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  1. #1

    A Short Guide to Middle Earth

    (A lot of this material is an extrapolation of the Tolkien canon, don’t get your beards in a twist please)

    A Short Guide to Magic, Spirits and the Valar

    Aetur: (S. Magic, also Power or Essence) That fluid portion of the substance of Ea (the universe) subject to the direct manipulation of the will. Generated by all “spirits” whether Ainur (Holy Spirits) or Incarnates such as Elves, Dwarves and Men. Magical workers of the Essence utilizes the power that exists in everything and everyone in Middle Earth. It represents a force and order which defines or helps define the World. It has its source in The Song (Ainulindale) which created Arda (the World) and the order of things. A magician taps this power, molds it, and diverts it into spells.

    Ainulindale: (Q. Music of the Ainur) The first book in the Eldar cycle concerning the origin and history of Arda (the world). It is the story of the creation of Eä (the world and the heavens) according to the lore of the Eldar (Elves). Some refer to the work as “The Great Music or Great Song”, referring to the Music born from Eru’s (God’s) word and conceived by the choirs of the Ainur (Holy Spirits), the song that spawned existence.

    Ainur: (Q. Holy Spirits, sing. Ainu) The divine servants of Eru, spirits, born of Eru’s thought. The Valar and the Maiar are Ainur who reside in Arda (the World). Though formless they have gender and can assume corporal form by taking up a Fana (physical body). Most exist in the Timeless halls outside Eä. Also called The Singers.

    : (Existence) Eä is all that is, the whole of Eru's Creation and includes Arda and Heaven (Menel). Born out of the Great Music (Ainulindalë) that defined the divine order of existence, it remains bound by the patterns (Essence) of the Song. Outside of Eä are the Timeless Halls of Eru (The One) most Ainur (Holy Spirits) and the Void (Nothingness).

    Eru: (S. The One or He that is Alone; Q. Ilúvatar) The creator of Eä and all things within and without. In the beginning Eru, the One, who in the Elvish tongue is named Ilúvatar, made the Ainur of his thought; and they made a great Music before him. In this Music the World was begun; for Ilúvatar made visible the song of the Ainur, and they beheld it as a light in the darkness. And many among them became enamoured of its beauty, and of its history which they saw beginning and unfolding as in a vision. Therefore Ilúvatar gave to their vision Being, and set it amid the Void, and the Secret Fire was sent to burn at the heart of the World; and it was called Eä.

    Faerie: (W. Faerie, Fay) Lesser immortal spirits, ancient ones are lesser Maiar. Most magical creatures on middle earth are Fay. Many are creatures of legend like the Giant Eagles and the Ents. Some say Morgoth created foul versions to spite them such as Dragons and Trolls.

    Maiar: (Q. sing. Maia) The lesser Ainur who entered Eä as servants of the Valar. They are also known as the People of the Valar, the Servants of Valinor, and the Servants of the Guardians. The ignorant (notably among Men) call them "Lesser Gods." Sauron was a fallen Maiar.

    Sauron: The Dark Lord, A lesser Ainur or Maiar. He inherited the forces of evil Morgoth his master had controlled. He warred against the Free Peoples and deceived them many times till his destruction in Mordor at he end of the Second Age. But somehow he returned in the Third Age, and now threatens a war to destory the Free Peoples of Middle Earth.

    Valar: (Q. sing. Vala; S. Belain; S. sing. Balan) The greater of the Ainur who entered Eä as guardians and executors of Eru's vision. There were originally fifteen Valar; however Melkor (Morgoth) fell from grace, leaving seven male and seven female Valar. Melkor's name was never again spoken by the Exalted and he was counted as the greatest of the Great Enemies, Morgoth. The Valar are also known as the Mighty, the Exalted, the Great Ones, the Lords of Arda, the Guardians, the Lords of Valinor, the Lords of the West, and (by the ignorant) the Gods. They are:

    Aulë: The Smith. Lord of Crafts. Master of the Earth. Maker of Dwarves. Husband of Yavanna. Association: Earth; inanimate earth, crafting, materiality. Colour brown. His lordship is over all the solid earth of which Arda is made. In the beginning he wrought much in fellowship with Manwë and Ulmo; and the fashioning of all lands was his labour. He is a smith and a master of all crafts, and he delights in works of skill, however small, as much as in the mighty building of creation. His are the gems that lie deep in the Earth and the gold that is fair in the hand, no less than the walls of the mountains and the basins of the sea. The Noldor learned much from him, and he was ever their friend. He helped to build the island Andor (Land of the Gift) for the Edain to live on, it was called Númenórë in the High Eldarin tongue. Melkor (Morgoth) was jealous of him, for Aulë was most like himself in thought and in powers; and there was long strife between them, in which Melkor ever marred or undid the works of Aulë, and Aulë grew weary in repairing the tumults and disorders of Melkor. Both, also, desired to make things of their own that should be new and unthought-of by others, and delighted in the praise of their skill. But Aulë remained faithful to Eru and submitted all that he did to his will; and he did not envy the works of others, but sought and gave counsel. Whereas Melkor spent his spirit in envy and hate, until at last he could make nothing save in mockery of the thought of others, and all their works he destroyed if he could.

    Este: The Healer. Mistress of the Fountains of Renewal. The Gentle. Wife of Irmo. Association: Renewal; healing, rest, peace. Colour grey. Healer of hurts and of weariness. She brings healing and rejuvenation to all, for by her mild and soothing touch all wounds fade and all sorrows are lifted. She walks not by day, but sleeps upon an island in the tree-shadowed lake of Lórellin in Aman. From the fountains of Irmo and Estë all those who dwell in Valinor draw refreshment; and often the Valar come themselves and find repose and easing of the burden of Guardianship of Arda.

    Irmo: Dream Master. Lord of Visions. Spirit Master. Desirer. Master of the Fountain of Renewal. Husband of Este and younger brother of Namo and Nienna. Association: Spirits; dreams, desires, emotions, love, visions and peace. Colour deep blue. In Lórellin are his gardens in the land of the Valar, and they are the fairest of all places in the world, filled with many spirits. He does not work in the open, his power is unseen and his influence is subtle even to the Wise. Seek not Irmo in scenes of strife, or woe where conflict or physical power prevails. For he sends hope to men when the dark that Morgoth begat covers the earth. Seek him in Inspiration, in Desire, in Hope, and in the heart of the slumbering Hero before his day of great deeds.

    Manwë: King of the Valar. Lord of the Breath of Arda. Husband of Varda, brother of Melkor. Association: Air; sky, wind, weather, empathy, wisdom. Colour blue. He was appointed to be, in the fullness of time, the first of all Kings: lord of the realm of Arda and ruler of all that dwell therein. He best understands the mind of Eru and is noble and wise. In Arda his delight is in the winds and the clouds, and in all the regions of the air, from the heights to the depths, from the utmost borders of the Veil of Arda to the breezes that blow in the grass. All swift birds, strong of wing, he loves, and they come and go at his bidding.

    Melkor: (named Morgoth after his fall) The Mighty. The Unmaker. He who Arises in Might. Brother of Manwë. Later known as The Great Enemy, The Black Enemy. The Nameless. Association: Fire; heat, crafts, materiality, earth, now also cold/night/darkness. Colour now very dark red or black. The greatest of the Ainur, but even in the beginning he was not King, for he was never close enough to Eru’s thought. He shared power with the less powerful but more disciplined Manwë. He wanted to create his own theme, his own version of existence within The Song of Creation. This was the origin of Evil. He established a Lordship over Middle-Earth during the First Age and was only overthrown in a cataclysmic battle which sunk much of northern Middle-Earth and altered the World. Sauron, his chief Captain in the army of Darkness survived the Apocalypse. Melkor is the main source of Evil magic, he corrupted Arda (the world) with Morifaire (Q. Dark Essence), this Taint or Shadow (Q. Mordo) is the dark cultists source of power in Arda.

    Namo: Spirit Master. Keeper of the Dead. Doomsmaster. Lord of the Halls of Awaiting. Husband of Vaire, older brother of Nienna and Irmo. Association: Spirits; death, passing. Colour black. Námo the elder dwells in Mandos, which is westward in Valinor. He is the keeper of the Houses of the Dead, and the summoner of the spirits of the slain. He forgets nothing; and he knows all things that shall be, save only those that lie still in the freedom of Ilúvatar (God). He is the Doomsman of the Valar, the pronouncer of doom and judgement.

    Nessa: Mistress of Celebration. Dancer. Wife of Tulkas and younger sister of Orome. Association: Joy; celebration, happiness. Colour orange. Dancing is her specialty, bringing joy to all. Dancing has religious significance; connected with power somewhat as singing is, although more as a gift of joy and an expression of happiness. Lithe and fleet footed, she runs with the deer she loves, and they follow her train wherever she goes in the wild; but she can outrun them, swift as an arrow with the wind in her hair. In dancing she delights, and she dances in Valimar on lawns of never-fading green.

    Nienna: The Weeper. The Loner. The Sufferer. Sister of older brother Namo and younger brother Irmo. Association: Conscience; grief, pity, suffering, healing after grief. Colour red. She dwells alone. She is acquainted with grief, and mourns for every wound that Arda has suffered in the marring by Melkor. So great was her sorrow, as the Music unfolded, that her song turned to lamentation long before its end, and the sound of mourning was woven into the themes of the World before it began. But she does not weep for herself; and those who hearken to her learn pity, and endurance in hope. Her halls are west of Aman, upon the borders of the world; and she comes seldom to the city of Valimar where all is glad. She goes rather to the halls of Mandos, which are near to her own; and all those who wait in Mandos cry to her, for she brings strength to the spirit and turns sorrow to wisdom. The windows of her house look outward from the walls of the world.

    Oromë: The Huntsman. Tamer of Beasts. Master of the Wild. Forest Lord. Horn Sounder. Husband of Vana and older brother of Nessa. Association: Nature; beasts, the wilds, forests. Colour silver. Oromë is a mighty lord. If he is less strong than Tulkas, he is more dreadful in anger. Oromë loved the lands of Middle-earth, and he left them unwillingly and came last to Valinor; and often of old he passed back east over the mountains and returned with his host to the hills and the plains. He is a hunter of monsters and fell beasts, and he delights in horses and in hounds; and all trees he loves. Nahar is the name of his horse, white in the sun, and shining silver at night. The Valaróma is the name of his great horn, the sound of which is like the rising of the Sun in scarlet, or sheer lightning cleaving the clouds. Above all the horns of his host it was heard in the woods that Yavanna brought forth in Valinor; for there Oromë would train his folk and his beasts for the pursuit of the evil creatures of Melkor.

    Tulkas: Champion of the Valar. The Valiant. Husband of Nessa. Association: Valor; friendship, loyalty, laughter, hardiness, delight. Colour red-gold. Greatest in strength and deeds of prowess is Tulkas. Tulkas laughs ever, in sport or in war, and even in the face of Melkor (Morgoth) he laughed in battles before the Elves were born. He came last to Arda, to aid the Valar in the first battles with Melkor. He delights in wrestling and in contests of strength; and rides no steed, for he can outrun all things that go on feet, and he is tireless. His hair and beard are golden, and his flesh ruddy; his weapons are his hands. He has little heed for either the past or the future, and is of no avail as a counsellor, but is a hardy friend.

