06 · Politics and people

Countries
Following is a brief overview of the major political regions in the Mûmakan area, and their individual histories and structures.
Tantûrak
A Numenorean colony founded in c. S.A. 1300, Tantûrak was the most southerly of the Numenorean settlements on the Middle-earth continent proper, and was relatively cut off from the more northerly realms, with the exception of some trading contacts. From the beginning, the people of Tantûrak chose to be a separate entity from the other, more loosely governed areas of the Mûmakan. Dominating the northeast corner of the Ûsakan bay, Tantûrak is flanked by rolling hills on both sides and mountains to the north, providing natural defensive barriers. The western portion of the country, the least heavily settled, is covered by a mixed deciduous/coniferous forest, extending virtually unbroken for miles. The southeast section, receiving more warm, humid air from the bay winds, is blanketed by a lush rainforest which dominates the entire Koros peninsula. Of all the peoples of the Mûmakan area, the Tantûraki chose the most ambitious (and insensitive) method of dealing with the jungle: they burned and cleared large areas within the rainforest and along the coast, and there established their settlements.
Why the Tantûraki elected to place themselves in the more warm, humid section of the Mûmakan when their homeland of Numenor was a much cooler climate is unclear, until one is enlightened to the tales of the ‘Uvag- Aak’ (“drinkers of blood”), strange, apelike creatures which inhabit the northern section of the Ûsakal forest. At first, the Tantûraki were undaunted by the warnings of the few Kirani who lived in that area at the time, who spoke of the terrifying shadowy monsters who would come out of the forest at night and silently kidnap men, women and children alike from their beds; and the next day their bodies, then bloodless husks, would be found just outside of the village. Soon the Tantûraki were convinced, for there was no stopping the Uvag-Aak, and the few times that they managed to kill one of the monsters brought a terrible retribution the following night. It was discovered, however, (the hard way) that the Uvag-Aak would not disturb anyone who stayed outside of the northern half of the forest, so the Numenorean colonists moved south.
The capitol city of Tantûrak is Sarûl, which lies on the southern side of the Uvar river. Based here is the formidable navy of Tantûrak, for these people took with them many of the skills of their Numenorean ancestors. Of the government of the realm, there is a story of an interesting, if perhaps predictable transformation. At the first there was, as is true of most of the colonies, a royal governor, who at least in theory answered to the King in Numenor. This system worked quite well for some seven hundred years, the governorship turning over eleven times until, in c. S.A. 3000, the “Magician” arrived in Tantûrak. The date is uncertain for he came with little fanfare and rose quietly, albeit swiftly, through the ranks of the governor’s advisors. This particular governor, a cousin of the king, was particularly susceptible to the silky corrupting words of the the Magician, as his lust for power and glory was great. Soon the Magician was his chief advisor, and in S.A. 2040, the governor declared himself King of Tantûrak, taking the name Tar-Kinjaarn, and severed all political ties with Numenor. This move was greeted with great enthusiasm by the populace, as the taxes imposed by the mother country had inflated greatly over the last few decades.
Since that time it has been a steady decline into corruption for the government, and a subtle, yet definite shift in attitude by the Tantûraki towards the native Elven and Kirani populations, from disdain to outward hatred and jealousy, for the lifespans of the Tantûraki population began to lessen, even as did those of the people of Numenor. This racial hatred resulted in the declaration of war, without provocation, by the king of Tantûrak against the Koronande Republic. The outcome was inconclusive, but only served to intensify the loathing by the Men of the West, and cause new apprehension among the Elves and Kirani about the safety of their position.
Dûshera
A sparsely settled land, once also including the area known as Geshaan, Dûshera is for the most part inhabited by a mix of ruddy-complected mortals living about the perimeter of the Pel Dûshera (the lake in the northern part of the land) and along the base of the low mountains flanking the area, in small independant hill towns. Thus it is not a realm as such, although at one time the towns were united under a Lord at Gaven in Geshaan (that city now lost to the swamps). The peoples of the towns till the land about their homes, raising only enough corn and wheat to subsist on, with a few exceptions, as the Elves and Hathorians to the south will pay a high price in fine tools and weapons for wheat, which does not grow well in their climes.
There is, therefore, a river trade, although the majority of the traders themselves are Elven or Kirani.
Geshaan
Once the center of a wealthy kingdom, Geshaan suffered by far the worst of the lands of the Mûmakan when the earth shook with the fall of Beleriand and the drowning of Angband. The level of the land sank and water collected there, but not into a lake, as it might. Instead, a swamp formed: an unclean place of rotting trees and creatures of darkness. The Koros river and the areas just flanking it are suitable for travellers, for it is a swift current and permits no collection of foul refuse; but farther in, where the land is uneven and pools and mires collect, all manner of things grow. Within lies the city of Gaven and somewhere, the temple complex of Ty-Ar-Rana.
Tuktan
Encompassing all of the oval shaped rainforest area to the east of Geshaan, Tuktan is an interconnected web of Kirani villages, loosely knit and united by a very informal central government consisting of a council of seventeen ‘Jilhani’ (village leaders). The Jilhan council meets semiannually, or if a threat to the realm as a whole warrants it. Otherwise each Jilhan rules his town as he sees fit, and all engage in a lively trade amongst themselves and with adjacent Koronande. It is in the Tuktan forest alone that the Jeedic Teak trees flourish, and their wood is prized. Not surprisingly, Tuktan wood craftsmen are very skilled and their furniture and bows are highly sought after. Tuktan composite bows can bring a price many times the average, and are said to be superior to any other, save the most powerful magical bows.
Of late Tuktan has had increasing problems with the Mûmakan people who, beginning to envy the fine homes and land of the Tuktani, are ever more antagonistic, raiding on the bordering villages with increasing frequency.
Mûmakan
A vast, mixed plain/forest area, inhabited by semi-nomadic tribes resembling more the Haradrim of the north than their neighboring Kirani. The people are simple to the point of barbarism, and especially recently, supply their needs by raids on adjacent Tuktan, Koronande and Hathor. There is no central government; indeed the only social framework is the tribe, an extremely large extended family structure, ruled by the oldest living male. All tribes meet annually at the religious center of the land — Amaru, a holy place where the tribes interact, trade, and marriages are arranged. Above all, they pray to their god Amaav, who it is said speaks to them of their purpose and future. The Mûmakani, it should be noted here, make extensive use of a huge animal both as beast of burden and as a fierce war machine: the Mûmak, also called the great elephant.
Hathor
A united kingdom, traditionally ruled by a strong monarch out of the capitol city of Tanith, Hathor is somewhat of an enigma for a realm on a peninsula. As is obvious to anyone studied in the ways of races, the Hathorians are not native to their land. Blond and blue eyed, with naturally fair skin (though tanned by the sun) they apparently migrated to their present land long ago, although certainly not by sea. As a race, they fear the open sea like no other — even more so than the Dwarves. Short trips about the Koros Bay, or even along the southern coast bother them not at all, but just the mention of a long sea voyage will drain the color from the face of even the bravest Hathorian warrior. This of course is a source of endless amusement for their Elven neighbors, as the Hathorians are not afraid of much else; in fact they are considered reckless by other standards.
The king maintains an army of respectable size to guard the borders facing potential enemies. The Hathorians traditionally do not wear armor, but carry light, very effective shields, and are excellent with the composite bow and broadsword.
Taaliraan
A realm of Silvan, Sildarin and Noldor Elves, Taaliraan is the only truly Elven land in the area since the total destruction of Dirsûlinor. In fact, many refugees from that land now live in Taaliraan, the rest abandoning Middle-earth entirely for the Undying Lands in the West. Ruled as it has been since its founding in the First Age by the Lord Eldanars a Noldorin Prince in Exile, Taaliraan is a self-contained country, remaining aloof from local politics. It is here that the majority of the users of essence can be found, no doubt one of the major reasons that Taaliraan has not been threatened by Tantûrak, or any other realm for that matter.
Koronande
More than any other realm in the Mûmakan area save Tantûrak, Koronande is a united country. Also worthy of mention is the fact that the government of Koronande is a republic, extremely rare in Middle-earth.
The majority of the elected officials in this mixed Kirani/Elven country are Kirani, not that the Elven population is subjugated in any way; rather, even the Elves elect Kirani representatives, knowing that they themselves lack the initiative to participate actively in what they consider a ‘complex’ government. On the other hand, many ot the Koronande legislators and governors have Elven advisors, who often survive several turnovers of office, being excellent noncommittal sources of information and wisdom.
As may be expected, the Elves inhabit the more rural, forested areas of Koronande, constructing beautiful and elaborate homes in the branches of the huge trees, which often grow to heights exceeding 200’ the greatest example of which is Tauronde, the city which presides over the district of the same name, north and west of Korlan. It is almost entirely Elven in population, and its governor and senate representatives are Elves (it has been speculated that there is Noldorin blood in some of the Elves of Tauronde, for, of all the immortals only the Noldor showed great drive and perseverance). Tauronde the city is in fact a cluster of the Luraks, lord trees of the jungle, into the branches of which have been built elaborate homes and shops, inns and halls, all well over one hundred feet above the jungle floor.
The capitol of Koronande is Korlan, on the mouth of the Koros river. The realm is divided into six districts, each having its own main town and governor. The Senate consists of twelve members, two from each of the districts, who meet monthly for three days to decide matters of concern to the realm as a whole. The Republic has a strong navy, the only one in the region which can contest that of Tantûrak — no doubt part of the reason that country attacked them, and the reason that attack failed. They are the traders of the Mûmakan and, not surprisingly, Korlan is the main trading city, and a center of commerce. The Elves of Taaliraan have a more extended trading network, but their volume is a fraction of the Koronandan’s.
Ardinaak
Not really a true realm of the Mûmakan, Ardinaak is nonetheless worthy of mention. Originally part of Tantûrak, and indeed an important naval base during the realm’s youth, Ardinaak was struck by a sudden and mysterious plague in S.A. 1888. Within days everyone was dead. Histories tell that the witnesses who fled the island after the first signs of the plague had seen a brilliant flash of light come from the rocky isle in the center of the bay (which had never been landed on before because of its sheer sides and the treacherous rocks all about it) one night. Those who were unfortunate enough to be looking in that general direction were blinded permanently. Then, within hours people began to grow ill, and their skin became mottled. Even those that had escaped the isle immediately after the flash soon died on the mainland, although they did not transmit the disease to others. No one has returned to Ardinaak since, according to records. It was speculated that what struck the isle was not a disease, but an immensely powerful curse of some sort. At any rate, the land is associated with death, and its name is not spoken.
The Court of Ardor
The Lords
Capsule Profiles
- Morthaur
Ruthless and selfish, Morthaur will stoop to anything to achieve his ends. He is also a coward, and will not imperil himself if it can be avoided. He stands 6’4” tall and is muscular of build. His hair is coal black, kept in a bowl cut, and his skin is dark as if deeply tanned (he is not as dark as the Kirani, however). His eyes are an almost metallic silver. In the way of clothing, he prefers either a coverall with many pockets, or full length voluminous robes, both absolute black trimmed with silver, and otherwise adorned only with the octagonal insignia of Ardor.
- Ardana
Fair of skin, Ardana has waist length black hair, with one white streak. She is just under six feet tall and slender, though sensuous of figure. Her eyes are black; one cannot tell her pupils from her irises. She usually wears a robe of midnight blue, sewn with silver threads which catch any light and glitter like a field of stars. She is ruthless, but with a fanaticism for her cause, and she will do anything to achieve her purpose: the fall of the sun and moon. To gain it she will sacrifice anything, even her own child.
- Valmorgûl
“The Magician” by title, Valmorgûl is the most cruel and impatient of the Lords of the Court, save perhaps Cambragol. He is prone to violent fits of temper in which he slays outright any number of servants or guards who might be nearby and could be blamed for the cause of his rage. He is the Warden of the Citadel of Ardor, and rules it with an iron (or, should we say laen?) fist. He is unlike Morthaur in that he does not shirk from stepping into the fray if necessary. Of course, he is completely confident in his own prowess as a sorcerer and warrior. He loathes Morthaur, and makes no secret of it. In his position as advisor to the Emperor of T antûrak, he appears as an ‘ageless’ man with silver-white hair and gold eyes, about 6’6” tall. His true form is that of a muscular, tanned Noldo with golden hair and grey eyes, 6’8” in height. As the advisor, he wears unadorned white. When the Warden, he wears either a full length robe or thigh length tabard, both black and quartered on the front, with the four Court emblems (helm, sword, orb, staff) embroidered in gold and silver; also black pants and high black leather boots. In addition he bears the master octagon device, larger than the others, on a wide heavy chain draped over his shoulders: the symbol of his office. Valmorgûl lost his arm in single combat with the Elven Lord Chrys Menelrana during the attack by the Luingon alliance on the Citadel, and has vowed revenge against Chrys’ family. Now he wears a red laen artificial arm, which has many powers.
- Mourfuin
the Lord Demon is relatively simple of mind, and his function in the Court is basically as an “enforcer”. He is also master (by nature) of all demons, and often summons them to do his bidding. Mourfuin is capable of assuming human form at will, a smaller version of himself, a bald and beardless man with red skin. Due to the level of his personal power, he will obey no one except Ar- dana, Valmorgûl or Fëatur. In his natural form, Mourfuin stands 16 feet tall. Basically a humanoid of the Shadow-world, he wields a weapon in each hand: a two-handed sword and a multi-thonged whip.
- Gorthaur
The High Priest, Gorthaur is master of the Court of Helms, the highest level lord to rule an individual house. Gorthaur is conservative, however, and has for the most part accepted his role within the Court. Yet he does, for his own amusement, assume the form of the god of the Haradrim of Mûmakan: Amaru, and so controls that people completely. He rarely uses his personal powers, except in occasional displays to “reassure” his priests and subjects of his “godhood” Usually he remains in his citadel at Aurax-Dûr, brooding upon his many responsibilities, within the dim cavern Morlin.
- Cambragol (Karol Dekdarion)
Cambragol, the “Monk”, has made killing a fine art, and certainly displays no hesitation to show off his skill. He enjoys combat, and often antagonizes a potential foe to get into a fight. Capable of severe cruelty, Cambragol tortures for his own entertainment, and engages in a number of other perversions. In addition, he is quite vain, although perhaps not without justification: he is strikingly handsome, even for a prince of the House of Finrod. Standing 6’6” tall, with golden-blond hair (unique to his house among the Noldor) and eyes of cobalt blue, his presence is striking and his charm and powers of intimidation are immense. Cambragol’s physical strength is considerable, far above the norm for one of the Elven race; his muscular build is the result of rigorous exercise. Of his origins, Cambragol was one of the many who, having left the Undying Lands to recover the Silmarils from Morgoth, was in the end entrapped by him and became one of the Black Enemy’s tacticians and captains. He was given the honor of a command in this special project and in the end, survived his evil master.
