. Sam’s words in the above quote de- The first consequence is that this ba- scribe quite well the variety of elves ex- sic scheme denies a great diversity. It is isting in Middle-earth and the fascination true that the category “Silvan/wood of many Tolkien fans with them.1 In this elves” could cover the Avari elves, the article I address the issue of the elves of Wood Elves of northern , the Middle-earth, their various peoples, Galadhrim of Lothlórien, the Nandor of their application in RPGs and the chal- the Anduin and the Laiquendi of Ossiri- lenges involved. and. But on the other hand, where do the Falathrim of Círdan and the Teleri/ I include a preview of some of my Falmari of Eldamar fit? It would require work on game statistics for “Chronicles 2 great good will to include them as of Middle-earth – Quenta Endorion” and “Sindar”.3 their adaptation to the MERP system. Especially in the case of the Sindar I

noted a lack of diversity. The are The problem of the great warriors and great craftsmen, while the Wood Elves are masters of the elvish peoples in forest. But... what about the Sindar? The role-playing games Sindar are neither fish nor fowl. They are Both official Lord of the Rings role- just an intermediate people between the playing games produced so far, MERP Noldor and the Silvan elves, without any and CODA, have the structure of Noldor, particular feature that makes them spe- Sindar and Silvan for the elven peoples of cial. Middle-earth. This tripartite division has Even ’s schema some direct consequences: of elven peoples in The Silmarillion is a

23 Other Minds Magazine simplified version which does not very The elven peoples of the Now, taking this a little further I accurately represent the many different want to explore the implications of tak- elvish peoples appearing in all the writ- LotR and The Hobbit ing into account two different historical ings of Professor Tolkien. perspectives as a projection of the elven The feasting people were Wood-elves, On the other hand it seems at first of course. […] They differed from the peoples in Middle-earth. glance that there is chaos even for Pro- High Elves of the West, and were more It could be that this simple classifica- fessor Tolkien in his division of the elven dangerous and less wise. For most of tion into High, Grey and Wood Elves is the peoples. It is difficult to impose order on them (together with their scattered rela- result of an “uneducated” (or “innocent”) this sea of names, giving the impression tions in the hills and mountains) were perspective from the hobbits regarding that new “peoples” never cease to appear descended from the ancient tribes that an exotic and distant people. One could or that one “people” might have too never went to Faerie in the West. There take this classification as a result of the many parallel names. the Light-elves and the Deep-elves and “ignorance” of the hobbits and many This in turn has had its impact on the the Sea-elves went and lived for ages, other human peoples who lost contact publishers of Lord of the Rings role- and grew fairer and wiser and more with the elves with the passage of time. learned, and invented their magic and playing games (especially Iron Crown En- But there is another alternative inter- their cunning craft in the making of terprises with its MERP system), leading pretation, that this is not "ignorance" on beautiful and marvelous things, before to the second consequence. In light of the part of the hobbits, but the real situa- some came back into the Wide World. the apparently infinite number, chaos tion of the elves at the end of the Third —The Hobbit. Flies and Spiders and uncertainty in the division of the Age. elven peoples, they proceeded to invent Throughout this process I came to an Over the years, the elves have been their own new elvish peoples and sub- leaving Middle-earth for their final jour- divisions. Among those we have a motley interesting conclusion: the basic tradi- tional role-playing game division of elves ney to / Eldamar, beyond the variety of elvish peoples, which are not circles of the Mortal World. In this always clearly organised. as Noldor, Sindar and Silvan corresponds with the image of the elves in The Lord of demographic decline the population of I have seen others and myself try and the Rings and The Hobbit. Of course the the last elvish refuges and even the fail to reconcile the writings of Professor names “Noldor” and “Sindar” only appear “ethnic borders” could have faded, eras- Tolkien with these roleplaying interpre- in the Appendices but the main texts ing many of the most striking differences tations. refer to “High Elves”, “Grey Elves” and amongst the elven peoples of Middle- In my “Guide to the peoples and cul- “Wood Elves” [and “Sea Elves”, not con- earth. 4 tures of Middle-earth” I solved this sidered by the role-playing industry]. In this sense, the survivors and de- problem by including additional elvish Considering The Silmarillion and other scendants of the Noldor, with the passage peoples, such as the Falathrim and Nan- posthumous books of JRR Tolkien it of time, have become simply High Elves dor/Laiquendi, distinct from the Sindar as becomes clear that the “High Elves” are (Aredhil?). And the heirs of the Nandor, traditional grey elves and Avari as tradi- the Noldor,5 and the “Grey Elves” are the Sindar and Laiquendi would transform tional wood elves, each with their own Sindar. into Grey or Wood Elves. skills. But despite that I remained dissat- This seems to me a very interesting isfied with the outcome. It did not re- So from the perspective of The Lord of the Rings and The Hobbit, the division alternative. But it has a couple of prob- flect the variety and richness of Tolkien's lems that question its universal validity, writings. made by the role-playing industry is cor- rect. This is understandable considering as there are two cases which do not fit In this article I present a fresh ap- Middle-earth Enterprises’ editorial con- the model. proach to this longstanding problem. My straints explicitly prohibiting any refer- The first are the Galadhrim of Lórien, solution is to throw it out and start ence to, or even naming of, other works though they might very well fit the type again, directly from the writings of of Professor Tolkien beyond The Lord of of “Wood Elves”. In “The History of Tolkien himself. the Rings and The Hobbit.6 and Celeborn” (in Unfinished If we follow the logic of the owners Tales pp. 248 ff.) it seems that the special of the copyright (and some of the fans) to nature of these elves (and of Lothlórien take into account only The Lord of the itself) depends on the direct influence of Rings and The Hobbit and nothing more, Galadriel. They therefore have all the then it would be more consistent to talk given conditions to remain as a separate about High, Grey and Wood Elves. people. 24 Issue 12, July 2011 The other case is the Falathrim of Cír- ticular. And wonder of wonders! Unlike Game Data dan the Shipwright. Their particular na- all other approaches everything fits Here I present the results of my ture as sea elves, shipbuilders and sailors (forgive the pun) like a ring on a finger: a work, including an analysis of elvish na- substantially differentiates them from all puzzle where the pieces fit together per- ture and a description of the elven peo- the other elves of Middle-earth. And if fectly. ples of Middle-earth. This material is an we rely on the description of ICE. and Of course the approach for an RPG is excerpt and “preview” of the Player’s Decipher the elves of Círdan from the different than for a “simple” literary Handbook from “Chronicles of Middle- Grey Havens are not Sindar, unless we analysis. earth (Quenta Endorion)”. But as this consider that the Grey Elves are precisely Faced with the immense number of game system is still in preparation, and the Falathrim, which would finally give ethnonyms, I decided to consider each therefore is not yet available (although in them a distinct personality. But then the one as a distinct people. Only if the al- the last issue of OM and I presented the other “Sindar” did transform into Wood ternate use of two or more names re- simplified rules), I decided to include Elves (normally) or High Elves (in the pos- 7 ferred explicitly to the same people did additional information and mechanics for sibly exemplary case of Celeborn, hus- I take it as such. This simple principle MERP. band of Galadriel and Lord of the solves the whole problem. The specific Galadhrim). I will return to this idea Adapting information for MERP quotes from Tolkien give us all the an- later in this article. would have been easy... except that I had swers we need to create a guide to the to use the basic logic of ICE, which was

Elven Peoples of Middle-earth and Vali- not really compatible with my own in- A new answer nor/Eldamar, for anyone who wants to terpretation. So I had to decide whether see. to change everything needed, or stay as for an old dilemma Earlier I mentioned that all Professor close as possible to the official rules of Tolkien’s different names for the elven MERP. The first option (to change eve- I reckon there’s Elves and Elves. peoples would seem to pose the problem rything that is needed) would have They’re all elvish enough, but they’re of chaos, lack of systematization and an changed everything, in a very similar not all the same. Now these folk aren’t inconsistent structure. But in fact when structure as my own gaming system. And wanderers or homeless, and seem a bit we stop trying to work within the pub- that would not have had reason to be. So nearer to the likes of us: they seem to lished RPGs’ Noldor/Sindar/Silvan divi- finally I decided to keep the official ver- belong here, more even than Hobbits do sion, we see that Professor Tolkien pre- sion of MERP with only small changes in the Shire. Whether they’ve made the sents a totally logical and coherent struc- that I consider essential. The most pro- land, or the land’s made them, it’s hard ture on the subject. I sincerely believe all found changes, mainly in the description to say, if you take my meaning. It’s the problems in categorizing the differ- of elvish nature, are presented as sugges- wonderfully quiet here. Nothing seems ent elven peoples of Middle-earth are tions because they would radically to be going on, and nobody seems to due to failures of interpretation, and not want it to. If there’s any magic about, change the basic structure. the original source. it’s right down deep, where I can’t lay Here I must apologize to the fans of my hands on it, in a manner of speak- I am proceeding to put together a CODA and other, unofficial, RPGs. In ing. guide to all the elven peoples of Middle- the end I could not gather enough energy —Sam Gamgee, LotR I. earth, based only on Professor Tolkien’s to provide data for them. I had to decide The Mirror of Galadriel own work, and only after that including to leave the necessary adjustments to other contributions originating from the those systems’ own fandom. world of RPGs.8 After confronting these problems, I think there is a need for clarification the final solution, which I offer now as That is my answer to the old di- on this point: The following information part of “Chronicles of Middle-earth”, is lemma of the variety and consistency of represents a systematic review of The to ignore (nearly) all production by the the elven peoples of Middle-earth. Silmarillion and The Hobbit, and just a role-playing industry about the elves in quick glance at The Lord of the Rings, Un- Middle-earth and go back to the original finished Tales and the History Middle-earth works of Professor Tolkien. series. I am still working on the whole. And so I began to systematically col- I must also say that for reasons of lect all entries and direct quotes from space (this is a very extensive article as it Professor Tolkien about the elves in gen- is) I do not show the totality of the infor- eral and the various elven peoples in par- mation that I have systematized. In fact, I 25 Other Minds Magazine think that the end of this process could The elvish peoples this would mean that they can be resur- very well be writing one of these famous rected through magic; or they can expect books in the role-playing industry: “The …the Quendi shall be the fairest of to purify their spirit in the Halls of Man- Book of Elves”. all earthly creatures, and they shall dos and then to come back again into the And finally I wish to recall that the have and shall conceive and bring forth world. following information is in the testing more beauty than all my children; and A secondary aspect of the gift of im- phase of the game. And so, although I they shall have the greater bliss in this mortality is their immunity to diseases. have done everything possible to present world. […] the Elves remain until the Another minor aspect of the gift of a balanced game system, it is possible end of days, and their love of the Earth immortality and eternal life is their slow that several details have yet to be ad- and all the world is more single and progression, since they only receive 5 SP more poignant therefore, and as the justed to be fully playable. (Skill points) per year and 1 DP years lengthen ever more sorrowful. For (Development point) every 12 years, and the Elves die not till the world dies, progress in their skills one degree less unless they are slain or waste in grief 9 (and to both these seeming deaths they (harder) than normal. This means that are subject); neither does age subdue even with unlimited time available, vir- their strength, unless one grow weary of tually an eternity, they master skills ten thousand centuries; and dying they rather slowly. The starting age for elves is are gathered to the halls of Mandos in the base age ×6. They can also pick the Valinor, whence they may in time re- advantage “Son of the Ages” to start as an turn. ancient . —Quenta Silmarillion. …long he [Sauron] sought to per- Of the Beginning of Days suade the Elves to his service, for he knew that the Firstborn had the greater The elves are the first born, the first power… children of Eru Ilúvatar. They have the —The Silmarillion. gifts of immortality, perfection, language Of The and gaze. They are beings of spirit. They and the Third Age awoke under starlight, and therefore have the blessing of Varda. The gift of Perfection implies an important bonus to their different charac- Immortal were the Elves, and their teristics, listed in the description of each © 2011 ‘Elder Brothers’ by Tuuliky, specific people. used by permission of the artist wisdom waxed from age to age, and no sickness nor pestilence brought death to Now the Eldar were beyond all other them. Their bodies indeed were of the peoples skilled in tongues; and Fela- stuff of Earth, and could be destroyed; gund discovered also that he could read […] the Quendi wandered in the in the minds of Men such thoughts as lonely places of the great lands and the they wished to reveal in speech, so that isles, and took to the moonlight and the their words were easily interpreted. starlight, and to the woods and caves, becoming as shadows and memories… —Quenta Silmarillion.Of the —Quenta Silmarillion. Of Men Coming of Men into the West

The gift of Language means that The gift of has differ- Immortality Elves can learn any language at an amaz- ent connotations. The first is that elves ing speed. Use the lower time scale in can only die in war (by physical injury) 10 the table of language learning. or when their spirit is permanently drained (when the level of Corruption reaches 0). The second connotation of immortality is that they can always re- turn to “life”. In a high-fantasy scenario 26 Issue 12, July 2011