    Ulmo: King of the Sea. Lord of Waters. Spirit of the Veins of the Earth. Association: Water; sea, rain, springs, lakes. Colour: sea green. He is alone. He dwells nowhere long, but moves, as he will in all the deep waters about the Earth or under the Earth. He is next in might to Manwë, and before Valinor was made he was closest to him in friendship; but thereafter he went seldom to the councils of the Valar, unless great matters were in debate. For he kept all Arda in thought, and he has no need of any resting-place. At times he will come unseen to the shores of Middle-earth, or pass far inland up firths of the sea, and there make music upon his great horns, the Ulumúri, that are wrought of white shell; and those to whom that music comes, hear it ever after in their hearts, and longing for the sea never leaves them again. But mostly Ulmo speaks to those who dwell in Middle-earth with voices that are heard only as the music of water. For all seas, lakes, rivers, fountains and springs are in his government; so that the Elves say that the spirit of Ulmo runs in all the veins of the world.

    Vaire: The Weaver. Mistress of the Loom of fate. Wife of Namo. Association: Time; fate, tales and memory. Colour purple. In the Place of Souls she weaves all things that have ever been in Time into her storied webs, and the halls of Mandos that ever widen as the ages pass are clothed with them. Namo uses her chronicle to judge the doom of spirits. Quiet and serious her patience is boundless.

    Vana: The Ever Young. Mistress of Flowers and Song. Wife of Oromë and younger sister of Yavanna. Association: Youth; birth, renewal, fire, the wilds, flowers and song. Colour spring green. Utterly youthful and untamed, she was the embodiment of the Spring of Life. Her fiery nature and passionate songs stir hearts to kindle memories of their younger years. All flowers spring as she passes and open if she glances upon them; all birds sing at her coming.

    Varda: Queen of the Valar, wife of Manwë. The Star-kindler. Queen of Light. Association: Light; stars, the sun and moon, vision, hearing and insight. Colour white. Compassionate and wise she is as bright as the light she embodies. She is the epitome of noble strength and beauty. Her strong and active support of Elves and Men is well known. Too great is her beauty to be declared in the words of Men or Elves; for the light of Ilúvatar lives still in her face. In light is her power and her joy. Of all the Great Ones who dwell in this world the Elves hold Varda most in reverence and love. Elbereth they name her, and they call upon her name out of the shadows of Middle-earth, and uplift it in song at the rising of the stars.

    Yavanna: Mistress of the Earth. Giver of Fruits. Keeper of Plants. Wife of Aule and older sister of Vana. Association: Earth; animate earth, plants and agriculture. She is the lover of all things that grow in the earth, and all their countless forms she holds in her mind, from the trees like towers in forests long ago to the moss upon stones or the small and secret things in the mould. In reverence Yavanna is next to Varda among the Queens of the Valar. In the form of a woman she is tall, and robed in green; but at times she takes other shapes. Some there are who have seen her standing like a tree under heaven, crowned with the Sun; and from all its branches there spilled a golden dew upon the barren earth, and it grew green with corn; but the roots of the tree were in the waters of Ulmo, and the winds of Manwë spoke in its leaves. Kementári, Queen of the Earth, she is surnamed in the Eldarin tongue.

    A Short Guide to Languages

    Adunaic (Ad): Dunedain, Black Numenoreans, Corsairs.
    Apysaic: Haradrim
    Atliduk: Beornings
    “Black Speech”: (S. Morbeth) Some Orcs and Trolls mostly Dark priests
    Duneal (Dn.): Dunlendings
    Eothrick: Eothraim who become Rohirrim
    Haradaic: Haradrim
    “Hillman” (Hi): Hillman, a Dunnish dialect
    Khuzdul (Kh.): Dwarves
    Labba: Lossoth
    Logathig: Dorwindrim, Easterlings
    Nahaiduk: Woodman and Beornings
    Orkish: Orcs
    Pukael: Woses
    Quenya (Q.): Noldo
    Sindarin (S.): Sindar
    Silvan: Silvan
    Umitic: Umli
    Varadja: Variags
    Westron (W.): Common speech
    Last edited by Pretexts; Jun 17 2011 at 10:14 AM.

  2. #2

    Re: A Short Guide to Middle Earth

    A Short Guide to Dwarves

    (The ‘folk’ of each of the Seven Tribes is not consistent. Think of this as one people having more than one name. Someone from the UK can be English and British for example.)

    Dwarves: (Kh. Khazâd) Although fashioned by the Vala Aule before the awakening of Men, this hardy but short race came into Endor after the Second born. Long-lived yet mortal, they remain apart from both Elves and Men. The seven tribes of Dwarves have spread across Endor yet have remained close and spread a reputation for ruggedness, practicality and loyalty. Most favor the rocky highlands and deep caverns of the mountains, for Dwarves more than any other race remember their origin and heritage. Superb miners and craftsmen they live in tight knit groups in underground cities. Their demeanor is sober, quiet, possessive, suspicious, pugnacious, introspective and sometimes greedy. Tenacious warriors, their blood is thick and their bonds deep. Though Dwarves and Elves can be distrustful of each other, strong bonds occur between some Dwarf Holds and Elf Havens.

    The Seven Tribes

    Rough guide to which tribe lives where:

    Blue Mountains – Firebeards, Broadbeams, Longbeards,
    Iron Hills - Longbeards
    The Lonely Mountain – Longbeards and Others
    Grey Mountains - Longbeards
    White Mountains – Any of the above

    The Iron Fists, Stiffbeards, Blacklocks and Stonefoots were not of “Middle Earth”, being in the further reaches of Endor. But to allow for some variation, no reason why you have not travelled West or North to Eriador.


    Longbeards (Kh. Sigin-Tarâg)
    Durin’s Folk

    The Longbeards, or Mountain-Dwarfs are Dúrin the Deathless´ Folk. Their Ancestral Place of Awakening is the City of Gundabad , which long ago was sacked by the Orcs. After the Fall of Gundabad, the City of Khazad-dûm became their Chief Settlement, where they discovered the magical Ore Mithril. The Longbeards were great Merchants and Craftsmen and, which is seldom among Dwarfs, were relatively friendly with Elves, especially the Noldor of Eregion. After the Balrog Dúrin´s Bane, appeared in Khazad-Dûm, or Moria, the Longbeards established several smaller Cities and Colonies, chief amongst was Erebor the Lonely Mountain.

    The Longbeards are typical Dwarves, Strong and Stout and are especially known for their extremely long, often Forked Beards and their extraordinary (even for Dwarves) long lives. Several Longbeards lived beyond 220 years.

    Dwarf-holds:
    Thorin’s Gate in the Blue Mountains (From the LotR MMO)
    Erebor, the Lonely Mountain
    Barukkhizdín in the Iron Hills
    The Mines of the Grey Mountains: Mahalkukhizdín, Thakalgund, Zeleg-ubraz, and Danuk-khizdín
    They have returned to the City of Khazad-dûm (In the LotR MMO)


    Firebeards (Kh. Sigin-Baruzim)
    Bighâl´s Folk

    (In the game Dwalin is a Longbeard. I would play that Dwalin is the Longbeard King of Thorins gate, while Asaghal (VI?) is King of Belegost.)

    They awoke together with their Kinsmen the Broadbeams at Mallost in the Northern Blue Mountains and soon after founded the large City of Tumunzahar (Kh."Deep-Fortress"). They were famous Dragon-Warriors and fine Smiths. Most prominent among the Firebeards was King Azaghâl who wounded Glaurung the Dragon.
    After the Drowning of Beleriand and the destruction of Belegost they spread into southern Eriador and made sucessful trading connections with their Kinsmen of Moria and the Men of Enedhwaith.

    The Firebeards are known for their often fire-red Hair and their Horrible Mask-shaped Helmets. Unusual for Dwarfs they sometimes fight with short Stabbing-Swords. Firebeards are known to live beyond 150 years. Sometimes called “The Ore Dwarves.”

    Dwarf-holds:
    Belegost / Gabilgathol (Mighty Fortress) - Now destroyed
    Gondamon (From the LotR MMO)
    Some have gone with their brothers to the City of Khazad-dûm (In the LotR MMO)


    Broadbeams (Kh. Findu-Nahâb)
    Telphor´s Folk

    The Proud and Warlike Broadbeams or Anvil-Dwarves are the Clan of Telphor the Cold. Telphor awoke along with his friend Bighâl at Mallost, in the northern Ered Luin. Later his Clan founded the great cities of Nogrod and Gabilgathol (Mighty Fortress). The Broadbeams were great Artisans and even greater smiths than their Brothers from Belegost. Two of the Greatest Dwarf Smiths of all times, Telchar and Gamil Zîrak (Kh.:"Silver the Old") were Broadbeams. However the Broadbeams for all times are brandmarked for their cruel and coward murder of Thingol and their ravenging of the Elven City of Menegroth.
    After the Drowning of Beleriand the Broadbeams expanded into Northern Eriador and Forodwaith on the search for Riches and founded the City of Baraz-Dûm later called Carn-Dûm.

    The Broadbeams, as their name implies in general are especially heavy and stout. They are known to achieve a common Age of beyond 170 years.

    Dwarf-holds:
    Nogrod / Tumunzahar (Kh."Deep-Fortress") – Now destroyed
    Nogland (from the LotR MMO)
    Some have gone with their brothers to the City of Khazad-dûm (In the LotR MMO)


    Ironfists (Kh. Abad-Maz’r )
    Kings: Mabun, Sindri, Thelor, Threlin, Thulin.

    *If you play one of these, maybe a reformed one would be best rather than an agent of Sauron*

    They awoke in central Middle-earth, where they have contact with Easterlings. So injured had Sindri´s folk grown to acting purely of self-interest, and sustained by no other principle than martial prowess, that they felt no shame in accepting gold from Mordor in payment for arming his minions to make war against the Westlands. When Sauron and Durin´s heir summoned them for the battle of Dagorlard, few were willing to take the field against Durin´s heir. Fewer still could conceive of alliance against Sauron as a matter of common honour to the Khazâd, so most of them remained aloof from the war. But their king and many warriors fought for Sauron.

    In the aftermath of the Last Alliance, the Dwarves of the Westlands universally branded them as renegades and turncoats. The cataclysm of Númenor Downfall had ruined their chief city, and the exile of their king (which founded Nurunkhizdín, near the Inland Sea of Rhûn) had left them leaderless.
    They live scattered in the East as shamans and fortune-tellers among the superstitious Easterlings. The Ironfists or Earth-Dwarves are an extremely war-like and xenophobic Tribe of Dwarfs from central Middle-Earth. They are the Tribe of Mabûn the Rich and are even by Dwarfen standards extremely greedy and mistrustful. The Ironfist Tribe always suffered from terrible inner strife’s and enmities among the different Ironfist Lords. After the Dwarves forsake the Mirror-Halls of the Barl Syrnac Mountains, the Place of Mabûn´s awakening, they moved southwards and founded the Large City of Namagalûz.

