Maïa Character Glossary
Aiwendil was a servant of Yavanna who went to Middle-earth as one of the Istari. He never returned. A lover of plants and lesser beasts — particularly birds — he cared little for politics or societal norms and was considered rather odd by his fellow Maïar. (For more about Aiwendil see the Radagast entry under “Wizards.”)
Alatar was the greatest of Oromë’s people. He knew much about enchantments and the wilds and learned a great deal about the East of Middle-earth from his mentor the Huntsman of the Valar. After his departure from Valinor as one of the Istari, Alatar settled in Middle-earth and never returned to Aman. (For more on Alatar see his entry under “Wizards.”)
Lvl: 325. Race: Maïa (Fire Spirit). Profession: Ranger/Astrologer. Home: Menel, the Heavens of Ea. Aka: The Golden Fire; Mistress of the Sun; Sun Guide; Sky Fire.
RM Stats: St-99; Qu-118; Em-100; In-120; Pr-120; Ag-110; Co-100; Me-99; Re-98; SD-110. MERP Stats: St-99; Ag-115; Co-100; Ig-98; It-120; Pr-120. Appearance: 120.
Arien was a servant of Vána, a Fire Spirit of considerable power. Unlike most of her peers (i.e., those who would become the Balrogs), she resisted Morgoth’s deception and remained true to Eru and her mistress.
In the earliest days Arien tended the golden flowers in Vána’s gardens. She was fascinated by their golden color — a hue which seemed to exemplify her own essence — and she carefully watered them with the nourishing dew from the great tree Laurelin (Golden Tree). Arien’s devotion to the Tree of Gold and Vána’s precious flowers channeled her inner wildness, her burning passions.
With the death of the Golden Tree at the hands of Morgoth and Ungoliant, Arien grieved for a long time. Sorrow wounded her, but she stayed with her task, knowing that her care was critical lest the garden wither, and not realizing that her greatest mission lay ahead.
The last fruit of the Golden Tree was saved by Yavanna and the Smith Aulë constructed a vessel to hold its light. Blessed by Manwë and given power by Varda, the vessel became Anar — the Sun — the golden lamp which the Noldor called Vasa (Q. “Consumer”). Anar was the younger counterpart of Isil, the vessel which held the silvery light of the last flower of Telperion (Silver Tree).
The Valar selected Arien to guide Anar across the sky. Her strength was such that she could withstand the trials of the unending mission, and her fiery essence provided her with immunity from the great heat. Arien could brave any fire. So, she abandoned her bright form and took to the sky to guide the Day Star.
The form Arien adopted in Valinor was that of a beautiful, but tempestuous woman, one whose eyes glowed so brightly as to hurt those of the Elves who gazed upon them.
Arien’s Special Form
Like Tilion, Arien shed her corporeal form and committed herself to the heavens. She remains there, guiding the Sun’s seemingly endless journey.
Balrog of Moria
Lvl: 36 (60). Race: Maïa (Balrog). Profession: Warrior/Fighter. Home: Angband in northern Middle-earth; later the Underdeeps far beneath the Misty Mountains; still later, Moria. Aka: Durin’s Bane; the Terror; the Balrog; the Evil Lord in Moria.
RM Stats: St-120; Qu-101; Em-72; In-100; Pr-120; Ag-99; Co-102; Me-97; Re-96; SD-96. MERP Stats: St-120; Ag-99; Co-102; Ig-97; It-100; Pr-120. Appearance: 04.
The Balrog of Moria was truly a fitting legacy of Morgoth’s great Evil. A fallen Maia, he was a Fire Spirit recruited into the fold of Darkness long before history began. He served in Morgoth’s armies during the wars of the First Age and, with the fall of Thangorodrim in the Great Battle, he was one of the few Balrogs to escape destruction.
Living in the Underdeeps below the Misty Mountains throughout the Second Age and for nearly two millennia of the Third Age, this heinous creature bided its time as a prisoner of the earth. Moria’s Dwarves uncovered him in T.A. 1980 during their search for mithril. The Balrog quickly slew two Dwarven Kings — Durin VI and his son and successor Náin I — and gathered an army of Orcs and other dark denizens, which drove Durin’s Folk from their precious city (T.A. 1981). Later (T.A. 2989 – 94), when Balin’s Company attempted to refound Khazad-dûm, they encountered the Balrog and his host. The Dwarves were once again vanquished.
Their deaths were not avenged until the Fellowship of the Ring entered Moria in early T.A. 3019. There, the Balrog confronted the party of the Ring-bearer and was challenged by Gandalf the Grey Wizard. After ten days of personal combat, Gandalf slew the Balrog, but the Wizard himself perished (only to be resurrected as Gandalf the White).
Durin’s Bane instilled dread in the heart of anything that stood before him, which was befitting a Demon whose might exceeded that of a Dragon. His presence always commanded fear. Ensconced in a changing shadow, enshrouded in magic fire, the Balrog of Moria was typical of the Demons of Might; but he was far more powerful than anyone in Endor, save only his fellow Maïar and the highest of the Firstborns’ Lords.
The Balrog enjoyed formidable powers, although he was forever tied to his ugly, 18′ tall form. He could fly, albeit clumsily, as he did from Thangorodrim at the end the First Age. His terror could stay those before him, and he was a master of thoughts and an enchanter of souls. Bearing his fiery sword and whip — enruned weapons too large for lesser beings — he could strike virtually simultaneously, and with the vengeance of two lordly warriors. Immune to heat and one with fire, he reveled in the steaming, infernal places deep below Endor’s surface.
The Balrog’s Principal Items
- Whip (Awakening Death)
- (S. “Cuivigurth”) +30 giant, flaming Whip of black Ogamur; range 36 feet; weighs 24 pounds. Whip is on fire only when held by the Balrog, and only when the Demon is also on fire.
- Sword (Light Cleaver)
- (S. “Calris”) + 30 giant, flaming Sword (treat as 2-hander) of black Eog; weighs 18 lbs. Sword is on fire only when held by the Balrog, and only when Demon is also on fire.
