ELVES
Eldest of the races of Middle-Earth, the Elves have a long and twisted history that is close to being incomprehensible. By the time of the films- and even of this game, set 1000 yeas earlier- their days of high adventure and drama are done. The Second Age finished that; this Third Age is the Age of Man, and the Elves are dwindling. Of course, save through violence, Elves very rarely actually die, so this dwindling seems to take the form of a slow loss of power, and of them emigrating away from Middle-Earth to the mysterious, half-real lands far to the West, where half their kin went out to long ago.
Elves are beings of great stature and power, and by art and will often perform tricks or create objects that Humans see as ‘Magic’, though Elves have no comprehension of that word. For an Elf, a rope that unties itself is not a magical rope, simply a well-made one.
Elves are also beings of a mysterious dual nature, with bright shining spirits that fundamentally oppose the forces of darkness and evil in the world. They have long been the enemies of such darkness, though opposing that is now the job of Man. This brings inherent difficulties as Men are prone to evil themselves. Elves, incorruptible, are not, although the race of Orcs was made from vicious experiments on captured Elves.
Elves are also of a very different culture to Humans. They live more or less forever but to Human eyes they live intensely lazy lives. This is hard to quantify- they farm, hunt, patrol and even fight with the same urgency as Man, they create the finest structures the world can see, but in their centuries they do not do much more than a Man does in his short lifespan. Man covets the immortality of the Elves, but in an odd way the Elves often envy the gift of mortality. Some have even been known to chose to become mortal, though that is a complicated and spiritual process.
In Middle Earth, there are four major remaining Elvish settlements. The first three are the Elvish Havens, the Grey Havens, Rivendell and Lorien. The Grey Havens play little part in the role of Men, though they border the Human Kingdom of Arnor and are not unwelcoming, led by the mighty Elf and shipbuilder Cirdan. The main purpose of the havens is to act as the port from which the Elves leave to the west. Rivendell is the most well known settlement of Elves, friendly and open to all, led by Elrond who, perhaps, of all Elves understands men the best, though not always in a good way, and is well known as a sanctuary. Lorien, the Golden Wood, is full of highly traditional Elves who have so little to do with Man, and in Galadriel are led by such a scary person, are sometimes considered by Men to be as great an evil as any Orc. This is not so but they are the most alien of Elves.
The fourth major settlement is the Mirkwood, once the Greenwood, the Woodland Realm of the Elves to the North, where their King (aided by his son, Legolas) fight a long, protracted war against Spiders and other evils that have come to their wood. They live very close to Man, but again stay away from him, and the feeling is mutual.
Silvan Elves also live in man isolated forests throughout Middle-Earth.
If you play an Elf, your character choice becomes one of the four following Elvish types:
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NOLDOR ELF
The most Elvish of the Elves, Noldor are mighty, ancient and powerful beings. There was a time when their aggressive and vengeful spirit, though great in battle against the forces of darkness, nearly laid waste to their entire race. They have calmed down since then but they are still beings possessed of great emotion.
Noldor are far and away the most powerful Race choice. The time of the Elves may be passing but they still bear a fragment of that ancient power. They are also very rare, and young Noldor, such as might be played in this game, are rarer still. They are also the most remote from Humans, and find it hard to comprehend Man.
Noldor Elves are descendants of Elves that actually went to the Western Lands and then later returned. This was all part of their path of near destruction.
Starting Stats
Strength: 0
Agility: 15
Constitution: 10
Intuition: 5
Intelligence: 5
Presence: 25
Add ten points to one stat as defined by your profession
You may add two lots of five onto OTHER stats. You can improve the same stat multiple times.
Starting Skills
Unarmoured- 5
One-handed edged weapons- 5
Missile Weapons- 5
Ride- 5
Swim- 10
Stalk/Hide- 10
Read Runes- 10
Use Item- 5
Perception- 15
Body Development- 5
Read Rune- 10
Use Item- 5
Noldor get two Spell choices. Even Elvish warriors get some mystical back-up, but if you are not a magic-using character you will have to chose from an Open list.