    The Ironfists are very broad and strong in built and by Dwarfen standards quite tall. They are known to reach an average Age of 150 years.

    One of the most tragic tales, is the history of these Dwarves. For a time they lived in Mount Gundabad (northern Misty Mountains) but a conflict with Durin’s folk and repeated attacks by the Orcs of the North drove them eastward. They settled in the Mountains of Rhûn, where they prospered for almost 7 centuries. However, once again, intra-Dwarven strife ended their peace. An argument between King Thelor XIV and his brother Thulin resulted in a brief, bloody civil war. Thulin slew his overly-proud (even by Dwarven standards) lord and laid claim to the throne. He was, in turn, murdered by Thelor’s daughter Thris, whose son Threlin became King.

    Threlin moved the remnants of Thelor’s folk further south in early part of the TA. He established a domain centred at the delving called Namagaluz. Located in the Ered Harmal, the gate to this rich hold opened eastward, above the waters of Heb Aaraan and not far from the Chey lands. It was the greatest Dwarf city in central Endor.

    The bloody strife happened because of the alliance with Sauron. Thulin could be the King who favoured the alliance with Sauron, and Thelor’s last supporters would have to flee the followers of Thulin, who were more numerous.

    Dwarf-holds:
    Awoken in the Mirror-Halls of the Barl Syrnac Mountains, in central Middle-earth
    Namagalûz (large city in south-central Middle-earth)
    Gamil-nâla under Mt. Bundushar, in central Middle-earth (collapsed home at the Downfall of Númenor, S.A. 3319)
    Nurunkhizdín (near the Inland Sea of Rhûn, founded after the Last Alliance. An unknown evil fall upon them in T.A. 58)


    Stiffbeards (Kh. Sigin-Mablâd)
    Thúlin´s Folk or Bávor´s Folk (the swift) or Khadîn the Swift

    They first established in Kibil-tarag, in the far north and they remained there until the invasion of Dragons, when they had to flee and their king was killed. The survivors went this way and that, seeking more modest hearths hidden as best as they can from Dragons. They live an stoic existence of hunting and weapon-crafting until the longing for dragonslaying overtook them. They keep some forgotten lore of their own race about carvings runes which they use against dragons.

    The Stiffbeards are one of the two Dwarf-Tribes that awoke in Central Middle-Earth.
    The Unsteady Tribe is the people of Khadîn the Swift, who along with his friend Mabûn of the Ironfists awoke at the Mirror Halls (Kh.:"Kheledkhizdin") in the Barl Syrnac Mountains. The Stiffbeards or Cave-Dwarfs are relatively peaceful and clever Merchants. After the Dwarves had to leave the Mirror-Halls because of the Invasions of Evil Humans into the surrounding Lands many Stiffbeards, after a great Wandering, founded the Cities of Mablâd-Dûm and Barazimabûl in the South. The Stiffbeards are known for their strange way of wearing their Beards as long and pointed thorn-like knots. The Stiffbeards are a long-lived Dwarf-kindred, Stiffbeards are known to commonly reach the 200th year of Life.

    Bavor’s folk were the first to leave the homelands. They went into the south and built their homes in the Yellow Mountains. Quickly sundering after the murder of Bavor, they split into three factions. The largest group constructed the vast delving at Baruzimabûl, the great hold that the Men of the South call Blackflame
    In the far South, Dwarves have dwelt in the Mabûl Mountains since the early Third Age.
    Nar’s Folk – originally part of Bavor’s people. Nar was the second son of Bavor, and left with a few followers and friends after the murder of his father. The first hold, Mablad-dûm, was occupied by Bavor’s people in the Second Age. Early in Third Age, strife & contention caused a rift among the Mablad. One faction moved to the SW portion of the Yellow Mountains, and another founded Narad-dum in the eastern peaks, the Tûr Betark.
    The 'official' dwarvish name for the tribe living in the Ered Laranor is Stiffbeards, although today it is rarely used. Most people know them as Bávors Folk. Their tale is a sad one. First they arrived in the South around the middle of the First Age. Here they carved out the city of Mablâd-dûm in the central Yellow Mountains. In S.A. 1092 however, strife arose and the king was killed in the fray. After this, the main host of the Mablâd wandered south to settle in the city of Blackflame (Kh. Baruzimabûl), a mining colony founded three centuries earlier. Later, part of the remaining Dwarves of Mablâd-dûm left the city for the east, and they founded holds at Bar Falin and Nárad-dûm. The former was later taken by the forces of Darkness, and so three principal Dwarven holds in the Ered Laranor remain by the middle of the Third Age. Most Dwarves however live in the city of Blackflame and it is here that the High King of Bávor's Folk resides. Mablâd-dûm is second in prestige and Nár's Folk in Nárad-dûm south of the Sára Bask in the eastern part of the Yellow Mountains comes third.
    Drùhar’s Folk are a branch of Bàavor’s Folk, that before the First Age separated from their people travelling in the East, and settled in the Ered Engrin. They were eventually joined by a small group of Drùin’s Folk, coming from Ruurik: they founded Kheledh-dûm, and in a few generation were absorbed by the locals.

    Dwarf-holds:
    Kibil-tarag (ancient home). It is in the island in the Sea of Utum, in the north.
    Awoken at the Mirror Halls (Kh.:"Kheledkhizdin") in the Barl Syrnac Mountains (central ME)
    Cities of Mablâd-Dûm and Barazimabûl in the South.


    Blacklocks (Kh. Bundin-Narâg)
    Var´s Folk or Druin’s folk (the Proud) or Khom´s Folk (the Proud)

    The last two tribes settled in easternmost Endor. There, after being apart for over 7 centuries, they came together once again and laid claim to the guarded, seaward land they named Ruuriik. The Dwarves of Druin’s tribe founded the Kingdom of Ruuriik in SA 700. Led by Balli the Rash, the Naugrim established their capital in the caverns of Akhuzdah (Ahulë) in the rim of the mountains on the SW side of the Great Vale. It was called Tumanahal after Mahal (Aulë). Only 7 years after the founding of Tumanahal, a second Dwarven tribe came to Ruuriik. They arrived in hope of settling in the northern part of the Walled Land, with their lord, the aged Barin, Northern King. Barin’s folk received all the lands north of the Faliodukûm. The two tribes had little trouble in prospering, despite the occasional forays from the Fale tribes and the servants of the Kank of Ruartar. 453 after the founding of Ruuriik, Muar – former warlord in Uab and Uax appeared in Ralian, and conquerred Ruuriik in SA 1157. The tragic tale of Ruuriik ended centuries later, in SA 2742 (Fulla VII crowned as King of Ruuriik, heir of Druin’s line). The city Khazad-madûr is theirs.
    They speak Khuzdul, and when they write use Certhar, adapted to their language (Certhar Ered, Mountain Runes).

    Notes: The extremely loyal Blacklocks or Jewel-Dwarfs are one of the two tribes of Eastern Middle-Earth. Awoken in the Red Mountains along with their fellow Tribe, the Stonefoots, the Blacklocks are the Clan of Khom the Proud.
    The Blacklocks are especially known as great artists, skilled in the work with Marble, but they also are busy Merchants. After a Golden Fire Dragon drove the dwarfs away from their awakening Place, the great North-Hall near the Urulis Pass, the Blacklocks went Southwards and founded the Great City of Tumunamahal in Akhuzdah, later they built the Overground religious centre, the Khalarazûm.
    The Blacklocks, as their name implies are in general black haired and darker than other Dwarf-Kindreds. They are known to reach an Age of beyond 150 years.

    Dwarf-holds:
    Awoken in the Red Mountains, in the far East of Middle-Earth
    Nargubraz (lost home) in the Far East
    Naragul (fastness of the travelling warriors of Var's folk in the Far South)
    City of Tumunamahal in Akhuzdah
    The Khalarazûm, overground religious centre

    Stonefoots (Kh. Azali-Dûraz)
    Vigdi´s Folk Barin’s folk (the scarred) or Rúras' Folk (the scarred)

    The Stonefoots, or Stone-Dwarfs, are the People of Rúras the Scarred and awoke along with the Blacklocks in the North-Hall, in the Red Mountains in the far East of Middle-Earth. After a long exile from their ancestral Home they founded the great City and kingdom of Radimbragaz, and later in the late second Age the even larger City of Khazad-Madûr (Kh.:"Dwarf-Womb").
    The Stonefoots are very proud and Warlike, but circumspecting and not easily angered.

    They managed to make incredible defences against the Dragons with the help of Saruman. The worms never could take their main Dwarf hold. The wizard also helped them to stop the feud between them and the Blacklocks. They developped together with the Istari some weapons he latter used when he turned to evil at what was called ‘the fire of Orthanc’.

    They are very heavy and strong and after many years of wandering have become quite reclusive and silent.
    They are known to reach an Average Age of 180 years.

    Dwarf-holds:
    Baraz-lagil (home of Vigdis's folk, the Stonefoots), in the Far East.

    North-Hall, in the Red Mountains in the far East of Middle-Earth
    City and kingdom of Radimbragaz
    City of Khazad-Madûr (Kh.:"Dwarf-Womb").
    Last edited by Pretexts; Jun 17 2011 at 06:33 AM.

  3. #3

    Re: A Short Guide to Middle Earth

    A Short Guide to the Elves

    Notes (very rough guide to what peoples of the Elves lived in which location, in order of most prominent in numbers to least. But feel free to come from anywhere, its just a guide.)

    Mirkwood: Silvan and Sindar
    Lorien: Mostly Silvan and Sindar, some Noldo
    Lindon: Mostly Sindar, Noldo and Silvan are present
    Edhellond: Sindar
    Rivendell: Mixed


    The Elves are the Quendi (Q. People of the Stars.) also known as the Eldar, the first. The Calaquendi (Q. High Elves) are those who made the Great Journey to the Undying Lands. The immortal Children of Eru and the noblest of the Free Peoples. Also called the Firstborn, they awoke before Men or Dwarves and were the first race to speak. Elves settled in both Middle-earth and Aman. The Vanyar (now only found in Aman), Noldor, and Teleri (Silvan and Sindar) kindreds comprise the Eldar. Though Elves and Dwarves can be distrustful of each other, strong bonds occur between some Elf Havens and Dwarf Holds.

    Elves and Men are both the Children of Ilúvatar, and so have much in common, but there are also great differences between the two peoples. Of these, the most significant is that Elves are 'immortal', at least while the World lasts; they do not suffer ageing or disease, and if they are slain or wither with grief, they are reincarnated in the Halls of Mandos in Valinor. Although, unlike Men, the Elves must remain in the world until its ending, they are not bound to Middle-earth. They may if they wish take the straight road, and sail into the Uttermost West, a road that is barred to mortals.

    Elves also have far clearer sight and perception than Men; they are naturally aware of many things that are hidden from the Younger Children, but these gifts are not without limit.
    The Elves never had any distinct 'religion' in the sense that Men would understand the word; indeed, the High Elves had travelled to Valinor and lived with the Valar (or 'gods') themselves for many ages before Men came into the world.

    Of all the Valar, they most revered Varda Elentári, the spouse of Manwë, and Lady of the Stars. In Middle-earth, they called her Elbereth, Star-Queen, and sang to her across the wide ocean Belegaer. Great respect was also given to Ulmo, especially during the First Age when he aided the Elves against Morgoth.


