Originally posted by AslanC
Drow, Loth and the Underdark - Agreed. I do not want to just transplant them directly. It needs that Middle-Earth flavour. That said I think I have a name for them.
Quenuhuine - Elves of Under-Shadow
As for Loth I think Morlob is an excellent idea Thanks for pointing me that way.
You're welcome.
Your name sounds pretty good. Go with it.
Rivendell and the sons of Elrond - By this point in the 4th Age Elrond, Celeborn and Galadriel are all gone. Elrond's sons remain behind, but I can't find any record of how long they stay. So I can easily slaughter a bunch of Elves and Loremasters at Rivendell. It will also serve to drive home the seriousness of the problem. these fell creatures managed to raid and sack Rivendell, they are a serious threat.
Rivendell is pretty much emptied of all its people with the departure of Elrond. His sons and some folk remained durring the begining of the Fourth Age, and Celeborn joined them for a while. We honestly know nothing about the history of Middle Earth after about the year 120 of the Fourth Age, when the last ammendation to the Thain's Book (Tolkien's "source" for Lord of the Rings), detailing the death of king Elessar and the fate of Arwen. My speculation that the Celeborn and the sons of Elrond sought the havens not long afterwards is merely that: speculation, but it seems to make sense that there is no longer any reason for them to linger. Of course, the choice of the half-elven was given to all Elrond's children, either to depart with him or remain in Middle Earth and die. Perhaps Eladan and Elrohir fell under the same doom as Arwen, and died as mortals.
Aragorn, Elessar and age - According to the RPG e lives to be 210. If my game is set in 320 4th Age, then he has been dead for about 100 years. Not a problem there
Nearer 200 years, in fact. Aragorn was a geezer durring the War of the Ring. He was only a few decades younger than Bilbo.
Silmarils and their powers - I don't want to turn this into a lesson on the creation myths of Middle-Earth. I want this to be a quest my players can understand and get into. Stop the evil spider-queen from turning off the sun. They get that. It is palpable. I love the idea of the silmaril having to be returned to the sea. I think also they will be able to use its' light to kill Morlob and free to souls of the corrupt Quenuhuine. Not too sure about a big NPC they have never heard of. Maybe his spirit can give them some guidance all Obi-Wan like, but in the end the players MUST do it on their own.
As I mentioned before, I don't know as it could really work to turn of the sun, but then neither will anyone else in the game, hero or villain. And so long as your players manage to stop Morlob and her minions before they can pull it off, it doesn't really matter. But truly, the draw of the Silmarils and Fëanor's mighty oath makes them a magnet for trouble, sorrow, and war.
I certainly do believe that the players could use the Silmaril to destroy Morlob and free the Quenuhuine. Considering what just a pissed-off gardner with an elven knife and the reflected light of Ëarendil was able to do to Shelob, just think what a group of pissed-off heroes could do with the real thing!
As for including Maglor in your tale as an NPC, I just suggested it because he was tied so closely to the Silmaril lost in the Seas, and might be a good way to tie up the end of the story. The Oath of Fëanor was extremely powerful, and caused a whole lot of suffering in the First Age, and should still have repricussions even 6 millenia later, so the players are going to have to get rid of that Silmaril when they're done with it. Maglor is the last descendant of Fëanor left in Middle Earth (unless you make up one like I did), and the greatest minstrel of the Eldar (bar one), so it would make sense to tie him into the story at points. Perhaps as the characters are learning about what this gem is that the Quenuhuine are after, they might encounter a wandering elf minstrel of astounding skill, who sings to them ancient songs of the First Age, relating the story of the Silmarils. Give them more bits and pieces of that history as you go. Then once they've saved the day and retrieved the Silmaril, that minstrel could relate the end of the story. Then they realize who/what this minstrel is, and their exposure to all the suffering and destruction caused in the quest for the Silmarils over the ages should encourage them to "do the right thing" and chuck it back into the ocean.
Or something like that.
Anyway, this sounds like a great fading of Middle Earth campaign, one last hurrah for the Elves, facing down the last ancient threat in the world. After this, the remaining Elves vanish quickly into the West, and Men come finally into dominance, making their own evils rather than being subservient to some Evil from outside.
Now go out there and kick some butt, narrator!
-Chris Landmark
"Was entstanden ist, das muss vergehen. Was vergangen, auferstehn." -Klopstock & Mahler
"Only liberals really think. Only liberals are intellectual. Only liberals understand the needs of their fellows." How much viciousness lay concealed in that word! Odrade thought. How much secret ego demanding to feel superior. - Heretics of Dune