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Faces of Middle-Earth the Eldalië

Faces of Middle-Earth the Eldalië

Faces of Middle-earth The Eldalië

Written and Edited by J. Karpan © Copyright 2005

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Lenwë ...... 63 Table of Contents Lúthien, Princess of Doriath ...... 64 Introduction ...... 2 the Tall ...... 67 The Eldalië...... 4 Maeglin Son of Eöl, Child of the Twilight...... 69 Quendi Race...... 5 Maglor...... 71 Calaquendi Traits ...... 6 Olwë, King of the Teleri at Alqualondë ...... 72 Vanyar ...... 6 Orodreth, Last King of Nargothrond...... 74 ...... 6 Turgon, King of Gondolin ...... 75 The Oath of Fëanor ...... 7 House of Fëanor ...... 7 House of Finarfin ...... 8 House of Fingolfin...... 8 Teleri ...... 9 Moriquendi Traits...... 9 Falathrim...... 9 Nandor...... 10 Sindar...... 10 Eldarin Divine Rank...... 11 Effects of Eldarin Divine Rank ...... 11 Fëanor and Friends...... 12 Aegnor, Aikanáro, “the Fell Fire” ...... 12 Amras ...... 13 Amrod...... 14 Angrod, Angaráto, “Iron-Eminent One” ...... 15 Aredhel, Ar-Feiniel the White Lady ...... 17 Undómiel ...... 18 Beleg Cúthalion, Chief March Warden of Doriath 18 Caranthir the Dark...... 19 Celeborn, Lord of the Galadrim...... 21 , the Hand of Silver ...... 22 Celegorm the Fair...... 24 Círdan the Shipwright, Lord of the Falas ...... 25 Curufin the Crafty...... 26 Daeron the Singer ...... 28 , Son of Lenwë ...... 29 Dior Aranel, Dior Eluchíl, ’s Heir ...... 30 Ecthelion of the Fountain ...... 32 Elladan ...... 33 Elrohir ...... 34 Half-elven, Lord of ...... 35 Elwë Singollo, the Hidden King of Doriath...... 36 Eöl the Dark of Nan Elmoth...... 40 Ereinion Gil-galad, Scion of Kings ...... 41 Fëanor, High Prince of the Noldor in Tirion...... 43 Finarfin, King of the Noldor in Tirion...... 46 Fingolfin, of the Noldor in ...... 48 Fingon the Valiant...... 50 ...... 51 Finwë, High King of the Noldor...... 54 , the Lady of Light...... 56 ...... 58 Ingwë, High King of the Elves ...... 60

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More material will be released as it is completed. Questions Introduction and comments can be directed to [email protected]. Since the earliest inceptions of Dungeons & , Thank you for your continued interest and support. the literary works of J.R.R. Tolkien have played a mighty —Joe Karpan hand in the vision ascribed to the myriad worlds of th imagination to which the game has given rise. From 28 June, 2005 to Balors, dragons and their hoards of treasure, the foul race of , the fair and noble and nigh immortal Elves, the stunted and brusque Dwarves—all of these images and ideas have their origin in the realm of Middle-earth. The beginning of this project was an attempt to reconcile the Eldarin Lords of the 1st Age into the mechanics for Dungeons & Dragons version 3.5. With the foundations of the Eldarin races, the work began with the anchor-stone of Fëanor the Spirit of Fire. From there, other characters were measured in-balance with his stats—made stronger or weaker, more or less Charismatic, of higher or lower level, of lesser or greater (if any) skill in the crafts, etc. After a year of writing and postulating and more writing, the 40 Eldar Lords presented in this volume of Faces of Middle- earth were completed. Despite revisions to Fëanor’s initial build, the relativity has remained the same, and the other Lords and Ladies of the Eldar are paced against Fëanor at the height of his power—during his time in Tirion just before he was exiled by the Valar. More work was done during that time which was the impetus for the continuation of the effort. The races of the Men were developed, followed by that of the Khazâd. Soon, it became evident that even the Maiar and Valar would need to be rendered into the mechanics, for there was a great need for in the Fellowship collection (see the appendices to this text, coming soon). Currently, as of this writing on 28th June, 2005, there is about twice as much material completed as is being presented here. Racial characteristics for the races of the Atani, new prestige classes previously released but somewhat revised, including the skillful Aulendur, apprentice to Aulë the Smith, and the cunning March Warden. Enemies there are also—from the cave trolls and the race of foul Ungoli all the way up to the dreaded Melkor himself. All of these things will be released in due time. It’s a one- band here, so give it time. Here, however, is the collection of the races of the Eldar and their Lords and Ladies. There is a sufficient amount of material from non-Open Game sources in this text. As a rule, anything from such non-Open material is cited and unexplained. Citations are as follows: CV: Complete Adventurer, CA: Complete Arcane, CD: Complete Divine, CW: Complete Warrior, E: Book of Exalted Deeds, V: Book of Vile Darkness. Also, direct quotes from Tolkien’s work are also cited in the footnotes. Lastly, the only revision presented in the Complete series not accepted by this text is that give to the Enhance Spell feat. Despite its reprinting in Complete Arcane, Enhance Spell functions as it is written in the Epic Level Handbook.

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miles, in the Blessed Realm of . The Quendi were at first unwilling, knowing of the Valar only the tumults of The Eldalië war. Oromë then chose three ambassadors of their people— Elwë, Finwë, and Ingwë—to go to Valinor and speak for “But the Quendi shall be the fairest of all earthly creatures, their people. and they shall have and shall conceive and bring forth more beauty than all my Children;” 1 “And coming they were filled with awe by the glory and

majesty of the Valar, and desired greatly the light and It was a time before the light of the sun, before the stars in splendour of the Trees.” 3 the sky were as numerous or as friendly as they are even today, it was a time when a great darkness blanketed the Upon the return of the three ambassadors from the Blessed world. It was darkness before the fear thereof, and lost Realm, the Quendi began the first sundering of their fair amidst it was the world of Middle-earth, for in Aman the people. The three ambassadors were named kings of their gave off a blessed light. Great people, and their councils made way for the greatest mountainous trees and low-growing lichens alike slept in migration Middle-earth has ever seen. Those who elected to this sound void, awaiting the time of light to come. Deep in undergo the march from Cuiviénen were known as ‘the the east, in a land known by its first inhabitants as Eldar’ which in means ‘People of the Stars’. Those ‘Cuiviénen’, awoke the Elves, the Firstborn of the Children Quendi who remained behind were afterwards known as ‘the of Ilúvatar. Long foreseen these creatures were, and loved Avari’, or the Unwilling. from the distance of eons by the Valar—the godly kings of the World who were in a silent war with their evil brother Those Eldar who succeeded at crossing the Sundering Sea Melkor. Even in those dark and early times, Melkor’s were welcomed to the land of Valinor and received into its shadow harried the Children of Ilúvatar from his stronghold bliss. Initially, only the Vanyar and the Noldor lived in Utumno, and filled them with fear of the dark, amongst other Valinor. They lived peacefully in the city of Tirion on the things. The Oromë was the first to chance upon these hill of Túna. Later, what members of the Teleri who heeded Children who, with spoken words unique amongst all other Ulmo arrived, and the Vanyar moved from Tirion to the life, had named themselves the ‘Quendi’, those who speak interior of Valinor. Now those of the Eldar who became lost with voices. Oromë dwelt there but briefly, and upon on the long road or who turned away from it in favor of returning to Valinor he roused the Valar to council. The other lands or other lords became known (along with the decision was made and the Valar marched in strength of war Avari) as the Moriquendi, the Dark Elves, for they have against Melkor’s power in the north of Middle-earth. Despite never beheld the Light that was before the Sun and the the strength and numbers of the Valar, Melkor was not a Moon. pushover and he never forgot that his downfall was a result of the waking of the Elves. The largest and last group of Eldar to leave Cuiviénen was

called the Teleri, and the majority of these elves never made “Melkor met the onset of the Valar in the North-west of it to the Blessed Realm. Instead, many of them lingered Middle-earth, and all that region was much broken.” 2 behind and did not heed the call of Ulmo, the Vala who

brought the Eldar across the Sundering Seas, favoring Many bays and rivers were changed in this assault, and the instead to search for their missing king, Elwë. Upon his Quendi saw from afar the might of the Valar and their return from Nan Elmoth, Elwë took the name Thingol and enemies. After Melkor’s capture and sentencing, the Valar become king of the family of Teleri called the Sindar. With held council again to decide the fate of the Elves. Ulmo the help of Thingol's wife , a spirit, the Sindar spoke against bringing them in their entirety to Valinor, became the fairest and most skillful people of the First Age. advocating that the Firstborn be left to order the realms of

Middle-earth and lead themselves in life and learning. His Still yet others were persuaded by the Maia Ossë to remain was drowned out, however, in part for the fear held by behind after all voyages were done, to live on the shores of the Valar of the shadowy world wherein many of Melkor’s Middle-earth and fill the air with music and be masters of dark servants had fled during the battles. Moreover, the the sea. These were called the Falathrim, and the lived under Valar were desirous of the Elves, their beauty and their the peaceful lordship of Círdan the Shipwright for several fellowship. millennia. The Nandor were a large family of the Teleri who

came last into Beleriand and were lead by Denethor, son of So it was that Oromë declared to the Quendi that their safety Lenwë. Thingol permitted them to live in the eastern lands rested in the West, beyond the sundering seas and the far of Ossiriand.

1 J.R.R. Tolkien, Silmarillion, p. 41 2 3 J.R.R. Tolkien, Silmarillion, p. 51 J.R.R. Tolkien, Silmarillion, p. 52

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The following is a family tree which illustrates the genealogical breakdown of the Quendi race:

Quendi Race

The Quendi

The Avari The Eldar

Moriquendi Calaquendi

Sindar Vanyar

Nandor Noldor

Falathrim Teleri

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the Vanyar there are practically none renown, save Ingwë Calaquendi Traits the High King of the Elves in Valinor.

Medium-size. The Vanyar are tall and beautiful. Their hair is usually Base speed 30 ft. golden or silver-white, and their eyes range from deep Immune to diseases (including magical diseases such as purple to gold. lycanthropy and mummy rot)

Immortal: Calaquendi do not suffer penalties from aging, W Vanyar Traits and have no maximum lifespan. Vanyar receive 25 bonus ability points to apply to their Elf Blood: For all effects related to race, a Calaquendi is starting ability scores. These bonus points are inherent considered an elf. points, and no more than 5 can be applied to any one score. Calaquendi do not need to sleep or rest, save for purposes of Vanyar receive a +8 racial bonus to Constitution checks to recovering ability damage, hit point damage, and arcane resist damage from extreme weather. spells. Favored Class: Any Elf Eyes (ex): Calaquendi can see four times as well as a Alignment: Lawful Good human in shadowy illumination. Additionally, Calaquendi Calaquendi Traits: See above. receive a +4 racial bonus on Spot checks. Beloved of Manwë and Varda (ex): As the fairest of the Firstborn (ex): Calaquendi are among the Firstborn Firstborn, the first to cross Middle Earth to see the Light of Children of Ilúvatar. They are highly empathic with the Valinor, and those that sit at the feet of the Powers, Vanyar world around them, possessing an intimate knowledge of do not automatically fail any roll by rolling a natural 1. their environment as a whole. As such, Calaquendi are treated as having maximum ranks in Survival according to their total character level and regardless of their class(es). In Noldor addition, Calaquendi have Wild Empathy as a Druid with a “Next came the Noldor, a name of wisdom, the people of bonus equal to their character level + their Charisma Finwë. They are the Deep Elves, the friends of Aulë, and modifier. This is effectively an insight bonus to the Wild they are renown in song, for they fought and laboured long Empathy class ability; thus, if a Calaquendi takes levels in and grievously in the northern lands of old.” 5 Druid or Ranger, the Wild Empathy score is equal to his character level plus his class levels in Druid or Ranger plus The Noldor are the most renown of all the Eldar, their his Charisma modifier. descendants having suffered long and toiled hard across the Light of Valinor (ex): All of the Calaquendi have in some face of the World. Of all the families of the Quendi, the way seen the light that was before the Sun and the Moon. As Noldor holds the most famous (and infamous). a result of this divine influence, all races of Calaquendi are treated as having divine rank 0 (quasi-deity). Therefore, Finwë was their first and highest king, and was slain by Calaquendi have the following benefits: immune to before the coming of the Sun and the Moon. His transmutation, energy drain, ability drain, mind-affecting sons Fëanor, Fingolfin, and Finarfin helped to steer the fate effects; damage reduction 10/epic; fire resistance 5; spell of the 1st Age. Fëanor developed art and skill beyond resistance 15+CR. Also, all Calaquendi are Outsiders with description, and created the , over which the World the "native" and "good" subtypes. was nearly lost, as well as the palantíri, without which the Level Adjustment: +7 Númenóreans would have had a much harder time defending their realms. Vanyar Fëanor’s grandson Celebrimbor helped (in his guise “The smallest host and first to set forth was led by Ingwë, as Annatar) to create the many fabled . The the most high lord of all the Elvish race. He entered into Three Elven Rings he wrought himself, and without the aid Valinor and sits at the feet of the Powers, and all Elves of Annatar, thereby securing a bastion of strength against the revere his name;” 4 Dark Lord during the War of the Elves and Sauron.

The Vanyar are the highest and most revered of all the Galadriel, daughter of Finarfin, held power in Middle-earth Elves. Theirs was the first of the Eldar to reach the Blessed rd until the end of the 3 Age. She was the bearer of Nenya, the Realm, followed shortly thereafter by the Noldor. Among Ring of Adamant, and a chief member of the White Council.

4 5 J.R.R. Tolkien, Silmarillion, p. 52 J.R.R. Tolkien, Silmarillion, p. 53

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will immediately fall under the Doom of the Noldor, no save Noldor are tall and fair to behold. Their hair is usually very allowed. dark, as are their eyes. House of Fëanor W Noldo Traits Noldor receive 15 bonus ability points to apply to their The House of Fëanor is a fell and haughty group of Eldar. starting ability scores. These bonus points are inherent After Fëanor’s death, they are driven by the swift and deadly points, and no more than 5 can be applied to any one score. hands of Fëanor’s seven sons—Amrod, Amros, Caranthir, Noldor receive a +8 racial bonus to Constitution checks to Celegorm, Curufin, Maedhros, and Maglor—and are restless resist damage from extreme weather. in their pursuit of the Silmarils. This passion has driven most Favored Classes: Any two of the love from their hearts, filling them with despair and Alignment: Chaotic Good anger. Over time the House of Fëanor falls from all grace st Calaquendi Traits: See above. and scatters like a wind before the end of the 1 Age. Friend of Aulë (ex): Noldor have learned much from the Vala Aulë who among the Valar is a smith and a master of Of this House, only Maedhros and Maglor survive to see the all crafts. As a result of their learning and further defeat of Melkor, though their demands for the reclaimed development of the teachings of Aulë, Noldor are gifted with Silmarils are met only with denial and command to return to 12 bonus skill points at first level and 3 bonus skill points Aman and await the judgment of the Valar. every level thereafter which they can spend on Appraise, any Craft, Knowledge, or Profession skills while observing Refusing the summons, Maglor and Maedhros steal back the normal rules for cross-class skills. Ranks in skills purchased Silmarils, only to find their hearts are no longer worthy of with these points are treated as an insight bonus to the skill their bliss as they are scorched by the touch of their father’s itself, and do not count towards the maximum number of greatest works. Maedhros, in his angst, cast himself into a ranks a Noldo can have in a Craft or Profession skill. fiery pit, bringing his Silmaril with him into the depth of the earth. Maglor threw his into the sea and wandered the shores thereafter, singing in lamentation for all his grief and loss.

The Oath of Fëanor The House of Fëanor alone maintained the dark hair and “They swore an oath that none shall break, and none should pale complexion typical of the ancient Noldor. take, by the name even of Ilúvatar…vowing to pursue with vengeance and hatred to the ends of the World Vala, Demon, W House of Fëanor Elf or Man as yet unborn, or any creature, great or small, Noldo Traits: See above. good or evil, that time should bring forth unto the end of Alignment: May now be Evil (this appropriately changes days, whoso should hold or take or keep a Silmaril from Outsider subtype). their possession.” 6 Kinslayer (ex): As slayers of the Teleri in Alqualondë, the Noldor were the first of all the speaking people to slay their Because of the Oath of Fëanor, Noldorin elves are beset at own kind. As such, Sons of Fëanor suffer a profane penalty once by a great strength and a great curse. There is, on all Bluff, Diplomacy, and opposed Charisma checks however, a distinction among the Noldor themselves. Those equal to their level. This penalty applies on any of the Noldor who remained in Tirion under the lordship of aforementioned rolls made towards any Teleri, Sindar, or Finarfin are pardoned any grievance on behalf of the actions Eldar of the Falas. In addition, class abilities or spells which of Fëanor and the exiled Noldor. However, all those of grant morale bonuses (such as Inspire Courage or Aura of Noldorin race who exiled themselves from Valinor during Courage) used by a member of the House of Fëanor work the 1st Age were cursed with the Kinslaying at Alqualondë. only for others of that house, those of the Laiquendi or the Albeit not all those Noldor took Fëanor as their true king, as Avari, or other non-Quendi allies. many more had love for Fingolfin and his household. It is Swords of the Noldor (su): Any sword (or any other this Oath of Fëanor which divides the houses of the Noldor slashing or piercing melee weapon) which a Noldo crafts is forever into the following three: House of Fëanor, House of treated by any Noldo who wields it as a magic weapon of the Finarfin, and the House of Fingolfin. Apply the following same type for purposes of bypassing damage reduction. additions or changes to the Noldor depending on their caste. Noldor with more than 20 character levels treats a Sword of Furthermore, it is not impossible for other entities to become the Noldor as an epic weapon of the same type for purposes engulfed by the Oath of Fëanor. In fact, once the Oath of of bypassing damage reduction. Fëanor is made, any living creature who covets the Silmarils Doom of the Noldor (ex): "To evil end shall all things turn that [the Noldor] begin well; and by treason of kin unto kin, and the fear of treason, 6 shall this come to pass. The Dispossessed shall they be J.R.R. Tolkien, Silmarillion, p. 83

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forever…For blood ye shall render blood, and beyond Aman greatly reduced by the time they first stepped back into ye shall dwell in Death's shadow.” 7 Middle-earth.

Noldor have upon them a horrible curse. The very nature of As the silver trumpets of Fingolfin’s host blew to signal their the Doom of the Noldor is difficult to express mechanically, return, the Moon rose for the first time, an the Ages of the therefore those of the House of Fëanor are always suspicious Stars came to a sweet end. Fingolfin’s son Fingon assuaged of their own kin, fearing the promise of treason and trusting the rift between the Houses of Fingolfin and Fëanor with his only their most immediate family. For all intents and daring rescue of Maedhros from Thangorodrim, Melkor’s purposes, long-term plans of the House of Fëanor and the mountainous stronghold in the north. In return for this great House of Fingolfin are assumed to fail over time, regardless kindness, Maedhros abdicated his claim to the kingship of of any applied ability checks, skill checks, etc. This effect is the Noldor, handing the crown to his uncle Fingolfin. not always immediate and may take generations to come into effect at all. The fall of Gondolin is a prime example. DM's Fingolfin himself was no short replacement fir Fëanor. Near discretion and player participation is required for an the end of the Dagor Bragollach, Fingolfin rode appropriate reflection of the Doom, as its effect is often the unchallenged to the gates of Angband and stood toe-to-toe crux of stories and campaigns integral to the overall with Morgoth himself! The fight had the inevitable end, but consistency of the world as a whole. Furthermore, it is not Morgoth had been wounded seven times by the Noldo king, impossible for other entities to become engulfed by the Oath and when the Dark Vala prepared to break Fingolfin’s body, of Fëanor. In fact, once the Oath of Fëanor is made, any he was marred again!—this time in the face by Thorondor, living creature who covets the Silmarils will immediately King of Eagles, come to preserve the body of the fallen king. fall under the Doom of the Noldor, no save allowed. Upon his death, Fingon took up the throne. He was a fair and noble king, but was slain by Gothmog in the Battle of House of Finarfin Unnumbered Tears. Thereafter, Turgon of Gondolin became The House of Finarfin is a peaceful one. After the the High King, and stood longest of all the Noldorin realms Kinslaying at Alquolondë and the Doom of Mandos, against the might of Morgoth and the swell of the darkness Finarfin repented of his willful ways. He returned home to from the pits of Angband. Tirion in Valinor, was forgiven by the Valar for his rebellion, and was named King of the remaining Noldor in In the end, though, the Noldor were overcome. Their Doom Valinor. During the War of Wrath, Finarfin led the Noldorin was wrought with the betrayal of Maeglin to Morgoth. divisions of the Host of the West. Gondolin fell in flames, Turgon was slain in the defense of the King’s Tower, and Ecthelion slew Gothmog in the Being descended from Finwë’s second wife, Indis of the square. All seemed doomed to failure and death, but Vanya, the House of Finarfin was typically blonde or Glorfindel lead Tuor and his family out of Gondolin through golden-haired with a hale and fair complexion. a pass called he Eagles’ Cleft. There, their company was attack by a , who Glorfindel sacrificed himself to slay. W House of Finarfin Noldo Traits: See above. Despite all this grief and death, Tuor and his son Eärendil Alignment: May now be Lawful. managed to escape safely to the Havens of Sirion. There, Eärendil wed Elwing of Doriath, who bore to him twin sons: House of Fingolfin Elros and Elrond.

The House of Fingolfin is a troubled and wearied one. Elros became the first King of Númenor and Elrond chose Doomed by Mandos the same as the House of Fëanor, those the fate of the Eldar, befriending Gil-galad and establishing loyal followers of Fingolfin were first to feel the bite of their the serene safe-house of Imladris just west of the Misty inevitable despair. Mountains.

Upon reaching the northern coasts of Aman, the House of Being descended from Finwë’s second wife, Indis of the Fingolfin was betrayed and abandoned by Fëanor, left to Vanya, the House of Fingolfin was typically blonde or walk either back to Valinor or across the Grinding Ice of the golden-haired with a hale and fair complexion. north. Fearful of the wrath of the Valar, the House of Fingolfin pressed on. Crossing the deadly ices and freezing W House of Fingolfin temperatures of the north, the House of Fingolfin was Alignment: May now be Lawful. Swords of the Noldor (su): See above. Doom of the Noldor (ex): See above. 7 J.R.R. Tolkien, Silmarillion, p. 88

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Teleri “The greatest host came last, and they are named the Moriquendi Traits Teleri, for they tarried on the road, and were not wholly of a Medium-size. mind to pass from the dusk to the light of Valinor.” 8 Base speed 30 ft. Immune to diseases (including magical diseases such as The Teleri are perhaps the most diverse group of all the lycanthropy and mummy rot) Eldar. The last and greatest group of Elves to march from Immortal: Moriquendi do not suffer penalties from aging, Cuiviénen, the Teleri were sundered many times along their and have no maximum lifespan. long road to Aman. Elf Blood: For all effects related to race, a Moriquendi is considered an elf. The first sundering came before the crossing of the Misty Moriquendi do not need to sleep or rest, save for purposes of Mountains. There, Lenwë took a great number of Teleri and recovering ability damage, hit point damage, and arcane moved south along the banks of the Anduin river. These spells. Elves would later enter Beleriand under the lordship of Elf Eyes (ex): Moriquendi can see four times as well as a Denethor to settle Ossiriand. human in shadowy illumination. Additionally, Moriquendi receive a +4 racial bonus on Spot checks. The second sundering came when Elwë was lost to Nan Firstborn (ex): Quendi are the Firstborn Children of Elmoth. While his closest relations were desperately Ilúvatar. They are highly empathic with the world around searching Beleriand for him, Ulmo came and began the them, possessing an intimate knowledge of their process of delivering the Teleri over the sea to Aman. Those environment as a whole. As such, Quendi are treated as who could not bear to leave without Thingol were left having maximum ranks in Survival according to their total behind and called themselves the Eglath—the forsaken. character level and regardless of their class(es). In addition, Quendi have Wild Empathy as a Druid with a bonus equal to Olwë, Elwë’s brother, took the kingship of the Teleri then, their character level + their Charisma modifier. This is and never saw his brother again for many ages. These Teleri effectively an insight bonus to the Wild Empathy class lived on Tol Eressëa, the Lonely Isle, and with the ability; thus, if a Quendi takes levels in Druid or Ranger, the instruction of Ossë were able to settle the shores of Aman. Wild Empathy score is equal to his character level plus his There, they build the beautiful port city of Alqualondë, the class levels in Druid or Ranger plus his Charisma modifier. scene of the Kinslaying in ages to come. Level Adjustment: +3

Teleri were of average height for Eldar (6- to 7-feet tall) and possessed fair hair and complexions. Falathrim "Some [Ossë] persuaded to remain; and those were the W Teler Traits Falathrim, the Elves of the Falas,…the first mariners in Teleri receive 5 bonus ability points to apply to their starting Middle Earth and the first makers of ships. Círdan the 9 ability scores. These bonus points are inherent points, and no Shipwright was their lord.” more than 5 can be applied to any one score. Teleri receive a +4 racial bonus to Constitution checks to Some of those Teleri taken to Valinor were persuaded to resist damage from extreme weather. remain behind in Middle-earth by Ulmo’s servant Ossë, who Favored Classes: Any two loved the singing of the Teleri so dearly that he couldn’t bear Alignment: Neutral Good to see them leave. This was the third sundering of the Teleri. Calaquendi Traits: See above. Beloved of Ossë (ex): The shores of the sea will always care W Falathrim Traits for the Teleri and the seas themselves yield to the sterns of Falathrim receive 5 bonus ability points to apply to their the white ships of the Teler sailors. Teler sailors receive an starting ability scores. These bonus points are inherent insight bonus to Profession (sailor) and Profession (fishing) points, and no more than 5 can be applied to any one score. checks equal to their character level. Additionally, seaside Falathrim receive a +4 racial bonus to Constitution checks to Teleri settlements are never subjected to more than resist damage from extreme weather. inclement weather for one mile from their borders in all Favored Classes: Expert and Druid or Bard (select at 1st directions. level) Alignment: Neutral Good Moriquendi Traits: See above.

8 9 J.R.R. Tolkien, Silmarillion, p. 53 J.R.R. Tolkien, Silmarillion, p. 58

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Beloved of Ossë (ex): The shores of the sea will always care lordship of Thingol and the teaching of Melian they became for the Teleri and the seas themselves yield to the sterns of the fairest and the most wise and skilful of all the Elves of the white ships of the Teler sailors. Teler sailors receive an Middle Earth.” 11 insight bonus to Profession (sailor) and Profession (fishing) checks equal to their character level. Additionally, seaside The Sindar are the descendants of the Eglath, gathered by Teleri settlements are never subjected to more than the return of their lord Elwë from Nan Elmoth, and inclement weather for one mile from their borders in all constituted the majority of Elves in Beleriand. directions. With Thingol as their lord and Melian as his wife and council, the Sindar grew populous, wise, and majestic Nandor beyond all others of the Eldar in Beleriand. Only the Noldor “…and they were called the Laiquendi, the Green-elves, of Valinor outdid the Sindar in skill or martial prowess. 10 because of their raiment of the color of leaves.” Sindar were tall and fair of face, eye, and form. Led to Beleriand by Denethor, the Nandor were the last of the Eldar to reach the western lands of Middle-earth, though W Sinda Traits they never basked in the Light of Valinor. Settling in the Sindar receive 10 bonus ability points to apply to their land of seven rivers, the Nandor were a lightly armed, starting ability scores. These bonus points are inherent reclusive people who shunned great exposure to the affairs points, and no more than 5 can be applied to any one score. of the other Eldar. Their lord Denethor was slain on Amon Sindar receive a +6 racial bonus to Constitution checks to Ereb in the first Wars of Beleriand, sign enough for the resist damage from extreme weather. Nandor to keep to their own affairs. Favored Classes: Expert and Ranger or Bard (select at 1st level) W Nando Traits Alignment: Any Nandor receive 5 bonus ability points to apply to their Moriquendi Traits: See above. starting ability scores. These bonus points are inherent The Singers (ex): The Sindar are known as the fairest points, and no more than 5 can be applied to any one score. singers of all the Eldar, save only Maglor son of Fëanor. As Nandor receive a +4 racial bonus to Constitution checks to such, all Sindar are considered to have maximum ranks in resist damage from extreme weather. Perform (singing) according to their character level, Favored Classes: Expert and Ranger or Bard (select at 1st regardless of class(es). In addition, Sindar gain a level) competence bonus on Perform (singing) checks equal to Alignment: Any Good their Charisma modifier when using the countersong Bard Moriquendi Traits: See above. class ability. Green-Elves (ex): Nandor are at home in the forests of Teaching of Melian (ex): The Sindar have a penchant for Ossiriand, the Land of Seven Rivers and are not idly called learning all sorts of skills with which their mastery comes at the Laiquendi, or Green-elves. While in any natural terrain, no great difficulty. Therefore, Sindar are gifted with 8 bonus Nandor receive an insight bonus to Hide checks equal to skill points at first level and 2 bonus skill points every level their total character level. Nandor can attempt to use this thereafter which they can spend on any number of skills ability even without cover and while under direct while observing normal rules for cross-class skills. Ranks in observation. Furthermore, while in areas which are even skills purchased with these points are treated as an insight lightly forested, Nandor receive an insight bonus to Climb bonus to the skill itself, and do not count towards the checks equal to their total character level. maximum number of ranks a Sinda can have in any skill. Wood-friend (sp/su): Nandor have learned not only how to Despite the fall of Doriath, the teaching of Melian is not lost empathize with trees, but how to glean otherwise invisible to the Sindar who remained in after days. resources from the trees themselves. As a result, Nandor are considered to have speak with plants as a spell-like ability at will. Furthermore, any wooden weapon wielded by a Nandor is treated as a magic weapon of the same type for purposes of overcoming damage reduction.

Sindar "They are called the Sindar, the Grey-elves of starlit Beleriand; and although they were Moriquendi, under the

10 11 J.R.R. Tolkien, Silmarillion, p. 96 J.R.R. Tolkien, Silmarillion, p. 91

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Eldarin Divine Rank The Calaquendi are the most glorious of the Children of Ilúvatar to have walked the surface of Aman. Just basking in the light of Valinor bequeaths upon the Quendi the benefits of divine rank (DvR) 0. In additional to this power, the lords of the Calaquendi have 1 Eldarin Divine Rank (EDvR) for every 10 HD they possess, plus additional EDvR based on their title or station. The first table, Lords of Valinor, is used to determine the EDvR of those Eldar who are most renowned for their deeds in Valinor, before the exile of the Noldor and the Kinslaying at Alqualondë. Once these Noldor reach Middle-earth their lords calculate their power based on the second table, Lords of Beleriand.

Lords of Valinor

Title Example Eldarin Divine Ranks After dividing the Lord’s hit dice by 10 and adding the High King in Valinor Ingwë 6 appropriate bonus from the tables above, round the figure King in Valinor Finwë 5 down to the nearest whole number. The result is the High Prince in Valinor Fëanor 4.5 number of EDvR the Lord in question possesses. See the Prince in Valinor Finarfin 3 following tables to determine the benefits of EDvR. Lords of Beleriand Title Example Eldarin Divine Ranks Effects of Eldarin Divine Rank High King in Beleriand Elwë 4.5 The benefits of lordship amongst the Eldar are manifold, King in Beleriand Finrod 3 and not strict in their application. DMs may allow certain High Prince in leniencies with regard to the tables below and the Fingon 1.5 Beleriand limitations therein. It is not a rule to ignore the tables, but Prince in Beleriand Maedhros 1 it is suggested to keep flavor and/or consistency before strict adherence to any set of rules for character generation. The mechanical benefits of being an Eldarin Lord are as follows: W Eldar Lords derive their ability scores from a point pool determined by their generation. There are exceptions to these rules, but so few and far between that it doesn't profit to accommodate them in the following tables:

Generation Hit Dice Ability (example) Maximums Score Totals W Eldar Lords have the maximum number of hit points per hit die. 1st (Finwë) 50 200 pts W Eldar Lords gain a deflection bonus to AC equal to their 2nd (Fëanor) 45 190 pts Charisma modifier. W Eldar Lords gain a divine bonus to AC, attacks, checks, and 3rd (Finrod) 40 175 pts th saves equal to their EDvR. 4 (Celebrimbor) 35 160 pts W Eldar Lords have resistance to one energy type (acid, cold, th 5 + (Eärendil) 30 150 pts electricity, fire, or sonic) equal to 5 + EDvR. W Eldar Lords have spell resistance equal to their Challenge Rating +15. W Eldar Lords has a modest amount of control over the environment within their realm. This is known as the makers' power and functions as the Godly Realm of the . W Eldar Lords receive salient divine abilities equal in number to their EDvR plus additional salient divine abilities as a deity of their divine rank. W Eldar Lords may perform automatic actions and free actions per round as a deity of their EDvR. W Eldar Lords receive a “portfolio” pertaining to anything which relates to them personally. This ability works in all ways exactly as it does for the Ainur, save that the Eldar Lords do not receive the ability to use either remote sensing or block sensing regarding the event in question, and are simply aware of the occurrence. W Eldar Lords may create magic items pertaining to their portfolio as a deity of their EDvR.

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Fëanor and Friends The following are forty of the most renowned Elves in history, from Aegnor to Turgon. Special rules are detailed in the sidebars with a comprehensive look at variant rules in a later volume. Considering some of the variants as well as an overwhelming majority of these characters being engineered especially against the servants of Morgoth, the Challenge Ratings on many of these Eldar may not coincide to a standard party of reasonably good PCs. Frankly, the Challenge Ratings are not engineered with such a party in mind, but one of evil creatures and characters. Since many people participate in evil games or would like to, the following Eldar are presented as monsters and not as NPCs. Against a good-aligned (or at lest non-evil) group of PCs, reduce the Challenge Ratings presented here by at least 5 to 10 points. Fingolfin’s awesome smite evil damage doesn’t weigh much at all when he’s being attacked by a group of good characters. The same can be said for many of the abilities presented within these characters, so keep that in mind when running encounters based around these creatures. The evil creatures are coming later though, so don’t worry.

Aegnor, Aikanáro, “the Fell Fire” Medium-size Outsider (native, good, demigod) Calaquendi (Noldo, 3rd Generation, House of Fingolfin) Fighter 20/Rogue 10/Expert 10 Eldarin Divine Rank: 4 Hit Dice: 20d10+10d6+330+10d (590 vp, 106 wp) Initiative: +19 (+11 Dex, +8 Superior Initiative) Speed: 100 ft. (20 squares) AC: 45 (+11 Dex, +8 armor, +7 deflection, +4 divine, +5 natural) touch 32, flat-footed 34 Base Attack/Grapple: +30/+44 Attack: Terecris +59 Full Attack: Terecris +59/+59/+54/+49/+44 melee (2d6+21, plus 2d10 vs. evil creatures 17-20) or Terecris +57/+57/+52/+47/+42 primary hand (2d6+21, plus 2d10 vs. evil creatures 17-20) and Terecris +57/+52/+47 off-hand (2d6+16, plus 2d10 vs. evil creatures 17-20) Space/Reach: 5 ft./5 ft. Special Attacks: Sneak attack +5d6 Special Qualities: Calaquendi traits, doom of the Noldor, Noldo traits, wild empathy (+51); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 10/epic; cold resistance 9; spell resistance 49; evasion, improved uncanny dodge, trap sense +6 Saves: Fort +42, Ref +36, Will +34 Abilities: Str 30, Dex 32, Con 32, Int 28, Wis 28, Cha 25 Skills: Climb +57, Craft (armor) +56 (+43 insight), Craft (weapons) +70 (+14 insight), Diplomacy +38, Hide +58, Knowledge (geography) +70 (+14 insight), Knowledge (history) +70 (+14 insight), Knowledge (nobility) +45 (+15 insight), Knowledge (religion) +35 (+27 insight), Knowledge (the planes) +15 (+2 insight), Ride +58, Sense Motive +36, Spot +40, Survival +50 (+4 avoid hazards), Swim +33 Weapon Groups: Axes, basic weapons, bows, exotic double weapons, exotic weapons, heavy blades, light blades Feats: Combat Expertise, Combat Reflexes, Greater Two-Weapon Fighting, Greater Weapon Focus (heavy blades), Greater Weapon Specialization (heavy blades), Hold the LineCW, Improved Bull Rush, Improved Initiative, Improved Sunder, Improved ToughnessCW, Improved Trip, Improved Two-Weapon Fighting, Power Attack, Quick Drawb, Run, Shock TrooperCW, Two-Weapon Fighting, Weapon Focus (heavy blades), Weapon Specialization (heavy blades) Epic Feats: Dire Charge, Epic Speed (x2), Epic ToughnessCW, Epic Weapon Focus (heavy blades), Fast Movement, Superior Initiative Challenge Rating: 34 Equipment/Treasure: Terecris, amulet of natural armor +5, cloak of resistance +5, bracers of armor +8 and light fortification Alignment: Chaotic Good

Terecris (S. ‘-cleaver’) is a fearsome double-bladed sword forged of a clear adamantine alloy. Its blades are over 26” at each end of a 28” adamantine shaft, wrapped in a length of black troll-skin reinforced with shimmering metallic thread. Over

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six-and-a-half feet long from tip to cruel tip, Terecris is a +7 keen/+7 keen double-sword of speed with the following additional powers: W Terecris strikes as a Large double-sword, dealing a base damage of 2d6/2d6. W Terecris deals an additional +2d10 points of damage to any evil creatures it successfully strikes. W Terecris deals normal damage to trolls, regardless of their regeneration.

History: Aegnor was the fourth child of Finarfin, brother to Finrod Felagund, Orodreth, Angrod, and Galadriel. He was tall (7’) and had the “classical” look of a Noldo—dark black hair, curious grey eyes, and fair face. Despite belonging to his father’s House, Aegnor attached himself to the House of Fingolfin after his father’s repentance of the Kinslaying. He followed Fingolfin through the Helcaraxë and into Middle-earth at the first rising of the Moon.

He settled on the northern slopes of Dorthonian, and in doing so, along with his brother Angrod, placed himself in the greatest amount of danger. Threats from Angband approaching the heart of Beleriand were bound to cross his fields and spark his attentions.

Aegnor was a skilled combatant, but in FA 455 both he and Angrod were slain by the lava spewed forth from Thangorodrim at the beginning of the Dagor Bragollach—the Battle of Sudden Flame.