- Taurclax and Khelekar
The master of Taurang and the mentalist Khelekar (“The Scholar”) are described together, for indeed they are rarely separate. Taurclax, a Sindarin Elf of lordly nature, stands 6’5” tall, and possesses brown, neck-length hair and green eyes. He is quiet and soft-spoken, with a warm, sincere smile, concealing his true nature, for Taurclax was from the beginning a spy, working directly for Morgoth, and reporting to him or Sauron the activities of the Court, and his personal suspicions of potential trouble: so little did Morgoth trust his minions. Although the Dark Master is no more, Taurclax still reports to Sauron of Mordor, for the new Dark Lord is interested indeed in the doings of the Court. Taurclax wears a forest green tunic and tights, with the tooled leather full length stole and riding boots of the Suit of Helms.
- Kelekar
6’8”, with silver hair and pale grey eyes, and slender even for an Elf, is striking in appearance. He is the Recorder of Ardor and the Council’s living computer. Although properly of the Helms, and so supposedly tied to the realm of Channeling, Khelekar is a Seer, possessing powers of the Mentalist realm. He is condescending and sarcastic of manner, and has few friends (besides Taurclax) even for a Lord of Ardor. The Scholar wears black, featureless voluminous robes, hooded and fashioned after those of the Darin Tesarath, the Sisterhood of Mentalists, no doubt in mockery of that institution founded and controlled by Fëatur.
- Camring
A muscular Noldo with dark flashing eyes and short black hair Camring, true to his name, is cool and impassive. His permanent residence is with Gorthaur in Aurax-Dûr;,but he is often out, tending to the wounds of Court members or servants, acting in his function as Healer of Ardor. He goes about his profession in silence, obeying without question. He wears a sea green wrap tunic and loose pants, after the manner of the warrior-monks, but those skills are not his. Camring is one of Ardana’s personal converts to the cause of Ardor, although he wonders at the death and destruct- tion caused by the Court, himself loathing murder for any reason. But Ardana’s charisma binds him, and one thing more: he has fallen hopelessly in love with Morelen, Ardana’s daughter. Morelen, while kind to Camring, is unaware of his true feelings, as he is of her dark fate.
- Valkrist
The most physically imposing of the Lords of Ardor, Valkrist stands 6’10” tall, and weighs 240 pounds, inheriting the muscular physique of his father, a lord of men. He has black curly hair, and his Sindarin mother’s blue eyes, fair skin, and aquiline features. Slow to anger, but deadly when provoked, Valkrist is a killing machine second to none, being the only member of the Court to defeat Cambragol in single combat. It is by virtue of his physical prowess as well as his calm demeanor that he was named the “Lord of Arms”, and head of the Suit of Swords. He wears shimmering mithril chain armor, covered (but not concealed) by a diaphanous gossamer surcoat possessing magical defensive properties. He commands Tirgoroth with cool efficiency, and never allows his counsel to be affected by the emotional outbursts of other Lords.
- Sûlherok
Operating from Tirgoroth, Sûlherok delivers the formal messages of Ardor from one Lord to another, as well as conveying communications of the Council to other persons or organizations. He is lighthearted of demeanor„ refusing to become embroiled in any squabble within the Court, which could become dangerous to one in his position. Instead, he is diplomatic and neutral, earning everyone’s disgust but no one’s ire. He, like Valkrist his master, wears mithril under a transparent robe, all over tunic and breeches of white trimmed in silver and sky blue. He rides the swiftest windsteed of the Court: Sûlroch, a white stallion. Standing 6’4” tall, with typically slender Elven build, he is of Sindarin descent, with light brown hair and hazel eyes.
- Persuvious
Cambragol’s second in command at Mirisgroth is also the captain of the large garrison there. He, of all the Suit of Swords rarely wears his formal sky blue silver and white attire, finding a plain uniform of black and grey more suitable to his profession as a Rogue since he is often called upon to engage in acts of espionage. A Noldor Elf, he has a fair complexion arid dark eyes and hair. In demeanor, he is bored and impassive except when involved in a mission, or discussing a particularly devious lock or trap device.
- Ardûval
With his glittering blue eyes and suave demeanor, Ardûval has won many a debate in his time. Slender, 6’5” in height with curly brown hair, and cheeks flushed red as if he has just stepped in from the cold, Ardûval, as is the way of the Noldor, is handsome. But he goes a step further; his charm is unparalleled. Every word and movement is calculated to seduce or disarm; so it was he that won over the members of the Starseer Conclave with ease. Although his wardrobe is extensive to suit his many moods and needs, he tends to favor a short, loose toga-like garment in dark blue, trimmed with silver and adorned only with the orb insignia of his suit.
- Rilia
Not cruel, but perhaps ruthless in her thirst for knowledge and power, Rilia is a victim of the inborn tendency of the Noldor to seek out the answers to secrets, and delve into things arcane. With tawny amber eyes and long dark red hair, Rilia is a beauty of rare appearance, for red hair is virtually unknown among the Noldor, and uncommon for anyone of Eldarin blood. She stands 6’ in height, and carries herself with flowing grace, maintaining an attitude of aloofness from her fellow Court members. (There is an intense, if unspoken, rivalry between Rilia and the female Fëatur.) The tale in the Book of Andraax referring to Rilia having Eldarion executed and “dumped, decapitated, on a pentagram platform” is perhaps overly dramatic, and mislays the blame. Mourfuin killed Eldarion on his own initiative, after Eldarion antagonized the Demon, perhaps to escape further torture in the only way left to him: through death. Rilia wears full length chiffon-like robes, consisting of layers of red, orange and yellow, trimmed in black with severely pointed hems giving the impression of flames.
- Linsûl
With her shock of long, wavy golden-blonde hair, violet blue eyes, and sun-browned skin, Linsûl is a different kind of beauty than the darkly mysterious Ardana and Rilia, and even the pouting, petulant (female) Fëatur. With a voice like silver she enthralls her audience with hardly an effort, and it is difficult to remember that her beautiful songs are equally capable of killing, for she is a Bard of considerable expertise, and “The Harper”. Her residence is Naurlindol, but she spends much of her time traveling about the countryside, learning of the actions of the enemies of Ardor. She has met Klaen, and nearly succeeded with her considerable charms to seduce him into telling of his true nature and connections. But he grew suspicious and in the end divulged nothing. Now, between them there is a mutual wariness and respect, coupled with a restrained natural attraction. She knows that he is more powerful than he seems, but has no proof. Linsûl wears a shorter version of the suit’s flame-robes trimmed in gold, and red tights, when not in a less flamboyant disguise.
- Valglin
Rilia’s assistant at Naurlindol, Valglin is an accomplished Thief by profession. She is a Silvan Elf, and her petite size (5’2” tall) works in her favor, for she is usually overlooked when she so desires. She has short brown hair and brown eyes, and is attractive if not aggressively beautiful. Quiet and businesslike, she and Persuvious often cooperate on joint ventures. Valglin wears the full-length flame robes of her suit only at formal occasions, preferring a plain black coverall decorated only with the staff badge of the suit, and a wide belt which holds many small and useful devices.
- Lesh-Y
Physically imposing, but in fact relatively mild of temperament, Lesh-Y (pronounced “lesh-eye”) obeys without question Rilia’s commands, happy to remain at Ithilkir forging items of power and fine workmanship. He appears as a very muscular man seven feet tall with shiny (as if oiled) red skin. He is bald, and in fact completely lacks body hair, and has overlarge highly pointed ears. Lesh-Y’s hands are very large with tough, clawlike fingernails. He generally wears only a short red kilt and a wide tool belt. As part of his demonic nature, he is naturally immune to all forms of heat and flame.
- Fëatur
Without doubt the most fascinating mystery (and well kept secret) within the Court is the identity(ies) of the Noldor twins Fëatur. The truth: they are twins: one male, the other female. However, their facial features are so similar that they can easily pass for one another even without the use of illusion, while garbed in their favorite attire: the shapeless flowing robes of the Darin Tesarath. They were seduced by Morgoth in their youth long ago, and such was their power that they were made his pages at the Court of Angband, for the Black Enemy found their similarity amusing. But with the death of the Two Trees (the male) Fëatur saw evil for what it was and repented his misdeeds, offering his life to the Valar. And he died, his body passing into the Undying Lands to stand within the Mahanaxar: the Ring of Doom. There the Lords and Ladies of the Valar found mercy, seeing that he was truly repentant, and granted him all the powers that had been his and then some. Freed, he was charged by the Valar to return to Middle-earth to combat the minions of Morgoth, especially the Court and his own sister. This would be his penance. The way of the siblings is this: each knows the other’s mind, and so is aware of the other’s thoughts and actions in all things, so that they may carry out their charade. But (the male) Fëatur can now cloud his thoughts from his sister, while creating surface thoughts to prevent her from becoming suspicious. Everyone in the Court believes that only the Female Fëatur still lives, and that she will occasionally don masculine form as an amusement. And of course, she does not even know of (the male’s) manipulation of the Cards or his conversion, believing that he merely escaped capture by the Noldor. In appearance, they are 6’2” tall, with gold-blonde hair parted in the middle and swept back from the face, worn at neck length. Their skin is tanned, and their eyes of golden amber.
- Yavëkamba
Quiet of temperament and coolly efficient at her job as Lay Healer, Yavëkamba is the surgeon of the Court. She is aloof from all of the politics of Ardor, and remains at Angkirya unless called forth. Her ultimate loyalty is to (the male) Fëatur, and she would disobey even the orders of Ardana if he countermanded them. Only she of all the Court is aware of his conversion and mission from the Valar. Of Noldor blood, she stands 6’1” tall, with black hair swept to one side, and darkest brown eyes. She wears simple, pale blue robes, as is typical of her profession.
Powers of the Lords of Ardor
Below are listed the Lords and Ladies of the Court of Ardor and their various powers. A few assumptions within the charts:
- All defensive bonuses include any defensive spells the lord might have cast preparatory to combat, as well as shield bonuses.
- Shield bonuses for magical shields are in addition to an assumed + for the shield itself.
- Also, several of the Court members possess spell lists to a higher level than a normal spell user of their profession could. It is only through their original associations with the Black Enemy Himself that they gained this ability, and only at great cost.
The Lords of Darkness
Ardana (The Lady)
- Profession: Astrologer
- Level: 40
- Hits: 100
- Melee Bonus: +120
- Missile Bonus: +60
- Armor Type: 1 (-115) 30% chance total miss
- Spell Bonus: +20; Shockbolt +95; Standard +75
- Race: Noldor
- Power Points: (160×6) = 960
Stats | # | Stats | # |
---|---|---|---|
ST | 81 | CO | 96 |
QU | 99 | AG | 100 |
EM | 69 | SD | 99 |
IN | 100 | RE | 98 |
PR | 101 | ME | 97 |
Spell Lists (and level known)
- All Base Astrologer (to 30th) & Dark Channels (to 30th)
- Clerical
- Weather Ways (to 30th)
- Barrier Law (to 10th)
- Mentalist
- Solid Manipulation (to 30th)
- Cloaking (to 30th)
- Liquid Manipulation (to 30th)
- Gas Manipulation (to 30th)
Magic Items
- Scepter of Ardor: +30; 3’ long with ebony handle and mithril head; “Unholy” weapon; strikes as a mace; casts “Darkness” 500’ radius at will; +20 to Shockbolts; 2x hits.
- Circlet: mithril; continuous “Mirrormind”; x6 Astrologer PP enhancer; protects head as a helm.
- Master Ardan Deck: can cut in (or listen in) on all other interactions (Except the male Fëatur’s illicit use).
- Surcoat: black gossamer sewn with diamonds in a starfield; –60 to DB.
- Cloak: black; invisibility at will; pinned with Ardor Cloakpin.
- Ring: mithril with black diamond; of Dark Channels, allows use of list to 30th level. (Her favorite spells are Dark Blinding and Absolution Pure).
Personal Appearance
- Eyes: Black
- Hair: Black/very long
- Build: Slender
- Height: 5’11”
- Skin: Pale
- Demeanor: Solemn, imperious
- Dress: Midnight blue/as above
- True Attitude: Fanatical
Morthaur
- Profession: Magician
- Level: 40
- Hits: 120
- Melee Bonus: +140
- Missile Bonus: +70
- Armor Type: 2 (-95)
- Spell Bonus: +20; Icebolt +70; Lightning Bolt +
- Race: Noldor
- Power Points: (120×5) = 600
Stats | # | Stats | # |
---|---|---|---|
ST | 94 | CO | 93 |
QU | 100 | AG | 99 |
EM | 100 | SD | 96 |
IN | 89 | RE | 101 |
PR | 99 | ME | 99 |
Spell Lists (and level known)
- All Base Magician to 30th Virtually all other Essence lists.
Magic Items
- Special Octagon brooch, with powers at the touch of the laen inlays: Invisibility to 1’, up to 1x/rnd; Long Door 300’, 1x/day; Haste V, 1x/day; Deflections III, –100 from 3 missile attacks, 1x/day; Bladerunning, one weapon –100/round, 1x/day; Spell Ranging +200’, 1x/day; Essence Shield, 1x/day; Teleport to Citadel of Ardor, as needed.
- Belt: of black metal, makes any clothing magically defensive (-60 DB)
- Deck of Ardan Cards: see sec. 6.23.
- Broadsword: +25; of laen; fires icebolt 3x/day; delivers cold critical on critical impact. –Longbow: +30; non-fumbling.
- Ring: gold with large diamond; x5 essence power points; continual “Coldarmor”.
Misc. Equipment
- 20 fine arrows with mithril tips
- 50 mithril pieces
- Gold collar
Healing Herbs
- 10 Mirenna
- 3 Harfy
- 1 Oiolosse
Personal Appearance
- Eyes: Silver
- Hair: Coal black
- Build: Average
- Height: 6’4”
- Skin: Darkly tanned
- Demeanor: Rude, sullen
- Dress: Black tunic or robes, silver trim
- True Attitude: Coward, cruel
Valmorgûl (The Magician)

- Profession: Sorcerer
- Level: 36
- Hits: 120
- Melee Bonus: +180 (Kynac) / +160 Fist (= mace)
- Missile Bonus: –25
- Armor Type: 1 (-120)
- Spell Bonus: +30; Firebolt +100
- Race: Noldor
- Power Points: (108×6) = 648
Stats | # | Stats | # |
---|---|---|---|
ST | 96 | CO | 98 |
QU | 101 | AG | 99 |
EM | 100 | SD | 85 |
IN | 100 | RE | 86 |
PR | 100 | ME | 88 |
Spell Lists (and level known)
- All Base Sorcerer (to 30th)
- Evil Base Essence:
- Matter Disruption (to 25th)
- Evil Clerical:
- Dark Channels (to 30th)
- Essence:
- Lofty Bridge (to 20th)
- Spirit Mastery (to 20th)
- Unbarring Ways (to 20th)
- Channeling:
- Barrier Law (to 20th)
- Lofty Movements (to 20th)
Magic Items
- Master Octagon Pendant, laen inlays cast the following spells at a touch: Haste VIII 1x/day; Deflections II 1x/day; Bladeturning III 1x/day; Healing 10 – 100 1x/day; Prayer V 1x/day (+25 to DB and RR, lasts 10 rnds.; Invisibility at will, to 1x/rnd; Stun Relief III, as needed, automatic; Teleport to Camring (as needed, automatic); (center jewel) Opens any door in the Citadel of Ardor-Ring: gold with ruby, x6 Sorcerer PP enhancer.
