Ringfinder: Elves of Middle-earth


Conversions


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Disclaimer: The fluff text was taken from MERP. These races were built mechanically using the Advanced Race Guide. Silvan and Sindar Elves are Advanced Races, while Noldor are a Monstrous Race according to that book.

Elf, Grey (Sinda, pl. Sindar)
The Sindar or “Grey Elves” were originally part of the great kindred called the Teleri. Unlike the Noldor, Vanyar, and the bulk of the Teleri, the Sindar chose not to cross over the sea to Aman; instead they stayed in Middle-earth. They, like the Silvan Elves, are part of the Moriquendi, the “Dark Elves” who never saw the Light of Valinor.
Of the three Elven races of Middle-earth, the Sindar are the quietest and calmest, and they appear to be the most content. They are less frivolous and playful than the Silvan Elves and are less fiery and passionate than the Noldor. Sindar feelings are deep and not easily aroused, but when they are they cannot be stayed. This is the root of their Sea-longing.
Physical Description: Thin when compared to Men, the Sindar are nearly as tall as the Noldor but are generally slighter of build. They are more muscular than the Silvan Elves. Most have fair hair and pale blue or grey eyes. Like the Noldor, they have light skin. Sinda clothing is exceedingly well made, yet subtle and utilitarian. They do not favor the rich garb of their Noldor cousins. Greys and silvers are their chosen colors.
Society: The Sindar are the most open and cooperative of Middle-earth's Elves. They are great teachers and borrowers and have an interest in the works of all races. This is in contrast to the more inquisitive Noldor, who are quick to scoff at things which are subtle or modest in appearance or utility. Grey Elves are a settled people and enjoy the company of others. Unlike the Silvan Elves, they build towns and havens and gather in close-knit communities. Many of the Sindar feel a kinship to the sea. They build superb ships and are renowned sailors.
Relations: The Sindar are great friends of most races and have remained particularly close to Dwarves. Their chief enemies are orcs, wargs, and dragons.
Alignment and Religion: Given their love for sailing and the sea, Grey Elves have a special respect for Ulmo, the Lord of Waters. They revere Eru and see Varda as their patron.

Grey Elf Racial Traits
+2 Str, +2 Dex, -2 Con, +2 Wis: Grey Elves are strong, silent, and stoic. Like other Elves, their physical forms are frail compared to their strong spirits.
Medium: Grey Elves are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Grey Elves have a base speed of 30 feet.
Low-Light Vision: Grey Elves can see twice as far as humans in conditions of dim light.
Fearless: Grey Elves gain a +2 racial bonus on all saving throws against fear effects.
Fleet-Footed: Grey Elves receive Run as a bonus feet and a +2 racial bonus on initiative checks.
Deathless Spirit: Grey Elves have resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
Eldar Immunities: Grey Elves are immune to non-magical diseases and gain a +2 racial saving throw bonus against poison.
Hatred: Grey Elves gain a +1 racial bonus on attack rolls against orcs, wolves and wargs.
Keen Senses: Grey Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Grey Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the world “Elven” or “Sindar” in its name as a martial weapon.
Languages: Grey Elves begin play speaking Westron and Sindarin. Grey Elves with high Intelligence scores can choose from the following: Avian, Black Speech, Entish, Quenya, Spider, and Wolf.

Elf, High (Noldo, pl. Noldor)
The Noldor are often called “High Elves” ostensibly because they are considered to be the most noble of the Elves in Middle-earth. In reality, they are so named for having once resided in the Blessed Realm of Aman across the sea. This exalted status is accentuated by their close ties with the Valar, a relationship which accounts for their unique cultural and linguistic roots.
All Noldor are noble of bearing and carry themselves with assurance. They are haughty and often appear to be 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. Because of this thirst for knowledge, the Noldor have often fallen prey to lust, corruption, and strife.
Finwë was the first King of the Noldor, which is counted among the Elves as the Second Kindred. Finwë’s sons—Fëanor, Fingolfin, and Finarfin—produced the three traditional lines of High Elven nobility.
Physical Description: Of all the Elves, the Noldor are the strongest and sturdiest of build, although they are still slimmer than Men. Most are dark-haired and have grayish eyes which betray a proud demeanor. Descendants of Fingolfin and Finarfin are often fair-haired and blue-eyed. High Elves favor rich clothing and find craftsmanship; they often have the appearance of great wealth.
Society: Of all the Elves of Middle-earth, the Noldor are the most ordered. While their brethren are content to wander or mark time in quiet diffusion, the Noldor seek to build communities and states in beautiful, guarded places.
Relations: The Noldor hate orcs, trolls, and dragons above all creatures. Due to their pride, they tend to look down upon Mortal Men, other than the Dúnedain.
Alignment and Religion: The Noldor love making beautiful things and so revere Aulë the Smith more than any other Vala, save Varda herself. Like all Elves, they worship Varda as giver of Light and maker of stars.