The Balrog’s Special Powers
- Treat the Balrog as a huge creature. Attacks against him which yield a critical strike roll require use of (Super) Large Creature Critical Strike Table (Arms Law at 8.15; MERP at CT-10).
- Treat the Demon’s skin as Plate armor (AT 20) with an inherent DB of +30. His huge hands and fiery shroud give him the ability to strike without weapons using a +180 OB Huge Bash or a +120 OB Huge Grapple. (All regular crits accompanied by Heat criticals of same severity lvl.)
- Enables the Balrog to toss any pole arm up to 100′ without range penalty, striking with a +120 OB. He can throw rocks (up to 100 lbs) up to 200′ with a +120 OB, yielding a Large Fall/Crush attack.
- The Fire Demon can fly up to 240 feet per round, but he takes 1 – 5 rounds to develop lift and take to the air. He is also a cumbersome flyer. The first round of flight he can move up to 60′; during the second round he can move up to 120′; the third round he can move up to 180′; and the fourth and following rounds he can move up to his maximum of 240′.
- As a Fire Spirit, the Balrog is immune to fire and can immolate at will, even in mid-round. When completely immersed (not doused) in water, however, his flames go out, leaving his slimy surface exposed. When he is not on fire, his Presence drops to 102, his Constitution drops to 100, and he does not deliver any Heat criticals.
- Anyone coming within sight of the Balrog makes a RR versus an 18th level Fear spell. With a RR failure of 01 – 50, the victim flees in fear for 1 – 10 minutes. If the RR failure is 51 – 100, the victim is frozen in place (stunned and unable to move or parry) for 1 – 10 rounds. Should they fail by 101 +, they die of fright. Note that victims get a +10 bonus if the Demon is not in flames.
- The Balrog can direct his gaze upon any one individual (within 300′) in order to dominate the poor fool. If the Balrog is not aflame, or if the victim covers his eyes and head, the attack is as an 18th level directed spell. Otherwise, the victim must make a RR versus the Demon’s 36th level attack. A RR failure of 01 – 50 leaves the victim in the Balrog’s control until he makes a successful RR. The victim gets a RR each round the Balrog does not concentrate on him or command him. A RR failure of 51 – 75 leaves the victim in a coma for 1 – 10 days, while a failure of 76+ kills the prey by shattering his mind and soul.
- 300 PP. Base spell OB is 36; Directed spell OB is 72. The Demon can cast spells within a 300′ radius. He possesses the ability to use any up to 100th level off the Fire Law (RM or MERP Mage), Detection Mastery (MERP Open Channeling), Dark Contacts (RM Evil Magician), or Detecting Ways (RM Open Essence) lists.
Lvl: 360. Race: Maïa (Earth Spirit). Profession: Animist. Home: Old Forest of Eriador. Aka: Iarwain Ben-adar (S. “Oldest (Fatherless) Father”); Orald (N. “Very Old”); Forn (Kh. “The Ancient”); The First; Master Tom; Old Tom.
RM Stats: St-90; Qu-120; Em-110; In-120; Pr-98; Ag-120; Co-110; Me-120; Re-90; SD-98. MERP Stats: St-90; Ag-120; Co-110; Ig-105; It-120; Pr-98. Appearance: 85.
The oldest of the Maïar in Endor, Tom Bombadil was the first Maïa to enter Ea. Originally the chief of Yavanna’s people, he was a powerful Earth Spirit. Yavanna made him the caretaker of the Wild Wood that once covered most of Middle-earth, but his wardship eventually took on an unplanned character.
As the years passed, Master Tom became increasingly rooted to the land, and his spirit became tied to the ever-shrinking Forest. Thus, much of his original Ainu character gradually disappeared. His contacts to Yavanna waned and he saw less and less of his friend Oromë. He married the Water Spirit Goldberry, however, and enjoyed strong relations with the Ents (S. “Onodrim”) and Elves of the woods.
By the late Third Age, little remained of Tom’s once-glorious forest domain. Only the small enclave in central Eriador reflected the original nature of its essence. In a sense, this evolution paralleled the maturation of Middle-earth and the waning of the old ways associated with the Elder Days. Tom Bombadil, the very embodiment of ancient Endor, retreated from the world accordingly, his spirit following the path of his beloved wood.
Within the confines of the Old Forest, Tom Bombadil’s power was absolute. His soul, married to the land, was as strong as the earth he represented. No spells could harm; no charms could seduce him. Master Tom went his own way, singing and dancing according to the ageless rhythm of the Wild Wood. Innocent, he knew little of the nature of Evil, and cared less about events outside his ward. Tom did not suffer malice or injustice well, however, and he was never above intervening in order to aid a creature in need.
The Oldest One lived in a quaint cottage nestled in the upper Dingle Valley, not far from where River Withywindle tumbled into the eastern reaches of the Old Forest Valley. There, he resided with Goldberry, the beautiful daughter of the River Woman.
Tom’s spirit became tied to its fana and, like the Balrogs and fallen Wizards, he eventually lost the ability to shun his form. Although he could merge with the wind or trees, his powers were but a faint suggestion of his original incarnation.
Short, stout, red-faced, and buoyant, Master Tom was a merry fellow who favored bright clothes and joyous celebration. Always active, his hopping strides and simple poems colored life in all the quarters of the otherwise grim forest, almost as if Old Tom retained all the youth lost by the trees over the long years. He had a long brown beard and sparkling eyes and looked much like a large, happy Dwarf; but even the Hobbits knew better. His battered, pointed hat with its blue feather, his blue coat, and his large, ever-clean yellow boots betrayed his friendly personality and shattered any illusions regarding his association with normal folk. Good of heart and hospitable, he was the consummate host, although few dared visit him in the haunted wood.
Tom Bombadil’s Principal Item
- Staff (Old Stave)
- A simple, grey, willow staff. A +100 tool, it is also a + 18 spell adder. Staff enables the wielder to communicate with any plant (within a range equal to 1′ x wielder’s lvl). The plant will respond according to its gift of spirit, but the wielder can always ascertain the exact nature of the plant and its feelings.