    The Three Kindreds of the Elves on Endor (Middle Earth)

    Noldor: (Q. The Wise; alt. The Deep Elves) The Second Kindred of the Eldar. Often called “High Elves” because they are the only Elves living in Endor who have resided in the Blessed Realm of Aman across the sea. This exalted status makes them the most noble of the Quendi (Elves) on Middle Earth. They are the most ordered of the Quendi, seeking to build communities and states into beautiful guarded palaces. They are noble of bearing and carry themselves with assurance. They can appear to be haughty and arrogant. Of all the Elves they are the most inquisitive and passionate, being full of a desire for experience and expertise in the arts and ways of the world. But their nobility has not saved them from this thirst for knowledge; which has in ages past caused them to fall prey to lust, corruption and strife. They are mostly dark haired and have dark brown or greyish eyes. Descents of Fingolfin and Finarfin are often fair haired and blue eyed.

    Silvan: aka Avari (Q. Refusers; sing. Avar) The Avari constitutes the majority of the Firstborn. All of the Elves who are not Eldar are Avari. In turn, all of the Avari are Moriquendi or Dark Elves. (Dark Elves is a term that is also confusingly used to name those elves who work for Sauron, some even being worshipers of Melkor). They did not depart with the Eldar on the journey to Aman. They took to the forests to find safety from Morgoth and his legions. This way of life has stayed with them and they are known as Wood Elves. Their culture is unstructured and rustic compared to other Elves but rich and advanced compared to many Mannish peoples. Most are now settled in kingdoms ruled by the Noldor or Sindar. But this is the Elven way; those destined to rule will do so. A fun loving but guarded folk, outward mirth can sometimes hide grim intentions. They all enjoy a good journey or adventure and most look at life as a game to be played. Music and tricky are favourite pastimes. Masters of the wood, woodcraft and wood lore. They have a ruddier complexion with chestnut to dark brown hair and eyes. They have more diversity of appearance then the other two kindreds.

    Sindar: (S. Grey Elves; sing. Sinda; aka Elves of Twilight.) A branch of the Teleri, the Sindar are neither Moriquendi (Dark Elves) nor Caliquendi (Light Elves). They were Teleri who did not go with the others on the final journey to Aman. They are the most open and cooperative of the Quendi. Both great teachers and borrowers with an interest in the works of all races. A settled people they enjoy the company of others. They build towns and havens and live in close knit communities. Those that settled on the coast are called the Falathrim, they have a kinship with the sea and are second to none as sailors and ship builders. The quietest and calmest of the three Elven kindred’s. They are less frivolous and playful than the Silvan Elves and less fiery and passionate than the Noldor. Sindar feelings are deep and not easily aroused but when they are they cannot be stayed. Most have fair or sandy hair and pale blue or grey eyes.

    The Elves of Lindon (S. Land of Song)

    This acts as a guide to any Elvish people who come from any region on Middle earth. For example there are Falarthrim in Edhellond, Iathrim in Mirkwood and the Godhellim are the basis of the Noldo anywhere. Remember that Beleriand is no more; the west coast of Eriador which once went far further west is now buried beneath the sea. Many of the survivors reside in Lindon.

    Falathrim (People of the Sindar)
    These are the Shore elves, the people of Cirdain. Amongst themselves they are called the Eglain (S. the Forsaken, class plural Egladhrim) or Telerim. A branch of the Sindar, the Falathrim settled the long western coast of Beleriand, being detained and thus failing to cross the Belegaer with the folk of Olwe. In Lindon, they settled Mithlond (The Grey havens) and to a certain extent Harlond and Forlond, becoming an urbanized and fishing society. They mostly have dark hair and grey or blue eyes.

    The Falathrim are dominated by certain substantial differences from all the other Elves of Lindon; they are sea-farers (perhaps only matched in shipbuilding craft and seamanship by the ancient Numenoreans), living in towns, and retaining the greatest continuity from the earliest Ages of any surviving culture in Endor. Nonetheless, they are also among the least insular (in most respects) of the various Elven peoples of Lindon, intermarrying freely with the other Elvish groups, easily both serving under and ruling over their kinfolk, and preserving a complex and healthy culture, producing artists, warriors, scholars, sailors and a multitude of trades.

    Cirdain their lord dominates their governance, along with his nobles (some of whom ruled beside him in lost Eglarest and Brithombar), and has done so for all of their existence as a separate people. As Warden of Mithlond Cirdan is the leader of all Elves in Lindon. The Falathrim do not question his decisions as might a Noldor or Sindar his leaders, for his wisdom and long tenure have affirmed his right to rule. The Falathrim are sometimes uncomfortable with the more eccentric Noldor and the more secretive Sindar, but Cirdain’s openness to dissidence and complexions of perspective show his great Wisdom. This is not to say that the Falathrim are colorless, far from it. They express their individuality in their own personal ways, not in dramatic fashion. Being town dwellers, they are gregarious and cultured. The density of population allows the pursuit of individual talents more fully than amongst the more rural peoples, where survival skills and interests of use to the community are more encouraged.


    Godhellim (Noldor)
    The Noldor are the Wise, and the Golden, the Valiant, the Sword-elves, the Elves of the Earth, the Foes of Melkor, the Skilled of Hand, the Jewel-wrights, and the Companions of Men. The name Godhellim (class pl.; sing. Godhel, pl. Godhil), meaning Exiles, is the term used most often in Sindarin amongst the Eldar of Lindon and Lorien. They are mostly dark haired and have dark brown or greyish eyes. Descents of Fingolfin and Finarfin are often fair haired and blue eyed.

    The Noldor are among the most distinctive of the Eldar in Lindon, cleaving to unshared decorative, linguistic and cultural norms. They are the only group to continue the extensive use of Quenya and it continues to fill a religious and private function for them. However, all Noldor are bilingual in Lindon, and speak Sindarin with more frequency, both in public and amongst themselves. The Noldor are proud of their reputation and are the most apt of the Eldar to dress and decorate with elaboration and luxury. This feature of their society has been muted by the history of the Long Defeat and Sindarin influence, so the individuality of a Noldo is most often expressed through a splash of color, and embroidered or carved symbols peculiar to the owner.

    The Noldor are a dying culture in the Third Age. Only by living together and interacting consciously with their disparate tribe do they continue their sense of communal identity, and this is pursued carefully by most Noldor, an interest which moderates their legendary individualism. However, such gatherings and communication is sometimes infrequent by mortal standards. Galadriel is the heir to Gil-galad but only takes the title Lady of the Noldorí (Hiriel in-Odhellim), eschewing the public use of the title of Queen; none the less she is the Queen of the Noldor in Middle-earth. This does not diminish the respect the entire Noldorin exile community feels they owe to her. Representing Galadriel in Lindon is Gildor Inglorion, a prince of the Noldo.

    Though the Noldor when they came to Beleriand included seers, spiritualists and spell-casters, the direct favour of the Valar had been withdrawn, leaving them to prosper or perish by their own devices. They became adept at employing their personal power in battle and in craft. It was only with the War of Wrath that the Noldor regained the benevolence of the Blessed Ones. By most standards the Noldorin religion was more a philosophy. Many Aman born Noldor had had Valarin patrons, and they dedicated their works and hopes to them (when they did not abjure entirely the powers that had forsaken them), making spirituality very personal. The religious mission of the Exiles was to redeem themselves, by returning the Silmarils to Valinor, and by atoning in deed and thought for the Kinslaying.

    All non royal Noldor belong to a noble clan, either as part of the ruling descent, or as part of the inter-related followers. These Houses have a territorial core or seat, though their membership is often scattered. Many of these clans or Houses arose in the Great Journey, before the Noldor had crossed Belegaer for the first time. Since most Noldorin Houses are rather small by the Third Age, they marry typically out of the House, and children choose from their parents affiliations. By this time a substantial proportion of each house would have been Sindar. The most frequent way the House develops and grows is through its children, but the Houses adopt other Noldor and more rarely non Noldor as foster kin, both as children and as adults. Houses cultivate particular crafts and interests, contributing to the economic survival of the wider community.

    Some Noldor also belong to the Fellowships or Brotherhoods, a Beleriandic invention, and with these ties of blood are less paramount. As the brotherhoods are a cross-cultural development, they are discussed after the section on Elves. Some of the Gwaith (Brotherhoods, lit. People) once asked of their members to forswear House allegiances (though this is no longer usual), most famously the Healers.

    The basic unit of the Noldorin dominated region of Forlindon is the Noth or Household. All non-royal Noldor belong to one of a number of noble houses, typically adopting one of their parent’s houses. The nobility, whether Noldo or Mithrin, are the chiefs of a close-knit and collegial community centered on a village or hall. The two basic elements to a Noth are a common professional interest and an underlying, but not required, familial connection between the members. Unrelated members are adopted by the community as kin, making the devotion and common cause of the settlement symbolically one. Every community has a leader, an Arphen, who settles conflicts, negotiates with other Neth, and leads the people in battle. These are the nobles.


    Iathrim (People of the Sindar)
    The Iathrim are the Lemberi, the Lingerers; the Elves of the Twilight, the Enchanters, the Wards of Melian, the Kindred of Luthien. Literally, the Fence-people; the folk of Doriath. The Iathrim of Harlindon are about as numerous as the Falathrim, and are found throughout the lands south of the Gulf. Most have fair or sandy hair and pale blue or grey eyes.

    Most Iathrim were willing to live near the Noldor and these were gathered under the leadership of Celeborn. With Oropher some went east to the Baranduin, and gradually made their way to Mirkwood. For this reason the Iathrim are not as prominent in Lindons culture and governance as they might have been. Instead the Falathrim and Noldor are both more unified and more active. The Iathrin contribution to Lindon has been in the field of defence (they contribute many rangers), craftsmanship and magic.

    The Fenced Folk spent most of the First Age unified under a mighty king and his bride Melian, who took much of the governance to themselves. Thingol selected local leaders and counsellors to attend to his decisions his rule was more despotic than amongst the exiled Noldor, but a benevolent one. Outlying settlements which are so representative of the origins of the Iathrim of Lindon were fairly autonomous. For this reason the Sindar have preserved a more formal mechanism of rule than the other tribes in the wake of Gil-galads death. They strongly emphasize bloodline as one of the prerequisites to power, for though pre-eminence in a specific field of endeavour will bestow a primacy in that area, it will not grant nobility. Being rural folk in origin, and determined to delineate themselves from other Elves, they formed several great Houses (each named after a tree) which themselves contain older Houses (named after appropriate animals).

    The Iathrim revere Elbereth first, and out of their country origins, Ivann (Yavanna). Melian their Queen was a Maia, a spiritual handmaiden of the Valar. Representations of Melian, particularly from life, (sometimes with Elu) have acquired some religious importance. Melian’s Host, the Faerie of Doriath, which resettled in Harlindon (and absorbed the local spirits into their number), contributes an intensely otherworldly feel to the night gatherings of the Iathrim. Some amongst the Fence elves have the respect of the Host who are their allies. This prerogative is imbued with religion, being the heritage of Melian’s handmaidens.