- Laen Artificial Arm: from just below the elbow, of red laen. Hand and arm are fully functional; makes him immune to fire; casts Firebolt 300’ up to 6x a day; and allows use of PPs to multiply damage; flames on command; strikes as a mace, dealing a heat critical corresponding to any regular; arm is virtually indestructible and can act as a shield to parry melee attacks.
- Robes: black, non-encumbering.
- Belt: black dragonskin, –40 to DB.
- Long Kynac: Black Eog, +30 (equiv. +45 rapier); inhibits Essence spells not evil in origin: Essence spells cast by non-evil beings aimed at Val. must make a RR vs. 20th level or “Fail”.
- Ardan Deck: see sec. 6.23.
Healing Herbs
- 15 Mirenna
- 4 Telperion
- 2 Carneyar
- 1 Laurelin
Personal Appearance
- Eyes: Grey-blue
- Hair: Golden blond/layered
- Build: Muscular
- Height: 6’8”
- Skin: Tanned
- Demeanor: Confident, impatient
- Dress: Black robes or tunic
- True Attitude: Cruel
Mourfuin (The Lord Demon)

- Profession: (Fighter)*
- Level: (50)
- Hits: 300
- Melee Bonus: +300 (sword) / +250 (whip)
- Missile Bonus: -
- Armor Type: 12 (-60)**
- Spell Bonus: -
- Race: Great Demon
- Power Points: -
* Note: Mourfuin, like Lesh-Y, is a demon beyond the Pale, and so does not adhere to normal human-type restrictions and abilities. His stats are approximations. He is able to summon and control demons as on the “Dark Summons” Evil Essence list to 50th level, with none of the risks. He is also able to use the “Fire Law” list to 20th level. Both are intrinsic and require no power points for him to use. He also can ‘immolate’ (burst into flame) at will, causing all those within 5 feet of him to suffer an “A” heat critical every round (including those in melee with him).
** Note: Use Large Monster critical hit Table.
Stats | # | Stats | # |
---|---|---|---|
ST | 102 | CO | 100 |
QU | 96 | AG | 98 |
EM | 60 | SD | 80 |
IN | 75 | RE | 60 |
PR | 100 | ME | 80 |
Magic Items
- Sword: +25 2-handed mithril; flames on command, delivering a heat critical same as regular critical delivered (M. uses it 1-handed).
- Whip: multi-thonged; +20; delivers slash criticals, and if a critical is given, roll on “entangle” table. Also gives heat critical every round entangled.
Personal Appearance
- Eyes: Black
- Hair: None
- Build: Very Muscular
- Height: 6’ to 16’
- Skin: Red (like oily leather)
- Demeanor: Emotionless, single-minded
- Dress: Black robe/none
- True Attitude: Demonic
Rilia (The Sorceress)

- Profession: Sorceress
- Level: 33
- Hits: 110
- Melee Bonus: +100
- Missile Bonus: +60
- Armor Type: 1 (-110)
- Spell Bonus: +20; firebolt +125; lightning bolt
- Race: Noldor
- Power Points: (66×5) = 330
Stats | # | Stats | # |
---|---|---|---|
ST | 68 | CO | 87 |
QU | 100 | AG | 100 |
EM | 99 | SD | 85 |
IN | 99 | RE | 98 |
PR | 94 | ME | 95 |
Spell Lists (and level known)
- All Base Sorcerer (to 30th)
- Base Magician “Fire Law” (to 30th)
- Channeling:
- Weather Ways (to 20th)
- Barrier Law (to 10th)
- Essence:
- Invisible Ways (to 10th)
- Lofty Bridge (to 20th)
- Rapid Ways (to 10th)
- Shield Mastery (to 20th)
- Unbarring Ways (to 10th)
- Spirit Mastery (to 20th)
Magic Items
- Staff: grey wood; +30 to all fire spell attacks; x5 Sorcerer PP multiplier; Absorbs all enemies’ Essence spells when held forth aflame (will flame on command; also rendering holder im¬mune to fire and heat); allows free use of Essence “Fire Law” list; becomes a broadsword at will; +25; clear laen blade which can flame, delivering a heat critical in addition to any other given.
- Robes: flame colored; non-encumbering; of defense (-80 to DB).
- Kynac: +25; red laen; throwing weapon.
- Ardan Card Deck: see sec. 6.23.
Misc. Equipment
- 300gp in gems
- Platinum necklace, set with rubies
- Mithril earrings, set with rubies
Healing Herbs
- 10 Mirenna
- 1 Telperion
- 2 Arduvaar
Personal Appearance
- Eyes: Tawny, amber
- Hair: Dark red, to shoulders
- Build: Slender
- Height: 6’
- Skin: Fair
- Demeanor: Aloof, haughty, ruthless
- Dress: Flame robes with black trim
Valglin

- Profession: Thief
- Level: 23
- Hits: 100
- Melee Bonus: +150
- Missile Bonus: +110
- Armor Type: 1 (-100)
- Spell Bonus: -
- Race: Silvan Elf
- Power Points: 23
Stats | # | Stats | # |
---|---|---|---|
ST | 89 | CO | 93 |
QU | 100 | AG | 101 |
EM | 81 | SD | 94 |
IN | 96 | RE | 99 |
PR | 79 | ME | 95 |
Spell Lists (and level known)
- Essence Lists:
- Unbarring Ways (to 5th)
- Physical Enhancement (5th)
Magic Items
- Belt: black leather with several hooks and pockets; provides an enhanced “Blur” on mental com¬mand adding –25 to AT; allows her to cast “Shadow” 1x/day, causing her to be almost invisible in dark areas.
- Lockpick Kit: (in belt) includes many delicate items with hooks, wires, etc.; +30 picking most locks.
- Spectacles: (in belt) gold frames; opaque looking lenses; wearer gains the ability to see through up to 2’ of wood or stone, 1’ of metal. Great for examining lock and trap mechanisms. Can only be worn for a few minutes at a time (about 5) without causing severe, incapacitating headaches. At least two hours rest required between wearings. About +50 to most applicable lock/trap operations.
- Cloak: black, hooded; adds +25 to hiding; casts invisibility on wearer up to 3x/day.
- Boots of Climbing: add +30 to climbing maneuvers.
- Long Kynac: +25; red laen, (equiv. +40 rapier); flames on command, delivering a heat critical the same as each regular critical given.
- Kynacs (4): +10 (equiv. +10 rapier); black allow; for throwing; in shoulder scabbards.
- Headband: black leather with single large clear gem; casts “Projected Light” up to 4x/day (great for working in very dark areas).
- Shield: black alloy; +20 to defense.
- Ardan Card Deck: see sec. 6.23.
Misc. Equipment
- 2 Collapsible grappling hooks
- 10’ of wire
- 100’ of very strong, light rope
- Various tools
- Keys to Naurlindol
Healing Herbs
- 10 Mirenna
- 1 Laurelin
- 1 Telperion
- 3 Harfy
- 2 Naza
Poisons
(all in special one-dose packets, ready to apply to kynacs)
- 6 Klytun
- 4 Jegga
- 10 Kly
Pertinent Abilities
- Climb: +130
- Stalk/hide: +130
- Locks: +170
- Traps: +140
Adrenal Maneuvers
- Speed: +55
- Leaping: +60
- Landing: +70
- Balance: +55
Personal Appearance
- Eyes: Brown
- Hair: Brown
- Build: Petite
- Height: 5’2”
- Skin: Fair
- Demeanor: Cool, businesslike
- Dress: Black, cover all
Lesh-Y
- Profession: Alchemist*
- Level: 30 (50)
- Hits: 250
- Melee Bonus: +250 M.S./200 Hands (= hammers)
- Missile Bonus: +180
- Armor Type: 11 (-80)**
- Spell Bonus: -
- Race: Demon
- Power Points: (100×4) = 400
Stats | # | Stats | # |
---|---|---|---|
ST | 102 | CO | 100 |
QU | 99 | AG | 100 |
EM | 90 | SD | 80 |
IN | 80 | RE | 90 |
PR | 90 | ME | 90 |
* Note: Lesh-Y, being a Demon Beyond the Pale, is not a true “Alchemist”. He has available to him all Alchemical lists from the realm of Essence to 50th level, but no others. He also has fighting abilities surpassing most humans, and is immune to heat and flame. If fighting with his bare fists, they strike as hammers. Also, his stats are merely approximations of human stats, and should be interpreted loosely.
** Note: Use Large Monster Critical Hit Table.
Spell Lists (and level known)
- All Base Alchemical (to 50th)
Magic Items
- Morning Star: +30; black iron; delivers an electricity critical in addition to and the same as any regular critical. Lesh-Y uses it one-handed.
- Hammer: +20 mithril; throw and return 150’ without distance penalty.
- Belt: black dragonskin with many hooks and pockets; it carries a number of magical forging tools with various powers (hammer, gloves, tongs, etc.)
Misc. Equipment
- Several mithril and laen keys.
Personal Appearance
- Eyes: Golden
- Hair: None
- Build: Very muscular
- Height: 7’2”
- Skin: Red (like leather)
- Demeanor: Mild (unless provoked)
- Dress: Leopardskin kilt, toolbelt
Linsûl (The Harper)

- Profession: Bard
- Level: 27
- Hits: 100
- Melee Bonus: +110
- Missile Bonus: +120
- Armor Type: 1 (-80)
- Spell Bonus: +20; Shockbolt +80; Firebolt +80
- Race: Sindarin
- Power Points: (81×4) = 324
Stats | # | Stats | # |
---|---|---|---|
ST | CO | ||
QU | AG | ||
EM | SD | ||
IN | RE | ||
PR | ME |
Spell Lists (and level known)
- All Bard Base Lists (to 25th).
- Other Mentalist:
- Brilliance (to 10th)
- Cloaking (to 10th)
- Attack Avoidance (to 10th)
- Delving (to 10th)
- Illusions (to 10th)
Magic Items
- Lap Harp: dark wood; mithril fittings; x4 PP enhancer; allows use of “Slaying Song” 1x/day; per-manently in tune; option of silent spell casting.
- Long Kynac: +25 (equiv. +40 rapier); red laen; flames on command, also giving a heat critical same as any regular critical given; fires a “Firebolt”; 3x hits; 3x per day.
- Cloak: Elven grey; +30 to hiding.
- Boots: allow silent walking; +30 to climbing.
- Lock pick: +10 to most locks.
- Longbow: +30.
- Earrings: gold with a ruby in each, one of which is an earplug which understands and translates any language. (Extremely intelligent).
- Ardan Card Deck.
- Ring: gold with ruby, provides immunity to all heat and flame.
Misc. Equipment
- Some gold jewelry Keys to Naurlindol vault
- 120 gp in gold and gems
Healing Herbs
- 10 Mirenna
- 1 Naza
- 2 Harfy
Pertinent Abilities
- Climb: +100
- Stalk/Hide: +100
- Locks: +50
- Perception: +30
- Ambush: +/-8
Adrenal Maneuvers
- Speed: +50
- Landing: +50
- Balance: +50
Personal Appearance
- Eyes: Blue/violet
- Hair: Blonde
- Build: Voluptuous
- Height: 6’0”
- Skin: Tanned
- Demeanor: Outgoing (seductive)
- Dress: Varies depending on situation
- True Attitude: Usually cool and impassive
The Lords of Water – Lords of Helms
Gorthaur (The High Priest)
- Profession: Cleric
- Level: 35
- Hits: 125
- Melee Bonus: +130
- Missile Bonus: -
- Armor Type: 15(-100/125 with “Alkar”)
- Spell Bonus: +20; Shockbolt +95; Lightning Call +75
- Race: Noldor
- Power Points: (105×6) = 630
Stats | # | Stats | # |
---|---|---|---|
ST | 98 | CO | 99 |
QU | 100 | AG | 100 |
EM | 89 | SD | 89 |
IN | 100 | RE | 82 |
PR | 100 | ME | 88 |
Spell Lists (and level known)
- Clerical Base Lists:
- Summons (to 30th)
- Communal Ways (to 30th)
- Life Mastery (to 30th)
- Protections (to 20th)
- Evil Base Channeling Lists:
- Dark Channels (to 30th)*
- Dark Lore (to 30th)
- Curses (to 30th)
- Other Channeling Lists:
- Weather Ways (to 30th) “Stormcall”
- Light’s Way (to 30th) “Lightning Call”
- Barrier Law (to 20th)
- Lofty Movements (to 20th)
- Locating Ways (to 20th)
* As “Black Channels III” from this list, Gor, casts the “Wrath of Gorthaur” (a ‘finger of death’); 90’ range, –30 to victim’s RR, all water is instantly evaporated from target’s body, leaving a sprinkling of powder and a plume of steam. He usually employs this on uncooperative Haradrim of Mûmakan, while he is acting as Amaru.
Magic Items
- Rod of Umaran: 3’ long rod of ebony with gold fittings and head; strikes as a mace +30, “of Slaying” good priests (target must make a RR vs. 20th level or die every time critical impact is delivered). Also delivers an electricity critical same as regular critical in melee, and functions as an “Unholy” weapon. Multiplies range of Weather Ways spells x10, and “Lightning Call” strikes are x5 damage.
- Armor: blue leather; protects as AT 15(-20); encumbers as AT 6.
- Shield: blue Laen with gold rim; helm emblem etched on face; weightless; +25 to defense; also acts as a continuous “Spell Shield True” (+30 to G’s RR; –30 to attacker’s Elemental Spell Attack- all frontal only).
- Collar: gold, casts “Returning” and “Rereturning” 1x/day each on wearer.
- Ardan Card Deck.
- Ring: gold with sapphire; x6 Evil Clerical PP enhancer; will slay any non-evil being who puts it on, and fails a RR vs. a 20th level channeling.
Misc. Equipment
- Keys to Aurax-Dûr
- 20 mithril pieces
Healing Herbs
- 12 Mirenna
- 1 Carneyar
- 3 Anserke
Personal Appearance
- Eyes: Green-blue
- Hair: Dark brown/bowl cut
- Build: Medium
- Height: 6’8”
- Skin: Tanned
- Demeanor: Cold, dispassionate, cruel
- Dress: Blue robes
Camring
- Profession: Healer
- Level: 34
- Hits: 160
- Melee Bonus: +140 (parry only)*
- Missile Bonus: (-25)
- Armor Type: 1 (−85÷325 bladeturn / 225 parry)*
- Spell Bonus: +20
- Race: Noldor
- Power Points: (102×5) = 510
Stats | # | Stats | # |
---|---|---|---|
ST | 95 | CO | 101 |
QU | 99 | AG | 98 |
EM | 99 | SD | 56 |
IN | 101 | RE | 67 |
PR | 97 | ME | 98 |
Spell Lists (and level known)
- All Base Healer (to 30th)
- Channeling:
- Concussion’s Ways (to 20th)
- Calm Spirits (to 20th)
- Nerve Law (to 25th)
- Muscle Law (to 25th)
- Organ Law (to 25th)
- Bone Law (to 25th)
- Blood Law (to 25th)
- Purification (to 10th)
Magic Items
- Sword of Defense: gold alloy with large yellow topaz in pommel; enhances wielder’s defensive add by +30 and will dance at full parry to defend him if he should be knocked unconscious (or dead).