Tom Bombadil’s Special Powers
- Tom Bombadil can heal the ills of any plant within 360′ by merely concentrating upon it, and he can heal the ills of any animal by placing his hands upon the target and concentrating.
- Strength of Form
- Within the confines of the Old Forest, treat Tom Bombadil as a Super Large Creature (see MERP Tables CT-10 and CT-11 or RM/Arms Law Table 8.15 and RM/Spell Law Table 10.85). Outside the Old Forest, treat him as a Large Creature (like normal Maïar).
- Strength of Spirit
- Within the confines of the Old Forest, Tom cannot be affected by spells.
- If he concentrates, Tom can merge with the air and run on the wind at a rate up to (i) 360 miles per hour with the wind, or (ii) 180 miles per hour against the wind. This power can only be used within 36 miles of the edge of the Old Forest.
- Tom can concentrate and merge with any tree in the Old Forest, becoming virtually invulnerable and undetectable.
- Tom can look at any plant or touch any rock and ascertain its nature and origin.
- Ward of the Old Forest
- Within the confines of the Old Forest bounds (regardless of the wood’s size), Tom Bombadil can simultaneously sense any Presence. When concentrating, he can hear and smell anything in the wood in the direction he faces (within a 90° arc).
- 7,920 PP. Base spell OB is 180; directed spell OB is 360. Tom Bombadil can use all Animist, Opening Channeling and Ranger lists (MERP), and all Cleric lists and Closed Channeling lists (RM).
Curumo was a servant of Aulë and was one of the most intelligent and resourceful Maïar. Chosen as chief of the order of Istari, he was the first of the five Wizards to enter Middle-earth. Unfortunately, he never returned. (For more on Curumo see the Saruman entry under “Wizards.”)
Lvl: 350. Race: Maia. Profession: Warrior/Fighter. Home: Valinor. Aka: The Herald of the Valar; Captain of the Host; Squire of Manwë.
RM Stats: St-118; Qu-119; Em-97; In-101 Pr-110; Ag-120; Co-105; Me-96; Re-99; SD-100. MERP Stats: St-118; Ag-120; Co-105; Ig-97; It-101; Pr-110. Appearance: 113.
Eönwë was the herald of the Valar, their messenger and standard bearer. He was also the great commander who was traditionally chosen as warlord of the Host of the Valar (the greatest army in Arda). His generalship in the attack on Morgoth’s citadel in Thangorodrim helped the allied army of Men, Elves, and Maïar destroy the greatest horde ever to serve the cause of Darkness.
No one in Arda, even among the Valar, was mightier in arms than Eönwë. Tulkas was far stronger and Oromë a better bowman, but the Herald was the consummate warrior. It was he who taught the Edain how to use weaponry.
Eönwë was more than a mere fighter, however. He served as Judge of the Eldar in the War of Wrath at the end of the First Age. The Herald was also a leader, a counselor, a teacher, and most of all Manwë’s trusted aide — the Maïa entrusted with the keeping of the two Silmarils wrested from Morgoth’s Iron Crown. No Maïa stood above him.
Eönwë’s Special Powers
- Eönwë is a master of weaponry and melee combat. To him, all weapons are similar. Additionally, attacks against his rear are treated as flank attacks, while those against his flanks yield no bonus for the attacking foe. “Stun” results against Eönwë are halved (rounding up), and “stun no parry” results against him are reduced to mere “stun” results.
- Eönwë can speak or sing with a virtually unparalleled range. His calls can reach as far away as a hundred miles, with a clarity akin to a cry from a hundred feet.
Eönwë’s Principal Items
- Sword (Quettamacil)
- (Q. “Word-sword”) +70 holy broadsword which strikes as a two-hand sword. Made of enchanted white steel, it glows upon command, or near any appointed individual (only one foe can be appointed at a time, and wielder must know the foe). When seeking a foe, the sword glows within a range in feet equal to the wielder’s level, growing brighter as it gets closer to the foe. Once a day the wielder can speak a one-word command and a Quenya symbol of the word will appear on the blade. The symbol will remain on the blade until the same wielder speaks, at which time the sword will perform the one-word command — but only for a period up to a number of rounds equal to the wielder’s level. For example, if the symbol is a one-word label for a given spell, the wielder can employ the spell instantly upon command. Only one symbol can occupy the blade at a given time.
- Manwë’s Standard
- A 14′ long enchanted, +50, blue steel spear which, when thrown, becomes encased in lightning. Any critical strike the thrower delivers is accompanied by an electricity critical of equal level. The standard has three times the range of a normal spear (with appropriately scaled range penalties), and it returns to the wielder one round after being thrown. When held in hand, a pennant bearing the symbol of Manwë magically appears. This 7′ long twin-tailed flag flutters in the lightest of breezes. A single white star dominates its pure, sky-blue field.
Lvl: 150. Race: Maia. Profession: Animist (Bard). Home: The Old Forest in Eriador, in Middle-earth. Aka: the River-daughter; the Water Spirit; Lady of the Old Forest.
RM Stats: St-98; Qu-103; Em-100; In-100; Pr-102; Ag-110; Co-100; Me-99; Re-99; SD-97. MERP Stats: St-98; Ag-110; Co-100; Ig-101; It-100; Pr-102. Appearance: 109.
Goldberry was a Water Spirit, and therefore a servant of Ulmo. The enchanted daughter of the River-woman, she was of the essence akin to (albeit lesser than) the Maïa Uinen. Her golden hair, gently musical voice, free spirit, and lithe form endowed her with an aura of beautiful innocence. Flowers adorned her misty, translucent raiment, belying her inner power. The only clues to her strength and origin were subtle or beyond notice: the way she ran like the wind, or danced on the water, or slept in hollows beneath cold pools.