© ‘The End of the Age’ by Ted Nasmith, used by permission of the artist

Who calls you hobbits, though? That ‘Look!’ cried , pointing up The elves were the first to charge. does not sound elvish to me. Elves made into the pale sky above them. ‘There is Their hatred for the goblins is cold and all the old words: they began it. […] the again! He is very high. He bitter. Their spears and swords shone in Elves began it, of course, waking trees seems to be flying now away, from this the gloom with a gleam of chill flame, up and teaching them to speak and land back to the North. He is going so deadly was the wrath of the hands learning their tree-talk. They always with great speed. Look!’ that held them. As soon as the host of wished to talk to everything, the old ‘No, not even my eyes can see him, their enemies was dense in the valley, Elves did. my good Legolas,’ said Aragorn. ‘He they sent against it a shower of arrows, —LotR II. must be far aloft indeed. I wonder what and each flickered as it fled as if with is his errand, if he is the same bird that stinging fire. Quendi, Eldar and Avari (as primal I have seen before. But look! I can see —The Hobbit. elves) can apply this gift to learning the something nearer at hand and more The Clouds Burst language of any creature of the animal, urgent; there is something moving over vegetable or mineral world (stones, the plain!’ The elves have a great Hatred for rocks, hills, etc., but not crafted items), ‘Many things,’ said Legolas. ‘It is a , and cause double basic damage “awakening” such creature and giving it great company on foot; but I cannot say when fighting them (MD+1). This the gift of speech with its own language. more, nor see what kind of folk they power is spiritual in nature, and mani- may be. They are many leagues away: fests itself with a glow (blue or red) twelve, I guess; but the flatness of the [Fingon] looked eastwards, seeking if around their weapons. This power is plain is hard to measure.’ added to elven weapons of -slaying. The he might see with elven-sight the dust of —LotR II. The Riders of Rohan Anfauglith rising beneath the hosts of downside of this is a penalty of -20% in Maedros. all social interaction with orcs other than With the gift of Sight elves can see intimidation. —Quenta Silmarillion. and distinguish things to the horizon. Of the Fifth Battle: Nirnaeth This means that they can make percep- Arnoediad tion rolls to discern the details of any creature, object or situation as far as they can see. 27 Other Minds Magazine Elves may see things otherwise. Indeed …elves are lightfooted… Another feature of elves as creatures I have heard that for them memory is —The Hobbit.Fire and Water of spirit is their affinity with magic. more like to the waking world than to a While other peoples start with a value of dream. 0% and must abide by certain rituals and Only Legolas still stepped as lightly —LotR I.Farewell to Lórien taboos in order to progress in the Para- as ever, his feet hardly seeming to press digms of Magic, elves have some “free” the grass, leaving no footprints as he paradigms, beginning with them like any Not that hobbits would ever acquire passed… other skill: with its characteristics value quite the elvish appetite for music and —LotR II.The Riders of Rohan poetry and tales. They seem to like them and open to spending Skill Points in them.12 All other peoples must spend a as much as food, or more. Light-footed: Elves can use their DP if they want to have been subjected —LotR I.Many Meetings ethereal nature and reduce their body to this ritual and taboo in some specific weight to a minimum, for example to Paradigm of Magic, so that they can spend Legolas took a deep breath, like one walk over snow, branches or even on Skill Points in it. that drinks a great draught after long water without sinking. To activate this thirst in barren places. power they must spend one Spirit Point The only exception to this affinity ‘Ah! the green smell!’ he said. ‘It is (two if it is water) per round.11 This with magic is the Black Magic of Morgoth better than much sleep.[’] power only applies to themselves, being and Sauron, on which they can not spend —LotR II.The Riders of Rohan unable to carry or help other creatures. any initial DP. And finally, the Blessing of Varda, …I felt not the horror, and I feared …but in the waybread of the Elves he not the shadows of Men, powerless and lady of the stars, is nightvision, being [Legolas] found all the sustenance that frail as I deemed them. able to see in a starry night. This blessing he needed, and he could sleep, if sleep it —LotR III.The Last Debate is combined with the gift of sight. could be called by Men, resting his “Elf” is a general category (a tem- mind in the strange paths of elvish Living simultaneously in the physical plate) for all the peoples described be- dreams, even as he walked open-eyed in and the spirit world they can interact low. the light of this world. with spirits without being vulnerable. —LotR II.The Riders of Rohan The original and generic name for the This will be fully explained in the “Guide elves is Quendi. The first division of the Elves are Creatures of spirit. Of to Middle-earth”. In these basic rules this Quendi is Vanyar, Noldor, Teleri and Avari, course they have a physical body, but power manifests itself as immunity to with the first three groups being the their nature is essentially spiritual. This the terror of spectres. Eldar (the name given to them by means that they are not so dependent on [Elves] have ever loved the starlight, Oromë), for a dichotomous division be- physical sustenance, may feed on and have revered Varda Elentári above tween Eldar and Avari. “dreams” (their nightly meditation) and all the Valar. can almost completely ignore the need —Quenta Silmarillion. for physical food if they can also share Of the Coming of the Elves strong and deep positive feelings with and the Captivity of Melkor other beings (such as singing, love, etc.). It also means that they do not require daily physical rest as normal for other people: with four hours of calm (with no physical activity) and/or an hour of meditation (“sharing” successfully any artistic or social skill) they are as rested as humans after eight hours’ sleep. It also means that elves exist simultaneously in the physical world and the spirit world and can see and interact in both. But this has its price: as they exist simultaneously in both worlds, elves cannot separate their spirit from their body, as is the case of dreaming mortals. 28 © 2011 ‘The Siege of Angband’ by John Howe, used with permission of the artist Issue 12, July 2011

© 2000 ‘At Lake Cuiviénen’ by Ted Nasmith, used with permission of the artist Quendi It is told that even as Varda ended her labours [the making of the stars], and they were long, when first Menelmacar strode up the sky and the blue fire of Helluin flickered in the mists above the borders of the world, in that hour the Children of the Earth awoke, the Firstborn of Ilúvatar. By the starlit mere of Cuiviénen, Water of Awakening, they rose from the sleep of Ilúvatar; and while they dwelt yet silent by Cuiviénen their eyes beheld first of all things the stars of heaven. Therefore they have ever loved the starlight, and have revered Varda Elentári above all the Valar. […] and the first sound that was heard by the Elves was the sound of water flowing, and the sound of water falling over stone. Long they dwelt in their first home by the water under stars, and they walked the Earth in wonder; and they began to make speech and to give names to all things that they perceived. Themselves they named the Quendi, signifying those that speak with voices; for as yet they had met no other living things that spoke or sang. […] In the beginning the Elder Children of Ilúvatar were stronger and greater than they have since be- come; but not more fair, for though the beauty of the Quendi in the days of their youth was beyond all other beauty that Ilúvatar has caused to be, it has not perished, but lives in the West, and sorrow and wisdom have enriched it. —Quenta Silmarillion. Of the Coming of the Elves and the Captivity of Melkor

Quendi is the name taken by the first At this transformation all Quendi be- [The handling of individual Elves whose elves awoken at the lake Cuiviénen, at come either Eldar or Avari. This means history spans more than one classification over the beginning of the Age of Stars. The that the original state of Quendi is only the Ages are discussed in the section The prob- Quendi are the primordial elves, for as maintained while they live along the Wa- lem of ethnicity changes during the Ages’ on long as they inhabit the lake Cuiviénen ters of Awakening in Cuiviénen. page 51pp.] before their transformation into Eldar [Here it must be made clear that my use of and Avari. In a way one could think that terminology follows the requirement for role- Quendi are only those who “awoke” in playing games to delineate a group as Cuiviénen, the first children of Eru “definite”. This differs from general usage, in Ilúvatar, and not the “children” of the which terms such as “Quendi” and “Eldar” can same Quendi. refer to blurred groups.]

29 Other Minds Magazine Eldar Elven attributes: Immortality, And Oromë loved the Quendi, and Elven attributes: Immortality, immunity to diseases, slow progres- named them in their own tongue Eldar, immunity to diseases, slow progres- sion, perfection, the gift of language, the people of the stars; but that name sion, perfection, the gift of language, elven sight, hatred for Orcs, creatures was after borne only by those who fol- elven sight, hatred for Orcs, creatures of spirit, light-footed, interact with lowed him upon the westward road. of spirit, light-footed, interact with spirits, immunity to the terror of spec- —Quenta Silmarillion. spirits, immunity to the terror of spec- tres, magic affinity, blessing of Varda. Of the Coming of the Elves and tres, magic affinity, blessing of Varda. the captivity of Melkor Modified characteristics: Modified characteristics: +10 DX, +10 IN, +10 Will, +10 CH +10 DX, +10 IN, +10 Will, +10 CH The Quendi that befriended Oromë Free paradigms of magic: Free paradigms of magic: and then followed him to Valinor were Varda (Wizard ●●●●●), Ulmo Varda (Journeyman ●●●), Ulmo the Eldar. While they almost immediately (Journeyman ●●●) and (Journeyman ●●●), Irmo became Vanyar, Noldor and Teleri, the Irmo (Novice ●●). (Journeyman ●●●) and Oromë Eldar represent this original state shortly (Journey-man ●●●). Languages: elvish (mother- before this new division. language). Languages: elvish (mother- The Eldar may (but need not) stay as language). Childhood learning (30 free such until each of these three peoples points): Sing 10%, Perception 10%, consolidate themselves, until their arrival Childhood learning (30 free Survival 10%. into Valinor or at latest at the rising of points): Bows 5%, Hunting 5%, Historical presence: In the be- the sun and moon. Singing 5%, Perception 5%, Survival ginning of the Ages of the Stars, as long 5% and Tracking 5%. as they dwell by the lake Cuiviénen. Historical presence: Part of the Ancestry: None. Ages of the Stars. Descendancy: Eldar and Avari. Ancestry: Quendi. Descendancy: Vanyar, Noldor, Teleri. Abilities for MERP Modified characteristics: Abilities for MERP +10 AG, +10 CO, +10 IT, +10 PR, Modified characteristics: +10 APP. +10 AG, +10 CO, +10 IT, +10 PR, Languages: elvish 5. +10 APP. Childhood learned skills: Languages: elvish 5. Movement & maneuvers: No Armor 1; Childhood learned skills: General skills: Sky-watching 2, Swim 2, Movement & maneuvers: No Armor 1; Perception 4, Climbing 1; Magic skills: Weapon skills: Missile 3; General skills: Meditation 2, Magic sense 3; Influence Sky watching 2, Healing 2, Herbalism and interaction: Empathy 3; Subterfuge 1, Swim 2, Perception 4, Track 2, skills: Stalk/hide 4; Artistic skills: Sing Climbing 1; Magic skills: Meditation 2, 2; Special skills: Body development 1; Magic sense 3; Influence and interaction: Magic: 6; Development points: 3. Empathy 1; Subterfuge skills: Stalk/hide 4; Craft skills: Bowcraft 2, Trapmaking © 2011 ‘Children of Tirion’ by Tuuliky, used with permis- sion of the artist 1; Special skills: Body development 1; Magic: 7; Development points: 2.

30 Issue 12, July 2011 Vanyar The Eldar prepared now a great march from their first homes in the east; and they were arrayed in three hosts. The smallest host and the first to set forth was led by Ingwë, the most high lord of all the Elvish race. He entered into Valinor and sits at the feet of the Powers, and all Elves revere his name; but he came never back, nor looked again upon Middle-earth. The Vanyar were his people; they are the Fair Elves, the beloved of Manwë and Varda, and few among Men have spoken with them. —Quenta Silmarillion. Of the Coming of the Elves and the Captivity of Melkor

Manwë and Varda loved most the Vanyar, the Fair Elves […] As the ages passed the Vanyar grew to love the land of the Valar and the full light of the Trees, and they forsook the city of Ti- rion upon Túna, and dwelt thereafter upon the mountain of Manwë, or about the plains and woods of Valinor, and became sundered from the Noldor. […] Finwë was king in Tirion and Olwë in Alqualondë, but Ingwë was ever held the High King of all the Elves. He abode thereafter at the feet of Manwë upon Taniquetil. —Quenta Silmarillion.

Of Eldamar and of the © 2011 ‘Children of Tirion’ by Tuuliky, used with permis- Princes of the Eldalië sion of the artist Vanyar are mainly characterized by living in Valinor with the Powers (the But the host of the Valar prepared for Valar) and by having never returned to battle; and beneath their with banners Middle-earth. marched the Vanyar, the people of All Vanyar have the Calaquendi advan- Ingwë […] And the Vanyar returned tage,13 even if born after the destruction beneath their white banners, and were borne in triumph to Valinor… of the Two Trees. In addition, to play a —Quenta Silmarillion. Vanya character in Middle-earth at other Of the Voyage of Eärendil time than the march to Valinor or during the War of Wrath (or if you decide to and the War of Wrath stay in Middle-earth after this), the char- acter must take the disadvantage “Stranger”.

31 Other Minds Magazine Noldor Elven attributes: Immortality, Abilities for MERP Next came the Noldor, a name of immunity to diseases, slow progres- Modified characteristics: wisdom, the people of Finwë. They are sion, perfection, the gift of language, the Deep Elves, the friends of Aulë; and Before Valinor: -10 ST, +5 AG, elven sight, hatred for Orcs, creatures they are renowned in song, for they +5 CO, -5 IG, +5 IT, +15 PR, of spirit, light-footed, interact with fought and laboured long and griev- +15 APP. spirits, immunity to the terror of spec- ously in the northern lands of old. tres, magic affinity, blessing of Varda. Since Valinor: -5 ST, +10 AG, —Quenta Silmarillion. +10 CO, +10 IT, +20 PR, +20 APP Of the Coming of the Elves and Modified characteristics: the Captivity of Melkor -5 ST, +15 DX, +0 LO, +15 IN, Languages: Vanyarin 5, Quenya +20 Will, +25 CH (this includes the 4, Telerin 4, Valarin 3; Alphabet: bonuses from Calaquendi. If not the . The Vanyar who have not case [i.e. before their coming to Vali- yet come to Valinor replace “Valarin 5” Aulë it is who is named the Friend of nor] the original scores are: -10 ST, for “Elvish 5”. the Noldor, most skilled of the Elves; +10 DX, -5 LO, +10 IN, +15 Will, Childhood learned skills: and in their own fashion, according to the gifts which Ilúvatar gave to them, +20 CH). Movement & maneuvers: No Armor 1; they added much to his teaching, de- General skills: Perception 4; Magic skills: Free paradigms of magic: lighting in tongues and in scripts, and Read Runes 3, Meditation 3, Magic Manwë (Magician ●●●●), Varda in the figures of broidery, of drawing, sense 4, Use Item 2; Influence and in- (Magician ●●●●) Eönwë (Novice and of carving. The Noldor also it was ●●) and Vána (Apprentice ●). teraction: Empathy 4, Talk 3, Diplo- who first achieved the making of gems; macy/Etiquette 5, Leadership/ Free advantages (from Vali- and the fairest of all gems were the Oratory 5; Artistic skills: Sing 2, Dance nor forward): Calaquendi, Beauti- , and they are lost. 2, Music 2, Tale-telling 2, Poetry 2; ful. —Quenta Silmarillion. Special skills: Body development 1; Of the Beginning of Days Automatic disadvantages Magic: 10; Extra languages: 2; Develop- (from Valinor forward): Pain sus- ment points: 2 (0 for those that begin ceptible, Sincerity, City bird, Fragile 3 with the Calaquendi advantage). (-15 HP), Otherworldly. Languages: Vanyarin (mother- language), Quenya (familiar), Telerin (familiar), Valarin (familiar); Alpha- bet: Tengwar (familiar). The Vanyar that have not yet come to Valinor re- place “Valarin (familiar)” with “Elvish (mother-language)”. Childhood learning (30 free points): Authority 10%, Sing 5%, Empathy 10%, Perception 5%. Historical presence: Ages of the Stars and forward (almost exclusively in Valinor). Ancestry: Eldar. Descendancy: None.

