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Armegil |
Posted: Nov 11 2011, 01:30 AM
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![]() Group: Members Posts: 40 Member No.: 2105 Joined: 4-November 11 ![]() |
The following is my attempt at creating stats for the Noldor or High Elves of Middle-earth. I realize these may be in "The Errantries of the King" Supplement, but I want to use them now.
![]() I used the Elves of Mirkwood as a template for this proposal. The basic changes made to Elves of Mirkwood are to make the Noldor more skilled in crafting and courtliness (courtesy) and less skilled in stealth and song (which the Silvan Elves were exceptionally noted for). Their weapons skills have been changed to reflect swords are their preferred weapons (Angcrist and Orcrist were Noldorin Blades after all...) As an optional rule for those who feel the Noldor should be more powerful than the other peoples of Middle-earth, I propose increasing the Noldor's Heart Attribute by 1 (giving them an Attribute total of 15) to represent the benefit of their ancestors long sojourn in the Undying Lands. Additionally, the Noldor gain the following Cultural Flaw (to compensate for the increased Attribute total): The Doom of the Noldor The Doom of Mandos, also called the Doom of the Noldor, the Curse of Mandos, and the Prophecy of the North, was the judgement of the Valar pronounced on the Noldorin Elves who carried out the Kinslaying at Alqualondë in Eldamar. It was given to the Noldor in the lands of Araman north of Valinor as a warning of the woe that would come upon them if they continued in their rebellion against the Valar and did not repent of their killing of the Teleri Elves. A part of the Doom goes as follows: "Tears unnumbered ye shall shed; and the Valar will fence Valinor against you, and shut you out, so that not even the echo of your lamentation shall pass over the mountains. On the House of Fëanor the wrath of the Valar lieth from the West unto the uttermost East, and upon all that follow them it shall be laid also. Their Oath shall drive them, and yet betray them, and ever snatch away the very treasures that they have sworn to pursue. To evil end shall all things turn that they begin well; and by treason of kin unto kin, and the fear of treason, shall this come to pass. The Dispossessed shall they be for ever. ..." Basically it gives the Loremaster the ability to throw obstacles in the way of the Noldo Player (and any who are associates), and gives a negative reaction from Sindar and Sylvan Elves when the Noldo tries to Persuade or Inspire... This of course is entirely up to the Loremaster. For now they use the same cultural rewards and virtues as the Mirkwood Elves, though I am working on specific rewards to reflect the Noldorin Culture. The Bitter Spear for instance will be replaced with an Elven Sword, and I will replace the Mirkwood Elf Shield with a suit of Elven mail (perhaps similar to the Dwarven Hauberk...) So, here it is, in the format presented by Francesco and company. Comments are appreciated. Here is a link to the .PDF version: High Elves for TOR - NOLDOR ELVES - (High Elves of Lindon & Rivendell) "I remember well the splendor of their banners. It recalled to me the glory of the Elder Days and the hosts of Beleriand, so many great princes and captains were assembled. And yet not so many, nor so fair, as when Thangorodrim was broken, and the Elves deemed that evil was ended for ever, and it was not so." During the Third Age the only large communities of High Elves remaining in Middle-earth are the Elven Havens of Lindon and Rivendell. These havens are populated by a mixture of elven kindred's, but the dominant culture in these two realms is that of the High Elves or the Noldor. These realms are thus the cultural scions of the great Beleriandic Kingdoms of Hithlum, Nargothrond, and Gondolin founded by the Noldor during the Elder Days of Middle-earth. The High Elves/Noldor are members of the Firstborn, the earliest denizens of Middle-earth. They are a noble people who may be the wisest and most ambitious of the inhabitants of Middle-earth. They are responsible for some of the greatest deeds in Middle-earth, and because of their pride, some of its worst. Middle-earth has been both enriched and diminished because of the choices the High Elves have made. The most distinctive thing about High Elven culture is their fondness for the crafts. This ranges from the creation of weaponry, armor, and jewelry to embroidery and cooking, to the crafting of language. They have great pride in these arts; the unfortunate side effect of this is an arrogance that has plagued them and caused them great suffering through the ages. The High Elves are also more fond of living in and building big cities than the other clans of elves. Their cities were usually located in deep mountain valleys, as opposed to the shore and woodland homes of the Grey (Sindarin) and Wood (Silvan) Elves The High Elves have led the fight against the Shadow throughout Middle-earth's long history, fighting what they call "The Long Defeat", and they have interacted the most with the younger races of all the elven kindred's throughout Middle-earth's history. Many of the Elves of Beleriand relocated to Lindon at the beginning of the Second Age, where they were ruled by their High King Gil-galad. The surviving elves built Mithlond ("The Grey Havens") on the eastern end of the Gulf of Lhûn along the banks of the River Lhûn in its deep firth. Lindon was one of the two High Elven/Noldorin Kingdoms during the Second Age, the other being Eregion (which was called Hollin by men), near the West Gate of Khazad-Dum. Because of its cultural and spiritual importance to the elves, Mithlond in time became the primary elven settlement west of the Misty Mountains prior to the establishment of Eregion and, later, Imladris (Rivendell). Even after the death of Gil-galad, as the elves left Middle-earth and their numbers dwindled in numbers by the year, Mithlond remained a focal point of the history of the northern part of Middle-earth. During the War of the Elves and Sauron, Sauron attempted to invade and conquer the Havens in order to gain the Three Elven Rings. He destroyed Eregion, but his assault against Lindon was halted and defeated at the River Lhûn by Gil-galad with the timely arrival of a great Númenórean force. The Second Age ended with the Last Alliance of Elves and Men. The Last Alliance was the final great military effort of the Elves and they raised their largest army since the First Age for the war. Gil-galad was killed by Sauron during the war and the Elves of Lindon suffered severe losses in the war and afterwards most of the surviving Noldor departed for Valinor and much of Lindon became depopulated. Gil-galad's ally, the Sindarin elf Círdan the Shipwright has been the master of the Havens since its founding. Círdan's task is to build ships for the Elves departing Middle-earth to sail to the West. By the late period of the Third Age, the majority of Lindon's population reside in or around the harbor of the Grey Havens, while the rest are settled along the shores of the Gulf of Lune. Elrond, The Lord of Imladris has ruled over his subjects from the times when the haven was first established during the War of the Elves and Sauron in the Second Age. For centuries, travelers and wanderers have heard of "The Last Homely House east of the sea." The court of Elrond is a hidden fastness in the region of the Trollshaws, a haven for weary travelers, protected by magic and held in arms against the Shadow that has fallen over the Misty Mountains. Its denizens are ever vigilant guardians, members of a diminishing people that have suffered greatly in many wars. Despite this, they have not grown suspicious of foreigners and what they may bring, and their love of middle-earth remains strong. It is this love for Middle-earth and their attachment to all the things they have made and fought to protect against the Shadow that prevents them from abandoning their home and sailing to the Uttermost West. DESCRIPTION Skilled warriors devoted to the preservation of their remaining realms, Noldor Elves are a fair and hardy folk of muscular build. Their hair color is usually very dark brown, but red and even white ("silver") hair exist among them too. Their eyes are usually gray or dark. Their experiences have made them distant from of other peoples, but have not robbed them of the ability to delight in the simple pleasures of living. Even though their power is slowly waning, Elves are staunch fighters dedicated to resisting the encroaching darkness, either alone or side-by- side with their trusted allies. As all those