Goldberry’s presence in Middle-earth is tied to the extremely ancient woodland of the Old Forest, a remnant of the woods that covered most of Eriador and Rhovanion as early as the beginning of history. Her spouse — Tom Bombadil — was the first (and therefore oldest) resident of Middle-earth; her mother — the mysterious River-woman — was the very essence of the River Withywindle, the ageless stream that knifed through the dark reaches of the Old Forest. In a sense, then, Goldberry was a daughter of Uinen, and she was a fitting wife for Master Tom.
Goldberry’s Special Powers
- form — Goldberry can breathe with equal ease in water or in air. Freshwater animals will not attack her and, when she is immersed in running water, she will heal 2 – 20 hits per round.
- 450 PP. Base spell OB is 75; directed spell OB is 150. Goldberry knows all the spells on the Water Law list, as well as all Open Channeling, Bard, and Animist spells (MERP); and (for RM) she knows all Closed Channeling and Closed Mentalist lists.
Lvl: 100 (160). Race: Maïa (Balrog). Profession: Warrior/Fighter. Home: Angband in northern Middle-earth. Aka: Hateful Enemy (Sindarin); Kosomoko or Kosomot (Quenya); King of the Valaraukar (Balrog King); Chief of the Demons of Might; Warlord of Angband; Son of Morgoth; Scion of Fluithuin; Fëanor’s Bane; Fingon’s Bane; Fire Lord.
RM Stats: St-118; Qu-103; Em-90; In-102; Pr-120; Ag-116; Co-110; Me-98; Re-100; SD-97. MERP Stats: St-118; Ag-109; Co-110; Ig-99; It-102; Pr-120. Appearance: 02.
Gothmog, the Hateful Enemy, was the most powerful of the Fire Spirits seduced by Morgoth. Of Morgoth’s servants, only Sauron stood higher in the fold of Evil. Gothmog was Chief of the Balrogs and the Warlord of the Host of Angband. Through his cohort of Balrogs, he directed Morgoth’s battle armies during the dramatic campaigns at the end of the Third Age.
Cruel beyond measure and forever tied to Darkness, Gothmog became eternally rooted in a hideous form. Truly a Demon of Might, he stood almost twenty feet tall. Fire encased his strongly-muscled frame whenever he called himself to flame, and a shadowy, wing-like umbra surrounded his upper body. A changing mist swelled about him, providing a steaming shroud which occasionally cleared to reveal Gothmog’s awful visage.
Gothmog’s power matched the terror invoked by his form. As a Maïa of considerable strength, he was capable of manipulating lesser spirits: instilling fear, commanding minds, and the like. The strongest of the Fire Spirits excepting Arien, he relished flames and could pervert them to his bidding. His fire spells were renowned.
Gothmog’s reputation as a warrior, though, exceeded his image as an enchanter. He was, like all Balrogs, a brutal, physical Demon who thought nothing of challenging the greatest of foes. Gothmog mortally wounded Fëanor, slew the High King Fingon, and killed the Elf-lord Ecthelion of the Fountain, but the Lord of the Balrogs himself perished at the hands of Ecthelion.
Gothmog’s Principal Items
- Whip (Fire-speaker)
- (S. “Pedonor”) +40 giant, flaming Whip of black Ogamur; range 42 feet; weighs 30 pounds. Whip is on fire only when held by Gothmog, and only when Gothmog is also on fire.
- Sword (Sudden Doom)
- (S. “Bragolamarth”) +40 giant, flaming Sword (treat as 2-hander) of black Eog; weighs 18 lbs. Sword is on fire only when held by Gothmog, and only when Gothmog is also on fire.
- Mace (Commander of Spirits)
- (S. “Urgon;” Q. “Feagon”) Symbol of Balrog overlordship. +30 Mace; weighs 18 lbs; strikes as Battle-axe (all crits = concussion). Mace can be thrown up to 100′ without OB penalty and will return to wielder’s hand the following round.
Gothmog’s Special Powers
- Treat Gothmog as a huge creature. Attacks against him which yield a critical strike roll require use of (Super) Large Creature Critical Strike Table (Arms Law at 8.15; MERP at CT-10).
- Treat Gothmog’s skin as Plate armor (AT 20) with an inherent DB of 75. His huge hands and fiery shroud give him the ability to strike without weapons using a +200 OB Huge Bash or a +180 OB Huge Grapple. (All regular crits accompanied by Heat criticals of same severity lvl.)
- Enables Gothmog to toss any pole arm up to 100′ without range penalty, striking with a + 150 OB. He can throw rocks (up to 100 lbs) up to 300′ with a +120 OB, yielding a Large Fall/Crush attack.
- Gothmog can fly up to 240 feet per round, but he takes 1 – 5 rounds to develop lift and take to the air. He is also a cumbersome flyer. The first round of flight he can move up to 60′; during the second round he can move up to 120′; the third round he can move up to 180′; and the fourth and following rounds he can move up to his maximum of 240′.
- As a Fire Spirit, Gothmog is immune to fire and can immolate at will, even in mid-round. When completely immersed (not doused) in water, however, his flames go out, leaving his slimy surface exposed. When he is not on fire, his Presence drops to 110, his Constitution drops to 103, and he does not deliver any Heat criticals.
- Gothmog can concentrate on any fire within 300′, causing it to move or spread in any desired direction up to 100′ per round (within his range).
- Anyone coming within sight of Gothmog makes a RR versus a 25th level Fear spell. With a RR failure of 01 – 50, the victim flees in fear for 1 – 10 minutes. If the RR failure is 51 – 100, the victim is frozen in place (stunned and unable to move or parry) for 1 – 10 rounds. Should they fail by 101 +, they die of fright. Note that victims get a +10 bonus if the Demon is not in flames.
- Gothmog can direct his gaze upon any one individual (within 300′) in order to dominate the poor fool. If the Balrog King is not aflame, or if the victim covers his eyes and head, the attack is as a 25th level directed spell. Otherwise, the victim must make a RR versus the Demon’s 50th level attack. A RR failure of 01 – 50 leaves the victim in the Balrog’s control until he makes a successful RR. The victim gets a RR each round Gothmog does not concentrate on him or command him. A RR failure of 51 – 75 leaves the victim in a coma for 1 – 10 days, while a failure of 76+ kills the prey by shattering his mind and soul.