High Elf Racial Traits
+2 Dex, +2 Int, -2 Wis, +2 Cha: High Elves are nimble, deeply curious, and possessed of powerful personalities. Their strong emotions, however, often lead to unwise decisions.
Medium: High Elves are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: High Elves have a base speed of 30 feet.
Low-Light Vision: High Elves can see twice as far as humans in conditions of dim light.
Craftsman: High Elves gain a +2 racial bonus on all Craft and Profession checks to create objects from metal or stone.
Fearless: High Elves gain a +2 racial bonus on all saving throws against fear effects.
Fleet-Footed: High Elves receive Run as a bonus feet and a +2 racial bonus on initiative checks.
Deathless Spirit: High Elves have resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
Eldar Immunities: High Elves are immune to non-magical diseases and gain a +2 racial saving throw bonus against poison.
Elven Magic: High Elves gain a +2 bonus on caster level checks made to overcome spell resistance. In addition, they also receive a +2 racial bonus on Spellcraft checks made to indentify the properties of magic items.
Hatred: High Elves gain a +1 racial bonus on attack rolls against dragons, orcs, spiders, wolves and wargs.
Keen Senses: High Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: High Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the world “Elven” or “Noldor” in its name as a martial weapon.
Languages: High Elves begin play speaking Westron and Quenya. High Elves with high Intelligence scores can choose any language except for Khuzdul.

Elf, Wood (Silvan)
When the Elves departed from their original birthplace during the Elder Days, a number of their brethren remained behind. They decided not to seek the Light of Aman and were labeled as the Avari. These kindreds were left to fend for themselves during the days when Morgoth’s Shadow swept over the East. In these dark times they were forced into the secluded safety of the forests of Middle-earth, where they wandered and hid from the wild Men who dominated most of the lands. They became known as the Silvan or Wood Elves.
They are fun-loving but guarded folk. Outward mirth often hides their grim intentions.
Physical Description: Most are slight of build, and all are thin by Mannish standards. They are ruddy of complexion, with sandy hair and blue or green eyes. Generalizations are difficult, however since they are of many kindreds and there is wide variation among them. Their preferred clothes are usually forest green, grey, or brown, and range from functional designs to fanciful expressions of individual creativity. Their garments lack the formality and pomp of typical Noldo garb.
Society: The culture of the Silvan Elves is best characterized as unstructured and rustic by Elven standards but rich and relatively advanced when compared to the ways of Men. They have always been independent, but as of late many have settled in kingdoms ruled by the Noldor or Sindar. Still, all the Silvan folk enjoy a good journey or adventure, and most look at life much as a game to be played. Music and trickery are their favorite pastimes. The Silvan Elves are also masters of wood and know much of wood-craft and wood-lore.
Relations: The Silvan Elves seclude themselves more readily than their brethren, for they have a less friendly history of relations with Men. They despise orcs, dislike dwarves, and are suspicious of Men.
Alignment and Religion: Silvan Elves have a strong attachment to Oromë the Huntsman. Like all Elves, they worship Varda as giver of Light and maker of the stars.

Wood Elf Racial Traits
+2 Dex, -2 Con, +2 Cha: Wood Elves are nimble and playful. Like other Elves, their physical forms are frail compared to their strong spirits.
Medium: Wood Elves are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Wood Elves have a base speed of 30 feet.
Low-Light Vision: Wood Elves can see twice as far as humans in conditions of dim light.
Fearless: Wood Elves gain a +2 racial bonus on all saving throws against fear effects.
Fleet-Footed: Wood Elves receive Run as a bonus feet and a +2 racial bonus on initiative checks.
Deathless Spirit: Wood Elves have resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
Eldar Immunities: Wood Elves are immune to non-magical diseases and gain a +2 racial saving throw bonus against poison.
Hatred: Wood Elves gain a +1 racial bonus on attack rolls against dwarves and orcs.
Keen Senses: Wood Elves receive a +2 racial bonus on Perception checks.
Silent: Wood Elves receive a +2 racial bonus on Stealth checks.
Weapon Familiarity: Wood Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the world “Elven” or “Silvan” in its name as a martial weapon.
Languages: Wood Elves begin play speaking Westron and Sindarin. Wood Elves with high Intelligence scores can choose from the following: Avian, Black Speech, Entish, Quenya, Spider, and Wolf.