    Lindellim (Nandor, related to the Sindar and Silvan peoples)
    These Nandor are the Host of Dan (S. Lenwë), the Laiquendi, the Wood-elves, the Wanderers, the Axe-elves, the Green Elves and the Brown, the Hidden People. Their eye and hair color is a mixture of Sindar and Silvan ones.

    Originally being hunters and semi nomadic, they were accustomed, when Eriador was still cloaked by trees, to making a life in combination with their agricultural cousins. Two major Lindellim regions lay, in the Second Age, within or next to Lindon: Siragale or Siranwaith (southwestern Arthedain) and Imladorn or Dor in-Lethryn, north of the Lhun and east of the Ered Luin.

    Never numerous, they wandered vast territories in Eriador. Their homes have vanished in most places there, crowded out by Men and their herds, or abandoned as the Dunedain cut down the tall trees of the lowlands.

    In Lindon proper, their numbers have steadily increased, as they are perhaps more fecund than the High Elves or their Sindarin cousins. They have been increased as well by the steady trickle of immigration from the east. In Harlindon they have combined with the remnants of the Laegrim (another people of the Nandor) to make up the greater part of the rural population; in Forlindon they have been less numerous, but they are found in Galfalas, living amongst the Mithrim. Curious and gregarious Lindellim have colonized the havens as well, though they are most frequently laborers, gardeners, victuallers and servants. In many cases, these servants have, over the millennia, inherited the Noldorin palaces and the Sindarin mansions whose households they served (and which households have departed) to become latter day gentry and crafts masters of the Brotherhoods.

    The Lindellim are the most advanced of the Nandor and are frequently confused with the Sindar or Silvan by the Dunedain; in Lindon proper they exhibit so many similarities that it takes a keen cultural observer (or a native Eldar) to tell the difference. Most Sindar show more individuality, a more pious character and are larger in stature.
    Clans include the Siranwaith (S. Sirannim, sing. Siranedhel (Elf of the Wandering Rivers)) and the Lathedhil (S. Listeners).


    Mithrim (Sindar)
    The folk referred to as the Northern Sindar, this name being given to them because of the cool and damp climate of their lands, north of Doriath. It is from these people that the Lake of Mithrim in Beleriand was named, for Hithlum was the area they were most numerous in. They spoke a separate dialect of Sindarin in the first age, though intermingling in the Second and Third has extinguished most of the differences. Most have fair or sandy hair and pale blue or grey eyes.

    The Mithrim were and are Sindar, and share many beliefs, customs and motifs with their kinfolk the Iathrim, but being outside Melian’s Girdle in the First Age, they were usually left to their own devices.

    They were the first Eglain (Forsaken Elves, not the forsaken men in the Lone Lands) to encounter the Noldor, whose coming saved them from the Orcs that were in that year marching forth from Angband. Under the new Sun they swore brotherhood with the Exiles. This relationship persisted as the Noldor formed their kingdoms and into the dark days when Morgoth enslaved the North. As the wars raged, they fought under the banners of the sons of Finwe, practical considerations and increasing intermarriage estranging them from and including them in the isolation and mistrust that Thingol’s people developed for the Calaquendi.

    In the eyes of Thingol and the realm of Doriath they became untrustworthy, much to the design of the Enemy. He enslaved them in the pits of Angband, and ruled their minds with sorcery. Some escaped to the hills and wilderness to live lives of resistance, like Annael, Tuor’s foster-father. When the War of Wrath freed the Mithrim, their folk were haunted by their oppression. Many took ship with the Teleri, hoping for healing, and others joined their Noldorin compatriots building Lindon. The Mithrim are angered by slavery or tyranny, and are among the most persistent advocates of Eldarin involvement in friendship and alliance with the Free Peoples.


    Eldar Society and Culture
    The Noldor of Finarfin’s following created a parallel Sindarin nobility within their realms, as did the High Kings in Mithlum, but these Houses were destroyed in great part or left for the West. The remainder exist as secondary nobility (stewards, knights and chamberlains) within Forlindon’s fading Noldorin Houses. A large number of the Mithrin nobles (who later succeed in part to the holdings of the Noldor) are the sons and daughters of Belinn, one of the Generals of Gil-galad slain in Mordor, and Duilwen Deneloss of the Danwaith.

    To be one of the Eldar in Middle earth is to be a member of a people both feared and admired, no folk has done more to shape the basic patterns of the speaking peoples. The Elves of Lindon are the last remnant of a once glorious civilization, that of the Eldarin kingdoms of the First Age.

    Eldarin society is slow to change and its history is made of centuries, not years, in the perception of its members. This is increasingly so as their dominion shifts to mortal Men. Freed from the shadow of mortal death, most Elves live in the midst of the world, rather than apart, celebrating the cycles of time and growth as a great song and a great drama, known and beloved. Between each other the Eldar devote themselves to the community of the kin, friends and folk. It is a basic part to most Elvish psychology that they desire and delight in each other; as Quendi (Q. speakers) they spend considerable time interacting and meeting as a result of this compulsion. Their curiosity, particularly for strangers, is the key to their affection and interest for the mortal races. Nonetheless, the passing Ages have begun to estrange them from Men, Dwarves and other mortals. The recent creeping of the Shadow in Eriador has galvanized the Elves into leaving their havens and taking up arms with the Free Peoples once more.

    This is not to say that the Eldar are bereft of ambition (far from the case among the Noldor), but rather that it takes different forms. Elvish society is structured so greed (in its pure form) takes little hold. Territorial desires or the aggrandizement of power are worthless to the immortals, who seldom recognize boundaries or unmerited authority. Indeed the mortal preoccupation with making an impact on the world is somewhat diluted by immortal time. Thus the passions of the Eldar are reserved for things which endure: themselves, well-crafted things, and those events on which fate hinges.

    The Eldarin individual is a composite of many experiences with the heritage of his kin. The Eldar recognize the discontinuity of the individual in time; past personality, past decisions are recognized but never fully durable to the ancient of their kind. While hardly passionless, the Eldar have a firm grasp on their souls and minds, compelled by inner currents to follow paths of wisdom. Therefore the most unfortunate and foolish acts of the Eldar are clustered in their youth, when they still (like mortals) have only tenuous command over deep emotion and their perspective has but limited scope.

    Of the Three Elven ideals the first is Healing. Being long lived, the Eldar early came to the belief that the pacific lifestyle, seeking no confrontation, no wars and no cruelty, was the most suited to all aspects of life; to children, for the dangers and violence of aggression could harm them irreparably, to youth, who sought self and freedom, to the mature, who sought openness and truth and to the wise who must provide rule and fairness. This ideal is probably the most shattered. From the start, Morgoth’s creations brought death, vengeance and loss to the Eldar. In the end, the Eldar have learned the arts of war, of treachery and of confrontation. Yet the Eldar who choose the path of death are damaged, often angry, people. The fury of the Elves is linked internally to their anger at being brought to face with evil and the necessity of evil acts for good. For this reason the Eldar are among the slowest to act against the Enemy, abhorring violence and seldom choosing to seek out combat. Among the Elves of Lindon, the Sindar are perhaps the quickest to lay down the path of peace on their own initiative, while the Noldor make the deadliest foes. Recent events in Eriador have turned many to the path of the warrior against their own desires.

    Spirit, or community, is the second of the ideals. This is manifested in Eldarin thought and action by the refinement of the Gift society (the most developed form in Endor); a complex set of social interchanges, from the most basic and informal friendships to ancient forms of vassalage and homage. In a more emotive side, it is the desire for friendship, love and acceptance; it is also the primitive resistance to oppression and the force of hope.

    The third Elven ideal of Guardianship is the key to their understanding of time, fate and similar matters. The deeply held instinct of the Eldar (like the great Valar), as immortals, is to protect that which they can. The presence of death, erosion and entropy is a cause of perpetual feelings of loss. While such emotions are not unknown among mortals, most are faced only briefly with the spectacle of times passing and its results.

    The Stewardship of Lindon
    Like Gondor under the Stewards , the throne of Lindon is empty. The authority of Cirdan and the successor lords in Lindon derives formally from the legal framework established by Gil-galad and his council. It is essential to the conventions of Eldarin life (particularly the Noldor and Sindar) to have a clear structure of ascending oath homage and descending patronage. Cirdan rules Lindon as Warden of the Havens, a position he held from the first councils in the Second Age. He was one of Gilgalad’s Generals and most trusted advisors. He is now effectively Steward of Lindon. But this creates some constraint in that his lieutenants are only empowered to act within the powers conceived (admittedly broad) for his position. Within Mithlond he can act as Prince of the Falathrim and thus assume de facto regal power.

    The other major office (and entirely independent of Cirdan’s office, except where regards the defense of the Havens and the fleet) is the Warlord of Lindon, held by royal grant since Dagorlad. Warlord Annaer is entrusted with the mustering and overall command of the Host.

    The table below shows the ‘feudal’ loyalties of the Elves. The Sindar have a local Steward to stand in for Celeborn.

    People-----------------Authority and Homage--------Personality
    Falathrim-----------------Guardian of the Havens--------Cirdan
    Mithrim-------------------Prince of Forlindon--------------Findobar
    Lindellim & Iathrim----- Lady of the Danwaith-----------Duilwen
    Noldor--------------------Queen of the Exiles-------------Prince Gildor Inglorion (representing Galadriel)
    Sindar---------------------Prince of the Sindar------------Celeborn (though he resides in Lorien)

    Of special note are Cardavor and Dorongúr, Elven emissaries who you will find in game coordinating the response to rumours of the Enemy in Eriador. Gildor Inglorion is currently on the move between Esteldin and Rivendell as he seeks to thwart the designs of the Shadow.

    Warcraft
    Elven military organization follows an idealized pattern: One unit consists of 12 individuals with an officer (Belegothron), divisible into two groups of 6; a company under a captain (Dirgon) consists of 144 men. Theoretically, a Hirgon (lord-captain) should command 1728 men (or 12 captains). In practice, by the mid-Third Age the Hirgon commands between 8-9 Dirgonath. However an alternate organizational pattern is adhered to for most small-scale encounters and battles, where the Othryn (warriors) are not called up. In this abbreviated form the Belegothryn are organized as units of 12 (about 40-42 of these exist in the mid-Third Age) each commanded by a Dirgon.

    Ranger units (the Glendir) are usually organized with 5 rangers and 1 ranger officer (making six men). The officer is counted as with his men because the most senior of the band is automatically the officer and the band operates autonomously and collectively; there is only a marginal chain of command. Rangers are seldom organized into larger units.

    One of the secondary consequences of the decline of Gil-galad’s kingdom following the Last Alliance was the reduction of much of the offensive capability of the realm.

    Consequently the most important forms of military forces deployed by the Hirgonath were very mobile, using the advantage of Eldarin speed and agility against their foes. The heavy horse archers that the Noldor and their Mithrin could muster were more predominant than lancers and other forms of mounted troops in tactical importance. The advantage of swift, armored and ranged troops against the Orcs was decisive in most engagements.