- 300 PP. Base spell OB is 50; directed spell OB is 100. Gothmog can cast spells within a 300′ radius. He possesses the ability to use any spells up to 100th level off the Fire Law (RM or MERP Mage), Detection Mastery (MERP Open Channeling), Dark Contacts (RM Evil Magician), or Detecting Ways (RM Open Essence) lists.
Lvl: 350. Race: Maia. Profession: Ranger (Lay Healer). Home: Valinor. Aka: Handmaid of Varda; Chief of the Maïer.
RM Stats: St-95; Qu-96; Em-102; In-100; Pr-119; Ag-100; Co-119; Me-100; Re-97; SD-119. MERP Stats: St-95; Ag-100; Co-119; Ig-98; It-100; Pr-119. Appearance: 113.
Ilmarë was the counterpart of Eönwë, and was highest among the Maïer (female Maïar). As Varda’s handmaid, she was the greatest of the Vala Queen’s people. Thus, she embodied her Mistress’ compassion, discipline, and presence. She could hear things beyond the reach of the keenest ears and her healing powers rivaled those of anyone in Arda. Like Varda, she loved all creatures, even those captured by Evil.
Ilmarë’s Special Powers
- Ilmarë can heal through normal means, or she can transfer injuries from others to her own body (e.g., like a RM Healer). In the latter case, she can entirely and instantly relieve others of their infirmities by simply touching them (a number whose cumulative levels are less than or equal to Ilmarë’s). Then she can heal the absorbed damage at a rate equal to the cumulative number of levels of those she relieved. She can raise the lifeless, “lifegiving” so long as they have died within 350 rounds (58 minutes, 20 seconds).
- 7700 PP. Base spell OB is 175; directed spell OB is 175. Ilmarë can use all Opening Channeling and Ranger lists (MERP), and all Closed Channeling, Open and Closed Mentalism, and Lay Healer lists (RM).
Ilmarë’s Principal Item
- Healing Stone
- A simple, 7″ diameter, rough hewn stone composed of enchanted adamant. When touched, it cures any disease and purifies any poisonous substances found in one’s body. Holder can touch another and diagnose any ill, mental or physical, as well as ascertaining the cure.
Lvl: 90 (120). Race: Maïa (Balrog). Profession: Warrior/Fighter. Home: Angband in northern Middle-earth. Aka: White-demon; White-fire; Morgoth’s Thane; Lord of Morgoth’s Guard.
RM Stats: St-117; Qu-102; Em-90; In-100; Pr-118; Ag-115; Co-109; Me-97; Re-99; SD-100. MERP Stats: St-117; Ag-108; Co-109; Ig-98; It-100; Pr-118. Appearance: 03.
Like Gothmog, Lungorthin is a Balrog — a Demon of Might — a Spirit of Fire seduced by Morgoth in the Beginning Days. He is a renegade Maïa forever tied to his hideous body. Unlike his awful brethren, however, Lungorthin’s slimy, fire-encased form was whitish, and the flames that shrouded him had a colorless, almost pure quality. His presence was the most disarming of any of the Valaraukar save that of Gothmog.
Morgoth entrusted Lungorthin with the infamous position of Master of his Guard in the citadel beneath Thangorodrim (S. “Mountains of Tyranny”), making him answerable only to Sauron, Gothmog, and (of course) the Black Enemy himself. The White Balrog’s actual home was deep in the seemingly endless tunneling, but he spent most of his time beside his master, in Morgoth’s hellish throne room.
Lungorthin’s flaming sword, the size of a two-hand blade, glowed with a pure white fire that transformed mist to steam and cut armor as if it were rude fabric. His 30′ long white Ogamur whip produced a similar fire. With it, the Balrog could reach foes hiding around corners or tucked into nooks with stunning skill, tearing the unfortunate victims apart with wide, fiery sweeps or dissecting them in short, stinging snaps.
Lungorthin’s Principal Items
- Whip (Fire-loop)
- (S. “Lognor”) +35 giant, flaming Whip of white Ogamur; range 40 feet; weighs 28 pounds. Whip is on fire only when held by Lungorthin, and only when Lungorthin is also on fire.
- Sword (White-cleaver)
- (S. “Nimrist”) + 35 giant, flaming Sword (treat as 2-hander) of white Eog; weighs 18 lbs. Sword emits a “colorless” fire, but only when held by Lungorthin, and only when Lungorthin is also on fire.
- Mace (Descending Doom)
- (S. “Undamarth”) Symbol of Lungorthin’s position as Guard Lord. +20 white Eog Mace; weighs 16 lbs; strikes as Battle-axe (all crits = concussion).
Lungorthin’s Special Powers
- Treat Lungorthin as a huge creature. Attacks against him which yield a critical strike roll require use of (Super) Large Creature Critical Strike Table (Arms Law at 8.15; MERP at CT-10).
- Treat Lungorthin’s skin as Plate armor (AT 20) with an inherent DB of 65. His huge hands and fiery shroud give him the ability to strike without weapons using a +190 OB Huge Bash or a +150 OB Huge Grapple. (All regular crits accompanied by Heat criticals of same severity lvl.)
- Enables Lungorthin to toss any pole arm up to 100′ without range penalty, striking with a + 130 OB. He can throw rocks (up to 100 lbs) up to 300′ with a +120 OB, yielding a Large Fall/Crush attack.
- Lungorthin can fly up to 240 feet per round, but he takes 1 – 5 rounds to develop lift and take to the air. He is also a cumbersome flyer. The first round of flight he can move up to 60′; during the second round he can move up to 120′; the third round he can move up to 180′; and the fourth and following rounds he can move up to his maximum of 240′.
- As a Fire Spirit, Lungorthin is immune to fire and can immolate at will, even in mid-round. When completely immersed (not doused) in water, however, his flames go out, leaving his slimy surface exposed. When he is not on fire, his Presence drops to 106, his Constitution drops to 102, and he does not deliver any Heat criticals.