© 2011 ‘Then alone stood aside’ by Catherine Karina Chmiel, used with permission of the artist 32 Issue 12, July 2011 …the Noldor were beloved of Aulë, The Noldor are the second people of Abilities for MERP the Eldar. They lived both in Valinor and and he and his people came often Modified characteristics: among them. Great became their knowl- Middle-earth. The eldest knew Valinor +5 ST, +10 AG, +10 CO, +10 IG, edge and their skill; yet even greater in the glory of the Two Trees before -10 IT, +15 PR, +10 APP. was their thirst for more knowledge, and they were destroyed by Morgoth. They in many things they soon surpassed were particularly influential in Beleriand Other special modifications: their teachers. They were changeful in in the First Age, but lived in Middle- Bonus of +20 in Metal work and Use speech, for they had great love of words, earth until the end of the Third Age of Item. and sought ever to find names more fit the Sun. Corruptible: they receive double for all things that they knew or imag- Corruption Points. ined. Elven attributes: Immortality, Languages: Quenya 5. The Nol- —Quenta Silmarillion. immunity to diseases, slow progres- dor born in Middle-earth speak also Of Eldamar and the sion, perfection, the gift of language, Sindarin 5 and Adanic 4, Adûnaic 4 or Princes of the Eldalië elven sight, hatred for Orcs, creatures of spirit, light-footed, interact with Westron 4, depending on the age. spirits, immunity to the terror of spec- Those born in Valinor speak instead tres, magic affinity, blessing of Varda. Vanyarin 4 and Valarin 2. …the Noldor took delight in the Modified characteristics: Childhood learned skills: hidden knowledge that he [Melkor] Movement & maneuvers: No Armor 1, could reveal to them; and some heark- +5 ST, +10 DX, +10 LO, -10 IN, Chain 3; Weapon skills: 1-H Edged 2, ened to words that it would have been +10 Will, +15 CH. Bonus of +20% Missile 1, Pole-arms 1; General skills: better for them never to have heard. in Metal smith. Healing 1, Ride 2, Swim 1; Magic —Quenta Silmarillion. Corruptible: their corruption rolls skills: Read runes 3, Meditation 3, Of Fëanor and the are made with a penalty of -20, and Magic sense 3, Lore 3, Directed spells Unchaining of Melkor for each failure they receive double 2, Use Item 5; Influence and interaction: Corruption Points. Intimidate 1, Leadership/oratory 2; Free paradigms of magic: Subterfuge skills: Appraisal 3; Craft skills: ●●●● The Noldor, outnumbered and taken Varda (Magician ), Aulë Building/enginering 2, Metal smith 5, at unawares, were yet swiftly victorious; (Magician ●●●●), Mandos (Novice Mining 3; Special skills: Body develop- for the light of Aman was not yet ●●) and Eönwë (Apprentice ●). ment 2; Magic: 8; Extra languages: 10; dimmed in their eyes, and they were Languages: Quenya (mother- Development points: 1. strong and swift, and deadly in anger, language). Noldor born in Middle-earth and their swords were long and terrible. can speak also Sindarin (perfect) and —Quenta Silmarillion. Adanic (familiar), Adûnaic (familiar) Of the Return of the Noldor or Westron (familiar), depending on the Age. Those born in Valinor speak Vanyarin (familiar) and Valarin (apprentice). In many parts of the land the Noldor Childhood learning (30 free and the Sindar became welded into one people, and spoke the same tongue; points): Metal smith 10%, Swords though this difference remained between 10%, Lore 10%. them, that the Noldor had the greater Free advantages: Infallibility power of mind and body, and were the (Metal smith). mightier warriors and sages, and they Automatic disadvantages: built with stone, and loved the hill- Arrogant 3 (-15% in all social skills). slopes and open lands. —Quenta Silmarillion. Historical presence: Ages of the Stars, First Age of the Sun, Second Age of Of the Return of the Noldor the Sun, Third Age of the Sun. Ancestry: Eldar. Descendancy: Gwaith-i- Mírdain. 33 Other Minds Magazine Gwaith-i-Mirdain Modified characteristics: a more complex scenario, it tends to In Eregion the craftsmen of the +10 ST, +15 DX, +10 LO, -10 IN, break when more needed (and it stays Gwaith-i-Mírdain, the People of the +10 Will. Bonus of +30% in Metal firm in any other instance). Jewel-smiths, surpassed in cunning all smith and Jewelry. Corruption (everything): that have ever wrought, save only Imperfection: all the masterworks Gives an additional penalty of -10 to Fëanor himself […] It was in Eregion of the Gwaith-i-Mírdain have some kind Corruption rolls. that the counsels of Sauron were most of flaw that prevents them from being Soul-eater (everything): Con- gladly received, for in that land the perfect. They have a certain life of sumes daily 10 Spirit Points from its Noldor desired ever to increase the skill their own that has a tendency to im- possessor to feed (if not its powers and subtlety of their works. Moreover perfection. For example, all the Rings will not work). they were not at peace in their hearts, of Power created by the Gwaith-i- Unbalanced (weapons, tools): since they had refused to return into the Mírdain are corrupted by Sauron, caus- Doubles the fumble range in normal West, and they desired both to stay in ing corruption, and their users can be use (or only when the object wants it: Middle-earth, which indeed they loved, controlled by the One Ring. This flaw and yet to enjoy the bliss of those that the more to harm the wearer). can only be detected by the highest had departed. Therefore they hearkened powers; only the greatest of the Wise Free Paradigms of Magic: to Sauron, and they learned of him should have any insight into this im- Varda (Novice ●●) and Aulë (Divine many things, for his knowledge was ●●●●●-●). great. In those days the smiths of Ost- perfections; Gandalf probably has an in-Edhil surpassed all that they had inkling of this, when he says that Languages: Quenya (mother- contrived before; and they took thought, ‘all’ (?) items of power are dangerous; language), Sindarin (mother-language) the Maia detects the similar and Khuzdul (a few words). and they made Rings of Power. But 14 Sauron guided their labours, and he ‘curse’ in Eöl’s work. Here are some Childhood learning (30 free was aware of all that they did; for his suggestions for these failures: points): Metal smith 10%, Jewelry desire was to set a bond upon the Elves Friend-slayer (weapons): A 10%, Appreciate 10%. and to bring them under his vigilance. fumble with this weapon, besides its Free advantages: Infallibility —The Silmarillion. normal fumble effects, is a full attack (Metal smith), Infallibility (Jewelry). Of The Rings of Power (with all the OB of the possessor) to a Automatic disadvantages: and the Third Age friend or ally. Vulnerability (magic/MD+1), Insensi- Own death (weapons): A fum- bility 3 (-15% in Magic sense). ble with this weapon, besides its nor- The Gwaith-i-Mírdain was a brother- Historical presence: Second Age mal fumble effects, is a full attack hood of blacksmiths and jewelers who of the Sun, and (limited) onwards. (with all the OB of the possessor) on lived in and gave life to the elven king- the carrier. Ancestry: Noldor, Sindar, etc. dom of Eregion during the Second Age Descendancy: None. of the Sun. Its members were mainly Fragile (everything): This item young Noldor, but also members of other breaks more easily. For simplicity, elven peoples who survived the cata- consider that it breaks on a fumble. In clysm of Beleriand. This is not a people continued on next column defined by blood heritage, but by choice. Only a few survived the destruction of Eregion, and no Gwaith-i-Mírdain were born thereafter.

Elven attributes: Immortality, immunity to diseases, slow progres- sion, perfection, the gift of language, elven sight, hatred for Orcs, creatures of spirit, light-footed, interact with spirits, immunity to the terror of spec- tres, magic affinity, blessing of Varda.

© ‘ and Sauron’ by Catherine Karina Chmiel, used with permission of the artist 34 Issue 12, July 2011 Abilities for MERP Teleri (Lindar) Modified characteristics: The greatest host came last, and they +5 ST, +10 AG, +10 CO, +15 IG, Elven attributes: Immortality, are named the Teleri, for they tarried -10 IT, +10 PR, +10 APP. immunity to diseases, slow progres- on the road, and were not wholly of a sion, perfection, the gift of language, Other special modifications: mind to pass from the dusk to the light elven sight, hatred for Orcs, creatures Bonus of +30 in Metal work and Jew- of Valinor. In water they had great of spirit, light-footed, interact with elry. delight, and those that came at last to spirits, immunity to the terror of spec- Imperfection: For the MERP sys- the western shores were enamoured of tres, magic affinity, blessing of Varda. the sea. tem I suggest to increment the fumble Modified characteristics: range. —Quenta Silmarillion.Of the Coming of the Elves and the +10 DX, +15 IN, -5 Will, +15 CH. Languages: Quenya 5, Sindarin Captivity of Melkor Bonus of +10% in Swim, +20% in 5, Khuzdul 1. Music and Sing. Childhood learned skills: Call of the Sea: Once they have Movement & maneuvers: No Armor 1, The Teleri learned much of Ulmo, seen the sea and felt it (smell it, hear Chain 3; Weapon skills: 1-H Edged 2, and for this reason their music has both it, feel it on the skin, swim in it), the Missile 1; General skills: Ride 2, Swim sadness and enchantment. Teleri can not leave it. Every day not at 1; Magic skills: Read runes 3, Medita- —Quenta Silmarillion. sea they lose 1 HP (Hit Point) and 1 tion 3, Lore 3, Directed spells 2, Use Of the Beginning of Days SP (Spirit Point), subtracted from the item 5; Influence and interaction: Intimi- total maximum, accumulating daily, date 1, Leadership/oratory 2; Subter- Long they remained by the coasts of and eventually dying if they do not fuge skills: Appraisal 4; Craft skills: the western sea, and Ossë and Uinen return to the sea. All these points lost Building/engineering 2, Metal smith came to them and befriended them; and will be retrieved (at a rate of 10/day) 7, Jewelry 7, Mining 5; Special skills: Ossë instructed them, sitting upon a once they return to the sea. Body development 2; Magic: 8; Extra rock near to the margin of the land, Free paradigms of magic: languages: 10; Development points: 1. and of him they learned all manner of Varda (Magician ●●●●) and Ulmo sea-lore and sea-music. Thus it came to (Wizard ●●●●●). be that the Teleri, who were from the Languages: Telerin (mother- beginning lovers of water, and the fair- language). Those Teleri born in Vali- est singers of all the Elves, were after nor also speak Quenya (familiar), Van- enamoured of the seas, and their songs yarin (beginner) and Valarin (a few were filled with the sound of waves words). upon the shore. —Quenta Silmarillion. Childhood learning (30 free Of Eldamar and the points): Music 10%, Sing 10%, Princes of the Eldalië Swim 10%. Historical presence: Ages of the The Teleri is the third of the peoples Stars. of the Eldar, a great people, lovers of music and water. From their abiding on Ancestry: Eldar. the shores of Beleriand they began to Descendancy: Nandor, Sindar, turn into Falmari (and Falathrim), but Falathrim, Falmari. some remained Teleri until they left their home in Tol Eressëa.