Elf Character Traits
Regional Traits
Flet-runner (Lothlórien): You spent much of your life among the flets of Lothlórien, far above the forest floor. You gain a +2 trait bonus on Acrobatics checks to move across narrow surfaces.
Hidden Archer (Lothlórien): The Elves of Lothlórien are skilled as discouraging trespassers without ever being seen. When making a Stealth check to remain obscured after making a ranged attack from hiding, you take a -10 penalty instead of the usual -20 penalty.
Lore-master (Rivendell): You have spent many hours listening to tales and songs in the Hall of Fire, and you have studied in the library of Elrond himself. You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks. One of these skills (your choice) is always a class skill for you.
Raft-elf (Mirkwood): The time you spent living along the Forest River that flows past the Elvenking’s Hall has taught you how to handle a small vessel. You gain a +2 trait bonus on Profession (sailor) checks to pilot a small boat or raft. In addition, you can make Profession (sailor) checks untrained on rivers and freshwater lakes.
Shipbuilder (Edhellond or Grey Havens): You spent time working on one of the great ships that would bear Elvenkind into the West, never to return to Middle-earth. You gain a +1 trait bonus on Craft (woodworker) and Profession (sailor) checks. One of these skills (your choice) is always a class skill for you.
Spider-foe (Mirkwood): You survived an encounter with the giant spiders of Mirkwood and know how to escape their traps. You gain a +1 trait bonus on Escape Artist checks to escape entanglement. This trait bonus increases to +2 against spider webs.
Trollshaws Scout (Rivendell): You are at home among the jagged rocks and dense forests of the Trollshaws, and you know how to evade the worst creatures that live there. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hills or mountains.
Wandering Elf (Eriador): You have not had a permanent home for a long time, preferring to travel far and wide to see the beauty of Middle-earth before you must leave it forever. You gain a +1 trait bonus on Survival checks and it is always a class skill for you.

Race Traits
Exiled (High Elf): Your people were banished from the land of the Valar long ago, and you long to prove yourself worthy that you might one day return. Your resolve gives you a +1 bonus on Will saving throws.
Forrester (Silvan Elf): You gain a +1 trait bonus on Craft and Profession checks to create items made of wood.
Light of Aman (High Elf): The light of the Two Trees of Valinor is reflected in your eyes. You gain a +1 bonus on Intimidate checks against evil creatures.
Melian’s Gift (Grey Elf): The grace and beauty of the Queen of Doriath lives on in your people. You gain a +1 trait bonus on Perform (dance) and Perform (sing) checks.
Rivalry (Any): If a dwarven ally drops an enemy to 0 hit points, gain +1 circumstance bonus on your next attack roll.
Servant of a Great Lord (Wood Elf): You have spent time in the house of a great Elf-lord, serving his daily needs. You gain a +1 trait bonus on Knowledge (nobility) checks and Diplomacy checks when speaking to someone above your station. One of these skills (your choice) is always a class skill for you.
Suspicious (Grey Elf): Your people have been betrayed time and again by outsiders in friendly guise. You gain a +1 trait bonus on Sense Motive checks.
Tree-friend (Any): You gain a +2 trait bonus to Diplomacy checks when conversing with intelligent plants.
Wine Connoisseur (Any): Elves love a good wine, and even the most stoic Elf is known to be quite merry after a few drinks. You gain a +2 trait bonus to Appraise checks to determine the value of alcoholic beverages. Sadly, you are still vulnerable to the effects of said beverages.

Shadow Lodge

Well done Sir.


I'm curious why you decided to give Sindar +2 STR. It seems like an odd choice. I would think that CHA would make more sense?

I haven't really looked in PF Middle Earth, so there may be considerations involved that I'm unfamiliar with.


Here's my new warmage race...

Quote:

High Elf Racial Traits

+2 Dex, +2 Int, -2 Wis, +2 Cha


Very nice.


Elrostar wrote:
I'm curious why you decided to give Sindar +2 STR. It seems like an odd choice. I would think that CHA would make more sense?

It may have been a rash decision, but I mostly relied on the fluff text in the MERP core rulebook. From my reading of The Lord of the Rings and The Silmarillion, the difference between the three Elven races didn't really jump out at me. But I knew I wanted them to be different mechanically for a game. So I cheated. MERP says they're more muscular than Silvan elves and more quiet and contemplative than other Elves, which implies a high Wis. All Elves have high Dex, so that gives me three stat boosts. Noldor on the other hand are definitely all about powerful personalities and bad decisions (like starting a war and betraying your friends because you want your pretty baubles back).

MERP is Middle-earth Roleplaying by the way. It was a game that was out in the 90's. Very good resource for Middle-earth fans but it also has a lot of annoying flaws that I'm trying to fix.

Elrostar wrote:
I haven't really looked in PF Middle Earth, so there may be considerations involved that I'm unfamiliar with.

I'm not familiar with PF Middle-earth. Is that a group?


Are there half-elves in Middle Earth?


Elrond ist the most famous half-elf. But he decided to be on the elvish side of life. His daughter Arwen also is half-elf, but she chose the human side. Though humans are very different from each other in Middle-Earth.


