Peoples of Middle-Earth in the Third Age of the Sun

The Noldor

The Noldor (sing. Noldo), the 'Wise' or 'Deep' Elves. The Noldor were the second Kindred of the Eldar, following their Vanyar cousins over the sea to Valinor. There, they learned much from the Valar and the Maiar, particularly from Aulë, the Smith of the Valar. It was Fëanor, the most gifted of the Elven-smiths, the creator of the Silmarils and many other wonders, who led the Noldor back into Middle-Earth, seeking vengeance upon Morgoth.

The tale of Fëanor's ill-fated pursuit, and of the exile of the Noldor is a tale to long for this space, but many deeds, great and base, were performed by those of this Kindred ere the First Age closed.

In the Second Age, the Noldor who remained played a pivotal part in the events of the day. Gil-galad was the High King of Lindon, who refused the early advances of Sauron in his guise as Annatar. The Noldor city of Ost-in-Edhil in Eregion was the home of the Elven-smiths who, with Annatar's assistance, created the Rings of Power. It was the revealed Sauron who destroyed their home when they refused to bow to him.

In the Third Age the Noldor are a rarer sight, most having died in battle or having taken passage to Valinor. Still, they number amongst them figures such as Galadriel and Glorfindel, and the sons of Elrond.

Noldor are taller than than their Sindar and Sylvan cousins, darker of hair, but fairer of skin. However, the descendants of Finarfin and Fingolfin, sons of the Noldor High-King Finwë by his second wife, Indis of the Vanyar, are golden haired.

Like all elves, the Noldor possess excellent eyesight, and can see as well under starlight as a human in daylight, and by the sun may see much better than humans; however, complete darkness robs them of sight just as easily. They also share the near immunity to all forms of disease common to the Firstborn, and resist diseases at double their normal CON.

Attributes:

Quenya, the High Tongue
Quenya was the language spoken by the Vanyar and Noldor in Valinor. The exiles brought their tongue with them when they returned, but due to a variety of influences, they adopted the colloquial Sindarin as their day to day speech. Quenya became, then, a language of lore and scholarly pursuits. Down to the Fourth Age, Quenya remained little spoken, and a young Noldo would master Sindarin fom the cradle, learning their Quenya later.

RollAvg.
STR2d6+613
CON2d4+1015
DEX2d6+10 17
SIZ2d6+12 {m}
2d6+10 {f}
19
17
INT2d4+1015
POW2d4+1217
CHA2d6+1017
Age (young)(1d10x1d10x2d6)x2424 years old
Age (mature)(3d6)x1001100 years old
Age (older)(3d6)x5005500 years old

Skills
Agility Skills = POW+DEX
Communication Skills = INT+CHA
Knowledge Skills = INT
Manipulation Skills = STR+DEX
Perception Skills = INT+POW
Stealth Skills = INT+DEX-SIZ
  • Animal Lore = Knowledge x2
  • one Craft or Lore = Knowledge x2
  • Elf Lore = Knowledge x3
  • Human Lore = Knowledge x2
  • Listen = Perception x2
  • Mechanical Lore = Knowledge x2
  • Plant Lore = Knowledge x2
  • Singing = Communication x2
  • World Lore = Knowledge x2
  • one melee attack = Manipulation x2
  • one melee parry = Agility x2
  • one missile attack = Agility x2
  • Sindarin (spkn) = Communication x3
  • Sindarin (r/w) = Knowledge x5
  • Westron (spkn) = Communication x2
  • Westron (r/w) = Knowledge x3
  • Quenya (spkn) = Communication x1
  • Quenya (r/w) = Knowledge x2
  • Adûnaic (spkn) = Communication x1
  • Adûnaic (r/w) = Knowledge x2
  • one other language (spkn) = Communication x2
  • one other language (r/w) = Knowledge x3
  • Background Options
  • Languages (1 point)
  • Literacy (1 point)
  • Stat Boost (1 point per increase)
  • Skill Boost (1 point per increase)
  • Status - Notable Lineage (1 point)
  • Status - Royal Lineage (2 points)
  • Wealth (1 point per roll)
  • High Quality Items (1-3 points each)
  • Minor Magical Item (3-5 points)
  • Crafting (2 points)
  • Healing (2 points)
  • Foresight (1 point)
  • Presence (2 points)
  • Sense (2 points)
  • Sorcery (3 points)

  • Outfitting Noldor Characters
    Noldo characters begin with two weapons (or a weapon & a shield), two sets of clothing, one set of armour, and small gems worth 20 silver pieces.
    Clothing
    Men: fine linen, cotton, or silk shirt or blouse, often white in colour; jewel-hued velvet or silk tunic (sapphire, emerald, ruby, amythest, topaz); sometimes with slashed sleeves, sometimes sleeveless, sometimes embroidered or appliqued with geometric motifs; velvet or brocade mantle with wide sleeves, cape-like body, and varying in length from the hip to the ankles; close fitting hose; soft boots rising only to the ankles, or as high as the knees.
    Ladies: fine linen, cotton, or silk shift, often white; jewel-hued silk or velvet gown, sometimes slashed sleeves, sometimes sleeveless, often emroidered or appliqued at the neck, hem, and/or sleeves; belt of silk, velvet, or decorativecord, to encircle the waist and hips and be knotted or otherwise secured in front; soft slippers or ankle boots; velvet or brocade mantle with wide sleeves, cape-like body, and hanging to the aknles. Ladies who choose to travel often wear more practical garb, not unlike that worn by Noldor men.
    Weapons
    Dagger, broadsword, mace, composite bow, long bow, greatsword, quarterstaff, javelin, lance, bastard sword
    Armour
    Fine mail of excellent manufacture is commonly worn to war, often with a shield and a fine helm. In less extreme times, such as hunting beasts or Orcs, leather armours are preferred.
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