- Headband of Defense: gold with yellow sapphires acts as a helm allows underwater breathing.
- Shield: yellow laen with gold rim; helm symbol etched in laen; option of “Bladeturn” or “Deflec¬tions” once per round (subtracts 100 from one melee or missile attack; respectively); of +20 quality; acts as a “Spell Shield” subtracting 20 from frontal directed spell attacks, or more if used to ‘parry’ with spell bonus.
- Pendant of Lirana: large 2” diameter flat topaz in gold setting with gold chain; allows casting of “Lifekeeping” thus preventing target from death (if cast within 12 rounds of killing blow); target’s soul is held within the pendant until the body is ready to receive it again; body is also preserved until repaired. Only one soul may be so held at a time, and Cam. must touch him to enact the transfer. Pendant also allows Cam. to channel any clerical healing spell not involv¬ing an ‘operation’ up to 100’ away. (Cannot channel Base Healer spells).
- Ring: yellow sapphire in gold; x5 Healer PP multiplier; allows Cam. to administer any herb without the usual preparation (no need to boil, brew, etc.); also is the location device used by the other Court members with magic items that teleport them to Cam. in an emergency.
- Cloak: full length; hooded, brown; of invisibility (at will up to 1x per round); allows 300’ “Long Door” 3x/day.
- Sandals: gold; of water running, at will.
Misc. Equipment
- 20 gp
- Keys to Aurax-Dûr
Healing Herbs
- 40 Mirenna
- 4 Carneyar
- 2 Arduvaar
- 8 Anserke
- 2 Laurelin
Personal Appearance
- Eyes: Brown
- Hair: Dark Brown
- Build: Muscular
- Height: 6’4”
- Skin: Darkly tanned
- Demeanor: Cool, impassive
- Dress: White wrap tunic and pants
- True Attitude: Sensitive, empathic
Taurclax
- Profession: Animist
- Level: 31
- Hits: 130
- Melee Bonus: +120
- Missile Bonus: +140
- Armor Type: 1 (-80/180)*
- Spell Bonus: +20
- Race: Sindarin Elf
- Power Points: (93×5) = 465
Stats | # | Stats | # |
---|---|---|---|
ST | 80 | CO | 95 |
QU | 101 | AG | 99 |
EM | 95 | SD | 94 |
IN | 100 | RE | 83 |
PR | 98 | ME | 96 |
Spell Lists (and level known)
- Animist: (all 30th)
- Nature’s Movement
- Plant Mastery
- Nature’s Lore
- Nature’s Protection
- Evil Clerical (all 20th)
- Dark Channels (to 25th “Absolution” a favorite)
- Curses
- Disease
- Other Clerical:
- Weather Ways (to 30th)
- Barrier Law (to 20th)
- Purification (to 20th)
- Calm Spirits (to 20th)
- Symbolic Ways (to 20th)
Magic Items
- Stole of Defense: full length brown tooled leather; continuous +25 to DB and RR.
- Ring of Treeform: carved jade, allows the wearer to become a large tree instantly, and live off the soil indefinitely (must turn outdoors and in a suitable climate). Wearer remains aware of events about him.
- Composite Bow: +30.
- Ten arrows: poisoned with Carnegurth.
- Scepter of Windmastery: +20; of mithril, with teak and ebony handle and inlays; use of “Wind Mastery” (15th level spell) at will at no cost.
- Helm: of mithril; becomes mithril circlet; x5 Animist power points; allows wearer to breathe water or any gas without harm and see underwater as if through clear air; protects as full helm.
- Boots: allows wearer to walk or run on water.
- Bracer(*): tooled leather; of “Organic Turning True”: all organic attacks (arrows, wood handled weapons) are at –100 vs. Taurclax. Continuous.
- Ardan Deck: see sec. 6.23.
Misc. Equipment
- Keys to Taurang
- 25 mithril pieces
Healing Herbs
- 20 Mirenna
- 2 Telperion
- 4 Arduvaar
- 1 Laurelin
Poisons
- None except on arrows
Personal Appearance
- Eyes: Green
- Hair: Brown
- Build: Average
- Height: 6’5”
- Skin: Fair
- Demeanor: Warm, sincere
- Dress: Forest green tunics and pants
- True Attitude: Impassive
Khelekar (The Scholar)

- Profession: Seer
- Level: 33
- Hits: 80
- Melee Bonus: +110
- Missile Bonus: +70
- Armor Type: 1 (-85/185)*; 30% chance total miss
- Spell Bonus: +20; Shockbolt +85
- Race: Noldor
- Power Points: (99×5) = 495
* Note: Kel.’s DB is an additional –100 if he casts “Bladeturn” or “Deflections” (a likely possibility).
Stats | # | Stats | # |
---|---|---|---|
ST | 86 | CO | 90 |
QU | 100 | AG | 96 |
EM | 67 | SD | 97 |
IN | 89 | RE | 101 |
PR | 100 | ME | 98 |
Spell Lists (and level known)
- All Base Seer (to 30th)
- Other Mentalist:
- Brilliance (to 25th)
- Cloaking (to 30th)
- Attack Avoidance (to 20th)
- Evil Base Mentalist
- Mind Death (to 20th)
- Mind’s Door (to 25th)
- Mind Mastery (to 30th)
- Movement (to 20th)
- Sense Mastery (to 20th)
Magic Items
- Circlet: mithril; x5 PP enhancer; protects head as a helm; also provides continuous “Mirrormind” (reflects mental attacks back on caster).
- Robes: black (like those of the Darin Tesarath), voluminous, non-encumbering; cast enhanced “Blur” at will (-30 to DB), also add +30 to hiding.
- Short Sword: +30; black alloy; sapphire in pommel; “Of Slaying” Elves (worn concealed under robes).
- Kynac: +30 (equiv. rapier, for throwing) identical materials as Short Sword, can be thrown 100’ without distance penalty; returns via Long Door; also kept under robes but easily accessible.
- Ring: plain mithril; resembles Darin Tesarath ring; when held forth it returns all lightning/shock bolt attacks on caster; also provides total protection from natural lightning and other light/electricity damage.
- Sandals: of water running, at will.
- Ardan Deck: see sec. 6.23.
Misc. Equipment
- Keys to Taurang
- 10 mithril pieces
Healing Herbs
- 10 Mirenna
- 4 Harfy
- 1 Winclamit
- 10 Gort
- 1 Naza
Poisons
- 3 Galenaana
- 5 Klytun
- 10 Pentanoth (and a needle to inject it into “restrained targets”)
- 2 Sharduvaak
Pertinent Abilities
- Stalk/Hide: +60
- Perception: +50
- Ambush: +/-10
Personal Appearance
- Eyes: Pale grey Silver
- Hair: white/short
- Build: Very slender
- Height: 6’10”
- Skin: Fair
- Demeanor: Wry, sarcastic, condescending
- Dress: Hooded black voluminous robes
- True Attitude: (loyal to Taurclax)
The Lords of Earth – Lords of Orbs
(The Female) Fëatur (The Illusionist)
- Profession: Mystic
- Level: 35
- Hits: 100
- Melee Bonus: +135
- Missile Bonus: +115
- Armor Type: 1 (-105) 50% total miss
- Spell Bonus: +20; Firebolt +95
- Race: Noldor
- Power Points: (105×5) = 525
Stats | # | Stats | # |
---|---|---|---|
ST | 89 | CO | 96 |
QU | 100 | AG | 100 |
EM | 99 | SD | 87 |
IN | 86 | RE | 96 |
PR | 101 | ME | 99 |
Spell Lists (and level known)
- All Base Mystic (to 30th)
- Other Mentalist:
- Telekinesis (to 20th)
- Sense Mastery (to 20th)
- Evil Mentalist:
- Mind Death (to 20th)
- Mind Disease (to 20th)
- Other Essence:
- Lofty Bridge (to 20th)
- Unbarring Ways (to 20th)
- Rapid Ways (to 20th)
Magic Items
- Pendant: gold chain with suspended crystal orb 1” in diameter. Allows free use of Mentalist “Brilliance” list to 30th level; x5 Mystic PP Enhancer; creates enhanced “Blur” at will (-30 to DB).
- Robes: Darin Tesarath design (full, flowing, hooded, black), non-encumbering; +10 to AT; +30 to hiding in dark areas; also casts invisibility up to 1x/rnd.
- Kynacs(3): +15; green tinted steel; treated with Jeggarukh; in scabbards ready to draw and throw.
- Long Kynac: +25 (equiv. +40 rapier) green laen blade with leather and gold hilts.
- Headband: golden cord; protects head as a helm; adds +20 to RR’s vs. mental attacks.
- Ring: Darin Tesarath membership; plain mithril. Will kill anyone trying to wear it (unless they resist a 30th level Mind Destruction) but the one attuned to it.
- Ring: gold with emerald; creates and enhanced “Shield”/”Spell Shield” at will, adding 30 to DB and 20 to RRs (frontal only).
Misc. Equipment
- Keys to Angkirya
Healing Herbs
- 20 Mirenna
- 1 Laurelin
Pertinent Abilities
- Stalk/Hide: +100
- Perception: +60
- Ambush: +/-20
Personal Appearance
- Eyes: Gold Amber
- Hair: Blonde/layered/to neck
- Build: Slender
- Height: 6’2”
- Skin: Tanned
- Demeanor: Arrogant, petulant
- Dress: Black robes
Ardûval
- Profession: Astrologer
- Level: 34
- Hits: 120
- Melee Bonus: + 120
- Missile Bonus: +100
- Armor Type: l (-120)
- Spell Bonus: +20; Shockbolt +70
- Race: Noldor
- Power Points: (112×4) = 448
Stats | # | Stats | # |
---|---|---|---|
ST | 86 | CO | 98 |
QU | 99 | AG | 97 |
EM | 89 | SD | 95 |
IN | 100 | RE | 98 |
PR | 102 | ME | 97 |
Spell Lists (and level known)
- All base Astrologer to 30th
- Channeling:
- Barrier Law (to 10th)
- Mentalist:
- Telekinesis (to 10th)
- Movement (to 10th)
- Mind’s door (to 10th)
- Cloaking (to 10th)
Magic Items
- Belt: silver links; creates a defensive shield which acts to deflect all attacks ( +40 to DB)- –Pentagram pendant: 1” crystal orb on mithril chain; x4 Astrologer power point multiplier; free use of Mentalist “Brilliance” list to 30th level; enhanced “Aura” on command (-30 to DB)
- Ring: Amethyst in mithril; teleports wearer to Menelcarca safely, from anywhere (usual minlmum one round required to cast).
- Headband: mithril; protects wearer’s head as a helm.
- Bracelet: mithril; delicately engraved; creates a shimmering, transparent shield in front of wearer at need, subtracting 30 from all attack spell rolls, more if Ardüval opts to “parry”.
- Dagger: +25; blue laen with mithril edge; can be thrown up to 100’ with no subtraction, and will return via Long Door; will deliver an electricity critical of the same severity as designated crit-cal of impact, three times per day.
- Deck of Ardan Cards.
- Cloak: hooded and full length; casts invisibility on the wearer at his command, up to once per round; will also change color on command.
Misc. Equipment
- Keys to the Vaults in Menelcarca
- 10 mithril pieces
Healing Herbs
- 10 Mirenna
- 1 Telperion
- 2 Arduvar
Personal Appearance
- Eyes: Blue
- Hair: Curly brown
- Build: Slender
- Height: 6′5″
- Skin: Tanned
- Demeanor: Pleasant, charming
- Dress: Simple short toga
- True Attitude: Condescending, egotistical
Yavëkamba
- Profession: Lay Healer
- Level: 27
- Hits: 80
- Melee Bonus: + 100
- Missile Bonus: -
- Armor Type: 1 (405÷205: Deflections)
- Spell Bonus: + 20; Shockbolt + 85
- Race: Noldor
- Power Points: (81 x5) = 405
Stats | # | Stats | # |
---|---|---|---|
ST | 82 | CO | 98 |
QU | 100 | AG | 100 |
EM | 94 | SD | 99 |
IN | 93 | RE | 87 |
PR | 100 | ME | 94 |
Spell Lists (and level known)
- All Base Lay Healer (to 25th)
- Other Mentalist:
- Damage Resistance (to 20th)
- Self Healing (to 20th)
- Mind’s Door (to 20th)
- Movement (to 20th)
- Mind Mastery (to 20th)
- Solid Manipulation (to 20th)
- Speed (to 20th)
- Gas Manipulation (to 20th)
- Liquid Manipulation (to 20th)
Magic Items
- Pendant: gold chain with I” diameter crystal orb; x5 PP enhancer (Mentalsim); free use of the “Brilliance” list to 25th level; “Blur” (special, –30 to DB) at will.
- Surgical Kit: extremely sophisticated and elaborate (mithril scalpels, very well-made instruments with magical qualities); halves operation and recovery time, and in the hands of a skilled Lay Healer, recovery is always complete.
- Cloak: dark blue, very full and hooded; casts invisibility on wearer up to 1x/rnd; also casts “Invisibility to 10’” 1 x/day, to allow Yave. to make herself and her patient invisible.
- Shield: green laen; + 25 to defense; casts “Deflections II” up to 3x/day (-100 to two missile attacks/rnd).
- Long Kynac: + 20; gold alloy.
- Ring: mithril with emerald; casts “Numbing” at will; also regenerates 2 hits/rnd in contact with target.
- Cup: small, of mithril; when filled with water it “Brews” (or boils, etc.) any herb placed in it instantly, thus eliminating preparation.
Misc. Equipment
- Keys to Angkirya
- 20 mithril pieces
Healing Herbs
- Assume Yavëkamba to have, in various pouches, at least one dose of every healing herb on the lists in sec. 8.1, multiple doses of Lifekeeping herbs, Mirenna, various poison antidotes.
Personal Appearance
- Eyes: Dark brown
- Hair: Black/long/swept back
- Build: Slender
- Height: 6′1″
- Skin: Pale
- Demeanor: Cool, efficient
- Dress: Blue robes/tunic and pants
- True Attitude: Controlled
The Lords of Air – Lords of Swords
Valkrist (The Lord of Arms)

- Profession: Fighter
- Level: 35
- Hits: 180
- Melee Bonus: +260/230
- Missile Bonus: +200
- Armor Type: 20 (-115)
- Spell Bonus: —
- Race: Half Noldor Elf/Half Edain
- Power Points: —
Stats | # | Stats | # |
---|---|---|---|
ST | 102 | CO | 100 |
QU | 100 | AG | 101 |
EM | 89 | SD | 85 |
IN | 83 | RE | 78 |
PR | 96 | ME | 64 |
Magic Items
- Sword of Ilkiran: + 30 clear laen with mithril hilt; of ehanging, either 1-H sword (to 1st melee bonus) or 2-H Broadsword (2nd melee bonus); of cold, delivers a cold critical hit of same severity as critical indieated on weapon table, in addition to regular crit.; fires a stream of cold (as “Iee Bolt”, with a + 50 add on the table) 3x per day, dealing 4x the hits indicated, and appropriate critical.