    Indeed the majority of Elven warriors were highly accomplished archers on foot as well; more than once the Elves brought a battle to a close quickly, with a sudden hail of arrows. In general, feints and controlled retreats were contrived to trap the enemy into open ground, where they could be dispatched with bow fire. When assaults were necessary, swordsmen were used, charging in an open formation (best for light forest and broken ground). Cohesion was achieved through the officer’s dartingly quick Osanwe-kenta (Thought transmission).

    Military Ranks
    Hirgon(ath)-----Lord-Captain(s)
    Dirgon(ath)-----Captain(s)
    Belegothron-----Elite Warrior
    Othron----------Warrior, Q. Ohtar
    Glandir----------Ranger (lit. border-man)


    The Brotherhoods (Gwaith)
    The crafting Brotherhoods are not limited to any one Elvish people nor are they limited to male artisans. They have become a social focus of community organization. Among Elves, it is expected that every individual has talents or gifts which when found can be trained and improved by a community of like minded professionals. Rural communities of these societies also support their village by agriculture and miscellaneous responsibilities. Most Harlindon villages are thus divided into members of the societies and members of their families, or solitary representatives of certain universal professions, who live as support and service people.

    Despite appearances, the Gwaith are not as democratic or as open as the noble houses, if one excludes the theoretically egalitarian opportunity to learn and gain respect through skill. They tend to have a more formal structure and do not admit any but the most skilled artisans to leadership positions. By contrast, the noble houses achieve decisions by consensus and admit any kinsman or adopted kin; all Noldor and about half of other Elves can claim membership and a place in a noble household by birth. Elves without noble kin are welcomed into these dwindling communities. Admission into the Gwaith requires proof of skill or a long (by any standard) apprenticeship.
    Last edited by Pretexts; Jun 06 2011 at 04:46 AM.

  4. #4

    Re: A Short Guide to Middle Earth

    A Short Guide to Men

    The problem with Men in LotR online is that culture is picked by geographical area. This is the same for the other races, but Men are far more diverse and intermingled. So I am not making any attempt to assign those areas to the Mannish cultures. I have tried to give appearance types at the end of each entry. Don’t forget your character may now be wearing standard armour and grown a beard since arriving if that fits.

    An Extraordinary Rough Guide to Culture:
    (The Professor would flame me if he could see this, it’s a gross simplification)

    Beornings – Celts/Saxon
    Daen Coentis - Celts
    Dale Men - Anglo-Saxon townsfolk
    Dorwinrim – Mediterranean Eurasian-Saxons
    Dúnedain - Roman/Norman
    Dunlendings – Celts
    Estaravi - Saxon
    Gramuz: - Anglo-Saxon
    Haradrim – Medieval Arabian peoples
    Lossoth – Eskimo peoples
    Rivermen – Saxon
    Rohirrim – Anglo-Saxon
    Woodmen – Saxon
    Black Númenróeans – Roman/Norman
    Corsairs - Roman/Norman
    Easterlings – Eurasian “Huns”
    Hillmen – Picts
    Variags - Eurasian “Huns”


    The Cultures of Man

    Beornings: (aka the Beijabar) A people small in number but large in statue these are the largest of the Northmen. Related most closely to the Woodmen and Dale-men. They live in the passes and foothills of the eastern side of the Misty Mountains and the southern side of the Grey Mountains. Some live in the lowlands between these foothills. There presence is subtle, their wooded manors seeming to merge with the landscape. They tend their holdings with a variety of friendly animals, many normally wild that seem tame in their presence. Loners by nature but they still enjoy there time with others. Generous and normally quiet and introspective they can become jovial and explosive in social situations. Their deep thundering laughter is legend. As warriors they are fierce and often berserkers. (A large beard is a must, armour that does not look heavy)

    Daen Coentis: (Dn. "People of Skill.") Ancestors of the Dunlendings and (indirectly) the Drúedain (Woses) of the White Mountains. The Eredrim of Dor-en-Ernil are descendants of the Daen Coentis. This forgotten race was the indigenous Mannish population in most of what is now central and western Gondor. Animistic, superstitious and industrious, they leave a wealth of stone carvings and megalithic structures in the hills and high vales they find so sacred. They trace their lineages through the female line and revere the Earth Mistress (a manifestation of Yavanna) as high goddess. Their tongue, Daenael, is often called Old Dunael, since it spawned the Dunael speech of the Dunlendings. Not all are Oath Breakers; many have sided with the Free Peoples. (Moustache a must, armour that does not look heavy)

    Dale Men: (Lake Men) The Northmen of Long Lake. Their small realm has its capital at Dale and its major trading centre at Lake Town (Esgaroth). Mercantile and industrious while not being as cosmopolitan as the Dorwinrim, nor as taciturn as their Gramuz neighbours. (Light beard, armour that does not look heavy.)

    Dorwinrim (sing. Dorwinadan): Occupying the lower Carnen and Uldona valleys and the hilly region running south from the Redwater to the northwest shore of the Sea of Rhun, the land called Dorwinion which is named after it’s people. Their capital of Shrel-Kain is an exotic mixture of culture. They are descended from Northmen and Easterling peoples. Traders and River-men who abandoned their nomadic ways for a life of farming or an urban mercantile lifestyle. They have had a mixed relationship with the other Northmen and Gondor, not always supporting them in their struggles against the eastern tribes. But when the Free Peoples have rallied against Sauron they have always supported them against Sauron’s wrath. Known for its fine wines and strong oils it is a land of vines and olive trees. The Sea of Rhun provides shellfish products, food and dyes. The people’s hardy and hospitable character is well known; they favour strong drink, story-telling and never shy from a celebration. Their rolling laughter and physical closeness (e.g. hugging) adds to their reputation for friendliness. Do not be deceived by their demeanour for though they are amazingly loyal to friends they are short and cruel to enemies. (Clean shaven, no heavy looking armour)

    Dúnedain: (S. "Edain of the West"; sing. Dúnadan). These High Men are descendants of the Edain who settled the western island continent of Númenor around S.A. 32. The Dúnedain returned to explore, trade with, colonize, and later conquer many areas along the western, southern, and eastern coasts of Endor during the Second Age. Unfortunately, their hubris and desire for power led them to attempt an invasion of the Valar's Undying Lands. As a result, Eru (the One) destroyed their home island in S.A. 3319. Those called the "Faithful" opposed the policies and jealous Elfhatred that prompted this downfall. The Faithful were saved when Númenor sank, sailing east to northwestern Middle-earth. There they found the "Realms in Exile," the kingdoms of Arnor and Gondor. Arnor contained the highest proportion of the Faithful and the most purely Dúnedain culture in all of Endor. Many "unfaithful" (or "Black Númenróean") groups survive as well, living in colonies and states such as Umbar. The term Dúnedain refers to the Númenóreans and their descendants in Middle-Earth, groups which possess considerable physical and mental strength, longevity, and a rich Elven influenced culture. Adûnaic is their native language. Cosmopolitan in nature they are noble, confident, impatient, proud and often seem haughty. (Clean shaven, any armour)

    Dunlendings: (Dn. Daen Lintis) A rugged race of Common Men who, for the most part, migrated out of the White Mountains in the Second Age. The Eredrim of Dor-en-Ernil are a related folk. Descendants of the Daen Coentis, Dunlendings have a medium or stocky build, sparse brown hair, and tanned or ruddy complexions. Men average 5' 10"; women stand around 5'6". Mostly mountain dwellers or hill-loving herders and gathers those that have been assimilated in Dunedain territory take up farming as well. Theatrical, they are gifted poets, musicians, singers and storytellers. Pugnacious they like to settle disputes by personal combat or raiding. Suspicious and self centered yet vocal and animated among friends. They love to talk, laugh, sing and scream. Known by various names: Dunmen, Dunnish Folk, Dunlanders, Eredrim. Their largest concentration is in Dunland, in eastern Enedhwaith. (Moustache a must, no heavy looking armour)

    Eriadorans: A term for the rustic folk of old Arnor. Their roots are a mixture of Dunlending, Northman and Tergil. These rural people are practical, hard working, quiet and loyal. Your typical Breelander comes from here. (Mixed)

    Gramuz: (Plainsmen) Sedentary Northmen farmers of the Rhovanion prairie east of Mirkwood. Heraldic symbol is golden sheath of grain on an amber field. (Moustache a must, no heavy looking armour)

    Haradrim: (S. Southern People or Southrons) Also called the Haradwaith. The Haradrim comprise various confederations of Haradaic and Apysaic speaking peoples who reside in Harad. This is an arid and semi arid land but with little true desert. Their lifestyle is one of laughter, partying and violent games. Some are nomads but most are townsfolk. Generally well travelled they are used to other cultures. Caravan trading is their economic mainstay and many are excellent riders. They have had a chequered past, sometimes fighting against Sauron, sometimes with him. They are passionate, fiery and instilled with a fierce sense of honour that does not always make sense to “Northrons” (a term which they use for all races of the north). Some are cruel and vengeful. (Clean to short beard, any armour)

    Lossoth: (Snowmen or Forodwaith) They live in the Far North, a rugged people that rarely interact with others. A sparsely settled, nomadic people who move with the seasonal migrations of big game. They have never supported Sauron. (Short beard, no heavy looking armour)

    Northmen: (S. Eriedain) A group of tall, strong, fair, and mannish folk. They are the "Middle-men", a group culturally and physically closer to the Elves than those labelled "Common", but nonetheless distinct from the "High Men" or Edain. Branches of the Northmen include: the Wood-men, the Plains-men or Gramuz, the Lake-men, the Éothraim, the Beornings, the Nenedain, and the Estaravi in Angmar. They have always fought against Sauron and his minions. The Estaravi though were conquered by Angmar and have become estranged from their cousins.

    Rivermen: Rugged Northmen of Eriador. They live in semi permanent camps on the banks of rivers. Hunters, trappers and traders, their canoes are well known on the waters. Although Northmen, they seem rustic and speak like Eriadorans. They avoid contact with those they don’t trade with and can seem reserved, even stern; but are friendly to proven allies. They usually play a minor part in the struggle against Angmar but it was only with their help that so many escaped in the evacuation of Rhudaur in the Third Age. (Clean shaven or Moustache no heavy looking armour)

    Rohirrim: (Eo. Glorious Horsemen; formerly the Eothraim, now the Riders of Rohan) Six tribes of Northmen horsemen who occupy the plains of the Riddermark. Herders and horse masters they spend much of their year in semi permanent camps on the plains. They have permanent homes for the winter. They settled in Rohan (then a province of Gondor) at the request of The Steward of Gondor. This was a reward for their aid in defeating an Easterling invasion. Only the Easterlings and Variags can claim to be as good on horseback. Most are also accomplished hunters and fishermen. Practical, rugged, straightforward and somewhat loud they enjoy song, celebration, physical games and battle. Heraldic symbol is white horse on green field. (Clean to short beard, blond, any armour)

    Torfiriath: aka Tergil (S. Highmen, Sing. Torfir) Dunedain who have inter-married with the other peoples of Endor are known loosely as the Torfiriath. The majority of the nobles of Gondor are of like descent.