Profession Choices
WARRIOR: Noldor have a long martial tradition, and make fearsome warriors, if not as physically brutal as the mortal races.
RANGER: Elves can very easily learn the ways of the wild, and Noldor are no exception.
ADVENTURER: Unusual, but not unknown, some Elves do venture out to explore and experience the world.
ANIMIST: Elves easily understand the physical arts of objects and restoration, though would never call it Magic
MAGE: Noldor Mages are the most powerful there are on Middle-Earth, at least available to characters. They see their work as simply art, but to mortal eyes it is miraculous.
Special
Noldor have no lifespan; they live forever barring violence. There are rare exceptions to this but it is generally true.
Noldor cannot become sick or scarred. They also carry a fragment of the light of Valinor within; they get +20 Resistance against Cold and +20 defence against all Cold-based attacks.
Noldor only require starlight to see as well as Men do during the day. In extremely low light, they can see up to fifty feet perfectly, and up to a hundred feet to a certain extent. Noldor hearing is several times better than that of Men.
Noldor get +20 to all Use Item rolls.
Noldor do not sleep, instead meditating for about three hours a day. The flip side of this is that it is harder to wake from meditation than from sleep.
Noldor get two background points, being tied to the fate of the Immortal. This is very low, because they are very so tied.
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SINDAR ELF
The ‘default’ Elf, as it were, and the ones that make up the majority of Elvish settlements. Many Sindarin went west long ago, but the Sindarin in Middle-Earth are descendants of those who never finished the journey and, for various reasons, stayed to face their destiny in the East instead, the legacy of which was the Last Alliance with Men that defeated Sauron.
Sindarin still do not understand Men but are the most friendly and open of Elves and so are the ones normally most willing to give relations with Men a go. They are also the most likely to bear in mind Man’s positive qualities, even at the most trying of times.
Sindarin are not quite as naturally mighty as Noldor, but that still leaves a lot of might! Some might also give then the edge in wisdom, though the truth is they are simply not as fiery. Sindarin are also famous for their shipbuilding skills, and are great craftsmen in general, though the greatest of all Elvish creations needed the touch of the Noldor.
Starting Stats
Strength: 0
Agility: 10
Constitution: 5
Intuition: 0
Intelligence: 5
Presence: 15
Add ten points to one stat as defined by your profession
You may add three lots of five onto OTHER stats. You can improve the same stat multiple times.
Starting Skills
Unarmoured- 5
One-handed edged weapons- 5
Missile Weapons- 10
Climb- 5
Ride- 5
Swim- 10
Stalk/Hide- 15
Read Runes- 5
Use Item- 5
Perception- 15
Body Development- 5
Read Rune- 5
Use Item- 5
Sindar get one Spell choice. Even Elvish warriors get some mystical back-up, but if you are not a magic-using character you will have to chose from an Open list.
Profession Choices
WARRIOR: Those mighty golden ranks of Elves were mostly Sindarin. They take war seriously if need be.
RANGER: Like all Elves, Sindarin are easily attuned to nature, and are very survivable in the wild.
ADVENTURER: Unusual, but not unknown, some Elves do venture out to explore and experience the world.
ANIMIST: Elves easily understand the physical arts of objects and restoration, though would never call it Magic
MAGE: They may lack the sheer power of Noldor but Sindarin Mages are just as spectacular and well killed.
Special
Sindar have no lifespan; they live forever barring violence. There are rare exceptions to this but it is generally true.
Sindar cannot become sick or scarred. They also carry a fragment of the light of Valinor within; they get +15 Resistance against Cold and +15 defence against all Cold-based attacks.
Sindar only require starlight to see as well as Men do during the day. In extremely low light, they can see up to fifty feet perfectly, and up to a hundred feet to a certain extent. Sindar hearing is several times better than that of Men.
Sindar do not sleep, instead meditating for about three hours a day. The flip side of this is that it is harder to wake from meditation than from sleep.
Sindar get three background points