- Armor: mithril plate. AT is 20(.30), but only encumbers as AT 15; also subtract 30 from all spell attacks, due to the magical resistance of the mithril.
- Composite Bow: + 30.
- Cloak: blue with grey lining; allows wearer to fly at 150’/rnd at will.
- Surcoat: of shimmering transparent material; of elemental defense; continuous Lightning, Fire, and Coldarmor (total protection from light and lightning, heat, and cold; also subtracts 20 from spell attacks of that nature).
- Shield: clear laen with mithril rim; weightless; floating free, it is mentally eontrolled through a mithril and laen ring worn by Valkrist. Thus, the shield may be used in conjunction with a 2-handed weapon. Of +20 to defense; will act to “Deflect” one missile attack/rnd without distraction to Valkrist.
- Ardan Card Deck: see sec. 6.23.
- Wrist Guard: bluish steel; casts “Haste X” on Valkrist up to 3x/day.
Misc. Equipment
- 300 gp in gems
Healing Herbs
- 20 Mirenna
- 2 Naza
- 2 Arduvaar
- 5 Harfy
- 2 Carneyar
Pertinent Abilities
- Perception: +50
Adrenal Maneuvers
- Speed: +70
- Leaping: +80
- Landing: +70
- Strength: +80
- Balance: +70
Personal Appearance
- Eyes: Blue
- Hair: Dark brown, curly
- Build: Very muscular
- Height: 6′10″
- Skin: Fair (ruddy)
- Demeanor: Calm, even-tempered
- Dress: Court uniform
Sûlherok (The Messenger)
- Profession: Fighter
- Level: 26
- Hits: 150
- Melee Bonus: +210
- Missile Bonus: +200/+210
- Armor Type: 17 (-100)
- Spell Bonus: —
- Race: Sindarin
- Power Points: —
Stats | # | Stats | # |
---|---|---|---|
ST | 99 | CO | 100 |
QU | 101 | AG | 101 |
EM | 46 | SD | 89 |
IN | 87 | RE | 92 |
PR | 99 | ME | 91 |
Magic Items
- Armor: mithril chain AT 17(-20); –20 to all spell attaeks.
- Broadsword: + 20; mithril; delivers an electricity critical of same severity as regular critical; gives “A” elec. crit. when opponent successfully parries with a metal weapon. If weapon is non-magical or not superior, it may be destroyed (30% chance each strike); blade glows xhen wielded and gives off sparks and a crackling noise.
- Crossbow: + 20; automatic reload every round; 2x H. crossbow range; 2x damage.
- Crossbow Bolts (five): + 10; laen; deliver an electricity critical in addition to regular one. One use for Elec. erit. each bolt.
- Lord Falcon Ring.
- Belt: landing true; also levitates 1x/day.
- Surcoat: continuous fire, cold, lightning armor (total protection from lightning, fire, cold. and
vs. such spells). - Mithril Shield: + 20 to defense (in addition to regular + 25 shield subtraction).
- Ring: mithril; casts “Haste V” 1x/day.
- Ardan Card Deck: see sec. 6.23.
Misc. Equipment
- Keys to Tirgoroth
- Mithril Stud Earring: left ear, diamond set
- 8 mithril pieces
Healing Herbs
- 20 Mirenna
- 1 Telperion
- 3 Arduvaar
Adrenal Maneuvers
- Leaping: +70
- Landing: +50
- Strength: +60
- Balance: +60
Pertinent Abilities
- Climbing: +60
Personal Appearance
- Eyes: Hazel
- Hair: Sandy/collar length
- Build: Muscular
- Height: 6′4″
- Skin: Fair
- Demeanor: Lighthearted, diplomatic
- Dress: Suit of Swords Uniform
Cambragol (The Monk)
- Profession: Monk
- Level: 35
- Hits: 150
- Melee Bonus: +160; 3x hits*
- Missile Bonus: +220
- Armor Type: 1 (155÷205 when using “Dodging”)
- Spell Bonus: +20
- Race: Noldor
- Power Points: (70×3) = 210
* Cambragol has mastered the highest levels of expertise in both basic realms of unarmed combat (“strikes”, and “sweeps and throws”), and he gains 3x hits while using the Monk spell “Strength III”.
Stats | # | Stats | # |
---|---|---|---|
ST | 100 | CO | 99 |
QU | 101 | AG | 100 |
EM | 99 | SD | 99 |
IN | 89 | RE | 88 |
PR | 101 | ME | 91 |
Spell Lists (and level known)
- All Monk Base Lists (to 30th)
- Other Essence:
- Essence Hand (to 10th)
- Essence Perceptions (to 10th)
- Unbarring Ways (to 10th)
Magic Items
- Bracers of Dekdarion: four (2 ankle and 2 wrist) bands of gold set with inlays of jade, blue and green laen; +30 to the following: all strikes, sweeps and throws, all maneuvers, defense (ineluding missiles), all resistance rolls vs. spell attacks. They allow Camb. to parry all melee and missile attacks with equal ease.
- Kynac: +25 (equiv. +40 rapier): blue laen; can be thrown up to 200’ with no distance subtraction, and “Long Door” back to Cambragol instantly.
- Monk’s tunic and pants: grey silky material; will change color on wearer’s mental command, adds +30 to hiding bonus.
- Headband: gold; intricately patterned; protects wearer’s head as a helm; also a x3 PP enhancer.
- Robe: full length with sleeves (monk combat robe); non-encumbering; black, but will change color at a mental command like the tunic/pants (non-cumulative for hiding); will turn Cambragol invisible up to once per round.
- Belt: will cast “Fly” 50’/rnd 3x/day; also “Landing True” as needed.
- Necklace: plain gold; will automatically cast “Lifekeeping” on Cambragol if he is dealt a mortal blow.
- Ardan Card Deck.
Misc. Equipment
- Several Laen and mithril keys (to Mirisgroth)
- 500 gp in gems
- Gold signet ring: with a “D” (Dekdarion) etched in the blue laen face
- Stud earring: gold with saphire set
Healing Herbs
- 20 Mirenna
- 3 Carneyar (specially pre-boiled in pouehes)
- 5 Harfy
- 2 Arduvaar
- 10 Gort
Pertinent Abilities
- Climb: +80
- Stalk/Hide: +100
- Perception: +40
- Ambush: +/-15
Adrenal Maneuvers
- Leaping: +100
- Landing: +100
- Balance: +100
Personal Appearance
- Eyes: Blue
- Hair: Blond, curly
- Build: Muscular
- Height: 6′6″
- Skin: Tanned
- Demeanor: Cold, cruel, egotistical
- Dress: Grey (white or black) tunic/pants
Persuvious
- Profession: Rogue
- Level: 24
- Hits: 150
- Melee Bonus: +180 / +140
- Missile Bonus: +200
- Armor Type: 15 (-120/50)*
- Spell Bonus: -
- Race: Noldor
- Power Points: 24
Stats | # | Stats | # |
---|---|---|---|
ST | 101 | CO | 99 |
QU | 101 | AG | 100 |
EM | 78 | SD | 96 |
IN | 64 | RE | 85 |
PR | 96 | ME | 89 |
Spell Lists (and level known)
- Essence
- Unbarring Ways (to 5th)
- Physical Enhancement (5th)
Magic Items
- Long Kynac: + 30 Mithril/Eog alloy (equiv. + 45 rapier); black dragonskin hilts; ruby in pommel; (first melee bonus).
- Main Gauche: matches Long Kynac; + 30; (2nd melee bonus) or. if used to defend, the main gauche can parry at Per.‘s bonus attacks of up to three opponents (if all within 180 degrees of each other). Any of these can be a missile attack, but parry is at half value (-70).
- Kynac: + 30 (equiv. + 30 rapier); matches Long Kynac; in shoulder scabbard; can be thrown up to 150’ away without distance penalty, and instantly “Long Door” ‘s back into scabbard. –Boots and gloves: grey leather; allow Per. to climb even sheer vertical surfaces with ease (two limbs in contact necessary).
- Armor: grey leather; magical; protects as chain (AT 15), but only eneumbers as DB 6- –Lockpick kit: +20 to most operations.
- Longbow: +25.
- Cloak: grey; hooded; + 30 to stalking/hiding; casts invisibility on wearer 3x/day.
- Belt: black leather; continuous “Protections IV” ( + 20 to Per’s RR vs. spells.)
Misc. Equipment
- Keys to Mirisgroth
- Mithril Ring (plain)
- Mithril neck chain
- 14 Mithril pieces
Healing Herbs
- 20 Mirenna
- 1 Oiolosse
- 3 Naza
- 4 Harfy
Poisons
- 10 Klytun
Pertinent Abilities
- Climb: +50 (see magie items)
- Stalk/Hide: +120
- Locks: +120
- Traps: +105
- Perception: +80
- Ambush: +/-35
Adrenal Maneuvers
- Speed: +50
- Leaping: +70
- Landing: +70
- Strength: +55
- Balance: +50
Personal Appearance
- Eyes: Dark Brown
- Hair: Black/layered
- Build: Light/muscular
- Height: 6′5″
- Skin: Fair
- Demeanor: Usually bored
- Dress: Black and grey “uniform”
The Lesser Lords
Court Standard Uniforms
Suit of Staves (Element: Fire; Realm: Essence)
Full length robes: layers of cloth in differing shades of red, orange and yellow, with a badge on the left breast: an inverted triangle embroidered with a flaming staff- Full length black cloak with the octagonal Ardor brooch. All carry a reddish steel dagger. Garrison fighters wear a simpler, short tunic version, and carry composite bows and red broadswords.
Suit of Orbs (Element: Earth; Realm: Mentalism)
Either full length forest green hooded robes trimmed with brown, or a short green tunic (after the manner of the warrior-monks) and loose pants bound at the ankles, also trimmed in brown, depending on whether the wearer is primarily a spell user or warrior. Badge is a circle (representing an orb) stitched in silver on a black circular field. Cloak is reversible dark green/brown, clasped by the Ardor brooch. Garrison fighters carry either a green steel axe, or broadsword and dagger of the same metal. All utilize Elven longbows.
Suit of Helms (Element: Water; Realm: Channeling)
Robes are of shimmering blue material of varying shades, which seem to shift and change color as the light catches them — long for those truly of Channeling; shorter for the garrison and combat oriented members, who also wear a bluish steel chain shirt under the robe. Badge is a helm embroidered in gold over a deep blue circular field- The cloak is dark blue, lined with a lighter green-blue, clasped with the cloakpin of Ardor. Garrison guards use a mace of bluish steel, and light crossbows, and carry circular shields with the suit badge emblazoned on it.
Suit of Swords (Element: Air; Realm: Arms)
A diaphanous gossamer surcoat belted at the waist is worn over steel chain and a knee length white tunic- Badge is an upward pointing sword, piercing a cloud, all on a sky-blue diamond shaped field. Cloaks are sky blue lined with grey, clasped with the Ardor cloakpin. Garrison guards wield polished steel swords and daggers, comp. bows, and carry circular shields painted sky blue, with the sword badge design. They wear high boots of grey leather.
Ardor Troops and Citadel Garrison
All wear black, either in the form of a thigh length tunic and pants or a full length robe, both trimmed in red at the cuffs and hem. The badge is the octagonal design of Ardor, identical to the cloakpins, but merely embroidered- Cloaks are all black, clasped with the Ardor brooch. Boots are of black leather. Some Garrison guards wear steel chain shirts, enamelled black. All carry steel short swords and use comp- bows and octagonal shields.
Standard Court Magic Items
This magical equipment has been issued to each Lord, Lady, Knight and Herald of the Court, as well as the eight Citadel Captains. Starred items are aligned to them individually and cannot be used by any other, on pain of an “A” electricity critical each time the item is touched by the wrong person- All other items can be used interchangeably, but the new owner risks the item being traced by the Court.
Suit of Staves
- (*) Gnarled staff: of grey-brown wood which allows the user to employ the “Fire” spell list to ten levels above his own, whether or not he knows the list (but he must expend his own power points at the full spell level). The staff will also burst into flame on the command “Runya!” (Q: flame) without harm to the bearer, and so doing provide immunity to all heat and flame. It is also a x4 power point enhancer. The Knight of Staves has a laen sword instead of a staff with the following powers: + 20; flames on command (same protection), delivers a heat critical on top of any regular combat critical of the same value.
- (*) Uniform robes: have the equivalent of AT 2(-40), in addition to the wearer’s quickness bonus. The Knight has a 1(-40) tunic.
- Dagger: like the others except that it is of + 10 quality.
- Cloak: allows the wearer to become invisible instantly, once per day.
Suit of Orbs
- (*) A chain of mithril, holding suspended a crystal orb, 1” in diameter. It allows the wearer to use the Open Mentalist List “Brilliance” with the restrictions as the staff above. It, too, is a x4 power point enhancer, and will create an enhanced “blur” effect at will about the wearer, giving him an additional –30 to his Armor Type.
- Cloak: changes color at will, providing an added 25% to hiding skills
- Bracers (or short sword if not a monk): of mithril, which are +20 (defensive if bracers, offensive if not).
- Ikasha: (a multibladed throwing weapon, strikes as a short sword) of + 10 quality; will return safely to the user after being thrown up to 100’ away.
Suit of Helms
- (*) A helm, similar to the others, except that it has the following additional powers: it allows the wielder to cast ‘Dark Channels’ spells up to their own level even if they do not know the list (they must be spell users of Channeling, however). The helm also acts as a x4 power point enhancer, and gives off a continuous “Protection II” (-10 from enemy elemental attacks; + 10 to RR vs. all spell attacks). The helm transforms into a mithril circlet when placed on the head,but still protects as a full helm. It also allows the wearer to breathe underwater.
- Stole: floor length, of dark blue dyed leather, elaborately tooled: it provides the wearer with an enchanted field which subtracts 15 from all missile and melee attacks. The field can be activated at will.
- Mace: like the others except that it is +20.
- Boots: allow the wearer to walk on water as a “Routine” maneuver.
Suit of Swords
- Clear laen broadsword: + 25 bonus.
- Shimmering mithril chain armor: 17(-20) AT, in addition to any° bonuses.
- Composite bow: +20 quality.
- (*) Ring: allows the wearer to move with “haste” for four rounds per day, and will summon a great bird of Tirgoroth to him (at its speed-see detail of Tirgoroth, sec. 7.151) at need.
Ardor Citadel Captains
(in addition to or superceding regular troop issue)
- A red laen broadsword of +25 quality.