Automatic Actions: As a free action, Aegnor may complete any of his Knowledge skill checks, provided that the DC is 15 or less. Aegnor may perform 2 such free actions per round. Create Magic Items: Aegnor may create magic items of up to 4,500 gp in value pertaining to the pursuit of Morgoth and the reclamation of the Silmarils. Makers' Power: In the highlands of Dorthonian, overlooking Ard-galen, Aegnor has his stronghold. The area is 2 miles in diameter and the air is typically steady from the north, bringing any sound of advance from Angband upon the breeze. Portfolio: the Silmarils, Dorthonian, the Oath of Fëanor Portfolio Sense: Aegnor senses any actions directly related to the Oath of Fëanor, provided that the event affects at least 500 people. Salient Divine Abilities: Battlesense, Divine Celerity, Divine Inspiration, Divine Weapon Focus (heavy blades), Oath of Fëanor†, Shadow of Foresight† †unique SDA

Amras Medium-size Outsider (native, demigod) Calaquendi (Noldo, 3rd Generation, House of Fëanor) Fighter 10/Ranger 10/March Warden 10/Expert 10 Eldarin Divine Rank: 5 Hit Dice: 10d10+20d8+270+10d (530 vp, 63 wp) Initiative: +17 (+9 Dex, +8 Superior Initiative) Speed: 40 ft. (8 squares) AC: 42 (+9 Dex, +8 armor, +10 deflection, +5 divine) touch 34, flat-footed 33 Base Attack/Grapple: +30/+43 Attack: Farothidra (bow) +57, or Farothidra (lance) +50 Full Attack: Farothidra (bow) +57/+57/+52/+47/+42 ranged (2d8+20 19-20), or Farothidra (lance) +50/+45/+40/+35 melee (2d6+16 17-20) Space/Reach: 5 ft./5 ft. Special Attacks: Favored enemy (humanoid [] +4, aberration +4, undead +2), foe slayer +3d10 Special Qualities: Calaquendi traits, doom of the Noldor, Noldo traits, wild empathy (+67); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 10/epic; fire resistance 10; spell resistance 50; favored enemy (humanoid [Orc] +4, aberration +4, undead +2), improved archery combat, fast movement, woodland stride, swift tracker, evasion; warden of the wilds, sending 2/day, camouflage, hide in plain sight Saves: Fort +38, Ref +34, Will +30 Abilities: Str 27, Dex 29, Con 28, Int 32, Wis 29, Cha 30 Skills: Appraise +30 (+2 armor and leather, +4 weapons, +14 insight), Climb +46, Craft (armor) +50 (+10 insight), Craft (blacksmithing) +40 (+24 insight), Craft (bowyer) +40 (+24 insight), Craft (carpentry) +22 (+6 insight), Craft

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(leatherworking) +50 (+18 insight), Craft (weapons) +60 (+11 insight), Handle Animal +37, Heal +48, Hide +57, Knowledge (geography) +80 (+11 insight), Knowledge (nature) +80 (+11 insight), Listen +58, Move Silently +63, Ride +59, Spot +56, Swim +56, Survival +67 (+6 aboveground, +6 avoid hazards) Weapon Groups: Axes, basic weapons, bows, exotic weapons, heavy blades, light blades, spears and lances Feats: Combat Expertise, Enduranceb, Improved Initiative, Manyshotb, Mounted Archery, Mounted Combat, Point Blank Shot, Power Attack, Precise Shot, Rapid Shotb, Ride-by Attack, Spirited Charge, Trackb, Weapon Focus (bows), Weapon Focus (spears and lances), Weapon Specialization (bows), Weapon Specialization (spears and lances) Epic Feats: Epic ToughnessCW, Epic Weapon Focus (bows), Epic Weapon Specialization (bows), Legendary Rider, Legendary Tracker, Superior Initiative, Swarm of Arrows Challenge Rating: 35 Equipment/Treasure: Farothidra, bracers of armor +8 and light fortification Alignment: Chaotic Neutral

Farothidra (S. ‘hunter’s prize’) is a long, heavy greatbow fashioned from wood cured and treated with ancient techniques taught by Oromë, the hunter of the Valar. Farothidra is unadorned save for the grips of knotted leather and functions as a +6 mighty composite greatbow of speed (+8) with the following additional powers: W Farothidra can transform into a +6 heavy lance of impact as a free-action. W Farothidra strikes as a Large greatbow/heavy lance, dealing a base damage of 2d8/2d6. W Farothidra infinitely supplies its own non-magical arrows when drawn dry.

History: Amras was the identical twin of Amrod, the youngest son of Fëanor. He was tall (7’), renown as a skilled hunter, and had a cooler disposition than his older brothers. Still, the Oath of Fëanor had doomed him. Amras, along with his twin, was slain during the attempt to steal the Silmaril from Elwing at the Havens of Sirion.

Automatic Actions: As a free action, Amras may complete any of his Craft or Knowledge skill checks, provided that the DC is 15 or less. Amras may perform 2 such free actions per round. Create Magic Items: Amras may create magic items of up to 4,500 gp in value pertaining to the pursuit of Morgoth and the reclamation of the Silmarils. Makers' Power: In the wild realms of East Beleriand Amras has his stronghold. The area is 2 miles in diameter and the air is typically still, switching to downwind during a hunt. Portfolio: the Silmarils, the Oath of Fëanor Portfolio Sense: Amras senses any actions directly related to the Oath of Fëanor, provided that the event affects at least 500 people. Salient Divine Abilities: Battlesense, Divine Inspiration, Divine Weapon Focus (bows), Master Crafter, Oath of Fëanor†, Shadow of Foresight† †unique SDA

Amrod Medium-size Outsider (native, demigod) Calaquendi (Noldo, 3rd Generation, House of Fëanor) Fighter 10/Ranger 10/March Warden 10/Expert 10 Eldarin Divine Rank: 5 Hit Dice: 10d10+20d8+270+10d (530 vp, 63 wp) Initiative: +17 (+9 Dex, +8 Superior Initiative) Speed: 40 ft. (8 squares) AC: 42 (+9 Dex, +8 armor, +10 deflection, +5 divine) touch 34, flat-footed 33 Base Attack/Grapple: +30/+43 Attack: Nasscris +56 Full Attack: Nasscris +56/+56/+51/+46/+41 two-handed melee (3d8+24 17-20) Space/Reach: 5 ft./5 ft. Special Attacks: Favored enemy (humanoid [Orc] +4, aberration +4, undead +2), foe slayer +3d10 Special Qualities: Calaquendi traits, doom of the Noldor, Noldo traits, wild empathy (+67); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 10/epic; fire resistance 5; spell resistance 50; favored enemy

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(humanoid [Orc] +4, aberration +4, undead +2), improved archery combat, fast movement, woodland stride, swift tracker, evasion; warden of the wilds, sending 2/day, camouflage, hide in plain sight Saves: Fort +38, Ref +34, Will +30 Abilities: Str 27, Dex 29, Con 28, Int 32, Wis 29, Cha 30 Skills: Appraise +30 (+2 armor and leather, +4 weapons, +14 insight), Climb +46, Craft (armor) +50 (+10 insight), Craft (blacksmithing) +40 (+24 insight), Craft (bowyer) +40 (+24 insight), Craft (carpentry) +22 (+6 insight), Craft (leatherworking) +50 (+18 insight), Craft (weapons) +60 (+11 insight), Handle Animal +37, Heal +48, Hide +57, Knowledge (geography) +80 (+11 insight), Knowledge (nature) +80 (+11 insight), Listen +58, Move Silently +63, Ride +59, Spot +56, Swim +56, Survival +67 (+6 aboveground, +6 avoid hazards) Weapon Groups: Axes, basic weapons, bows, exotic weapons, heavy blades, light blades, spears and lances Feats: Combat Expertise, Enduranceb, Improved Initiative, Manyshotb, Mounted Archery, Mounted Combat, Point Blank Shot, Power Attack, Precise Shot, Rapid Shotb, Ride-by Attack, Spirited Charge, Trackb, Weapon Focus (bows), Weapon Focus (heavy blades), Weapon Specialization (bows), Weapon Specialization (heavy blades) Epic Feats: Epic ToughnessCW, Epic Weapon Focus (heavy blades), Epic Weapon Specialization (heavy blades), Legendary Rider, Legendary Tracker, Superior Initiative, Swarm of Arrows Challenge Rating: 35 Equipment/Treasure: Nasscris, bracers of armor +8 and light fortification Alignment: Chaotic Neutral

Nasscris (S. ‘sharp sword’) is an expertly wrought instrument of war. Made from red adamantine, fashioned with a ruby- jeweled guard, a diamond pommel, and three long runners down the length of the blade, Nasscris is a +6 keen adamantine bastard sword of speed with the following additional powers: W Nasscris strikes as a Huge bastard sword, dealing a base damage of 3d8. W Nasscris deals damage to any weapon attempting to sunder it.

History: Amrod was the identical twin of Amras. He was tall (7’), was renown as a skilled hunter, and had a cooler disposition than his older brothers. Still, the Oath of Fëanor had doomed him. Amrod, along with his twin, was slain during the attempt to steal the Silmaril from Elwing at the Havens of Sirion.

Automatic Actions: As a free action, Amrod may complete any of his Craft or Knowledge skill checks, provided that the DC is 15 or less. Amrod may perform 2 such free actions per round. Create Magic Items: Amrod may create magic items of up to 4,500 gp in value pertaining to the pursuit of Morgoth and the reclamation of the Silmarils. Makers' Power: In the wild realms of East Beleriand Amrod has his stronghold. The area is 2 miles in diameter and the air is typically still, switching to downwind during a hunt Portfolio: the Silmarils, the Oath of Fëanor Portfolio Sense: Amrod senses any actions directly related to the Oath of Fëanor, provided that the event affects at least 500 people. Salient Divine Abilities: Battlesense, Divine Inspiration, Divine Weapon Focus (heavy blades), Master Crafter, Oath of Fëanor†, Shadow of Foresight† †unique SDA

Angrod, Angaráto, “Iron-Eminent One” Medium-size Outsider (native, good, demigod) Calaquendi (Noldo, 3rd Generation, House of Fingolfin) Fighter 15/Ranger 15/March Warden 10 Eldarin Divine Rank: 4 Hit Dice: 15d10+25d8+440 (790 vp, 106 wp) Initiative: +18 (+10 Dex, +8 Superior Initiative) Speed: 30 ft. (6 squares) AC: 45 (+10 Dex, +8 armor, +8 deflection, +4 divine, +5 natural) touch 32, flat-footed 35 Base Attack/Grapple: +30/+43 Attack: Beleg Carmangren +57

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Full Attack: Beleg Carmangren +57/+57/+52/+47/+42 melee (3d6+23, plus 1 Con 19-20/plus Fort save (DC 39) or die), or +55/+55/+50/+45/+40 primary hand (3d6+23, plus 1 Con 19-20/plus Fort save (DC 39) or die) and +55/+50/+45 off-hand (3d6+18 19-20/plus Fort save (DC 39) or die) Space/Reach: 5 ft./5 ft. Special Attacks: Favored enemy (humanoid [Orc] +4, aberration +4, undead +4, wolves +2), foe slayer +3d10 Special Qualities: Calaquendi traits, doom of the Noldor, Noldo traits, wild empathy (+71); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 10/epic; cold resistance 9; spell resistance 49; favored enemy (humanoid [Orc] +4, aberration +4, undead +4, wolves +2), two-weapon combat mastery, fast movement, woodland stride, swift tracker, evasion, nature’s blessing, healing touch 1/day; warden of the wilds, sending 2/day, camouflage, hide in plain sight Lore: Skill Saves: Fort +38, Ref +33, Will +30 Abilities: Str 29, Dex 30, Con 32, Int 28, Wis 30, Cha 26 Calculations Skills: Climb +56, Craft (armor) +40 (27 insight), Craft (leatherworking) +15 (+2 insight), The skills presented in this chapter were built under the Craft (stonemasonry) +20 (+7 insight), Craft (weapons) +40 (+27 insight), Handle Animal +57, impression that the Intelligence Heal +57, Hide +57, Knowledge (geography) +47, Knowledge (history) +40 (+27 insight), score of an Eldar Lord would Knowledge (nature) +51, Knowledge (religion) +20 (+7 insight), Listen +48, Move Silently have grown over the vast +48, Ride +61, Spot +46, Survival +57 (+4 aboveground, +4 avoid hazards), Swim +52 amount of time during which they lived. Therefore, in most Weapon Groups: Basic weapons, bows, exotic double weapons, exotic weapons, flails and instances, it is impossible to chains, heavy blades, spears and lances track the skill points earned Feats: Cleave, Combat Expertise, Dodge, Elusive TargetCW, Great Cleave, Greater Weapon using only a Lord’s current Focus (flails and chains), Greater Weapon Specialization (flails and chains), Improved Bull Intelligence score and their hit CW dice. Such details are beyond Rush, Improved Critical (flails and chains), Improved Initiative, Improved Toughness , CW recollection—behind more than Improved Trip, Mobility, Power Attack, Quick Draw, Shock Trooper , Weapon Focus (flails just one curtain—but don’t and chains), Weapon Specialization (flails and chains) worry; all the skills for all the Epic Feats: Devastating Critical (flails and chains), Dire Charge, Epic ToughnessCW, Epic Lords have been painstakingly calculated and plotted and Weapon Focus (flails and chains), Overwhelming Critical (flails and chains), Penetrate Damage double-checked. Also, any Reduction (cold iron), Superior Initiative insight bonuses are annotated Challenge Rating: 34 as such, and conditional Equipment/Treasure: Beleg Carmangren, amulet of natural armor +5, cloak of resistance modifiers are listed for the bonus they grant, not the total +5, bracers of armor +8 and light fortification skill modifier they create. Alignment: Neutral Good

Beleg Carmangren (S. ‘mighty hands of iron’) is the deadly chain that Angrod carried until his passing in the Dagor Bragollach. It is simplistic, perhaps one of the most un-adorned weapons of the Noldorin lords in Middle-earth—a dire length of adamantine links, shimmering with brilliance and skill when Angrod begins its spinning death-song. The Beleg Carmangren is a +6 wounding spiked chain of speed with the following additional powers: W The Beleg Carmangren strike as a Huge spiked chain, dealing a base damage of 3d6. W The Beleg Carmangren cause any servants of Morgoth struck to make a Fort save (DC 41) or be stunned until the beginning of Angrod’s next turn. The save DC is Constitution-based. W The Beleg Carmangren cannot be sundered, dispelled or disjoined.

History: Angrod was the third son of Finarfin, brother of Finrod, and good friend to Fingon. While his father reneged on his self-imposed exile, Angrod joined himself to the House of Fingolfin. After crossing the Helcaraxë, he settled in the highlands of Dorthonian, those hills which overlooked the sprawling fields of Ard-galen.

Angrod was the first of the Noldor from Valinor to confess to Elu Thingol the Kinslaying and all other ill deeds committed by the host of the Noldor after their departure from Tirion. Despite his honesty, Thingol forbade the Noldor from Doriath and outlawed their language of Quenya. Thereafter, he watched over the plains of Ard-galen until FA 455 when both he and his brother were consumed in the magma released at the onset of the Dagor Bragollach—the Battle of Sudden Flame.

Automatic Actions: As a free action, Angrod may complete any of his Knowledge skill checks, provided that the DC is 15 or less. Angrod may perform 2 such free actions per round. Create Magic Items: Angrod may create magic items of up to 4,500 gp in value pertaining to the pursuit of Morgoth and the reclamation of the Silmarils. Makers' Power: In the highlands of Dorthonian, overlooking Ard-galen, Angrod has his stronghold. The area is 2 miles in diameter and the air is typically steady from the north, bringing any sound of advance from Angband upon the breeze.

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Portfolio: the Silmarils, Dorthonian, the Oath of Fëanor Portfolio Sense: Angrod senses any actions directly related to the Oath of Fëanor, provided that the event affects at least 500 people. Salient Divine Abilities: Battlesense, Divine Celerity, Divine Inspiration, Divine Weapon Focus (flails and chains), Oath of Fëanor†, Shadow of Foresight† †unique SDA

Aredhel, Ar-Feiniel the White Lady Medium-size Outsider (native, good, quasi-deity) Calaquendi (Noldo, 3rd Generation, House of Fingolfin) Aristocrat 15 Eldarin Divine Rank: 0 Hit Dice: 15d (20 wp) Initiative: +10 (+6 Dex, +4 Improved Initiative) Speed: 30 ft. (6 squares) AC: 24 (+6 Dex, +8 deflection) touch 24, flat-footed 18 Base Attack/Grapple: +11/+13 Attack: +5 frost shortsword of speed +22 Full Attack: +5 frost shortsword of speed +22/+22/+17/+12 melee (1d6+7, plus 1d6 [cold] 19-20) Space/Reach: 5 ft./5 ft. Special Qualities: Calaquendi traits, doom of the Noldor, Noldo traits, wild empathy (+25); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 10/epic; cold resistance 5; spell resistance 25 Saves: Fort +10, Ref +13, Will +11 Abilities: Str 14, Dex 22, Con 20, Int 24, Wis 23, Cha 27 Skills: Appraise +14 (+7 insight), Bluff +26, Craft (alchemy) +14 (+7 insight), Diplomacy +30, Handle Animal +26, Heal +17, Knowledge (history) +35 (+10 insight), Knowledge (nature) +35 (+10 insight), Knowledge (nobility) +35 (+10 insight), Knowledge (religion) +35 (+10 insight), Ride +28, Sense Motive +24, Spellcraft +16, Survival +26 (+2 aboveground) Weapon Groups: Basic weapons, bows, light blades Feats: Animal Affinity, Improved Initiative, Lightning Reflexes, Self-Sufficient, Skill Focus (Ride), Weapon Finesse Challenge Rating: 10 Equipment/Treasure: The White Cloak, amulet of nondetection, +5 frost shortsword of speed Alignment: Chaotic Good

The White Cloak is a fine, luxurious length of brilliant silk which acts as a cloak of resistance +5 with the following additional powers: W The White Cloak grants immunity to spells with the Light descriptor. W The White Cloak can swirl and ripple upon command, as though in a fierce wind. This effect grants its wearer concealment (20% miss chance).

History: Aredhel (S. ‘noble elf’) is the youngest child of Fingolfin, sister to Turgon, and mother of the infamous Maeglin. She returned to Middle-earth through the Grinding Ice and made the voyage into Gondolin once her brother had completed its construction. Around FA 300, Aredhel desired once again to roam the lands of Middle-earth and to visit her friends, the sons of Fëanor. She feigned otherwise, however, and managed to procure her brother’s leave to withdraw from the Hidden City.

Once beyond the gates, she slipped her escorts and made for the eastern realms of Beleriand. Lost in Nan Elmoth, she drew the unsavory attentions of Eöl the Dark Elf, who spun his magic about her and ensnared her.

Aredhel bore Eöl one child—Maeglin—whose name the Eldar now shun. After Eöl proved to be a domineering and heavy- handed father, Aredhel grew closer to her son, telling him all of her home in Gondolin. Maeglin, in his youthfulness, came to the idea of establishing himself as Turgon’s heir and soon convinced Aredhel to flee Nan Elmoth. Swift as they were, Eöl was soon on their trail, following them all the way to the hidden gates.

During an argument beneath the throne of Turgon, Eöl, embittered, attempted to poison Maeglin with a dart. Aredhel interposed herself, sacrificing her life for her son.

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Arwen Undómiel, the Royal Maiden, the Evening Maiden Medium-size Outsider (native, good, quasi-deity) Calaquendi (Noldo, 7th generation, House of Fingolfin) Aristocrat 6 Eldarin Divine Rank: 0 Hit Dice: 6d (14 wp) Initiative: +5 (+5 Dex) Speed: 30 ft. (6 squares) AC: 28 (+5 Dex, +5 competence, +8 deflection) touch 28, flat-footed 18 Base Attack/Grapple: +4/+5 Attack: Hadhafang +11 Full Attack: Hadhafang +11/+11 melee (1d8+6 19-20) Space/Reach: 5 ft./5 ft. Special Qualities: Calaquendi traits, doom of the Noldor, Noldo traits, wild empathy (+16); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 10/epic; fire resistance 5; spell resistance 21 Saves: Fort +9, Ref +12, Will +16 Abilities: Str 12, Dex 20, Con 14, Int 17, Wis 22, Cha 26 Skills: Bluff +10, Diplomacy +19, Handle Animal +17, Intimidate +10, Knowledge (history) +21 (+9 insight), Knowledge (nature) +23 (+9 insight), Ride +14, Sense Motive +15, Survival +15 (+2 aboveground) Weapon Groups: Basic weapons, bows, exotic weapons, heavy blades, light blades Feats: Persuasive, Track, Weapon Focus (heavy blades) Challenge Rating: 6 Equipment/Treasure: Hadhafang, +5 cloak of resistance Alignment: Neutral Good

Hadhafang is the slender longsword of Arwen Undómiel. Though she has never seen battle, hers is one of the finest weapons made in the late 3rd Age. Hadhafang is a +5 longsword of speed with the following additional powers: W Hadhafang grants Arwen a +5 competence bonus to AC whenever held. Arwen loses this bonus whenever she would lose her Dexterity bonus to AC. W Hadhafang cannot be disarmed.

History: Arwen was born in TA 241 in Imladris, daughter of Elrond. In TA 3019, she wed King Elessar of the Reunited Kingdom. She was named Undómiel for her unrivaled beauty among her people in the 3rd Age.

Beleg Cúthalion, Chief March Warden of Doriath Medium-size Humanoid Quendi (Sinda) Ranger 10/March Warden 20 Hit Dice: 30d8+120 (255 vp, 18 wp) Initiative: +11 (+7 Dex, +4 Improved Initiative) Speed: 40 ft. (8 squares) AC: 35 (+7 Dex, +8 armor, +5 deflection, +5 natural) touch 22, flat-footed 28 Base Attack/Grapple: +25/+30 Attacks: Belthronding +35 or Anglachel +32 Full Attack: Belthronding +41/+41/+36/+31/+26 ranged (1d8+11, plus 1 Con 19-20) or Anglachel +36/+31/+26/+21 melee (3d6+11 15-20) Face/Reach: 5 ft./5 ft. Special Attacks: Favored enemy bonus (humanoids [Orc] +4, outsiders [evil] +4, wolves +2), foe slayer +6d10 Special Qualities: Moriquendi traits, Sinda traits, wild empathy (+43); favored enemy bonus (humanoids [Orc] +7, outsiders [evil] +7, wolves +5), improved archery combat, fast movement, woodland stride, swift tracker, evasion; warden of the wilds, sending 5/day, camouflage, hide in plain sight

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Saves: Fort +23, Ref +26, Will +14 Abilities: Str 20, Dex 25, Con 18, Int 17, Wis 17, Cha 17 Skills: Climb +50 (+12 insight), Craft (trapmaking) +35 (+4 insight), Heal +30 (+9 insight), Hide +50 (+10 insight), Knowledge (geography) +20 (+4 insight), Knowledge (nature) +44 (+4 insight), Listen +40 (+4 insight), Move Silently +45 (+5 insight), Spot +40, Survival +60 (+2 avoid hazards, +2 aboveground, +14 insight) Weapon Groups: Basic weapons, bows, exotic weapons, heavy blades, light blades, spears and lances Feats: Alertness, Improved Critical (bows), Improved Favored EnemyCW, Improved Initiative, Manyshotb, Point-blank Shot, Precise Shot, Rapid Shotb, Trackb, Weapon Focus (bows) Epic Feats: Dire Charge, Epic Skill Focus (Survival), Epic Weapon Focus (bows), Far Slayer, Improved Low-light Vision, Improved Precise Shot†, Swarm of Arrows †non-Epic feat Challenge Rating: 25 Equipment: Anglachel, Belthronding, amulet of natural armor +5, bracers of armor +8, ring of protection +5, quiver of arrow holding (500 +1 wounding arrows of speed) Alignment: Lawful Good

Anglachel, or the Iron Flame, was forged in the depths of Nan Elmoth by the brooding and temperamental Sinda smith Eöl. Made of Eöl's coveted alloy galvorn, an incredibly resilient and workable metal taught to him in secret by the Dwarves of Norgrod, Anglachel was given by him to Elu Thingol in return for a land grant. Eöl had no love for others, especially the Noldor who lived on the northern and eastern borders of his dark forest home. His silent malice and dark hate were both ingrained into every strand of Anglachel, and the sword would prove ruinous to all who ever wielded it. For Beleg, he was killed with Anglachel by his own friend Túrin Turambar, the great Adan champion, but that is another story. Anglachel is a +6 keen galvorn longsword with the following additional powers: W Anglachel strikes as a Huge longsword, dealing a base damage of 3d6. W Anglachel maims its targets. Roll damage twice, take the highest result. W Anglachel deals maximum damage on any confirmed critical hit.

Belthronding is Cuthalion's trusted +6 mighty composite longbow (+5). After centuries of faithful service in battle and travel, Belthronding acquired the following special properties: W Belthronding cannot be sundered. W Belthronding does not automatically fail attack rolls on a natural roll of 1.

History: Beleg Strongbow, Cuthalion, was the chief of the march wardens of Doriath. He assisted the Haladin in Brethil in FA 458, helping to defeat an army of Orcs. He was a good friend to Túrin, the Adan champion, and instructed him in wilderness lore, melee, and archery. In the last year of his life, Beleg bore Anglachel, the cursed sword of Eöl. He rescued Túrin from the Orcs who had captured him on Amon Rûdh, but Túrin slew him with his own sword, unaware of what he was doing.

Caranthir the Dark Medium-size Outsider (native, evil, demigod) Calaquendi (Noldo, 3rd Generation, House of Fëanor) Fighter 20/Aristocrat 20 Eldarin Divine Rank: 5 Hit Dice: 20d10+180+20d (380 vp, 33 wp) Initiative: +18 (+10 Dex, +8 Superior Initiative) Speed: 30 ft. (6 squares) AC: 51 (+10 Dex, +8 armor, +12 deflection, +5 divine, +6 natural) touch 37, flat-footed 41 Base Attack/Grapple: +30/+41 Attack: Caranlhach +53, or +6 mighty composite longbow (+6) of speed +55 Full Attack: Caranlhach +53/+48/+43/+38 melee (3d8+22, plus 3d6 [fire] 17-20/plus 6 [fire]), or +6 mighty composite longbow (+6) of speed +55/+50/+45/+40 (1d8+20, plus 1d6 [fire] 19-20) Space/Reach: 5 ft./5 ft. Special Qualities: Calaquendi traits, doom of the Noldor, Noldo traits, wild empathy (+61); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 15/epic and good; fire resistance 10; spell resistance 48

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Saves: Fort +36, Ref +31, Will +31 Abilities: Str 23, Dex 30, Con 28, Int 30, Wis 30, Cha 34 Skills: Appraise +19 (+2 alchemical, armor, and weapons, +4 bows, +9 insight), Climb +39, Lore: Checks and Craft (alchemy) +50 (+17 insight), Craft (armor) +50 (+17 insight), Craft (bowyer) +45 (+10 insight), Craft (weapons) +33 (+17 insight), Diplomacy +37, Handle Animal +53, Hide +41, Ranks Intimidate +55, Knowledge (architecture & engineering) +45 (+20 insight), Knowledge In this chapter there are a lot of different class-based (history) +45 (+12 insight), Knowledge (nature) +55 (+2 insight), Knowledge (nobility) +45 checks and other numeric (+12 insight), Knowledge (religion) +45 (+13 insight), Ride +57, Survival +55 (+4 values that need to be aboveground) calculated. For any character Weapon Groups: Axes, basic weapons, bows, exotic weapons, heavy blades, light blades, maces with divine rank or Eldarin divine rank, these values are and clubs calculated with the ranks Feats: Cleave, Great Cleave, Greater Weapon Focus (bows), Greater Weapon Focus (heavy included. The list of values blades), Greater Weapon Specialization (bows), Greater Weapon Specialization (heavy so modified includes AC, blades), Improved Critical (bows), Improved Critical (heavy blades), Improved Initiative, grapple checks, attack rolls, bardic knowledge, turn Mounted Combat, Power Attack, Ride-by Attack, Shot on the Run, Spirited Charge, Weapon undead, wild empathy, and Focus (bows), Weapon Focus (heavy blades), Weapon Specialization (bows), Weapon skill checks. These values Specialization (heavy blades) are all appropriately Epic Feats: Dire Charge, Epic Weapon Focus (bows), Epic Weapon Focus (heavy blades), Epic modified by a character’s Weapon Specialization (bows), Epic Weapon Specialization (heavy blades), Legendary Rider, divine rank. Superior Initiative Challenge Rating: 33 Equipment/Treasure: Caranlhach, Carancollo, +6 mighty composite longbow (+6) of speed, amulet of natural armor +6, bracers of armor +8 and moderate fortification, 100 +1 keen flaming arrows Alignment: Neutral Evil

Caranlhach (S. ‘red leaping flame’) is Caranthir’s bloodthirsty sword. Forged by his father Fëanor, Caranlhach is a sight to behold—it is cut exclusively from fire-hardened ruby, has a brilliant diamond guard and pommel, and to merely look upon it is to know its deadly power. Caranlhach is a +8 bastard sword of fiery blast with the following additional powers: W Caranlhach strikes as a Huge bastard sword, dealing a base damage of 3d8. W Caranlhach allows its wielder the use of explosiveCA, maximized, quickened fireball (DC 42) once per round. Caster level 33rd. The save DC is Charisma-based.

History: Caranthir was, of all the Sons of Fëanor, most like his father in temperament. He was hostile, quick to anger, and extraordinarily distrusting of others, especially the sons of Finarfin and the Edain. He occupied the region of Middle-earth known as ‘Thargelion’, situated near Lake Helevorn, and guarded the open lands east of Maglor’s Gap. He was the first of the Eldar to encounter the Khazâd, and all trade between the two races originally passed first through his hands, making him and his people extremely wealthy.

In the Battle of Unnumbered Tears, Caranthir was betrayed by the people of Ulfang, the Arhûnerim—Easterlings already under the thralldom of Morgoth. He was wounded in the conflict and retreated into the wilds of Beleriand. Thereafter, he led a homeless, wandering existence until word of the Silmaril in Menegroth reached his ears. Together with his six brothers, Caranthir attacked Doriath. He fought ferociously, but was slain by Dior Eluchil, Thingol’s heir.

Caranthir was tall (7’4”) as was typical of his bloodline, and possessed a dark complexion and fiery disposition.

Automatic Actions: As a free action, Caranthir may complete any of his Knowledge skill checks, provided that the DC is 15 or less. Caranthir may perform 2 such free actions per round. Create Magic Items: Caranthir may create magic items of up to 4,500 gp in value pertaining to the pursuit of Morgoth and the reclamation of the Silmarils. Makers' Power: In the realm of Thargelion, north of Ossiriand, Caranthir has his stronghold. The area is 2 miles in diameter and the sky is typically overcast, keeping the air cooler and the light grey. Portfolio: the Silmarils, Thargelion, the Oath of Fëanor Portfolio Sense: Caranthir senses any actions directly related to the Oath of Fëanor, provided that the event affects at least 500 people. Salient Divine Abilities: Battlesense, Divine Inspiration, Increased Damage Reduction*, Oath of Fëanor†, Shadow of Foresight†

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†unique SDA, *revised SDA

Celeborn, Lord of the Galadrim Medium-size Humanoid Quendi (Sinda) Cleric 5/Aristocrat 15 Hit Dice: 5d8+20+15d (42 vp, 38 wp) Initiative: +9 (+5 Dex, +4 Improved Initiative) Speed: 30 ft. (6 squares) AC: 30 (+5 Dex, +5 armor, +5 deflection, +5 natural) touch 20, flat-footed 20 Base Attack/Grapple: +14/+17 Attack: Staff of the Galadrim +22, or +3 keen dagger of bane (Orc) +20 melee, +22 ranged Full Attack: Staff of the Galadrim +22/+22/+17/+12 melee (1d6+8, plus 2d6 [holy] 19-20) , or +3 keen dagger of bane (Orc) +20/+15/+10 melee (1d4+8 17-20), +22/+17/+12 melee (1d4+10+2d6 17-20) vs. Orcs, +22 ranged, +24 ranged vs. Orcs Space/Reach: 5 ft./5 ft. Special Attacks: Turn undead (5th level, 14/day, +9 check, +12 damage) Special Qualities: Moriquendi traits, Sinda traits, wild empathy (+29); Good and Knowledge Domains Saves: Fort +18, Ref +18, Will +18 Abilities: Str 16, Dex 20, Con 18, Int 22, Wis 19, Cha 25 Skills: Concentration +30 (+3 insight), Diplomacy +52 (+16 insight), Handle Animal +30 (+8 insight), Hide +5 (+10 natural environment), Knowledge (arcana) +30 (+1 insight), Knowledge (history) +30 (+1 insight), Knowledge (nobility) +30 (+3 insight), Knowledge (religion) +30 (+1 insight), Perform (singing) +30, Ride +30 (+5 insight), Sense Motive +29 (+5 insight), Survival +30 (+3 insight) Weapon Groups: Axes, basic weapons, bows, light blades, maces and clubs, spears and lances Feats: Divine VigorCD, Extra Turning, Improved Initiative, Improved ToughnessCW, Lightning Reflexes, Negotiator, Practiced SpellcasterCD Challenge Rating: 12 Equipment/Treasure: Staff of the Galadrim, Cloak of Elven-kind, +3 keen dagger of bane (Orc), bracers of armor +5 and light fortification, ring of protection +5 Alignment: Lawful Good

Staff of the Galadrim is a supple length of mallorn wood etched with ancient spells. The Staff functions as a +5 impacting holy quarterstaff of speed with the following additional powers: W The Staff allows Celeborn to use tree stride at will. Caster level 20th. W Any damage delivered by the Staff to a living target heals Celeborn of an equal amount of damage. W The Staff protects Celeborn with a constant barkskin effect. Caster level 20th. This effect can be dispelled normally, but Celeborn can reactivate it as a move action on his turn.

The Cloak of Elven-kind is a light, durable grey cloth crafted by the Sindar in Lothlórien. The cloak functions as a cloak of resistance +5 with the following additional powers: W The cloak grants a +10 competency bonus to Hide checks made in any natural environment. The cloak confers a nondetection effect upon the wearer that cannot be dispelled.

History: Celeborn was a lesser prince of Doriath in the 1st Age. He ruled Eregion alongside Galadriel during the 2nd Age, having left the land of Lindon and the service of Gil-galad c. SA 700.

When Galadriel abandoned Eregion to found Lothlórien in the East, Celeborn remained in Eregion, refusing to pass through the Dwarven tunnels beneath the Misty Mountains. Soon enough, however, Celeborn rejoined Galadriel and, for many years, ruled as the Lord of the Galadrim.

After the fall of Sauron, Celeborn founded and ruled East Lórien for a time before removing himself to Imladris. He was well known, though never a front-line Elda, and participated in all the great events of the 1st-3rd Ages from in-between the lines. Celeborn is suspected to have left for Valinor, wearied of Middle-earth, some time in the 4th Age.

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Cleric Spell DCs: 17+spell level Cleric Caster Level: 9th, +1 caster level for divination and Good Domain spells† Cleric Spell Points: 34 Cleric Spells Known: (0th–3rd): 6/4/2/0: 0th: create water, cure minor wounds, detect magic, detect poison, light, virtue; 1st: comprehend languages, cure light wounds, detect evil, divine favor, detect secret doors†, protection from evil†; 2nd: aid†, augury, consecrate, detect thoughts†; 3rd: clairaudience/clairvoyance†, magic circle against evil†

Celebrimbor, the Hand of Silver, Telperinquar, Lord of the Gwaith-i-Mírdain of Eregion Medium-size Outsider (native, good, demigod) Calaquendi (Noldo, 4th Generation, House of Fingolfin) Sorcerer 15/Aulendur 15/Aristocrat 5 Eldarin Divine Rank: 3 Hit Dice: 15d4+15d8+270+5d (450 vp, 67 wp) Initiative: +8 (+8 Dex) Speed: 30 ft. (6 squares) AC: 43 (+8 Dex, +12 armor, +10 deflection, +3 divine) touch 31, flat-footed 35 Base Attack/Grapple: +17/+26 Attack: Sulmablios +29 Full Attack: Sulmablios +29/+29/+24 melee (3d6+12, plus 2d6 [holy] 15-20) Space/Reach: 5 ft./5 ft. Special Qualities: Noldo traits, Calaquendi traits, wild empathy (+48); immune to transmutation, energy drain, ability drain, mind-affecting effects, stunning; damage reduction 10/epic; fire resistance 8; spell resistance 43; master of the forge (+7), spark of the divine (+7), minor creation at will, hand of Aulë (+60), master of the bellows, major creation 3/day; automatic actions, create magic items, makers' power, salient divine abilities Saves: Fort +35, Ref +31, Will +35 Abilities: Str 20, Dex 27, Con 29, Int 34, Wis 20, Cha 30 Skills: Appraise +17 (+4 alchemical, armor, metal and stone wares, and weapons, +2 insight), Bluff +36, Concentration +30, Craft (alchemy) +50 (+2 insight), Craft (armor) +65 (+7 with a forge, +17 insight), Craft (blacksmithing) +85 (+30 insight), Craft (stonemasonry) +60 (+12 insight), Craft (weapons) +65 (+7 with a forge, +17 insight), Diplomacy +52, Knowledge (arcana) +55 (+2 insight), Knowledge (architecture & engineering) +60 (+7 insight), Knowledge (local, Eregion) +45 (+7 insight), Knowledge (nobility) +40 (+2 insight), Knowledge (religion) +60 (+7 insight), Spellcraft +57 (+2 scrolls), Survival +43, Use Magic Device +33 (+4 scrolls) Weapon Groups: Basic weapons, bows, light blades, spears and lances Feats: Craft Magic Arms and Armor, Craft Wondrous Item, Forge Ring, Heighten Spell, Improved ToughnessCW, Maximize Spell, Quicken Spell Epic Feats: Epic Aulendur (x3), Epic Skill Focus (Craft [blacksmithing]), Improved Heighten Spell, Penetrate Damage Reduction (silver) Challenge Rating: 28 Equipment/Treasure: Sulmablios, Noldocollo, Nolya Alignment: Neutral Good

Sulmablios (S. ‘cunning wind’) is an ithildin rapier wrought with unbelievable skill. It is invisible unless under moonlight, and even then only after the secret word is uttered by the wielder. Its hilt is made of finely suited to Celebrimbor’s hand, the guard is brilliant silver, and the pommel is a large sapphire cut in the shape of the crescent moon. Sulmablios is a +7 holy keen ithildin rapier of speed with the following additional powers: W Sulmablios strikes as a Gargantuan rapier, dealing a base damage of 3d6. W Sulmablios ignores any dodge bonuses to armor class—the opponent cannot see the blade to parry or dodge it, so opponents may not use Epic Dodge against Sulmablios. These benefits are lost if Celebrimbor makes the blade glow (see above) or because the attacker can see invisible or ethereal creatures or objects. W Sulmablios can only be disarmed or sundered if the attacker can see the blade. This can either be because the blade is glowing (see above) or because the attacker can see invisible or ethereal creatures or objects. W Sulmablios deals an additional +3d6 points of damage if caused to glow under moonlight.