who belong to the Firstborn, they are not subject to illness or old age, and thus can dwell within the circles of the world until they choose to leave it, or are slain. STANDARD OF LIVING The High Elves have known war throughout the long ages of Middle-earth. They dedicate a good percent of their wealth to their defense, however, their land is rich, their borders well protected, and there are a high percentage of skilled craftsmen among them. For these reasons the High Elves are considered a Prosperous people. HIGH-ELF ADVENTURERS High Elves are sometimes seen outside of their havens, as there is trade between Lindon and Rivendell. They do not take the practice of stealth to the level that the Elves of Mirkwood do, relying more directly on the steel in their swords and mail. In their attempt to preserve their realms, they have turned the havens into fortified sanctuaries, where they have managed to hold the Shadow at bay. Because of their experiences in the long struggle against the shadow, all young High Elves serve for a time in the Guardian Companies of the Havens. This helps to compensate for their reduced numbers by providing a well trained force of citizen-soldiers to respond to emergencies. Suggested Calling: Scholar, Warden. The High Elves are the most curious of the elves and are old and wise by the reckoning of Men, always seeking to learn more about the world. The High Elves have led the fight against the Shadow throughout Middle-earth's long history, and many strike out to protect those who suffer at its hands abroad. Unusual Calling: None. The High-elves are very gifted and curious, and this leads them to excel in many callings. WHAT LORD ELROND SAYS... • Bardings: “I have seen the downfall of many mortal kings. Bard seems of a wiser kind than most of them, but what about his subjects?” • Beornings: “Since Beorn has gathered around him his followers the road east through High Pass has been safer. They are an independent folk, and keep a good watch over our eastern borders.” • Dwarves of the Lonely Mountain: “They are doughty warriors, but some are as stubborn and haughty as their forefathers in ancient times. Despite this I have found them to be an honorable people.” • Elves of Mirkwood: “They have chosen to isolate themselves within their forest, and to limit their contact with the rest of the world. But now that Mithrandir has revealed that the Necromancer is our old foe, Sauron the Deceiver, I fear that that approach may no longer work.” • Hobbits of the Shire: “They seem a merry and resourceful people. Let us hope that their spirit won’t be darkened now that they have seen the world outside their borders.” • Woodmen of Wilderland: “The Men of the Woods share our love for the great forest, and have seen the same Shadow that we first faced long ago and still haunts our thoughts.” • Noldor Elves: “We are forced to acknowledge that the time of the Elves in Middle-earth is ending. The time will come when we shall pass into the West and leave Middle-earth. Until that time, we shall continue to oppose plans of the Dark Lord.” CULTURAL BLESSING - People of the Stars - "... their eyes beheld first of all things the stars of heaven. Therefore they have ever loved the starlight, and have revered Varda Elentari above all the Valar." While fond of the Sun, the High Elves find themselves at greater ease under moonlight or starlight, or among the shadows of a forest; their senses are keener, their motions exceedingly sure and graceful. • When a High Elf is inside a forest or under the earth, or it is night, all his Attribute bonuses are based on his favoured rating. STARTING SKILL SCORES Common Skills Copy the following skill ranks onto the character sheet and underline the favored skill: Awe 2 Inspire 1 Persuade 0 Athletics 3 Travel 0 Stealth 1 Awareness 2 Insight 0 Search 0 Explore 0 Healing 1 Hunting 0 Song 1 Courtesy 1 Riddle 0 Craft 2 Battle 2 Lore 3 Cultural Favored Skill: Awareness (Elves have exceptional eyesight and hearing and this gives them good situational awareness.) Weapon Skills Choose one of the following two Weapon skill sets, and record it on the character sheet: 1) (Swords) 2, Spear 1, Dagger 1 2) Great Bow 2, Sword 1, Dagger 1 SPECIALTIES Choose two Traits from: Boating, Elven-lore, Stone-craft, Smith-craft, Leechcraft, Woodwright BACKGROUNDS 1 - Hope Yet Remains You have lived among the Dunadain and the Guardians of the Havens, often dealing with the Men of Eriador on behalf of Lord Elrond. You have never regretted the time spent away from your home. The world beyond the Havens is wide and, while full of hidden threats, is also populated by other valiant peoples, enemies of the same Shadow that your kin has fought for centuries. It could well be your mission to find worthy and trusted allies to join you in your fight... Basic Attributes Body 5, Heart 2, Wits 7 Favored Skill Insight Distinctive Features (choose two Traits from those listed) Clever, Determined, Keen-Eyed, Merry, Patient, Swift, Wary, Willful 2 - Path of the Healer Your father was a warrior of great skill, and you always expected to follow in his path. During your time in the Wandering Companies, you discovered that you had great talent in the soothing and healing of those injured and wounded. You came to realize that the path of the Healer was your destiny, and are now are seeking to master the healing knowledge of your people. Basic Attributes Body 5, Heart 4, Wits 5 Favored Skill Healing Distinctive Features choose two Traits from those listed) Cautious, Cunning, Elusive, Fair-spoken, Keen-Eyed, Merciful, Proud, Secretive 3 - Lessons of the Past A long time ago, Elves dwelt in the area around Eregion, before the Dark Lord destroyed that kingdom in his bid to claim the Three Elven Rings. You have often journeyed there to patrol that ancient land, and to ponder on the hurt suffered by your people in many years of cruel warfare. Many of your kinsmen prefer to forget and be merry, but you know that evil is seldom conquered forever, and vigilance is the price of freedom. Basic Attributes Body 5, Heart 3, Wits 6 Favored Skill Battle Distinctive Features (choose two Traits from those listed) Determined, Elusive, Hardened, Keen-eyed, Patient, Quick of Hearing, Suspicious, Wary 4 - Noble Blood As the Second Age began, many of the Elves left Middle-earth, but many also stayed, unwilling yet to forsake the remnants of Beleriand where they had fought and labored long. In your veins runs the blood of these Elven adventurers, and it is said this is reflected in your noble countenance and bearing. You know much is expected of you in the coming days and you have sworn never to betray these expectations. You have dedicated yourself to your duties with the Guardians of the Havens and will die before you see your fair home reduced to ruins. Basic Attributes Body 4, Heart 4, Wits 6 Favored Skill Inspire Distinctive Features (choose two Traits from those listed) Determined, Fair, Honorable, Keen-Eyed Lordly, Proud, Swift, Willful 5 - Blademaster You have long studied and practiced the arts of the blade. The endless days spent sweating on the practice field and over the forge have refined your skills to the point that you are well on your way to becoming a master of both blade crafting and blade wielding. Your heart tells you that soon both will be put to the test. Basic Attributes Body 4, Heart 3, Wits 7 Favored Skill Craft Distinctive Features (choose two Traits from those listed) Cautious, Determined, Generous, Hardy, Keen-Eyed, Nimble, Patient, Proud. 