- (*) An Ardor cloakpin of unusual quality, having the following powers at the touch of one of the glass inlays:
- Communicate vocally with Valmorgûl (in an emergency, but it had better be good). Ten mile range.
- Communicate vocally with any of the other seven captains. One mile range.
- “Haste” four rounds, once per day.
- “Blur” for four rounds, once per day, giving the wearer a + 10 defensive bonus.
- “See Invisible” for four minutes (24 rounds), once per day.
- “Invisibility I’ radius”, once per week.
- “Levitation” once per week.
- “Leaving” once per day: allows user to teleport instantly up to 100’ away safely, provided there are no physical barriers in his line of travel.
- Composite bow of + 20 quality.
- Four Mirenna berries — Assume each captain to have one in his mouth ready to bite at need in battle, and so heal ten hits.
Abilities Chart
Court Member | Level | Hits | Melee Bonus |
Missile Bonus |
Armor Type |
Spell Bonus |
Power Points |
Race | Sex | Prof | Home |
---|---|---|---|---|---|---|---|---|---|---|---|
Suit of Staves | |||||||||||
Lord: Mornaur | 19 | 70 | +80 d | +40 d | 2 (-110) |
+19/+64 | (38×4) = 152 | Noldor | M | m | Ithilkir |
Lady: Sirnaur | 15 | 65 | +60 d | +15 d | 2 (-100) |
+15/+45 | (30×4) = 120 | Noldor | F | m | Naurlindol |
Knight: Valnaur | 11 | 100 | +120 s | +100 cb | 1 (-70) |
— | — | Silvan | M | f | Naurlindol |
Herald: Palandor | 8 | 65 | +30 d | –15 d | 2 (-100) |
+8/+30 | (24×4) = 96 | Sindar | M | m | Ithilkir |
Suit of Orbs | |||||||||||
Lord: Ardaron | 20 | 80 | +110 ma | +50 lb | 1 (-90) |
+20 | (60×4) = 240 | Noldor | M | me | Angkirya |
Lady: Tirial | 16 | 100 | +120 ma | +160 i | 1 (-120) |
+16 | (32×4) = 128 | Noldor | F | wm | Angkirya |
Knight: Valandor | 11 | 100 | +100 ma | +120 i | 1 (-100) |
+11 | (22×4) = 88 | Sindar | M | wm | Angkirya |
Herald: Arduin | 9 | 50 | +50 d | –15 d | 2 (-70) |
+9/+14 | (27×4) = 108 | Silvan | M | s | Menelcarca |
Suit of Helms | |||||||||||
Lord: Taurion | 19 | 110 | +100 m | +80 lc | 2 (-70) |
19 | (38×4) = 152 | Silvan | M | c | Aurax-Dûr |
Lady: Silion | 15 | 100 | +80 m | +50 lc | 2 (-70) |
15 | (30×4) = 120 | Noldor | F | c | Taurang |
Knight: Vallin | 13 | 140 | +160 m | +140 lc | 14 (-80) |
— | — | Sindar | M | f | Aurax-Dûr |
Herald: Sarkarxe | 8 | 80 | +100 m | +90 lc | 1 (-70) |
8 | (24×4) = 96 | Sindar | M | r | Taurang |
Suit of Swords | |||||||||||
Lord: Suldun | 20 | 150 | +180 s | +160 cb | 17 (-75) |
— | — | Noldor | M | f | Tirgoroth |
Lady: Elendor | 16 | 125 | +160 s | +160 cb | 17 (-70) |
— | — | Noldor | F | f | Tirgoroth |
Knight: Valsul | 12 | 120 | +140 s | +100 db | 17 (-70) |
— | — | Silvan | M | f | Mirisgroth |
Herald: Vairesul | 10 | 110 | +120 s | +100 cb | 1 (-70) |
— | — | Sindar | F | f | Tirgoroth |
The Cards of Ardana
Much lore has been written concerning the powers of the “Ardan Deck”, a set of cards with mystical properties- It should be stated here that there have been in fact two sets of the cards; the original deck, created with the aid of Morgoth himself included awesome powers, including allowing Court members to channel power directly from the Master, and otherwise tap the immense energies of the Dark Lord. With his fall, however, the original decks were rendered useless, as was true of all items wrought with his aid.
Ardana, however, utilizing the remnants of resources available to her, reforged the cards around S-A- 1300, during the reforming of the Court. It was just as well for many of the new members, who replaced lesser Lords fallen during the final conflict or during the interim, and whose card images were now, of course, useless. These younger Lords then had card-images constructed for them, enhancing their personal powers greatly.
Before the powers of the new Ardan Deck are discussed, perhaps a description of their physical appearance is in order.
The full Ardan Deck (of which there are approximately 24 copies: one for each of the High Lords of Ardor, and several spares) consists of two parts- The larger section is very similar to decks of cards used widely for games and fortune-telling throughout the land, consisting of four ‘suits’, each having numbered cards one (or ‘ace’) to ten, and three or four ‘Court’ cards. The suits bear the symbols of orbs, staves, swords and helms- (These suits representing respectively: earth/mentalism; fire/essence; air/arms; and water/channeling.) Also, to more closely suit her needs, she adapted the common ‘jack’,‘Queen’, ‘King’ Court cards into ‘Herald’, ‘Knight’, ‘Lady’, and ‘Lord’. All of the Court cards bear the pictures images of the Lesser Lords and Ladies of the Court.
The other section of the Deck differs more radically from common decks. It consists of 21 cards, numbered ‘0’ to ‘20’. They actually bear little relationship to the other cards, and have names even more arcane. They also bear the the images of the High Lords of Ardor, as well as mythical places, and key celestial objects. For a list of the twenty-two ‘Images’, as they are called, and the people and things they depict, see below.
The cards are all fashioned of a smooth, white substance with a flat finish, resembling the pasteboard of which most cards are made- However, these are of Shaalk: much more resilient, indeed, nearly indestructible, yet light and thin. The Ardan cards are half again as large as most decks, and are beautifully executed in color and detail. Each Deck is stored in a finely made, padded wood box when not in use.
Powers
The most widely used and commonly known power of the cards is communication. When wishing to speak to any other member of the Court, all one needs to do is to pull that person’s (say, Valkrist’s) card from the deck, stare at the image, concentrating on Valkrist (calling the name has been known to help). The card will grow cold to the touch, and the image on the card (if Valkrist is willing to answer) will shift to reveal Valkrist as he is currently (in dress and environment). One can now hold a verbal conversation with Valkrist. It is important to note that, unless he pulls out his card of you (assuming of course, that you are one of the Lords of Ardor, and have a card), and looks into it, he cannot see you or your surroundings; he can only hear your voice. Also, if he does not want to reply to the summons, he need not. The card will grow chill, but the image will remain fixed, and the caller is left unaware of his location and actions. If, on the other hand, Valkrist were dead or in a place where magic did not function (the cards’ powers fall under ‘essence’), the card would not even grow cold. Since all of the Lords and Ladies are of immortal blood and do not sleep, only slip into a restful ‘trance’ every day or so, the question of awakening someone with a card summons does not arise. They can be summoned out of the trance, if they so desire.
Gamemaster Note The powers of the Cards may be enhanced or cut back, as you see fit to adapt the power of the Court to the level of your campaign, for as can be seen, utilized carefully, they are an awesome tool of the Court even as they are now. They should be used with care.
Another, more rarely used power of the the cards is enhanced channeling skill, the ability to use the powers/spells of others. The cards not only provide excellent communication between Lords, but also grant both parties the equivalent of 20 channelling skill levels ( + 70). Note that this applies only to spell users; not those of Arms. Of course, even with these aids, the process of channelling is quite hazardous to both parties, and is only attempted in ‘emergency’ situations. Note also that the cards are a boon to Mentalists, who require mental contact before utilizing many of their power transfer, and movement spells.
The Trumps of the Ardan Deck
Card | Name | Card Image |
---|---|---|
0 | The Fool | Curubor (aka Persuvious) |
1 | The Magician | Valmorgûl |
2 | The Sorceress | Rilia |
3 | The Lady | Ardana |
4 | The Lord | Morthaur |
5 | The High Priest | Gorthaur |
6 | The Harper | Linsûl |
7 | The Messenger | Sûlherok |
8 | The Lord of Arms | Valkrist |
9 | The Scholar | Khelekar |
10 | The Monk | Cambragol |
11 | The Stargazer | Ardûval |
12 | The Mirror | * Inactive (Male Fëatur) |
13 | The Thief | Valglin |
14 | The Mind Master | Female Fëatur |
15 | The Lord Demon | Morfuin |
16 | The Tower | Inactive (Camring) |
17 | The Star | Inactive (Morelen) |
18 | The Moon | Inactive (Taurclax) |
19 | The Sun | Inactive (Yavëkamba) |
20 | Arda | Inactive (Airatano, aka Lesh-Y) |
* The mirror card usually depicts a blonde person gazing into a mirror-like basin of water, which reflects the person’s image perfectly. The person resembles Fëatur. By utilizing skills even Ardana does not suspect, (the male) Fëatur has altered the Ardan decks so that this card will sometimes appear identical to “The Illusionist”. This card will contact the male Fëatur, while the real “Illusionist” will contact the female only. Ardana is not aware of the strange properties of “The Mirror” and assumes, with the rest of the Court, that it is a dummy card with only symbolic meaning, like the Sun, Moon, etc.
0. Darkness; the Citadel of Ardor | ||
A. Ardana* (Mistress of Ardor) | ||
B. Valmorgûl* (High Warden of the Tower) | ||
C. Morthaur* | ||
D. Morfuin* | ||
1. Morelen | ||
I. Fire (Staves) | ||
A. Naurlindol (Mistress: Rilia*) | ||
1. Linsûl | ||
2. Valglin | ||
3. Lady of Staves (Sirnaur) | ||
4. Knight of Staves (Valnaur) | ||
B. Ithilkir (Master: Airatano*) | ||
1. Lord of Staves (Mornaur) | ||
2. Herald of Staves (Palandor) | ||
II. Water (Helms) | ||
A. Aurax-Dûr (Master: Gorthaur*) | ||
1. Camring | ||
2. Lord of Helms (Taurion) | ||
3. Knight of Helms (Vallin) | ||
B. Taurang (Master: Taurclax*) | ||
1. Khelekar | ||
2. Lady of Helms (Silion) | ||
3. Herald of Helms (Sarkarxë) | ||
III. Earth (Orbs) | ||
A. Angkirya (Mistress: Fëatur*) | ||
1. Yavëkamba | ||
2. Lord of Orbs (Ardaron) | ||
3. Knight of Orbs (Valandor) | ||
B. Menelcarca (Master: Ardûval*) | ||
1. Lady of Orbs (Tirial) | ||
2. Herald of Orbs (Arduin) | ||
IV. Air (Swords) | ||
A. Tirgoroth (Master: Valkrist*) | ||
1. Sûlherok | ||
2. Lord of Swords (Sûldun) | ||
3. Lady of Swords (Elendor) | ||
4. Herald of Swords (Vairesûl) | ||
B. Mirisgroth (Master: Cambragol*) | ||
1. Curubor | ||
2. Knight of Swords (Valsûl) |
* indicates Ardan Council member.
Other organizations of note
During the great migrations of the Elves to Valinor from the East, many strayed from the road. Among them was a small group of the fairest Elves, one most creatively inclined. These Elves came at last to the Mûmakan area and settled throughout. Many were possessed of great essence and men- talism aptitudes, and founded organizations, some of which survive yet. One such is the Darin Tesarath. Others are not as they once were, being mere phantoms of their former magnificence. Two of the latter are the Guild of Elements and the cult of Ty-Ar-Rana. These, and the artifacts that they left behind, still influence the people and events of southwestern Middle-earth.
Darin Tesarath
Founded in the late First Age by Fëatur, the Darin Tesarath (translates roughly to “Sisters of the Mind” in Veyus, the Mentalist’s tongue) is a secular organization made up entirely of Elven women who have talents related at least partially to the ways of Mentalism, thus including Astrologers and Mystics, as well as pure Mentalists, Seers and Lay Healers. The Tesarath University and focus of the organization is on the small island of Tharin, in the Koros Bay. It is here that the women are training in refining their skills, under the rigid codes of the “Sisterhood”. Initiates usually spend 10 – 20 years (nothing to an Elf) or more as a student, and either remain as an instructor or depart to seek their fortune-and fortune is an appropriate word, for Tesarath training is highly acclaimed, producing the most disciplined minds, and graduates can demand high fees for their services of information gathering and verification.
Even sisters who leave Tharin are still tied to their school, however. Tharin is also the home of the Tesarath Council, interpreting the code of the Sisterhood, as well as deciding policy. Graduates are bound by a lifelong code of honor, and if convicted of a violation, punishment is severe. There is also an annual conclave on Tharin; all students, past and present, are invited.
This is all fine, of course, but the true purpose of the Darin Tesarath is somewhat more insidious. It is a vast information network supplying intelligence from a range of sources to Fëatur; for, although sisters vow never to reveal professional consultations to outsiders, they report fully to their superior.
Full time students, and graduates while acting in their professional capacity, wear voluminous black, hooded robes with long, wide sleeves. They are completely unadorned, but conceal a variety of defenses, usually including a garrote, and a stiletto, both of which most sisters are trained in. Many others are versed in the ways of Martial Arts, and command a variety of lethal throwing arms. The Darin Tesarath maintains an office in all of the major cities in the Mûmakan area, in addition to the many sisters who have set up shop independently. To the general public, the reputation of the Sisterhood is impeccable.
Ty-Ar-Rana
Led by a trio of regal Noldor who chose to be known to most as simply “The Three”, the people of Arana settled in Geshaan, and built many sophisticated structures of metal and stone, all very beautiful and magical. The leaders of the Arana are worthy of special note; all three had a similar appearance — tall, even among the Elves and high Edain, muscular of build, tanned skin, and eyes emerald green flecked with silver. The most interesting facet of their appearance, however, was their hair: dark red, almost mahogany in color, extremely rare among the Eldar race. They were two men and a woman, the Eldest: Lyaan, seven feet in height, wore his hair parted in the middle and sweeping back to fall at the base of his neck. He led the Three in power of mind. The woman, Lysa, 6’4” tall, allowed her hair to grow to just below her shoulders. She was the most perceptive of the three, and saw far. Youngest was Lyrin, 6’7” tall, who kept his auburn locks trimmed to the tops of his ears, and layered around the back. He was most skilled in the arts of unarmed combat (although all three had powers com- 26 parable to lords of the Warrior-monks).
The people of Arana existed happily for many years in their peaceful lands. However, over the centuries of the First Age, most were slowly drawn away from the secluded vale of their settlement and the solitude it offered, to either sail to the West or pursue aspirations elsewhere. By the time of the death of the Two Trees only the Three and a few dozen adherents remained, a tiny fraction of the original populace.