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Noldocollo (S. ‘cloak of the Noldor’) is a thin, grey length of a silky material. The cloak functions as a cloak of resistance +7 with the following additional powers: W Noldocollo protects its wearer as a suit of +7 chainmail with no Max Dex bonus, armor check penalty, arcane spell failure chance, or penalty to speed. W Noldocollo grants its wearer cold resistance 10 and electricity resistance 10.

Nomya (S. ‘ring of wisdom’) is an intricate loop of mithril threaded with ithildin and silver. It is set with diamonds and sapphires and acts as a ring of invisibility with the following additional powers: W Nomya allows its wearer to cast from the Knowledge domain as a standard action at will. Nomya casts these spells as a 20th level cleric. W Nomya allows its wearer to gain a sudden rush of prescience once per day. This effect functions as a moment of prescience with a caster level of 20th and can be used as a free action, even if it’s not the wearer’s turn.

History: Celebrimbor, Fëanor’s grandson, was perhaps the greatest craftsman that Middle-earth had ever known since the violent passing of his infamous grandfather. He ruled the Gwaith-i-Mírdain (S. ‘people-of-the-jewel-smiths’) centered in Eregion at Ost-in-Edhel (S. ‘city of the Elves’). Of the Elves there, Celebrimbor reigned as leader alongside both Galadriel and Celeborn. When Annatar came into Eregion, Celebrimbor welcomed his teachings and took to his instructions. Under his tutelage, Celebrimbor helped in the construction of the Rings of Power, the Seven and the Nine. He even handed one of the Seven to King Durin III of Khazâd-dûm to calm the Dwarven king, worried by news from Galadriel during her passing under the Redhorn Mountain.

When Sauron finished construction on the Celebrimbor was immediately aware. He swiftly ordered all the Elven Rings of Power taken off and hidden. After Sauron’s invasion of Eregion in SA 1693 and the overthrow of Ost-in-Edhel in SA 1697, Celebrimbor was tortured and killed. Despite being taken by Sauron while defending his guild, Celebrimbor never revealed to the fallen Maia where he had hidden the Elven Rings of Power and, thanks to his sacrifices, Galadriel and Celeborn remained safe in Lothlórien, hidden and wary of the Dark Lord and his movements.

Celebrimbor had the classical look of the Noldor—grey eyes, dark hair, and pale skin. He wasn’t as tall as his father or grandfather, but still stood at an impressive 6’8”. His strong build helped him achieve a commanding presence.

Automatic Actions: As a free action, Celebrimbor may complete any of his Craft or Knowledge skill checks, provided that the DC is 15 or less. Celebrimbor may perform 2 such free actions per round. Create Magic Items: Celebrimbor may create magic items of up to 200,000 gp which pertain to the Noldorin elves, crafts in metal, stone, and precious jewel, or the Silmarils themselves. He may create artifact armors, rings, weapons, and wondrous items. Makers' Power: In Eregion Celebrimbor has his stronghold. The area is 300 feet in diameter and Celebrimbor keeps the air cool despite the activity of his forges and smiths. Astral links are closed throughout his realm. Portfolio: the Noldor in Eregion, crafts, gems, rings, knowledge. Portfolio Sense: Celebrimbor senses any event that affects at least 1000 Eldar in Middle-earth or has to do with the creation of gems, rings, or any other craft in metal or stone, provided that the item itself might affect at least 1000 of the Eldar in Middle-earth. Salient Divine Abilities: Craft Artifact, Master Crafter, Skill of the Maiar†, Skill of the Valar† †unique SDA

Sorcerer Spell DCs: 21+spell level Sorcerer Caster Level: 18th Sorcerer Spell Points: 254 Maximum Sorcerer Spell Level: 7th Sorcerer Spells Known: (0th–8th) 9/5/5/4/4/4/3/2: 0th: acid splash, arcane mark, detect magic, detect poison, light, mage hand, mending, read magic, resistance; 1st: alarm, charm person, floating disc, identify, unseen servant; 2nd: detect thoughts, glitterdust, knock, mirror image, resist energy; 3rd: daylight, illusory , nondetection, suggestion; 4th: charm monster, detect scrying, rainbow pattern, scrying; 5th: fabricate, major creation, passwall, permanency; 6th: contingency, mass suggestion, move earth; 7th: instant summons, spell turning

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Celegorm the Fair Medium-size Outsider (native, evil, demigod) Calaquendi (Noldo, 3rd Generation, House of Fëanor) Fighter 14/Ranger 11/Expert 15 Eldarin Divine Rank: 5 Hit Dice: 25d10+225+15d (475 vp, 64 wp) Initiative: +19 (+11 Dex, +8 Superior Initiative) Speed: 40 ft. (8 squares) AC: 43 (+11 Dex, +11 deflection, +5 divine, +6 natural) touch 37, flat-footed 32 Base Attack/Grapple: +30/+45 Attack: Durcarak +55 or +6 mighty composite (+10) longbow +52 Full Attack: Durcarak +55/+55/+50/+45/+40 (4d6+19 17-20/plus Fort save (DC 40) or die), or +6 mighty composite (+10) longbow +52/+47/+42/+37 (1d8+16 19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Favored enemy (humanoid [Orc] +4, humanoid [Adan] +2, wolves +4) Special Qualities: Calaquendi traits, doom of the Noldor, Noldo traits, wild empathy (+71); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 10/epic; fire resistance 10; spell resistance 49; favored enemy (humanoid [Orc] +4, humanoid [Adan] +4, wolves +2), fast movement, improved archery combat, fast movement, nature’s blessing 1/day, woodland stride, swift tracker, evasion Saves: Fort +38, Ref +35, Will +32 Abilities: Str 31, Dex 32, Con 29, Int 27, Wis 24, Cha 32 Skills: Appraise +28 (+6 armor, leather, and weapons, +15 insight), Climb +58, Craft (armor) +70, Craft (leatherworking) +70, Craft (weapons) +70, Handle Animal +55, Knowledge (architecture & engineering) +35 (+22 insight), Knowledge (geography) +70, Knowledge (nature) +70, Knowledge (nobility) +35 (+22 insight), Listen +55, Move Silently +43, Ride +65, Spot +59, Survival +55 (43 ranks, +6 aboveground and avoid hazards) Weapon Groups: Axes, basic weapons, bows, heavy blades, light blades, maces and clubs, spears and lances Feats: Cleave, Combat Expertise, Combat Reflexes, Dodge, Enduranceb, Great Cleave, Improved Critical (spears and lances), Improved Initiative, Improved Precise Shotb, Improved Trip, Manyshotb, Mobility, Mounted Combat, Power Attack, Rapid Shotb, Trackb, Unbalancing Critical (spears and lances), Unbalancing Parry (spears and lances), Weapon Focus (spears and lances), Weapon Specialization (spears and lances) Epic Feats: Devastating Critical (spears and lances), Epic ToughnessCW, Epic Weapon Focus (spears and lances), Epic Will, Improved Combat Reflexes, Overwhelming Critical (spears and lances), Superior Initiative Challenge Rating: 34 Equipment/Treasure: Durcarak, amulet of natural armor +6, cloak of resistance +5, +6 mighty composite (+10) longbow Alignment: Neutral Evil

Durcarack (S. ‘dark fang’) is a deadly spear crafted by Celegorm’s brother Curufin in the early days of the Leaguer of Angband and the Watchful Peace. It is a 5-foot length of black iron threaded with adamantine and silver. The head of the spear itself is pronged and forged from a red adamantine alloy. Otherwise unadorned, Durcarack is a +7 defending adamantine longspear of speed with the following additional powers: W Durcarack strikes as a Gargantuan longspear, dealing a base damage of 4d6. W Durcarack is made of adamantine but also strikes as a silver weapon for purposes of bypassing damage reduction. W Durcarack blinds its targets on a successful hit (Fort save DC 39 to negate). This effect lasts until the next sunrise. The save DC is Constitution-based.

History: Celegorm was the third and fairest son of Fëanor. He was tall (7’5”) and possessed his father’s intense eyes and black hair. He and Curufin—his brother and closest ally—were the most affected by the Oath of Fëanor, having turned to evil, cunning, and spite of anyone but his closest kin. Hitherto, Celegorm had been closest of the Eldar to the Vala Oromë, and was the first master of the chief of the wolfhounds Huan. Huan left Celegorm to aid Beren and Lúthien in their quest after Celegorm’s attempt to kidnap Lúthien and slay the Adan wanderer. Later, in an attempt to slay Dior of Doriath for the Nauglamír, Celegorm was killed by the Sinda King.

Automatic Actions: As a free action, Celegorm may complete a Handle Animal check or any of his Craft or Knowledge skill checks, provided that the DC is 15 or less. Amras may perform 2 such free actions per round.

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Create Magic Items: Celegorm may create magic items of up to 30,000 gp in value pertaining to the pursuit of Morgoth and the reclamation of the Silmarils. Makers' Power: In Himlad and later in Nargothrond, Celegorm has his stronghold. The area is 1000 feet in diameter. Here, Celegorm sets the temperature to a general chill, and the air is very still. Portfolio: the Silmarils, the Oath of Fëanor Portfolio Sense: Celegorm senses any actions directly related to the Oath of Fëanor, provided that the event affects at least 500 people. Salient Divine Abilities: Battlesense, Divine Dodge, Master Crafter, Oath of Fëanor†, Shadow of Foresight†, Skill of the Maiar† †unique SDA

Círdan the Shipwright, Lord of the Falas Medium-size Humanoid (good) Quendi (Teler, Falathrim) Bard 20/Expert 30 Hit Dice: 20d6+120+30d (240 vp, 22 wp) Initiative: +10 (+6 Dex, +4 Improved Initiative Speed: 30 ft. (6 squares) AC: 46 (+6 Dex, +15 armor, +5 deflection, +10 sacred) touch 31, flat-footed 40 Base Attack/Grapple: +30/+32 Attack: Gaermacil +44 Full Attack: Gaermacil +44/+39/+34 melee (3d6+9, plus 3d6 [cold] 18-20/plus 6 [cold]) Space/Reach: 5 ft./5 ft. Special Qualities: Moriquendi traits, Falathrim traits, wild empathy (+60); bardic music, bardic knowledge (+30), inspire courage +4, inspire competence, suggestion (DC 30), song of freedom, inspire heroics, mass suggestion (DC 30) Saves: Fort +27, Ref +33, Will +37 Abilities: Str 15, Dex 23, Con 22, Int 30, Wis 30, Cha 30 Skills: Appraise +63, Balance +20, Climb +20, Diplomacy +73, Gather Information +63, Heal +51.5, Knowledge (arcana) +50, Knowledge (nature) +63, Knowledge (religion) +63, Perform (ballad) +48, Profession (sailor) +100 (+50 insight), Profession (shipwright) +100 (+50 insight), Sense Motive +63, Spellcraft +67 (+6 scrolls), Spot +23, Survival +63 (+6 aboveground), Use Magic Device +63 (+6 scrolls) Weapon Groups: Basic weapons, bows, exotic weapons, light blades, spears and lances Feats: Combat Casting, Combat Expertise, Heighten Spell, Improved Initiative, Purify SpellE, Quicken Spell, Weapon Finesse Epic Feats: Combat InsightCW, Deafening Song, Epic Prowess, Epic Reputation, Hindering Song, Improved Spell Capacity (x2), Inspire Excellence, Lasting Inspiration, Multispell Challenge Rating: 27 Equipment/Treasure: Gaermacil, Gaerennon, Narya, ring of protection +5, amulet of nondetection Alignment: Neutral Good

Gaermacil (S. ‘sea-sword’) is a lithe adamantine rapier of stunning depth. Its blade is burnished to a deep aquamarine and strikes with the force of a great wave. Gaermacil is a +7 adamantine rapier of icy blast with the following additional powers: W Gaermacil strikes as a Gargantuan rapier, dealing a base damage of 3d6. W Gaermacil allows Círdan to cast any spell from the Water Domain using his own spell points and caster level. W Gaermacil can be wielded underwater at no penalty.

Gaerennon (S. ‘sea armor’) is Círdan's beautiful armor. Adorned with diamonds and sapphires, this armor is the most beautiful to ever come out of the Falas. Gaerennon is a suit if +8 half-plate with the following additional powers: W Gaerennon grants its wearer a continual water breathing effect that cannot be dispelled. W Gaerennon grants its wearer a swim speed of 100 ft. W Gaerennon imposes no Max Dex bonus, armor check penalty, arcane spell failure chance, or penalty to speed.

Narya, one of the Three Elven Rings forged by Celebrimbor, is a special case, having been given to Gandalf the Grey by Círdan the Shipwright, ancient and lordly among the Eldar. The ring itself is invisible to all but Sauron and the bearer of the One. He kept it secret, he kept it safe, and few others but the bearers of the other Elven Rings ever knew he possessed it. He

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carried it with him back to Valinor at the end of the 3rd Age, the only one of the five Istari to not have fallen to evil or worldly ways. Narya grants its wearer the following benefits: W Narya allows its wearer to cast from the Sun Domain as a standard action at will. Narya casts these spells as a 20th level cleric. W Narya allows its wearer to use Bardic music as a 20th level Bard. This ability doesn't require songs or instruments, but simple gestures, stories, or words of advice. W Narya grants its wearer immunity to fire and stunning. W Narya grants its wearer a +10 sacred bonus to armor class. W Narya projects a continuous recitationCD. This effect can be dispelled, but Narya's wearer can suppress or activate it as a free action. Caster level 20th.

History: Of Círdan there is little to say. His history begins during the awakening at Cuiviénen, and he elected to join Elwë and the rest of the Teleri on the westward march towards the sea and Valinor, the undying lands. Upon reaching the lands called Beleriand, Círdan settled near the sea, having become enamored with its song by the voice of Ulmo.

After the Noldor and the Vanyar traversed the Sundering Seas, Círdan remained behind in Beleriand, having been convinced by Ossë, who deeply loved the Teleri and wished them to stay and beautify the shores of Middle-earth. Círdan was thus named Lord of the Falathrim.

Upon the return of the Noldor to Middle-earth, Círdan remained still the Lord of the Falas and its people. He arranged for the harbors of Eglarest and Brithombar to be constructed with help from the Calaquendi who had returned. These port cities stood for years in peace and prosperity before they were both razed in FA 474 by Melkor during . Círdan escaped the destruction with Gil-galad to the Isle of Balar which faced the Mouths of Sirion in the south of Beleriand.

Círdan build Eärendil's ship, Vingilot, which carried its owner to the shores of Valinor and enabled Eärendil to initiate the War of Wrath. Círdan lent assistance too late to the Havens at Sirion during the attack made thereupon by the Sons of Fëanor. The world was rent apart during the War of Wrath, but Círdan survived and built the Grey Havens where he ruled for all the long years of both the 2nd and 3rd Ages. He was the first owner of Narya, the Ring of Fire, and dispossessed himself of it upon meeting the Istar Gandalf. He fought with the Last Alliance against Sauron, aided the Dúnedain of the North, served as a member of the White Council, and left Middle-earth with the sailing of last of the white ships at some point during the 4th Age.

Círdan was tall (7'6") and, by the end of his time in Middle-earth, had the most aged appearance of any of the Eldar, possessing a long beard and wrinkled visage.

Bard Spell DCs: 20+spell level Bard Caster Level: 20th Bard Spell Points: 220 Maximum Bard Spell Level: 8th Bard Spells Known: (0th–6th) 6/5/5/5/5/5/4: 0th: daze, detect magic, detect poison, know direction, light, mage hand; 1st: animate rope, charm person, cure light wounds, identify, sleep; 2nd: animal messenger, detect thoughts, elation, mirror image, whispering wind; 3rd: charm monster, daylight, dispel magic, haste, see invisibility; 4th: break enchantment, cure critical wounds, freedom of movement, neutralize poison, repel vermin; 5th: greater dispel magic, greater heroism, mass cure light wounds, mislead, song of discord; 6th: empyreal ecstasy, greater shout, mass charm monster, sympathetic vibration

Curufin the Crafty Medium-size Outsider (native, evil, demigod) Calaquendi (Noldo, 3rd Generation, House of Fëanor) Sorcerer 10/Fighter 10/Expert 20 Eldarin Divine Rank: 5 Hit Dice: 10d4+10d10+220+20d (360 vp, 78 wp) Initiative: +15 (+11 Dex, +4 Improved Initiative) Speed: 30 ft. (6 squares) AC: 42 (+11 Dex, +6 armor, +10 deflection, +5 divine) touch 36, flat-footed 31 Base Attack/Grapple: +25/+38

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Attack: Angrist +47 Full Attack: Angrist +47/+47/+42/+37 melee (2d6+18 17-20) Space/Reach: 5 ft./5 ft. Special Qualities: Calaquendi traits, doom of the Noldor, Noldo traits, wild empathy (+55); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 10/epic; fire resistance 10; spell resistance 48 Saves: Fort +36, Ref +32, Will +30 Abilities: Str 27, Dex 32, Con 33, Int 32, Wis 21, Cha 30 Skills: Appraise +25 (+6 alchemical, armor, masonry, metal wares, and weapons, +9 insight), Bluff +58, Concentration +29, Craft (alchemy) +59, Craft (armor) +90 (+21 insight), Craft (blacksmithing) +90 (+21 insight), Craft (stonemasonry) +90 (+21 insight), Craft (weapons) +90 (+21 insight), Diplomacy +35, Knowledge (architecture & engineering) +70 (+11 insight), Knowledge (geography) +70 (+11 insight), Knowledge (nobility) +70 (+14 insight), Ride +57, Sense Motive +25, Survival +53 (+6 avoid hazards) Weapon Groups: Axes, basic weapons, bows, heavy blades, light blades, maces and clubs, spears and lances Feats: Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Items, Improved Initiative, Improved ToughnessCW, Mounted Archery, Mounted Combat, Power Attack, Practiced SpellcasterCD, Ride-by Attack, Spirited Charge, Weapon Focus (light blades), Weapon Specialization (light blades) Epic Feats: Epic Reputation, Epic Skill Focus (Craft [armor]), Epic Skill Focus (Craft [blacksmithing]), Epic Skill Focus (Craft [stonemasonry]), Epic Skill Focus (Craft [weapons]), Epic Weapon Focus (light blades), Legendary Rider Challenge Rating: 33 Equipment/Treasure: Angrist, greater ring of spell storing (greater invisibility, divine power, and see invisibility, caster level 19th), bracers of armor +6 and light fortification Alignment: Chaotic Evil

Angrist was the knife of Curufin, he alone of the sons of Fëanor who inherited his father's skill of hand and mind. Despite this, Angrist was forged by Telchar in Nogrod, given as a gift to Curufin during his habitation of Himlad, and lost in later in the depths of Angband. Angrist is made of fine adamantine forged into hard angles, is sharper than any other known in history, and could slice iron with great ease. The knife was stolen from the fell Noldorin prince by Beren after Curufin’s attack on both him and Luthien. Thereafter, it accompanied Beren into the depths of Angband in search of Morgoth's Iron Crown. With the help of Luthien and her arts, Beren approached the very seat of the Dark Lord himself. Luthien's singing distracted Morgoth's attentions, and ultimately put the Dark Vala to sleep in his own halls. Immediately, Beren sprang up and, shedding his disguises, cut one of the holy Silmarils from the Iron Crown of Morgoth where it sat atop the Dark Lord's head. In a vain attempt at cutting free another of the jewels, Angrist snapped and awoke the Dark Lord. Angrist is a +8 keen adamantine dagger of speed with the following properties: W Angrist strikes as a Gargantuan dagger, dealing a base damage of 2d6. W Angrist always deals maximum damage against non-living targets. W Angrist ignores the first 30 points of object hardness while sundering or damaging objects.

History: Curufin was the fifth son of Fëanor and inherited his father’s birth-name—“Curufinwë” (S. ‘skill—?’). Curufin was tall and dark-haired, resembling his father in both form and in demeanor. He was bitter and cruel, being driven by his great pride, his father’s fiery spirit, and the dreadful Oath of Fëanor. He lived in the region of Himlad—an area southeast of the Aglon (S. ‘narrow pass’)—which he fortified with his brother Celegorm. During the Dagor Bragollach, Curufin and his brother were overrun, and they retreated to Nargothrond. While Maedhros soon recaptured the Aglon, it was lost forever to the Sons of Fëanor during the Battle of Unnumbered Tears.

In Nargothrond, Curufin and Celegorm sparked disunion among the Noldor by dominating the councils and undermining Felagund upon his declaration to aid Beren in his quest for the Silmaril. On a hunt in West Beleriand, Celegorm and Curufin chanced upon Lúthien in flight from Doriath to join Beren. They took her to Nagothrond and held her there, captive, in an attempt to force Thingol to give her hand to Celegorm. This was but one of the brothers’ grievances against Lúthien. After her escape from Nargothrond, both Celegorm and Curufin pursued her. Discovering her with Beren and Huan, Curufin scooped Lúthien off the ground and into his saddle, for he was a strong and capable rider. The renowned “Leap of Beren” swiftly ended this escapade, and the Adan wrenched the Noldo from his saddle and nearly choked him to death. Lúthien forbade this, however, and Beren instead simply despoiled him of his weapons, equipment, and horse. It was in this hour that Huan forsook his service to Celegorm, protecting Beren from the Noldo’s spear. Curufin was not so easily dismayed, however, and in retreat he fired an arrow at Lúthien which Beren intercepted in his breast.

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After their return to Nargothrond, both Celegorm and Curufin were driven out. Curufin’s son Celebrimbor remained, however, and lived on far beyond the death of his father and the end of the 1st Age. Some time after Curufin’s exile from Nargothrond, the sons of Fëanor gathered and assailed Doriath for the Silmaril worn by Dior. There, Curufin, along with Caranthir and Celegorm, were slain by Dior before the Sinda King himself died.

Automatic Actions: As a free action, Curufin may complete any of his Craft or Knowledge skill checks, provided that the DC is 15 or less. Curufin may perform 2 such free actions per round. Create Magic Items: Curufin may create magic items of up to 200,000 gp in value pertaining to the pursuit of Morgoth and the reclamation of the Silmarils. He may create artifact armors, weapons, and wondrous items. Makers' Power: In Himlad and later in Nargothrond (where and when Felagund permitted), Curufin has his stronghold. The area is 1000 feet in diameter. Here, Curufin sets the temperature to his whims, which change with any given time, and the air is very still. Portfolio: the Silmarils, the Oath of Fëanor Portfolio Sense: Curufin senses any actions directly related to the Oath of Fëanor, provided that the event affects at least 1000 people. Salient Divine Abilities: Craft Artifact*, Lay Curse, Master Crafter, Oath of Fëanor†, Skill of the Maiar†, Skill of the Valar† †unique SDA, *revised SDA

Sorcerer Spell DCs: 21+spell level Sorcerer Caster Level: 19th Sorcerer Spell Points: 135 Maximum Sorcerer Spell Level: 5th Sorcerer Spells Known: (0th–5th) 9/5/4/3/2/1: 0th: arcane mark, daze, detect magic, detect poison, light, mage hand, mending, read magic, resistance; 1st: alarm, floating disc, identify, ray of enfeeblement, sleep; 2nd: detect thoughts, mirror image, scorching ray, see invisibility; 3rd: evil eyeV, slow; 4th: charm monster, fear; 5th: fabricate

Daeron the Singer Medium-size Humanoid Quendi (Sinda) Bard 23 Hit Dice: 23d6+46 (126 vp, 14 wp) Initiative: +3 (+3 Dex) Speed: 30 ft. (6 squares) AC: 18 (+3 Dex, +5 natural) touch 13, flat-footed 15 Base Attack/Grapple: +17/+17 Attack: +3 longsword of speed +20 Full Attack: +3 longsword of speed +20/+20/+15/+10 melee (1d8+3 19-20) Space/Reach: 5 ft./5 ft. Special Qualities: Moriquendi traits, Sinda traits, wild empathy (+32); bardic knowledge (+25) Saves: Fort +14, Ref +21, Will +22 Abilities: Str 11, Dex, 16, Con 14, Int 15, Wis 18, Cha 28 Skills: Craft (songwriting) +41, Hide +29, Knowledge (arcana) +28, Knowledge (linguistics) +28, Knowledge (nature) +28, Perform (song) +115 (+52 insight), Perform (stringed instrument) +50, Survival +30 (+4 aboveground), Use Magic Device +35 Weapon Groups: Basic weapons, bows, crossbows, heavy blades, light blades Feats: Skill Focus (Craft [songwriting]), Skill Focus (Perform [singing]) (x6) Epic Feats: Epic Skill Focus (Craft [songwriting]), Epic Skill Focus (Perform [singing]) Challenge Rating: 21 Equipment/Treasure: Tinculin, amulet of natural armor +5, +3 longsword of speed, cloak of resistance +5 Alignment: Neutral Good

Tinculin (S. ‘dream harp’) is Daeron’s enchanted harp. It is made from a single length of bent wood and elegantly inlaid with ivory and diamond. Tinculin possesses the following properties:

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W Tinculin grants Daeron a +15 competence bonus on all Perform (stringed instrument) checks. W Tinculin can be used to deliver touch spells at a range. The spells still function normally, but Daeron is considered to have automatically touched any creature who can hear him playing Tinculin. Only voluntarily deafening one’s self (DM’s discretion) or removal from auditory range can prevent a creature from being “touched” by Daeron’s music. W Tinculin knows the following spells: deep slumber, irresistible dance, and sympathetic vibration. Daeron may cast these spells using his own spell points and caster level.

History: Daeron was a Sindarin musician of Doriath who crafted exquisitely beautiful songs in honor of his love for Thingol’s daughter Lúthien. So strong was his love for Lúthien that he betrayed her and Beren twice to Thingol. When Lúthien escaped Doriath, Daeron wandered east, across the Ered Luin and the Misty Mountains, singing of his lament and lost love for many, many years. It is suspected that he may have dwelt for a time at Lond Daer, the ruins situated near the mouth of the Greyflood River.

Daeron invented the —a system of used during the late 1st Age for inscriptions—during the 3rd Age of the Chaining of Melkor. The Cirth were used extensively by the Dwarves of Ered Luin, who disseminated the Cirth throughout Middle- earth. Daeron was also the greatest minstrel in Middle-earth, surpassing even the singing of Maglor, son of Fëanor.

Bard Spell DCs: 19+spell level Bard Caster Level: 23rd Bard Spell Points: 206 Bard Spells Known: (0th–6th) 6/5/5/5/5/5/4: 0th: daze, detect magic, detect poison, know direction, light, mage hand; 1st: animate rope, charm person, cure light wounds, identify, sleep; 2nd: animal messenger, detect thoughts, mirror image, wave of grief, whispering wind; 3rd: blink, charm monster, haste, see invisibility, slow; 4th: cure critical wounds, dimension door, freedom of movement, repel vermin, speak with plants; 5th: greater dispel magic, greater heroism, mind fog, mislead, song of discord; 6th: find the path, greater shout, mass charm monster, project image

Denethor, Son of Lenwë, Lord of the Laiquendi and of Ossiriand Medium-size Humanoid Quendi (Nando) Fighter 15/Ranger 15 Hit Dice: 15d10+15d8+240 (390 vp, 57 wp) Initiative: +12 (+8 Dex, +4 Improved Initiative) Speed: 50 ft. (10 squares) AC: 38 (+8 Dex, +9 armor, +5 natural, +6 shield) touch 18, flat-footed 30 Base Attack/Grapple: +25/+33 Attack: Ecthelindar +41, or +3 shortbow +36 Full Attack: Ecthelindar +41/+41/+36/+31/+26 melee (1d8+15 17-20) or +39/+39/+34/+29/+24 primary hand (1d8+15 17-20) and +39/+34/+29 off-hand (1d8+11 17-20) , or +3 shortbow +36/+31/+26/+21 (1d6+3 19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Favored enemy bonus (humanoid [Orc] +4, giants +4, undead +2, wolves +4) Special Qualities: Moriquendi traits, Nando traits, wild empathy (+56); favored enemy bonus (humanoid [Orc] +4, giants +4, undead +2, wolves +4), two-weapon combat mastery, fast movement, woodland stride, swift tracker, evasion, nature’s blessing, camouflage, healing touch 1/day Saves: Fort +31, Ref +27, Will +23 Abilities: Str 26, Dex 26, Con 27, Int 20, Wis 25, Cha 24 Skills: Climb +41 (+30 insight while in wooded areas), Craft (leatherworking) +38, Handle Animal +40, Heal +34, Hide +28 (+30 insight while in natural environment), Knowledge (geography) +29, Knowledge (nature) +29, Move Silently +32, Ride +45, Spot +31, Survival +40 (+2 aboveground, +2 avoid hazards) Weapon Groups: Basic weapons, bows, maces and clubs, spears and lances Feats: Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Improved Buckler DefenseCW, Improved Critical (spears and lances), Improved Disarm, Improved Initiative, Improved Trip, Mobility, Power Attack, Power Critical (spears and lances)CW, Weapon Focus (spears and lances), Weapon Specialization (spears and lances) Epic Feats: Dire Charge, Epic ToughnessCW, Epic Weapon Focus (spears and lances), Fast Movement Challenge Rating: 25

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Equipment/Treasure: Ecthelindar, Raiment of Leaves, +5 buckler, bracers of resistance +5, +3 shortbow, 30 +1 arrows of distance Alignment: Chaotic Good

Ecthelindar (S. ‘spear of the singers’) is a 7-foot length of fire-hardened oak stained a deep brown. Its head is a point of flat- green steel fashioned like an oak leaf. Ecthelindar was carriedd by Denethor, being brought by him from east of the Ered Luin in the midst of the 1st Age. It was with him when he died during the first of the Wars against Morgoth in Beleriand, and entombed with his body thereafter. Ecthelindar is a +5 ghost touch longspear of speed with the following additional powers: W Ecthelindar strikes as a Large longspear, dealing a base damage of 1d8. W Ecthelindar can be used two-handed as a quarterstaff. Despite the spear having only one head, the lower end deals the same amount of base damage, albeit as bludgeoning damage. W Ecthelindar can deliver an awaken spell once per week with a touch from the lower end of its length. Caster level 25th.

The Raiment of Leaves is perhaps the most sacred artifact ever fashioned by the Nandor in their travels through Middle-earth or in their settlement of Ossiriand. The Raiment is actually hundreds of small oak leaves fashioned from burnished bronze. Its shape is tight and a cape of floating leaves of all colors hangs floating back and forth from the shoulders to the ground. The Raiment is a suit of +5 scale mail with the following additional properties: W The Raiment grants the wearer cold, electricity, and fire resistance 20. W The Raiment grants a +20 competence bonus on Hide checks made in any natural environment. W The Raiment is nearly weightless. It does not hamper speed, has no max Dex bonus, and does not affect skill checks in any adverse way. W The Raiment protects its wearer with a constant barkskin effect that cannot be dispelled or disjoined.

History: Denethor led the people of the Nandor—originally diverted from the westward march by his father Lenwë—into Beleriand in the 1st Age. He was given leave by Thingol to dwell in Ossiriand—the Land of Seven Rivers—to the east of Doriath. During the first battle of the Wars of Beleriand, Thingol called upon Denethor, who led a host of the Laiquendi and helped defeat utterly the armies of Orcs. Sadly, Denethor was surrounded upon Amon Ereb and slain—his armor being no match for the iron shirts and shields of the Orcs. Thereafter, his people in Ossiriand took no king, and held themselves in secrecy, never coming openly again to war.

Dior Aranel, Dior Eluchíl, Thingol’s Heir Medium-size Outsider (native, good, quasi-deity) Calaquendi (Sinda, 3rd Generation) Cleric 20/Rogue 20 Eldarin Divine Rank: 0 Hit Dice: 20d8+20d6+400 (680 vp, 61 wp) Initiative: +17 (+9 Dex, +8 Superior Initiative) Speed: 30 ft. (6 squares) AC: 46 (+9 Dex, +8 armor, +11 deflection, +8 natural) touch 30, flat-footed 35 Base Attack/Grapple: +25/+33 Attack: Aranrúth +40 Full Attack: Aranrúth +40/+35/+30 melee (1d10+15, plus 3d6 [holy]+1 negative level vs. evil 15-20/+3 negative levels vs. evil, plus 12 [holy]) Space/Reach: 5 ft./5 ft. Special Attacks: Turn undead (20th level, 14/day, +13 check, +31 damage), sneak attack +10d6 Special Qualities: Doom of the Noldor, Sinda traits, Calaquendi traits, wild empathy (+51); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 10/epic; fire resistance 5; spell resistance 48; Good and Luck Domains; improved evasion, improved uncanny dodge, opportunist, trap sense +6 Saves: Fort +37, Ref +30, Will +36 Abilities: Str 27, Dex 29, Con 31, Int 27, Wis 29, Cha 32 Skills: Appraise +8 (+4 alchemical, +2 stonemasonry and gems), Concentration +45 (+2 insight), Craft (alchemy) +55 (+4 insight), Craft (gem cutting) +35 (+4 insight), Craft (stonemasonry) +35 (+4 insight), Diplomacy +60 (+1 insight), Escape Artist +35 (+3 insight), Gather Information +60 (+6 insight), Heal +35 (+3 insight), Hide +35 (+3 insight), Knowledge (arcana) +35 (+4 insight), Knowledge (religion) +35 (+4 insight), Listen +40 (+8 insight), Move Silently +40 (+8 insight),

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Sense Motive +60 (+8 insight), Sleight of Hand +40 (+8 insight), Spellcraft +40 (+7 insight), Spot +49, Survival +55 (+3 insight) Weapon Groups: Axes, basic weapons, bows, crossbows, exotic weapons, heavy blades, spears and lances Feats: Combat Expertise, Dodge, Heighten Spell, Improved Initiative, Karmic StrikeCW, Practiced SpellcasterCD, b, Purify SpellE, Quick Drawb, Quicken Spell Epic Feats: Additional Magic Item Space (amulet), Dire Charge, Epic ToughnessCW, Improved Metamagic, Multispell, Sneak Attack of Opportunity, Superior Initiative Challenge Rating: 33 Equipment/Treasure: Aranrúth, The Crown of Doriath, Nauglamír, amulet of natural armor +8, bracers of armor +8, cloak of resistance +5 Alignment: Lawful Good

Aranrúth (S. ‘King's wrath’) is Dior's majestic sword of Doriath, inherited from his father, Thingol. Upon his own death during the sack of Menegroth, Dior’s daughter Elwing the White escaped Doriath, bearing away both his sword and the Silmaril the Sons of Fëanor fought and died for. Aranrúth is later used by the Kings of Númenor, though its fate is surely sealed in the ocean's depths along with those people. Aranrúth is a +7 Large keen cold iron longsword of holy power with the following additional powers: W Aranrúth stuns any servant of Morgoth it strikes if the target fails a Fort save (DC 38). Targets who fail their saves are stunned until the beginning of Dior’s next turn. The save DC is Strength-based. W Aranrúth is considered blessed when fighting servants of Morgoth, automatically confirming any critical threats. W Aranrúth has a natural critical threat range of 18-20.

The Crown of Doriath is an elegant silver and gold band adorned with hundreds of tiny diamonds that glitter like starlight. Its literal worth in gold pieces is incalculable. The Crown has the following powers: W The Crown prevents 50% of all critical hits and sneak attacks. W The Crown grants its wearer constant detect evil, detect undead, and true seeing effects as a 20th level caster. These effects cannot be dispelled, but Dior can suppress or activated any number of them as a free action.

The Nauglamír (S. ‘-necklace’) was made for Finrod Felagund by the dwarves of Ered Luin. Felagund had placed within the necklace several brilliant jewels wrought by himself during his days in Valinor. Despite its weight, the Nauglamír always set lightly upon its wearer's neck, enhancing their beauty and gracefulness. Felagund left the necklace behind upon taking up the Quest for the Silmaril with Beren. The Nauglamír was again left behind in Nargothrond after Galurung's attack upon the great city and stayed there until Húrin took it and gave it to Thingol in exchange for fostering his family during his imprisonment in Angband. Thingol hired dwarves of Nogrod to fit the necklace with the Silmaril he received from Beren, but the dwarves slew Thingol over the jewel and fled towards their home. They in turn were slain by Beren and a company of Nandor from Ossiriand. From there, the Nauglamír was worn by Lúthien, who achieved the greatest beauty ever seen beyond the Blessed Realm. Upon her unrecorded death, the necklace was bequeathed to her son Dior, last ruler of Doriath, and he was slain by the Sons of Fëanor over it. Dior's daughter Elwing saved the Nauglamír from the hands of Maedhros and escaped to the Mouths of Sirion with it where she cat herself into the sea in order to save it from the remaining Sons of Fëanor. When Eärendil was set to guard the sky from Melkor, he wore the Silmaril upon his brow, and it is safe to assume that he wore the Nauglamír around his neck, and still does. The Nauglamír alone is a beautiful yet non-magical piece of priceless art. Set with the Silmaril, the necklace of the dwarves grants the following benefits (none of which are accounted for in Dior’s stats): W The Nauglamír allows Dior to cast any spell from the Bard, Cleric, Druid, and Sorcerer/Wizard lists using his own caster level and spell points. W The Nauglamír doubles the number of spell points for one of Dior’s spellcasting classes. W The Nauglamír can, as a standard action, blaze forth in awesome radiance. All creatures save Dior and his allies must make a Will save (DC 44) or be stunned for one round per point by which the save fails. This is a not a mind-affecting effect. In the event of an auto-fail, the target us stunned for 5 minutes (50 rounds), or until the Silmaril is out of sight, whichever amount of time is longer. W The Nauglamír grants Dior a +5 bonus to attacks, checks, and saves. These bonuses are not accounted for by his stats.

History: Dior was the only child born to Beren and Lúthien after their death and rebirth. He was taller than most (7’9”) and had the silvery hair of his grandfather, Thingol Greycloak. He was born and raised on Tol Galen, the isle to which Beren and Lúthien retired. He wed Nimloth of Doriath and sired three children—Eluréd, Elurín, and Elwing the White—at Lanthir Lamath, the fall of echoing waters.

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Upon Thingol’s death, Dior took up the sovereignty of Doriath, though his grandmother Melian had abandoned her defenses and returned to Valinor. Swiftly, the sons of Fëanor fell upon his kingdom. Dior valor was proven in combat against the fell and haughty princes, and he slew Celegorm, Curufin, and Caranthir before he died. His daughter Elwing swept up the Nauglamír and her father’s sword before escaping to the Mouths of Sirion, where for a time she would be safe.