- Anyone coming within sight of Lungorthin makes a RR versus a 22nd level Fear spell. With a RR failure of 01 – 50, the victim flees in fear for 1 – 10 minutes. If the RR failure is 51 – 100, the victim is frozen in place (stunned and unable to move or parry) for 1 – 10 rounds. Should they fail by 101 +, they die of fright. Note that victims get a +10 bonus if the Demon is not in flames.
- Lungorthin can direct his gaze upon any one individual (within 300′) in order to dominate the poor fool. If he is not aflame, or if the victim covers his eyes and head, the attack is as a 22nd level directed spell. Otherwise, the victim must make a RR versus the Demon’s 45th level attack. A RR failure of 01 – 50 leaves the victim in the Balrog’s control until he makes a successful RR. The victim gets a RR each round Lungorthin does not concentrate on him or command him. A RR failure of 51 – 75 leaves the victim in a coma for 1 – 10 days, while a failure of 76+ kills the prey by shattering his mind and soul.
- 270 PP. Base spell OB is 45; directed spell OB is 90. Lungorthin can cast spells within a 300′ radius. He possesses the ability to use any spells up to 90th level off the Fire Law (RM or MERP Mage), Detection Mastery (MERP Open Channeling), Dark Contacts (RM Evil Magician), or Detecting Ways (RM Open Essence) lists.
Lúthien was the stunning daughter of the Sindar King Elwë (Thingol) and the Maïa Melian. Although half Maia, she was reared as one of the Eldar and died a mortal alongside her Adan lover Beren. She was an accomplished enchantress and the most beautiful of Eru’s Children, a powerful bardic singer who bested Sauron and fooled almighty Morgoth. Called Twilight-maiden (S. “Tinúviel”) by Beren, Lúthien was the mother of Dior and ancestor of the Lords of Númenór. (Since Lúthien died a mortal, details of her character and stats are also included in Lords of Middle-earth, vol. 2, “Men.”)
Lvl: 275. Race: Maia. Profession: Bard. Home: Originally Valinor; later Beleriand in northwestern Endor; after F.A. Valinor again. Aka: Melyanna (Quenya); Gift of Love; Dear Gift; Queen of Doriath.
RM Stats: St-97; Qu-102; Em-119; In-100; Pr-120; Ag-103; Co-97; Me-118; Re-98; SD-97. MERP Stats: St-97; Ag-103; Co-97; Ig-108; It-100; Pr-120. Appearance: 119.
Melian was unique among the Maïer, for she wed one of the Eldar. As wife of the Sinda Elwë (Elu Thingol), King of Doriath in First Age Beleriand, Melian was tied to an exceptionally beautiful “human” form. She responded to the great dangers to the north by weaving a girdle of enchantment within which Elwë could found a kingdom (Doriath) protected from the onslaughts of Morgoth’s armies. Despite her efforts, however, Doriath succumbed to less obvious dangers: passion and greed. Elwë was not felled by the Black Enemy’s minions; rather, he was killed by Dwarves in the struggle for a Silmaril.
After Elwë’s death, Melian returned to the gardens of Lórien (Dream-land) in Valinor, abandoning her Endorin form. There, she tended the flowers of her Mistress Vána and the pools of Estë, wife of Irmo (Lord of Lórien). Her bloodlines forever touched Middle-earth, however, for Melian was the mother of Lúthien and the ancestor of Elrond and Elros.
Melian’s considerable powers enabled her to protect a huge area against a host of dangerous foes. She was a master of protective enchantments and blessings and was undoubtedly one of the greatest singers ever to walk in Endor. Melian even taught Nightingales to sing, as evidenced by the flocks that followed her wherever she went. A lover of nature and enamored of beauty and emotion, she was the empathetic protectress of Men and lesser beasts.
Melian’s Special Powers
- Melian has the power to extend her presence, creating a girdle, or presence-wall, with a diameter equal to as much as 1 mile per level (i.e., 275 miles). This girdle requires a number of power points equal to 20x the girdle’s diameter (e.g., an area with a diameter of 150 miles requires 3000 PP/day). Within this region, Melian can sense the number and basic nature of the presences whenever she concentrates. Anyone crossing the girdle’s borders must make a RR versus a 68th lvl Channeling (MERP) or Mentalism (RM) attack. Failure of 01 – 50 results in the victim being unable to cross the barrier for 1 – 10 days; failure of 51 – 100 results in the victim being unable to cross the barrier for 1 – 10 years; and failure of 101 + results in the victim being unable to cross the barrier for 1 – 10 decades.
- weaving — Melian can use her voice to create any sound within the range of any animal found in Middle-earth and, while singing, she can communicate with any creature.
- Melian can direct her gaze upon any one individual (within a range of 275′) in order to dominate him. The victim must make a RR versus a 68th level Channeling (MERP) or Mentalism (RM) attack. Failure results in the victim being under Melian’s control until the victim makes a successful RR. Whenever the victim leaves Melian’s Girdle (see above) or the 275′ radius effect area — whichever is greater — or whenever Melian stops concentrating, the victim receives one RR per round.
- 6050 PP. Base spell OB is 137; directed spell OB is 275. Melian knows all Bard lists and Open Channeling lists (MERP) and all Open and Closed Mentalism lists (RM).
Melian’s Principal Items
- Amulet of Dreams
- Composed of a grey diamond nestled in a simple silver and black Ithilnaur setting, the amulet was a gift of Lórien. When placed upon the forehead of another, it enables the wearer to read (and visualize) the other’s last thoughts (the visions for a number of minutes equal to wearer’s level) — even if the other person is dead.
- Wood Ring
- A gracefully carved, grey wood ring. Wearer may touch any plant and see from that plant’s vantage point everything that has occurred in the most recent past within the area (for a period equal to one-minute x wearer’s level).