35 Other Minds Magazine Falmari Elven attributes: Immortality, Abilities for MERP In water they had great delight, and immunity to diseases, slow progres- sion, perfection, the gift of language, Modified characteristics: those that came at last to the western shores were enamoured of the sea. The elven sight, hatred for Orcs, creatures +10 AG, -5 CO, +15 IT, +15 PR, Sea-elves therefore they became in the of spirit, light-footed, interact with +15 APP. land of Aman, the Falmari, for they spirits, immunity to the terror of spec- Other special modifications: made music beside the breaking waves. tres, magic affinity, blessing of Varda. Bonus of +10 in Swim, +20 in Sing and —Quenta Silmarillion. Modified characteristics: Music. Of the Coming of the Elves and +10 ST, +10 DX, +20 IN, +15 CH. Call of the Sea: Once they know the Captivity of Melkor Bonus of +10% in Swim, +20% in the sea they receive a +1 adder in PP, Music, Sing and Shipbuilding. but if they get away from it they can Ulmo, submitting to the will of the Call of the Sea: The Falmari cannot not recover PP. Valar, sent to them Ossë, their friend, leave the sea. Every day not at sea they Languages: Telerin 5. For those and he though grieving taught them the lose 1 HP (Hit Point) and 1 SP (Spirit Teleri born in Valinor also Quenya 3, craft of ship-building; and when their Point), subtracted from the total Vanyarin 2 and Valarin 1. ships were built he brought them as his maximum, accumulating daily, and Childhood learned skills: parting gift many strong-winged swans. eventually causing death if the Falma Then the swans drew the white ships of Movement & maneuvers: No Armor 1; does not return to the sea. All lost the Teleri over the windless sea; and Weapon skills: Missile 1; General skills: points will be recovered (at a rate of thus at last and latest they came to Swim 5; Magic skills: Read Runes 1, 10/day) once they return to the sea. Aman and the shores of Eldamar. Meditation 5, Lore 2, Sense of magic —Quenta Silmarillion. Love of their ships: 4, Directed spells 1, Use Item 2; Influ- Of Eldamar and the ence and interaction: Empathy 1, Talk 1; ‘But as for our white ships: those you Princes of the Eldalië Subterfuge skills: Stalk/hide 2; Artistic gave us not. […] Therefore we will neither give them nor sell them for any skills: Sing 8, Music 7; Special skills: league or friendship. […] these are to Body development 2; Magic: 6; Extra The contact of the Teleri with the us as are the gems of the Noldor: the languages: 10; Development points: 3. Valar and Maiar, their arrival in Valinor work of our hearts, whose like we shall and seeing the light of the Two Trees not make again.’ caused a spiritual growth in the Teleri . —Quenta Silmarillion. They came to call themselves the Falmari Of the Flight of the Noldor and became great ship craftsmen. The Falmari invest part of their vital essence (spirit) in the construc- tion of their ships, earning corruption points in the process (5 CP for a canoe, 15 CP for a sailboat, 50 CP for a small ship, 100 CP for a medium ship, 500 CP for a large ship). These costs are distributed among all the craftsmen who have taken part in the construc- tion of the vessel, resulting in rela- tively small cost for each one. If they are separated from their boats for more than one day they get 20 (temporary) CP, until they recover their boats. If their ships are de- stroyed, then this CP become perma- nent. That is why the Falmari typically build only one boat (plus a canoe or boat) in their life, and become the © ‘Cape Forostar’ by John Howe, used with permission of the artist crew of those vessels. 36 Issue 12, July 2011 Free paradigms of magic: Abilities for MERP Childhood learned skills: Ulmo (Magician ●●●●), Ossë Modified characteristics: Movement & maneuvers: No Armor 1; (Magician ●●●●), Uinen (Novice -10 ST, +10 AG, +20 IT, +15 PR, Weapon skills: Missile 1; General skills: ●●) and Varda (Apprentice ●). +15 APP. Swim 5, Navigate 8, Row 8; Magic skills: Read runes 1, Meditation 5, Languages: Telerin (mother- Other special modifications: Lore 2, Sense of magic 4, Directed language), Quenya (familiar), Van- Bonus of +10 in Swim, +20 in Sing, spells 1, Use Item 2; Influence and in- yarin (beginner) and Valarin (a few Ship building and Music. words). teraction: Empathy 1, Talk 1; Craft Call of the Sea: Once they know skills: Ship building 8; Artistic skills: Childhood learning (30 free the sea they receive a +1 adder in PP, Sing 8, Music 7; Special skills: Body points): Music 5%, Navigate 5%, but if they get away from it they can development 2; Magic: 6; Extra lan- Row 5%, Ship building 5%, Sing 5%, not recover PP. guages: 8; Development points: 2. Swim 5%. Love to their ships: They get a ×2 Free advantages: Infallibility multiplier to PP when manning a ship (Ship buil-ding), Master artisan (Ship that they did build, but lose all PP if building). they are separated from it more than a Automatic disadvantages: day. If their ship is destroyed they Otherworldly. permanently receive a penalty of -1 Historical presence: Ages of the PP/level, non-recoverable. Stars and onward. Languages: Telerin 5, Quenya 3, Ancestry: Teleri. Vanyarin 2 and Valarin 1. Descendancy: None.

37 Other Minds Magazine Sindar (Eglath) The kinsfolk and friends of Elwë Sin- light he was content. His people gath- gollo also remained in the Hither ered about him in joy, and they were Now when their journey was near its Lands, seeking him yet, though they amazed; for fair and noble as he had end, as has been told, the people of the would fain have departed to Valinor been, now he appeared as if were a lord Teleri rested long in East Beleriand, and the light of the Trees, if Ulmo and of the Maiar, his hair as grey silver, beyond the River Gelion; […] Elwë, Olwë had been willing to tarry longer. tallest of all the Children of Ilúvatar; lord of the Teleri, went often through But Olwë would be gone; and at last the and a high doom was before him. the great woods to seek out Finwë his main host of the Teleri embarked upon friend in the dwellings of the Noldor; —Quenta Silmarillion. the isle, and Ulmo drew them far away. and it chanced on a time that he came Of Eldamar and the Then the friends of Elwë were left be- alone to the starlit wood of Nan El- Princes of the Eldalië hind; and they called themselves moth, and there suddenly he heard the Eglath, the Forsaken People. They song of nightingales. Then an enchant- dwelt in the woods and hills of Beleri- ment fell on him, and he stood still; They are called the Sindar, the Grey- and, rather than by the sea, which and afar off beyond the voices of the elves of starlit Beleriand; and although filled them with sorrow; but the desire lómelindi he heard the voice of Melian, they were Moriquendi, under the lord- of Aman was ever in their hearts. and it filled all his heart with wonder ship of and the teaching of But when Elwë awoke from his long and desire. He forgot then utterly all Melian they became the fairest and the trance, he came forth from Nan Elmoth his people and all the purposes of his most wise and skilful of all the Elves of with Melian, and they dwelt thereafter mind, and following the birds under the Middle-earth. […] Their [the in the woods in the midst of the land. shadow of the trees he passed deep into Dwarves’] smithcraft indeed the Sindar Greatly though he had desired to see Nan Elmoth and was lost. But he came son learned of them… again the light of the Trees, in the face at last to a glade open to the stars, and —Quenta Silmarillion. of Melian he beheld the light of Aman there Melian stood; and out of the Of the Sindar as in an unclouded mirror, and in that darkness he looked at her, and the light of Aman was in her face. –continued next column She spoke no word; but being filled with love Elwë came to her and took her hand, and straightway a spell was laid on him, so that they stood thus while long years were measured by the wheel- ing stars above them; and the trees of Nan Elmoth grew tall and dark before they spoke any word. Thus Elwë’s folk who sought him found him not, and Olwë took the king- ship of the Teleri and departed, as is told hereafter. […] In after days he [Elwë Singollo] became a king re- nowned, and his people were all the Eldar of Beleriand; the Sindar they were named, the Grey-elves, the Elves of the Twilight, and King Greymantle was he, Elu Thingol in the tongue of the land. And Melian was his Queen, wiser than any child of Middle-earth; and their hidden halls were in Menegroth, the Thousand Caves, in Doriath. —Quenta Silmarillion. Of Thingol and Melian

© 2011 ‘Tyelkormo’ by Tuuliky, used with permission of the artist 38 Issue 12, July 2011 But the Sindar had the fairer voices and were more skilled in music, save only Maglor son of Fëanor, and they loved the woods and the riversides; and some of the Grey-elves still wandered far and wide without settled abode, and they sang as they went. —Quenta Silmarillion. Of the Return of the Noldor

Only in the realm of Doriath, whose queen Melian was of the kindred of the Elven attributes: Immortality, Abilities for MERP Valar, did the Sindar come near to immunity to diseases, slow progres- match the Calaquendi of the Blessed Modified characteristics: sion, perfection, the gift of language, +10 AG, +5 CO, +5 IT, +10 PR, Realm. elven sight, hatred for Orcs, creatures +15 APP. —Quenta Silmarillion. Of Men of spirit, light-footed, interact with Other special modifications: spirits, immunity to the terror of spec- Bonus of +10 in Sing, Music, Track, tres, magic affinity, blessing of Varda. …for though the Grey-elves were less Stealth and Survival. Modified characteristics: in skill and knowledge than the Exiles Languages: Sindarin 5 and +10 DX, +5 IN, +5 Will, +10 CH. from Valinor, in the ways of the life of Adanic 3, Adûnaic 3 or Westron 3, Bonus of +10% in Music, Sing, Track, Middle-earth they had a wisdom beyond depending on the era. the reach of Men. Stealth and Survival. Childhood learned skills: —Quenta Silmarillion. Melian’s blessing (only in Dori- Movement & maneuvers: No Armor 1, Of Túrin Turambar ath): The blessing of Melian gives all Hard leather 3, Chain 1; Weapon skills: characters who live in Doriath a per- 1-H Edged 1, Missile 3, Pole-arms 1; manent increase of +5 IN, +5 Will The Sindar were characterized by General skills: Foraging 1, Hunting 1, and +5 CH. their love of the forest, for their skill in Sky watching 2, Herbalism 1, Ride 1, singing and music, and for living under Free paradigms of magic: Swim 3, Track 3; Magic skills: Read the reign of Elu Thingol and Melian the Varda (Journeyman ●●●), Melian Runes 1, Meditation 3, Lore 2, Sense Maia. (Journeyman ●●●), Oromë of magic 2, Directed spells 1, Use They learned much from dwarves, (Journeyman ●●●) and Yavanna Item 2; Influence and interaction: Empa- including the art of building and the art (Journeyman ●●●). thy 1, Talk 1; Artistic skills: Sing 5, of smithing. However these skills, al- Languages: Sindarin (mother- Music 5; Special skills: Body develop- though known to them, did not become language) and Adanic (familiar), ment 2; Magic: 6; Extra languages: 8; part of their more fundamental being. Adûnaic (familiar) or Westron Development points: 2. (familiar), depending on the era. Childhood learning (30 free points): Music 5%, Sing 5%, Stealth 5%, Survival 5%, Swim 5%, Track 5%. Automatic disadvantages (only in Doriath): Dark destiny. Historical presence: Ages of the Stars, First Age, Second Age, Third Age, Fourth Age. Ancestry: Teleri. Descendancy: Gwaith-i- Mírdain, Galadhrim.

39 Other Minds Magazine Falathrim When many years had passed, Ulmo Elven attributes: Immortality, Abilities for MERP hearkened to the prayers of the Noldor immunity to diseases, slow progres- Modified characteristics: and of Finwë their king, who grieved at sion, perfection, the gift of language, +10 AG, +15 IT, +5 PR, +15 APP. their long sundering from the Teleri, elven sight, hatred for Orcs, creatures Other special modifications: and besought him to bring them to of spirit, light-footed, interact with Bonus of +30 in Ship building and Aman, if they would come. And most of spirits, immunity to the terror of spec- Navigate. them proved now willing indeed; but tres, magic affinity, blessing of Varda. great was the grief of Ossë when Ulmo Call of the Sea: Once they know Modified characteristics: returned to the coasts of Beleriand, to the sea they receive a +1 adder in PP, +10 DX, +15 IN, +5 CH. Bonus of bear them away to Valinor; for his care but if they get away from it they can- +30% in Ship building and Navigate. was for the seas of Middle-earth and the not recover PP. shores of the Hither Lands, and he was Call of the Sea: The Falathrim can- Languages: Sindarin 5 and ill-pleased that the voices of the Teleri not leave the sea. Every day not at sea Adanic 2, Adûnaic 2 or Westron 2, should be heard no more in his domain. they lose 1 HP (Hit Point) and 1 SP depending on the era. Some he persuaded to remain; and those (Spirit Point), subtracted from the were the Falathrim, the Elves of the total maximum, accumulating daily, Childhood learned skills: Falas, who in after days had dwellings and eventually dying if they do not Movement & maneuvers: No Armor 1; at the havens of Brithombar and Eglar- return to the sea. All these points lost Weapon skills: Missile 1; General skills: est, the first mariners in Middle-earth will be retrieved (at a rate of 10/day) Swim 5, Navigate 8, Row 8; Magic and the first makers of ships. Círdan the once they return to the sea. skills: Read runes 1, Meditation 3, Shipwright was their lord. Lore 2, Sense of magic 3, Directed Free paradigms of magic: Ossë —Quenta Silmarillion. spells 1, Use Item 2; Influence and in- (Magician ●●●●), Uinen Of Eldamar and the teraction: Empathy 1, Talk 1; Craft skills (Journeyman ●●●), Ulmo Princes of the Eldalië Ship building 8; Artistic skills: Sing 6, (Journeyman ●●●) and Varda Music 6; Special skills: Body develop- (Novice ●●). ment 2; Magic: 6; Extra languages: 8; There Fingon was outnumbered; but Languages: Sindarin (mother- Development points: 2. the ships of Círdan sailed in great language) and Adanic (familiar), strength up the Firth of Drengist, and Adûnaic (familiar) or Westron in the hour of need the Elves of the (familiar), depending on the era. Falas came upon the host of Morgoth Childhood learning (30 free from the west. points): Navigate 10%, Ship building —Quenta Silmarillion. 10%, Swim 10%. Of the Ruin of Beleriand and the Fall of Fingolfin Historical presence: Ages of the Stars, First Age, Second Age, Third Age, Fourth Age. The Falathrim are descendants of the Ancestry: Teleri. Teleri and siblings of the Sindar. They Descendancy: None. love the sea and are the best boat build- ers of all Middle-earth. They exchanged the gift of music for the arts of navigation and all other secrets of Ossë and Uinen. They have learned to defend themselves, being able to go to battle when neces- sary.