Cleric Spell DCs: 21+spell level Cleric Caster Level: 24th, +1 caster level for Good Domain spells† Cleric Spell Points: 339 Cleric Spells Known: (0th–9th): 9/5/5/4/4/4/3/3/3/3: 0th: create water, cure minor wounds, detect magic, detect poison, guidance, light, read magic, resistance, virtue; 1st: bless water, cure light wounds, detect evil, divine favor, entropic shield, protection from evil†, ray of hope; 2nd: aid†, augury, bear’s endurance, consecrate, lesser restoration, zone of truth; 3rd: cure serious wounds, invisibility purge, magic circle against evil†, protection from energy, remove curse, searing light; 4th: death ward, divine power, freedom of movement, holy smite†, neutralize poison, spell immunity; 5th: break enchantment, disrupting weapon, dispel evil†, flame strike, hallow, righteous might; 6th: blade barrier, greater dispel magic, harm, heal, mislead; 7th: destruction, greater restoration, holy word†, repulsion, spell turning; 8th: firestorm, greater spell immunity, holy aura†, moment of prescience, shield of law; 9th : energy drain, implosion, mass heal, miracle, summon monster IX [good only]†

Ecthelion of the Fountain, Captain of Gondolin, Gothmog's Bane Medium-size Outsider (native, good, quasi-deity) Calaquendi (Noldo) Fighter 20/Legendary Dreadnought 15 Eldarin Divine Rank: 0 Hit Dice: 20d10+15d12+315 (695 vp, 101 wp) Initiative: +13 (+5 Dex, +8 Superior Initiative) Speed: 30 ft. (6 squares) AC: 42 (+5 Dex, +13 armor, +7 deflection, +7 shield) touch 22, flat-footed 37 Base Attack/Grapple: +28/+82 Attack: Kirrauko +47, or Elmirthol +40, +6 mighty composite keen longbow (+10) +39 Full Attack: Kirrauko +47/+42/+37/+32 melee (6d6+18 19-20), or Elmirthol +40/+35/+30/+25 melee/grapple (1d6+6+3d6 [holy] 15-20/+6 [holy]) or +6 mighty composite keen longbow (+10) +39/+34/+29/+24 ranged (1d8+16 19-20) Space/Reach: 5 ft./5 ft. Lore: Some Things Special Qualities: Calaquendi traits, doom of the Noldor, Noldo traits, wild empathy (+40); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction Should Stack 10/epic, 9/—; fire resistance 5; spell resistance 45; unstoppable (3/day), unmovable (3/day), In this chapter there are a number of instances where shrug off punishment (+36 wp), thick skinned (9/—) certain feats have been stacked Saves: Fort +34, Ref +23, Will +23 that the Epic Level Handbook Abilities: Str 30, Dex 21, Con 30, Int 16, Wis 20, Cha 20 would contest. Frankly, there is Skills: Climb +48, Craft (armor) +26, Craft (blacksmith) +22 (+19 insight), Craft no reason why a character couldn’t take Legendary (stonemasonry) +45 (+19 insight), Craft (weapons) +56 (+38 insight), Escape Artist +24, Wrestler numerous times, or Intimidate +20, Jump +25, Profession (captain) +43 (+38 insight), Spot +9, Survival +43 Epic Speed, or other feats. Weapon Groups: Axes, basic weapons, exotic weapons, heavy blades, spears and lances Consider allowing the following Feats: Cleave, Clever WrestlerCW, Close-Quarters FightingCW, Combat Expertise, Combat epic feats to stack in your game: Reflexes, Dodge, Elusive TargetCW, Great Cleave, Improved Grapple, Improved Initiative, • Epic Fortitude CW • Epic Reflexes Improved Toughness , Improved Trip, Improved Unarmed Strike, Mobility, Power Attack, • Epic Reputation Weapon Focus (heavy blades), Weapon Focus (unarmed), Weapon Specialization (heavy • Epic Skill Focus blades) • Epic Will Epic Feats: Dire Charge, Epic Weapon Focus (heavy blades), Epic Weapon Focus (unarmed), • Legendary Wrestler Legendary Wrestler (x4), Superior Initiative There just isn’t a good enough reason to disallow the stacking Challenge Rating: 30 of these feats. It is an ‘epic’ Equipment/Treasure: Kirrauko, Elmirthol, Rilennon, cloak of resistance +5, +6 mighty game; let it feel ‘epic.’ composite keen longbow (+10), +5 animated heavy steel shield of heavy fortification, ring of protection +7, 200 +1 arrows of seeking Alignment: Lawful Good

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Kirrauko (S. ‘demon cleaver’) is Ecthelion's black greatsword. Forged in the first century of the 1st Age, Kirrauko was designed from conception for one singular purpose: the defense of Gondolin. Kirrauko is unadorned save for a leather grip and two trees engraved on either side of the blade. This wide, flat blade is burnished to a cool, shining black save at the edges where naked metal gleams. Kirrauko is a +6 cold iron greatsword with the following additional powers W Kirrauko strikes as a Gargantuan greatsword, dealing a base damage of 6d6. W Kirrauko deals maximum damage against any servant of Morgoth.

Elmirthol (S. ‘helm of the star jewel’) is Ecthelion's brilliant spiked helm. Made of clear adamantine and set with jewels from Valinor, Elmirthol is a holy piece of equipment. It was used by Ecthelion to pin Gothmog in the waters of the Fountain of Gondolin. Elmirthol is an open-faced helm adorned at the top with +6 keen cold iron spike of holy power and has the following additional powers: W Elmirthol creates a constant invisibility purge effect within a radius of 100 ft. Caster level 30th. Ecthelion can make his allies exempt from this effect, but it cannot otherwise be dispelled. W Elmirthol has a natural critical threat range of 18-20.

Rilennon (S. ‘brilliant armor’) is Ecthelion's shimmering steel plate. Embossed with ruby relief and polished to a brilliant shine, this is perhaps the finest suit of armor made in the smithies of Gondolin. Rilennon is a suit of +6 half-plate with the following additional powers: W Rilennon weighs as much as common cloth and imposes no armor check penalty, Max Dex bonus, or penalty to speed. W Rilennon grants Ecthelion a freedom of movement effect at all times. Caster level 20th. This effect can be dispelled, but Ecthelion may reactivate it as a free-action on his turn.

History: Ecthelion was perhaps the greatest of the “common” Noldor, in that his might and valor were surpassed only by the Kings and Princes of the Eldalië. He was the captain of Gondolin and warden of its innermost gates.

In FA 511, he battled Gothmog in the square in Gondolin, pinning the Balrog with his legs and the spike atop his helm. Together, the two combatants fell into the Fountain and both, after a vicious struggle, died locked in single combat. For this Ecthelion is most renowned.

Elladan Medium-size Outsider (native, good, quasi-deity) Calaquendi (Noldo/Peredhil, 7th Generation) Fighter 10/Aritocrat 5 Eldarin Divine Rank: 0 Hit Dice: 10d10+60+5d (160 vp, 37 wp) Initiative: +8 (+8 Dex) Speed: 30 ft. (6 squares) AC: 38 (+8 Dex, +9 armor, +6 deflection, +5 shield) touch 24, flat-footed 30 Base Attack/Grapple: +13/+16 Attack: Gordur +22 Full Attack: Gordur +22/+17/+12 melee (1d8+10, plus 2d6 [holy], plus 3d6 vs. Orcs 19-20) Space/Reach: 5 ft./5 ft. Special Qualities: Noldo traits, Calaquendi traits, wild empathy (+21); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 10/epic; fire resistance 5; spell resistance 30 Saves: Fort +19, Ref +17, Will +17 Abilities: Str 17, Dec 26, Con 22, Int 16, Wis 27, Cha 22 Skills: Craft (armor) +20 (+17 insight), Craft (blacksmithing) +20 (+4 insight), Craft (weapons) +20 (+4 insight), Diplomacy +32, Knowledge (history) +30 (+15 insight), Knowledge (nobility) +30 (+14 insight), Ride +26 Weapon Groups: Axes, basic weapons, bows, heavy blades, light blades, maces and clubs, spears and lances Feats: Combat Expertise, Combat Reflexes, Improved ToughnessCW, Improved Disarm, Mounted Combat, Ride-by Attack, Skill Focus (Diplomacy) (x2), Spirited Charge, Unbalancing Parry (heavy blades), Weapon Focus (heavy blades), Weapon Specialization (heavy blades) Challenge Rating: 15

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Equipment/Treasure: Gordur, +4 chainmail of light fortification, +4 buckler, cloak of resistance +5 Alignment: Lawful Good

Gurthdur (S. ‘dark death’) is one of a set of swords fashioned for Elrond’s sons by mighty smiths of Imladris. It is fashioned from the nigh-priceless mithril, lost since the fall of Eregion and Khazâd-dûm. Gurthdur was carried into the Orc-hold in TA 2509, and as far as the Battle of Pelennor Fields and the Morannon. Gurthdur is a +5 holy mithril longsword with the following additional powers: W Gurthdur shines dimly when Orcs are within 1000 feet, and sheds white light as a torch when Orcs are within 100 feet. W Gurthdur deals an additional +3d6 points of damage to Orcs.

History: Elladan (S. ‘elf-man’) was the twin of Elrohir and brother of Arwen, born TA 139 to Elrond and Celebrían. In TA 2509, he and Elrohir rescued their mother from Orc raiders in the Misty Mountains, but within a year Celebrían left Middle- earth for the West. Elladan and his brother rode south with Halbarad during the War of the Ring, and accompanied II as far as the Black Gates of themselves. Being half-elven, both Elladan and his two siblings remained in Middle-earth well into the Fourth Age, and all presumably chose the path of mortality.

Elrohir Medium-size Outsider (native, good, quasi-deity) Calaquendi (Noldo/Peredhil, 7th Generation) Fighter 10/Aritocrat 5 Eldarin Divine Rank: 0 Hit Dice: 10d10+60+5d (160 vp, 37 wp) Initiative: +8 (+8 Dex) Speed: 30 ft. (6 squares) AC: 38 (+8 Dex, +9 armor, +6 deflection, +5 shield) touch 24, flat-footed 30 Base Attack/Grapple: +13/+16 Attack: Gordur +22 Full Attack: Gordur +22/+17/+12 melee (1d8+8, plus 2d6 [holy], plus 3d6 vs. Orcs 17-20) Space/Reach: 5 ft./5 ft. Special Qualities: Noldo traits, Calaquendi traits, wild empathy (+21); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 10/epic; fire resistance 5; spell resistance 30 Saves: Fort +19, Ref +17, Will +17 Abilities: Str 17, Dec 26, Con 22, Int 16, Wis 27, Cha 22 Skills: Craft (armor) +20 (+17 insight), Craft (blacksmithing) +20 (+4 insight), Craft (weapons) +20 (+4 insight), Diplomacy +32, Knowledge (history) +30 (+15 insight), Knowledge (nobility) +30 (+14 insight), Ride +26 Weapon Groups: Axes, basic weapons, bows, heavy blades, light blades, maces and clubs, spears and lances Feats: Combat Expertise, Improved Critical (heavy blades), Improved ToughnessCW, Improved Trip, Mounted Combat, Power Attack, Ride-by Attack, Skill Focus (Diplomacy) (x2), Spirited Charge, Unbalancing Critical (heavy blades), Weapon Focus (heavy blades) Challenge Rating: 15 Equipment/Treasure: Gordur, +4 chainmail of light fortification, +4 buckler, cloak of resistance +5 Alignment: Lawful Good

Gordur (S. ‘dark dread’) is one of a set of swords fashioned for Elrond’s sons by mighty smiths of Imladris. It is fashioned from the rare and nigh-priceless mithril, lost since the fall of Eregion and Khazâd-dûm. Gordur was carried into the Orc-hold in TA 2509, and as far as the Battle of Pelennor Fields and the Morannon. Gordur is a +5 holy mithril longsword with the following additional powers: W Gordur shines dimly when Orcs are within 1000 feet, and sheds white light as a torch when Orcs are within 100 feet. W Gordur deals an additional +3d6 points of damage to Orcs.

History: Elrohir (S. ‘elf-horse-master’) was the twin of Elladan and brother of Arwen, born TA 139 to Elrond and Celebrían.

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Elrond Half-elven, Lord of Rivendell Medium-size Outsider (native, good, demigod) Calaquendi (Noldo/Peredhil, 6th Generation, House of Fingolfin) Cleric 10/Loremaster 10/Divine Oracle CD 10 Eldarin Divine Rank: 3 Hit Dice: 10d8+10d4+10d6+150 (330 vp, 23 wp) Initiative: +9 (+5 Dex, +4 Improved Initiative) Speed: 30 ft. (6 squares, 20 ft. in armor) AC: 49 (+5 Dex, +14 armor, +10 deflection, +3 divine, +7 shield), touch 28, flat-footed 44 Base Attack/Grapple: +17/+24 Attack: Helkaluinë +30 Full Attack: Helkaluinë +30/+30/+25/+20 melee (3d6+10, plus 3d6 [cold] 17-20/plus 6 [cold]) Space/Reach: 5 ft./5 ft. Special Attacks: Turn undead (10th level, 13/day, +17 check, +20 damage) Special Qualities: Noldo traits, Calaquendi traits, wild empathy (+43); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 10/epic; fire resistance 8; spell resistance 46; Healing, Knowledge, and Oracle domains, lore (+40), applicable knowledge (bonus feat) (x2), greater lore (at will identify), secret knowledge of advance, secret of inner strength, the lore of true stamina, true lore (1/day legend lore or analyze dweomer), scry bonus, prescient sense, divination enhancement, improved uncanny dodge, immune to surprise; automatic actions, create magic items, makers' power, salient divine abilities Saves: Fort +33, Ref +29, Will +45 Abilities: Str 18, Dex 20, Con 20, Int 26, Wis 36, Cha 30 Skills: Appraise +15 (+4 insight, +2 armor, metal wares, and weaponry), Bluff +17, Concentration +41, Craft (armor) +35 (+11 insight), Craft (blacksmith) +35 (+11 insight), Craft (weapons) +35 (+11 insight), Diplomacy +28, Heal +64, Intimidate +37, Knowledge (arcana) +55 (+11 insight), Knowledge (history) +60 (+13 insight), Knowledge (nature) +50 (+11 insight), Knowledge (nobility) +42 (+11 insight), Knowledge (religion) +50 (+3 insight), Spellcraft +48, Survival +49 (+4 above ground) Weapon Groups: Basic weapons, bows, heavy blades, light blades, spears and lances Feats: Greater Spell Penetration, Heighten Spell, Improved Critical (heavy blades)b, Improved Initiativeb, Maximize Spell, Maximize Spell, Quicken Spell, Skill Focus (Knowledge [religion]), Spell Penetration Epic Feats: Epic Reputation, Epic Skill Focus (Knowledge [history]), Multispell, Spectral Strike Challenge Rating: 31 Equipment/Treasure: Helkaluinë, the Ring of Air, +6 mithril full plate of moderate fortification, +5 animated mithril heavy shield of greater fire resistance

Helkaluinë (Q. ‘shining blue ice’) is a beautiful blade forged in the lost lands of Beleriand. Resembling a blade of blue ice, Helkaluinë is a +6 longsword of speed and icy blast with the following additional powers: W Helkaluinë strikes as a Huge longsword, dealing a base damage of 3d6. W Helkaluinë glows a pale blue when orcs are within 1 mile and shines as bright as a torch when orcs are within 100 feet. W Helkaluinë allows its wielder to cast haste and fire shield (cold version only) using his own caster level and spell points.

The Ring of Air (S. ‘Vilya’) was gifted to Gil-galad by the Noldorin smiths of Eregion. It is the mightiest of the Three Elven Rings. Gil-galad gave Vilya to Elrond Half-elven just before his departure to lead the armies of the Last Alliance. Elrond carried Vilya for centuries after the end of the 2nd Age and brought it across the oceans to Valinor at the end of the 3rd Age. Vilya grants its wearer the following benefits: W Vilya grants its wearer a +15 competence bonus on Heal checks. W Vilya allows its wearer to cast from the Air Domain as a standard action at will. Vilya casts these spells as a 20th level cleric. W Vilya grants its wearer immunity to stunning. W Vilya doubles the total spell points for one spellcasting class. W Vilya grants its wearer fast healing 10. W Vilya grants its wearer a +10 sacred bonus to saving throws.

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History: Elrond (S. ‘star-dome’) is the son of Eärendil the Bright and Elwing, daughter of Dior Thingol's heir. The exact year of his birth is unknown, but it is certain that during the destruction of Arvernien he was kidnapped by his attackers, Maedhros and Maglor. Over time and in the absence of his loving parents, Elrond and his brother Elros grew fairly fond of Maglor and both may have even participated in the War of Wrath.

After the fall of Morgoth, Elrond dwelt in Lindon with King Gil-galad. He remained there until SA 1695 when he moved over the Ered Luin to aid the elves of Eregion in their war against Sauron. Unfortunately, his efforts did little but perhaps delay the inevitable. In SA 1697, Sauron's forces overran the lands of Eregion and Elrond, along with many other Noldor, fled and founded Imladris (Rivendell) in the north. During the siege of the Barad-dûr, Elrond served as Gil-galad's herald and stood beside him as he fought Sauron to the death.

Thereafter, Elrond dwelt in Imladris which grew over time to be one of the greatest elven communities in Middle-earth since the fall of Beleriand. In TA 100, he married Celebrían, the daughter of Galadriel and Celeborn. Their children were Elrohir, Elladan, and Arwen. Elrond’s havens in Imladris served to assist the fading Dúnedain in the north, first with force of arms for the kingdoms of Arnor and Arthedain, and later as a safe-house for the endangered line of , his distant cousins.

Elrond served on the White Council and aided the attack on Dol Guldor in the later days of the 3rd Age. With the destruction of Isildur's Bane, Elrond sailed west to the Blessed Realm with the Ringbearers, Gandalf, and Galadriel.

Automatic Actions: As a free action, Elrond may complete any of his Craft or Knowledge skill checks, provided that the DC is 15 or less. Elrond may perform 2 such free actions per round. Create Magic Items: Elrond may create magic items of up to 4,500 gp in value pertaining to knowledge, foresight, and the development of skill in the crafting of metals, stones, and gems. Makers' Power: In Imladris Elrond has his stronghold. The area is 2 miles in diameter and the air is thick with the smell of pine, growing warmer as it sinks into the depths of the valley. Portfolio: the Eldar in Middle-earth, crafts, Imladris Portfolio Sense: Elrond senses any actions of the Eldar in Middle-earth as a people at large, provided that the event affects at least 500 people. Salient Divine Abilities: Divine Armor Mastery, Divine Spellcasting, Know Secrets, Shadow of Foresight† †unique SDA

Cleric Spell DCs: 24+spell level, +1 for Divination (scrying) spells‡ Cleric Caster Level: 33rd, 37th to overcome SR, +1 caster level for Healing Domain spells†, +2 Lore: Cleric Spells caster level for Divination spells* Known Cleric Spell Points: 1192 The lists of Cleric spells known Maximum Cleric Spell Level: 13th by many of those Eldar with a Cleric Spells Known: (0th–9th): 9/5/5/4/4/4/3/3/3/3: 0th: create water, cure minor wounds, lot of Cleric levels may seem st very long—well, they are. The detect magic, detect poison, guidance, light, read magic, resistance, virtue; 1 : bless water, reason for this is that Clerics in cure light wounds†, detect evil*, divine favor, detect secret doors*, identify*, obscuring mist, a spell point system are ray of hope; 2nd: augury*, calm emotions, consecrate, cure moderate wounds†, detect considered to always have their thoughts*, hold person, lesser restoration, zone of truth; 3rd: clairaudience/clairvoyance*‡, Domain spells prepared with no slot needed. These spells cure serious wounds†, divination*, mass lesser vigor, refreshment, remove curse, remove th have been included in the nausea; 4 : cure critical wounds†, death ward, mass resurgence, neutralize poison, write-ups to reduce cross- restoration, scrying*‡; 5th: break enchantment, commune*, greater vigor, hallow, mass cure referencing. light wounds†, spell resistance, true seeing*; 6th: find the path*, greater dispel magic, mass owl’s wisdom, harm, heal†, legend lore*; 7th: greater scrying*‡, holy aura, holy word, mass spell resistance, regenerate†; 8th: discern location*, greater spell immunity, holy aura, mass cure critical wounds†, spread of contentment; 9th: end to strife, etherealness, foresight*, mass heal†, sublime revelry

Elwë Singollo, Elu Thingol, the Hidden King of Doriath Large Outsider (native, good, intermediate deity) Calaquendi (Sinda, 1st Generation) Cleric 20/Heirophant 5/Fighter 12/WonderworkerE 3/Aristocrat 10 Divine Rank: 11

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Hit Dice: 25d8+12d10+3d6+400+10d (738 vp, 41 wp) Initiative: +18 (+10 Dex, +8 Superior Initiative; always goes first) Speed: 40 ft. (8 squares) AC: 43 (+10 Dex, -1 size, +13 deflection, +11 divine) touch 43, flat-footed 33 Base Attack/Grapple: +30/+54 Attack: Aranrúth +45 Full Attack: Aranrúth +45/+40/+35 melee (1d10+16, plus 3d6 [holy], plus 1 negative level vs. evil 15-20/plus 3 negative levels vs. evil, plus 12 [holy]) Space/Reach: 10 ft./10 ft. Special Attacks: Turn undead (20th level, 16/day, +28 check, +33 damage), blast infidel Special Qualities: Doom of the Noldor, Sinda traits, Calaquendi traits, wild empathy (+74); immune to acid, cold, electricity, transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 10/epic; fire resistance 16; spell resistance 62 (66 vs. evil spells and spell-like abilities of evil outsiders); blast infidel, faith healing, divine reach (90 ft.); remote sensing, block sensing, automatic actions, create magic items, divine aura, grant spells, makers' power, salient divine abilities Saves: Fort +48, Ref +42, Will +55 Abilities: Str 28, Dex 30, Con 30, Int 32, Wis 44, Cha 36 Skills: Appraise +22 (+4 alchemical), Concentration +52, Craft (alchemy) +62, Diplomacy +102 (+9 insight), Gather Information +90 (+13 insight), Heal +80 (+12 insight), Knowledge (arcana) +60, Knowledge (history) +55, Knowledge (local) +50, Knowledge (nature) +50 (+14 insight), Knowledge (nobility) +47, Knowledge (religion) +63, Perform (singing) +81, Ride +50 (+7 insight), Sense Motive +87 (+12 insight), Spellcraft +80 (+23 insight), Spot +60 (+16 insight), Survival +81 (+2 above ground), Use Magic Device +24 (+2 scrolls) - Elwë may take 20 on skill checks, if he needs to make a check at all Weapon Groups: Axes, basic weapons, bows, crossbows, exotic weapons, heavy blades, light blades Feats: Combat Expertise, Combat Reflexes, Eschew Materials, Exalted Spell ResistanceE, Heighten Spell, Hold the LineCW, Holy RadianceE, Improved Combat ExpertiseCW, Improved Initiative, Improved Trip, Negotiator, Nimbus of LightE, Power Attack, Purify SpellE, Quick Draw, Servant of the HeavensE, Words of CreationE Epic Feats: Epic Reputation, Epic Spellcasting, Exceptional Deflection, Improved Heighten Spell, Multispell (x2), Positive Energy Aura, Spectral Strike, Spellcasting Harrier, Superior Initiative Challenge Rating: 47 Equipment/Treasure: Aranrúth, Crown of Doriath Alignment: Lawful Good

Aranrúth (S. ‘King's wrath’) is Thingol's majestic sword of Doriath. Aranrúth is later used by the Kings of Númenor, though its fate is surely sealed in the ocean's depths along with those people. Aranrúth is a +7 Large keen cold iron longsword of holy power with the following additional powers: W Aranrúth stuns any servant of Morgoth it strikes if the target fails a Fort save (DC 44). Targets who fail their saves are stunned until the beginning of your next turn. The save DC is Strength-based. W Aranrúth is considered blessed when fighting servants of Morgoth, automatically confirming any critical threats. W Aranrúth has a natural critical threat range of 18-20.

The Crown of Doriath is an elegant silver and gold band adorned with hundreds of tiny diamonds that glitter like starlight. Its literal worth in gold pieces is incalculable. The Crown has the following powers: W The Crown prevents 50% of all critical hits and sneak attacks. W The Crown grants its wearer detect evil, detect lies, detect undead, and true seeing as a 20th level caster. These effects cannot be dispelled, but Thingol can suppress or activate any number of them as a free action.

History: Elwë Singollo, Elu Thingol, awoke in Cuiviénen at the beginning of the ancient world. He went to Valinor with Finwë as an ambassador of those of his house. He returned to the Land of Awakening with vigor and radiance, and persuaded many of his people to undertake the Great Journey. With his brother Olwë, Thingol led the last and greatest host towards the deathless shores of Valinor.

After crossing the Ered Luin, the host of the Teleri dwelled a while in East Beleriand, near the river Gelion. He went often into the western forests to see his friend Finwë. Once, near the end of their journey across Middle-earth, Thingol found himself lost in the depths of Nan Elmoth. It was there that he met Melian. He was at once ensnared by her songs and, forgetting all his

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people and his responsibilities, he saw the Light of Valinor in her eyes. Together they stood transfixed by each other for years as the forests grew dark and tall about them.

After a while, those elves that had remained behind while the rest of the Teleri sailed on towards the undying lands were met by a strange figure. Their lord Thingol, long lost in the forests, had returned. He had been glorious in appearance and presence after returning from Valinor, but now he was as a lord of the Maiar. He stood taller than any others of the Children of Ilúvatar (8'2"); his hair was as a cascade of silver; his eyes possessed the depths of the stars of Varda. To himself he gathered many of the Eldar who remained in those regions and with them founded the realm of Doriath. With his wife Melian beside him, Thingol began the long years known as the Peace of Arda.

Guided by his great wisdom and the foresight of Melian, Thingol met well the Dwarves of Belegost and hired them to tunnel his great halls of Menegroth. The efforts of the Sindar and the Dwarves, assisted by Melian, made these halls the finest in Middle-earth and a model for Finrod's palaces of Nargothrond. It was during this time that Lúthien, the fairest of all the Children of Ilúvatar, was born to the Lord of Doriath and his Ainu wife.

Upon the return of Morgoth into Middle-earth and the self-exiled Noldor, Thingol enclosed Doriath within the Girdle of Melian. Upon discerning the Kinslaying from Melian's meetings with Galadriel, Thingol banned the Sons of Fëanor from his lands forever as well as forbidding the use of Quenya within his realm. Later, he refused to receive any of the Edain into Doriath.

In this way, Thingol's realm and reign prospered for many centuries until Beren, son of Barahir, managed to slip past his nets and scouts. Chancing upon Thingol's daughter in the forests of Doriath, Beren fell quickly in love with Lúthien as she did with him. Thingol, in an attempt to deny their matrimony, demanded of Beren one of the stolen Silmarils from the Iron Crown of Morgoth as the bride-price for his daughter's hand. Thus he was ensnared by the Doom of the Noldor (stats presented here).

During this time, the realm of Doriath took a more active role in the War of the Jewels. Beren later returned to Doriath after many harrowing and deadly adventures with a missing hand. The other hand, it is said, was clutching a Silmaril in the belly of Carcharoth, the Wolf of Morgoth. Carcharoth, frenzied by the pain of the Silmaril, viciously attacked Doriath. Beren saved Thingol's life from the beast but gave his own in return before Carcharoth was felled.

Later, Thingol harbored homeless Edain in safety due to his love for Beren and his kind. The great Adan champion Túrin Turambar was for many years fostered by Thingol and trained by Beleg Strongbow, greatest of the march-wardens of Doriath. After the fall of Nargothrond, Húrin gave Thingol the Nauglamír in gratitude for his kindness to his son. Doom enclosed about Thingol when he decided to place the Silmaril within the Dwarven necklace, and those Dwarves in Menegroth slew Thingol in order to possess the treasures of their people and those of Fëanor. Upon his death, Melian vanished back to Valinor in terrible grief. The Girdle of Melian came down, and the era of the Guarded Realm came to a bitter close.

Thingol's realm lasted after his death, upheld by his grandson Dior, the son of Beren and Lúthien, both of whom had come back to life miraculously. Beren himself avenged the murder of Thingol by waylaying the Dwarves on their road to Nogrod and slaying them all in great numbers. While Dior's reign lasted there was stable peace, but not the unquestioned authority that had resided for ages under the rule of Thingol and his queen. Upon the unaccounted second deaths of Beren and Lúthien, the Nauglamír-Silmaril was gifted to Dior and the beauty of Doriath was renewed.

Soon and swiftly the Sons of Fëanor fell upon Doriath and slew many of the people therein. Dior stood and fought and proved his might in arms. By his sword were slain Celegorm, Curufin, and Caranthir before he himself died. After this, Doriath was never again established and fell into the mists of time.

Automatic Actions: As a free action, Elwë may make any Knowledge check, provided that the DC is 25 or less. Elwë may perform 10 such free actions per round. Create Magic Items: Elwë may create magic items of up to 200,000 gp in value (non-artifacts) pertaining to the protection, secrecy, and perseverance of Doriath. Remote Sensing: As a standard action, Elwë can perceive everything within 11 miles of any river, tree, or stone within Doriath. All locations within Doriath are considered holy sites by Elwë. Elwë can extend his senses to up to 10 different locations within Doriath.

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Block Sensing: As a standard action, Elwë may block the sensing ability of any deity with 20 divine ranks or less. This power extends for 20 miles, or within the same distance around any location within Doriath, or the same distance around a portfolio-related event. Elwë can block up to two different locations for 20 hours. Remote Communication: As a standard action, Elwë can send a communication to a remote location. Elwë can speak to any Sinda, and to anyone within 11 miles of any location within Doriath. Godly Realm: Melian has given over her Godly Realm to her beloved husband and King of Doriath, Elwë. Despite this gift, Melian has set the boundaries of her realm herself to encompass all of Doriath. Herein, the air is cool and fresh, awash with the scents of pine, flowing clear waters, and rich soil. Birds are everywhere within the realm, and their songs fill the air just as much as the ancient trees seem to fill the sky. Within this area, Melian applies the quicken spell metamagic feat to all spells with the Good descriptor and those spells from the CommunityCD, Good, and Protection Domains while impeding any spells with the Evil descriptor. Astral links are closed throughout the realm. Divine Aura (ex): Elwë emanates a commanding aura from his majestic throne in Lore: Eldarin Divine the Halls of Menegroth, a presence of astounding power and lordship which extracts humility from even the most fell and haughty of Eldarin ambassador. All those within Spellcasters 1100 feet of Elwë of lower divine rank must make a Will save (DC 34) or be subjected The spellcaster levels for many of the Eldalië may seem off at first glance. to his aura. Elwë can make his worshippers, beings of lawful good alignment, or both The truth of the matter is that the base types of creatures immune to his aura as a free-action. Elwë can pick between the caster level for Eldarin spellcasters is following conditions with which to afflict those who fail their saves as a free action: inherently augmented by their Eldarin th daze, fright, or resolve. divine rank (if any). So, a 20 level Cleric with 6 EDvR will naturally cast Spontaneous Casting: Elwë can spontaneously cast any spell he can grant as a their Cleric spells as a 26th level cleric spontaneously casts cure spells. spellcaster, and they can take 10 (or 20) Portfolio: The Sindar, the kingdom of Doriath, Menegroth, the Esgalduin on their caster level checks if need be. Portfolio Sense: Elwë senses any activities of the Sindarin elves, as well as any This never affects how many spells the Elda knows or how many spell points activities whatsoever within the Girdle of Melian. He is aware of all of these things they have every day. In the case of regardless of the number of people or creatures involved. His senses extend 11 weeks Domain powers, the Eldalië use their into the past. Cleric caster level whenever needed, Grant Spells: Elwë automatically grants spells and domain powers to mortal or including any class levels that would normally increase their Cleric caster Eldarin divine spellcasters who pray to him. level (such as Hierophant levels). If an Salient Divine Abilities: Automatic Consecrate Spell, Automatic Maximize Spell, Elda doesn’t have a Cleric caster level, Automatic Quicken Spell, Divine Inspiration, Divine Spellcasting, Divine Storm, Instant they use their Domain spells and Counterspell, Lay Quest, Lord of Doriath†, Lord of the Maiar†, Mind of the Beast, powers at a caster level of 10 + their divine rank instead. Power of Nature, Supreme Initiative. †unique SDA

Domains: CommunityCD, NobilityCW, Protection Domain Powers: Elwë may use the following abilities as a 36th level cleric. Calm Emotions (sp): 11/day, as the spell; gain a +2 competence bonus to Diplomacy checks. Inspire Allies (sp): 11/day, +2 morale bonus to saves, attacks, damage, ability checks, and skill checks, useable as a standard action with a 13 round duration. Protective Aura (su): 11/day, grants a +36 resistance bonus to target's next saving throw. Domain Spell-like Abilities (sp): at will– antimagic field, bless, demand (DC 31), discern lies (DC 27), divine favor, enthrall (DC 25), geas/quest, greater command (DC 28), heroes' feast, mage's magnificent mansion, magic vestment (DC 26), mass heal (DC 32), mind blank (DC 31), prayer, prismatic sphere (DC 32), protection from energy (DC 26), refuge, repulsion (DC 30), sanctuary (DC 24), shield other (DC 25), spell immunity (DC 27), spell resistance (DC 28), status (DC 25), storm of vengeance (DC 32), telepathic bond, tongues (DC 27); caster level 36th, save DCs are Charisma-based. - Elwë may take 20 on caster level checks, if he needs to make a check at all

Cleric Spell DCs: 28+spell level Cleric Caster Level: 36th Cleric Spell Points: 1039 Maximum Cleric Spell Level: 17th Cleric Spells Known: All, plus CommunityCD, NobilityCW, and Protection domains. - Elwë may take 20 on caster level checks, if he needs to make a check at all

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Eöl the Dark Elf of Nan Elmoth Medium-size Humanoid Quendi (Sinda) Sorcerer 16/Aulendur 14 Hit Dice: 16d4+14d8+180 (283 vp, 22 wp) Initiative: +4 (+4 Dex) Speed: 30 ft. (6 squares) AC: 34 (+4 Dex, +8 armor, +5 natural, +7 shield) touch 14, flat-footed 30 Base Attack/Grapple: +15/+19 Attack: Fuinrauko +24 Full Attack: Fuinrauko +24/+24/+19/+14 (1d8+9, plus 1 Con 17-20) Space/Reach: 5 ft./5 ft. Special Qualities: Moriquendi traits, Sinda traits, wild empathy (+38); summon familiar; master of the forge (+7), spark of the divine +4, minor creation at will, hand of Aulë +60, master of the bellows, major creation 3/day; spell resistance 36 Saves: Fort +25, Ref +20, Will +27 Abilities: Str 18, Dex 19, Con 22, Int 28, Wis 17, Cha 26 Skills: Bluff +36, Concentration +25, Craft (armor) +50 (+7 with a forge, +8 insight), Craft (blacksmithing) +75 (+16 insight), Craft (leatherworking) +50 (+8 insight), Craft (sculpting) +50 (+8 insight), Craft (stonemasonry) +50 (+8 insight), Craft (weapons) +70 (+7 with a forge, +18 insight), Knowledge (arcana) +42, Knowledge (architecture & engineering) +37, Knowledge (geography) +40, Spellcraft +46, Ride +20, Survival +35 (+4 avoid getting lost) Weapon Groups: Basic weapons, bows, heavy blades, spears and lances Feats: Craft Magic Arms and Armor, Craft Wondrous Item, Greater Spell Focus (enchantment), Greater Spell Penetration, Practiced Spellcaster, Spell Focus (enchantment), Spell Penetration Epic Feats: Charming Spell, Epic Skill Focus (Craft [blacksmithing]), Epic Skill Focus (Craft [weapons]), Epic Spell Focus (enchantment), Legendary Spellcaster Challenge Rating: 21 Equipment/Treasure: Fuinrauko, Gûlthalion, amulet of natural armor +5, cloak of resistance +5, bracers of armor +8 Alignment: Neutral Evil

Fuinrauko (S. ‘gloomy demon’) is the choice sword of Eöl the Dark Elf. Crafted from the secret alloy ‘galvorn’, Fuinrauko is a glimmering weapon of black simplicity. A straight, edged blade unadorned with the jewels and decoration consistent with the weapons forged by Eldarin smiths from Valinor or Doriath, Fuinrauko derives its worth from the quality of its craftsmanship and from its material of construction. Fuinrauko is a +5 wounding scimitar of speed with the following additional powers: W Fuinrauko strikes as a Large scimitar, dealing a base damage of 1d8. W Fuinrauko delivers a fear effect to the target (DC 33) upon a successful hit. Caster level 24th. The save DC is Charisma-based.

Gûlthalion (S. ‘mage-shield’) is a hard, black shell of galvorn set with subtle runes on its interior surface. Gûlthalion is a +5 animated heavy galvorn shield of moderate fortification with the following additional properties: W Gûlthalion grants its wearer spell resistance 32. W Gûlthalion absorbs energy (acid, cold, electricity, fire, or sonic) damage at a rate of up to 30 points per round. This energy damage is accumulated within the runes etched into the shield’s interior. Gûlthalion can contain up to 300 points of energy damage in this fashion. Upon command, Gûlthalion can release this damage as a 60-ft. cone, dealing the accumulated energy damage to all creatures within the area, Reflex save (DC 33) for half, at a rate of 1d10 points of damage per 10 points of energy stored, rounded down (i.e. 178 points of stored fire damage deals 17d10 points of fire damage when released). Once Gûlthalion has begun to absorb a particular form of energy damage, it cannot begin to absorb a different form of energy until the currently stored energy is released.

History: Eöl was a Sinda of somewhat close kinship with Thingol. After the departure of the Teleri from Middle-earth and the return of Thingol, Eöl’s home in Doriath was soon enclosed within the Girdle of Melian. Disquieted by the Girdle and its powers, Eöl received permission from Thingol to remove himself to Nan Elmoth in exchange for the sword Anglachel.

Around FA 300, Eöl chanced upon Aredhel wandering through the dark depths of Nan Elmoth. Entranced by her beauty, he wove his spells about her and soon had her to wife. Aredhel bore him one son—Maeglin. Maeglin was brilliant, having within

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him the blood of the Noldor of Valinor. Eöl often brought his son along with him on his trips to the Dwarven cities in the Ered Luin where he learned all manner of smith-craft—one of the only things Eöl permitted Maeglin to accomplish himself in.

Eventually, Maeglin exhibited a desire to visit his mother’s family in Gondolin and Hithlum. Eöl expressly forbade this, threatening to incarcerate Maeglin if the idea was not stemmed. This was the final straw for the otherwise ignored Maeglin and his oppressed mother. Together they fled Nan Elmoth, making their way to the Hidden City of Gondolin, unaware the Eöl was close behind, tracking their steps.