6 - Envoy of the Elf Lord You have journeyed far from the borders of the Imladris with your father, on his errands to the courts of Men and Dwarves. Standing by his side, you have learnt much in a handful of months; more than in years spent in the gilded cage of your home. Sadly, you have also discovered how the Shadow is creeping upon the outside world, gaining in strength with each passing year. Soon the pieces will be in play... Basic Attributes Body 6, Heart 2, Wits 6 Favored Skill Lore Distinctive Features (choose two Traits from those listed) Cunning, Fair-spoken, Hardened, Keen-Eyed, Lordly, Merciful, Quick of Hearing, Secretive HIGH ELF NAMES For the most part, the High Elves bear names fashioned in the Grey-elven language. Male Names: Armegil (Noble Sword), Aegnor (Fell Fire), Aerandir (Sea Wanderer), Alphanor (Swan Sun), Anglas (Iron Leaf ), Angrod (Iron—), Beleghir (Mighty Lord), Belegon (Mighty Stone), Belegorn (Mighty Tree), Calanaglar (Daylight Glory), Calangil (Daylight Star), Calanhir (Daylight Lord), Calanlas (Daylight Leaf ), Calanlôr (Daylight Dream), Calanon (Daylight Great), Calanros (Daylight Foam), Caranlas (Red Leaf ), Caranmîr (Red Jewel), Caranthir (Red—), Carmagor (Red Swordsman), Carmenel (Red Sky), Celebfindal (Silver Haired Elf), Celebithil (Silver Moon), Curundil (Lover of Skill), Dagorhir (Battle Lord), Durandir (Shadow Wanderer), Elentir (Star Sight), Elernil (Star Prince), Estelmîr (Hope Jewel), Estelon (Hope Great), Fincalan (Hair like Daylight), Fingalanor (Hair that Shines like the Sun), Fingalithil (Hair that Shines like the Moon), Galdagor (Bright Battle), Galdor (Bright Land), Galion (Bright—), Galithil (Bright Moon), Galmîr (Bright Jewel), Hîthlas (Mist Leaf ), Ithilas (Moon Leaf ), Ithilorn (Moon Tree), Ithiluin (Moon Blue), Lascalan (Leaf Daylight), Malanor (Gold Sun), Malcalan (Gold Daylight), Menelôr (Sky Dream), Nauros (Fire Spray), Orgalad (Day tree), Orophin (Mountain Hill), Orthalion (Day Strong), Pelethanor (Waning Sun), Pelethorn (Waning Tree). Female Names: Adria, EstelwenArwen (Noble Maiden), Calanmîr (Daylight Jewel), Caranloth (Red Blossom), Carwen (Red Maiden), Celebereth (Silver Queen), Eltathar (Star Willow), Elwen (Star Maiden), Fimlas (Thin Leaf ), Finduilas (Hair Flowing like Leaves), Fingalanor (Hair that Shines like the Sun), Fingalithil (Hair that Shines like the Moon), Hithriel (Mist Woman), Ithilbereth (Moon Queen), Ithiloth (Moon Blossom), Linwen (Song Maiden), Lôrbereth (Dream Queen), Lôrloth (Dream Blossom), Lôrwen (Dream Maiden), Lothbereth (Blossom Queen), Lothmîr (Blossom Jewel), Lothwen (Blossom Maiden), Luinloth (Blue Blossom), Luinmîr (Blue Jewel), Meneloth (Sky Blossom), Mîrithil ( Jewel Moon), Mîrwen ( Jewel Maiden), Narloth (Fire Blossom), Nauriel (Fire Woman), Nimloth (White Blossom), Orbereth (Day Queen). Adventuring Age: 100-500 Elves are invulnerable to age, and may become adventurers at any time after they reach adulthood (at about a century of age). Considering the level of ability of a starting hero, players should avoid choosing an excessively venerable age for their character - heroes older than 300 years old should definitely possess the Elven lore specialty, to reflect their deeper knowledge of the past. CULTURAL VIRTUES – HIGH ELVES Elves and magic are almost synonymous to most inhabitants of Middle-earth. The word itself invokes images of their grace, the products of their craft, and their unearthly beauty. The ancient tribes from which many High-elves descend went over the Sea to grow fairer and more learned, and devoted their arts to creating many wondrous items, weapons, and armor. This is probably why they are accounted by some to be more wise and fey than the 'lesser kindred's' of elves. Archer of the Wandering Companies "...their small knives... would have been of no use against the arrows of the Elves that could hit a bird’s eye in the dark." Most members of your kin possess a natural talent for hitting the mark when using bows. You natural talents in this have been honed by rigorous use. You have learned to target your arrows with uncanny precision. You may spend a point of Hope to lower the Edge of your Bow or Great Bow by one for the shot. Elvish Dreams “...he could sleep, if sleep it could be called by Men, resting his mind in the strange paths of elvish dreams, even as he walked open-eyed in the light of this world.” Currently the same as Elves of Mirkwood Guardian of the Havens "The light of the drawing of the swords of the Noldor was like a fire in a field of reeds; and so fell and swift was their onset... " Though the former glory of the proud hosts of Nargothrond and Gondolin beyond the Western Sea have passed away, the High Elves still field capable and skilled forces armed in bright mail and shields with long swords, and spears like a forest. The martial discipline for which the Noldor were renowned is still embraced by many High Elves, lest the Havens be caught unprepared by the Enemy's minions. You have sworn to protect the Haven and its Lord with your life, and in return you are regularly trained by the most expert swordsmen and bowmen of the realm. Raise your maximum Endurance score by 3 points. Additionally, from now on the cost of raising your skill rating in Sword, Long Sword, Spear or Great Bow is lowered by 1 Experience point at each level. Shadow Bane "The Elves were the first to charge. Their hatred for the Goblins is cold and bitter." Currently the same as the Elves of Mirkwood. High-elf Magic "The house of Elrond was known as a place of healing..." You are mastering what mortals might call ‘Elf-magic.’ You learn how to use Athelas to enhance healing when you first select this Virtue. You may later master the making of an Elf Stone as your undertaking, and spending one Experience point during a Fellowship phase; finally, you discover the secret of creating Miruvor by spending another Experience point as another undertaking during a later Fellowship phase. Athelas The usual preparation of athelas for healing use is to boil water. The leaves are then bruised or broken and placed into the water to steep. The wound is then bathed with the water, but the scent refreshes all standing near. Spend a point of Hope to utilize the healing benefits of Athelas on one member of the Company. Roll Healing against TN 14. On a successful roll, you recover a number of additional Endurance points equal to your Wisdom rating, equal twice your wisdom rating if the roll was a great or extraordinary success. The TN is modified by -1 for every shadow point the patient posseses. You may spend a point of Hope to do the same for another member of your Company. Additionally, All members of the party restore one point of Fatigue due to the refreshing aroma created by the preparation of the Athelas. Create Elf-stone You know how to make a Beryl or Elf-stone capture the clear light of the sun and to bring to all that you touch healing from hurt. Spend a point of Hope to imbue a Beryl with a magical healing energy. At the end of a combat, you may roll Healing against TN 14 to heal yourself. On a successful roll, you recover a number of additional Endurance points equal to your Heart rating, equal your Favored Heart rating if the roll was a great or extraordinary success. You may spend a point of Hope to do the same for another member of your Company. Miruvor of Imladris This Elven Cordial comes from an ancient time and the knowledge of creation has been passed with great care from one generation to the next. A mouthful can restore vigour and hope. During a Fellowship phase , you may roll Craft against TN 14 to create a flask of Miruvor. On a successful roll, you create a flask with a number of doses equal to your Wisdom rating, twice your Wisdom rating if the roll was a great success, or three times your Wisdom rating if the roll was an extraordinary success. The ingredients to make the cordial require 1 Treasure, as they are rare and require special preparation. Each serving restores Endurance equal to half your Wits Attribute (round up). Additionally, each serving restores 1 Hope. CULTURAL REWARDS – HIGH ELVES The weaponsmiths of the High Elves have spent long years devising more efficient ways to defeat their enemies. Their armories are filled with weapons and armor created using the skills of the greatest elven craftsmen. Elven Mail (mail armor) This mail is made of finely wrought links of elven steel made using the techniques the High elves have perfected through long years of strife. It is light, corrosion resistant and offers protection that even Dwarven craftsmen might find hard to match. The armors encumbrance is reduced by 2 (to a minimum of 0). You are allowed re-roll one of the armor's protection dice (D6) and keep the higher when making a protection test. Weapon of Renown (swords, spears or dagger) The blade of this weapon was forged using techniques refined by the elves through the ages. It is unnaturally sharp, corrosion resistant, and glows with a cold blue light when in the proximity of Orcs, Goblins and Trolls. The illumination provided is dependent on the proximity of the creatures. At its brightest the weapon glows with the strength of a torch. If you roll a great or extraordinary success on an attack using a weapon of renown, it automatically inflicts a Piercing blow. Elven Longbow (great bow) The High elves have always favored the great bow for its strength and range. When you get a G on the Feat die using a Elven Longbow, inflict extra damage equal to your Damage rating (regardless of the level of success). -------------------- |
Halbarad |
Posted: Nov 11 2011, 07:40 AM
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Group: Members Posts: 641 Member No.: 2053 Joined: 24-October 11 ![]() |
Very nice Armegil, consider this pilfered until such times as official rules become known.