© 1990 ‘The Shores of Valinor’ by Ted Nasmith, used with permission of the artist 40 Issue 12, July 2011 Nandor Then one arose in the host of Olwë, Elven attributes: Immortality, Abilities for MERP which was ever the hindmost on the immunity to diseases, slow progres- Modified characteristics: road; Lenwë he was called. He forsook sion, perfection, the gift of language, -5 ST, +10 AG, -5 IG +20 IT, the westward march, and led away a elven sight, hatred for Orcs, creatures +10 PR, +10 APP. numerous people, southwards down the of spirit, light-footed, interact with Other special modifications: great river, and they passed out of the spirits, immunity to the terror of spec- Bonus of +15 in Hunting, Herbalism, knowledge of their kin until long years tres, magic affinity, blessing of Varda. were past. Those were the Nandor; and Swim and Row. They have a slight ten- they became a people apart, unlike their Modified characteristics: dency to claustrophobia, so they re- kin, save that they loved water, and -5 ST, +10 DX, +20 IN, -5 Will, ceive a penalty of -5 to actions when in dwelt most beside falls and running +10 CH. Bonus of +15% in Hunting, confined spaces (caves, buildings, streams. Greater knowledge they had of Herbalism, Swim and Row. They have a cages, etc.). slight tendency to claustrophobia, and living things, tree and herb, bird and Languages: Nandorin 5 and Tel- get a 5% penalty to actions when in beast, than all other Elves. erin 3. —Quenta Silmarillion. confined spaces (caves, buildings, Of the Coming of the Elves and cages, etc.). Childhood learned skills: Movement & maneuvers: No Armor 1; the Captivity of Melkor Free paradigms of magic: Weapon skills: Missile 3, Pole-arms 1; Varda (Journey-man ●●●), Ulmo General skills: Foraging 3, Hunting 3, Now as has been told, one Lenwë of (Journeyman ●●●), Oromë Sky watching 3, Herbalism 3, Swim 5, the host of Olwë forsook the march of (Journeyman ●●●) and Yavanna Navigate 1, Row 4, Track 3; Magic the Eldar at that time when the Teleri (Journeyman ●●●). skills: Read runes 1, Meditation 3, were halted by the shores of the Great Languages: Nandorin (mother- Lore 2, Sense of magic 2, Use item 2; River upon the borders of the westlands language) and Telerin (familiar). of Middle-earth. Little is known of the Subterfuge skills: Stealth 3; Influence and wanderings of the Nandor, whom he led Childhood learning (30 free interaction: Empathy 1; Craft skills Ship away down Anduin: some, it is said, points): Hunting 5%, Herbalism 5%, building 2; Special skills: Body develop- dwelt age-long in the woods of the Vale Swim 5%, Weather knowledge 5%, ment 2; Magic: 6; Extra languages: 8; of the Great River, some came at last to Row 5% and Survival 5%. Development points: 3. its mouths and there dwelt by the Sea, Historical presence: Ages of and yet others passing by Ered Nimrais, the Stars, First Age, Second Age, the White Mountains, came north again Third Age, Fourth Age. and entered the wilderness of Eriador Ancestry: Teleri. between Ered Luin and the far Moun- tains of Mist. Now these were a wood- Descendancy: Laiquendi, land people and had no weapons of Galadhrim, Tawarwaith. steel, and the coming of the fell beasts of the North filled them with great fear, as the Naugrim declared to King Thin- gol in Menegroth. —Quenta Silmarillion. Of the Sindar

The Nandor lived in the valleys and forests of the Anduin and its tributaries, or in its mouth, but always by the river. In a way they could be held as “River Elves”. They are experts in the arts of forests and rivers, but not of war. Most likely it was they who founded the elvish port of Edhellond.

41 Other Minds Magazine Laiquendi Historical presence: No one In after years Denethor, son of Lenwë, …the Green-elves of that land lit no knows what happened to them after turned again west at last, and led a fires, nor did they sing by night. the destruction of Beleriand, but it is part of that people over the mountains —Quenta Silmarillion. entirely possible that some survived in into Beleriand ere the rising of the Of the Coming of the realm of Lindon, and remained in Moon. Men into the West Middle-earth until the Fourth Age. —Quenta Silmarillion. Ancestry: Nandor. Of the Coming of the Elves and Thus it came to pass that when the Descendancy: Unknown. the Captivity of Melkor Dwarves of Nogrod, returning from Menegroth with diminished host, came Abilities for MERP again to Sarn Athrad, they were as- …Denethor was cut off and sur- sailed by unseen enemies; for as they Modified characteristics: rounded upon the hill of Amon Ereb. climbed up Gelion’s banks burdened -10 ST, +20 AG, +10 IT, -5 PR, There he fell and all his nearest kin with the spoils of Doriath, suddenly all +10 APP. about him, before the host of Thingol the woods were filled with the sound of Other special modifications: could come to his aid. Bitterly though elven-horns, and shafts sped upon them Bonus of +10 in Missile, Hunting, Track his fall was avenged, when Thingol from every side. and Survival, bonus of +30 in Stealth. came upon the rear of the Orcs and slew —Quenta Silmarillion. The Laiquendi are highly xenophobic, them in heaps, his people lamented him Of the Ruin of Doriath ever after and took no king again. After so they receive a -20 penalty on all the battle some returned to Ossiriand, rolls for influence and interaction with The Laiquendi have all the ranger leg- other peoples. and their tidings filled the remnant of acy of the Nandor, and in their own way their people with great fear, so that Languages: Nandorin 5 and Sin- they have gone well beyond in the art of thereafter they came never forth in open darin 3. the forest. war, but kept themselves by wariness Childhood learned skills: and secrecy; and they were called the Elven attributes: Immortality, Movement & maneuvers: No Armor 1; Laiquendi, the Green-elves, because of Weapon skills: Missile 5, Pole-arms 1; their raiment of the colour of leaves. immunity to diseases, slow progres- General skills: Foraging 3, Hunting 3, —Quenta Silmarillion. sion, perfection, the gift of language, Sky watching 3, Herbalism 3, Swim 5, Of the Sindar elven sight, hatred for Orcs, creatures of spirit, light-footed, interact with Track 5; Magic skills: Read Runes 1, spirits, immunity to the terror of spec- Meditation 3, Sense of magic 2, Use In Ossiriand dwelt the Green-elves, in tres, magic affinity, blessing of Varda. Item 2; Subterfuge skills: Stealth 8; Craft the protection of their rivers; for after skills Bowcraft 2; Special skills: Body Modified characteristics: Sirion Ulmo loved Gelion above all the development 2; Magic: 2; Extra lan- -10 ST, +20 DX, +10 IN, +10 CH. waters of the western world. The wood- guages: 0; Development points: 3. Bonus of +10% in Bows, Hunting, craft of the Elves of Ossiriand was such that a stranger might pass through their Track and Survival, bonus of +30% in land from end to end and see none of Stealth. The Laiquendi are strongly them. They were clad in green in spring xenophobic so they receive a penalty and summer, and the sound of their of -20% on all social rolls with other singing could be heard even across the peoples. waters of Gelion; wherefore the Noldor Free paradigms of magic: named that country Lindon, the land of Varda (Novice ●●), Ulmo (Novice music, and the mountains beyond they ●●), Oromë (Journeyman ●●●), named Ered Lindon, for they first saw Yavanna (Journeyman ●●●) and them from Ossiriand. Nessa (Journeyman ●●●). —Quenta Silmarillion. Languages: Nandorin (mother- Of Beleraind and its Realms language) and Sindarin (familiar). Childhood learning (30 free points): Bows 5%, Hunting 5%, Track 5%, Stealth 10%, Survival 5%. continued next column © 2011 ‘Archer’ by Tuuliky, used with 42 permission of the artist Issue 12, July 2011 Galadhrim The Galadhrim, the people of the Childhood learning (30 free trees, live in the kingdom of Lothlórien, points): Bows 5%, Swim 5%, Per- …the Elves of Lórien (who were on the banks of Anduin the Great. They mainly in origin Silvan Elves and called ception 3%, Row 5%, Stealth 5%, are a people who live isolated from the Weaving 5% and Climb 2%. themselves Galadhrim)… outside world. Its nature is defined by —Unfinished Tales. the Sindar and Noldor influences, the gov- Historical presence: Second The Names of ernment of Galadriel and Celeborn and Age, Third Age, Fourth Age. Celeborn and Galadriel its proximity to and . Ancestry: Nandor. They are known for their elven ropes, Descendancy: Unknown. It is told that she [Nimrodel] had a cloaks, bows and boats. house built in the branches of a tree that grew near the falls; for that was Elven attributes: Immortality, Abilities for MERP the custom of the Elves of Lórien, to immunity to diseases, slow progres- dwell in the trees, and maybe it is so Modified characteristics: sion, perfection, the gift of language, still. Therefore they were called the +20 AG, +10 CO, -10 IG, +10 IT, Galadrim, the Tree-people. Deep in elven sight, hatred for Orcs, creatures +10 PR, +10 APP. of spirit, light-footed, interact with their forest the trees are very great. Other special modifications: spirits, immunity to the terror of spec- […] ‘Yes, they are Elves,’ said Legolas; Bonus of +15 in Missile, Perception, tres, magic affinity, blessing of Varda. ‘and they say that you breathe so loud Stealth and Weaving. The Galadhrim are that they could shoot you in the Modified characteristics: xenophobic so they receive a penalty dark.’ […] Out of the shadows a lad- +20 DX, +10 IN, -10 LO, +10 CH. of -10 to all rolls of influence and inter- der was let down: it was made of rope, Bonus of +15% in Bows, Perception, action with other peoples. They have silver-grey and glimmering in the dark, Stealth and Weaving. The Galadhrim are problems especially with Dwarves, and though it looked slender it proved xenophobic so they receive a penalty with whom they get a penalty of -20. strong enough to bear many men. […] of -10% on all social rolls with other Languages: Nandorin 5, Sindarin They were clad in shadowy-grey, and peoples. They have problems espe- 3 and Natural sounds 4. could not be seen among the tree-stems, cially with Dwarves, with whom they unless they moved suddenly. […] We get a penalty of -20% on all social Childhood learned skills: seldom use any tongue but our own; for rolls. Movement & maneuvers: No Armor 1, we dwell now in the heart of the forest, Soft Leather 2; Weapon skills: 1-H Free paradigms of magic: and do not willingly have dealings with Edged 1, Missile 4, Pole-arms 1; Gen- Varda (Novice ●●), Ulmo any other folk. Even our own kindred in eral skills: Foraging 2, Hunting 2, Sky (Journeyman ●●●), Oromë the North are sundered from us. […] watching 2, Herbalism 2, Swim 5, (Journeyman ●●●), Yavanna (Novice We have not had dealings with the Track 3, Row 3; Magic skills: Read ●●), Vairë (Novice ●●) and Nessa Dwarves since the Dark Days. They are Runes 1, Meditation 3, Sense magic 3, (Novice ●●). not permitted in our land. […] the Directed Spells 1, Use Item 1; Subter- woodland folk were altogether noiseless Languages: Nandorin (mother- fuge skills: Stealth 5; Craft skills Bow- in their movements. […] He gave a language), Sindarin (familiar) and craft 2, Weaving 5; Special skills: Body call like the low whistle of a bird, and Natural sounds (familiar). development 2; Magic: 4; Extra lan- out of a thicket of young trees an Elf guages: 2; Development points: 3. stepped, clad in grey, but with his hood continued on next column thrown back; his hair glinted like gold in the morning sun. —LotR I. Lothlórien

…they were tall and clad in grey mail, and from their shoulders hung long white cloaks. […] They had not seen the Lord and Lady again, and they had little speech with any of the Elven- folk; for few of these people spoke any but their own silvan tongue. —LotR I.

The Mirror of Galadriel © ‘Lorien’ by Catherine Karina Chmiel, used with permission of the artist 43 Other Minds Magazine Tawarwaith (Silvan Elves) The Silvan Elves (Tawarwaith) were The Silvan Elves were hardy and At times they heard disquieting in origin Teleri, and so remoter kin of valiant, but ill-equipped with armour laughter. Sometimes there was singing the Sindar, though even longer sepa- or weapons in comparison with the in the distance too. The laughter was rated from them than the Teleri of Vali- Eldar of the West; also they were inde- the laughter of fair voices not of gob- nor. They were descended of the Teleri pendent, and not disposed to place lins, and the singing was beautiful, but who, on the Great Journey, were themselves under the supreme command it sounded eerie and strange, and they daunted by the Misty Mountains and of Gil-galad. […] [] had were not comforted, rather they hurried lingered in the Vale of Anduin, and so not the arts nor the wealth nor the aid on from those parts with what strength never reached Beleriand or the Sea. of the Dwarves; and compared with the they had left. […] There were many They were thus closer akin to the Nan- Elves of Doriath his Silvan folk were people there, elvish-looking folk, all dor [Laiquendi] (otherwise called the rude and rustic. Oropher had come dressed in green and brown… […] Green-elves) of Ossiriand, who eventu- among them with only a handful of some were harping and many were sing- ally crossed the mountains and came at Sindar, and they were son merged with ing. Their gleaming hair was twined last into Beleriand. […] but they still the Silvan Elves, adopting their lan- with flowers; green and white gems remembered that they were in origin guage and taking names of Silvan form glinted on their collars and their belts; Eldar, members of the Third Clan, and and style. This they did deliberately; for and their faces and their songs were they welcomed those of the Noldor and they (and other similar adventurers filled with mirth. […] The feasting especially the Sindar who did not pass forgotten in the legends or only briefly people were Wood-elves, of course. over the Sea but migrated eastward. named) came from Doriath after its ruin These are not wicked folk. If they have Under the leadership of these they be- and had no desire to leave Middle- a fault it is distrust of strangers. came again ordered folk and increased earth, nor to be merged with the other Though their magic was strong, even in in wisdom. Thranduil father of Legolas Sindar of Beleriand, dominated by the those days they were wary. They dif- of the Nine Walkers was Sindarin, and Noldorin Exiles for whom the folk of fered from the High Elves of the West, that tongue was used in his house, Doriath had no great love. They wished and were more dangerous and less wise. though not by all his folk. indeed to become Silvan folk and to For most of them (together with their —Unfinished Tales. return, as they said, to the simple life scattered relations in the hills and The Silvan Elves and natural to the Elves before the invita- mountains) were descended from the their Speech tion of the Valar had disturbed it. ancient tribes that never went to Faerie —Unfinished Tales. in the West. […] In the Wide World The Sindarin Princes the Wood-elves lingered in the twilight of the Silvan Elves of our Sun and Moon but loved best the stars; and they wandered in the great forests that grew tall in lands that are now lost. They dwelt most often by the edges of the woods, from which they could escape at times to hunt, or to ride and run over the open lands by moonlight or starlight; and after the coming of Men they took ever more and more to the gloaming and the dusk. Still elves they were and remain, and that is Good People. […] His people neither mined nor worked metal nor jewels, nor did they bother much with trade or with tilling the earth. —The Hobbit. Flies and Spiders