Once within Gondolin, Eöl was faced with a choice: life in Gondolin forever after and strict forbiddance from the rest of Beleriand, or death. Since Maeglin was of a mind to stay, Eöl cursed him and tried to slay his own son with a poisoned javelin. Aredhel swiftly interposed herself, however, and took the killing blow herself. Upon her death, Eöl was cast from a cliff in Gondolin—the Caragdûr—to his ghastly death.

His son, however…

Eöl was a tall Elf (7’6”) and had raven-black hair and an ashen, cold complexion. He had a dour disposition, was at odds with the sons of Fëanor who dwelt north of him, and his only associates were the Dwarves of Belegost and Nogrod.

Sorcerer Spell DCs: 18+spell level, +3 for Enchantment spells† Sorcerer Caster Level: 24th, 28th to overcome SR Sorcerer Spell Points: 263 Sorcerer Spells Known: (0th–8th) 9/5/5/4/4/4/3/2/1: 0th: arcane mark, daze, detect magic, detect poison, light, mage hand, mending, read magic, resistance; 1st: alarm, feather fall, floating disc, identify, shield; 2nd: arcane lock, detect thoughts, locate object, misdirection, see invisibility; 3rd: haste, keen edge, nondetection, vampiric touch; 4th: charm monster†, secure shelter, stone shape, stoneskin; 5th: major creation, passwall, private sanctum, permanency; 6th: analyze dweomer, greater dispel magic, mass suggestion†; 7th: instant summons, mage’s sword, sequester; 8th: sympathy†

Ereinion Gil-galad, Scion of Kings, the Star of Radiance, King of Lindon Medium-size Outsider (native, good, lesser deity) Calaquendi (Noldo, 4th Generation, House of Fingolfin) Paladin 20/Bard 15 Eldarin Divine Rank: 6 Hit Dice: 20d10+15d6+280 (570 vp, 56 wp) Initiative: +6 (+6 Dex) Speed: 30 ft. (6 squares) AC: 45 (+6 Dex, +13 armor, +10 deflection, +6 divine) touch 32, flat-footed 39 Base Attack/Grapple: +28/+42 Attack: Aeglos +49 melee or +47 ranged Full Attack: Aeglos +49/+44/+39/+34 melee (1d8+15, plus 3d6 [holy], plus 1 negative level vs. evil, plus 18 [cold] 19-20/+9 [holy], plus 9 [cold], plus 3 negative levels vs. evil), or +47/+42/+37/+32 ranged Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil (12/day; +10 attack, +100 damage), turn undead (17th level, 13/day, +20 check, +27 damage) Special Qualities: Calaquendi traits, doom of the Noldor, Noldo traits, wild empathy (+51); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 15/epic and evil; fire resistance 11; spell resistance 51; aura of good (overwhelming), detect evil at will, divine grace, lay on hands (200 hp/day), aura of courage (+8, 100 ft.), divine health, special mount, remove disease (5/week), blessed weapon, divine might, tend to mount, holy sword (1/day, CL 10th); bardic knowledge (+28), bardic music, countersong, fascinate, inspire competence, inspire courage (+3 morale to attack, damage, saves vs. charms and fear effects), inspire greatness (+2d10 HD, +2 competence to attacks, and +1 competence to Fort saves), inspire heroics (30 feet; +4 morale to saves and +4 dodge bonus to AC), song of freedom, suggestion (DC 27); automatic actions, create magic items, makers' power, salient divine abilities Saves: Fort +51, Ref +43, Will +45 Abilities: Str 26, Dex 22, Con 26, Int 20, Wis 26, Cha 30 Skills: Bluff +41, Concentration +46, Craft (armor) +49 (+38 insight), Craft (blacksmithing) +49 (+38 insight), Craft (weapons) +49 (+38 insight), Diplomacy +62, Heal +52, Knowledge (arcana) +27, Knowledge (history) +26, Knowledge

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(nature) +15, Knowledge (religion) +49, Perform (ballad) +45, Ride +35, Sense Motive +52, Spellcraft +29, Spot +18, Survival +52, Use Magic Device +11 (+2 scrolls) - Gil-galad may take 10 on skill checks, if he needs to make a check at all Weapon Groups: Axes, basic weapons, bows, exotic weapons, heavy blades, light blades, spears and lances Feats: Combat Expertise, Extra SmitingCW, Improved Combat ExpertiseCW, Nimbus of LightE, Power Attack, Quick Draw, Quicken TurningCD Epic Feats: Epic Reputation, Epic ToughnessCW, Great Smiting, Lasting Inspiration, Positive Energy Aura Challenge Rating: 36 Equipment/Treasure: Aeglos, Cloak of Aman, Ring of Air Alignment: Chaotic Good

Aeglos (S. ‘icicle’) is a finely crafted and modestly ornamented longspear made of white mithril and silver with sapphires inlayed along the length. Aeglos is a +7 mithril longspear of holy power and icy blast with the following additional powers: W Aeglos is a mithril weapon, but it also strikes as a silver weapon for purposes of bypassing damage reduction. W Aeglos may be used to attack any foe to the limit of its reach. This includes adjacent enemies. W Aeglos always deal the maximum amount of cold damage possible. W Aeglos can be thrown as a javelin with a range of 100 feet. It returns to Gil-galad instantly after striking, allowing a full-attack action to be made using this function.

The Cloak of Aman is silken and sheer white, embroidered modestly with mithril and gold stitching. The Cloak of Aman provides its wearer with the following benefits: W The Cloak grants a +8 resistance bonus to saving throws. W The Cloak grants immunity to cold and electricity. W The Cloak provides protection as though it was a suit of +8 breastplate, but carries no max Dex bonus, penalty to speed, or arcane spell failure chance.

The Ring of Air (S. ‘Vilya’) was gifted to Gil-galad by the Noldorin smiths of Eregion. It is the mightiest of the Three Elven Rings. Gil-galad gave Vilya to Elrond Half-elven just before his departure to lead the armies of the Last Alliance. Vilya grants its wearer the following benefits: W Vilya grants its wearer a +15 competence bonus on Heal checks. W Vilya allows its wearer to cast from the Air Domain as a standard action at will. Vilya casts these spells as a 20th level cleric. W Vilya grants its wearer immunity to stunning. W Vilya doubles the total spell points for one spellcasting class. W Vilya grants its wearer fast healing 10. W Vilya grants its wearer a +10 sacred bonus to saving throws.

History: Gil-galad is the son of Fingon, born to the name Ereinion (S. ‘scion of kings’). He was born in Hithlum and was sent to the Falas after the Battle of Sudden flame and the consequential fall of Fingolfin. Escaping to the Isle of Balar in the Bay of Balar, Ereinion was renamed Ereinion Gil-galad (S. ‘star of radiance’). With the fall of Gondolin and the death of Turgon, he was named High King of the Noldor. After that, he was referred to as simply Gil-galad.

Despite being called to Valinor by the Host of the West after the fall of Morgoth, Gil-galad remained in the shattered remains of Ossiriand known then as Lindon. He refused the cooperation of Annatar, the Lord of Gifts, and forbade the Maia entry into Lindon. Despite this, he was the first bearer of Vilya, the most powerful of the Elven Rings.

During the Dark Years, Gil-galad fought off the armies of Sauron with the aid of Númenor. When Sauron revealed himself openly after the fall of Westernesse, Gil-galad formed the Last Alliance of Men and Elves with . Together, they led the attack on Mordor and the siege on the Barad-dûr. In SA 3441, Gil-galad was killed by Sauron, burned to death by the Dark Lord's fires.

Automatic Actions: As a free action, Gil-galad may complete any of his Craft skill checks, provided that the DC is 20 or less. Gil-galad may perform 5 such free actions per round. Create Magic Items: Gil-galad may create magic items of up to 200,000 gold pieces in value (non-artifacts) pertaining to the perseverance of the Eldar in Lindon and Middle-earth as a whole. He may also make similar magic items pertaining to the destruction of the forces of Sauron.

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Makers' Power: In Hithlum and later in Lindon, Gil-galad has his stronghold. The area is 2 miles in diameter. Gil-galad keeps the skies warm and clear while the rivers are clear and as cool as the springs in the Ered Luin. Astral links are closed throughout his realm. Portfolio: Eldar in Middle-earth, crafts in metal, the Blue Mountains Portfolio Sense: Gil-galad senses the crafting of any metal item which has a market value of at least 50,000 gold pieces. He senses any act of violence visited upon any of the Eldar in Middle-earth. He also senses any crossing of the Blue Mountains, regardless of the number of people it involves. Salient Divine Abilities: Automatic Quicken Spell, Battlesense, Divine Inspiration, Divine Paladin, Increased Damage Reduction*, Master Crafter, Shadow of Foresight†, Skill of the Maiar† †unique SDA, *revised SDA

Bard Spell DCs: 20+spell level Bard Caster Level: 21st Bard Spell Points: 242 Bard Spells Known: (0th–5th) 6/4/4/4/4/3: 0th: dancing lights, flare, light, lullaby, mage hand, read magic; 1st: cause fear, charm person, cure light wounds, obscure object; 2nd: blur, hypnotic pattern, mirror image, pyrotechnics; 3rd: blink, daylight, deep slumber, refreshment; 4th: cure critical wounds, dimension door, greater invisibility, hold monster; 5th: greater dispel magic, mislead, song of discord - Gil-galad may take 10 on caster level checks, if he needs to make a check at all

Fëanor Spirit of Fire, Fëanáro, Curufinwë, High Prince of the Noldor in Tirion Medium-size Outsider (native, evil, lesser deity) Calaquendi (Noldo, 2nd Generation, House of Fëanor) Sorcerer 20/Aulendur 30 Eldarin Divine Rank: 10 Hit Dice: 20d4+30d8+550 (870 vp, 122 wp) Initiative: +12 (+12 Dex) Speed: 30 ft. (6 squares) AC: 58 (+12 Dex, +9 armor, +17 deflection, +10 divine) touch 49, flat-footed 46 Base Attack/Grapple: +25/+44 Attack: Ancaruin +52 Full Attack: Ancaruin +52/+52/+47 melee (4d8+17, plus 3d6 [fire] 17-20/plus 6 [fire], plus Fort save (DC 44) or die) Space/Reach: 5 ft./5 ft. Special Qualities: Calaquendi traits, doom of the Noldor, Noldo traits, wild empathy (+77); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 10/epic; fire resistance 15; spell resistance 55; master of the forge (+15), spark of the divine +8, minor creation at will, hand of Aulë (+140), master of the bellows, major creation at will; automatic actions, create magic items, makers' power, salient divine abilities Saves: Fort +40, Ref +41, Will +40 Abilities: Str 28, Dex 34, Con 32, Int 42, Wis 20, Cha 44 Skills: Appraise +40 (+6 alchemical, armor, gems, masonry, metal wares, and weapons, +4 leather), Bluff +54, Concentration +59, Craft (alchemy) +70, Craft (armor) +90 (+15 with a forge), Craft (blacksmithing) +115, Craft (gem cutting) +125 (+15 with a forge), Craft (leatherworking) +70, Craft (stonemasonry) +100, Craft (weapons) +90 (+15 with a forge), Decipher Script +51, Diplomacy +29, Knowledge (arcana) +90, Knowledge (geography) +90, Knowledge (nature) +96, Knowledge (religion) +90, Sense Motive +68, Spellcraft +60 (+4 scrolls), Spot +49, Survival +68 (+6 aboveground and to avoid getting lost), Use Magic Device +57 (+6 scrolls) - Fëanor may take 10 on skill checks, if he needs to make a check at all Weapon Groups: Basic weapons, bows, heavy blades, spears and lances Feats: Craft Magic Arms and Armor, Craft Wondrous Items, Eschew Materials, Heighten Spell, Improved ToughnessCW, Maximize Spell, Quicken Spell Epic Feats: Craft Epic Arms and Armor, Craft Epic Wondrous Items, Epic Aulendur (x3), Epic Reputation, Epic Skill Focus (Craft [blacksmithing]), Epic Skill Focus (Craft [gem cutting]), Epic Skill Focus (Craft [stonemasonry]), Epic Spellcasting, Epic ToughnessCW, Fabricate Gems, Ignore Material Components, Improved Heighten Spell, Multispell (x2)

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Challenge Rating: 4012 Equipment/Treasure: Ancaruin, Belegnar, Naracollo, the Crown of Formenos Alignment: Neutral Evil

Ancaruin (Q. ‘jaws of red flame’) is the finest weapon ever crafted by Fëanor, first son of Finwë. It was made in his most powerful smithy in the depths of Formenos after he was exiled there by the Valar. Within it, he placed a great portion of his frustration and rage and with each beat of his hammer the lies of Melkor seeped further into his fate. It was during this time that Melkor came to Formenos and entreated Fëanor, albeit in vein, to trust him with the Silmarils. Fëanor's rage was thus redirected towards Melkor. The weapon was finished early in the year of Manwë's great feast, during which Melkor assailed the Ezellohar and slew Finwë at Formenos, earning the name ‘Morgoth’. Fëanor carried Ancaruin out of Tirion, slew the Teleri at Alquolondë with it, sailed along the coasts of Araman with it, and nearly fell in battle to Gothmog with it. It was with him when he passed away near Hithlum and none but his sons know of its final fate. Ancaruin is a beautiful and brilliantly crafted bastard sword made of shimmering white adamantine with ruby and diamond inlays. The hilt is diamond and gold and glows with the piercing light of the stars. Ancaruin is a +8 keen adamantine bastard sword of speed and fiery blast with the following additional powers: W Ancaruin strikes as a Gargantuan bastard sword, dealing a base damage of 4d8. W Ancaruin slays any living creature it strikes with a critical hit if the target fails a Fort save (DC 44). The save DC is Strength-based. W Ancaruin cannot be sundered, disarmed, disjoined or dispelled.

Belegnar (Q. ‘mighty flame’) is a set of wristbands made of diamond and adamantine. Belegnar are bracers of armor +9 with the following additional powers: W The Belegnar grant their wearer a 100% chance to avoid critical hits and sneak attacks. W The Belegnar's wearer is immune to stunning.

Naracollo (Q. ‘fire-cloak’) is a silken cloak of fierce red and gold set in patterns of flame with the following powers: W Naracollo grants its wearer a +8 resistance bonus to all saves. W Naracollo grants its wearer immunity to any cold-based effects or spells with the Cold descriptor.

The Crown of Formenos is the other-worldly headpiece of Fëanor crafted to hold the Silmarils about his head. It is made of a nearly invisible metal which, up until Melkor’s assault of Formenos, was deemed indestructible. The Crown itself is often disregarded considering the blessed Jewels that sit in its grasp and is perhaps the most powerful artifact ever made (rivaled only by Morgoth’s Iron Crown), and grants the following powers (none of which are accounted for in Fëanor’s stats): W The Crown allows Fëanor to cast any spell from the Bard, Cleric, Druid, and Sorcerer/Wizard lists using his own caster level and spell points. W The Crown doubles the number of spell points for up to three spellcasting classes. This bonus is not accounted for by his stats. W The Crown can, as a standard action, blaze forth in awesome radiance. All creatures save Fëanor and his allies must make a Will save (DC 44) or be stunned for one round per point by which the save fails. This is a mind-affecting effect. In the event of an auto-fail, the target is stunned for 5 minutes (50 rounds), or until the Silmaril is out of sight, whichever amount of time is longer. This is a mind-affecting effect. W The Crown grants Fëanor a +15 bonus to attacks, checks, and saves. These bonuses are not accounted for by his stats. This benefit stacks with any other similar effect. For instance, a Fëanor can effectively “take 25” wherever he could otherwise “take 10”. W The Crown increases the maximum DC for Fëanor’s automatic actions by +15.

History: Fëanor is the first son of Finwë, the High King of the Noldor in Valinor, and the only son of Miriel. He was tall (7'6"), with raven-black hair and piercing eyes. His voice was resounding and fierce, and had great effect on those who listened to him, for ill or for good.

At birth he was named “Curufinwë” by his father, signifying literally “skill of Finwë”, but in all the tales of the Eldar he is remember by that name which was given to him by his mother Miriel. His birth brought forth the death of her.

12 The Crown of Formenos seriously offsets this CR. When applying its benefits, increase Fëanor’s effective Challenge Rating by anywhere from +5 to +8 depending on how effectively he applies this dramatic increase in power

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“Never again shall I bear child; for strength that would have nourished the life of many has gone forth into Fëanor.” 13

It wasn't until Fëanor neared his physical maturity that Finwë wed again, this time to Indis of the Vanyar, and Fëanor had little love either for his father's wife or their two sons. It is said that if Finwë had instead devoted his life to the fostering of his mighty son the courses of the ancient world would have been different and perhaps for the better. However, Fëanor's half- brothers were mighty in their own regard, and without them the glory of the world would have been greatly diminished.

Fëanor was wedded to Nirdanel, daughter of the skillful Mahtan who first instructed him in crafts. Fëanor is credited with the construction of the Fëanorian script, the Palantíri, the art of fabricating gems and crystals, and substance called silima. Silima is capable of capturing and radiating energy and was used to create the glorious Silmarils, the last of the radiance of the Two Trees of Valinor.

Fëanor had seven sons with Nirdanel: Maedhros, Maglor, Celegorm, Caranthir, Curufin, Amras, and Amrod. To her credit, Nirdanel restrained the greater excesses of Fëanor's passions and his fiery spirit. After the brutal destruction of the Two Trees, the murder of Finwë, and the theft of the Silmarils by the hands of the jealous Vala Melkor, Fëanor swore to avenge himself and his people. Against the advice of the Valar, Fëanor exiled himself from Valinor and, through many treacherous deeds sought after Melkor whom he had named Morgoth, the Black Foe of the World. He led his people to slay the Eldar at Alquolondë and to steal their great boats, thereby dooming the Noldor to failure and demise beyond the protection of the Valar.

Still, Fëanor pressed on into Middle-earth until, in Dor Daedeloth, he and a small company were beset by Gothmog and a pack of Balrogs. Fëanor was mortally wounded and would have surely perished had not his sons came to his aid. Not long after, on the road back to safe lands, Fëanor bade his sons avenge their father and seek forever the reclamation of the Silmarils and the destruction of Morgoth. In the foothills east of Hithlum overlooking the plains of Ard-Galen and the mighty peaks of Thangorodrim, Fëanor's spirit left his body, reducing it to so much ash with the ferocity of its passing.

For over four centuries his sons struggled to destroy Morgoth and his stronghold of Thangorodrim, but the Doom of the Noldor forever waylaid their plans and prevented their success.

Automatic Actions: As a free action, Fëanor may complete any of his Craft or Knowledge skill checks, provided that the DC is 35 or less. Fëanor may perform 5 such free actions per round. Create Magic Items: Fëanor may create magic items of unlimited value, including artifacts which pertain to the Noldorin elves or the perfection of crafts in metal, stone, and precious jewels. Makers' Power: In Tirion and later in Formenos, Fëanor has his stronghold. The area is 2 miles in diameter and Fëanor keeps the air cool and rich with the smell of the ancient pines which grow there. Astral links are closed except in his receiving chambers, and these he keeps particularly guarded. Portfolio: the Noldor, crafts, gems, knowledge, Morgoth, the Silmarils Portfolio Sense: Fëanor senses the affairs betwixt the Noldor and the forces of Morgoth if such an event involves 500 or more Noldor. He senses anything that happens to the members of the House of Fëanor. He senses the crafting of any item involving gems, metals, or stone which has a market value of at least 50,000 gold pieces. Salient Divine Abilities: Automatic Metamagic (quicken Sorcerer spells), Divine Inspiration, Divine Shield, Divine Spellcasting, Extra Domain (Creation), Extra Domain (Fire), Master Crafter, Oath of Fëanor†, Shadow of Foresight†, Skill of the Maiar†, Skill of the Valar† †unique SDA

Domains: CreationCD, Fire Domain Powers: Fëanor may use the following abilities as a 20th level cleric. Cast Conjuration spells at +1 caster level. Turn (water)/Rebuke (fire) (su): 20/day, +27 check, +37 damage. Domain Spell-like Abilities (sp): at will– burning hands (DC 28), create food and water†, create water†, elemental swarm (fire), fire seeds (DC 33), fire shield, fire storm (DC 34), heroes' feast†, incendiary cloud (DC 35), major creation†, minor creation†, minor image (DC 29), pavilion of grandeurCD†, permanent image (DC 34), produce flame, resist energy (cold or fire) (DC 30), true creationCD†, wall of fire; caster level 20th, save DCs are Charisma-based. - Fëanor may take 10 on caster level checks, if he needs to make a check at all

13 J.R.R. Tolkien, Silmarillion, p. 63

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Sorcerer Spell DCs: 27+spell level Sorcerer Caster Level: 30th Sorcerer Spell Points: 1022 Maximum Sorcerer Spell Level: 17th Sorcerer Spells Known: (0th–9th) 9/5/5/4/4/4/3/3/3/3: 0th: arcane mark, daze, detect magic, detect poison, light, mage hand, mending, read magic, resistance; 1st: alarm, feather fall, floating disc, identify, shield; 2nd: detect thoughts, locate object, mirror image, misdirection, see invisibility; 3rd: daylight, fireball, haste, nondetection; 4th: assay resistanceCA, charm monster, dimension door, stoneskin; 5th: fabricate, greater fireburstCA, private sanctum, permanency; 6th: contingency, mass suggestion, move earth; 7th: amber sarcophagusE, delayed blast fireball, sequester; 8th: horrid wilting, mass charm monster, moment of prescience; 9th: foresight, meteor swarm, reaving dispelCA. - Fëanor may take 10 on caster level checks, if he needs to make a check at all

Finarfin, King of the Noldor in Tirion Medium-size Outsider (native, good, lesser deity) Calaquendi (Noldo, 2nd Generation, House of Finarfin) Bard 20/Cleric 20/Hierophant 5 Eldarin Divine Rank: 9 Hit Dice: 20d6+25d8+405 (725 vp, 37 wp) Initiative: +8 Speed: 30 ft. (6 squares, 20 ft. in armor) AC: 59 (+8 Dex, +10 armor, +15 deflection, +9 divine, +7 shield) touch 42, flat footed 51 Base Attack/Grapple: +28/+45 Attack: Ainacrist +51 Full Attack: Ainacrist +51/+51/+46/+41 melee (1d8+14, plus 3d6 [holy], plus 1 negative level vs. evil 19-20/plus 6 [holy], plus 3 negative levels vs. evil) Space/Reach: 5 ft./5 ft. Special Attacks: Turn undead (20th level, 18/day, +30 check, +35 damage) Special Qualities: Noldo traits, Calaquendi traits, wild empathy (+69); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 10/epic; cold resistance 14; spell resistance 59; Healing and Sun Domains, greater turning 9/day, divine reach (90 ft.), faith healing, bardic knowledge (+41), bardic music (9 miles), countersong, fascinate, inspire competence, inspire courage (+8 morale to attack, damage, saves vs. charms and fear effects), inspire greatness (+4d10 HD, +4 competence to attacks and Fort saves), inspire heroics (+8 morale to saves and +8 dodge bonus to AC), mass suggestion (DC 35), song of freedom, suggestion (DC 35); automatic actions, create magic items, makers' power, salient divine abilities Saves: Fort +42, Ref +35, Will +48 Abilities: Str 27, Dex 27, Con 28, Int 30, Wis 40, Cha 40 Skills: Appraise +19 (+6 gems and stone work), Concentration +66, Craft (armors) +67 (+48 insight), Craft (gem cutting) +67, Craft (glassware) +67 (+48 insight), Craft (stonemasonry) +67, Craft (weapons) +67 (+48 insight), Decipher Script +39, Diplomacy +76, Heal +52 (28 ranks, +9 divine), Knowledge (arcana) +39, Knowledge (history) +39, Knowledge (nobility) +67, Knowledge (religion) +67, Listen +32, Perform (ballad) +57, Sense Motive +63, Spellcraft +69, Spot +28, Survival +72, Use Magic Device +30 (+6 scrolls) - Finarfin may take 10 on skill checks, if he needs to make a check at all Weapon Groups: Basic weapons, bows, exotic weapons, heavy blades, light blades, spears and lances Feats: Consecrate SpellCD, Maximize Spell, Negotiator, Nimbus of LightE, Purify SpellE, Quicken Spell, Twin SpellCA, b Epic Feats: Deafening Song, Epic Reputation, Epic Spellcasting, Hindering Song, Improved Metamagic, Multispell, Positive Energy Aura, Reactive Countersong, Spell Stowaway (mass heal) Challenge Rating: 44 Equipment/Treasure: Ainacrist, +5 heavy steel shield of heavy fortification, +5 exaltedE chainmail Alignment: Lawful Good

Ainacrist (Q. ‘holy blade’) is the sword of Finarfin, never once drawn in battle save for the War of Wrath, when Finarfin led the Noldor of Tirion against the forces of Morgoth in the North of the World. Ainacrist is decorative, made of adamantine and

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sheathed in a diamond scabbard. Ainacrist is a +6 adamantine longsword of holy power and speed with the following additional powers: W Ainacrist grants its wielder fast healing 5. W Ainacrist allows its wielder to cast any spell from the Good Domain using his own spell points and caster level. W Ainacrist cannot be dispelled or disjoined.

History: Finarfin is the third son of Finwë, the second of Finwë's second wife Indis. He tried hardest among the sons of Finwë to remain apart from the rising disputes set forth by Melkor's lies in Tirion. Despite this, he too set off with Fëanor during the revolt.

Disheartened by the Kinslaying, Finarfin turned back to Tirion after the Doom of the Noldor was cast upon them. He returned to Tirion with a number of his people, the rest remained under the protection of Fingolfin. In Tirion, Finarfin was forgiven by the Valar and made King of the Noldor in Tirion.

Finarfin himself was wisest and fairest of all Finwë's descendants, was naturally very tall (7'5"), and looked more akin to his mother's people than his own. He and his descendants were all blonde and fair of face. His children were Finrod, Orodreth, Angrod, Aegnor, and Galadriel.

Automatic Actions: As a free action, Finarfin may complete any of his Craft or Knowledge skill checks, provided that the DC is 20 or less. Finarfin may perform 5 such free actions per round. Create Magic Items: Finarfin may create magic items of up to 200,000 gp in value pertaining to healing, mercy, forgiveness, and the development of skill in the crafting of metals, stones, and gems. Makers' Power: In Tirion Finarfin has his stronghold. The area is 2 miles in diameter and the ground is sprinkled with the dust of diamonds and jewels. Here the air is as the Vala Manwë permits it: cool and graced with temperate breezes which carry songs and voices throughout the streets of the glorious city of Tirion. Portfolio: the Noldor, crafts, gems, mercy, peace, relief Portfolio Sense: Finarfin senses any act of healing, kindness, or mercy regardless of the number of people affected. He senses the crafting of any item involving gems, metals, or stone which has a market value of at least 50,000 gold pieces. Salient Divine Abilities: Automatic Metamagic (repeatCA Cleric spells), Automatic Metamagic (still Bard spells), Divine Armor Mastery, Divine Bard, Divine Blessing (Wisdom)*, Divine Inspiration, Divine Spellcasting, Master Crafter, Penitent Noldo†, Shadow of Foresight†, Skill of the Maiar† †unique SDA, *revised SDA

Cleric Spell DCs: 26+spell level Cleric Caster Level: 34th, +1 caster level for Healing Domain spells† Cleric Spell Points: 780 Maximum Cleric Spell Level: 15th Cleric Spells Known: (0th–9th): 9/5/5/4/4/4/3/3/3/3: 0th: create water, cure minor wounds, detect magic, detect poison, guidance, light, read magic, resistance, virtue; 1st: bless water, cure light wounds†, detect evil, divine favor, endure elements, ray of hopeE, vision of heavenE; 2nd: augury, calm emotions, consecrate, cure moderate wounds†, detect thoughts, heat metal, lesser restoration; 3rd: cure serious wounds†, heart's easeE, refreshmentE, remove curse, remove nausea, searing light; 4th: cure critical wounds†, death ward, divination, fire shield, neutralize poison, restoration; 5th: break enchantment, hallow, mass cure light wounds†, flame strike, spell resistance, true seeing; 6th: crown of brillianceE, find the path, fire seeds, heal†, vengeance haloE; 7th: 's trumpetE, holy word, legend lore, regenerate†, sunbeam; 8th: discern location, holy aura, mass cure critical wounds†, spread of contentmentE, sunburst; 9th: end to strifeE, foresight, mass heal†, miracle, prismatic sphere - Finarfin may take 10 on caster level checks, if he needs to make a check at all

Bard Spell DCs: 27+spell level Bard Caster Level: 29th Bard Spell Points: 589 Maximum Bard Spell Level: 15th Bard Spells Known: (0th–6th): 6/5/5/5/5/5/4: 0th: dancing lights, flare, ghost sound, light, lullaby, mending; 1st: alarm, charm person, detect secret doors, feather fall, obscure object; 2nd: animal trance, blur, glitterdust, mirror image, whispering wind; 3rd: blink, charm monster, daylight, deep slumber, sculpt sound; 4th: freedom of movement, greater invisibility, hold monster, rainbow pattern, shout; 5th: dream, greater dispel magic, mind fog, mislead, song of discord; 6th: analyze dweomer, geas/quest,

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greater scrying, mass charm monster. - Finarfin may take 10 on caster level checks, if he needs to make a check at all

Fingolfin, High King of the Noldor in Beleriand Medium-size Outsider (native, good, lesser deity) Calaquendi (Noldo, 2nd Generation, House of Fingolfin) Paladin (Core) 20/Fighter 19/Divine Emissary 6 Eldarin Divine Rank: 9 Hit Dice: 45d10+450 (900 vp, 114 wp) Initiative: +14 (+6 Dex, +8 Superior Initiative) Speed: 30 ft. (6 squares, 20 ft. in armor) AC: 69 (+9 Dex, +17 armor, +15 deflection, +9 divine, +9 shield) touch 43, flat-footed 60 Base Attack/Grapple: +33/+53 Attack: Ringil +65 Full Attack: Ringil +65/+60/+55/+50 melee (1d8+22, plus 3d6 [cold], plus 2d6 vs. evil 17-20/plus 6 [cold]) Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil (13/day; +15 attack, +182 damage), turn undead (17th level, 18/day, +24 check, +32 damage) Special Qualities: Calaquendi traits, doom of the Noldor, Noldo traits, wild empathy (+75); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 10/epic; fire resistance 14; spell resistance 59; aura of good (overwhelming), detect evil at will, divine grace, lay on hands (300 hp/day), aura of courage (+8, 100 ft.), divine health, special mount, remove disease (5/week); divine inspiration (2/day; +2 luck to attack and damage), greater planar ally (1/day, 18 HD); automatic actions, create magic items, makers' power, salient divine abilities Saves: Fort +50, Ref +43, Will +48 Abilities: Str 32, Dex 28, Con 30, Int 24, Wis 38, Cha 40 Skills: Appraise +16 (+4 gems, +4 stone work), Concentration +19, Craft (blacksmithing) +64 (+48 insight), Craft (gem cutting) +80 (+39 insight), Craft (stonemasonry) +80 (+39 insight), Craft (glassware) +34 (+18 insight), Diplomacy +61, Handle Animal +69, Knowledge (architecture and engineering) +29, Knowledge (military) +37, Knowledge (nature) +20, Knowledge (nobility) +39, Listen +23, Ride +69, Search +16 (+2 secret doors), Sense Motive +63, Spot +27, Survival +66 (+4 aboveground) - Fingolfin may take 10 on skill checks, if he needs to make a check at all Weapon Groups: Axes, basic weapons, bows, crossbows, exotic weapons, heavy blades, light blades, maces and flails, polearms, spears and lances Feats: Cleave, Combat Expertise, Combat Reflexes, Dodge, Elusive TargetCW, Great Cleave, Hold the LineCW, Improved Combat ExpertiseCW, Improved Critical (heavy blades), Improved Initiative, Improved ToughnessCW, Mobility, Mounted Combat, Nimbus of LightE, Power Attack, Power Critical (heavy blades)CW, Ride-by Attack, Spirited Charge, Weapon Focus (heavy blades), Weapon Specialization (heavy blades) Epic Feats: Epic Reputation, Epic ToughnessCW, Epic Weapon Focus (heavy blades), Great Smiting (x3), Overwhelming Critical (heavy blades), Positive Energy Aura, Spectral Strike, Superior Initiative Challenge Rating: 44 Equipment/Treasure: Ringil, cloak of resistance +7, +9 ghost touch full plate, +7 heavy steel shield of heavy fortification Alignment: Chaotic Good

Ringil is the icy sword of Fingolfin, first High King of the Noldor in Beleriand. Forged in Tirion upon the hill of Túna, Ringil is one of the most legendary swords to ever be recorded in song or verse. Carried by Fingolfin to single combat against Morgoth himself, Ringil is the only weapon to ever pierce the Dark Vala's unholy flesh. Ringil is crystalline in appearance, made of an impossibly clear adamantine alloy. Ringil is adorned at the pommel with sapphires, but is otherwise undecorated. Ringil is a +9 holy adamantine longsword of icy blast with the following additional powers: W Ringil grants its wielder immunity to cold and fire. W Ringil instantly slays any creature with the fire subtype upon striking unless it succeeds on a Fort save (DC 43). The save DC is Strength-based. W Ringil is treated as a blessed weapon when fighting the servants of Morgoth, automatically confirming any critical threats.

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History: Fingolfin is the second son of Finwë, the first of Finwë's second wife Indis. From the beginning, Fingolfin was more temperate and forgiving than his elder half-brother, Fëanor. Despite being attacked in Tirion by Fëanor, Fingolfin remained so and even extended his forgiveness at the appointment of Fëanor's first exile. He forgave Fëanor fully before Melkor's attack on Valinor and Formenos and, during his brother's hot-headed revolt, led the people of Finarfin as well as his own in order to protect those people form the rashness of Fëanor's actions.

Fingolfin suffered the Kinslaying at Alqualondë grimly and was beset by the Doom of the Noldor. However, Fëanor deserted him and his people in Araman and burnt the ill-bought ships of the Teleri at the Firth of Drengist. Fingolfin led the deadly march across the Helcaraxë, or the Grinding Ice, which stood as residue of the dark powers already situated in the north of the World. He led his people into Middle-earth at the first rising of the Moon, flowers sprang up from his footsteps, and the hoards of Morgoth retreated from his path.

After the death of Fëanor, he was named High King of the Noldor (FA 1-455) in Beleriand and proudly established a kingdom in Hithlum, settling in for a long war against Morgoth. For hundreds of years, he orchestrated the seemingly endless Siege of Angband.

With the arrival of the Atani, Fingolfin developed strong ties to the Third House, that of the sons of Marach the Tall. These of the Atani he allowed to settle in Dor-lómin.

During the Battle of Sudden Flame (S. Dagor Bragollach), Fingolfin and the rest of the Noldorin forces were driven from their fortresses around Ard-galen and into the surrounding mountains. Fearing the utter defeat of his people, Fingolfin brazenly mounted his horse and charged across the ash-choked plains surrounding Thangorodrim. There he was unchallenged as he beat at the doors of Angband, challenging Morgoth, calling Morgoth craven and lord of slaves. His challenges were met and he alone of the Eldar fought with the Dark Vala. He wounded Morgoth seven times but was ultimately crushed literally underfoot. His body was rescued by Thorondor, King of Eagles, and buried in the Echoriath which surrounded Turgon's hidden land of Gondolin.

Fingolfin was the strongest of the sons of Finwë, and his eyes were blue with a piercing, keen intellect. He was blonde like his Vanya mother and very tall (7'7"). His children were Fingon, Turgon, and Aredhel.