    Woodmen: Northmen who are closely related to the Beornings. A tribe of hunters and gatherers living in Mirkwood, they live in extended families or clans. Independent with no formal monarchy they are somewhat secluded. They count the Beornings and Silvan Elves as friends. The men of Dale are allies. They live in tree houses and have one town of tree houses called simply Woodmen’s Town. Utterly at home in the woods; their forestry and ranger techniques are first class. They are quiet, independent and can be reclusive, rarely leaving Mirkwood, but you are of those who has. (Short to large beard, no heavy looking armour)



    Mostly Followers of the Shadow
    Put here more for completeness rather than a people your character may come from. If this is where you hail form, the assumption would be that you have broken away from your native people and are forging a new life for yourself in Eriador. I should point out that many would be deeply suspicious on finding out you were from these cultures.

    Black Númenróeans: (S. Mornumenedain, aka the Unfaithful, Umbareans) These are those of the Dunedain race who are descended from the Numenorean colonists of Middle Earth. These Unfaithful broke with the Valar and the Elves in the Second Age and vide for immortality and even formed Sauronic cults. When Numenor was destroyed they were the only Unfaithful left. They contended with Faithful Dunedain who arrived or who were already on Middle Earth, but only a stalemate was reached. In the T.A., however Gondor conquered Umbar, but after the Kinstrife it won free of Gondorian control. Their society is quite rigid, more feudal than that of old Arnor and Gondor. Dictators and oligarchs hold sway, all men must serve in the army at some time in their lives, a warrior culture is pre-eminent. Superb crafters and fighters who are experts in shipbuilding and naval warfare. Haughty and self centred, rash, confident and prideful. (Clean shaven, any armour)

    Corsairs: These seafarers are the remnants of the Dunedain rebels who fled from Gondor in the wake of the Kinstrife in Third Age 1440’s. They speak Adunaic as their first tongue. Most settled in Umbar, struggling for control of the former Gondorian province with the Black Numenoreans and Haradrim. There has been an intermingling with other cultures here but their heritage as Dunedain sailors and merchants of Southern Gondor remains strong. Yet their reputation as pirates is now infamous and they are the bane of the Bay of Belfalas. They long to reclaim Gondor as their own. Their culture reflects the conservative elements found in the Gondorian aristocracy carried to an extreme. Although followers of the Valar they are devout ancestor worshipers. Known to be aggressive, haughty and determined, yet embittered with the attitude of royalty in unjust exile. (Clean shaven, any armour)

    Easterlings: A generic name that includes the tribes of the Asdriags, Logath and Sagath. They have in common a nomadic lifestyle and use wagon trains while herding horses and cattle. Warriors all, they are excellent horsemen and charioteers. Their demeanour is cold, determined and brave to the point of foolhardiness. They worship dark religions and have always been the enemy of the free peoples. (Moustache a must, no heavy looking armour)

    Estaravi: Northmen who were conquered by Angmar and have became estranged from their cultural cousins. (Moustache a must, no heavy looking armour)

    Hillmen: A short, dark haired, hardy folk who settled Rhudaur in the late First and the early Second Ages. Distantly related to the Dunlendings, they lived as hunters and gathers until the coming of the Dunedain and Dunlending tribes during the late Second Age. Stocky, several inches smaller than Northmen, with much the same weight. Superb mountaineers, there are a vocal, vigorous and contentious people. Poorly armed but skilful warriors, they will not shrink however from treachery and ambush. They speak a dialect of Dunnish. (Moustache a must, no heavy looking armour)

    Variags: They live in the semi arid plateau of Khand, southeast of Mordor. Excellent riders of horses and camels they live a brutal nomadic life. Always at war, always raiding. They are confident, jealous, abrupt, impulsive and cold hearted. Elite warriors and a female priesthood control their lives. They worship dark religions and have always been the enemy of the free peoples. (Clean shaven, no heavy looking armour)
    Last edited by Pretexts; Jun 17 2011 at 10:25 AM.

  5. #5

    Re: A Short Guide to Middle Earth

    A Short Guide to Hobbits

    Hobbits are a race of short people living in central Eriador. Also called Halflings, they much prefer to be called Hobbits their name meaning “Hole Dwellers”. They are mostly found in the Shire an area of rolling hills, scattered woodland and jubilant streams.


    Appearance and Physique
    Hobbits are wee folk indeed most between three and four feet tall. Shorter then Dwarves they are also less stocky than the Naugrim. They tend towards stoutness for their size though and have slightly pointed ears.

    There are three principle tribes of Hobbits, the Harfoots, Stoors and Fallohides. The Harfoots are the most numerous, and shortest with darker skin and no beards. The Stoors are the stockiest and some what taller than the Harfoots. Stoors are the only Hobbits to be often bearded, and with larger hands and feet than the other two tribes. The Fallohides are tallest and have lighter skin.

    Their hair has a similar range of hair colour to Men, brown being common. The eyes of Hobbits show the mirth and laughter renowned of their character. A smile is never far away from their lips, hearty good cheer being a hallmark of their demeanour.

    Hobbits have a subtle ruggedness akin to a Dwarf. When pushed they can travel long distances over rough terrain, despite the fact that their normal routine requires frequent meals and relaxation. They can reach an age of 100 to 130 years.

    They have good hearing, are sharp eyed and have a knack of slipping out of sight and moving silently.


    Personality
    Hobbits are a friendly people, rather conservative in nature and fond of a quiet life. The fast pace of life that some Men lead is not for them, it’s the simple pleasures of the countryside that appeal. Doing something well means taking your time, which many Big folk seem unable to do. They see towns and cities as full of too much hurrying and scurrying, while their own communities are full of contented Hobbit folk.

    They have an implacable ability to remain cheery in any situation no matter what the danger, and a stoicism to see things through which most other peoples would never dream they could have.


    Habbitat and Dress
    A Hobbit is never truly at home unless he is in a Hobbit hole, a collection of tunnels and room spaces dug out from the side of a hill. They can be quite small and nearly all have round doors and windows. Larger families live in a network of connected Hobbit homes called a Smial. They are kept neat and tidy as befits a Hobbit of any account, but can seem crowded at times with parents, grandparents and children staying there as need be.

    Harfoots mostly use the traditional smials as you would expect from the most traditional of the Hobbit tribes. Stoors and Fallohides are accustomed to building more surface dwellings. They all hate towers and rarely build above one story.

    Each Hobbit tribe has its favourite locale. Fallohides enjoy temperate woodlands, Harfoots favour hillsides and highlands, Stoors prefer riversides and flatlands. But with time they have spread out over the Shire and in most locations any of the Hobbit tribes will have some families to represent them.

    They dress brightly but don’t wear shoes or gloves and why should they? Their hands and feet would feel quite cluttered in them. Some Stoors do wear boots however, much to the puzzlement of other Hobbits who see it as a bad habit picked up from Big folk (Dwarves, Elves and Men).


    Society and Culture
    For most Hobbits the good life is one of ale, pipeweed, tasty food and good company. And as any Hobbit knows where better than the Shire to find it?

    They have a penchant for music, singing, stories and poetry. One that expresses itself both in an oral tradition of maintaining history and lore; and a festive tradition of music and singing. Tales of the old times, from almost mythological ancestors to genuine history are read, sung and orated. But modern times feature too, the clumsiness of Big Folk and the deftness of Hobbits being a current favourite. Ever hospitable they would not sing such songs about Big folk in their presence of course. Why that would just be plain rude.

    While the have the capability to endure hard times they certainly don’t want to sing or read about such things! Happy times and mirthful adventures are such good subjects after all. They know what they like and they like what they know.

    The extensive nature of the Hobbit family is a matter for considerable pride and a great topic for conversation. Asking a Hobbit about his ancestry is a great way to overcome their traditional reserve. Don’t be surprised if they can tell you exactly how close their family is to the great “Bullroarer Took” or list the number of times their forebears have won the Grand Golden Tater competition. Of course for a Hobbit the only thing better than talking about their family is going to meet them. Clan gatherings are frequent and like any Hobbit social occasion they occur for the flimsiest of reasons.

    When a genuine reason does occur, such as a birthday, the invitations go far and wide across the Shire. Gift giving is a great part of their traditions; the smallest of gifts is treasured and has a place of honour in their homes, in their bellies or on their backs as the case may be. On their birthday though, a Hobbit gives gifts to others rather than receiving them. This makes invitations of particular importance as otherwise little known acquaintances or even particularly odious relatives may turn up!

    The only thing better than a birthday party is a festival. You would be amazed at how many things a famous Hobbit forebear can have done that warrant a festival. Other festivals occur to mark the seasons or celebrate concepts such as fidelity or long life. The Summer Solstice festival in June is one of these, though it also has it’s counterpart in other cultures. As you can imagine drinking, dancing, smoking, eating and laughing are the main features of a festival.

    Another reason to break out into good cheer is a marriage……well at least for those who will get invited to the party! Unfortunately these only take place after months of devoted courtship. Much as their Hobbit friends might want to hurry them along, courtship occurs at a demure and proper pace over several months. Being “taken out” means you are going for a walk, later on you will get the chance to dance and sing together. The nosey….sorry the watchful eye of a relative is never far away so the proprieties must be preserved. At some stage this will result in the young fellow “getting his feet under the table” and being invited into the maiden’s household on a regular basis. Gift giving is a tradition here too. The young gentlehobbit will give various tokens of his affection including flowers and scented water. The young maiden demonstrates her domestic prowess by giving him food cooked with her own hand, well at least for his sake we hope it was!

    Their friends and our young fiancée may think it’s never going to happen, but finally our young gentlehobbit summons up the courage to propose and the young maiden accepts happily while still managing to look suitably surprised. The Hobbit post is choked with invitations and it’s a fine time for part time postworkers to make some coin. Being less common than birthdays and festivals, marriages are very big events indeed. The venue will be a place of suitable style and size, only a Hobbit’s best outfit is to be worn; only the best food and drink are to be had.

    The importance of food in a Hobbits life cannot be over estimated. Learning to make luncheon comes before learning ones letters. Those who say that Hobbit cooks make the best dinners also say that Hobbits are the best diners! Given the time to do so they eat at least seven meals a day; breakfast, second breakfast, elevenses, luncheon, tea, dinner and lastly supper. They can always make both time and space where food are involved. Their most famous invention is consumed if not a food, “pipeweed” being perhaps not the most illustrious term for this well known tobacco produce. In fact it is far better known than the existence of Hobbits themselves. Vegetables feature in their favourite dishes but dairy produce and meat are staples too. That just about covers anything edible they can find!


    Religion
    For Hobbits as with the other free peoples of Middle Earth religion is an informal affair. Special festivals, songs and poems remember the Valar and celebrate their connection to them.

    The burial of a Hobbit is a solemn occasion where they go to their “final smial”. But afterwards a wake is held with music and singing. The life of the Hobbit is celebrated, many people making a short speech about the deceased. These illustrate their life providing funny anecdotes and interesting tales.


    Foreign folk and Foreign Places
    As for the world outside the Shire they think little of it. They are distrustful of strangers and these days who can blame them? Of all the Hobbits, Fallohides are the tribe with more time for Elves and Men, Harfoots the ones with more time for Dwarves. Stoors are the most disapproving of “foreigners”. As a player Hobbit you will be one of those who does think about life outside the Shire and may soon even travel there, and who knows then where your feet may take you?