![]() One little hiccup though, the 'simpler life' background has 16 attribute points instead of 15. |
Valarian |
Posted: Nov 11 2011, 10:18 AM
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Group: Members Posts: 420 Member No.: 1943 Joined: 18-September 11 ![]() |
Great write-up. I think I'll also be using this until the official version comes out. A comment on the unusual calling. I think Treasure Seeker would be unusual for a Noldor Elf. My reading of them is that they are far more likely to be corrupted through a lust of power or lore than from a need of material wealth. To be an extreme pedant, I think the Noldor would also refer to Gandalf as Mithrandir (Mirkwood Elf quote from Lord Elrond).
-------------------- ![]() Current EU RPG Group Games: European FG2 RPG Friday (8pm to 11pm UK time; Ultimate License) - Classic Traveller Sunday (8pm to 11pm UK time; Ultimate License) - The One Ring: Adventures over the Edge of the Wild Using Ultimate FGII and can accept unlicensed player connections on some of the games. ----------------- LOTRO - Brandywine Server Halbras - Hobbit Hunter / Jonab - Bree-folk Captain / Ardri - Dwarf Guardian / Halaberiel - Elf Hunter |
BobChuck |
Posted: Nov 11 2011, 11:12 AM
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Group: Members Posts: 83 Member No.: 2032 Joined: 18-October 11 ![]() |
Going through this, I see a number things that feel off.
Unusual calling: Personally, I don't consider "none" a valid option. It bothers me that Bardings have 'none' listed. I would rather see "Slayer" here, but that's me. Cultural Blessing: Coming up with a unique cultural blessing is hard, (I tried to think one and could not even come up with a concept) so using the wood-elves cultural blessing is a decent patch; even so, using the wood elf blessing feels out of place, and I'm absolutely positive that the published version will not do so. Skills: There is no "Cultural" skill listed. The base set of Cultural Skills feels off to me - I think you should move the second rank in craft over to healing, personally, but again, that's me. You've got the right number of points - I went through the cultural skills of each of the six cultures and totaled up how many "points" (in Character Customization XP terms) it would take to purchase those ranks. I got 29 for Bardings, 29 for Beornings, 29 for Dwarves, 29 for Elves, 29 for Hobbits, and 29 for Woodmen. Adding up your listed skills in the same fashion, I get 29 as well. Weapon Skills: Nothing "wrong" here, but I'd like to understand your reasoning. Weren't High Elves described as wielding Great Spears (and being very good at it) during the battle with Sauron all those centuries ago? Where are the spear skills? Personally (I'm saying that quite a lot aren't I?) I'd go with "Great Spears 2, Great Bows 1" and "(Bows) 2, Spears 1". Specialties: These I have issue with. First of all, you've got two different water-related specialties. The Bardings have that because they are basically Lakemen, but I see no reason for Rivendel elves to have both boating and swimming - I'd just stick with boating, personally. Secondly, Stone-craft? I'd replace those two specialties with Leechcraft and Old Lore. Backgrounds: There are problems with your backgrounds. Look at the six listed backgrounds for each of the six cultures in the core book, and you'll see several patterns that your backgrounds do not follow: * Each attribute has three and only three values (say body 4, body 5, body 6). Each of these values is used precisely twice. * The sum of each attribute total is always 14. * Each trait is used precisely twice (not every culture uses every trait). Your backgrounds do not follow these rules; I'm not going to go through them and provide a complete breakdown. All in all, you've got an excellent start, but this isn't quite ready for play. EDIT: I'm actually wrong about the "each is used precisely twice" bit; there are a few examples where an attribute is repeated three times. This post has been edited by BobChuck on Nov 11 2011, 12:28 PM |
jefferwin |
Posted: Nov 11 2011, 12:33 PM
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Group: Members Posts: 58 Member No.: 2098 Joined: 3-November 11 ![]() |
Oddly, I was working on a similar project - though only sketched out so far.
Regarding the Backgrounds, I'd say that replicating those of other cultures doesn't present the Noldorrim with their own individual cultural traits very well. In the books, the folk of Rivendell (who also include Grey Elves, btw), are skilled in knowledge of lore, healing, knowledge of and creation of magic artefacts (i.e., Anduril, the Rings- they are the heirs of Eregion), and in sneaking around Eriador in the Wandering Companies. Oh, and serving and hosting the White Council. |
BobChuck |
Posted: Nov 11 2011, 12:53 PM
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Group: Members Posts: 83 Member No.: 2032 Joined: 18-October 11 ![]() |
I went through all of the backgrounds; number 5 has an attribute total of 16, while the others have a total of 15 each - it's supposed to be 14. If you want to raise their Hope by one, fine, but do it by dropping another attribute down. Alternatively, come up with a cultural blessing that reflects on their supposed hopefulness, like Hobbits.
All of them have quick of hearing, but then, so do all of the wood elves, so that's consistent. However, you used "Determined" three times (1, 3, 4 - this one's not in alphabetical order) and you used "Suspicious" only once (in 3). And please try to come up with different backgrounds - there's no reason for High Elves and Wood Elves to have much of anything in common. EDIT: re-reading this and my previous posts, I sound rather harsh. Please don't take this as discouragement. I'd like to see what you can do, and I'm clearly prepared to do deep analysis of what you post. It's just that what you put up isn't done; a fine starting point, but it barely qualifies as a rough draft. This post has been edited by BobChuck on Nov 11 2011, 02:02 PM |
Telcontar |
Posted: Nov 11 2011, 01:12 PM
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Group: TOR index group Posts: 140 Member No.: 1767 Joined: 7-August 11 ![]() |
I was thinking of working on the elves as well. I always discouraged my players from playing Noldor elves in other M-E systems. I never felt comfortable with a 1st level Noldo elf. Also I used their time in the Undying Lands to "break" the rules when i needed to. They are a great LM device when denied to the players as a PC.