Yes, but they are quite rare. IIRC there were only 3 unions of men and elves in the Tolkien canon. As Turgan said, the half-elves choose to be mortal or not, and this choice is passed on to their offspring. Elrond's sons Elladan and Elrohir are also mentioned somewhere.


Elrond was the son of Eärendil the Mariner and Elwing the White. Eärendil was the son of Tuor, a Man, and Idril, an Elf. Elwing was the daughter of Dior, who was the son of Beren, a Man, and Lúthien, an Elf. Lúthien's mother was a Maia, a powerful angelic spirit, sort of the equivalent of a Pathfinder celestial. So Elrond and all of his kindred have human, Elven and divine blood.

Elrond's brother was Elros. The story goes that Elrond and Elros were given a choice at the end of the First Age, of which kindred they wanted to belong to, Men or Elves. Elrond chose the Elves, but Elros chose Men. Not because he wanted to be mortal and die, but because he saw them has "his people." It didn't go all bad for Elros, however, because he got to be king of the great empire of Númenor.

All the kings of Númenor, all the kings of Gondor and Arnor, and the Chieftains of the Rangers were descended from Elros, all the way down to Aragorn. People often joke about Aragorn and Arwen being cousins, but they are cousins many, many generations removed. To give you an idea, it's about 6000 years from Elros' time to Aragorn's time. But what this means is that Aragorn and all of his people (the Dúnedain) share a little bit of Elven blood and divine blood.

So to answer your question, there are no half-elves like the half-elves in Pathfinder. I would make Elrond and his children Elves for game purposes. I'll be writing up the Dúnedain soon and post them here.

There is the sticky issue of Prince Imrahil and the Men of Dol Amroth. Imrahil is a minor character that shows up in The Return of the King. Supposedly, he and his people have Elven blood, but this is passed off as sort of a folktale and not really explored. However, in some of his unpublished writings, Tolkien fleshes out their story and reveals that they actually do have some Elven ancestry.

It's important to remember that Tolkien was constantly changing and adding things to Middle-earth right up to his death. So it's not necessarily "wrong" if you want to play a half-elf or some other creature that wasn't explicitly mentioned in the books. You're just adding to the world that Tolkien began. :)


I'd say the early descendents of Elros and the occasional throwback, like Aragorn are pretty much D&D Half-Elves. You could argue that all the Dunadan are Half-elves. It's hard to say how much of the difference between them and normal humans is genetic and how much is cultural. The longer lifespan (Aragorn was ~80 during the LoTR and lived past 200) is obviously genetic.

Obviously they're not exactly Half elves, not are they just like D&D half elves any more than Tolkien's elves are D&D elves. His elves are so much better than humans in many ways that it doesn't take much elven influence to make a big difference.

Grand Lodge

Shalafi2412 wrote:
Are there half-elves in Middle Earth?

yes but you can count the total population at any one time on the fingers of one hand.

But they are not the Half-Elves of Pathfinder/D20, they're something completely different and not fully defined until each one of them makes the choice of their life path. Then they become something either more elven, or more Manish.

Sovereign Court Contributor

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Having worked on MERP - on the unpublished Lindon book - and played in M-e for about 20 years, I think it's interesting what you're trying to do, but the stat bonuses seem more designed for play balance rather than accuracy in terms of what Tolkien wrote.

Tolkien's Elves are more physically and mentally capable than humans. The scale of this improvement varies from near-celestial (i.e., the Noldor born in Valinor) to similar to the Dunedain (the Wood-elves). They are essentially high CR characters with no real penalties.

Not only - according to Tolkien's essays - do they have a better integration of mind and body (hence their higher DEX, STR, CON) but their spirits have a closer affinity to the world, hence their "magic." Tolkien has an essay on this in the compilation called Peoples of Middle-earth.

The One Ring game attempts to balance this by giving humans and hobbits essentially greater determination - Elves don't apply themselves as assiduously to short-term issues since they are immortal - and a greater destiny - since the time when Elves could save or change the world passed during the Second Age. But these are hard to express in PF terms. They aren't the heroes in the Third Age because the story says so, and they are aware of that. The best way to show this, perhaps, is the old 1e way; they tend to plateau in terms of class levels, though they have major stat bonuses to make up for it. But starting-level Elves are probably at least CR 6.

This isn't necessarily the fun interpretation, I note. For that, use something like the above...


That would be an interesting approach to running a Middle Earth game. Play up the humans and hobbit characters by focusing the story on them. The elves & dwarves can be tougher, more powerful characters, but the humans and hobbits get the plotlines and story focus.
Obviously, this would all have to laid out to the players up front.

It's a very different approach to game balance, but with a good enough GM and the right group of players it might work. I couldn't pull it off, but I'd play in it.


Jeff Erwin, thank you so much for your coments. It is so cool that someone who worked on MERP is looking at my work.

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