Olórin was the wisest of the Maïar and the only Istar to return from the quest to Middle-earth. A servant of Manwë, he knew much about many things. Most of all, he understood compassion, for he spent much of his time in the House of Nienna, the Vala best versed in ways of pity, healing, and most of all hope. (For more about Olórin see the Gandalf entry under “Wizards” below.)
Lvl: 325. Race: Maïa (Water Spirit). Profession: Animist/Sorcerer. Home: Valinor, the coastal seas, or river estuaries. Aka: Gaerys (S. “Breaking Sea”); The Singer; Once Dark; the Unpredictable; Lord of Coastal Waters.
RM Stats: St-112; Qu-103; Em-118; In-118; Pr-115; Ag-100; Co-90; Me-90; Re-90; SD-19. MERP Stats: St-112; Ag-100; Co-90; Ig-90; It-118; Pr-115. Appearance: 104.
Ossë and his spouse Uinen were the greatest servants of Ulmo and, among the Children of Eru, the best known of the Maïar. Their spirits ran through the waters that wash the shores of Endor.
Ossë was the greatest singer ever to grace Middle-earth, and it was he who taught the Teleri how to sing. He also instructed them in the skills of shipmaking, a legacy embraced by the great Círdan.
Ossë’s fondness for the Teleri was strong, as was all his deep passion. Loyal and fiery, he was the most capricious of the Maïar. His loves and hates were strong; he was always moody and often violent. The coastal seas that formed his domain reflected Ossë’s changing character, for they were consistent only in their untrustworthiness.
It was not surprising then, that Morgoth sought to sway Ossë in the early days of Ea. By offering Ossë Ulmo’s lordship over all the waters, the Black Enemy hoped to find an ally capable of ridding Arda of the seas. Morgoth hated and feared the sea and labored long to seduce Ulmo’s vassal; but Ossë’s beloved, Uinen, intervened and foiled the fallen Vala’s plot. Although Ossë had flirted with Evil and fallen from grace, Uinen convinced the Valar to pardon him, and her spouse returned to Ulmo’s fold.
Ossë learned his lesson, of course, but he could never remake his character. He remained fickle, and the waters that strike Endor’s coasts retained their ever-threatening nature. However, the seas seemed, they could change in the blink of an eye, bringing doom and stealing lives and property.
Ossë’s most notable deed took place in the early Second Age. With the war against Morgoth over, the Valar sought to reward the Edain — the noble Men who had aided the Elven cause. The Lords of Aman resolved to give the Edain a home, and they called upon Ossë to raise a blessed island from the deeps of the Great Sea. This he did, and so Númenór arose, to be established by Aulë, and blessed by the folk of Aman. It was tragic that this grand creation returned to the sea only thirty-three centuries later.
Ossë’s Special Powers
- form — Ossë can move and breathe with equal ease on land or water. He can merge with waves and travel as fast as the currents will carry him.
- Like Melian, Ossë can use his voice to create any sound within the range of any animal found in Middle-earth and, while singing, he can communicate with any creature.
- With the consent of Ulmo, Ossë can move or raise to create any island with a radius of less than or equal to 325 miles (i.e., 1-mile x Ossë’s level). When an island is raised it takes Ossë one day per radius mile to accomplish the deed and it requires all of his PP. To move an island, it requires all Ossë’s PP and a period equal to one day per 100 miles the isle is moved.
- weaving — Ossë has absolute control of all water within a range of 325 feet (i.e., 1′ x Ossë’s lvl). He can also create waves of up to 325 feet in height across any water surface in which he resides, within a range of 325 miles.
- 6825 PP. Base spell OB is 162; directed spell OB is 325. Ossë knows all Bard lists, all Mage lists, Open Channeling and Open Essence lists (MERP), and all Sorcerer lists and Closed Channeling and Essence lists (RM).
Lvl: 200. Race: Maïa (Water Spirit). Profession: Bard/Alchemist. Home: Valinor or the open seas. Aka: (Q. “Dwelling of the Spreading Light”); The Horn-maker.
RM Stats: St-101; Qu-90; Em-116; In-90; Pr-101; Ag-103; Co-100; Me-110; Re-108; SD-95. MERP Stats: St-101; Ag-103; Co-100; Ig-109; It-90; Pr-101. Appearance: 104.
Salmar came to Arda with the Vala Ulmo and dwelled in or by the seas. Like Ossë and Uinen, Salmar served Ulmo, albeit in a different manner. He was not a guardian of waters; rather he was a maker of things. As one of Ulmo’s people, Salmar was gifted in song and made great music, and so he applied his craft-skills to the creation of enchanted instruments.
Salmar’s greatest triumph was undoubtedly the Ulumúri, the Horns of Ulmo — the most wondrous musical instruments ever produced. Those who heard a song produced by the Ulumúri never forgot the sound.
Gentle and always smiling, Salmar was a fast friend of the valiant and mighty Vala, Tulkas. Some legends even say that he fought beside Tulkas at the (mythical) Battle of the Valley of Willows (S. “Dagor Nan-tathren”) by the Sirion in Beleriand, although later tales say Tulkas fought alone. Whatever the case, Salmar was both a friend of the Eldar and a powerful ally in any struggle.
Salmar’s Special Powers
- Like Ossë and Uinen, Salmar can move and breathe with equal ease on land or water. He can merge with waves and travel as fast as the currents will carry him.
- Salmar has absolute control of all water within a range of 200 feet (i.e., l’ x Salmar’s lvl).
- 2400 PP. Base spell OB is 100; directed spell OB is 200. Salmar knows all Bard lists, all Mage lists, and all Open Essence lists (MERP), and all Alchemist lists and Closed Essence lists (RM).
Salmar’s Principal Items
- Forge and Tools
- Salmar’s submarine smithy contains an enchanted forge and tools which enable him to create items at 20x the normal rate for a smith or alchemist.
Sauron was originally chief among Aulë’s people. Before entering Eä, however, Morgoth seduced him, and his name became infamous among the Maïar. His downfall at the end of the Third Age of Middle-earth is described in the saga entitled The Lord of the Rings. (Since Sauron is classified as a fallen Maïa of particular note, he is described in the Section entitled ’The Great Enemies.” See his entry at Section 7.2.)