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Armegil |
Posted: Nov 11 2011, 02:29 PM
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Oops, good catch. Mithrandir is more appropriate. Edited the post to make the change. As to the choice of no unusual calling, I was taking the stance that due their great skills they could be found in all callings. Gil-galad seems to be a Warden to me, Elladan and Elrohir seem to be Orc Slayers. Elrond is a little harder to determine; during the Last Alliance he seems to be a Warden or Slayer, but later during the Third Age, he seems more a Scholar. Perhaps his interests changed as time passed. Feanor and Celebrimbor might be seen as treasure hunters (with their obsession for jewels and crafting). Gildor Inglorion seems to be a Wanderer. Burglar also seems a natural fit because of elven dexterity and stealth... Thoughts? -------------------- |
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jefferwin |
Posted: Nov 11 2011, 02:43 PM
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Not every Noldo has to have been born in the Undying Lands. They've been in M-e for a while. Sindarin for Noldor, btw, is Golodh (sing), Gelydh (pl), Golodhrim (group plural). Personally, I'd call this group "High Elves of Imladris (or Rivendell)." Many of the later generations in the First Age intermarry with the Sindar or the Mithrim, including the ancestors of probably the majority of PCs. Elladan, Elrohir, and Arwen all have a large amount of Doriathrim ancestry. Even Gil-galad's mother in the HoME is described as a Sindarin Lady (unnamed) (and obviously, all of the above are born in M-e). |
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Telcontar |
Posted: Nov 11 2011, 02:51 PM
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Group: TOR index group Posts: 140 Member No.: 1767 Joined: 7-August 11 ![]() |
true not all have, but I always thought that they didnt really fit well as PCs. For similiar reasons I limited Sindar Characters as well.
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Armegil |
Posted: Nov 11 2011, 02:52 PM
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No problem. I knew this wasn't done when I posted it. All comments/criticisms are welcome. Just wanted to get some input before I got into the mindset that "Of course this is right, otherwise I wouldn't have written it that way." To address the quoted comments: The biggest difficulty I am having is that Francesco and Co, have captured the essence of the Elves so well in the Mirkwood Elves. They went right to the core of elveness, so to speak... I gave the Noldor an Attribute total of 15 (rather than 14) on purpose, since "they" had dwelt in the Undying Lands, and having them be blessed with a little more fervor and endurance seemed a good way to represent that legacy... (Also corrected the 16 to 15, good catch!) I used "Determined" more than "Suspcious" because I feel (note my opinion creeping in!) that the Noldor were less withdrawn from the younger races than the Silvan Elves. The Noldor were always the ones to embrace other races, and their ties with the Atanatari (the Fathers of Men), the Numenoreans, and the Dunadain are the reasons behind this choice. The relationship between the Noldor of Eregion and the Dwarves of Khazad-dum is another... The Noldor also seem to be the elves who accomplished great things through both skill and the ability to remain focused on the task at hand. So less suspicion, more determination... ![]() Still working on the backgrounds. I have reworked the text on some, but they still show the influence of the originals... -------------------- |
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BobChuck |
Posted: Nov 11 2011, 03:27 PM
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Group: Members Posts: 83 Member No.: 2032 Joined: 18-October 11 ![]() |
Armegil, I have two words for you:
Game Balance. It is patently unfair to just give High Elves a +1 Heart without also taking something away. Period. Flavor is very important, but this is a game; it has rules, design assumptions, and so on, and you are blatantly ignoring them. That's why I went to the trouble of calculating how many "points" your starting set of Common Skills was worth - because it has to be the same. That's why I pointed out that Attributes always total to 14 - because it's not fair if they don't. That's why I pointed out that every set of backgrounds have any given trait appear exactly twice - for consistency in design. If this is just for yourself and your group, do whatever you like - it's your game. But if you are trying to make something for the community, you need to adhere to the same design conventions - Attribute totals of 14, only use any given trait twice, only one favored background skill, and so on. If you don't, there's no point in posting your work here; most people won't use it because it's unfair and inconsistent. |
Armegil |
Posted: Nov 11 2011, 03:32 PM
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As stated in a another post making the Noldor too different from the excellent Mirkwood Elf template provided by Francesco & Co. seems counter-intuitive. The basic physical differences are minor, since all are elves. That leaves only culture skills and background to work with, if we assume they are basically physically similar (great coordination, eyesight, hearing, disease immunity, etc.) The Lore Skill I left at three since that seems to be the starting cultural limit. I figured I had already given the Noldor an extra Attribute Point (to represent the benefits of ancestors who dwelt in Valinor) and didn't want to "break" any more of the conventions used in the other races... The 2 points in crafting are specifically, because the Noldor were noted for their craftsmen. Again, don't want to take away from the dwarves their game uniqueness... Basically I am trying to make the Noldor/High Elves not be the Power Players dream race. But show a little of their flexibility and crafting skill. My take on the defenses of the Havens are that there are two kinds: The Wandering Companies, and the Guardians of the Havens (Guardians of Imladris, Guardians of Mithlond, Guardians of Caras Galadhon <--- since Galadriel is a Noldo this seems plausible for Lothlorien to have as well, etc.) The Wandering Companies are the Patrols in the Wilds, and the Guardians are the more heavily armed and armored combat units that form the line of battle in major conflict situations. I put references to this in the flavor text of the various backgrounds. I probably need to make the difference between the Companies and the Guardians clearer in the text... -------------------- |
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Nolmir |
Posted: Nov 11 2011, 03:47 PM
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Well, I think that's mostly a matter of opinion. This template isn't official, so Armegil can build it however he wants. Everyone is free to modify it, or not use it, as they see fit. Even if they don't use it as-is, it can provide a starting point, which is a pretty large part of what fan-made community resources do, at least for me. I don't see anything wrong with deviating from the conventions a little, such as to make the Noldor Elves a tad more powerful, as long as Armegil lets everyone know up front, which I think he did. If I were to let my group play Noldor Elves (which is another discussion), I'd at least look at Armegil's template, maybe use it straight-up. So I think it all comes down to personal taste. |
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Armegil |
Posted: Nov 11 2011, 03:51 PM
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Agreed on the Game Balance issue. I just am not sure what to take out on the attribute points. The current thing I am contemplating are: Leaving the Heart at +1 and adding a -1 to Wits. Which will Make Mirkwood Elves more agile, but High Elves more robust... Leaving the Body, Heart, Wits the same as Mirkwood Elves. Leaving only Culture and Virtue/Rewards as different. If this were a First Age Campaign system, I would just leave the +1 Heart and add "Doom of Mandos" as a counteracting flaw: The Doom of the Noldor The Doom of Mandos, also called the Doom of the Noldor, the Curse of Mandos, and the Prophecy of the North, was the judgement of the Valar pronounced on the Noldorin Elves who carried out the Kinslaying at Alqualondë in Eldamar. It was given to the Noldor in the lands of Araman north of Valinor as a warning of the woe that would come upon them if they continued in their rebellion against the Valar and did not repent of their killing of the Teleri Elves. A part of the Doom goes as follows: "Tears unnumbered ye shall shed; and the Valar will fence Valinor against you, and shut you out, so that not even the echo of your lamentation shall pass over the mountains. On the House of Fëanor the wrath of the Valar lieth from the West unto the uttermost East, and upon all that follow them it shall be laid also. Their Oath shall drive them, and yet betray them, and ever snatch away the very treasures that they have sworn to pursue. To evil end shall all things turn that they begin well; and by treason of kin unto kin, and the fear of treason, shall this come to pass. The Dispossessed shall they be for ever. ..." Basically it gives the Loremaster the ability to throw obstacles in the way of the Noldo Player,and gives a negative reaction from Sindar and Sylvan Elves when the Noldo tries to Persuade or Inspire... But this is a Third Age Setting, and so the Doom is not as appropriate a counter. What would you suggest? -------------------- |
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Armegil |
Posted: Nov 11 2011, 03:57 PM
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Thanks Nolmir! Though I in many ways also agree with BobChuck. I don't want certain types of player to use the Noldor/High Elves as a way to power game. ![]() -------------------- |
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Kaltharion |
Posted: Nov 11 2011, 03:58 PM
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Game Balance is not the most important aspect of a game. The most important aspect is: Are you and your players having fun? If not, why are you playing the game?