    Acknowledgments:

    Lord of the Rings is a set of books by JRR Tolkien, my sources go outside that and include the following material:

    I.C.E 's Middle Earth Roleplaying
    Yahoo Fan Modules
    Encylopedia of Arda
    And good roleplayers who's ideas have helped shape mine.
    Last edited by Pretexts; Jul 01 2011 at 12:18 PM.

  6. #6

    Re: A Short Guide to Middle Earth

    Well you can certainly fit more in a Turbine post compared to a Codemaster's. I am hoping the authors of other stickied threads from our old forum will do the honours and repost here.
    Last edited by Pretexts; Jun 06 2011 at 04:55 AM.

  7. #7
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    Post Re: A Short Guide to Middle Earth

    A 'Long Guide to Elves'

    Pretext, or moreover Pretexts, I am enjoying reading this! Keep up the good work! +rep

    Quote Originally Posted by Pretexts View Post
    Well you can certainly fit more in a Turbine post compared to a Codemaster's. I am hoping the authors of other stickied threads from our old forum will do the honours and repost here.
    I've already made a simple thread in the Races Section, but it is a mere link until I can convert 'Gûr Edhellen' back to BBCode.
    Last edited by Glingaeron; Jun 06 2011 at 05:12 AM.
    [CENTER][URL="http://laurelinarchives.org/profile/21"]Andarne Glingaeron, "Baingol", o Lothlórien.[/URL]
    ::
    Master of Elven Lore ‡ Roleplayer ‡ Elf of [EN-RP] Laurelin
    [URL="http://lorebook.lotro.com/wiki/Hall_of_fire_wednesday"]Hûd in Eledhrim[/URL] ‡ [URL="http://www.thetaintedlands.co.uk/77"]Gûr Edhellen[/URL] ‡ [URL="http://laurelinarchives.org"]The Laurelin Archives[/URL] ‡ [URL="http://www.thetaintedlands.co.uk/"]The Tainted Lands[/URL] ‡ [URL="http://www.youtube.com/user/TaintCraft?feature=mhee"]TaintCraft[/URL][/CENTER]

  8. #8

    Re: A Short Guide to Middle Earth

    Someone already had the name 'Pretext' - where's me axe?!! But I can live with it.

  9. #9
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    Re: A Short Guide to Middle Earth

    Quote Originally Posted by Pretexts View Post
    Well you can certainly fit more in a Turbine post compared to a Codemaster's. I am hoping the authors of other stickied threads from our old forum will do the honours and repost here.
    Quote Originally Posted by Pretexts View Post
    Someone already had the name 'Pretext' - where's me axe?!! But I can live with it.
    Likewise, "Andarne" was taken - by myself, accursed Turbine F2P Account!

    At least we can all start afresh.
    [CENTER][URL="http://laurelinarchives.org/profile/21"]Andarne Glingaeron, "Baingol", o Lothlórien.[/URL]
    ::
    Master of Elven Lore ‡ Roleplayer ‡ Elf of [EN-RP] Laurelin
    [URL="http://lorebook.lotro.com/wiki/Hall_of_fire_wednesday"]Hûd in Eledhrim[/URL] ‡ [URL="http://www.thetaintedlands.co.uk/77"]Gûr Edhellen[/URL] ‡ [URL="http://laurelinarchives.org"]The Laurelin Archives[/URL] ‡ [URL="http://www.thetaintedlands.co.uk/"]The Tainted Lands[/URL] ‡ [URL="http://www.youtube.com/user/TaintCraft?feature=mhee"]TaintCraft[/URL][/CENTER]

  10. #10

    Re: A Short Guide to Middle Earth

    I'd like to add a bit to the languages, since you displayed your own extrapolated works or things you have found.

    Khuzdul is a language expanded very little. One day, I was rather bored, so I decided I'll make Khuzdul. From a site I have found, it helped me understand the structure of Khuzdul, it was very useful.

    I have made a small word list, maybe about 30-50 words I have made, I'm not sure. I haven't touched on the Khuzdul in awhile, but I made a post on it in the Races of Middle Earth > Dwarves, back when the race forums were separated

    http://forums.lotro.com/showthread.p...nary(revisited)

    Try not to criticize too much, as it is still in a rough draft phase.

    And the site to give me the structure, so maybe you can make your own bit of Khuzdul was: http://folk.uib.no/hnohf/khuzdul.htm.
    Last edited by Thaimli; Jun 07 2011 at 08:10 PM.
    Drobur Graventongue, Caravan-Master of the Mîmshol Trading Company

  11. #11
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    Re: A Short Guide to Middle Earth

    I see you've used the Complete Guide to Middle-Earth book - nice one!

  12. #12
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    Re: A Short Guide to Middle Earth

    (I probably fortunately missed this on CM forums but anyway) I hate to sound like a downer but what exactly is the purpose of all this? I feel like I'm being forced to accept this expanded lore without being given any insight into the reasoning that made it expand. Why do you think things should be this way? The work is certainly commendable but as I said the way it's written makes it look an undeniable truth that I must accept.
    Re-ni-AN-nen - strayed (ppt. of renia- 'to stray')
    Aeled Reniannen, Defender of Middle-earth ~ Nendhiniel, Forge-Warden : Captain and Wardenette from [EN-RP] Laurelin
    Fluffrash, Blade of Barashish ~ Nathraen, Conqueror of Towers : Warg Puppy and Spider Tailor from the darker side thereof
    Faradwen, Swift-Arrow : Huntress from [EN-RE] Landroval


    As if in answer there came from far away another note. Horns, horns, horns. In dark Mindolluin's sides they dimly echoed. Great horns of the North wildly blowing. Rohan had come at last.
    ~~~~~
    Kári was a little Dwarf. / Smaller than you or me. / And wherever Kári went / He took his axe… or three.

  13. #13
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    Re: A Short Guide to Middle Earth

    Quote Originally Posted by Reniannen View Post
    (I probably fortunately missed this on CM forums but anyway) I hate to sound like a downer but what exactly is the purpose of all this? I feel like I'm being forced to accept this expanded lore without being given any insight into the reasoning that made it expand. Why do you think things should be this way? The work is certainly commendable but as I said the way it's written makes it look an undeniable truth that I must accept.
    It's an enlightening post to those who wish to understand the finer points of the mythology, to apply to their roleplay, or where to deliberately think outside the box of the standard text; regardless of what use it is put to, reading it is by no means compulsory. Agreed, it's a mouthful, and certainly takes time to chew your way through, but therein lies the point. By all means if it's not understandably your cup of tea, or at the least something you feel you must adhere to, a wise decision would be not to read it (again).

    On another note, fine work Pretexts nonetheless.
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  14. #14
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    Re: A Short Guide to Middle Earth

    Quote Originally Posted by Reniannen View Post
    (I probably fortunately missed this on CM forums but anyway) I hate to sound like a downer but what exactly is the purpose of all this? I feel like I'm being forced to accept this expanded lore without being given any insight into the reasoning that made it expand. Why do you think things should be this way? The work is certainly commendable but as I said the way it's written makes it look an undeniable truth that I must accept.
    Essentially it is not expanded lore but condensed because, I suppose, reading the Silmarillion is not something everyone can get to. The above is a synopsis that may help roleplayers stay within the world Tolkien created. I appreciate the guide though by all means we are free to work our roleplay as we see fit.
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  15. #15
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    Re: A Short Guide to Middle Earth

    A "short" guide to Hobbits? I am highly offended.

    Well written! Perhaps if you get the chance, could you add naming conventions?

  16. #16
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    Re: A Short Guide to Middle Earth

    Quote Originally Posted by Laurefinde View Post
    Essentially it is not expanded lore but condensed
    It's both, and a lot of it is considerably expanding on lore rather than being the genuine article. Not saying it's wrong as such but some of it has to be taken with a pinch of salt. Here and there, though, there are things that are really rather dubious.

  17. #17

    Re: A Short Guide to Middle Earth

    This is not all strictly cannon, so what should you take out of it? Well it gives you an idea of the flavour that can be added to Tolkien’s world. You have to decide for yourself how much of that flavour you want.

    The only problem that can arise is when two roleplayers meet, one who excepts something from here as part of Tolkien's world and another who does not agree with it. That problem is not dissimilar to someone who does not realise something about Tolkeins world that you know. So how to handle it?

    Much of this is ancient history, open to interpretation and being plain incorrect. Now of course Tolkien has it right, but what your character knows and has read did not have his stamp on the bottom of it. So if someone tells you about the Ironfists a tribe of Dwarves from the east who sometimes sided with Sauron you don’t have to believe them.

    When it comes to current culture, you can use sleight of hand like ‘well I don’t know about what those far flung Hobbits do across the Brandywine, but we don’t do none of that here!’.

    Like any roleplaying, stay flexible, think on your feet and it should work out.

    Naming conventions is a really big topic, worthy of its own thread which it used to have on Laurelin: http://community.codemasters.com/for...ate-names.html

    It is one which I hope will get a sticky here, but not even sure the OP is still with us.
    Last edited by Pretexts; Jun 17 2011 at 07:01 AM.

  18. #18
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    Re: A Short Guide to Middle Earth

    Pstt. You spelt Tolkien wrong in the beginning of your first post

    Anyways, a nice write up. I don't agree with all of your interpretations, but there are others that I follow the same route.

    We do have a bit of a guide to Elvish in the Hall of Fame sub-section... good little guide.

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  19. #19

    Re: A Short Guide to Middle Earth

    I'm frankly quite perturbed anyone can profess to feel "pidgeon-holed" into a lore-appropriate roleplay by having read this guide. If anything, it serves to illustrate the finer nuances and contrasts between the various races, and the complexity that lies within each tribe, caste and/or collection of the various races that inhabit Arda.

    I applaud this commitment!

  20. #20
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    Re: A Short Guide to Middle Earth

    Nicely written Pretext. I really enjoyed reading the work you have out into the openings threads.

    Thank you.
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  21. #21
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    Re: A Short Guide to Middle Earth

    Quote Originally Posted by Khalis_Laurelin View Post
    Nicely written Pretext. I really enjoyed reading the work you have out into the openings threads.

    Thank you.
    I agree. Wonderful guide!
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  22. #22

    Re: A Short Guide to Middle Earth

    Great guide, having waded through the histories of Middle Earth they are certainly condensed, and no less informative because of it. Well done.
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  23. #23

    Re: A Short Guide to Middle Earth

    Bumping for Thurban, in case the link I sent him did not work.

  24. #24
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    Re: A Short Guide to Middle Earth

    Hobbits are men! Your not a separate race.

    Thanks again Pretext, kind of you to repost this here. With your permission id like to take a copy to my kin forum, if thats okay?
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  25. #25
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    Re: A Short Guide to Middle Earth

    Quote Originally Posted by Thurban View Post
    Hobbits are men! Your not a separate race.
    Technically Hobbits would be a sub-species of Man.
    Not a separate race as such, but distictly different enough to warrant their own classification.

    IRL (if you follow Darwin's theory) Human's are decended from apes, but we don't call chimpanzees "Brother". We are simply different branches of the same genetic tree.
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