Lvl: 315. Race: Maia. Profession: Ranger/Astrologer. Home: Menel (the Heavens of Ed). Aka: (Q. “Horned”); Moon-steer; Silver Fire; Night-fire;
RM Stats: St-101; Qu-116; Em-107; In-119; Pr-114; Ag-108; Co-99; Me-98; Re-97; SD-39. MERP Stats: St-101; Ag-108; Co-99; Ig-97; It-119; Pr-114. Appearance: 117.
Tilion is the Moon’s guide. Like his fiery (and mightier) counterpart Arien, he is a permanent resident of the heavens.
Originally, however, Tilion was a huntsman — a servant of the Vala Hunter Oromë. His love for things silver was legend and he carried Telpelúva (Q. “Silver Bow”; S. “Cúceleb”), the silvery bow which was second only to Oromë’s own Coirehwesta (Q. “Awakening Breeze”; S. “Echuiwest”). Few among the Ainur were surprised when, following the poisoning of the White Tree Telperion by Ungoliant, Tilion petitioned the Valar to give him wardship of the vessel that contained the tree’s last silver flower. Constructed by Aulë, this precious, silvery vessel, or lamp, was called Isil — the Moon — and was the companion to the golden Anar, the Sun.
The Vala Varda granted Tilion his wish. He forsook his body and carried the silver lamp into the sky. So, the Moon became the older of the two lamps of the sky; and, for a time, the world was lit only by Isil’s then-powerful moonlight. Then, it was joined by the Sun Anar.
Varda planned for Isil to rise in the West as Anar rose in the East. Each day, the two would always be aloft. They would pass, never joining, at midday. Their first passing marked the beginning of time.
Tilion, however, proved unsuited to this unwavering discipline. His course wandered, his speed erratic, and he became enamored of Anar’s beautiful fires. Ultimately, he attempted to join with Arien, but the heat of the Sun was too much for Tilion. He turned away, but not before the vessel of the Moon was scorched. From that point onward, Isil shone with but half its original brightness. The Elves gave it the name Rana, the Wanderer.
Yet, fortune came of Tilion’s misstep. Where no night had existed, where the light of the stars had been obscured by the brilliance of the twin lamps, there had been no appointed time of rest. Tilion’s calamity foreshadowed a call for change by the Valar Lórien and Estë, who prayed that Varda reconceive the ways of the heavens. Varda concurred and so she created night, the time of the Moon’s changing half-light. Nighttime and daytime divided the day ever after. To this day, Tilion guides the lamp that lights the night.
Tilion’s Special Nature
Like Arien, Tilion has abandoned his corporeal form, and now he never leaves the Moon.
Tilion’s Principal Item
- Silver Bow
- (Q. “Telpelúva;” S. “Cúceleb”) A +70 holy Long Bow with three times the normal range (calculate penalties accordingly). It can be fired every round without penalty, twice in a round at –35 per firing, or three times in a round at –70 per firing (i.e., as a +0 bow). Seven feet long, made of silvery wood, wrapped in silver filigree, and inlaid in mithril, it is priceless.
Lvl: 325. Race: Maïa (Water Spirit). Profession: Animist/Sorcerer. Home: Valinor or wherever fresh water lies. Aka: (S. “Everwater”); The Calm; Mistress of Still Waters; Thirst Slaker; Ossë’s Saviour.
RM Stats: St-103; Qu-100; Em-120; In-117; Pr-114; Ag-112; Co-92; Me-90; Re-90; SD-97. MERP Stats: St-103; Ag-112; Co-92; Ig-90; It-117; Pr-114. Appearance: 105.
Uinen, or “Everwater,” is one of the two high servants of the Vala Ulmo. She is the spouse of Ossë and, save him, she is the best known of the Maïar. Calm and quiet, Uinen is the spirit of friendly waters. Her restraint and inner peace stand in stark contrast to Ossë’s capricious ways.
Uinen resides in fresh water, but her power, like Ossë’s, extends whenever water stands or flows — even deep below the earth. She is the protectress and shepherd of this precious gift.
Uinen’s most notable deed occurred in the early days, before history. When Ossë succumbed to the soothing temptations and awesome power of Morgoth, Uinen restrained him. Aided and spurred onward by the prayers of the Smith Aulë, she overcame the Black Enemy’s seduction. Uinen rescued her spouse and successfully obtained his pardon from the Valar. Few acts of love and faith ever matched this sacrifice.
Uinen’s Special Powers
- Although Uinen can take an exceptionally fair form, it has an elusive, liquid quality. While extreme heat and cold affect her body, as do magic weapons, she is immune to normal solid objects and obstacles. She can breathe in water or air with equal ease.
- Uinen has absolute control over all water within 300′. She can manipulate it to create, among other things, the effects of any spell on the Mage’s Water Law list. So long as she concentrates, she can utilize and maintain any and all spells, although she can only initially employ one spell per round.
- Lordship among Water-beasts
- Uinen will not be attacked by beasts who live in water.
- 6825 PP. Base spell OB is 162; directed spell OB is 325. Uinen knows the Water Law spell list, all Animist lists, all Open Essence lists, and all Open Channeling lists (MERP), and all Sorcerer lists, and Closed Channeling and Essence lists (RM).
Uinen’s Principal Items
- Uinen’s Cup
- Composed of translucent milky-white Laen and inlaid with adamant, this small (12″ x 12″ x 9″) chalice weighs fifty pounds. When set upon a surface, it will — upon command — produce an endless stream of pure fresh water (cool or lukewarm). Thus, it serves as a sort of mobile spring, its waters unparalleled for their taste and clarity.
- Uinen’s Ring
- When worn and waved over a liquid (volume = to 1-gallon x wearer’s level), the ring purifies the liquid — ridding it of all poisons or disease. The ring is usable a number of times per day equal to wearer’s level.
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