That is exactly why I have a thread devoted to making a magic system for TOR. Some people don't think we should have player characters using magic, yet others do. So I wanted to add my 2 cents or pence or silver pennies (Whatever ![]() But the point is, people are interested in the game and adding in things that they would like to see. And the more people that are interested in playing TOR, the better for the line as a whole. -------------------- |
jefferwin |
Posted: Nov 11 2011, 04:03 PM
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Personally, I would leave them approximately the same as the Wood-elves re Body, Heart, and Wits. The High-elves are highly intelligent and reducing Wits doesn't feel right.
The starting PCs are just not going to be from Aman. Their ancestors, possibly their parents, might be. Plus, counteracting the increased energy and presence they get from ancestors from the Undying Lands is the sense of giving way to the mortal Men around them. They simply are well aware that this is their last Age in Middle-earth; what they can do is affect its ending and expiate their sins of the earlier ages. This isn't the same joy and hopefulness that Men or Hobbits feel. |
BobChuck |
Posted: Nov 11 2011, 04:26 PM
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Group: Members Posts: 83 Member No.: 2032 Joined: 18-October 11 ![]() |
First, a random thought: High Elves should all have "Keen-Eyed" instead of "Quick of Hearing", as the Wood Elves do; makes them "the same but different".
Another random thought: One of the availible backgrounds should have Craft as its favored skill. *** Main reason for post: I've thought of a potential Cultural Blessing. Working name "Gift of the Valenar". Favor Text: I am awful at writing flavor text. Mechanics: A High Elf adds the sum of his Valor and Wisdom to all Vocation Skill Group rolls. It's not as "good" as the Wood Elf blessing, but it will stack with spending Hope, which the other one won't, and it gives High Elves a flat bonus to Crafting and Battle and Lore, all of which they are good at. It might need some work (maybe also the ability to spend a point of Hope to upgrade the success level of the roll?), but I feel like this idea is headed in the right direction. *** Finally, to those saying that High Elves and Wood Elves should be the same: have you ever read any of the lore? There are huge cultural differences, and significant genetic variation as well (remember that Legolas's grandfather is, genetically, a High Elf, so he and Thranduil do not look like typical Wood Elves, though they do act it). Also, in one of the upcoming supplements, Lakemen are going to get their own culture, and there's a whopping five years and 100 miles separating them from Bardings. It's okay for different groups of Elves to be significantly different. (Admittedly, it's more complicated than that - there's also a different level of wealth, and some implied differences in personality and opinions - Lakemen being the ones who decided not to go with Bard; all of these are of course highly trivial, and far, far less significant than the massive cultural gap separating Wood Elves and High Elves. Which is my point - if Lakemen qualify as a different culture, with different rewards and attribute ranges and all that is implied, so do High Elves.) |
Armegil |
Posted: Nov 11 2011, 04:37 PM
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My reasoning on making Swords rather than Spears as the cultural weapon for the Noldor/High Elves are detailed below: 1. Orcrist, Glamdring, Ringil, Anglachel (Gurthang), Anquirel, et.al. Swords symbolized physical prowess in battle for Tolkien, following Northern European culture. Tolkien writes that Elves and Dwarves produced the best swords (and other war gear) and that Elvish swords glowed blue in the presence of Orcs. 2. There is only one Spear named in Tolkien's legendarium, Aeglos (Snow-point or Icicle) The Spear of Erenion Gil-galad. 3. Choosing swords made the Noldor/High Elves different from the Mirkwood Elves. Those are my reasons behind the choice of swords. Regarding the specialties: You are right about swimming; probably not necessary. I left Boating because the High Elves in Lindon, epecially Mithlond, would be familiar with boats/ships. Your suggestion of Leachcraft feels appropriate. Stone-craft was chosen since the Noldor/High Elves were noted for their construction in stone rather than wood. Neverast, Gondolin, Mithlond, Tirion; all great cities constructed by the Noldor. Same with the various towers, particularly the original Minas Tirith on Tol Sirion in the First Age. -------------------- |
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Armegil |
Posted: Nov 11 2011, 04:49 PM
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All good points, especially the comment about reducing Wits not feeling right. But I also agree with Bobchuck that there should be some differences between the High and Wood Elves. The various tribes were sundered for millenia. The fact that the characters have never been to Aman is a good one, as well as the fading of the Firstborn aspect. Will need to think on this more... -------------------- |
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Armegil |
Posted: Nov 11 2011, 04:54 PM
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All good ideas! Especially the Gift of the Valar idea. Would demonstrate the craftsmanship of the Noldor/High Elves in a pertinent way. I will be taking these ideas back to the drawing board... -------------------- |
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Armegil |
Posted: Nov 11 2011, 05:00 PM
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I am having fun at least!!! Interesting discussions and comments. I will have to incorporate all these ideas into the mix. Thank you all for the input. Sorry if I have missed responding to any of these comments. They came in fast and furious! -------------------- |
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BobChuck |
Posted: Nov 11 2011, 05:32 PM
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Group: Members Posts: 83 Member No.: 2032 Joined: 18-October 11 ![]() |
arg! post got eaten!
Short version: I agree with your weapon selection, since they'll need "Sword of Gondolien" as one of their Valor Rewards. I think a "Sword of Gonndolien" would basically work like "This blade shines with a pale blue light whenever orcs are close. Additionally, when you attack with a Sword of Gondolien, your close combat Damage rating is raised by 4 against Goblins and their kin." It would be a (Sword) type, meaning player choice of any of the three. Maybe it should also include Dagger as a possible choice, but I doubt that any (Elf) player would take it. Also, I think the attribute range of High Elves should be "Body 3-5, Heart 3-5, Wits 5-7". For comparison, Wood Elves are "Body 4-6, Heart 2-4, Wits 5-7". |
jefferwin |
Posted: Nov 11 2011, 05:46 PM
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Since the Noldor are master craftsmen, tall and sometimes quite strong, and definitely exude charisma, I'm not sure reducing Body relative to the less imposing and less sturdy Mirkwood Elves is a good choice. I still vote for the same range as the other Elves. I think you mean "Sword of Gondolin;" another possible reward might be "Jewel of Eregion." |
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BobChuck |
Posted: Nov 11 2011, 05:54 PM
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Group: Members Posts: 83 Member No.: 2032 Joined: 18-October 11 ![]() |
Fair enough; I wasn't sure how it was spelled, so I took a shot in the dark.