‘I will climb up,’ said Legolas. ‘I am at home among trees, by root or bough…’ —LotR I.Lothlórien 44 Issue 12, July 2011 The Wood Elves (Tawarwaith) are the Sea-longing: Wood Elves have a Hate for giant spiders: Wood Elves Nandor who lived in the Great Green particularly strong spiritual draw to have a deep hatred for all the giant Forest of Rhovanion, which were in- the sea, which is activated at the spiders (of any kind, not only found in creased by the exiles of Beleriand during slightest contact with it or by seeing or Mirkwood), against which they cause the Second Age of the Sun (and a possi- hearing seagulls. These trigger the the double base damage (DM +1). ble Avari presence). Theirs is the Forest following effects: when they view the Kingdom and their kings were (and are) sea they receive a bonus of +5% to …the arrows of the [Wood-]elves Oropher, Thranduil and Legolas. They activity and recover Spirit Points three that could hit a bird’s eye in the dark. are masters of the forest life, but also times faster, or +2% to activity and —The Hobbit. have a deep bond with Ulmo and the sea. Spirit Point recovery twice as fast Barrels Out of Bond [For the specific case of Legolas , see the when able to see or hear gulls. But rules for multiple ethnicities at the end of this they may never again be at peace away article.] from the sea, and will receive a pen- Keen arrows: Wood Elves are alty of -10% to activity and recover known for their skill with the bow, so Elven attributes: Immortality, Spirit Points at half the normal rate. they get a +30% bonus to bow at- immunity to diseases, slow progres- tacks. sion, perfection, the gift of language, So to the cave they dragged Thorin – elven sight, hatred for Orcs, creatures not too gently, for they did not love …for the Wood-elves, and especially of spirit, light-footed, interact with dwarves, and thought he was an enemy. their king, were very fond of wine, spirits, immunity to the terror of spec- In ancient days they had had wars with though no vines grew in those parts. tres, magic affinity, blessing of Varda. some of the dwarves, whom they accused […] It must be potent wine to make a Modified characteristics: of stealing their treasure. It is only fair Wood-elf drowsy… +5 ST, +20 DX, -5 IN, +10 CH. to say that the dwarves gave a different —The Hobbit. Bonus of +10% in Sing and Stealth. account, and said that they only took Barrels Out of Bond what was their due, for the elf-king had bargained with them to shape his raw gold and silver, and had afterwards Resistance to wine: Wood Elves are refused to give them their pay. ‘Look!’ he cried. ‘Gulls! They are resistant to wine, so they receive a —The Hobbit. Flies and Spiders flying far inland. A wonder they are to bonus of +20 on its rolls of Resistance me and a trouble to my heart. Never in (wine). all my life had I met them, until we came to Pelargir, and there I heard Free paradigms of magic: Antipathy to Noldor and Dwarves: Oromë (Wizard ●●●●●), Varda them crying in the air as we rode to the Wood Elves feel a strong antipathy for battle of the ships. Then I stood still, (Novice ●●), Ulmo (Novice ●●) and the Noldor elves, whom they accuse Yavanna (Novice ●●). forgetting war in Middle-earth; for of destroying Doriath; and for the their wailing voices spoke to me of the Dwarves, because an old war for Languages: Nandorin (mother- Sea. The Sea! Alas! I have not yet be- treasures (which may or may not be language) and Sindarin (beginner). held it. But deep in the hearts of all my the looting of Doriath related in The Childhood learning (30 free kindred lies the sea-longing, which it is Silmarillion). They receive a penalty points): Bows 5%, Hunt 5%, Sing perilous to stir. Alas! for the gulls. No of -10% on all social rolls with Noldor 2%, Track 5%, Stealth 5%, Survival peace shall I have again under beech or 5%, Climb 3%. under elm.’ […] ‘Alas for the wailing and Dwarves. of the gulls! Did not the Lady tell me to Historical presence: Second beware of them? And now I cannot for- Wood-elves were not goblins, and Age, Third Age, Fourth Age. get them.’ were reasonably well-behaved even to Ancestry: Nandor, Sindar (and —LotR III. The Last Debate their worst enemies, when they captured probably Avari). them. The giant spiders were the only living things that they had no mercy Descendancy: Unknown. upon. —The Hobbit. Flies and Spiders

45 Other Minds Magazine waith. Without getting completely away from Abilities for MERP Avari this idea I consider it fundamental that the Modified characteristics: …many refused the summons [of the Avari have a differentiated nature from the +5 ST, +20 AG, +5 CO, -5 IG, Valar], preferring the starlight and the Eldar. I also find interesting the notion of -5 IT, +10 PR, +10 APP. wide spaces of Middle-earth to the ru- “scattered tribes”, and its air of anarchy and Resistance Rolls: RR vs. Poison mour of the Trees; and these are the chaos, especially in their denial of the protec- +10. Avari, the Unwilling… tion of the Valar. I thought that in the ab- —Quenta Silmarillion. sence of direct references they are perfect for Other special modifications: Of the Coming of the Elves and the development of broad categories of Elves Bonus of +10 in Sing and Stealth. the Captivity of Melkor (like “Desert-”, “Mountain-”, “Marsh-”, Sea-longing: when in sight of the “Snow-”, “Meadow- [hunters]”, “Jungle- Sea they get a bonus of +5 to activity [wild]”, “Dark-” and “Wind-” Elves), not Many Elves dwelt there indeed, as and recover PP three times faster, or organized around political realms but in gen- they had dwelt through the countless +2 to activity and a double PP recov- eral trends. In addition it seems to me impor- years, wandering free in the wide lands ery when in sight/earshot of seagulls. tant to give them a more “wild” and “exotic” far from the Sea; but they were Avari, air. Avari elves should represent a generic But they may never again be at peace to whom the deeds of Beleriand were but category from which may have developed all away from the sea, and will receive a a rumour and Valinor only a distant their other elven peoples] penalty of -10 to activity and recover name. PP at half the normal rate. —The Silmarillion. [Others in the ‘fan-sourcebooks’ Yahoo! Antipathy to the Noldor and the Of the Rings of Power and the Group are working on the Avari elves and on Dwarves: they receive a penalty of -10 Third Age. the delimitation of their different tribes. I in all Influence and interaction rolls with have not yet had the opportunity to read their Noldor and Dwarves. work, or actually identify the few references in the texts of Tolkien on which they base it.] Hate for giant spiders: they receive a The Dark-elves are they, and many bonus of +10 OB against giant spi- are their scattered tribes, and many ders. their tongues. Elven attributes: Immortality, —The Shaping of immunity to diseases, slow progres- Keen arrows: they receive a bonus of Middle-earth. +20 OB to bow attacks. sion, perfection, the gift of language, Quenta Noldorinwa elven sight, hatred for Orcs, creatures Resistance to wine: they receive a of spirit, light-footed, interact with bonus of +20 on RR’s vs. poison The Avari are the reluctant, who did spirits, immunity to the terror of spec- when it comes to resisting the effects not follow the call of the Valar at the tres, magic affinity, blessing of Varda. of wine. beginning. Instead they chose to remain Modified characteristics: Languages: Nandorin 5 and Sin- in the forests of Middle-earth, under the +10 DX, +10 CH. darin 2. starlight. Unlike the Eldar who began their journey west, the Avari developed Ethereal nature: Avari elves receive Childhood learned skills: more deeply their “ethereal” nature. an extra +10 bonus to any one char- Movement & maneuvers: No Armor 1, Avari elves are a reserved people, wan- acteristic and a +30% to any one skill. Soft Leather 2; Weapon skills: Missile 4, dering unseen through the woods and They can apply these bonuses to any Pole-arms 1; General skills: Foraging 2, forests of Middle-earth. other characteristic and/or skill once a Hunting 5, Sky watching 2, Herbalism day, after four hours of meditation “in 2, Swim 2, Track 5, Row 3; Magic The physical appearance of the Avari the spirit world”. To do this they must skills: Read Runes 1, Meditation 3, is diverse and always changing, grotesque make a successful Dream roll at normal Sense of magic 2, Use Item 1; Subter- and beautiful at the same time. They difficulty for one of them (in a single fuge skills: Stealth 5; Craft skills Bow- have the diversity of traditional fairies. day), or a very hard difficulty for the craft 2, Weaving 5; Special skills: Body The smallest are five feet tall. two (on the same day). If they fail the development 2; Magic: 4; Extra lan- [Design Notes: There seems to be a gen- “very hard” roll but if they do exceed guages: 4; Development points: 3. eral consensus on the Avari being "Wood elves" -even by Christopher Tolkien himself-, the “normal” one, then they get to though I found no reference to it in the writ- change just one of these. This ings of Professor Tolkien. I have shown that “ethereal nature” is also reflected in the stereotypical image of “Wood elves” would their physical body, which changes a be the Laiquendi, Galadhrim and Tawar- continued on next page 46 Issue 12, July 2011 bit (very subtly) each time they Abilities for MERP Lossidil change. For every day that they do not Modified characteristics: The Lossidil (Los. “Snow-elves”, sing. change any of these bonuses they tend +10 AG, +10 PR, +10 APP. to get “petrified”, increasing its diffi- Lossedel) [...] Men know little of these Resistance Rolls: RR vs. Poison culty in one degree, until the change deathless dwellers in the north, but +10. becomes practically impossible. legends whisper of an enchanted city of Other special modifications: ice, far out upon the Landless Land, Beautiful and Grotesque: Avari elves where their misstres guards the source of Ethereal Nature: As above, includ- have an exotic appearance, which the mysterious radiance that iluminates ing bonuses (+10 to a characteristic blend beauty and grotesquery. They the night skies of the northern world. receive a +10 bonus or a penalty of - and +30 to a skill). […] Yet the Snow-elves, now as 10 to all social rolls. The bonus or Beautiful and Grotesque: Same as always, are under no compulsion to penalty will be determined randomly above, including the bonus or penalty submit to their lady’s command’s; if for every encounter, even if they to Influence and interaction: +/-10. they choose to abide by their own will know their partner (any die: even the Languages: Avarin 5. only, they are free to depart Helloth’s bonus, odd the penalty). walls, for a season or permanently, and Childhood learned skills: wander the Northlands at their pleas- Free paradigms of magic: Movement & maneuvers: No Armor 1, Varda (Journeyman ●●●), Oromë ure. [...] Beyond Helloth, small compa- Soft Leather 1; Weapon skills: 1-H nies of Lossidil wander the northern (Journeyman ●●●), Yavanna Edged 1, Missile 4, Pole-arms 1; Gen- (Journeyman ●●●) and Irmo waste at will, sojourning never long in eral skills: Foraging 4, Hunting 4, Sky one place. [...] Apart from Oromë’s (Journeyman ●●●). watching 4, Herbalism 4, Swim 4, visitations in the Elder Days, Ulmo is Languages: Avarin (mother- Track 3; Magic skills: Read Runes 1, the only Vala that the Lindi [Lossidil] language). Meditation 5, Sense of magic 4, Use have ever encountered [...] the spiritual Childhood learning (30 free Item 1; Subterfuge skills: Stealth 6; Spe- life of the Snow-elves consists primarly points): Bows 5%, Hunt 5%, Track cial skills: Body development 2; Magic: in the discernment of that echo [of the 5%, Stealth 5%, Survival 5%, Dream 4; Extra languages: 6; Development Music of the Ainur in the sound of wa- 5%. points: 3. ter], and its manifestation in their rela- tions to one another and to the world Ages of Historical presence: around them. […] the Stars, First Age, Second Age, Ice itself the Lossidil refer to as Third Age, Fourth Age. Ulmo’s “frozen voice,” whence comes Ancestry: their joy in its shaping. [...] For the Quendi. most part, their weapons and skills are Descen- oriented toward the hunt. [...] the dancy: Lossidil, Snow-elves have relied most on defense Moriquendi, De- and withdrawal tactics, rather than sert elves, Moun- outright confrontation. The founding of Helloth generated new demands for the tain elves, Marsh concerted defense of fortified walls, and this novelty has led to the development of armor as well as new weaponry. The guardians of Helloth don hauberks crafted from interlocking pieces of ivory, sewn together with whalegut and hard- ened by an enchanted lacquer-like coat- ing, the art of whose making the Los- sidil alone possess. —The Northern Waste. pp 5, 13, 32, 33, 68

47 Other Minds Magazine The Lossidil are a graceful and beau- Elven attributes: Immortality, Abilities for MERP tiful people. Most are extremely fair of immunity to diseases, slow progres- Modified characteristics: skin, with hair color raging from silver sion, perfection, the gift of language, -5 ST, +10 CO, +10 AG, +10 IT, to a pale blond; russet tones are uncom- elven sight, hatred for Orcs, creatures -5 IG, +10 PR, +10 APP. mon, but not unheard of. Most Snow- of spirit, light-footed, interact with Resistance Rolls: RR vs. Poison elves have [wholly] blue eyes, though spirits, immunity to the terror of spec- +10; Immunity to cold attacks; RR some have shades of amethyst, grey or tres, magic affinity, blessing of Varda. light green. Both sexes wear their hair vs. Fire and Warm -20. Modified characteristics: long; women usually have many braids Other special modifications: -5 ST, +10 DX, +10 IN, -5 LO, swept up with carved pins or bands of bonus of +10 in Hunting, Sculpt, Music +10 Will, +10 CH; bonus of +10% woven hide. [...] The Lady of Hellot is and Stealth. beautiful, even by Snow-elven stan- in Hunt, Sculpt, Music and Stealth. Vul- dards. Her skin glistens like polished nerability to fire and warm. Ice Sculptures: the lossidil have the ability to “magically” sculpt ice with ivory, her hair so fair as to rival the Immunity to cold: Snow elves are their hands. For this they make regular white snow, her eyes a deep, dark, immune to cold and ice. Any such Sculpt rolls. ocean-green. attack will cause base damage reduced —The Northern Waste. by one FD (MD -1), and ignore any Spirit of ice: any melee attack by a pp 33, 68 cold critics. snow elf causes an additional ice criti- cal [of the same severity as the main Ice Sculptures: the lossidil have the The Lossidil are wild-looking elves critical]. ability to “magically” sculpt ice with that live on the Landless Land, in the their hands. For this they make a stan- Languages: Lossidilrin 5 and permafrost of the north. Offspring of the dard Sculpt roll. Avarin 2. Avari, they entered the north, where Childhood learned skills: Utumno once stood, in the Ages of the Spirit of ice: any melee attack by a Movement & maneuvers: No Armor 1; Stars. They are immune to cold, they do snow elf causes an additional ice criti- Weapon skills: Pole-arms 4, Thrown 4; eat ice (or frozen food) and wear little or cal [of the same severity as the main General skills: Foraging 3, Hunting 3, no clothing. critical]. Sky watching 3, Swim 3, Track 3; Free paradigms of magic: Aulë [Design notes: I changed the original Magic skills: Read runes 3, Meditation (Journeyman ●●●), Irmo Lossidil version of Randy Maxwell in the fol- 3, Sense of magic 4, Ray spells 1, Use (Journeyman ●●●), Ulmo lowing ways: 1) they do not descend from the item 1; Subterfuge skills: Stealth 5; Artis- (Journeyman ●●●) and Varda Nandor, but from the Avari, 2) they are not tic skills: Sculpt 6; Athletic skills: Ice (Journeyman ●●●). just more resistant to cold, they are immune to skating 5, Skiing 5; Special skills: Body it, 3) they are more “wild” and “inhumane”, Languages: Lossidilrin (mother- development 2; Magic: 4; Extra lan- and 4) they entered the northern permafrost language) and Avarin (beginner). guages: 3; Development points: 3. not in the Second Age, but much earlier in the Childhood learning (30 free Ages of the Stars, becoming an integral part of the mystical sense of the Northern Waste] points): Hunt 5%, Sculpt 5%, Music 5%, Stealth 5%, Survival 5%, Spears 5%. Historical presence: Ages of the Stars, First Age, Second Age, Third Age, Fourth Age. Ancestry: Avari. Descendancy: Unknown.