Automatic Actions: As a free action, Fingolfin may complete any of his Craft or Knowledge skill checks, provided that the DC is 20 or less. Fingolfin may perform 5 such free action per round. Create Magic Items: Fingolfin may create magic items of up to 200,000 gp in value (non-artifacts) pertaining to the perseverance of the Noldor in Beleriand and their leaguer about Angband or the development of skill in the crafting of metals, stones, and gems. Makers' Power: In Tirion and later in Hithlum, Fingolfin has his stronghold. The area is 2 miles in diameter and Fingolfin keeps the skies bright and clear while the air is crisp and cool as the mountain winds. Astral links are closed throughout his realm. Portfolio: Noldor in Beleriand, crafts, gems, justice, House of Fingolfin, Leaguer of Angband Portfolio Sense: Fingolfin senses the crafting of any item involving gems, metals, or stone which has a market value of at least 50,000 gold pieces. He also senses when any disturbance is made in the leaguer set about the dusting plains of An Fauglith, regardless of the number of people it involves. Salient Divine Abilities: Automatic Metamagic (quicken Paladin spells), Battlesense, Divine Armor Mastery, Divine Inspiration, Divine Paladin, Extra Domain (CourageCW), Master Crafter, Oath of Fëanor†, Power of Truth, Shadow of Foresight†, Skill of the Maiar† †unique SDA

Domains: CourageCW Domain Powers: Fingolfin may use the following abilities as a 19th level cleric. Aura of courage (su): Grants all allies within 10 feet a +4 morale bonus on saving throws against fear effects. Functions while conscious, but not if unconscious or dead. Domain Spell-like Abilities (sp): at will– aid, cloak of braveryCW (DC 28), greater cloak of braveryCW (DC 34), greater heroism (DC 32), heroes' feast, heroism (DC 29), lion's roarCW (DC 33), remove fear (DC 26), valiant furyCW (DC 30); caster level 19th, save DCs are Charisma-based. - Fingolfin may take 10 on caster level checks, if he needs to make a check at all

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Paladin Spell DCs: 25+spell level Paladin Caster Level: 22nd Paladin Spell Points: 105 Paladin Spells Known: (1st–4th): 3/3/3/3: 1st: bless water, detect undead, divine favor; 2nd: remove paralysis, resist energy, zealCD; 3rd: cure moderate wounds, daylight, heal mount; 4th: break enchantment, cure serious wounds, dispel evil

Mount: Rochallor Heavy Warhorse (Celestial), Large Magical Beast; HD 12d8+48 (144 vp, 18 wp); Init +2; Speed 60 ft; AC 35 (-1 size, +2 Dex, +10 armor, +14 natural), touch 11, flat-footed 33; Base Atk +9; Grp +19; Atk 1 hoof +14 melee (1d8+6); Full Atk 2 hooves +14 melee (1d8+6) and bite +12 melee (1d6+3); SA Smite evil (+12 dmg); SQ Command 10/day, DR 10/magic, darkvision 60 ft., empathic link, improved evasion, improved speed, low-light vision, acid resistance 10, cold resistance 10, electricity resistance 10, scent, share spells, share saving throws, SR 25; AL LG; SV Fort +16, Ref +13, Will +7; Str 22, Dex 14, Con 18, Int 9, Wis 13, Cha 6. Skills and feats: Jump +14, Listen +8, Spot +8; Endurance, Improved Natural Attack (bite), Improved Natural Attack (hoof), Multi-Attack, Run Equipment: +5 breastplate barding of heavy fortification

Fingon the Valiant, the Golden-haired Commander, Findakáno, High King of the Noldor in Beleriand Medium-size Outsider (native, good, lesser deity) Calaquendi (Noldo, 3rd Generation, House of Fingolfin) Fighter 20/Expert 10/Legendary Dreadnought 10 Eldarin Divine Rank: 8 Hit Dice: 20d10+10d12+300+10d (620 vp, 132 wp) Initiative: +16 (+8 Dex, +8 Superior Initiative) Speed: 30 ft. AC: 53 (+0 Dex, +13 armor, +10 deflection, +8 divine, +5 natural, +7 shield) touch 28, flat-footed 53 Base Attack/Grapple: +30/+48 Attacks: Glormacil +63 or +6 mighty composite keen longbow (+10) +52 Full Attack: Glormacil +63/+58/+53/+48 melee (3d6+33, plus 2d6 holy 17-20/plus Fort save (DC 40) or die) or +6 mighty composite keen longbow (+10) +52/+52/+47/+42/+37 ranged (1d8+16 17-20) Space/Reach: 5 ft./ 5 ft. Special Qualities: Calaquendi traits, doom of the Noldor, Noldo traits, wild empathy (+60); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 10/epic, 6/—; fire resistance 13; spell resistance 53; unstoppable (2/day), unmovable (2/day), shrug off punishment (+24 wp), thick skinned (6/—); automatic actions, create magic items, makers' power, salient divine abilities Saves: Fort +40, Ref +32, Will +33 Abilities: Str 30, Dex 26, Con 30, Int 26, Wis 28, Cha 30 Skills: Appraise +36 (+4 armor and weapons), Climb +52, Craft (armor) +47 (+31 insight), Craft (blacksmith) +92 (+43 insight), Craft (gem cutting) +79 (+30 insight), Craft (weapons) +41 (+25 insight), Diplomacy +40, Handle Animal +28, Heal +27, Intimidate +61, Jump +41, Knowledge (history) +26, Knowledge (religion) +39, Listen +29, Ride +51, Spot +41, Survival +60 - Fingon may take 10 on skill checks, if he needs to make a check at all Weapon Groups: Axes, basic weapons, bows, exotic weapons, heavy blades, maces and clubs, polearms, spears and lances Feats: Cleave, Combat Expertise, Combat Reflexes, Far Shot, Great Cleave, Greater Weapon Focus (heavy blades), Greater Weapon Specialization (heavy blades), Hold the LineCW, Improved Bull Rush, Improved Combat ExpertiseCW, Improved Critical (heavy blades), Improved Initiative, Improved ToughnessCW, Point-blank Shot, Power Attack, Precise Shot, Weapon Focus (heavy blades), Weapon Specialization (heavy blades) Epic Feats: Blinding Speed, Devastating Critical (heavy blades), Dire Charge, Epic ToughnessCW, Epic Weapon Focus (heavy blades), Epic Weapon Specialization (heavy blades), Overwhelming Critical (heavy blades), Spellcasting Harrier, Superior Initiative Challenge Rating: 38 Equipment: Glormacil, +6 mighty composite keen longbow (+10), +5 heavy steel shield, amulet of natural armor +5, +6 half-plate of moderate fortification, 200 +1 arrows of speed

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Alignment: Chaotic Good

Glormacil (S. ‘golden sword’) is Fingon's brilliant and holy longsword. With it at his side, he defended the Noldor in Hithlum for centuries; he even used it to help lead the House of Fingolfin during the Kinslaying. Glormacil is a +7 adamantine holy longsword with the following additional powers: W Glormacil strikes as a Huge longsword, dealing a base damage of 3d6. W Glormacil glows with the light of the sun, acting as a daylight spell to a radius of 20 feet. This effect cannot be dispelled, but Fingon may activate or suppress it as a free-action. W Glormacil allows its wielder use of the following spells at will: searing light, sunbeam (DC 32), and sunburst (DC 33) as a 38th level caster.

History: Fingon is the son of Fingolfin, first heir to the seat of High Kingship over the Noldor in Beleriand. He was among the rebellious Noldorin Princes in Tirion, under the wary kingship of Fëanor. During the Kinslaying at Alqualondë, Fingon led the House of Fingolfin against the Teleri. He crossed the Helcaraxë under the guidance of his father and entered into Middle- earth at the first rising of the Moon.

Fingon was the first to mend the hurts between the grandsons of Finwë. After arriving in Middle-earth, Fingon made his way to the peaks of Thangorodrim, the terrible peaks of Morgoth. There he tested the depths of his friendship with Maedhros, Fëanor's son who had been captured by Morgoth, by attempting to free Maedhros from his imprisonment. Unable to reach his friend of old, he agreed to slay him at Maedhros’ behest. Drawing his bowstring, Fingon made the following prayer:

‘O King to whom all birds are dear, speed now this feathered shaft, and recall some pity for the Noldor in their need!’ 14

At that, Thorondor the King of Eagles arrived from the heights of the sky, lifting Finrod to where Maedhros hung. Still, Fingon was unable to rend the hell-wrought alloy, and Maedhros had to lose his right hand, but his life was saved. Upon their return to Mithrim, Maedhros passed the High Kingship to Fingolfin, his uncle, who he said was better suited for the responsibility.

Under his father in Hithlum, Fingon ruled the lands of Dor-Lómin. After the Dagor Bragollach and the fall of Fingolfin, Fingon took the crown of High King and ruled the 18 years (FA 455-473) before the Nirnaeth Arnoediad, the Battle of Unnumbered Tears. There, he was met on the field of battle by Gothmog the Captain of Angband and flanked by Balrogs. He was bound with their fiery whips, his helm was cloven, and his silver banners were beaten into the blood-soaked earth. Thusly, the fields of the Fifth Battle, the Arnoediad, were lost.

Automatic Actions: As a free action, Fingon may complete any of his Craft skill checks, provided that the DC is 20 or less. Fingon may perform 5 such free action per round. Create Magic Items: Fingon may create magic items of up to 200,000 gp in value (non-artifacts) pertaining to the perseverance of the Noldor in Beleriand and their leaguer about Angband or the development of skill in the crafting of metals, stones, and gems. Makers' Power: In Tirion and later in Dor-lómin, Fingon has his stronghold. The area is 2 miles in diameter and Fingon keeps the skies sparsely clouded and clear, the air is sweet and filled with the sounds of distant falling rain. Astral links are closed throughout his realm. Portfolio: Noldor in Beleriand, crafts, gems, Leaguer of Angband Portfolio Sense: Fingon senses the crafting of any item involving gems, metals, or stone which has a market value of at least 50,000 gold pieces. He also senses when any disturbance is made in the leaguer set about the dusting plains of An Fauglith, regardless of the number of people it involves. Salient Divine Abilities: Battlesense, Divine Archery, Divine Armor Mastery, Divine Dodge, Divine Inspiration, Divine Weapon Focus (heavy blades), Divine Weapon Specialization (heavy blades), Master Crafter, Oath of Fëanor†, Skill of the Maiar† †unique SDA

Finrod Felagund, Findaráto, Hewer of Caves, 1st King of Nargothrond Medium-size Outsider (native, good, lesser deity)

14 J.R.R. Tolkien, Silmarillion, p.110

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Calaquendi (Noldo, 3rd Generation, House of Fingolfin15) Bard 20/Fighter 20 Eldarin Divine Rank: 7 Hit Dice: 20d6+20d10+280 (600 vp, 31 wp) Initiative: +13 (+9 Dex, +4 Improved Initiative) Speed: 30 ft. (6 squares) AC: 52 (+9 Dex, +13 armor, +13 deflection, +7 divine) touch 52, flat-footed 43 Base Attack/Grapple: +25/+54 Attack: Kirlhach +48 Full Attack: Kirlhach +48/+48/+43/+38 melee (2d6+21, plus 3d6 [fire] 15-20/plus 9 [fire]) Space/Reach: 5 ft./5 ft. Special Qualities: Calaquendi traits, doom of the Noldor, Noldo traits, wild empathy (+60); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 10/epic; cold resistance 12; spell resistance 55; bardic knowledge (+39), bardic music (7 miles), countersong, fascinate, inspire competence, inspire courage (+8 morale to attack, damage, saves vs. charms and fear effects), inspire greatness (+4d10 HD, +4 competence to attacks and Fort saves), inspire heroics (+8 morale to saves and +8 dodge bonus to AC), mass suggestion (DC 33), song of freedom, suggestion (DC 33); automatic actions, create magic items, makers' power, salient divine abilities Saves: Fort +30, Ref +38, Will +37 Abilities: Str 26, Dex 28, Con 24, Int 30, Wis 26, Cha 36 Skills: Appraise +17 (+4 gems), Bluff +43, Climb +35, Concentration +37, Craft (gem cutting) +85 (+25 insight), Craft (stonemasonry) +53 (+36 insight), Craft (weapons) +42 (+25 insight), Diplomacy +47, Disguise +43, Escape Artist +31, Intimidate +17, Knowledge (arcana) +40, Knowledge (architecture & engineering) +58 (+43 insight), Knowledge (history) +40, Knowledge (nature) +44, Knowledge (religion) +40, Perform (singing) +43, Perform (stringed instrument) +63, Ride +37, Sense Motive +30, Spellcraft +42 (+2 scrolls), Spot +35, Survival +58 (+2 above ground), Use Magic Device +43 (+2 scrolls), Use Rope +16 (+2 bindings) - Finrod may take 10 on skill checks, if he needs to make a check at all Weapon Groups: Axes, basic weapons, bows, exotic weapons, exotic double weapons, heavy blades, light blades, spears and lances Feats: Clever WrestlingCW, Close-Quarters FightingCW, Combat Expertise, Combat Reflexes, Heighten Spell, Hold the LineCW, Improved Combat ExpertiseCW, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Nimbus of LightE, Power Attack, Practiced SpellcasterCA, Purify SpellE, Quick Draw, Weapon Finesse, Weapon Focus (light blades), Weapon Specialization (light blades) Epic Feats: Epic Reputation, Epic Weapon Focus (light blades), Epic Weapon Specialization (light blades), Fabricate Gems, Improved Heighten Spell, Legendary Wrestler, Penetrate Damage Reduction (silver) Challenge Rating: 40 Equipment/Treasure: Kirlhach, Celebcollo, the Crown of Nargothrond Alignment: Neutral Good

Kirlhach (S. ‘cleaving leaping-flame’) is a lovely, brilliant length of adamantine forged and cooled in the smithies in Tirion. Its pommel is jeweled with diamonds and sapphires, its hilt is pearl gathered and shaped by the Teleri in Eldamar, and its scabbard is mallorn wood banded in silver and gold designs. Kirlhach is a +7 keen adamantine rapier of speed and fiery blast with the following additional powers: W Kirlhach strikes as a Huge rapier, doing a base damage of 2d6. W Kirlhach grants its wielder free use of the Great Cleave feat. W All damage dealt by Kirlhach can either be dealt as listed normally, entirely as lethal damage, or entirely as fire damage.

Celebcollo (S. ‘silver-cloak’) is a shimmering and nearly translucent cloak of fine cloth that protects Finrod as a +8 chain shirt with following additional powers: W Celebcollo grants its wearer immunity to stunning. W Celebcollo protects its wearer against touch attacks.

The Crown of Nargothrond is an ornate band of silver adorned with gems fashioned by Finrod in his workshops in Valinor. The Crown grants the following powers:

15 Despite being of the House of Finarfin, Finrod was a commander of the Noldor of Fingolfin, and his loyalty to that House was in some ways far greater than to his own.

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W The Crown grants its wearer immunity to acid, cold, and electricity. This effect can be dispelled normally, but Finrod can activate it or suppress it as a free-action on his turn. Caster level 40th. W The Crown protects its wearer from 50% of critical hits and sneak attacks.

History: While Finrod was the eldest son of Finarfin, the repentant King in Tirion, he joined to the House of Fingolfin during the long march along the shores of Araman.

After arriving in Middle-earth, Finrod built the impressive and mighty fortress-city of Minas Tirith on the isle of Tol Sirion. From there, he guarded the western passes into Beleriand until the Vala Ulmo, most concerned of the Valar about the plight of the Noldor in Middle-earth, guided him to find he caverns of Narog.

There, with the aid of the Naugrim from the Ered Luin, Finrod delved the great and magnificent mansion-fortress of Nargothrond. From his halls under the Narog, Finrod Felagund (S. hewer of caves) ruled the largest of the Noldorin realms in all Beleriand.

Finrod was the first of the Eldar to encounter the Edain, who called him Nóm, which in their speech meant ‘wisdom’, and to them he gave great teachings and friendship.

During the Battle of Sudden Flame, Finrod was surrounded by Orcs in the Fens of Serech, not far from his former home in Minas Tirith. He was rescued by the Adan warrior Barahir, to whom he gave his great ring. This ring, called the Ring of Barahir, later became a symbol of kingship among the Númenóreans of Westernesse and later of the Dúnedain in Middle-earth.

In FA 466, in payment of his debt to the House of Barahir, Finrod accompanied Beren on his quest to reclaim a Silmaril from Morgoth's iron crown. He left control of Nargothrond to his brother Orodreth, who had lost Minas Tirith to the forces of Sauron in FA 457. Together with their company of Noldorin warriors, Beren and Finrod were imprisoned by Sauron in the dungeons of Minas Tirith and slowly killed, one by one, by Sauron's werewolves. When the werewolf came for Beren, Finrod burst his bonds and wrestled the foul creature to death, killing it with his hands and teeth. Finrod was mortally wounded, however, and died in the basement of his former home. For this act he was known among the Edain as the Faithful, and the Friend-of-Men.

Finrod was fair of face and strong in body. He was tall (7'4") for his kin and blonde as his Vanya grandmother Indis. Finrod carried himself with an indiscrete amount of grace and pride, being truly one of the most noble and true of all the Noldor.

Automatic Actions: As a free action, Finrod may complete any of his Craft or Knowledge skill checks, provided that the DC is 20 or less. Finrod may perform 5 such free actions per round. Create Magic Items: Finrod may create magic items of up to 200,000 gp in value pertaining to adventure, travel, the prosperity of Nargothrond, or the development of skill in the crafting of metals, stones, and gems. Makers' Power: In Nargothrond, on the west banks of the Narog, Finrod Felagund has his stronghold. The area is 2 miles in diameter and centered on the west bank of the Narog near the gates of Nargothrond. Here, Finrod keeps the breeze steady and warm, the grass is alive with color, and the trees seem to glow in the clear sunlight against a crystal-blue sky. Night time in Nargothrond is clear and starry as the eyes of Varda, and the voices of the Noldor fill the air with lilting song. Portfolio: the Noldor, crafts in metal or stone, the Narog, traveling Portfolio Sense: Finrod senses any event which affects a Noldor in Nargothrond. He senses the crafting of any item involving gems, metals, or stone which has a market value of at least 50,000 gold pieces. Finrod also senses the beginning of any adventure worth making a song or story about, so long as the adventure begins within the realm of Nargothrond. Salient Divine Abilities: Clearsight, Divine Bard, Divine Spellcasting, Irresistible Performance, King of the Noldor†, Master Crafter, Power of Truth, Shadow of Foresight†, Skill of the Maiar† †unique SDA

Bard Spell DCs: 24+spell level Bard Caster Level: 31st Bard Spell Points: 418 Maximum Bard Spell Level: 13th Bard Spells Known: (0th–6th): 6/5/5/5/5/5/4: 0th: dancing lights, flare, ghost sound, light, lullaby, mending; 1st: animate rope, charm person, detect secret doors, identify; 2nd: blur, glitterdust, hold person, suggestion; 3rd: charm monster, daylight, refreshment, sculpt sound; 4th: break enchantment, dimension door, hold monster, legend lore; 5th: dream, greater dispel

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magic, mass suggestion, mislead; 6th: analyze dweomer, find the path, mass charm monster, veil. - Finrod may take 10 on caster level checks, if he needs to make a check at all

Finwë, High King of the Noldor, King of Tirion, First Slain in Aman Medium-size Outsider (native, good, lesser deity) Calaquendi (Noldo, 1st Generation) Cleric 20/Druid 20/Expert 10 Divine Rank: 10 Hit Dice: 40d8+360+10d (680 vp, 68 wp) Initiative: +14 (+10 Dex, +4 Improved Initiative, always goes first) Speed: 30 ft. (6 squares) AC: 67 (+10 Dex, +10 divine, +17 deflection, +20 natural) touch 47, flat-footed 57 Base Attack/Grapple: +30/+46 Attack: Staff of the Noldor +57 Full Attack: Staff of the Noldor +57/+57/+52/+47 (4d6+17, plus 3d6 [holy] 19-20/plus 6 [holy]) Space/Reach: 5 ft./5 ft. Special Attacks: Turn undead (20th level, 20/day, +33 check, +37 damage) Special Qualities: Noldo traits, Calaquendi traits, wild empathy (+103); immune to cold, fire, electricity, transmutation, energy drain, ability drain, mind-affecting effects, stunning, sleep, paralysis, death effects, disintegration; damage reduction 15/epic and evil; acid resistance 15; spell resistance 62; nature sense, woodland stride, trackless step, resist nature’s lure, venom immunity, a thousand faces, wild shape (Large, Tiny, plant, and Huge 6/day), wild shape (elemental, Huge 3/day); remote sensing, block sensing, automatic actions, create magic items, divine aura, grant spells, godly realm, salient divine abilities Saves: Fort +54, Ref +49, Will +60 - Finwë receives a +4 bonus on saves vs. the spell-like abilities of fey Abilities: Str 23, Dex 30, Con 28, Int 35, Wis 40, Cha 44 Skills: Appraise +40 (+6 sculpture and stonemasonry, +18 insight), Concentration +67, Craft (gem cutting) +25 (+3 insight), Craft (sculpting) +90 (+22 insight), Craft (stonemasonry) +100 (+25 insight), Diplomacy +90, Handle Animal +78, Heal +78, Knowledge (arcana) +100 (+25 insight), Knowledge (geography) +60 (+17 insight), Knowledge (local, Valinor) +80 (+5 insight), Knowledge (nature) +112 (+19 insight), Knowledge (religion) +110 (+25 insight), Sense Motive +78, Spellcraft +71, Survival +65 (+2 avoid getting lost, +6 aboveground) - Finwë may take 10 on all skill checks, if he needs to make a check at all Weapon Groups: Basic weapons, Druid weapons Feats: Combat Casting, Heighten Spell, Improved Initiative, Practiced Spellcaster (Cleric)CD, Practiced Spellcaster (Druid)CD, Purify SpellE, Quicken Spell Epic Feats: Dire Charge, Epic Reputation, Epic Skill Focus (Diplomacy), Epic Skill Focus (Knowledge [nature]), Epic Skill Focus (Knowledge [religion]), Epic ToughnessCW, Improved Combat CastingCA, Improved Heighten Spell, Multispell (x2) Challenge Rating: 47 Equipment/Treasure: Staff of the Noldor, Crown of Tirion, Cloak of the Westward March Alignment: Chaotic Good

The Staff of the Noldor is an unparalleled length of white adamantine tipped at both ends with fabulous jewels wrought in the halls of Aulë by the Vala’s own hands. The Staff is a +11 adamantine impacting quarterstaff of holy power and speed with the following additional powers: W The Staff strikes as a Colossal quarterstaff, dealing a base damage of 4d6. W The Staff itself is indestructible, and no amount of damage can scratch nor harm it in any way. W The Staff allows Finwë to cast any spell with the Conjuration (creation) descriptor using his own caster level and spell points.

The Crown of Tirion was wrought by the joint efforts of both Manwë and Aulë, and blessed by Varda the Queen of the Stars. Crafted as a symbol of the sovereignty of Tirion, the first City of the Elves, the Crown bestows upon its wearer the following powers: W The Crown prevents 100% of all critical hits and sneak attacks. W The Crown grants its wearer a natural armor bonus of +20.

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The Cloak of the Westward March was given to Finwë during his first trip to Valinor by the Vala Oromë. It is a beautiful, supple cloth. White and bordered with threads of gold and silver, the Cloak protects Finwë as a cloak of resistance +8 with the following additional powers: W The Cloak casts mass heal centered on its wearer every round of its own accord and on its wearer’s turn. This ability can benefit any allies within the spell’s range. Caster level 47th. W The Cloak allows the wearer to cast greater invisibility, prismatic sphere, and prismatic wall using their own caster level and spell points.

History: Finwë was on of the three exalted Elves taken by Oromë to visit Valinor before the westward march. He gazed there upon the glory of the Two Trees of Valinor and, thereafter, desired nothing more than to return to that place. He gathered the host of the Noldor about him and, trailing after the Vanyar, set off westward for the shores of the Undying Lands.

Finwë had two wives—his first, Míriel, sired his most powerful son Fëanor. Sadly, the strain of his birth caused Míriel to exhaust her very spirit, and she quickly ebbed and passed away. For long, Finwë would visit her place of rest and sadly sing out all her names unavailingly. Despite all the bliss that there was to be had in Valinor, only Finwë King of the Noldor was besotted with grief. Eventually, this shade passed from him and Finwë was given over to love again—this time to a fair Vanya named Indis. Indis—blonde and strikingly beautiful—bore to Finwë his two youngest sons Fingolfin and Finarfin. There was no love lost between the sons of Indis and Fëanor, and this relationship is said to be the root of most of the troubles in the World even today.

When Fëanor drew his sword against Fingolfin in the halls of Tirion and was thereby banished for 12 years, Finwë took leave of his kingship. He felt that if his own son (who he loved so greatly) was banished, then he considered himself “un-kinged”, and would return only when the ban placed upon Fëanor was lifted.

During a great feast whereat the hurts among the House of Finwë were to be mended, Melkor stole into Valinor, slew the Two Trees, and then fled north. Along his route was Formenos—Fëanor’s mountain home—where Finwë had remained during the feast. Melkor gave no mercy whatsoever, and Finwë was slain—first of all the Children of Ilúvatar—in defense of his son’s treasure-hoards. His death and the rape of the Silmarils infuriated Fëanor, who then led a reckless crusade into Middle-earth to claim vengeance for his father and to reclaim his stolen Jewels… but that is another story.

Automatic Actions: As a free action, Finwë may make any Knowledge check, provided that the DC is 20 or less. Finwë may perform 5 such free actions per round. Create Magic Items: Finwë may create magic items of up to 200,000 gp in value (non-artifacts) pertaining to the development of Noldorin skill in all fields as well as the perseverance of peace and prosperity in Tirion. Remote Sensing: As a standard action, Finwë can perceive everything within 10 miles of his throne in Tirion. Finwë can extend his senses to up to 10 different locations within Valinor. After Fëanor’s exile from Tirion, Finwë loses this power. Block Sensing: As a standard action, Finwë may block the sensing ability of any deity with 10 divine ranks or less. This power extends for 10 miles from Finwë’s throne in Tirion or the same distance around a portfolio-related event. Finwë can block up to two different locations for 10 hours. After Fëanor’s exile from Tirion, Finwë loses this power. Remote Communication: As a standard action, Finwë can send a communication to a remote location. Finwë can speak to any Noldo within 10 miles of his throne in Tirion. After Fëanor’s exile from Tirion, Finwë loses this power. Godly Realm: In Tirion, Finwë has his stronghold. The area is 2 miles in diameter and Finwë keeps the skies warm and clear, filled with the Light from the Ezellohar and the singing voices of the Teleri from Alqualondë. Astral links are closed throughout his realm. After Fëanor’s exile from Tirion, Finwë loses this power. Divine Aura (ex): Finwë emanates a vibrant and resonating aura from his throne in Tirion. All those within 1000 feet of Finwë of lower divine rank must make a Will save (DC 37) or be subjected to his aura. Finwë can make his worshippers, beings of chaotic good alignment, or both types of creatures immune to his aura as a free-action. Finwë can pick between the following conditions with which to afflict those who fail their saves as a free action: daze, fright, or resolve. After Fëanor’s exile from Tirion, Finwë loses this power. Spontaneous Casting: Finwë can spontaneously cast any spell he can grant as a Cleric spontaneously casts cure spells. After Fëanor’s exile from Tirion, Finwë loses this power. Portfolio: The Noldor, Tirion Portfolio Sense: Finwë senses any activities of the Noldorin elves, as well as any activities whatsoever within the city of Tirion. He is aware of all of these things regardless of the number of people or creatures involved. His senses extend 10 weeks into the past. After Fëanor’s exile from Tirion, Finwë loses this power.

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Grant Spells: Finwë automatically grants Druid spells, Cleric spells, and domain powers to Eldarin divine spellcasters who pray to him. After Fëanor’s exile from Tirion, Finwë loses this power. Salient Divine Abilities: Automatic Metamagic (consecrateCD Cleric spells), Automatic Metamagic (maximize Cleric spells), Clearsight, Create Object*, Divine Blessing (Wisdom)*, Divine Inspiration, Divine Spellcasting, Increased Damage Reduction*, Power of Truth, Shadow of Foresight†, Skill of the Maiar†, Supreme Initiative. †unique SDA, *revised SDA

Domains: CommunityCD, NobilityCW, Protection Domain Powers: Finwë may use the following abilities as a 30th level cleric. Calm Emotions (sp): 10/day, as the spell; gain a +2 competence bonus to Diplomacy checks. Inspire Allies (sp): 10/day, +2 morale bonus to saves, attacks, damage, ability checks, and skill checks, useable as a standard action with a 17 round duration. Protective Aura (su): 10/day, grants a +30 resistance bonus to target's next saving throw. Domain Spell-like Abilities (sp): at will– antimagic field, bless, demand (DC 35), discern lies (DC 31), divine favor, enthrall (DC 29), geas/quest, greater command (DC 32), heroes' feast, mage's magnificent mansion, magic vestment (DC 30), mass heal (DC 36), mind blank (DC 35), prayer, prismatic sphere (DC 36), protection from energy (DC 30), refuge, repulsion (DC 34), sanctuary (DC 28), shield other (DC 29), spell immunity (DC 31), spell resistance (DC 32), status (DC 29), storm of vengeance (DC 36), telepathic bond, tongues (DC 31); caster level 30th, save DCs are Charisma-based. - Finwë may take 10 on caster level checks, if he needs to make a check at all

Cleric Spell DCs: 26+spell level Cleric Caster Level: 34th Cleric Spell Points: 780 Maximum Cleric Spell Level: 15th Cleric Spells Known: All, plus Community, Nobility, and Protection domains. - Finwë may take 10 on caster level checks, if he needs to make a check at all

Druid Spell DCs: 26+spell level Druid Caster Level: 34th Druid Spell Points: 780 Maximum Druid Spell Level: 15th Druid Spells Known: All - Finwë may take 10 on caster level checks, if he needs to make a check at all

Galadriel, Galadhriel, Altariel, the Lady of Light Medium-size Outsider (native, good, lesser deity) Calaquendi (Noldo, 3rd Generation, House of Finarfin) Cloistered Cleric 25/Aristocrat 10/Wonderworker 3/Hierophant 2 Eldarin Divine Rank: 7 Hit Dice: 28d6+2d8+240+10d (424 vp, 33 wp) Initiative: +12 (+8 Dex, +4 Improved Initiative) Speed: 30 ft. (6 squares) AC: 53 (+8 Dex, +18 deflection, +7 divine, +10 sacred) touch 53, flat footed 45 Base Attack/Grapple: +20/+31 Attack: Calasicilo +45 melee, +35 ranged Full Attack: Calasicilo +45/+40 melee (1d4+11, plus 2d6 [holy] 17-20) or +35/+30 ranged Space/Reach: 5 ft./5 ft. Special Attacks: Turn undead (25th, 20/day, +28 check, +42 damage) Special Qualities: Calaquendi traits, doom of the Noldor, Noldo traits, wild empathy (+68); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 10/epic; cold resistance 12; spell resistance 52; Good, Knowledge and Sun domains; lore (+40), divine reach (30 ft.), faith healing; automatic actions, create magic items, makers' power, salient divine abilities Saves: Fort +42, Ref +36, Will +52 Abilities: Str 18, Dex 26, Con 26, Int 32, Wis 46, Cha 45

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Skills: Appraise +25 (+3 insight, +4 alchemical, gems, and sculpture), Concentration +50 (+5 insight), Craft (alchemy) +50 (+2 insight), Craft (gem cutting) +50 (+2 insight), Craft (sculpture) +50 (+2 insight), Decipher Script +50 (+7 insight), Diplomacy +104 (+19 insight), Gather Information +49 (+1 insight), Handle Animal +70 (+15 insight), Heal +70 (+15 insight), Hide +35, Knowledge (arcana) +60 (+2 insight), Knowledge (geography) +50 (+7 insight), Knowledge (history) +60 (+1 insight), Knowledge (nature) +70 (+5 insight), Knowledge (religion) +70 (+9 insight), Ride +19, Sense Motive +70 (+16 insight), Spellcraft +70 (+10 insight), Survival +70 (+2 insight, +4 avoid getting lost, +4 above ground), Use Magic Device +30 (+6 insight, +8 scrolls) - Galadriel may take 10 on skill checks, if she needs to make a check at all Weapon Groups: Basic weapons, bows, light blades Feats: Combat Casting, Consecrate SpellCD, Heighten Spell, Holy RadianceE, Improved Initiative, Intuitive AttackE, Nimbus of LightE, Purify SpellE, Quicken Spell, Spell Focus (Good)E Epic Feats: Epic Reputation, Epic Skill Focus (Diplomacy), Epic Spellcasting, Improved Combat CastingCA, Improved Heighten Spell, Multispell (x2), Positive Energy Aura Challenge Rating: 37 Equipment/Treasure: Calasicilo, Fánavaima, Nenya Alignment: Chaotic Good

Calasicilo (Q. ‘dagger of the light’) is a fair and delicate dagger made substantial from the light of the stars. A fair, white mithril hilt is all that is truly physical about this blade. The rest glows with a soft radiance, a dim echo of the Bliss of Valinor. Calasicilo is a +7 keen holy mithril dagger of brilliant energy with the following additional powers: W Calasicilo can be thrown with a range of 100 feet. It returns to Galadriel instantly after striking, allowing a full-attack action to be made using this function. W Any damage delivered by Calasicilo to a living target heals Galadriel of an equal amount of damage. W Unlike a normal brilliant energy weapon, Calasicilo can deal damage to undead and constructs.

Fánavaima (Q. ‘white robes’) is a sheer white robe made in Valinor under the light of the Two Trees. Fánavaima functions as a cloak of resistance +5 with the following additional powers: W Fánavaima shimmers in light, shifting colors to meet its wearer’s whims and thereby granting a +20 competence bonus on Hide checks in any environment. W Fánavaima protects its wearer from 50% of critical hits and sneak attacks.

Nenya, the second of the Three Elven Rings forged by Celebrimbor, is like its counterparts: unsullied with evil and defiant of the Dark Lord Sauron. Nenya was given to Galadriel immediately after its completion and was used by her to uphold her realm of Lórien, which she made in memory of blessed Doriath. Nenya is made of mithral and carries around itself a soft glow. Nenya grants its wearer the following benefits: W Nenya projects a continuous recitationCD. This effect can be dispelled, but Nenya's wearer can suppress or activate it as a free action. Caster level 20th. W Nenya allows its wearer to cast from the Water domain as a standard action at will. Nenya casts these spells as a 20th level cleric. W Nenya grants its wearer immunity to stunning. W Nenya grants its wearer a +10 sacred bonus to armor class.

History: Galadriel is a unique figure in the history of Middle-earth. She is the only daughter of Finarfin as well as the only female among the Noldor to openly support the revolt in Tirion. She was tall (7’2”), had the golden hair of her Teler mother, and was the most beautiful of all the House of Finwë.

She is thought to have participated, though in what fashion it is not known, in the Kinslaying at Alqualondë and fell under the Doom of the Noldor. While her father and a small host of Noldor turned back at this, repentant of their ill deeds, the desire for her own realm in Middle-earth outweighed her loyalty to her father’s house, and Galadriel pressed on. Abandoned at the shores of Araman by the fell king Fëanor, Galadriel fell in with the House of Fingolfin during the crossing of the Helcaraxë.

In Middle-earth, Galadriel dwelt for some time upon Tol Sirion with her brother Finrod but, when Finrod was led south to Nargothrond by Ulmo, Galadriel went eastward to Doriath where she met Celeborn and Melian, Thingol’s wife. Soon after, she wed Celeborn and took to the teachings of Melian and gained much by her wisdom. After the fall of Doriath, it is unclear what happened to Galadriel though it is said that she fled to either Arvernien or the Mouths of Sirion.

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After the 1st Age, Galadriel remained as the only surviving leader of the revolting Noldor. As such, a ban was put on her return to the West. Galadriel spent an uncertain amount of time in Eregion before founding Lórien. Around this land Galadriel erected a powerful ward similar to the Girdle of Melian that kept Doriath secure for so many centuries. Her efforts in this were supported by Nenya, one of the Three Elven Rings which was given to her after its creation. With her wards and the strength of the ring, Lórien was safe from any assault save by Sauron himself.

Galadriel served on the White Council as one of the most prominent members. She advocated that Gandalf be named head of the Council, though he cordially refused the responsibility. During the War of the Ring, Galadriel gave shelter to the Fellowship and equipped them with elven cloaks, lembas, and other helpful equipment including the beautiful Phial of Galadriel. In a meeting with Frodo, Galadriel was offered the One Ring, which she laboriously refused. Because of this great deed and her consistent efforts against Sauron, Galadriel was permitted to return to Valinor at the close of the 3rd Age, having spent close to seventy centuries in Middle-earth as an exile.

Automatic Actions: As a free action, Galadriel may complete any of her Craft or Knowledge skill checks, provided that the DC is 20 or less. Galadriel may perform 5 such free actions per round. Create Magic Items: Galadriel may create magic items of up to 200,000 gp in value pertaining to the timelessness and safety of Lothlórien, the stars in the sky, and the safety of the Eldar in Middle-earth. Makers' Power: In Lórien Galadriel has her stronghold, named Caras Galadon (S. ‘city Lore: of the trees’). The area is 35 miles in diameter, encompassing the entire forest of the Laurelindórinan. Galadriel has her girdle about the forest, and delivers a barely audible holy Contemporizing the word spell (caster level of 34th, DC 36) to any evil creature that enters. Eldar Lords Portfolio: the Eldar in Middle-earth, the borders of Lothlórien In the pursuit to make the Eldar Portfolio Sense: Galadriel senses any action or inaction made by the Eldar as a people at Lords as “current” as possible, all large in Middle-earth. She also senses when anything activates her girdle about Lothlórien. of the Lords are presented in the fullness of their might. Fingolfin, Salient Divine Abilities: Divine Inspiration, Divine Spellcasting, Girdle†, Know Secrets, for example, was not always Lady of Lórien†, Power of Foresight†, Power of Nature, Queen of the Noldor†, Skill of the nearly as powerful as his stats Maiar† suggest. †unique SDA The effort leaves some anachronisms within the whole of this chapter—some Lords are Cleric Spell DCs: 29+spell level stronger than their kinsmen, Cleric Caster Level: 34th, +1 caster level for Good Domain spells†, +1 caster level for despite the fact that they only divination spells* attained such power after a certain time in Middle-earth. Cleric Spell Points: 1135 th As a rule of thumb, the characters Maximum Cleric Spell Level: 18 as presented in this chapter will Cleric Spells Known: (0th–9th): 9/5/5/4/4/4/3/3/3/3: 0th: create water, cure minor wounds, relate to their pinnacle of power: detect magic, detect poison, guidance, light, read magic, resistance, virtue; 1st: bless water, Galadriel’s stats are from the late 3rd Age while Fëanor’s stats are detect evil*, divine favor, detect secret doors*, endure elements, protection from evil†, ray of E E nd from before the first rising of the hope , vision of heaven ; 2 : aid†, augury, calm emotions, consecrate, detect thoughts*, Moon—a difference of over sixty heat metal, lesser restoration, zone of truth; 3rd: clairaudience/clairvoyance*, cure serious centuries! wounds, daylight, magic circle against evil†, remove curse, remove nauseaE, searing light; 4th: death ward, detect scrying, divination*, fire shield, holy smite†, neutralize poison, repel vermin; 5th: break enchantment, dispel evil†, flame strike, hallow, spell resistance, true seeing*, warding gemsE; 6th: blade barrier, celestial bloodE, crown of brillianceE, find the path*, fire seeds, heal; 7th: greater restoration, holy word†, legend lore*, mass spell resistanceCD, repulsion, sunbeam; 8th: cloak of chaos, discern location*, firestorm, greater spell immunity, holy aura†, sunburst; 9th: foresight*, mass heal, miracle, prismatic sphere, summon monster IX [good only]†, vision* - Galadriel may take 10 on caster level checks, if she needs to make a check at all

Glorfindel, head of the House of the Golden Flower Medium-size Outsider (native, good, quasi-deity) Calaquendi (Noldo, House of Fingolfin) Fighter 20/Paladin (Core) 5 Eldarin Divine Rank: 0 Hit Dice: 25d10+100 (350 vp, 48 wp)

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Initiative: +8 (+4 Dex, +4 Improved Initiative) Speed: 30 ft. (6 squares) AC: 41 (+4 Dex, +10 armor, +5 deflection, +5 natural, +7 shield) touch 19, flat-footed 37 Base Attack/Grapple: +23/+31 Attack: 1st Age: Calninque +35, or +5 mighty composite longbow of wounding +32 2nd Age: Macilrómen +34, or +5 mighty composite longbow of wounding +32 Full Attack: 1st Age: Calninque +35/+35/+30/+25/+20 melee (1d10+14 17-20), or +5 mighty composite longbow (+5) of wounding +32/+27/+22/+17 ranged (1d8+9+1 Con) 2nd Age: Macilrómen +34/+34/+29/+24/+19 melee (1d10+13 17-20/x2 vs. undead), or +5 mighty composite longbow (+5) of wounding +32/+27/+22/+17 ranged (1d8+9+1 Con) Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil (2/day; +5 attack & damage), turn undead (2nd level, 8/day, +5 check, +7 damage) Special Qualities: Calaquendi traits, doom of the Noldor, Noldo traits, wild empathy (+34); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 10/epic; fire resistance 5; spell resistance 40; aura of good (overwhelming), detect evil, lay on hands (25 hp/day), special mount Saves: Fort +23, Ref +17, Will +17 Abilities: Str 18, Dex 18, Con 18, Int 18, Wis 18, Cha 20 Skills: Climb +27, Concentration +20, Craft (armor) +25 (+21 insight), Craft (blacksmithing) +25 (+21 insight), Craft (bowyer) +25 (+21 insight), Craft (weapons) +25 (+21 insight), Diplomacy +19 (+2 good creatures), Handle Animal +32, Ride +36, Sense Motive +20, Swim +25, Survival +32 Weapon Groups: Basic weapons, bows, exotic weapons, heavy blades, spears and lances Feats: Cleave, Combat Expertise, Dodge, Greater Weapon Focus (heavy blades), Greater Weapon Specialization (heavy blades), Holy RadianceE, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Mobility, Mounted Combat, Nimbus of LightE, Power Attack, Ride-by Attack, Spirited Charge, Weapon Focus (heavy blades), Weapon Specialization (heavy blades) Epic Feats: Epic ToughnessCW, Spectral Strike Challenge Rating: 25 Equipment/Treasure: Calninque or Macilrómen, cloak of resistance +5, +5 mighty composite longbow (+5) of wounding, amulet of natural armor +5, +5 mithril breastplate of light fortification, +5 heavy steel shield Alignment: Lawful Good

Calninque (S. ‘white cleaving’) is the sword of Glorfindel during his time as a lieutenant of Gondolin. It is white steel with stunning sapphire inlays along the blade. Calninque is a +6 keen bastard sword of speed with the following additional powers: W Calninque doubles the benefit gained by the use of Combat Expertise while armed.