Personally, I think body is less 'muscle mass" and more "muscle use and leanness and overall level of physical activity". I'm not suggesting that High Elves are weak, but Wood Elves are definitely at least as developed overall, and possibly more so. Anyway, I have a Background to suggest. X - Blademaster You have log studied and practiced, and are well on your way to becoming a master of both blade-making and blade-bearing (I believe I've mentioned that I suck at flavor text). Body: 5, Heart: 3, Wits: 6; Favoured Skill: Craft. Cautious, Determined, Generous, Hardy, Keen-Eyed, Merciful, Patient, Proud. (wow, I seem to really like the idea of developing this culture. I normally don't even like elves, really, unless I'm making a spellcaster, and I'm usually annoyed at people trying to play godlike "Tolkien" elves; this is weird behavior for me, is what I'm saying.) |
Armegil |
Posted: Nov 11 2011, 11:33 PM
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Updated the main post to reflect the various suggestions put forth. Thanks to all who commented. I am still working on a Noldor Specific Cultural Blessing, and Virtues and Rewards and will add them as soon as I have them put together. Thanks again for all the comments and ideas!
BobChuck, Blademaster is perfect as a replacement background. I used it in place of the Wild at Heart background. Thanks again to all, and keep the comments coming. -------------------- |
Jon Hodgson |
Posted: Nov 12 2011, 06:06 AM
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I suppose I should mention I'm speaking here with my fellow gamer hat on, and have no inside information on this topic.
At the risk of adding complexity I think I would be looking at factors which reflected the preponderance of Noldor elves to basically stay "indoors" in The Third Age. A few notable exceptions aside, they don't do very much beyond trying to set the past in amber, or leave Middle Earth entirely. Outside of the influence of the three elven rings they are highly susceptable to despair, and I can imagine them as the opposite of hobbits: Actively draining hope from a fellowship. Whilst I wouldnt go as far as making them unplayable my gut tells me there should be a high price paid by any Noldo who does too much travelling in what is fast becoming a world of Men. -------------------- Jon Hodgson
Art Director Cubicle 7 Entertainment Ltd. |
Eluadin |
Posted: Nov 12 2011, 01:06 PM
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I would second Jon's post. If you read The Hobbit and The LotR closely, you will see Noldor are mentioned once. This reference is a past reference associated with Feanor. Also take note, the elves we can assume as Noldor don't self identify as Noldor. More often then not, in the present tense (the ending of the Third Age) Tolkien uses High-elves or Exiles.
Expand the close reading to include Silvan Elves. The references to them are all past tense as if as a distinct cultural identity they are a thing of the past. Tolkien uses Wood-elves of Mirkwood and Elves of Lorien. The same is true of Sindar elves. Legolas does not self identify as a Sindarin prince but one of the Wood-elves. This is one of the reasons I applaud the designers in choosing Wood-elves of Mirkwood over Silvan and Sindar. This leads to another thought, by the end of the Third Age a distinctly Noldorin bloodline or Sindarin for that matter seems extremely rare in The Hobbit or The LotR. You have elves that hale from different s that share a cultural identity more than a racial purity. In fact Tolkien talks about this process in a number of his letters including the very famous Letter 144 to Naomi Mitchison, one of The LotR proof-readers. That said, I think making a heroic culture (now I'm enter the world of TOR) named Noldor isn't true to Tolkien and the way the designers have strove (admirably in my opinion) to stay faithful to Tolkien's Middle-earth. That said, any house rule can include a heroic culture named Noldor. The way I chose to handle it in my campaign went like this. I have a player that played MERP with me back in t he 80's. He loved the Sindar elves and wanted to play one in TOR. We discussed the difference in the game systems, MERP with its races and TOR with its heroic culture. After spending some time in the sources, we decided he would play a Wood-elf of Mirkwood whose background is Noble Blood. If you read Tolkien's other writings published posthumously, he talks about the Elves of Lorien and Mirkwood being Lesser Elves ruled by Eldar. This gave me the idea to make the noble background of Wood-elf determine a bloodline where Sindarin blood dominates. My player, using that background essentially created a Sindarin elf character. Though, I stipulated it was beyond saying whether or not he could trace a purity of descent over 9000 years to the Elves of Doriath. As as another suggestion to your post and one from a different angle, i would continue to follow the designers lead and not stat something based upon a racial designation but a cultural identity. Choose a like Rivendell and create the Elves of Rivendell. Then create a background where Noldorin blood might dominate. I would also consider Jon's input, and add to that the Doom that all Noldor are under as well as the pride that first caused them to forsake the Blessed Realm. Also, ask the question how purity of descent from one of the three houses would have been possible given the 9000+ plus years of history to get to your suggested adventuring age. Regards, E |
jefferwin |
Posted: Nov 12 2011, 01:39 PM
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Group: Members Posts: 58 Member No.: 2098 Joined: 3-November 11 ![]() |
I agree with Eluadin.