48 Issue 12, July 2011 Moriquendi (Hisildi) forests where no sunlight entered. But mostly they sought refuge in the caverns …and there Eöl dwelt, who was Then Beleg chose Anglachel; and that of the underworld. named the Dark Elf. Of old he was of was a sword of great worth, and it was From the beginning they were great the kin of Thingol, but he was restless so named because it was made of iron friends of Dwarves (regardless of their and ill at ease in Doriath, and when that fell from heaven as a blazing star; alliances with the Free Peoples or the Girdle of Melian was set about the it would cleave all earth-delved iron. Sauron), and these taught them the se- Forest of Region where he dwelt he fled One other sword only in Middle-earth crets of the forge and opened for them thence to Nan Elmoth. There he lived was like to it. That sword does not enter the gates of the Underdeeps, with their in deep shadow, loving the night and into this tale, though it was made of the caverns and underground streams. This the twilight under the stars. He same ore by the same smith; and that knowledge served the Moriquendi particu- shunned the Noldor, holding them to smith was Eöl the Dark Elf, who took larly well when they hid from the light of blame for the return of Morgoth, to Aredhel Turgon’s sister to wife. He gave the sun. trouble the quiet of Beleriand; but for Anglachel to Thingol as fee, which he the Dwarves he had more liking than begrudged, for leave to dwell in Nan Moriquendi are accustomed to star- any other of the Elvenfolk of old. […] Elmoth; but its mate Anguirel he kept, light and deep dark caverns, and they can he would at times go and dwell as guest until it was stolen from him by see in the dark. On the other hand they in the deep mansions of Nogrod or Maeglin, his son. cannot endure sunlight and are uncom- Belegost. There he learned much of —Quenta Silmarillion. fortable in the light of the full moon. metalwork, and came to great skill Of Túrin Turambar They are good smiths and miners. They therein; […] But Eöl, though stooped are also known for their snake-like speed by his smithwork, was no , but an and their knowledge of poisons. Elf of a high kin of the Teleri, noble They have no internal organization, though grim of face; and his eyes could nor a capital city. They are vagabonds of see deep into shadows and dark places. the underworld, and Eöl could have been […] For though at Eöl’s command she the closest thing to a “prince” of the Mori- must shun the sunlight, they wandered The Moriquendi (“dark elves”) are quendi. far together under the stars or by the Avari elves who were so enamored of the light of the sickle moon […] Then Eöl night and the stars that they not only The Moriquendi are “dark”. Many have looked into the eyes of King Turgon, refused the Call of the Valar, but hid gray or black skin. And even those with and he was not daunted, but stood long from the gaze of the Sun. When the sun fair skin have a pale tint. Their hair is without word or movement while a still came out for the first time at the begin- usually white. They are tall but not slen- silence fell upon the hall; and Aredhel ning of the First Age they hid in dense der. was afraid, knowing that he was peril- ous. Suddenly, swift as serpent, he seized a javelin that he held hid be- neath his cloak and cast it at Maeglin […] though the wound had seemed little, and she fell into the darkness, and in the night she died; for the point of the javelin was poisoned, though none knew it until too late. —Quenta Silmarillion. Of Maeglin

© ‘Illgotten Son’ by Catherine Karina Chmiel, used with permission of the artist 49 Other Minds Magazine [Design notes: This is an example of a Elven attributes: Immortality, Abilities for MERP totally invented Avari elvish people, though immunity to diseases, slow progres- one that uses as its example a creation of Pro- Modified characteristics: sion, perfection, the gift of language, fessor Tolkien himself. I have chosen the name +10 CO, +15 AG, +5 PR, +10 APP. elven sight, hatred for Orcs, creatures “Moriquendi” because it fits well, though not Resistance Rolls: RR vs. Poison of spirit, light-footed, interact with in its original context. One must remember +10; RR vs. Light attacks -30. also, that Eöl is not just a Dark Elf, but the spirits, immunity to the terror of spec- Other special modifications: Dark Elf; and that even if Dark Elves are all tres, magic affinity, blessing of Varda. bonus of +30 in Metalsmith, and a bo- those who did not see the light of the Trees, it Modified characteristics: nus of +10 in Perception and Stealth. is also thus that this term seems to be applied +15 DX, +10 Will, +5 CH; bonus of specifically for certain Avari elves back in +30% in Metalsmith, and a bonus of Darkvision: The Moriquendi can see Palisor. According to Professor Tolkien the +10% to Perception and Stealth. up to 50 meters in total darkness, and can distinguish details up to 10 me- Moriquendi were the counterparts of the Darkvision: The Moriquendi can see “Calaquendi” elves, those who never saw the ters. They also possess night vision as up to 50 meters in total darkness, and light of the trees. In my scheme the typical for elves. can distinguish details up to 10 me- Calaquendi have a specific function, but their ters. They also possess night vision as Weakness to light: they receive a opposite (the Moriquendi) do not, because typical for elves. penalty of -30 to activity in full day- they would be “all the others”. And in that light and a penalty of -10 to activity in Weakness to daylight: They receive a sense it is a “lost” term. That’s why I decided heavily overcast days, indoors or un- penalty of -30% to activity in full day- to give it essence as a “people”. The detailed der the direct light of the full moon. development of the culture of the Moriquendi light and a penalty of -10% to activity remains for further work. We also have to in heavily overcast days, indoors or Friendship with the Naugrim: a Mori- consider that the character on which I rely for under the direct light of the full moon. quendë receives a +20 bonus on all rolls of Influence and interaction with this description –Eöl– was supposedly of Tel- Friendship with the Naugrim: A mori- Dwarves. eri and/or Sindarin origin, as expressed ex- quendë receives a bonus of +20% on plicitly in The Silmarillion. What is more, he all social rolls with dwarves. Languages: Avarin 5, Khûzdul 2. would be a “relative” of Elu Thingol. My ex- Childhood learned skills: planation is as follows: Eöl is a biological Free paradigms of magic: Aulë Movement & maneuvers: No Armor 1, relative of Elu Thingol (perhaps the same (Magician ●●●●), Irmo (Novice ●●), Chain 2; Weapon skills: 1-Handed Nelyar “family”), but who stayed in Cuivié- Nessa (Journeyman ●●●) and Varda Edged 2, Missile 1, Pole-arms 1, nen, becoming an "Avari". In this context he (Journeyman ●●●). Throwing 2; General skills: Perception developed into a “Moriquendi”. By the end of Languages: Avarin (mother- 2; Magic skills: Read Runes 3, Medita- the Ages of the Stars he wandered alone language), Khuzdul (beginner). through the caverns of the Underdeeps and tion 3, Lore 3, Sense of magic 3, Di- Childhood learning (30 free came to Beleriand, where he was reunited with rected Spells 2, Use Item 5; Influence & points): Metalsmith 15%, Perception his “relative”. And there he lived and died, as Interaction: Intimidate 1; Subterfuge 5%, Stealth 5%, Survival 5%. the sole representative of his people in Beleri- skills: Appraise 3; Craft skills: Metals- and. He maybe even adopted a new ethnic Historical presence: Ages of mith 5, Mining 3; Special skills: Body identity as “Sindar”, but we must still come to the Stars, First Age, Second Age, development 2; Magic: 4; Extra lan- that concept further on. And his “hatred” of Third Age, Fourth Age. guages: 6; Development points: 3. the Noldor, without being a characteristic Ancestry: Avari. shared by all his people, could come from the Descendancy: Unknown. blood (or love) ties with the Teleri killed by these.] [I’m not the first to experiment with Eöl and the “dark elves” as a distinct elven people. See José Enrique Vacas de la Rosa’s “The Eöldrim” in OM 6, pp. 23-27; and Jeff Erwin’s “Tatyarin Avari: the Dark Elves” in OH 28, pp. 6-10]