It was in the first years of the Sun that (the male) Fëatur, wandering aimlessly in the forests of Geshaan after his pardon by the Valar, encountered Lyrin, and a great friendship was born. Lyrin took Fëatur to one of the metal and stone structures which served as an entrance to the complex known as Ty-Ar-Rana. There he met Lysa and Lyaan; and a plan formed in his mind. He told the Three of his past, and asked for their help against Ardor. After much debate they acquiesced to aid him in his plan. So was born the Tyar religion, although they had originally not meant to be priests, only advisors. But the growing population of Geshaan, the race of Men, was young and had wondered already at the strange temple-like structures of the Arana, thinking them works of the gods. Naturally, when the Three first emerged before an assembly of men, auras ablaze, the primitive mortals reacted with fear and awe. The former feeling faded with time; the latter never did. The Three taught the will of Eru, “The One”, and the way of Light. So did they earn the hatred of Ardor, as their following grew with the years; and the realm of Geshaan grew rich and powerful under their guidance.
Then came the battle at the Citadel of Ardor to stop the terrible Ritual. The Three went to aid the cause, and two fell. Although, so great was their power that they lived again and returned to their home at Ty-Ar-Rana, this was to signal their decline. Only a few years later — when the change which accompanied the final overthrow of Morgoth devastated the population of Geshaan and turned most of it into an uninhabitable swamp, virtually cutting Ty-Ar-Rana off from the world — it is said that the Three departed the world at last, weary and seeking rest in the Undying Lands. Lyaan and Lysa were seen to depart on a grey ship of the Elves, but Lyrin, who did not fall at the Citadel, was not seen. It is rumored that he walks the subterranean corridors of Ty-Ar-Rana still, and wanders the misty swamps of Geshaan.
The Three of Ty-Ar-Rana each had items of power to aid them, and augment their already awesome mental abilities. Called the Thaen stones (pronounced “thane”) they were placed in different settings, so as to best serve the wearer. All of the Thaen stones resembled shimmering opals, and glowed more brightly with prismatic light as their power was tapped. All were set in jewelry of platinum.
The Rings of Lyaan
The Rings of Lyaan are identical rings, set with one round stone each. (Lyaan tended to hold his clenched fists to his temples when using spells of great power)
Powers
- x6 power point enhancer (mentalism);
- Creates an aura, +30 to combat defense;
- Add 30 to roll when computing RR versus Mind Attack, Control, or information type spells.
The Tiara of Lysa
The Tiara of Lysa is a simple tiara, open across the back and worn across the upper forehead; it held, suspended on either side a teardrop shaped Thaen stone, attached on short chains so that they laid lightly against the wearer’s temples.
Powers
- x6 power point multiplier (mentalism-seer);
- Triple range on all information type spells;
- Creates an aura, +30 to combat defense.
The Earrings of Lyrin
The Earrings of Lyrin are two small Thaen stones set in simple stud earrings, which he wore through pierced ear lobes.
Powers
- x6 power point multiplier (essence-monk);
- Creates an aura, +30 to combat defense;
- Ability to move with “haste” at will with no ill effects (throw a spell every round, and engage movement/combat in the same round)
In truth, Lyrin is a member of the Guild of Elements now (see below), and aids Laurre and Klaen in their work against the Court of Ardor. Lyaan and Lysa have indeed sailed into the West, along with all of the remaining inhabitants of Ty-Ar-Rana. The complex is hidden in the jungle/swamp of Geshaan, deserted and lost from memory, although the items of Lysa and Lyaan are there still, in secret places. See Ty-Ar-Rana layouts, sec. 7.2, and Lyrin’s powers, sec. 6.332.
The Guild of Elements
History
The origins of the Guild are shrouded in the uncertainty which clouds many events in the First Age. The few surviving records which tell of the Three of Ty-Ar-Rana and the beginnings of the Darin Tesarath are silent on the subject of the Guild. Rumors, however, abound. Ruins there are too, scattered all about the Mûmakan in hidden vales and glades, seemingly placed without pattern or purpose. None are large, and although some are more complex than others all have a common central element: a pentagonal platform of bluish granite (see yellowish pentagons on color map), a five pointed star inlaid in the top surface of it — the inlay being of some very hard, clear glass (or Laen), in six pieces. The platform varies in size, from 10’ to 50’ across, and of all the objects in any given site is invariably undamaged or worn. Anyone touching the platform will quickly realize its magical nature, for it is warm and gives off a faint humming vibration. When activated by items of the Guild, the platform glows specific colors:
# | Color | Element |
---|---|---|
1. | Red | Fire |
2. | Light Blue | Air |
3. | Dark Blue | Water |
4. | Green | Earth |
5. | White | Light |
The center varies, shifting continually.
The five colors signify the four Alchemical elements, and light. Artifacts of the Guild are usually keyed to one of the five elements, and can range tremendously in power (see 6.333).
According to popular belief, the Guild was organized early in the Years of the Sun by five Elven Lords. Its purpose was apparent partially as a tribute to the Valar, and to organize resistance to the forces of darkness. So the Guild flourished for several centuries, eventually forming an alliance with other organizations to combat, now more specifically, the coalescing Ardan Court. This was the time of greatest power for the Guild, as it had many members, and possessed artifacts created by Chrys Menelrana one of the founding five and an exiled Noldor lord who learned much of forging in the Undying Lands. The techniques and powers at his disposal in forging are now lost in Middle-earth.
The attack of the Luingon alliance upon the Citadel of Ardor (simultaneous, in fact, with attacks on several other Ardan holds) saw the end of many powerful lords, including four of the founding five. But a few years later came the War of Wrath: the fall of Morgoth, the changing of Middle-earth, and the disruption of Ardor’s power base. Many believed it was the end of organized evil forces in the world. Chrys, however, saw farther than most and perceived the danger of Ardor rising again. Early in the Second Age he supervised the construction of nine secret places, each adjacent to one of the now abandoned or minimally staffed places of Ardor, with secret access to those holds. He thus founded the organization known as simply “The Watchers” to man the installations and monitor any activities of remnants of the Court — to ensure that it did not rise again. Then, after setting his son Laurre in charge of the Watchers and placing many of the artifacts of the Guild in secret vaults in the pentagrams and the watcher installations for future use, he sailed into the Undying Lands, his exile lifted due to his labors against the Black Enemy.
The Watchers continued diligently in their task for many years, but in S.A. 755 Laurre vanished without trace, and after several decades their vigilance failed. One by one the installations were sealed. For nearly a thousand years the ways were unguarded, and at this time the Lords of the Court began their return. Then, at last (the male) Fëatur and Lyrin discovered Laurre trapped in a magical sleep at Ty-Ar-Rana and freed him. The three forged an alliance and elected to re-establish the Guild of Old, for its time had come again. But Elves and Men of Power for the cause of good were few and scattered, so it was decided that the Guild should be a secret organization so as not to alert Ardor. Thus it was only five: Fëatur, Laurre, Lyrin, Eldarion (a magician), and Rána (a Healer) who arose to stand against the Court. They moved covertly, foiling many an Ardan plot, although in many things they lacked the power of Old; they watched the destruction of Dirsûlinor, totally helpless. The fall of Eldarion in T.A. 1120 was a severe blow, simply in his loss, for he was wise and powerful. Rilia, being no fool, realized that something was afoot since Eldarion was able to enter Naurlindol unnoticed. She (rightly) feared the return of the Guild, but was unable to convince the Council of any danger, primarily because of Fëatur’s (the male attended this meeting, disguised as his sister, of course) derision and scorn for her concern. If she had only known that it was indeed a lord of the Guild who so spoke to her…
At any rate, Klaen the Bard was chosen to replace Eldarion, due to his great information-gathering talents and his ability to be unnoticed.
Slowly the situation began to deteriorate, despite the best efforts of the Five, and they perceived that the next Eclipse was near. Awakening the infant Moran, they prepared for the final crisis.
Lords of the Guild of Elements
- Laurre Menelrana
A Noldor prince and the last of his house, Laurre is also the most powerful warrior-lord in the area, although his skills are rarely tested anymore. Standing 6′4″ tall with cobalt blue eyes and the golden-blond hair of his fair mother, Laurre exudes a youthful niavete which belies his cunning mind and deadly hand in battle. Of Fire in the Order, he wields the flaming Holy blade Kirlhach. Laurre tends to wear average fighting clothes of deep red or golden-yellow, and rarely leaves his manor house in the vale of Tumlinde, except at great need. The house is built upon a Guild of Elements ruin, and there is a small pentagram platform in the walled garden behind the house.
- Lyrin
see sec. 6.42 for his description. In manner he is boyish and amazingly carefree for his age and past sufferings, although he takes his responsibilities within the Guild with utmost seriousness, and would fight to the death without hesitation if he believed it necesary. Lyrin is of Air within the Guild.
- Klaen
Wearing a perpetual, wry smirk, and continually brushing his sandy brown hair back from his eyes, Klaen is Laurre’s antithesis- 6′6″ tall and very slender, he tends to slouch or lean against any available support, eyes shut (or nearly so). In typical bardic fashion, he uses this seeming nonchalance to disarm others around him, perhaps inspiring them to say things they might not other wise. Those who have felt his intent gaze, however, realize the full potential of Klaen’s driving will. In truth, Klaen is the bastard son of Gorthaur and a poor, captured Eldarin maiden who helped her son escape from Aurax-Dûr, at the cost of her own life. The bard has vowed vengeance for his mother’s death, and intends to kill Gorthaur himself. Forced to leave most of his extensive wardrobe at Tumlinde, Klaen usually dons unobtrusive clothing in shades of green. Of the five lords of the Guild, Klaen was chosen to be the ‘guardian’ of the Company because of his ability to remain unobtrusive; as well as his vast geographic and cultural knowledge. Klaen is of Water within the Guild, and has items with powers over that element.
- Rána
A Sindarin Elf with black curly hair, Rána is 6′8″ tall and slender, yet fairly muscular of build- Despite the sometimes grim nature of his profession as a Healer, he is lighthearted of demeanor, and his slow, deep voice, youthful face, and seeming lack of coordination seem to contradict his quick mind and true sensitivity. It is Rána who would appear to heal a wounded PC should others be willing to sacrifice stat points (or something comparable) to channel power and bring him to a pentagram. It would be only at such places that Rána could even act. Normally he stays at Laurre’s manor unless his talents are sorely needed by those fighting against Ardor. He has been known after an an attack or raid by an enemy to appear unlooked-for at healing houses in Koronande, Tuktan or Hathor, heal the wounded and vanish as quickly as he had come. Of ‘Earth’, Rána wears green and brown, usually in the form of a tunic, pants and high boots, or a full length hooded robe.
- Fëatur
See Lords of Ardor, sec 6.212 for physical details. Of ‘Light’ in the Guild, Fëatur wears white trimmed with gold usually in the form of an open silk tunic with half sleeves, white pants, and gold sandals, in short the antithesis of his usual drab black-robed garb worn in the Court. He also has gold wrist bracers. about 3” wide, with magical properties to aid him in his martial arts skills. The most introspective of the five, he smiles rarely, and when he does there is a touch of irony. There also appear lines about his eyes and mouth that no Elf would normally have. He wears an aura of impending doom like a dark cloak, seeking now only the completion of his quest and a return to the Undying Lands, which can only be achieved through the destruction of the Court and, of course, his sister.
Powers of the Lords of the Guild
Laurre Menelrana
- Profession: Fighter
- Level: 33
- Hits: 150
- Melee Bonus: +220/180 (2x hits)
- Missile Bonus: +190
- Armor Type: 17 (-110)
- Spell Bonus: +20; Firebolt +85
- Race: Noldor
- Power Points: (66×3) = 198
Stats | # | Stats | # |
---|---|---|---|
ST | 101 | CO | 100 |
QU | 100 | AG | 99 |
EM | 85 | SD | 96 |
IN | 98 | RE | 94 |
PR | 100 | ME | 82 |
Spell Lists (and level known)
- Channeling:
- Light’s Way (to 5th)
- Purifications (to 5th)
- Barrier Law (to 5th)
- Concussion’s Ways (to 5th)
Magic Items
- Kirlhach: + 30; clear laen with gold and mithril hilts; “Holy” blade; of changing (1-handed broadsword; 2-H sword); fires a stream of flame on command, 100’as “Firebolt”, x5 hits, up to 5x a day; flames on command, delivering a heat critical in addition to normal critical and of equal severity- Provides heat and cold immunity; highly intelligent; and can also cast “Haste
X” 1x/day, “Stun Relief III” 3x/day, and speaks mentally to the wielder. An Artifact of the Guild. - Armor: mithril scales; very light but protective; encumbers only as AT 6; protects as AT 17(-40)
- Circlet: mithril; protects head as a helm; adds + 30 to wearer’s RR vs mental attack/control.
- Ring: Guild of Elements, also casts “Strength II” 3x/day (lasts 6 rounds, gives 2x damage and +10 to hit — included in stats above).
- Neck chain: gold with fire opal pendant; teleports L- to Rána’s side if he is struck down in battle; also auto-lifekeeping, triggered by L.‘s system shock.
- Cloak: black, hooded; changes color on mental command; + 30 to hiding; casts invisibility at will up to 1x/rnd.
- Longbow: + 30; white wood; 2x normal damage (hits); double the normal range.
- 10 Arrows: “Of Slaying” Evil users of Channeling.
- Boots: water/limb/stonerunning (at will);.+ 30 to climbing.
- Shield: mithril; + 20 to defense; weightless; acts as + 30 “Spell Shield”.
- Orb: 4” diameter crystal, allows contact with any of the four orbs of the Guild Lords, 1x/5 days.
Misc. Equipment
- 10 mithril pieces
Healing Herbs
- 20 Mirenna
- 1 Telperion
- 1 Arduvaar
- 2 Anserke
Pertinent Abilities
- Climb: +100
- Stalk/Hide: +120
- Perception: +90
Adrenal Maneuvers
- Leaping: +70
- Landing: +70
- Balance: +70
Personal Appearance
- Eyes: Blue
- Hair: Golden Blond/layer
- Build: Muscular
- Height: 6′4″
- Skin: Tanned
- Demeanor: Naive, Altruistic
- Dress: Red or Yellow/robes or Tunic
- True Attitude: Shrewd, cunning
Lyrin
- Profession: Monk
- Level: 35
- Hits: 150
- Melee Bonus: +150; 3x hits\
- Missile Bonus: +200
- Armor Type: 1 (−150÷200 when using “dodging”)
- Spell Bonus: +20
- Race: Noldor
- Power Points: (105×6) = 630
* Lyrin has mastered the highest levels of expertise in both basic realms of unarmed combat (‘strikes’, and ‘sweeps and throws’), and he gains 3x hits while using the Monk spell “Strength III”.
Stats | # | Stats | # |
---|---|---|---|
ST | 100 | CO | 100 |
QU | 100 | AG | 101 |
EM | 100 | SD | 89 |
IN | 87 | RE | 84 |
PR | 100 | ME | 73 |
Spell Lists (and level known)
- All Monk base lists to 30th
Magic Items
- Earrings of Lyrin: (see sec. 6.32 for specific powers).
- Bracers: +30; mithril.