My own homebrew Elves of Rivendell had the following backgrounds (this was in progress about a week before this thread began, so I may alter these at some point based on ideas raised here): Agent of the Council Born of Exile Keeper of Secret Paths Scion of the Jewel-smiths Singer of Ancient Songs Well-versed in Remedies Only the Born of Exile and Scion of the Jewel-smiths backgrounds have a Noldorin origin, at least implicitly. But it was along the lines of "One of your parents was born in Eregion/a grandparent was born in the West." One aspect I definitely picked up on from the LotR was the Healing craft of the Elves of Rivendell as opposed to the Mirkwood Elves. |
Armegil |
Posted: Nov 12 2011, 03:00 PM
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Jon, Thanks for the comments! I was going for something along these lines, by making the High Elves/Noldor have no cultural skill in Travel. Travel is also not a favored skill in the backgrounds available. Since the High Elves are a fairly insular people it would mean that the player would have to invest points in the Travel skill to overcome this. Additionally, the player will need to spend a point of wisdom to get Expertise in Travel if they want to make it a favored skill (and use the higher Favored Attribute Rating). Since the Travel skill is used quite often by adventurers, I thought this would be an appropriate approach. Do you think this is sufficient, or is something more needed? -------------------- |
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Armegil |
Posted: Nov 12 2011, 03:17 PM
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Eluadin, Thanks also for the comments. All are well thought put and I agree with them. I especially agree with you that by the Third Age, there are few "pure" Noldorin or Sindarin Elves left in Middle-earth. I have tried to use Noldor and High Elves in the Heroic Culture descriptions to show their origins and current states. Maybe I am used to my gamers, who are not as knowledgeable regarding the history of Tolkien's Elves as the members of the forums, and am overemphasizing this aspect of "Race" versus "Culture"... -------------------- |
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Armegil |
Posted: Nov 12 2011, 03:30 PM
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I was struck with the fact that I had no "Healer" background after I had first posted this, and was starting to get comments. Which is one of the obvious backgrounds considering Elrond's fame as a healer. I put together "Path of the Healer" to address this, and updated the original post and then started reading the new posts. I am wondering how it compares to your Well-versed in Remedies background? I kept a Noble Blood Background for the same reason that it seems appropriate for the Mirkwood Elves. They are ruled by Elves of Sindarin descent, and the High Elves are ruled by Elves of Noldorin descent. Blademaster may be a close kin to your Scion of the Jewel-smiths, since I am betting that is your Craft background. -------------------- |
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jefferwin |
Posted: Nov 12 2011, 04:02 PM
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Yes, the two Healer backgrounds are almost identical (save for the Attributes). "Born of Exile" was my noble background. It had different Attributes and Features than the Mirkwood Nobles: Born of Exile Body: 4, Heart: 3, Wits: 7 Favoured Skill: Awe Choose Two: Clever, Determined, Fair, Hardened, Honourable, Lordly, Proud, Tall. |
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Eluadin |
Posted: Nov 12 2011, 11:37 PM
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Armegil
My apologies if my post comes across with an edge. I should have first said your write-up on the Noldor is wonderful. Thanks for taking the time to do more then just "stat" your elves but actually develop them into the game with depth. Best, E |
Armegil |
Posted: Nov 13 2011, 06:23 AM
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Eluadin, Thanks, but no apology is necessary. I didn't feel your post had an edge. I was looking for comments and thoughtful criticism when I posted the Heroic Culture. Your posts were well thought out and coherently stated. As such they were appreciated. Based on all the comments and ideas I have received from Forum Members, I the believe the current version is significantly better than the original post. Which is the result that I was hoping to achieve ![]() -------------------- |
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Mim |
Posted: Nov 13 2011, 04:14 PM
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Jefferwin,
I've also been mulling over the healing aspect of the Elves of Rivendell (I'm so looking forward to their future releases). I wonder how much concerns Elrond, his ring, the place itself, et al, & how many of the others would have similar, though reduced skills/powers. My two pence opts for alloting at least some of them - I'm taking a second look at Erestor, Glorfindel, Elladn & Elrohir, & Arwen - something. Thus, potentially increasing their Healing from at least 1 to 2. Maybe only those of noble lineage, something like that. As a typically sadistic LM ![]() |
Armegil |
Posted: Nov 13 2011, 11:10 PM
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![]() Group: Members Posts: 40 Member No.: 2105 Joined: 4-November 11 ![]() |
I spent time this weekend thinking about the High Elf Cultural Virtues...
Here is what I have put together so far. As always, comments and criticism are welcome. CULTURAL VIRTUES – HIGH ELVES Elves and magic are almost synonymous to most inhabitants of Middle-earth. The word itself invokes images of their grace, the products of their craft, and their unearthly beauty. The ancient tribes from which many High-elves descend went over the Sea to grow fairer and more learned, and devoted their arts to creating many wondrous items, weapons, and armor. This is probably why they are accounted by some to be more wise and fey than the 'lesser kindred's' of elves. Archer of the Wandering Companies ...their small knives... would have been of no use against the arrows of the Elves that could hit a bird’s eye in the dark. Most members of your kin possess a natural talent for hitting the mark when using bows. You natural talents in this have been honed by rigorous use. You have learned to target your arrows with uncanny precision. You may spend a point of Hope to lower the Edge of your Bow or Great Bow by one for the shot. Elvish Dreams “...he could sleep, if sleep it could be called by Men, resting his mind in the strange paths of elvish dreams, even as he walked open-eyed in the light of this world.” Currently the same as Elves of Mirkwood Guardian of the Havens "The light of the drawing of the swords of the Noldor was like a fire in a field of reeds; and so fell and swift was their onset... " Though the former glory of the proud hosts of Nargothrond and Gondolin beyond the Western Sea have passed away, the High Elves still field capable and skilled forces armed in bright mail and shields with long swords, and spears like a forest. The martial discipline for which the Noldor were renowned is embraced by many High Elves, lest the Havens be caught unprepared by the Enemy's minions. You have sworn to protect the Haven and its Lord with your life, and in return you are regularly trained by the most expert swordsmen and bowmen of the realm. Raise your maximum Endurance score by 3 points. Additionally, from now on the cost of raising your skill rating in Sword, Long Sword, Spear or Great Bow is lowered by 1 Experience point at each level. Shadow Bane The Elves were the first to charge. Their hatred for the Goblins is cold and bitter. Currently the same as the Elves of Mirkwood. High-elf Magic The house of Elrond was known as a place of healing... You are mastering what mortals might call ‘Elf-magic.’ You learn how to use Athelas to enhance healing when you first select this Virtue. You may later master the making of an Elf Stone as your undertaking, and spending one Experience point during a Fellowship phase; finally, you discover the secret of creating Miruvor by spending another Experience point as another undertaking during a later Fellowship phase. Athelas The usual preparation of athelas for healing use is to boil water. The leaves are then bruised or broken and placed into the water to steep. The wound is then bathed with the water, but the scent refreshes all standing near. Spend a point of Hope to utilize the healing benefits of Athelas on one member of the Company. Roll Healing against TN 14. On a successful roll, you recover a number of additional Endurance points equal to your Wisdom rating, equal twice your wisdom rating if the roll was a great or extraordinary success. The TN is modified by -1 for every shadow point the patient posseses. You may spend a point of Hope to do the same for another member of your Company. Additionally, All members of the party restore one point of Fatigue due to the refreshing aroma created by the preparation of the Athelas. Create Elf-stone You know how to make a Beryl or Elf-stone capture the clear light of the sun and to bring to all that you touch healing from hurt. Spend a point of Hope to imbue a Beryl with a magical healing energy. At the end of a combat, you may roll Healing against TN 14 to heal yourself. On a successful roll, you recover a number of additional Endurance points equal to your Heart rating, equal your Favored Heart rating if the roll was a great or extraordinary success. You may spend a point of Hope to do the same for another member of your Company. Miruvor of Imladris This Elven Cordial comes from an ancient time and the knowledge of creation has been passed with great care from one generation to the next. A mouthful can restore vigour and hope. During a Fellowship phase , you may roll Craft against TN 14 to create a flask of Miruvor. On a successful roll, you create a flask with a number of doses equal to your Wisdom rating, twice your Wisdom rating if the roll was a great success, or three times your Wisdom rating if the roll was an extraordinary success. The ingredients to make the cordial require 1 Treasure, as they are rare and require special preparation. Each serving restores Endurance equal to half your Wits Attribute (round up). Additionally, each serving restores 1 Hope. -------------------- |
BobChuck |
Posted: Nov 14 2011, 10:28 AM
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Group: Members Posts: 83 Member No.: 2032 Joined: 18-October 11 ![]() |
My personal interpretation of this topic has always been essentially "rivendel elves", rather than "grey havens elves" or "high elves as they were 4,000 years ago". I thought that was more or less implied - where else could a "young" and eager-to-travel high elf have come from, to end up "beyond the edge of the wild"? Rivendel's the only spot on the map that makes any sense.
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voidstate |
Posted: Nov 14 2011, 10:52 AM
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Group: Members Posts: 94 Member No.: 1904 Joined: 9-September 11 ![]() |
Nice. How about adding another entry for lembas in elven magic? It could help with Travel rolls. |
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