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:

The Lords of Darkness

Ardana (The Lady)

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)
Magic Items
Personal Appearance

Morthaur

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)
Magic Items
Misc. Equipment
Healing Herbs
Personal Appearance

Valmorgûl (The Magician)

Valmorgûl — The Magician
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)
Magic Items
Healing Herbs
Personal Appearance

Mourfuin (The Lord Demon)

Mourfuin — The Lord Demon

* 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
Personal Appearance

Rilia (The Sorceress)

Rilia — The Sorceress
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)
Magic Items
Misc. Equipment
Healing Herbs
Personal Appearance

Valglin

Valglin
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)
Magic Items
Misc. Equipment
Healing Herbs
Poisons

(all in special one-dose packets, ready to apply to kynacs)

Pertinent Abilities
Adrenal Maneuvers
Personal Appearance

Lesh-Y

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)
Magic Items
Misc. Equipment
Personal Appearance

Linsûl (The Harper)

Linsûl — The Harper
Stats # Stats #
ST CO
QU AG
EM SD
IN RE
PR ME
Spell Lists (and level known)
Magic Items
Misc. Equipment
Healing Herbs
Pertinent Abilities
Adrenal Maneuvers
Personal Appearance

The Lords of Water – Lords of Helms

Gorthaur (The High Priest)

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)

* 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
Misc. Equipment
Healing Herbs
Personal Appearance

Camring

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)
Magic Items
Misc. Equipment
Healing Herbs
Personal Appearance

Taurclax

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)
Magic Items
Misc. Equipment
Healing Herbs
Poisons
Personal Appearance

Khelekar (The Scholar)

Khelekar — The Scholar

* 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)
Magic Items
Misc. Equipment
Healing Herbs
Poisons
Pertinent Abilities
Personal Appearance

The Lords of Earth – Lords of Orbs

(The Female) Fëatur (The Illusionist)

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)
Magic Items
Misc. Equipment
Healing Herbs
Pertinent Abilities
Personal Appearance

Ardûval

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)
Magic Items
Misc. Equipment
Healing Herbs
Personal Appearance

Yavëkamba

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)
Magic Items
Misc. Equipment
Healing Herbs
Personal Appearance

The Lords of Air – Lords of Swords

Valkrist (The Lord of Arms)

Valkrist — The Lord of Arms
Stats # Stats #
ST 102 CO 100
QU 100 AG 101
EM 89 SD 85
IN 83 RE 78
PR 96 ME 64
Magic Items
Misc. Equipment
Healing Herbs
Pertinent Abilities
Adrenal Maneuvers
Personal Appearance

Sûlherok (The Messenger)

Stats # Stats #
ST 99 CO 100
QU 101 AG 101
EM 46 SD 89
IN 87 RE 92
PR 99 ME 91
Magic Items
Misc. Equipment
Healing Herbs
Adrenal Maneuvers
Pertinent Abilities
Personal Appearance

Cambragol (The Monk)

* 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)
Magic Items
Misc. Equipment
Healing Herbs
Pertinent Abilities
Adrenal Maneuvers
Personal Appearance

Persuvious

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)
Magic Items
Misc. Equipment
Healing Herbs
Poisons
Pertinent Abilities
Adrenal Maneuvers
Personal Appearance

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

  1. (*) 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.
  2. (*) Uniform robes: have the equivalent of AT 2(-40), in addition to the wearer’s quickness bonus. The Knight has a 1(-40) tunic.
  3. Dagger: like the others except that it is of + 10 quality.
  4. Cloak: allows the wearer to become invisible instantly, once per day.

Suit of Orbs

  1. (*) 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.
  2. Cloak: changes color at will, providing an added 25% to hiding skills
  3. Bracers (or short sword if not a monk): of mithril, which are +20 (defensive if bracers, offensive if not).
  4. 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

  1. (*) 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.
  2. 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.
  3. Mace: like the others except that it is +20.
  4. Boots: allow the wearer to walk on water as a Routine” maneuver.

Suit of Swords

  1. Clear laen broadsword: + 25 bonus.
  2. Shimmering mithril chain armor: 17(-20) AT, in addition to any° bonuses.
  3. Composite bow: +20 quality.
  4. (*) 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)

  1. A red laen broadsword of +25 quality.
  2. (*) 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.
  3. Composite bow of + 20 quality.
  4. 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
  1. x6 power point enhancer (mentalism);
  2. Creates an aura, +30 to combat defense;
  3. 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
  1. x6 power point multiplier (mentalism-seer);
  2. Triple range on all information type spells;
  3. 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
  1. x6 power point multiplier (essence-monk);
  2. Creates an aura, +30 to combat defense;
  3. 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

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)
Magic Items
Misc. Equipment
Healing Herbs
Pertinent Abilities
Adrenal Maneuvers
Personal Appearance

Lyrin

* 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)
Magic Items
Misc. Equipment
Healing Herbs
Pertinent Abilities
Adrenal Maneuvers
Personal Appearance

Klaen

Klaen
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)
Magic Items
Misc. Equipment
Healing Herbs
Pertinent Abilities
Adrenal Maneuvers
Personal Appearance

Rána

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)
Magic Items
Misc. Equipment
Healing Herbs
Pertinent Abilities
Adrenal Maneuvers
Personal Appearance

(The Male) Fëatur

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)
Magic Items
Misc. Equipment
Healing Herbs
Pertinent Abilities
Adrenal Maneuvers
Personal Appearance

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.

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.


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