Macilrómen (S. ‘sunrise sword’) is the sword of Glorfindel during his time as a warden of Imladris. It is a deeply polished cold iron weapon of esteemed craftsmanship. Macilrómen is a +5 keen cold iron bastard sword of speed with the following additional properties: W Macilrómen is the bane of the undead servants of Morgoth. Against such foes, Macilrómen deals double damage on a confirmed critical hit.

History: Glorfindel removed himself to Middle-earth with the rebellious Noldor after the death of the Two Trees. He followed Turgon to Gondolin and served as a lieutenant in the army. In FA 510, he battled a Balrog in the high pass known as “the ’s Cleft” and they both fell to their deaths. His sacrifice ensured the escape of Tuor and Eärendil the Bright from the sac of Gondolin. For his bravery, Glorfindel was allowed to return from death and rejoin his people in Middle-earth, although not until after the War of Wrath.

Sometime in the 2nd Age, Glorfindel returned to Middle-earth, lending his aid in all ways against Sauron and his minions. He led the Elves from Imladris to the Battle of Fornost in SA 1975 where Earnur, the Captain of , suffered his mount to flee under him before the Witch-king. From Glorfindel, however, the Witch-king shrank back in fear and fled. It was then that Glorfindel spoke telling Earnur “Far off yet is his doom, and not by the hand of man will he fall.”

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Glorfindel assisted Aragorn and the in their journey to Rivendell from , and routed the Ringwraiths from the bridges and paths before them. Before his wrath, the Ringwraiths fled into the raging waters at the Ford of Bruinen. He also attended the Council of Elrond and the wedding of King Elessar in Minas Tirith.16

Paladin Spell DCs: 15+spell level Paladin Caster Level: 2nd Paladin Spell Points: 2 Paladin Spells Known: 1st: bless weapon, detect undead

Mount: Asfaloth Heavy Warhorse, Large Magical Beast; HD 6d8+18 (45 vp, 23 wp); Init +2; Speed 90 ft; AC 24 (-1 size, +2 Dex, +13 natural), touch 11, flat-footed 22; Base Atk +4; Grp +12; Atk 1 hoof +7 melee (1d8+4); Full Atk 2 hooves +7 melee (1d8+4) and bite +2 melee (1d6+2); SQ Low-light vision, scent, empathic link, improved evasion, improved speed, share spells, share saving throws, command horses 2/day (Will DC 17), SR 10; AL LG; SV Fort +5, Ref +5, Will +2; Str 19, Dex 14, Con 17, Int 6, Wis 13, Cha 6. Skills and feats: Jump +9, Listen +5; Endurance, Improved ToughnessCW, Run Equipment: horseshoes of speed, saddlecloth of natural armor +5

Ingwë, King of the Vanyar, High King of the Elves Medium-size Outsider (native, good, intermediate deity) Calaquendi (Vanya, 1st Generation) Cleric 20/Druid 20/Aristocrat 10/Heirophant 5/Chosen of Aman 5 Divine Rank: 12 Hit Dice: 50d8+10d+500 (900 vp, 102 wp) Initiative: +19 (+11 Dex, +8 Superior Initiative; always goes first) Speed: 30 ft. (6 squares) AC: 68 (+11 Dex, +17 armor, +18 deflection, +12 divine) touch 51, flat-footed 57 Base Attack/Grapple: +35/+53 Attack: Staff of the Turedhel +65 Full Attack: Staff of the Turedhel +65/+65/+60/+55 melee (4d6+18, plus 3d6 [holy] 20/plus 6 [holy]) Space/Reach: 5 ft./5 ft. Special Attacks: Turn undead (20th level, 21/day, +36 check, +38 damage) Special Qualities: Vanya traits, Calaquendi traits, wild empathy (+110); immune to cold, electricity, fire, transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 15/epic and evil; cold resistance 17; spell resistance 70; nature sense, woodland stride, trackless step, resist nature’s lure, venom immunity, a thousand faces, wild shape (Large, Tiny, plant, and Huge 6/day), wild shape (elemental, Huge 3/day); gift of the divine, bonus metamagic (x3), power of nature; divine grace, eyes of Varda, grace of the Valar, winds of Manwë, child of Eru; remote sensing, block sensing, automatic actions, create magic items, divine aura, grant spells, makers' power, salient divine abilities Saves: Fort +72, Ref +67, Will +83 - Ingwë receives a +4 bonus on saves vs. the spell-like abilities of fey Abilities: Str 22, Dex 32, Con 30, Int 36, Wis 52, Cha 47 Skills: Concentration +80, Craft (blacksmithing) +83, Craft (leatherworking) +83, Craft (sculpting) +83, Craft (stonemasonry) +83, Diplomacy +107, Heal +91, Knowledge (arcana) +78, Knowledge (geography) +63, Knowledge (nature) +82, Knowledge (nobility) +73, Knowledge (religion) +78, Listen +92, Perform (singing) +68, Spellcraft +89, Spot +87, Survival +95 (+4 avoid hazards) - Ingwë may take 20 on skill checks, if he needs to make a check at all Weapon Groups: Basic weapons Feats: Consecrate SpellCD, Empower Spell, Heighten Spellb, Improved Initiative, Maximize Spellb, Practiced Spellcaster (Cleric)CD, Practiced Spellcaster (Druid)CD, Quicken Spellb, Sacred VowE, Vow of ObedienceE Epic Feats: Enhance Spell, Epic Reputation (x2), Epic Spellcasting, Improved Heighten Spell, Improved Toughness*, Intensify Spell, Legendary Spellcaster (Cleric), Legendary Spellcaster (Druid), Multispell (x3), Superior Initiative, Unstoppable Spell

16 Glorfindel of Gondolin was not equated with Glorfindel of Rivendell until Tolkien addressed the issue in “The History of Middle-earth, vol. XII, The Peoples of Middle-earth”.

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*non-Epic feat Challenge Rating: 55 Equipment/Treasure: Crown of the Eldalië, Staff of the Turedhel, Heart of Stars, Horn of the Eldar Alignment: Lawful Good

The Crown of the Eldalië is a crown woven of the leafy branches from Laurelin and Telperion—the Two Trees of Valinor. Their leaves are still intact and alive, thriving off the energies of both Ingwë and the World around him. The Crown possesses the following powers: W The Crown increases its wearer’s effective caster level for up to two spellcasting classes by +8. This increase affects all variable effects of the spells, but not the number of spells known or granted per day. W The Crown doubles its wearer’s spell points for up to two spellcasting classes.

The Staff of the Turedhel (S. ‘Elf-king’) is a 6-foot staff carved from diamond and girded in adamantine. It was conceived by Tulkas, designed by Eönwë, and fashioned by Aulë as the Vanyar were coming across the vastness of Middle-earth. The Staff is a +12 quarterstaff of holy power and speed with the following additional powers: W The Staff strikes as a Colossal quarterstaff, dealing a base damage of 4d6. W The Staff itself is indestructible, and no amount of damage can scratch nor harm it in any way. W The Staff penetrates any damage reduction that can be penetrated, and overcomes any regeneration that can be overcome. Only unbeatable defenses such as object hardness (DR/—) are applied to attacks made with the Staff of the Eldalië.

The Heart of Stars is a resplendent coat of what appears to be extremely fine mail. In fact, the coat was wrought from starlight by Varda and Aulë and fashioned to fit Ingwë’s form like a silvery glove. The Heart of Stars is a suit of +12 ghost touch chainmail of heavy fortification with the following additional powers: W The Heart of Stars damages undead that attack its wearer. Any melee attack that damages Ingwë triggers a powerful repercussion of light from the Heart of Stars dealing to the attacking undead four times the damage it dealt to Ingwë, no save or attack roll required. W The Heart of Stars is as weightless as light itself. It has no Max Dex bonus, no armor check penalty, no arcane spell failure chance, and does not penalize its wearer’s speed.

The Horn of the Eldar is a 4-foot length of ancient ivory carved into a heavy, deep instrument capable of generating waves of a low, booming sound. Its sides are unadorned save for the intricate scroll-work relief. Its handle is leather-wrapped and its voice can be heard at ranges of up to 88 miles. The Horn of the Eldar was given to Ingwë at the outset of the Vanyar from Cuiviénen so he could better protect his people along the long, dark march. It has the following powers: W The Horn grants its user and any Elf who can hear the Horn the woodland stride Druid class ability and a 5-foot increase in base speed for 8 hours. W The Horn can be used to deliver a blast of triumphant sound. This effect requires a standard action and delivers 30d8 points of damage to any evil creature who hears the sound, Fort save (DC 58) for half. The save DC is Charisma- based.

History: Ingwë was one of the three emissaries taken to Valinor by Oromë to see the realm, meet the Valar, and report back to the Quendi at Cuiviénen. He was, of the three Elves chosen, the most desirous to return to the Blessed Realm.

“Knowing neither whence I come nor by what ways nor yet whither I go, the world that we are in is but one great wonderment to me, and methinks I love it wholly, yet it fills me altogether with a desire for light.”17

When the Vanyar took to the westward march, Ingwë led his people almost relentlessly, driving their steps across Middle-earth without the delays common with the Noldor and Teleri. Therefore, Ingwë was the first of the Eldar to step foot in Aman, and he sits now forever in the presence of Manwë at the summit of Taniquetil. Revered as the High King of the Elves, Ingwë’s position in Elven culture rivals that of the Valar themselves, and he far outstrips his lesser kin in wisdom and beauty. He is a master of most crafts and a brilliant leader. He stands very tall (7’11”), has long, thick golden hair, golden-purple eyes, and his skin is silvery-white. Ingwë returned to Middle-earth during the War of Wrath to lead the Vanyar against the innumerable forces of Angband; he is suspected to never return again now that the way is bent.

17 J.R.R. Tolkien, 1, p. 125

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Automatic Actions: As a free action, Ingwë may make any Craft or Knowledge check, provided that the DC is 25 or less. Ingwë may perform 10 such free actions per round. Create Magic Items: Ingwë may create magic items of unlimited value, including artifacts which pertain to the perseverance, proliferation, and progress of the Elves in the World. Remote Sensing: As a standard action, Ingwë can perceive everything within 12 miles of any of his worshippers, holy sites, or other objects or locales sacred to him. Ingwë can extend his senses to up to 10 different locations. Block Sensing: As a standard action, Ingwë may block the sensing ability of any deity with 12 divine ranks or less. This power extends for 12 miles from the deity, or within the same distance around a temple or other locale sacred to him, or the same distance around a portfolio-related event. Ingwë can block up to two different locations for 12 hours. Remote Communication: As a standard action, Ingwë can send a communication to a remote location. Ingwë can speak to any Elf, and to anyone within 12 miles of any statue or likeness of himself or any other Elf. Godly Realm: High upon the slopes of Taniquetil, in the everlasting snow called by the Sindar Oiolossë, Ingwë has his abode. The area is 10 miles in diameter and Ingwë prefers the air colder than most and kissed by the gentle breezes of Manwë. The region is inhabited by hundreds of Vanya clerics, monks, and other such servants working or instructing in the many temples, libraries, and guild-halls in the area. Astral links are open here for a select few, but the Valar still have the final say in such matters. Ingwë has applied the quicken spell metamagic to all Conjuration (Healing) spells and spells with the Fire and Good descriptors while applying the purify spellE metamagic to all spells with the Fire descriptor. Divine Aura (ex): Ingwë emanates a commanding aura from his seat at the feet of the Powers of the World. All those within 1200 feet of Ingwë of lower divine rank must make a Will save (DC 40) or be subjected to his aura. Ingwë can make his worshippers, beings of lawful good alignment, or both types of creatures immune to his aura as a free-action. Ingwë can pick between the following conditions with which to afflict those who fail their saves as a free action: daze, fright, or resolve. Spontaneous Casting: Ingwë can spontaneously cast any spell he can grant as a cleric spontaneously casts cure spells. Portfolio: The Elves, crafts, healing, magic, knowledge, wisdom Portfolio Sense: Ingwë senses any activities of Elves in Middle-earth or in Aman. He is aware of all of these things regardless of the number of people or creatures involved. His senses extend 12 weeks into the past and future. Grant Spells: Ingwë automatically grants spells and domain powers to mortal or Eldarin divine spellcasters who pray to him. Salient Divine Abilities: Automatic Metamagic (consecrateCD Domain spells), Automatic Metamagic (quicken Domain spells), Divine Blessing (Charisma)*, Divine Blessing (Wisdom)*, Divine Inspiration, Divine Spellcasting, Energy Storm (Fire), Energy Storm (Positive), Energy Storm (Sonic), Glory of the Valar†, Increased Damage Reduction*, King of the Elves†, Shadow of Foresight†, Skill of the Maiar†, Supreme Initiative. †unique SDA, *revised SDA

Domains: Good, Healing, Sun Domain Powers: Ingwë may use the following abilities as a 37th level cleric. Cast Good spells at +1 caster level† Cast Healing spells at +1 caster level† Greater turning (su): 12/day, any undead that would be turned are destroyed instead. Domain Spell-like Abilities (sp): at will– aid, blade barrier (DC 34), cure critical wounds† (DC 32), cure light wounds† (DC 29), cure moderate wounds† (DC 30), cure serious wounds† (DC 31), dispel evil† (DC 33), endure elements (DC 29), fire seeds (DC 34), fire shield, flame strike (DC 33), heal† (DC 34), heat metal (DC 30), holy aura† (DC 36), holy smite† (DC 32), holy word† (DC 35), magic circle against evil† (DC 31), mass cure critical wounds† (DC 36), mass cure light wounds† (DC 33), mass heal† (DC 37), prismatic sphere (DC 37), protection from evil† (DC 29), regenerate† (DC 35), searing light, summon monster IX [good only]†, sunbeam (DC 35), sunburst (DC 36); caster level 37th, save DCs are Charisma-based. - Ingwë may take 20 on caster level checks, if he needs to make a check at all

Cleric Spell DCs: 30+spell level Cleric Caster Level: 48th, +1 caster level for Good and Healing spells Cleric Spell Points: 3142 Maximum Cleric Spell Level: 21st Cleric Spells Known: All, plus Good, Healing, and Sun Domains. - Ingwë may take 20 on caster level checks, if he needs to make a check at all

Druid Spell DCs: 30+spell level Druid Caster Level: 48th Druid Spell Points: 3142

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Maximum Druid Spell Level: 21st Druid Spells Known: All - Ingwë may take 20 on caster level checks, if he needs to make a check at all

Lenwë Medium-size Humanoid Quendi (Nandor) Cleric 10/Fighter 10/Expert 20 Hit Dice: 10d8+10d10+140+20d (320 vp, 54 wp) Initiative: +15 (+7 Dex, +8 Superior Initiative) Speed: 40 ft. (8 squares) AC: 29 (+6 Dex, +8 armor, +5 natural) touch 16, flat-footed 23 Base Attack/Grapple: +27/+35 Attack: Staff of the Nandor +44 Full Attack: Staff of the Nandor +44/+39/+34/+29 melee (1d6+16) or +42/+37/+32/+27 primary hand (1d6+16) and +42/+37 off-hand (1d6+12) Space/Reach: 5 ft./5 ft. Special Attacks: Turn undead (10th level, 10/day, +9 check, +17 damage), turn air/rebuke earth (10th level, 10/day, +7 check, +17 damage), rebuke plants (10th level, 10/day, +7 check, +17 damage) Special Qualities: Moriquendi traits, Nando traits, wild empathy (+51); Earth and Plant Domains Saves: Fort +31, Ref +31, Will +28 Abilities: Str 26, Dex 28, Con 24, Int 24, Wis 26, Cha 24 Skills: Climb +28 (+40 insight while in wooded area), Concentration +20, Craft (bowyer) +50, Craft (leatherworking) +50, Craft (traps) +50, Handle Animal +38, Heal +41, Hide +26 (+40 insight while in natural environment), Knowledge (geography) +47, Knowledge (history) +20, Knowledge (nature) +50, Knowledge (religion) +20, Ride +29, Spellcraft +40, Survival +51 (+4 aboveground , +4 avoid hazards) Weapon Groups: Basic weapons Feats: Combat Casting, Combat Expertise, Combat Reflexes, Improved Disarm, Improved Initiative, Improved Two-weapon Fighting, Lightning Reflexes, Power Attack, Practiced SpellcasterCD, Spontaneous SummonerCD, Two-weapon Fighting, Weapon Focus (basic weapons), Weapon Specialization (basic weapons) Epic Feats: Epic Reflexes, Epic ToughnessCW, Epic Weapon Focus (basic weapons), Fast Movement, Improved Combat CastingCA, Improved Combat Reflexes, Superior Initiative Challenge Rating: 26 Equipment/Treasure: Staff of the Nandor, +6 leather armor of light fortification Alignment: Neutral Good

The Staff of the Nandor is the only weapon ever carried by the original leader of the Nandor. It is a leafy length of ash wood and unadorned save for the leather grip woven along the knobby length of the staff. The Staff of the Nandor is a +6/+6 quarterstaff with the following additional properties: W The Staff protects Lenwë with a constant barkskin effect. Caster level 26th. This effect can be dispelled normally, but Lenwë can reactivate it as a move action on his turn. W The Staff knows the following spells: commune with nature and tree stride. Lenwë may cast these spells using his own spell points and caster level.

History: Lenwë was one of the great many Teleri who ventured west in hopes of reaching the Blessed Realm promised to them by their king Elwë Singollo. Despite their unifying desire, Lenwë and a host of the Teleri were awe-struck by the Anduin River and, turning away from the march towards the West, remained in the great valley. His exact fate is unknown, but the Nandor soon emigrated from the lands that, in several millennia, would be known as Gondor. They beseeched Elwë, their king of old, and were permitted to live in Ossiriand under the lordship of Lenwë’s son, Denethor. It is thought that Lenwë’s death— either in the Anduin river valley or somewhere in Eriador—prompted this Nando emigration, and was probably due to a large influx of Orcs and other fell beasts into their otherwise comfortable habitat.

Cleric Spell DCs: 18+spell level Cleric Caster Level: 14th

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Cleric Spell Points: 113 Cleric Spells Known: (0th–5th) 9/5/4/3/2/1: 0th: create water, cure minor wounds, detect magic, detect poison, purify food and drink, virtue; 1st: bless water, cure light wounds, detect evil, entangle, divine favor, magic stone, shield of faith; 2nd: barkskin, cure moderate wounds, delay poison, find traps, resist energy, soften earth and stone; 3rd: daylight, plant growth, stone shape, water breathing, water walk; 4th: command plants, divine power, repel vermin, spike stones; 5th: hallow, wall of stone, wall of thorns

Lúthien, Princess of Doriath, Tinúviel, the Twilight-maiden Medium-size Outsider (native, good, lesser deity) Calaquendi (Sinda, 2nd Generation) Bard 45 Eldarin Divine Rank: 6 HD: 45d6+360 (630 vp, 32 wp) Initiative: +16 (+8 Dex, +8 Superior Initiative) Speed: 60 ft. (12 squares) AC: 44 (+8 Dex, +20 deflection, +6 divine) touch 44, flat-footed 36 Base Attack/Grapple: +28/+38 Attack: Ranged touch attack +42 Face/Reach: 5 ft./5 ft. Special Qualities: Calaquendi traits, Sinda traits, wild empathy (+73); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 10/epic; fire resistance 11; spell resistance 56; bardic knowledge (+63), bardic music (6 miles), countersong, fascinate, inspire competence, inspire courage (+8 morale to attack, damage, saves vs. charms and fear effects), inspire greatness (+4d10 HD, +4 competence to attacks and Fort saves), inspire heroics (+8 morale to saves and +8 dodge bonus to AC), mass suggestion (DC 52), song of freedom, suggestion (DC 52); automatic actions, create magic items, makers' power, salient divine abilities Saves: Fort +37, Ref +43, Will +50 Abilities: Str 18, Dex 26, Con 26, Int 35, Wis 40, Cha 50 Skills: Bluff +80 (+2 insight), Concentration +65 (+3 insight), Diplomacy +95 (+3 insight), Handle Animal +45, Knowledge (arcana) +70 (+4 insight), Knowledge (dungeoneering) +45 (+4 insight), Knowledge (nature) +50 (+3 insight), Knowledge (nobility) +45 (+4 insight), Knowledge (religion) +70 (+4 insight), Knowledge (the planes) +50 (+3 insight), Listen +70 (+1 insight), Move Silently +65 (+3 insight), Perform (singing) +145 (+47 insight), Ride +40, Search +40 (+4 insight), Sense Motive +70 (+1 insight), Spellcraft +75 (+6 scrolls, +3 insight), Spot +45, Survival +80 (+2 under or above ground, +4 on another , +2 tracking, +6 insight), Use Magic Device +75 (+6 scrolls, +1 insight) - Lúthien may take 10 on skill checks, if he needs to make a check at all Weapon Groups: Basic weapons, bows, light blades Feats: Improved Initiative, Nimbus of LightE, Reach SpellCD, Run, Quicken Spell, Heighten Spell, Still Spell Epic Feats: Deafening Song, Epic Fortitude, Epic Reflexes, Epic Reputation, Epic Skill Focus (Perform [singing]) (x2), Epic Speed, Epic Spellcasting, Epic Will, Fast Healing (x2), Hindering Song, Improved Heighten Spell, Inspire Excellence, Multispell (x2), Superior Initiative Challenge Rating: 41 Equipment/Treasure: Cloak of Shadows, the Nauglamír Alignment: Chaotic Good

The Cloak of Shadows was woven before Lúthien abandoned her father's realm in order to help Beren and his quest for the Silmaril. The Cloak is a cloak of resistance +5 with the following additional powers: W The Cloak provides Lúthien with total concealment. W The Cloak provides Lúthien with immunity to any attempts to locate her remotely, whether by use of scrying, clairvoyance, or even her father's remote sensing ability.

The Nauglamír (S. dwarf-necklace) was made for Finrod Felagund by the dwarves of Ered Luin. Felagund had placed within the necklace several brilliant jewels wrought by himself during his days in Valinor. Despite its weight, the Nauglamír always set lightly upon its wearer's neck, enhancing their beauty and gracefulness. Felagund left the necklace behind upon taking up the Quest for the Silmaril with Beren. The Nauglamír was again left behind in Nargothrond after Galurung's attack upon the great city and stayed there until Húrin took it and gave it to Thingol in exchange for fostering his family during his

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imprisonment in Angband. Thingol hired dwarves of Nogrod to fit the necklace with the Silmaril he received from Beren, but the dwarves slew Thingol over the jewel and fled towards their home. They in turn were slain by Beren and a company of Nandor from Ossiriand. From there, the Nauglamír was worn by Lúthien, who achieved the greatest beauty ever seen beyond the Blessed Realm. Upon her unrecorded death, the necklace was bequeathed to her son Dior, current ruler of Doriath, and he was slain by the Sons of Fëanor over it. Dior's daughter Elwing saved the Nauglamír from the hands of Maedhros and escaped to the Mouths of Sirion with it where she cat herself into the sea in order to save it from the remaining Sons of Fëanor. When Eärendil was set to guard the sky from Melkor, he wore the Silmaril upon his brow, and it is safe to assume that he wore the Nauglamír around his neck, and still does. The Nauglamír alone is a beautiful yet non-magical piece of priceless art. Set with the Silmaril, the necklace of the dwarves grants the following benefits (none of which are accounted for in Lúthien’s stats): W The Nauglamír allows Lúthien to cast any spell from the Bard, Cleric, Druid, and Sorcerer/Wizard lists using her own caster level and spell points. W The Nauglamír doubles the number of spell points for one spellcasting class. This bonus is not accounted for by her stats. W The Nauglamír can, as a standard action, blaze forth in awesome radiance. All creatures save Lúthien and her allies must make a Will save (DC 44) or be stunned for one round per point by which the save fails. This is a mind-affecting effect. In the event of an auto-fail, the target us stunned for 5 minutes (50 rounds), or until the Silmaril is out of sight, whichever amount of time is longer. This is a mind-affecting effect. W The Nauglamír grants Lúthien a +5 bonus to attacks, checks, and saves. These bonuses are not accounted for by her stats. This benefit stacks with any other similar effect. For instance, a Lúthien can effectively “take 15” wherever she could otherwise “take 10”. W The Nauglamír increases the maximum DC for Lúthien’s automatic actions by +5.

History: Lúthien was the only offspring of Thingol of Doriath and his Maia wife, Melian. Together, these two formed a union which thrived for ages for the world and their daughter's love helped bring about the end of the reign of Melkor as King of the World.

Lúthien was born near the end of the first age of the Chaining of Melkor, ages before the first swords were fashioned in Valinor and thrust at brothers' hearts. She learned much from her mother, including the strength of her heritage and the potential of her power, and she danced for centuries to songs of her beauty composed by Daeron the minstrel.

In FA 465, upon meeting Beren in Neldoreth, Lúthien was smitten and feel deeply in love with the adan orphan. Upon the discovery of their affairs in the forests of Doriath, Lúthien intervened on Beren's behalf, sparing him from the fatal judgments of her stern father.

Despite her love for the Adan, Thingol was opposed to her taking the hand of a mortal for her husband. In order to eliminate this ill-bred suitor, Thingol demanded a Silmaril from Morgoth's Iron Crown as a bride price, and Beren swore to achieve this impossible task. Knowing that Lúthien would attempt to help him Thingol had a house built for her in the tops of a great tree where she was kept safe and under constant watch.

Lúthien's love for Beren was no small thing, however, and she soon found a way to escape her hospitable prison. She grew her hair to a terrific length and fashioned from it a rope and a cloak. The rope she lowered from her tree-house and she used its power to set her guards into a deep slumber. With her cloak, she was able to escape her father's watchful eyes.

Once beyond the protection of Doriath, Lúthien was kidnapped by Curufin, one of the Sons of Fëanor, and brought captive to Nargothrond. Huan the Hound of Valinor spoke for the first time, regarding Lúthien's escape from Nargothrond.

Together, they escaped Nargothrond, riding north towards the Isle of Werewolves, Tol-in-Gaurhoth, situated in the Vale of Sirion. There, Huan slew Draugluin, father of werewolves, and overcame all other foes sent his way. Sauron himself attacked Huan in the form of a wolf, and the Hound of Valinor overcame him as well. Lúthien promised him his life in exchange for the tower on Tol Sirion. Sauron agreed and fled to Taur-nu-Fuin in defeat for the remainder of the 1st Age. Lúthien then brought the tower down with her voice and found Beren in the basements, deeply mourning the fallen Finrod.

Together, they buried Finrod upon the island. Lúthien insisted on accompanying Beren to Angband, despite the mortal peril, and they took the shape of fell beasts to infiltrate the ashen lands. It was here that Huan left them with council and, on his return to Doriath, asked Thorondor keep a watch upon the two.

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Upon reaching the gates of Angband, they were confronted by Carcharoth, and Lúthien overcame him with a spell. She and Beren made their way swiftly to the deepest pits and there found the terrible throne of Morgoth. Immediately, the Dark Lord stirred, but Lúthien sang a song so beautiful and so sweet that Morgoth found himself distracted from action by the dark thoughts inspired by her beauty. Soon, her power pervaded him, and the King of the World fell into a deep slumber. Swiftly, Beren cast aside his disguises and using the knife Angrist sliced a Silmaril from the Iron Crown. Lúthien's strength left her and her song ceased, but Beren tried for another Silmaril, snapping Curufin's knife and stirring the sleeping Vala.

Lúthien and Beren then made for the surface world, hoping to escape the wrath of Morgoth. Their fortune was good, for the most part, but upon reaching the place where Carcharoth awaited them their luck faltered. Carcharoth pounced on them, but Beren held up the Silmaril, saying: "Get you gone and fly!, for here is a fire that consume you, and all evil things.” 18

But Carcharoth was not thwarted, and he devoured the hand that held the Jewel. But the fire of the Silmaril began to consume his evil flesh from within, and the wolf went into a terrible frenzy. Beren's wound was poisoned by the venom of Carcharoth's flames, and he fell into a swoon, passing close to death. Carcharoth fled from them then, his fury blinding him. All things in his path were slain, and all beasts both fair and fell fled before his onslaught.

Thankfully, Thorondor came to the aid, and carried Lúthien and Beren over the lands to the borders of Doriath. There, Beren recovered and was renamed "Erchamion" (S. one-handed). The returned to Doriath and told Thingol of their deeds. Beren knelt before Thingol: "I return according to my word. I am come now to claim my own.” And Thingol answered: "What of your quest, and of your vow?” But Beren said: "It is fulfilled. Even now a Silmaril is in my hand.” 19

Beren then showed Thingol his mutilated arm and renamed himself again, calling himself "Camlost" (S. empty-handed). With this gesture, Thingol perceived Beren to be unlike all other Men, and considered him among the great of Arda. At last, Thingol gave in and Beren took Lúthien's hand before the throne of her father. This joy was not long-lived, however, for Carcharoth had made his way in fury to the woods of Doriath. Together, Beren Erchamion, Huan the Hound of Valinor, Beleg Strongbow, Mablung of the Heavy Hand, and Thingol King of Doriath coordinated the Hunting of the Wolf and ran afoul the creature before too long.

Carcharoth leapt at Thingol upon their encounter, but Beren protected the King and received a fatal wound. Huan fell upon Carcharoth and the two great beasts made war of fang and claw. Carcharoth was slain by Huan in the end, but his wounds were poisoned and fatal. Dying, Huan spoke for the last time, bidding Beren farewell.

Mablung then sliced open Carcharoth and exposed the beast's innards. All was burnt and corroded save Beren's severed hand and the Silmaril. Mablung then took the Silmaril and gave it Beren, who bade Thingol receive it to achieve his quest. They returned to Menegroth after nightfall, and Lúthien ran to Beren before he died. Immediately, Lúthien's spirit fell into darkness and left her, going before Mandos in beauty and in grief. There she sang for him a song that moved even the icy heart of death. Mandos asked Manwë what he should do, and the King of the Valar consulted his deepest thought, hich is with Ilúvatar. Manwë then gave Lúthien a choice: live forever in Valinor until the end of the World, forgetting all grief from her life, or disavow her kinship with the Eldalië, becoming as a mortal doomed to die and pass on into the unknown. In Valinor, Beren could not be, and only in death could they be together. Lúthien simply chose death, knowing that even in darkness her fate would be one with that of Beren. They returned to life in Middle-earth and removed themselves from Doriath to Tol Galen in the south of far Ossiriand. There they gave birth to one child—Dior, who served as Thingol's heir after the King's death. Near the end of his reign and of the kingdom of Doriath, Lúthien passed away again, this time to the unknown death of Men, along with her beloved, Beren Erchamion.

Automatic Actions: As a free action, Lúthien may make any Knowledge check, provided that the DC is 25 or less. Lúthien may perform 5 such free actions per round. Create Magic Items: Lúthien may create magic items of up to 30,000 gp in value (non-artifacts) pertaining to the propagation of love and happiness in Doriath. Makers' Power: In Doriath and later on Tol Galen, Lúthien has her stronghold. The area is 2 miles in diameter and Lúthien keeps the skies bright and the water clear. Astral links are closed throughout her realm.

18 J.R.R. Tolkien, Silmarillion, p. 181 19 J.R.R. Tolkien, Silmarillion, p. 184

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Portfolio: The Sindar, love, happiness, sacrifice Portfolio Sense: Lúthien senses any act of love or sacrifice involving at least 500 of the Sinda of Doriath. Salient Divine Abilities: Automatic Metamagic (quicken Bard spells), Clearsight, Divine Bard, Divine Blessing†, Divine Inspiration, Divine Spellcasting, Irresistible Performance, Tinúviel† †unique SDA

Bard Spell DCs: 31+spell level Bard Caster Level: 51st Bard Spell Points: 1180 Maximum Bard Spell Level: 20th Bard Spells Known: (0th–6th) 6/5/5/5/5/5/4: 0th: detect magic, flare, ghost sound, know direction, read magic, resistance; 1st: detect secret doors, elationE, expeditious retreat, grease, obscure object, remove fear; 2nd: glitterdust, hold person, misdirection, tongues, whispering wind; 3rd: daylight, deep slumber, good hope, refreshmentE, speak with animals; 4th: blinding beautyE, dolorous motes, freedom of movement, locate creature, neutralize poison; 5th: greater dispel magic, mass suggestion, mind fog, seeming, song of discord; 6th: empyreal ecstasyE, irresistible dance, mass charm monster, sympathetic vibration -Lúthien may take 10 on caster level checks, if she needs to make a check at all

Maedhros the Tall Medium-size Outsider (native, evil, demigod) Calaquendi (Noldo, 3rd Generation, House of Fëanor) Fighter 10/Rogue 10/Sorcerer 20 Eldarin Divine Rank: 5 Hit Dice: 10d10+20d6+10d4+280 (540 vp, 100 wp) Initiative: +17 (+9 Dex, +9 Superior Initiative) Speed: 30 ft. (6 squares) AC: 52 (+9 Dex, +8 armor, +14 deflection, +5 divine, +6 natural) touch 38, flat-footed 43 Base Attack/Grapple: +27/+39 Attack: Silmaruth +51 Full Attack: Silmaruth +51/+46/+41/+36 melee (4d8+22, plus 3d6 [fire] 17-20/plus 6 [fire]) Space/Reach: 5 ft./5 ft. Special Attacks: Sneak attack +5d6, crippling strike Special Qualities: Calaquendi traits, doom of the Noldor, Noldo traits, wild empathy (+59); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 10/epic; fire resistance 10; spell resistance 53; evasion, improved uncanny dodge, trap sense +6; automatic actions, create magic items, makers' power, salient divine abilities Saves: Fort +32, Ref +34, Will +28 Abilities: Str 24, Dex 29, Con 25, Int 34, Wis 25, Cha 38 Skills: Appraise +50 (+2 armor and weapons, +4 metal and stone, +20 insight), Balance +37, Bluff +66, Concentration +52, Craft (armor) +50 (+10 insight), Craft (blacksmithing) +80 (+20 insight), Craft (stonemasonry) +80 (+20 insight), Craft (weapons) +60 (+20 insight), Diplomacy +46, Hide +51, Knowledge (arcana) +50 (+10 insight), Knowledge (nature) +50 (+9 insight), Knowledge (nobility) +37 (+20 insight), Sense Motive +38, Spellcraft +58, Spot +34, Survival +55 (+2 aboveground) Weapon Groups: Axes, basic weapons, bows, exotic weapons, flails and chains, heavy blades, light blades Feats: Combat Expertise, Dodge, Greater Weapon Focus (heavy blades), Improved Disarm, Improved Feint, Improved Initiative, Improved Sunder, Improved ToughnessCW, Mobility, Power Attack, Practiced SpellcasterCD, Weapon Focus (heavy blades), Weapon Specialization (heavy blades) Epic Feats: Combat InsightCW, Dire Charge, Epic Prowess, Epic Reputation, Epic ToughnessCW, Epic Weapon Focus (heavy blades), Superior Initiative Challenge Rating: 38 Equipment/Treasure: Silmaruth, amulet of natural armor +6, bracers of armor +8 and moderate fortification Alignment: Neutral Evil

Silmaruth (S. ‘fury of the Silmarils’) is brilliant and deadly, made with unrivalled skill, nearly identical in appearance to Maglor’s sword, made by Maedhros’ father, Fëanor. Forged and folded thousands of times from red adamantine, adorned with

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star rubies and a diamond guard, Silmaruth is a +8 keen adamantine bastard sword of fiery blast with the following additional powers: W Silmaruth strikes as a Gargantuan bastard sword, dealing a base damage of 4d8. W Silmaruth causes a fear effect (DC 44) upon any servants of Morgoth who see it used in combat. Caster level 38th. The save DC is Charisma-based.

History: Maedhros (pronounced “may-thros”) was Fëanor’s first and eldest son and the first to rise and swear the terrible Oath. He assisted in leading the exiled Noldor from Aman, participated wholly in the Kinslaying, and aided his father in Dor Daedeloth against Gothmog and the Balrogs. Despite his efforts, Fëanor’s wounds were too great, and the fell Noldorin king died before the first rising of the Moon.

Feigning to treat with Morgoth, Maedhros met with the emissaries from the Dark Lord, bringing more force of arms than was agreed. Unfortunately, Morgoth was one step ahead of the uncrowned Noldo king and sent far more than Maedhros, plus Balrogs. Maedhros was captured and brought back to Angband. There, Morgoth bound his right hand to a high precipice upon Thangorodrim, secured there by a hellish alloy.

Fingon attempted to heal the hurts within the House of Finwë by rescuing Maedhros. Unfortunately, he could not reach him where he hung, and was resigned to grant his childhood friend euthanasia from a bowstring. Then, when all seemed beyond hope, Thorondor the King of Eagles arrived. With his help, Fingon rescued Maedhros from the bonds. Unfortunately, he lost his right hand in the process—an inevitable consequence of his hellish bonds. In Mithrim, Maedhros denied himself the kingship of the Noldor and offering it instead to his uncle Fingolfin.

Afterwards, Maedhros learned to wield his sword more terribly in his left hand than he ever managed to do with his right. He won a major victory in the Dagor Aglareb, constructed the fortress upon the hill of Himring, and marshaled his forces upon the March of Maedhros—a stretch of level land between Himring and his brother Caranthir’s realm in Thargelion. During the Dagor Bragollach, his brother Maglor was overrun in Maglor’s Gap, and retreated to Himring. Thereafter, the two were rarely seen apart.

Maedhros was inspired by the success of Beren and Lúthien. He formed the Union of Maedhros in an attempt to organize a full assault on Angband, his confidence bolstered by previous success and a large contingent of Easterling allies. Unfortunately, he was betrayed by these allies during the Battle of Unnumbered Tears. His forces shattered, the northern lands lost to the Dark Lord, Maedhros retreated to either Ossiriand or Aman Ereb.