- Monk’s tunic and pants: green; changes to any color at will.
- Headband: leather: protects wearer’s head as a full helm.
- Cloak: full length; brown; will turn Lyrin invisible at will up to 1 x/rnd.
- Ring: Guild of Elements.
- Orb: 4” diameter crystal, allows contact with any of the four orbs of the Guild Lords, 1x/5
- Ikasha: (multibladed throwing weapon, strikes as a short sword) +25; blue tarn; returns to Lyrin instantly after it is thrown.
Misc. Equipment
- Laen piece to vault in Ty-Ar-Rana
- Small notebook
Healing Herbs
- 20 Mirenna
- 5 Harfy
- 1 Naza
- 1 Laurelin
Pertinent Abilities
- Climb: +75
- Stalk/Hide: +100
- Perception: +60
- Ambush: +/-10
Adrenal Maneuvers
- Leaping: +100
- Landing: +100
- Balance: +100
Personal Appearance
- Eyes: Green
- Hair: Dark red
- Build: Muscular
- Height: 6′7″
- Skin: Tanned
- Demeanor: Boyishly cheerful
- Dress: Simple tunic/pants
- True Attitude: Relaxed; dedicated
Klaen

- Profession: Bard
- Level: 22
- Hits: 100
- Melee Bonus: +120
- Missile Bonus: +130
- Armor Type: 20 (-55)
- Spell Bonus: +20; Shockbolt +85
- Race: Noldor/Sindar
- Power Points: (88×5) = 440
Stats | # | Stats | # |
---|---|---|---|
ST | 99 | CO | 99 |
QU | 101 | AG | 100 |
EM | 84 | SD | 81 |
IN | 96 | RE | 89 |
PR | 102 | ME | 99 |
Spell Lists (and level known)
- All Bardic Base Lists (to 20th)
- Other Mentalist:
- Mind Mastery (to 10th)
- Mind’s Door (to 10th)
- Self-Healing (to 10th)
- Brillianee (to 10th)
- Cloaking (to 10th)
- Anticipations (to 10th)
- Damage Resistance (to 10th)
- Delving (to 5th)
Magic Items
- Blade of Inaril: + 30; mithril broadsword; “Of Slaying” Orcs and Dark Priests; glows within 100’ of Orcs, 300’ of Dark Priests; very intelligent.
- Vallir’s Collar: plain leather collar except for pentagon-shaped mithril clasp in back, creates defensive field around wearer as if he were wearing full plate, including helm (AT 20), with no encumberance or spell hindrance. Useable 3x/day, lasting 15 rounds. Treat as AT 20 or AT 1, whichever is most advantageous to K- vs, elemental Spell attacks. Treat as metal armor vs. base attacks. The field is visible as a faint aura, which crackles and sparks when struck.
- Bracer: also plain leather, creates a powerful shimmering “Shield”/“Spell Shield” at will. –30 to DB and spell RRs.
- Longbow: +30.
- Lockpick kit: +20 to most locks.
- Dagger: mithril, +20
- Elven Cloak: grey/changes; + 30 to hiding.
- Boots: + 30 to climbing.
- Elven Ring: mithril with Amethyst; casts “Haste X” 1x/day; also x5 PP enhancer (Bardic); allows access to Closed Mentalist lists by Bards.
- Ring: Guild of Elements.
- Orb: 4” diameter crystal, allows contact (visual and audio) with any of the other four orbs of the Guild Lords, 1x/5 days.
Misc. Equipment
- 60 gp
- 5 mithril pieces
Healing Herbs
- 25 Mirenna
- 2 Olvar
- 1 Laurre
Pertinent Abilities
- Climb: +90
- Stalk/Hide: +90
- Locks: +60
- Perception: +50
- Ambush: +/-5
Adrenal Maneuvers
- Landing: +50
- Strength: +50
- Balance: +40
Personal Appearance
- Eyes: Blue
- Hair: Brown/layered
- Build: Slender
- Height: 6′6″
- Skin: Tanned
- Demeanor: Bored, impassive
- Dress: Varies, depends on situation
- True Attitude: Wary, always alert
Rána
- Profession: Healer
- Level: 36
- Hits: 150
- Melee Bonus: +120
- Missile Bonus: +100
- Armor Type: 15 (-90)
- Spell Bonus: +20
- Race: Sindarin
- Power Points: (108×5) = 540
Stats | # | Stats | # |
---|---|---|---|
ST | 99 | CO | 101 |
QU | 100 | AG | 98 |
EM | 97 | SD | 65 |
IN | 100 | RE | 79 |
PR | 96 | ME | 92 |
Spell Lists (and level known)
- All Base Healer (to 30th)
- Other Channeling:
- Blood Law (to 20th)
- Bone Law (to 20th)
- Organ Law (to 20th)
- Muscle Law (to 20th)
- Nerve Law (to 20th)
- Concussion’s Ways (to 30th)
- Purification (to 20th)
- Spell Defense (to 20th)
- Lofty Movements (to 30th)
- Weather Ways (to 30th)
- Light’s Way (to 25th)
Magic Items
- Broadsword: + 25;mithril with green laen edge; mithril glows within 300’ of Ores, Trolls, Evil Priests; “of slaying” Orcs.
- Armor: Green Dragonskin, very light, beautiful irridescent green. Protects as AT 15(-20) while encumbering only as AT 5- Rana usually wears it under an over-robe or tunic.
- Shield: green steel, + 20 to defense.
- Elven longbow: +25.
- Bracelet: mithril with wood and green laen inlay; x5 PP enhancer (Healer only) and heals 1 hit/rnd on wearer automatically until all are off (alternatively, will stop 1 hit/rnd bleeding). Guild Artifact.
- Ring: of the Guild of Elements.
- Orb: 4” diameter crystal; allows contact with any of the four orbs of the Guild Lords, 1x/5 days.
- Cloak: dark brown; casts invisibility on wearer at will up to 5x/day.
Misc. Equipment
- 50 gp (travelling money)
Healing Herbs
- 40 Mirenna
- 2 Winclamit
- 4 Yavethalion
- 8 Vessin
- 2 Jojojopo
- 6 Anserke (already in paste)
- 2 Fraw
- 2 Degiik
- 2 Olvar
- 1 Oiolosse
- 1 Laurelin
- 1 Lestagii
- 3 Shen
- 2 Arduvaar
- 2 Naza
- 5 Zulzendura
Pertinent Abilities
- Climb: +50
- Perception: +50
Adrenal Maneuvers
- Landing: +50
- Balance: +40
Personal Appearance
- Eyes: Light brown/hazel
- Hair: Black/curly
- Build: Light muscular
- Height: 6′8″
- Skin: Tanned
- Demeanor: Cheerful, lighthearted (slow-witted)
- Dress: Brown and green robes/tunic and pants
- True Attitude: Intelligent, sensitive
(The Male) Fëatur
- Profession: Mentalist
- Level: 36
- Hits: 130
- Melee Bonus: +130
- Missile Bonus: +120
- Armor Type: 1 (-120)
- Spell Bonus: +20
- Race: Noldor
- Power Points: (108×5) = 540
Stats | # | Stats | # |
---|---|---|---|
ST | 100 | CO | 99 |
QU | 101 | AG | 100 |
EM | 99 | SD | 87 |
IN | 86 | RE | 96 |
PR | 101 | ME | 99 |
Spell Lists (and level known)
- All Base Mentalist Lists (to 30th)
- Other Mentalist:
- Mind Mastery (to 20th)
- Telekinesis (to 20th)
- Mind’s Door (to 30th)
- Cloaking (to 25th)
- Damage Resistance (to 20th)
- Movement (to 25th)
Magic Items
- Pendant: gold chain with suspended crystal orb I” in diameter; allows free use of Mentalist “Brilliance” list to 30th level; x5 Mentalist PP enhancer; creates enhanced “Blur” at will (-30 to DB).
- Kynac: + 30 (equiv. + 45 rapier); clear laen.
- Headband: gold circlet; protects head as a helm; also provides wearer with a continuous “Mirror-mind”.
- Bracers: mithril; for martial arts defense.
- Ring: mithril set with Amethyst; given by the Valar, it is Fëatur’s defense against discovery by the Court. It is invisible while worn.
- Belt: leather; enhances DB by –30.
- Ring: Guild of Elements.
- Orb: 4” diameter crystal, allows contact with any of the four orbs of the Guild Lords, 1x/5 days.
- Cloak: black, full length; casts invisibility on wearer up to 1x/rnd.
Misc. Equipment
- 30 gp
- Darin Tesarath robes
Healing Herbs
- 20 Mirenna
- 2 Olvar
- 1 Laurre
- 3 Harfy
Pertinent Abilities
- Climb: +80
- Stalk/Hide: +100
- Perception: +110
- Ambush: +/-10
Adrenal Maneuvers
- Leaping: +60
- Landing: +90
- Strength: +70
- Balance: +70
Personal Appearance
- Eyes: Blue
- Hair: Golden blonde
- Build: Slender, yet muscular
- Height: 6′2″
- Skin: Tanned
- Demeanor: Grim, wry
- Dress: White tunic/pants; black robes
Gamesmaster Note
The Five of the Guild of Elements are obviously present to aid the PC’s in their quest, and how deeply involved they are in play is, of course, at the gamesmaster’s discretion. However, let it be noted that beings of such power (above 20th level “Lord” status) do not go roaming about unnoticed. It may be suggested that they only appear on rare occasions to render advice, or perhaps even wait for the PC’s to come to them, and even then offer limited help, maybe via cryptic information. Even Klaen should be used sparingly, and if he travels with the group his true powers should not be used except in an absolute crisis. Also, he should feign ignorance of some things, forcing the PC’s to figure problems out on their own whenever possible. Groups (ideally) should not grow dependant on a NPC to get them out of a scrape.
Artifacts of the Guild of Elements
The Pentagrams themselves
It should be noted that the pentagrams are very old and very powerful. the following are suggested powers to be tapped by PC’s possessing keyed Guild Artifacts.
- Teleport: from one platform to another (must have physically been to both).
- Sanctuary: protections (maybe extent dependant on size of pentagram) from evil attacks; maybe enhanced power points while on the platform.
- Healing powers (or summoning Rana): drain temporary stats to channel power and summon/heal.
- Limited communing (maybe only with Laurre or another Guild lord in a spectral form).
The pentagrams also each function as a vault. The central pentagonal section, a solid pillar, can be made to rise up 5’. Embedded in its magical glass (and invisible from above when the pillar is down) can be any number of artifacts of the Guild. They can only be retrieved by someone of the correct profession to use them, and one who plans to use them to combat evil (the Court). For these people, the glass is insubstantial and their hand passes right through.
Places of the Watchers
All doors to the places are identical, although their location and positioning may vary. The door is pentagonal in shape, and its five 3” thick bluish-steel sections pivot back from the center and fold flush with the doorframe (like a camera lens). Beyond is a tunnel, lit at 20’ intervals by 2 parallel vertical glass rods set into either side of the corridor, which come alight when anyone passes the preceding pair, and extinguish after they pass the succeeding pair. At the end adjacent to the hold is an identical door, and ten feet beyond, a secret door of superior construction. Both pentagonal doors are of an alloy containing kregora, and are immune to all magical, channeling and mental attack/manipulation. Walls of the same metal extend in a fifty-foot radius around each door (where possible) preventing access to their mechanism and easy tunneling around them. All doors, including the secret ones, open only to one holding an artifact of the Guild (see below).
Artifacts
- Rings
Five-sided, each ring has a rectangular glass inlay on each side, tinted one of the five colors of the Guild- They should be relatively accessible (for Guild artifacts), and serve no function except to locate Watcher’s entries and other Guild artifacts, glowing more brightly as one nears such (starting at about five miles for a door or pentagram; much less for an item). They also open the doors: held forth, five beams of light fire from the ring, each of the five colors, converging on the center of the door as a white beam which shoots out along the five door seams- The door and portal glow dimly for an instant, and the door opens. It must be closed by the same method. Note that someone captured and forced to try and open the doors cannot, as the ring can “sense” the wearer’s agitated state. Rings operate pentagram platforms as well. All Guild artifacts have the powers of the rings, as well as any others peculiar to them- Below are five of the most powerful Guild artifacts, all lost or stored somewhere.
- Ringlin’s Axe (Earth)
+25 handaxe, green laen head, indestructible brown wood handle;
Throw and return 50’ (without penalty);
Of slaying vs- Demons;
Glows within 500’ of Demons;- Sword of Talan (Water)
+25 to hit blue laen sword, with mithril hilts;
Delivers cold criticals same as and in addition to regular critical;
Provides immunity to all natural and Spell cold;
Allows holder to walk and run on calm water effortlessly;
Defender: allows user to parry at full value one opponent even while “Stunned” or “Stunned without ability to parry”.- Headband of Elerior (Air)
x5 power point enhancer (Mentalism);
Protects head as a helm, with no penalty;
Continuous “Mirrormind” (reflects mental attacks back on
attacker);
Doubles range on all base Mentalism “Presence” spells;
Aura, triggered on mental command, provides additional –25 to AT
(but is flashy and may attract attention);
A fine mithril circlet set with a single pale saphire, it magically fits
any humanoid head.- Bracers of Mira (Light)
+10 to frontal defense (Martial artists only);
2x damage on all strikes (Martial artists only);
+25 to all weaponless attacks;
+10 to all spell resistance rolls, and 10 bonus vs. frontal elemental
attacks, as bracers create a misty “Spell Shield”;
x3 power point enhancer (Essence).- Staff of Eldarion (Fire)
x5 power points (Essence);
Continuous total fire immunity (while holding staff);
2x hit value on all fire spells thrown;
+25 to all resistance rolls vs- Essence;
Option of reversing all fire spells directed at holder;
Dark wood staff with red orb set in head.
Note
The Staff is cursed with a 30th level Word Etarkas and is incapable
of operating until the curse is removed (the curse will kill the remover,
unless he resists a 30th level Channelling).
The Economy of the Mûmakan
With eight independent realms all carrying on a rather brisk trade with each other, economics become rather complex, especially when four of them mint their own currency. A detailed description would probably prove intensly dull, as well as not very useful (as everyone would fall asleep trying to read it). Therefore, below is listed a very basic, general conversion chart and lists of imports and exports for each realm. The money conversions are bound to vary from country to country and day to day; as will prices for goods and services. Finally, keep in mind that even all this is not a closed economy, and several realms (notably Koronande, Taaliraan, and Tantûrak) carry on trade as far north as Umbar (Kd. “Os”) and Gondor, and east to the E-Sorul Sare.
Conversion chart
All pieces except for Ivory and Jade weigh half an ounce.
10 iron = 1 tin
10 tin = 1 copper
10 copper = 1 bronze
10 bronze = 1 silver
2 silver = 1 ivory*
5 silver = 1 jade**
10 silver = 1 gold
800 gold = 1 mithril***
* more common in Mumakan.
** more common in Tuktan; heavily used there.
*** approximate value; mithril is rarely dealt with except by large jewelers, moneylenders and forgers.
Files
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