50 Issue 12, July 2011 While this article was in revision I This quote gives us a look into an The problem of ethnicity found an obscure but interesting quote in elven people that live underground, with relation to the moriquendi. I find it impor- especially keen sight attributed to the changes during the Ages tant to give it here: dim conditions of their abode. And espe- Now you question me, Ælfwine, con- ...yet was that not all of the race of cially important, it gives us a name for cerning the tongues of the Elves, saying the Eldalie that marched from Palisor, them: the Hisildi. that you wonder much to discover that and those who remained behind are they But what it does not give us is any they are many, akin indeed and yet whom many call the Qendi, the lost connection to Eöl, the prototype charac- unalike; for seeing that they die not and fairies of the world, but ye Elves of Kôr ter for the Moriquendi as a folk. If we their memories reach back into ages long past, you understand not why all name Ilkorins [...] Of these some fell make him a part of this folk, it is just the race of the Quendi have not main- out upon the way, or were lost in the because we want to. tained the language that they had of trackless glooms of those days, being Anyway we got a people which fit in wildered and but newly awakened on old in common still one and the same in the Moriquendi role in a broad sense, and the Earth, but the most were those who all their kindreds. But behold! Ælfwine, that do not deny what I did wrote for the left not Palisor at all, and a long time within Eä all things change, even the Moriquendi. So, in this light we can mod- they dwelt in the pine-woods of Palisor, Valar… or sat in silence gazing at the mirrored ify the background info for the Hisildi in —The Peoples of Middle- stars in the pale still Waters of Awaken- the following way: Their origin is di- earth.Dangweth Pengolodh ing. [...] Now the tale tells of a certain rectly related to Tû the Wizard, an in- fay, and names him Tû the wizard [...] carnate Maia, and his underground The idea that I use about elven eth- wandering about the world he found the home. After a while they, as people, did nicity (the membership to a particular [Dim] Elves and he drew them to him became lost to the (sunlit) world. Tû is people) is dynamic. Ethnicity changes and taught them many deep things, and their king, but surely there is place for over time and with new situations. Eöl to be a prince for his people. Their he became as a mighty king among As we already saw in section 6: “The them, and their tales name him the underground wanderings, their friend- Elven Peoples”, Elves have a special char- Lord of Gloaming and all the fairies of ship with the dwarves and their kinship acter that distinguishes them from the his realm Hisildi or the twilight people. with Eöl are things that can be accepted other peoples of Middle-earth. They are [...] ...the issue of the dark lake was without denying anything from the origi- not just beardless human(oid)s with long beneath the earth into many endless nal quote for the Hisildi. caverns falling ever more deeply into the pointy ears and high bonuses to their And so we have a new people for our characteristics. bosom of the world. There was the Middle-earth games, the Hisildi, repre- No. dwelling of Tû the wizard, and fathom- senting for the western elves the proto- less hollow are those places, but their typical Dark Elves of legend. They are fundamentally different. doors have long been sealed and none And this difference translates into the [Editorial note: We know from elsewhere know now the entry. [...] the eyes of the game’s mechanics. Hisildi were becoming exceeding keen, in HoMe that “Thu” (surely the same as Tû) and they might follow very faint paths was the early name for Sauron himself.] in those dim days. [Author’s note: I would think that it is a Immortal, within Eä, are the Eldar, — I. great argument for those who would like to see but since even as Men they dwell in The travail of the Noldoli and the Hisildi as evil, like the Drow from D&D. I forms that come of Eä, they are no more changeless than the great trees, neither the Coming of Mankind myself don’t really like the idea of elves of any type as willing servants of the Shadow.] in the forms that they inhabit, nor in the things that they desire or achieve by This quote comes from Tolkien’s first means of those forms. […] this change writings in relation to Middle-earth, comes above all from the very change- some 30 or more years before the Lord fulness of Eä […] But to the change- of the Rings, in a very archaic and primi- fulness of Eä, to weariness of the un- tive form. This material went through changed, to the renewing of the union: successive layers of revision before it to these three, which are one, the Eldar came to the “late” version that we know also are subject in their degree. from The Silmarillion. This obscure refer- —The Peoples of Middle- ence to the Hisildi never again reap- earth.Dangweth Pengolodh peared, and is lost in the late Silmarillion Mythos. 51 Other Minds Magazine Change. Elves are subject to change their own free will than on their blood is, that the original peoples would be with the passing of the Ages. And I relate or any law of genetics. more and the others less. Although this this change to their ethereal nature. The elven spirit (and body) is fluid fits perfectly with the logic of degenera- Just like the other Children of Eru but not erratic. The elves will shape their tion (which many ascribe to Tolkien and Aulë (humans, dwarves, and eventu- reality through will, but cannot go back himself in his work on Middle-earth), I ally hobbits) Elves are made of both body and change all its essence. Once they personally do not like it and I prefer not and spirit. But the first-born (Elves) are have chosen to belong to a particular to use it (as it has serious “racist” and primarily spirit (fëa). Their physical form people they must stay as such, and can- “evolutionism” connotations). (hröar) is important and they need it to not go back and choose another one. live, but it is not their fundamental fea- The solution I offer, staying as close ture. Elves are spirit beings, living both This brings us to the second conse- as possible to my ideals and staying in the in the physical and the spirit world, of a quence, that if they cannot undo what logic of Middle-earth, is that the elves more fluid and malleable nature, capable has been done, they can keep on devel- with their ethereal nature cannot be of exceeding the limits of matter as other oping themselves. If we start from the what they are not, but can continue to mortals know it. premise (basic in role-playing games) develop. And in this specific case this …whereas the change that goes long that each people has its own characteris- means that without letting go of their old unperceived, as the growth of a tree, tics common to all its members, distin- ethnic identities, elves can take new ones was indeed slow of old in Aman ere the guishing them from other peoples, then depending on the situation. Rising of the Moon, and even in Mid- the logical consequence is that each spe- Without losing any bonuses or penal- dle-earth under the Sleep of Yavanna cific people is mutually exclusive with ties of their original people(s), they gain slower far than it is now among Men, the others. And if we accept that each the bonuses and penalties of their new yet among the Eldar this steadfastness specific name used by Tolkien is a new people. Of course this is about the pri- was offset by the changes that come of people (which as I said is the notion that I mary characteristics and not of the child- will and design: many of which indeed use), then it follows that its population hood learned skills (which they have not differ little in outward seeming from renews and replaces itself. gone through). The only special case those of unwitting growth. But especially in the case of Elves, as would be the bonuses to their character- —The Peoples of Middle- immortal beings, we have many and var- istics (ST, DX, LO, IN, CH and Will) earth.Dangweth Pengolodh ied cases where specific individuals living which do not increase but are replaced through long Ages participate in different [note: this should be play tested. Maybe This also means that while they have kingdoms and historical processes in it would be better to use the highest bo- bloodlines and a concrete lineage (so to Middle-earth. For example we have Cír- nus or penalty, no matter the ethnic speak, “the genetic factor”), they are not dan and Elwë (later known as Elu Thin- strata]. limited by them. This has two conse- gol) who were born as “Quendi”, but Of course this can be a great benefit quences: soon they became “Eldar” and “Teleri”, for the individual, but there are condi- First, although the different elven and eventually ended up as leaders of the tions. To begin with, the character can- peoples of Middle-earth come to be “Falathrim” and “Sindar” respectively. It not take any ethnicity of his choice. He mainly family and kinship groups, they is not just an (apparent) continuous must participate in the process of com- are not bound by that. In fact for them change of ethnicities, but that these indi- pletion of the new people. That is, one their social environment (the people viduals are so fundamental to the identity cannot be “Noldor/Sindar”, but with whom they grow up and live) and of their respective peoples that they can- “Quendi/Eldar/ Teleri/Sindar”. their free will play a greater role. not be imagined without them. Secondly, the approval of the Story- This means that although there are One could interpret this from a static teller is needed. It is him who decides many marriage unions between different perspective where each of these individu- whether the process is justified or not. elven peoples, their children are not als would have their original people (in For this in addition to the first condition looked down on as “half-castes” but are this case “Quendi”), being just the origi- mentioned above I suggest that frequent full members of one of the peoples of nators or part of these new peoples, changes should not be allowed, but a their parents, usually determined by with without ceasing to be what they origi- maximum of one per millennium or per whom the individual grew up with and nally were. But for this it would be nec- Age of the world, and only in specific reached maturity. They cannot choose to essary that these primitive peoples con- cases. be part of both peoples, having to choose tain within themselves each of the one. But this decision depends more on (many) peoples that followed them. That 52 Issue 12, July 2011 And finally, if you meet these first two conditions, the character must pay a Notes certain amount of DP (Development Points), determined by the people in 1. Even if it is also true that many others – like good stubborn dwarves – feel antipathy question. Typically this change takes towards them. years. But Elves have time. If you want 2. Not yet published. An outline of this system sufficient for an understanding of the to develop some skills and features game stats in this article was included in OM11: ‘Simplified System—Chronicles of gradually as you pay the cost in DP, then Middle-earth’. the Storyteller must decide on a case by 3. In the logic of role-playing games, obviously, and not as an ethnic sub-division in the case basis. But one should think that the original sources. first DP provides no benefit, and the 4. “Guía de pueblos y culturas de la Tierra Media” in its original Spanish name. (Available on disadvantages are manifested faster than the Internet at: http://games.groups.yahoo.com/group/fan-modules/files/) bonuses. Only an Elf who completes the 5. It could be said that really the “High Elves” would be the Vanyar, and that the Noldor process may be considered a true mem- would be the “Deep Elves”. ber of the new people. 6. See “The Acroteriasm of Other Hands” in OM1, pp. 3-5. For the MERP system, it strikes me 7. Like Teleri and Linda, but not Falmari nor Falathrim. that one could choose different ethnici- 8. I refer here only to official RPG products. I do not (yet) know the amateur products ties only in the character creation proc- Fan-Sourcebooks. ess, paying a DP by ethnicity. To this 9. Tip: in MERP they should need double experience points to advance a level. When limitation it can be added that one can the PCs begin at higher levels, Elves receive only half the level of their mortal com- only take by one people every 5 experi- panions. ence levels. Assuming further ethnicities, 10. Tip: in MERP points in languages should cost half for Elves. in the absence of DP to spend, could be 11. Tip: in MERP they use PP (Power Points), and in CODA they make resilience rolls equated to 10.000 XP (equal to a level in each round. the first 5 levels). 12. Tip: in MERP this means that elves can use magic at double their current level. But if Elves are not required to take new used in conjunction with the rule that the elves are usually half the level of their fellow ethnicities, and may very well stay with mortals, then this is not balanced. In this case we consider 1) that elves can learn magic their original ethnicity throughout their without limitation per class (up to the level of magic that can be used), but only those lasting existence in Arda. magic lists available to their class, and 2) that the classes without any limitation (magicians and animists) can use spells up to three times their reduced level. 13. Calaquendi is an advantage (in the Advantages and Disadvantages system in the complete rules) which the characters that did see the light of the Two Trees can buy with DP. But in this simplified system it is better restricted to the Vanyar. 14. I thank Neville Percy for this observation.

53 Other Minds Magazine Fineprint

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What you see before you is a comprehensive table of content for all Issues of Other Minds published so far. It will be regularly updated as new Issues become available. If you need a more flexible tool, please visit our website at http://othermindsmagazine.com/. There you can find a simple spreadsheet with an option to filter for several criteria. The Issue listing below should be largely self-explanatory. The “page” column lists the beginning page of the contribution in question.

Issue 1, July 2007 (49 pages) Title Author Page Game System Editorial: Here we are! Thomas Morwinsky, Hawke Robinson 2 any Opinion – The Acroteriasm of Other W.A. Hawke Robinson 3 any Hands The Battle Over Role Playing Gaming W.A. Hawke Robinson 6 any Mapping Arda Thomas Morwinsky, Stéphane Hœrlé, 9 any Gabriele Quaglia, Oliver Schick, Christian Schröder Of Barrow-wights – Part One Neville Percy 21 any Magic in Middle-earth Chris Seeman 28 any Thoughts on Imladris – Part One Thomas Morwinsky 31 any

Issue 2, January 2008 (75 pages) – Focus theme: Númenor Title Author Page Game System Category Editorial: Ready for Round Two! Thomas Morwinsky, Hawke Robinson 2 any Other Minds Conventions Thomas Morwinsky 3 any J.R.R. Tolkien’s love of Trees and the W.A. Hawke Robinson 6 any Core Environment Númenóreans in Endor Gabriele Quaglia, Stéphane Hœrlé, Thomas 10 any Optional Morwinsky Númenórean Maritime Technology Thomas Morwinsky 26 any Optional, House A Response to ‘Mapping Arda’ Eric Dubourg 37 any Optional, House Mapping Arda - Reloaded Thomas Morwinsky, Stéphane Hœrlé, 41 any Optional Gabriele Quaglia, Oliver Schick, Christian Schröder

Issue 3, May 2008 (45 pages) Title Author Page Game System Category Editorial: Third time is a charm Thomas Morwinsky 2 any Of Barrow-wights – Part Two Neville Percy 5 any Core J.R.R. Tolkien, Words, Phrases & Chris Seeman 9 any Core Passages in The Lord of the Rings – A Game Designer’s Guide to Parma Eldalamberon 17 The Rings of Power – History and Thomas Morwinsky 15 any Core, Optional Abilities The Palantíri Chris Seeman 31 LotR RPG House The Venturers and the colonies of Eric Dubourg 34 any House Númenor

Issue 4, July 2008 (49 pages) – Focus theme: Dwarves Title Author Page Game System Category Editorial: Baruk Khazâd – Khazâd ai- Thomas Morwinsky 2 any mênu Whither MerpCon Hawke Robinson 3 any The Problem of Dwarven Women Neville Percy 6 any Optional A Brief History of the Dwarven Thomas Morwinsky 11 any Optional Mansions A Dwarven Runic Cryptogram Neville Percy 22 any House Swept Off By Your Feet... Thomas Morwinsky 24 any House Outer Names for the Western Dwarves Neville Percy 25 any House The Giant Armoured Moldewarp Neville Percy 28 MERP House The Sword of Aulë Tom Davie 30 MERP House

Issue 5, March 2009 (35 pages) Title Author Page Game System Category Editorial: Back for good Thomas Morwinsky 2 any Tolkien and Transformational Thought Michael Martinez 3 any Core Tolkien’s Impact on Beowulf W.A. Hawke Robinson 6 any Core Thoughts on Imladris - Part Two Thomas Morwinsky 9 any House Minas Ithil Name Glossary Chris Seeman, David Salo 13 any Optional Mithril and MERP Chris Seeman 18 any House Amending “A Brief History of the Thomas Morwinsky 25 any Optional Dwarven Mansions”

Issue 6, May 2009 (77 pages) Title Author Page Game System Category Editorial: Back on track! Thomas Morwinsky 2 any Clad in Mail Oliver Hauss 4 any Core White Hand Rising Lev Lafayette 8 any House Númenórean longevity Thomas Morwinsky 10 any Optional The Eöldrim José Enrique Vacas de la Rosa 23 any House Tharbad Map Name Changes Chris Seeman, David Salo 28 any Optional Banks of the Northern Anduin Johannes Lomborg 30 MERP House – An Overview José Enrique Vacas de la Rosa 58 any House Book Review – “Isildur” Thomas Morwinsky 60 any Core

Issue 7, July 2009 (42 pages) Title Author Page Game System Category Editorial: A Magical Number Thomas Morwinsky 2 any Inside Information Thomas Morwinsky 3 any The Angmarrim Thomas Morwinsky 4 any Optional The Other Side José Enrique Vacas de la Rosa 10 any Optional MERP Supplementary Rules Thomas Morwinsky 16 MERP House The Ebbs and Flows of Númenórean António Simões 26 any House Technology

Issue 8, November 2009 (39 pages) – Focus Theme: Magic Title Author Page Game System Category Editorial: Surprise! Thomas Morwinsky 2 any A Sense of Magic Neville Percy 4 any Core Sense of Magic Neville Percy 6 MERP House Between Canon and Dogma Daniel “Vaco” Vacaflores 8 any Core A Journey in the Dark Daniel “Vaco” Vacaflores 15 any Core The Ways of Magic Daniel “Vaco” Vacaflores 19 any Optional The Nine Nazgûl António Simões 24 any House The Age of Sauron – Preview Padraig Timmins 32 any House

Issue 9, February 2010 (65 pages) – Focus Theme: The Fourth Age Title Author Page Game System Category Editorial: The Dominion of Man Thomas Morwinsky 2 any Inside Information Thomas Morwinsky 4 any The Age of Sauron Padraig Timmins 5 any House The Heirs of Elessar and the Fourth Age Thomas Morwinsky 14 any House A Fourth Age Chronology Tom Davie 29 any House Religion in Angmar Thomas Morwinsky 39 any House

Issue 10, August 2010 (69 pages) Title Author Page Game System Category Editorial: Finally Here! Thomas Morwinsky 2 any do not have wings Thomas Gießl 4 any Core –but they do fly! The problem of Gil-galad and the Thomas Morwinsky 13 any Core ‘House of Finrod’ A History of Story-Telling Games and Travis Henry 23 any House other Imaginary Depictions of Middle-earth The ‘Other Hands’ Restoration project Thomas Morwinsky and Ronald K. 25 any House An October weekend in Middle-earth Thomas Abbenhaus 28 any House The Art of Magic – a magic system for Daniel “Vaco” Vacaflores 31 house system Optional/House Middle-earth

Issue 11, January 2011 (126 pages) Title Author Page Game System Category Editorial: A belated Christmas and New Thomas Morwinsky 2 any Year’s present Inside Information Thomas Morwinsky 4 any Agazlam Severin, Isildur’s Heir 6 any House Roleplaying Battles in Middle-earth José Enrique Vacas de la Rosa 77 any House Simplified System—Chronicles of Daniel “Vaco” Vacaflores 79 own system House Middle-earth Moldewarp stats for LotRRPG José Enrique Vacas de la Rosa 87 LotRRPG House Things a PC should know Tom Davie 89 any Optional/House The Tale of Years Thomas Gießl 90 any Core Únati and Axani Neville ‘Osric’ Percy 107 any Core

Issue 12, July 2011 (57 pages) Title Author Page Game System Category Editorial: Holding our breath Thomas Morwinsky 2 any Inside Information Thomas Morwinsky 4 any Númenórean Longevity Revisited Thomas Morwinsky 5 any Core An Unexpected Party David Daines 11 any House The Phenomenon of “Eternal Realms” in Thomas Morwinsky 16 any Optional Middle-earth RPG settings Quendi Daniel “Vaco” Vacaflores 23 own system & Optional MERP