With the passing of Lúthien and the coming of the Nauglamír to Dior Eluchil, the pride of his House began to swell within Maedhros’ heart. He participated in a raid upon Menegroth with his seven brothers. Dior slew three of them—Caranthir, Celegorm, and Curufin—and the others only just managed to escape. Doriath was sacked, but the Silmaril escaped with Dior’s daughter, Elwing.

Word soon got out of the Silmaril’s power in the Havens of Sirion. Maedhros organized an attack against them, but was unable again to procure his father’s jewel. Instead, Elwing flung herself into the sea along with the Silmaril, Amras and Amrod were slain, and Maedhros and Maglor made it out of the Havens with nothing more than two hostages—Eärendil’s sons, Elrond and Elros. Unable to receive a Silmaril for their ransom, Maedhros was forced to wait.

While Maglor took to fostering the two sons of Eärendil, Maedhros simply kept his eyes and ears open for an opportunity. That time came with the War of Wrath and the downfall of Morgoth, when Eönwë broke the walls of Angband and wrested the Silmarils from the Dark Lord’s Iron Crown. Refusing to return to Valinor to face the judgment of the Valar, Maedhros was only just able to convince Maglor not to repudiate his Oath. Together, the two of them slew the guards and stole the Silmarils.

Much to his chagrin, Maedhros swiftly discovered that all his ill deeds and all the blood of his kinsmen on his hands made him unworthy of the holy jewels. The Silmarils scorched his flesh relentlessly and, in despair, Maedhros flung himself into a fiery pit, bringing an end to himself and burying the Silmaril deep in the fiery heart of the World.

It is foretold in some texts that the spirit of Maedhros will emerge from the Halls of Mandos to sunder the Silmarils after their recovery from the Earth, the Sea, and the Sky, releasing the Light of Valinor back into the World, flattening the Pelóri, and ending the power of Darkness for all time. This is, however, a foretelling, and no such things have yet to occur.

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Automatic Actions: As a free action, Maedhros may make any Craft or Knowledge check, provided that the DC is 15 or less. Maedhros may perform 2 such free actions per round. Create Magic Items: Maedhros may create magic items of up to 30,000 gp in value (non-artifacts) pertaining to the pursuit and reclamation of the Silmarils, the strengthening of the Leaguer of Angband, or the defense of the March of Maedhros. Makers' Power: Upon the Hill of Himring, overlooking the March of Maedhros, Maedhros has his stronghold. The area is 2 miles in diameter and Maedhros keeps the skies overcast and cool. Astral links are closed throughout his realm. Portfolio: The Silmarils, the March of Maedhros, the Oath of Fëanor, the Noldor in Beleriand Portfolio Sense: Maedhros senses any act regarding the Silmarils provided it affects at least 500 people. Salient Divine Abilities: Automatic Metamagic (quicken Sorcerer spells), Battlesense, Divine Spellcaster, Oath of Fëanor†, Shadow of Foresight†, Skill of the Maiar† †unique SDA

Sorcerer Spell DCs: 25+spell level Sorcerer Caster Level: 29th Sorcerer Spell Points: 681 Maximum Sorcerer Spell Level: 14th Sorcerer Spells Known: (0th–9th) 9/5/5/4/4/4/3/3/3/3: 0th: arcane mark, daze, detect magic, detect poison, light, mage hand, mending, read magic, resistance; 1st: alarm, feather fall, identify, magic missile, shield; 2nd: detect thoughts, locate object, mirror image, misdirection, see invisibility; 3rd: blink, daylight, fireball, haste; 4th: charm monster, greater invisibility, stone shape, stoneskin; 5th: fabricate, major creation, private sanctum, permanency; 6th: contingency, transformation, true seeing; 7th: limited wish, mass hold person, sequester; 8th: maze, moment of prescience, polar ray; 9th: energy drain, foresight, meteor swarm

Maeglin Son of Eöl, Lómion, Child of the Twilight Medium-size Outsider (native, evil, demigod) Calaquendi (Noldo, 4th Generation, House of Fingolfin) Sorcerer 10/Rogue 5/Aulendur 5 Eldarin Divine Rank: 3 Hit Dice: 10d4+5d6+5d8+80 (190 vp, 22 wp) Initiative: +12 (+4 Dex, +8 Superior Initiative) Speed: 30 ft. (6 squares, 20 ft. in armor) AC: 30 (+2 Dex, +10 armor, +5 deflection, +3 divine) touch 20, flat-footed 28 Base Attack/Grapple: +10/+15 Attacks: Anguirel +22 Full Attack: Anguirel +22/+22/+17 melee (2d8+9 15-20) Space/Reach: 5 ft./5 ft. Special Attacks: Sneak attack +3d6 Special Qualities: Doom of the Noldor, elf eyes, firstborn, friend of Aulë, light of Valinor, Eldar Lord, swords of the Noldor, wild empathy (+28); immune to transmutation, energy drain, ability drain, mind-affecting effects, cold, stunning; damage reduction 10/epic; fire resistance 8; spell resistance 38; summon familiar; evasion, uncanny dodge, trap sense +1; master of the forge (+3), spark of the divine +1, minor creation 1/day, hand of Aulë (+20), master of the bellows Saves: Fort +20, Ref +20, Will +22 Abilities: Str 14, Dex 18, Con 19, Int 18, Wis 14, Cha 20 Skills: Appraise +20 (+2 alchemical, armor, metal, stone, and weapons, +13 insight), Concentration +20, Craft (alchemy) +30 (+10 insight), Craft (armor) +44 (+10 insight), Craft (blacksmithing) +44 (+7 insight), Craft (stonemasonry) +44 (+7 insight), Craft (weapons) +44 (+10 insight), Knowledge (history) +46 (+12 insight), Sense Motive +29, Spellcraft +24, Survival +25 Weapon Groups: Basic weapons, bows, crossbows, exotic weapons, heavy blades, light blades Feats: Blind-fight, Combat Casting, Combat Expertise, Craft Magic Arms and Armor, Hold the LineCW, Skill Focus (Craft [blacksmithing]), Skill Focus (Craft [stonemasonry]) Epic Feats: Improved Combat CastingCA Challenge Rating: 23 Equipment: Anguirel, +5 galvorn chainmail, cloak of resistance +5 Alignment: Neutral Evil

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Anguirel (S. ‘living star-iron’) was one of the two most powerful swords forged by Eöl the Dark Elf. It is made of the exotic metal galvorn and is not decorated beyond the Dwarven runes etched into the hilt. Anguirel is a +7 galvorn bastard sword of speed with the following additional powers: W Anguirel strikes as a Large bastard sword, dealing a base damage of 2d8. W Anguirel is made of galvorn but overcomes any damage reduction breeched by a special material, be it adamantine, cold iron, silver, etc. This does not allow Anguirel to overcome an alignment-based damage reduction, so a target with damage reduction X/lawful and cold iron will still benefit from its damage reduction.

"...And Aredhel bore to Eöl a son in the shadows of Nan Elmoth, and in her heart she gave him a name in the forbidden tongue of the Noldor, Lómion, that signifies Child of the Twilight; but his father gave him no name until he was twelve years old. Then he called him Maeglin, which is Sharp Glance, for he perceived that the eyes of his son were more piercing than his own, and his thought could read the secrets of hearts beyond the mist of words.” 20

History: Maeglin led his mother away from the shadows of Nan Elmoth after a conflict with his father Eöl. They tarried not, but made their way swiftly to the Hidden City of Gondolin, unaware that Eöl was close behind them.

Upon being received warmly by his uncle Turgon, Maeglin watched quietly as Eöl, after being captured by the guards of Gondolin, confronted the King. The meeting went afoul before it even began and Eöl's refusal to accept permanent residency in the Hidden City was punctuated by a thrown javelin aimed at Maeglin. Eöl refused to be kept in a Noldo city, for he hated deeply the usurpers from the West. For himself and his son he chose death, the only alternative. But Aredhel interposed herself and suffered the attack herself, and was poisoned by it.

Her death delivered to Eöl no mercy, and he was cast from the Caragdûr to his death. Maeglin, however, rose to a height of great respect and standing among the Gondolindrim for he learned eagerly, and had much to teach. He was, however, seen in a somewhat perverse light for he deeply desired his cousin Idril, the King's daughter. This love was not returned, and in Maeglin it slowly became a dark seed of evil.

This evil came to full bloom after the Adan Tuor, son of Huor of the Third House of the Edain, arrived in Gondolin by the providence of the Vala Ulmo in FA 496. Tuor was received as a prince among the Gondolindrim and in FA 503, Tuor wed Idril thereby becoming the official heir of Gondolin.

A few years later, Maeglin, against the orders of Turgon, ventured out of the hidden vale wherein Gondolin was situated on a prospecting trip. He was captured by a party of Orcs and brought before the feet of Morgoth. In exchange for the promise of Idril, Maeglin betrayed the location of the Hidden City to the Dark Lord.

In FA 511, Morgoth attacked the city and Maeglin captured Idril and her son Eärendil. Tuor attacked him swiftly and threw Maeglin from the Caragdûr to his death. The Noldor forever after cursed his name.

Automatic Actions: As a free action, Maeglin may complete any of his Craft checks, provided that the DC is 15 or less. Maeglin may perform 2 such free actions per round. Create Magic Items: Maeglin may create magic items of up to 30,000 gp in value pertaining to the development of skill in the craft of metal and stone. Makers' Power: In Gondolin, Maeglin has his extensive chambers and smithy. The chambers are 400 feet in radius and are kept cool despite the fires of his furnaces. The air is sharp with the smells of iron and other metals, but the volume of noise in the smithy is kept low and tolerable. Portfolio: Gondolin, crafts in metal and stone Portfolio Sense: Maeglin senses any event which affects at least 500 Gondolindrim (people of Gondolin). He senses the creation of any item involving metals or stone which has a market value of at least 50,000 gold pieces. Salient Divine Abilities: Divine Inspiration, Know Secrets, Shadow of Foresight†, Skill of the Maiar† †unique SDA

Sorcerer Spell DCs: 15+spell level Sorcerer Caster Level: 13th

20 J.R.R. Tolkien, Silmarillion, p. 133

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Sorcerer Spell Points: 107 Sorcerer Spells Known: (0th–5th) 9/5/4/3/2/1: 0th: acid splash, arcane mark, detect magic, light, mage hand, mending, open/close, read magic; 1st: alarm, floating disk, grease, true strike, unseen servant; 2nd: detect thoughts, misdirection, see invisibility, spider climb; 3rd: greater magic weapon, shrink item, protection from energy; 4th: charm monster, stone shape; 5th: major creation

Maglor Medium-size Outsider (native, good, demigod) Calaquendi (Noldo, 3rd Generation, House of Fëanor) Bard 20/Expert 20 Eldarin Divine Rank: 5 Hit Dice: 20d6+180+20d (300 vp, 63 wp) Initiative: +16 (+8 Dex, +8 Superior Initiative) Speed: 30 ft. (6 squares) AC: 50 (+8 Dex, +8 armor, +5 divine, +14 deflection, +5 natural) touch 37, flat-footed 42 Base Attack/Grapple: +25/+38 Attack: Silmanainië +45 Full Attack: Silmanainië +45/+40/+35 melee (3d8+15, plus 3d6 [cold] 17-20/plus 6 [cold]) Space/Reach: 5 ft./5ft. Special Qualities: Calaquendi traits, doom of the Noldor, Noldo traits, wild empathy (+59); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 10/epic; fire resistance 5; spell resistance 48; bardic knowledge (+39), bardic music (5 miles), countersong, fascinate, inspire competence, inspire courage (+8 morale to attack, damage, saves vs. charms and fear effects), inspire greatness (+4d10 HD, +4 competence to attacks and Fort saves), inspire heroics (+8 morale to saves and +8 dodge bonus to AC), mass suggestion (DC 34), song of freedom, suggestion (DC 34) Saves: Fort +30, Ref +35, Will +34 Abilities: Str 26, Dex 26, Con 28, Int 30, Wis 24, Cha 38 Skills: Appraise +55 (+14 insight), Balance +36, Bluff +46, Climb +36, Concentration +57, Craft (armor) +38 (+23 insight), Craft (songwriting) +101 (+43 insight), Craft (weapons) +40 (+25 insight), Diplomacy +48, Gather Information +66, Knowledge (arcana) +70 (+12 insight), Knowledge (geography) +38, Knowledge (history) +58, Knowledge (nature) +70 (+12 insight), Listen +55, Perform (singing) +111, Spellcraft +40 (+4 scrolls), Survival +55 (+2 avoid getting lost, +4 aboveground), Use Magic Device +62 (+2 scrolls) Weapon Groups: Axes, basic weapons, bows, exotic weapons, heavy blades, light blades Feats: Combat Reflexes, Dodge, Elusive TargetCW, Improved Initiative, Karmic StrikeCW, Mobility, Quicken Spell Epic Feats: Epic Reputation, Epic Skill Focus (Perform [singing]) (x3), Epic ToughnessCW, Hindering Song, Superior Initiative Challenge Rating: 33 Equipment/Treasure: Silmanainië, amulet of natural armor +5, bracers of armor +8 Alignment: Neutral Good

Silmanainië (Q. ‘lament of the Silmarils’) is a startling piece of workmanship, nearly identical in appearance to Maedhros’ sword, made by their father, Fëanor. Blue-tinted adamantine cut with a deadly edge, adorned with star sapphires and a diamond guard, Silmanainië is a +7 keen adamantine bastard sword of icy blast with the following additional powers: W Silmanainië strikes as a Huge bastard sword, dealing a base damage of 3d8. W Silmanainië causes a fear effect (DC 44) upon any servants of Morgoth who see it used in combat. Caster level 33rd. The save DC is Charisma-based.

History: Maglor is one of the seven sons of Fëanor, and one of the only two to survive to see the downfall of Angband and the reclamation of the Silmarils.

He defended Maglor’s Gap—a realm between Maedhros’ fortifications on the hill of Himring and Caranthir’s realms in Thargelion—until FA 455, when Morgoth initiated the Dagor Bragollach, the Battle of Sudden Flame. Upon being overrun in the Gap, Maglor retreated to Himring with Maedhros. Thereafter, he was always in the company of his elder brother, right up to their ends.

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He, Amrod, Amras, and Maedhros stormed the Havens of Sirion in an attempt to steal the Silmaril from Elwing. Instead, Amras and Amrod were slain, and he and Maedhros were forced to take Elrond and Elros as hostages. They were unable to ransom Eärendil’s sons for a Silmaril, and Maglor ended up fostering them until the end of the War of Wrath. At first, Maglor attempted to renounce his Oath, but Maedhros’ will was stronger. Together, they refused the summons of the Valar and killed the guards, stealing the Silmarils. Maglor discovered his to sear his flesh and, after Maedhros threw himself into a fiery pit in despair, Maglor hurled his into the sea. Thereafter, he wandered the shores of Middle-earth singing in lamentation.

Maglor was tall (7’4”), fair, and dark-haired. He was the finest singer in all Middle-earth, second only to Daeron of Doriath.

Automatic Actions: As a free action, Maglor may make any Knowledge check, provided that the DC is 15 or less. Maglor may perform 2 such free actions per round. Create Magic Items: Maglor may create magic items of up to 4,500 gp in value (non-artifacts) pertaining to the pursuit and reclamation of the Silmarils or the propagation of the art of song-craft. Makers' Power: In Maglor’s Gap (the land between Thargelion and Himring) and later upon Himring, Maglor has his stronghold. The area is 2 miles in diameter and Maglor keeps the skies overcast and cool. Astral links are closed throughout his realm. Portfolio: The Silmarils, songs and singing, the Oath of Fëanor, the Noldor in Beleriand Portfolio Sense: Maglor senses any act regarding the Silmarils provided it affects at least 500 people. He also senses the development of any song that at least 500 people will hear. Salient Divine Abilities: Divine Bard, Divine Skill Focus (Perform [singing]), Divine Spellcasting, Irresistible Performance, Oath of Fëanor†, Shadow of Foresight† †unique SDA

Bard Spell DCs: 25+spell level Bard Caster Level: 25th Bard Spell Points: 503 Maximum Bard Spell Level: 14th Bard Spells Known: (0th–6th) 6/5/5/5/5/5/4: 0th: daze, detect magic, detect poison, know direction, light, mage hand; 1st: animate rope, charm person, cure light wounds, identify, sleep; 2nd: animal messenger, detect thoughts, elationE, mirror image, whispering wind; 3rd: blink, charm monster, haste, see invisibility, slow; 4th: cure critical wounds, dimension door, freedom of movement, repel vermin, speak with plants; 5th: greater dispel magic, greater heroism, mind fog, mislead, song of discord; 6th: find the path, greater shout, mass charm monster, sympathetic vibration

Olwë, King of the Teleri at Alqualondë Medium-size Outsider (native, good, lesser deity) Calaquendi (Teler, 1st Generation) Cleric 20/Aritocrat 15/Expert 15 Eldarin Divine Rank: 10 Hit Dice: 20d8+200+30d (360 vp, 70 wp) Initiative: +18 (+10 Dex, +8 Superior Initiative; always goes first) Speed: 30 ft. (6 squares) AC: 55 (+11 Dex, +14 deflection, +10 divine, +10 natural) touch 45, flat-footed 44 Base Attack/Grapple: +30/+49 Attack: Staff of the Teleri +57 Full Attack: Staff of the Teleri +57/+57/+52/+47 melee (4d6+17, plus 1d6 [cold], plus 2d6 [holy] 19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Turn undead (20th level, 17/day, +30 check, +34 damage) Special Qualities: Teler traits, Calaquendi traits, wild empathy (+74, +94 with sea creatures); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 10/epic; cold resistance 15; spell resistance 55; Good and Sun Domains, greater turning 10/day; automatic actions, create magic items, makers' power, salient divine abilities Saves: Fort +47, Ref +42, Will +52 Abilities: Str 28, Dex 32, Con 30, Int 32, Wis 40, Cha 38 Skills: Concentration +78, Diplomacy +97, Heal +78, Knowledge (arcana) +74, Knowledge (history) +76, Knowledge (local, Alqualondë) +51, Knowledge (nature) +74, Knowledge (nobility) +55, Knowledge (religion) +77, Profession (sailor) +95

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(+50 insight), Profession (shipwright) +120 (+50 insight), Sense Motive +81, Spellcraft +75, Survival +78 (+6 aboveground) - Olwë may take 10 on skill checks, if he needs to make a check at all Weapon Groups: Basic weapons, bows, light blades, heavy blades, maces and clubs, spears and lances Feats: Eschew Materials, Heighten Spell, Improved Initiative, Purify SpellE, Quicken Spell, Skill Focus (Knowledge [religion]), Skill Focus (Sense Motive) Epic Feats: Epic Skill Focus (Diplomacy), Epic Skill Focus (Knowledge [history]), Epic Spellcasting, Epic ToughnessCW, Ignore Material Components, Improved Heighten Spell, Multispell (x2), Positive Energy Aura, Superior Initiative Challenge Rating: 40 Equipment/Treasure: Staff of the Teleri, Falmatur, Eartaal Alignment: Neutral Good

The Staff of the Teleri is a length of red and white coral from the shores of Aman shaped around jewels developed by the Noldor in Tirion. Given to Olwë as a gesture of good-will and friendship, the Staff of the Teleri has always rested near at his hand. The Staff is a +8 holy quarterstaff of frost and speed with the following additional powers: W The Staff strikes as a Colossal quarterstaff, dealing a base damage of 4d6. W The Staff allows its wearer to cast any spell from the Knowledge Domain using his own spell points and caster level. W The Staff grants its wearer a permanent fire shield effect, the chill version, caster level 30th. This effect cannot be dispelled or disjoined, only disarming the wielder will dismiss the effect. W The Staff cannot be sundered, dispelled, or disjoined as long as it is within 1 mile of the sea.

Falmatur (Q. ‘king of the waves’) is a beautiful pearl crown fashioned in a supple half-circle and adorned with black pearls, diamonds, and sapphires from Tirion. Falmatur is the symbol of sovereignty in Alquolondë and possesses the following powers: W Falmatur protects its wearer from 100% of critical hits and sneak attacks. W Falmatur increases its wearer’s wild empathy ability by +20 with regard to sea creatures. W Falmatur grants its wearer a +10 natural armor bonus.

Eartaal (Q. ‘sea-foot’) is a pair of green leather boots supposedly fashioned by Ossë and his chief assistants in the days before the Teleri left for Valinor. The Eartaal are simple, made from the leathery leaves of ancient sea-weeds, adorned with pearls and beautiful, delicate seashells, and possess the following powers: W The Eartaal, when brought into water, grant a swim speed of 200 ft. (40 squares) and allow the wearer to breathe water indefinitely. W The Eartaal allow their wearer to engage in combat underwater without penalty.

History: Olwë was the younger brother of Elwë (Elu Thingol), and led the Teleri alongside him during the march across Middle-earth. When Elwë was lost in Nan Elmoth, Olwë took up the mantle of King of the Teleri, leading his people (those who would leave without Elwë) to Valinor in their crossing of the Sundering Seas. Olwë was taller than most Teleri (7’9”), was dark-haired, fair of face and form, and had an amiable, befriending personality. Despite his charms, however, Fëanor led a terrible and bloody assault on his ports, slaying many Teleri as the self-exiled Noldor robbed them of their ships.

Automatic Actions: As a free action, Olwë may complete any of his Knowledge skill checks, provided that the DC is 20 or less. Olwë may perform 5 such free actions per round. Create Magic Items: Olwë may create magic items of up to 200,000 gold pieces in value which pertain to the Teleri, feats of seamanship, or the waters of the sea. Makers' Power: In Alqualondë, Olwë has his stronghold. The area is 2 miles in diameter and Olwë keeps the air warm, breezy, and filled with the singing of the Teleri. Astral links are open here. Portfolio: the Teleri, the sea, ship-building, and sailing. Portfolio Sense: Olwë senses the creation of sea-worthy vessels and any action near the shores of Alqualondë and the surrounding lands regardless of the number of people affected. Salient Divine Abilities: Automatic Metamagic (consecrateCD Cleric spells), Automatic Metamagic (quicken Cleric spells), Automatic Metamagic (quicken Domain spells), Clearsight, Divine Blessing (Wisdom)*, Divine Inspiration, Divine Spellcasting, Divine Water Mastery, Extra Domain (Water), Shadow of Foresight†, Skill of the Maiar†, Supreme Initiative †unique SDA

Domains: Water

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Domain Powers: Olwë may use the following abilities as a 30th level cleric. Turn (fire)/Rebuke (water) (su): 17/day, +14 check, +44 damage. Domain Spell-like Abilities (sp): at will- acid fog, cone of cold (DC 30), control water (DC 28), elemental swarm [water only], fog cloud, horrid wilting (DC 32), ice storm (DC 29), obscuring mist, water breathing (DC 27); caster level 30th, save DCs are Charisma-based. - Olwë may take 10 on caster level checks, if he needs to make a check at all

Cleric Spell DCs: 26+spell level Cleric Caster Level: 30th, +1 caster level for Good spells† Cleric Spell Points: 780 Maximum Cleric Spell Level: 15th Cleric Spells Known: (0th–9th) 9/5/5/4/4/4/3/3/3/3: 0th: create water, detect magic, detect poison, guidance, light, mending, read magic, resistance, virtue; 1st: bless water†, detect evil, divine favor, endure elements, nimbus of lightCD, protection from evil†, vision of heavenE; 2nd: aid†, consecrate, delay poison, heat metal, remove paralysis, resist energy, status; 3rd: continual flame, heart’s easeE, invisibility purge, magic circle against evil†, searing light, water walk; 4th: celestial brilliance†E, fire shield, freedom of movement, holy smite†, recitationCD, sending ; 5th: break enchantment, crown of flame†E, dispel evil†, flame strike, greater vigorCD, hallow†; 6th: crown of brilliance†E, blade barrier†, fire seeds, heal, heroes’ feast; 7th: heaven’s trumpet†E, holy word†, mass cure serious wounds, renewal pactCD, sunbeam; 8th: fire storm, greater spell immunity, holy aura†, spread of contentmentE, sunburst; 9th: mass heal, miracle, prismatic sphere, sublime revelryE, summon monster IX [good only]†. - Olwë may take 10 on caster level checks, if he needs to make a check at all

Orodreth, Last King of Nargothrond Medium-size Outsider (native, good, demigod) Calaquendi (Noldo, 3rd Generation, House of Finarfin) Expert 15/Fighter 15 Eldarin Divine Rank: 4 Hit Dice: 15d10+135+15d (285 vp, 92 wp) Initiative: +18 (+10 Dex, +8 Superior Initiative) Speed: 30 ft. (6 squares) AC: 49 (+10 Dex, +8 armor, +10 deflection, +4 divine, +7 shield) touch 34, flat-footed 39 Base Attack/Grapple: +21/+34 Attack: Dagnirdraug +44 Full Attack: Dagnirdraug +44/+39/+34/+29 melee (1d10+19 17-20), or +48/+43/+38/+33 melee (1d10+4d6+23 17-20/, plus Fort save DC 27 or die) vs. lupines Space/Reach: 5 ft./5 ft. Special Qualities: Calaquendi traits, doom of the Noldor, Noldo traits, wild empathy (+44); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 10/epic; cold resistance 5; spell resistance 43 Saves: Fort +32, Ref +30, Will +33 Abilities: Str 28, Dex 30, Con 28, Int 27, Wis 28, Cha 30 Skills: Appraise +30 (+4 alchemical, +2 armor, sculpture, stonemasonry, and weapons, +18 insight), Climb +45, Craft (alchemy) +50 (+8 insight), Craft (armor) +40 (+10 insight), Craft (sculpting) +40 (+10 insight), Craft (stonemasonry) +40 (+10 insight), Craft (weapons) +40 (+10 insight), Diplomacy +55, Heal +31, Knowledge (architecture & engineering) +40 (+10 insight), Knowledge (geography) +20 (+8 insight), Knowledge (nature) +40 (+10 insight), Knowledge (nobility) +70 (+25 insight), Knowledge (religion) +40 (+10 insight), Ride +47, Sense Motive +47, Survival +56 (+2 aboveground) Weapon Groups: Axes, basic weapons, bows, exotic weapons, heavy blades, maces and clubs, spears and lances Feats: Combat Expertise, Cleave, Dodge, Great Cleave, Greater Weapon Focus (heavy blades), Greater Weapon Specialization (heavy blades), Improved Critical (heavy blades), Improved Disarm, Improved Initiative, Improved ToughnessCW, Karmic StrikeCW, Mobility, Power Attack, Weapon Focus (heavy blades), Weapon Specialization (heavy blades) Epic Feats: Dire Charge, Epic ToughnessCW, Epic Weapon Focus (heavy blades), Superior Initiative Challenge Rating: 28 Equipment/Treasure: Dagnirdraug, Helegthand, bracers of armor +8, cloak of resistance +5 Alignment: Lawful Good

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Dagnirdraug (S. ‘wolf’s bane’) is a fine adamantine weapon fashioned with a wolf’s head pommel and brilliant, energetic silver inlays. Dagnirdraug is a +6 keen adamantine bastard sword of dread (wolves) with the following additional powers: W Dagnirdraug is considered a blessed weapon when combating wolves (normal, dire, or were-), confirming any critical hits made against such foes. W Dagnirdraug is made from adamantine but is also considered silver for purposes of bypassing damage reduction. W Dagnirdraug’s dread ability functions against anything remotely lupine—be it a wolf, dire wolf, werewolf, etc.

Helegthand (S. ‘ice shield’) is a stunning shield of white adamantine with inlaid sapphires and jet. Helegthand is a +5 heavy adamantine shield of moderate fortification with the following additional properties: W Helegthand protects its wearer similar to an active fire shield spell with a caster level of 28th. The fire shield effect protects against cold damage and delivers 1d6+15 cold damage to attackers. This effect can be dispelled normally, but Orodreth can activate it as a free action on his turn.

History: Orodreth was the second son of Finarfin, brother to Finrod Felagund. He joined to the House of Fingolfin after his father repented of the Kinslaying on the coasts of Araman. Though he aided the House of Fingolfin in all ways, he was not a commander amongst them as his brother Finrod was. Orodreth was alone of the grandchildren of Finwë to advocate patience and moderation with regard to the revolt of the Noldor.

In Middle-earth, Orodreth was given command of Minas Tirith on Tol Sirion after Finrod took up his throne in Nargothrond. In FA 457, Sauron overwhelmed Orodreth and his defenses upon the island, and he fled south to Nargothrond. There, Orodreth aided his brother in all ways and was his regent while Finrod fulfilled his oath to the son of Barahir. His power was slowly undermined by the two sons of Fëanor residing in Nargothrond at the time—Celegorm and Curufin—but was restored with Finrod’s death in FA 457 when Celegorm and Curufin were driven from Nargothrond.

In FA 473, Orodreth refused the summons of Maedhros and later refused to march upon the forces of Morgoth in Talath Dirnen. Rather, Orodreth countered the Dark Lord’s movements with skirmish and ambush, relying on the forests surrounding the Narog and Teiglin for surprise and cover.

From FA 488-496, Orodreth grew to trust the military councils of Túrin Turambar—who at the time was going by the pseudonym “Mormegil” (S. ‘black sword’)—and eventually switched his military policies to open warfare. This was the downfall of Orodreth and Nargothrond. In FA 496, Orodreth met the massive forces of Morgoth—led by Glaurung—at Tumhalad. There, along with the army of Nargothrond, Orodreth was slaughtered in the open field. Nargothrond fell, never to rise again, but Túrin’s terrible tale goes on…

Automatic Actions: As a free action, Orodreth may complete any of his Craft or Knowledge skill checks, provided that the DC is 15 or less. Orodreth may perform 2 such free actions per round. Create Magic Items: Orodreth may create magic items of up to 30,000 gp in value pertaining to the security of Tol Sirion, prosperity of Nargothrond, or the development of skill in the crafting of metals, stones, and gems. Makers' Power: On Tol Sirion, in the Vale of Sirion, and later in Nargothrond, on the west banks of the Narog, Orodreth has his stronghold. He keeps it much the same way as his brother Felagund managed to during his reign as king. The area is 2 miles in diameter and centered on the west bank of the Narog near the gates of Nargothrond. Here, Orodreth keeps the breeze steady and warm, the grass is alive with color, and the trees seem to glow in the clear sunlight against a crystal-blue sky. Night time in Nargothrond is clear and starry as the eyes of Varda, and the voices of the Noldor fill the air with lilting song. Portfolio: the Noldor, crafts in metal or stone, the Narog, Tol Sirion Portfolio Sense: Orodreth senses the crafting of any item involving metal or stone which has a market value of at least 50,000 gold pieces. Orodreth also senses the trespassing of any non-Eldar upon either his home on Tol Sirion or the reclusive realm of Nargothrond that would affect at least 500 of the Noldor living in either location. Salient Divine Abilities: Battlesense, Divine Celerity, Master Crafter, Shadow of Foresight†, Skill of the Maiar† †unique SDA

Turgon, King of Gondolin, High King of the Noldor in Beleriand Medium-size Outsider (native, good, lesser deity) Calaquendi (Noldo, 3rd Generation, House of Fingolfin) Cleric 20/Aristocrat 20

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Eldarin Divine Rank: 8 Hit Dice: 20d8+140+20d (300 vp, 32 wp) Initiative: +16 (+8 Dex, +8 Superior Initiative) Speed: 30 ft. (6 squares, 20 ft. in armor) AC: 56 (+8 Dex, +14 armor, +9 deflection, +8 divine, +7 shield) touch 35, flat-footed 48 Base Attack/Grapple: +24/+40 Attacks: Ondomacil +47 Full Attack: Ondomacil +47/+47/+42/+37 melee (3d8+15, plus 2d6 [holy] 17-20) Space/Reach: 5 ft./ 5 ft. Special Attacks: Turn undead (20th level, 12/day, +21 check, +29 damage) Special Qualities: Calaquendi traits, doom of the Noldor, Noldo traits, wild empathy (+57); immune to transmutation, energy drain, ability drain, mind-affecting effects; damage reduction 10/epic; cold resistance 13; spell resistance 51; Good and Water Domains; automatic actions, create magic items, makers' power, salient divine abilities Saves: Fort +35, Ref +32, Will +42 Abilities: Str 26, Dex 26, Con 24, Int 28, Wis 38, Cha 28 Skills: Appraise +17 (+2 armor and weapons, +4 gems and sculpture), Concentration +35, Craft (alchemy) +40 (+23 insight), Craft (armor) +60 (+23 insight), Craft (gemcutting) +80 (+43 insight), Craft (sculpting) +60 (+13 insight), Craft (weapons) +60 (+23 insight), Diplomacy +79, Gather Information +40, Heal +47, Knowledge (arcana) +51, Knowledge (architecture) +51, Knowledge (history) +40, Knowledge (nobility) +40, Knowledge (religion) +50, Ride +32, Search +17 (+6 secret doors), Sense Motive +50, Spellcraft +53, Spot +26, Survival +65, Use Magic Device +17 (+4 scrolls) - Turgon may take 10 on skill checks, if he needs to make a check at all Weapon Groups: Basic weapons, bows, exotic weapons, heavy blades, light blades Feats: Combat Casting, Heighten Spell, Improved Initiative, Negotiator, Nimbus of LightE, Purify SpellE, Twin SpellCA Epic Feats: Epic Reputation, Epic Skill Focus (Diplomacy), Epic Spellcasting, Improved Combat CastingCA, Improved Heighten Spell, Multispell, Superior Initiative Challenge Rating: 36 Equipment/Treasure: Glamdring, Onya, +7 half-plate of acid, electricity, and fire resistance 20, +5 heavy steel shield of moderate fortification Alignment: Chaotic Good

Glamdring (S. ‘foe-hammer’) is a beautifully crafted bastard sword made of white adamantine and subtly veined with silver and gold. The effect is stunning, resembling an impossible marble. Glamdring is a +7 adamantine holy bastard sword of speed with the following additional powers: W Glamdring strikes as a Huge bastard sword, doing a base damage of 3d8. W Glamdring is a slashing weapon but also strikes as a bludgeoning weapon for bypassing damage reduction. W Glamdring glows a faint blue when within 1000 ft. of Orcs, and as bright as a torch when within 100 ft. of Orcs. W Glamdring cannot be sundered.

Onya (S. ‘ring of stone’) is Turgon's sigil ring. It was crafted in Valinor in the smithies in Tirion and possesses the following additional powers: W Onya can automatically analyze and appraise the value of any minerals or ores in sight. W Onya allows Turgon to cast any spell from the Earth Domain using his own caster level and spell points. W Onya adds adamantine to the requirements for overcoming its wearer’s damage reduction (if any).

History: Turgon is the second son of Fingolfin, born in the city of Tirion upon the hill of Túna. Initially, Turgon opposed the self-imposed exile put forward by the fell prince Fëanor. After all was done, Turgon joined with his reluctant father in the march from Tirion north along the coast of the West. Turgon's wife Elenwë died along the harsh, icy Helcaraxë, but he survived with his daughter and came to Nevrast, south-west of Dor-lómin.

In FA 51, Turgon was instructed by the Vala Ulmo to discover the hidden valley of Tumladen, nestled deep in the Ecoriath, a circular range of mountains east of Dorthonian. After half a century of secret labor a great city was finished and the people of Nevrast secreted their way towards it. Originally, it was named Ondolindë (Q. the Rock of the Music of Water), but after the prohibition of the Quenya tongue by Thingol of Doriath the name was changed to Gondolin (S. the Hidden Rock).

Turgon was held as King of Gondolin for centuries. After the Battle of Unnumbered Tears and the fall of Fingon, the mantle of High King came to him. In FA 496, Tuor arrived with Voronwë in Gondolin and was received as a prince. Seven years later,

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Turgon named Tuor his heir after the marriage of his daughter Idril to the Adan prince. Eight years later (FA 511), the city was overrun by orcs, Balrogs, wolves, and dragons, and Turgon was slain defending his tower.

His blood lived on in his grandson, Eärendil who, by the valor of Tuor and Glorfindel and Thorondor, was safely brought to the Mouths of Sirion from where he would later sail to Valinor and bring the reign of Morgoth to a terrible end.

Turgon was blonde, as his father was, and striking in appearance. He was tall (7'5"), and his eyes were a clear azure blue.

Automatic Actions: As a free action, Turgon may complete any of his Craft or Knowledge skill checks, provided that the DC is 20 or less. Turgon may perform 5 such free actions per round. Create Magic Items: Turgon may create magic items of up to 200,000 gp in value (non-artifacts) pertaining to the perseverance of the Noldor in Beleriand, the security of Gondolin, or the development of skill in the crafting of metals, stones, and gems. Makers' Power: In Tirion then Nevrast and later in the Hidden City of Gondolin, Turgon has his stronghold. The area is 2 miles in diameter and Turgon keeps the skies cloudy, yet bright and cool. Astral links are closed throughout his realm. Portfolio: Noldor in Beleriand, crafts, gems, Gondolin, the Echoriath Portfolio Sense: Turgon senses the crafting of any item involving gems, metals, or stone which has a market value of at least 50,000 gold pieces. Salient Divine Abilities: Automatic Metamagic (maximize Cleric spells), Automatic Metamagic (quicken Cleric spells), Battlesense, Divine Armor Mastery, Divine Inspiration, Divine Spellcasting, King of the Noldor†, Master Crafter, Shadow of Foresight†, Skill of the Maiar† †unique SDA

Cleric Spell DCs: 25+spell level Cleric Caster Level: 28th, +1 caster level for Good Domain spells† Cleric Spell Points: 681 Maximum Cleric Spell Level: 14th Cleric Spells Known: (0th–9th) 9/5/5/4/4/4/3/3/3/3: 0th: create water, cure minor wounds, detect magic, detect poison, light, mending, purify food and drink, read magic, resistance; 1st: bless, bless water†, divine favor, entropic shield, obscuring mist, protection from evil†, shield of faith; 2nd: aid†, consecrate†, cure moderate wounds, enthrall, fog cloud, hold person, remove paralysis; 3rd: create food and water, daylight, magic circle against evil†, obscure object, protection from energy, water breathing; 4th: control water, cure critical wounds, divine power, freedom of movement, holy smite†, tongues; 5th: dispel evil†, greater command, hallow†, ice storm, mark of justice, warding gemsE; 6th: blade barrier, cone of cold, forbiddance, greater dispel magic, heal; 7th: acid fog, control weather, dictum, greater restoration, holy word†; 8th: fire storm, greater spell immunity, holy aura†, horrid wilting, last judgmentE; 9th: elemental swarm [water only], energy drain, mass heal, miracle, summon monster IX [good only]

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